The NEW IFWG PC Statistics Thread [Archive] - Wizards Community

Post/Author/DateTimePost
Silmarien Aldalome

12-29-04, 02:34 AM
Welcome to the IFWG Player Character Statistics Thread

Courtesy of the Guild House - where

Your GM hosts are:
Orcy the Green Wonder and
Silmarien Aldalome

Moderated by
WizO_Catoblepas and
WizO_Shadow

Instructions from GM about this thread

There are a series of processes developed in the ensuing post. Please read those, and if you have any questions, PM Dyne, Orcy, or myself for assistance.

For more information about the IFWG, please have a look at the Stickies, this forum, or post to our MetaThread.

Regards
stav
Silmarien Aldalome

12-29-04, 02:50 AM
Wating on advice from Dyne.

Please don't post here just yet.

stav
Dyne

12-29-04, 03:07 AM
Allright, this is how it'll work. Instead of everyone posting their own character on the thread, like on the old thread, all of the characters will be posted in a few posts that I will keep. Post his stats up, they will be looked over and commented on, and when they are approved for use in the IFWG, I'll add them in with the rest of the characters. If your character uses any kind of homebrew material, he will have to be reviewed by the GM's before he can be used.

These are the steps for getting a character posted.
Posting a Character
1.) Generate his stats. You all know how. If you don't know how, or if you're having trouble, gives us a holler and someone is sure to help you out.
2.) Copy the Template given below. You can do this by clicking the "Quote" button for this post, below, which will copy this post and bring up another post for your own charcter.
3.) Remove all the unnecessary junk from the post, including all the example junk from the template, and all the other stuff from this post that isn't part of the template.
4.) Fill in the template with the info about your character.
5.) Submit the post and your character will be added at the end of this thread.
6.) Give us a little time to look over your character. Also, we may make comments on the character or ask you to clarify some things.
7.) Your character will be added to the compendium of characters. BUT, he will not be allowed to be used in the IFWG until he is approved.
8.) What can you do until your character is approved, you ask? Virtually anything that does not directly affect the IFWG. You can plan out what you will do with your character once he's finished, including planning out the defenses of your foundation(s). But, for example, you wouldn't actually be able to start building those defenses until the character is approved.
9.) Once your character is approved, he is open for use in the IFWG. Use him to battle at the Mountain Top Arena, barter at the Merchants Guild, or whatever else you want to do with him.

This will be the template in which characters are posted:

Player Name:
Character Name:
Approved?:
Foundations: The list of foundations that the character is a member of.
Race: Name of race (What sourcebook it's from, if not from Core rulebooks)
Class: Name of class (What sourcebook it's from, if not from Core rulebooks)
Racial HD: (If any)
Level Adjustment: (If any)
Total ECL:
Experience:
Alignment:
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:
Dyne

12-29-04, 03:27 AM
ANNOUNCEMENTS:
1.) All characters will start from scratch. Whatever your character might have accomplished in the previous IFWG will be erased. However, if you want to use the same character with the same stats as he started off with, you are welcome to.
2.) I am in need of assistance. I need volunteers of people who will review portions of characters that use rules that I am not familiar with. Currently, I need a person who is very familiar with the Forgotten Realms rules and a person who is very familiar with the Psionics rules. If you are interested, please PM me.
3.) Instead of PMing your characters to me, just post them up here. It makes things easier, frees up my inbox, and is just simply a better idea. Once they are totally approved for use in the IFWG, I'll add them in to the section of characters.
4.) PLEASE post your characters in the template I have given. Just click on the Quote button on my post and you'll have to template right there. Delete all the unnecessary example junk and fill it in with your own stats. It will make it a LOT easier for me to enter character stats.
5.) 1/22/05 I have been gone for quite a while. In my absence, Demonfey has begun a new thread for characters. If you want any help on your character or want to post his stats up, it's better to do it there since this thread has fallen out of date.
6.) 1/29/05 Updated the Posting a Character section.
Dyne

12-29-04, 03:27 AM
Character Creation Rules:
32 Point-Buy system for generating ability scores. OR if you prefer, you can roll up stats on an online die roller (using the standard die rolling method) and post a link to the results.
112,500 XP (ECL 15)
200,000 gp worth of equipment
First HD is maxed out, each additional HD is taken as if the average had been rolled. OR if you prefer, you may roll for each additional HD on an online die roller and post a link to the results.
Skill points are calculated as if your Intelligence score at ECL 15 has been such since the 1st HD. For example, if a Wizard starts out with an Int 15 but, through level increases and magic items, it ends up at Int 20 by ECL 15, the character can treat his Int score as 20 for each of his HD. Upon attaining levels beyond ECL 15, skill points are accumulated as normal. This is to simplify and standardize the way of determining skill points. Since it is impossible to tell at exactly what level the character might acquire a certain magic item that might change his Intelligence score, it's difficult to accurately determine skill points for characters beyond level 1. So, we'll use this method to make certain that characters do not lose out on skill points, and characters may even end up with more skill points then they normally would.
All official (non-variant (AKA Unearthed Arcana material, as well as some material in the Dungeon Masters Guide that is labeled as "Variant") Wizards of the Coast Dungeons and Dragons material is allowed for use without question. Other D20 products are subject to conversions for compatibility with the D&D rules, and homebrew material must be reviewed and approved by the GM's before it is allowed to be used in the game. This is subject to GM discretion.

These rules are subject to alteration and/or addition as the rules discussion at the Inter-Foundation Exchanges Metathread progresses.
Dyne

12-29-04, 03:30 AM
Player Name: Demonfey
Character Name: Sulkyr Of the Bloodwraith Clan
Approved?: No
Foundations: ???
Race: fey'ri pyroclastic half dragon necropolitan (Sourcebooks: Races of Faerun (fey'ri), Draconomicon (pyroclastic half-dragon), Libris Mortis (necropolitan))
Class: Warlock 9/Fighter 1 (Sourcebooks: Complete Arcane (Warlock)
Racial HD: 0
Level Adjustment: +5
Total ECL: 15
Experience: 112,500 XP
Alignment: Neutral Evil
Home Region: N/A
Languages: Common, Abyssal, Celestial, Draconic, Elven, Ignan, Infernal, Orcish
Gender: Male

Abilities:
Strength: 23 (15, +8 half-dragon)
Dexterity: 16 (14, +2 racial)
Constitution: -- (8, -- from undead type)
Intelligence: 18 (14, +2 fey'ri, + 2 half-dragon)
Wisdom: 14
Charisma: 16 (14, +2 half-dragon, +2 level increases)

Speed: 35 ft. base ground (+5 ft. Dash feat), 40 ft. fly (fey'ri)

HD: 10d12 (76 hp) ?link?
AC: 27 (+7 armor, +3 Dex, +4 natural, +3 graft)
Touch AC: 13 (+3 Dex)
Flat-Footed AC: 24 (+7 armor, +4 natural, +3 graft)

Initiative: +3 (Dex)

Skills:
Skill Points: 78
Class Skills: Bluff, Climb, Concentration, Craft, Disguise, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft, Swim, Use Magic Device.
Skill Modifiers:
+15 Intimidate (???)
+15 Disguise (???)
+16 Knowledge (arcana) (???)
+16 Knowledge (the planes) (???)
+15 Use Magic Device (???)
+15 Jump (???)
+15 Hide (???)

Feats:
Dash (Sourcebook: Complete Warrior)
Extra Invocation (Sourcebook: Complete Arcane)
Frightful Presence (Sourcebook: ???)
Improved Flight (Sourcebook: ???)
Improved Weapon Familiarity (Sourcebook: Complete Warrior)

Special Abilities:
Breath Weapon: Cone of fire and sonic, 6d8 damage (Granted by Pyroclastic Half-Dragon) (Sourcebook: Draconomicon)
Spell-Like Abilities: At will: Alter Self; 1/day: Darkness, Detect Thoughts, Suggestion, Charm Person (Granted by fey'ri) (Sourcebook: Races of Faerun)
Spell-Like Abilities: At will: Detect Magic, Eldritch Blast (Granted by Warlock) (Sourcebook: Complete Arcane)
Darkvision 60 ft. (Granted by fey'ri) (Sourcebook: Races of Faerun)
Low-Light Vision (Granted by fey'ri) (Sourcebook: Races of Faerun)
Immunity to fire and Immune to magic sleep and paralysis effects (Granted by Pyroclastic Half-Dragon) (Sourcebook: Draconomicon)
Damage Reduction 2/Cold Iron (Granted by ???) (Sourcebook: ???)
Fiendish Resilience 1 (Granted by Necropolitan) (Sourcebook: Libris Mortis)
Deceive Item (Granted by Warlock) (Sourcebook: Complete Arcane)
Undead Qualities

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: +7/+2
Melee: +13
Ranged: +10
Grapple: +13

Bite
+13 attack 1d6 damage

2 Claws
+13 attack 1d4 damage

+4 Flaming Thinblade
1d8+12 +1d6 fire crit 18-20/x2

Eldritch Blast 5d6, 7d6 when altered

Equipment:
Greater Chasuble of Fell Power (18,000 gp), spike stones (4,000 gp), poison fangs (8,000 gp), added tail (6,000 gp), scaled skin (36,000 gp), +5 leather armor (25,160 gp), +4 flaming thinblade (50,400 gp), 52,440 gp.
Total: 200,000 gp

Invocations:
brimstone blast; voracious dispelling; spider climb; eldritch spear; frightful blast; Devil's Sight; Flee the Scene; The Dead Walk

Description:
Age: 1200 (undead)
Height: 7 ft.
Weight:
Eyes: red
Hair: bald
Description: A figure steps out of the shadows, glowing with red energy. Black hair hangs down from its head, and it pulls back its hood to reveal red eyes and a mouth full of fangs, and a draconic face. It looks vaguely elven, as it unfurls its wings and throws a bolt of strange magic at you...
_____________________


[Ed. My gawd that took WAY too long. Please take this as a reminder: PLEASE post your characters in the template I have given. Just click on the Quote button on my post and you'll have to template right there. Delete all the unnecessary example junk and fill it in with your own stats. It will make it a LOT easier for me to enter character stats.]
Dyne

12-29-04, 03:31 AM
<<Reserved4>>
Dyne

12-29-04, 03:33 AM
<<Reserved5>>
Dyne

12-29-04, 03:34 AM
<<Reserved6>>
Dyne

12-29-04, 03:35 AM
<<Reserved7>>
Dyne

12-29-04, 03:35 AM
<<Reserved8>>
Dyne

12-29-04, 03:36 AM
<<Reserved9>>
Dyne

12-29-04, 03:38 AM
<<Reserved10>>
Dyne

12-29-04, 03:39 AM
<<Reserved11>>
Dyne

12-29-04, 03:40 AM
<<Reserved12>>
Dyne

12-29-04, 03:41 AM
<<Reserved13>>
Dyne

12-29-04, 03:42 AM
<<Reserved14>>
Dyne

12-29-04, 03:43 AM
<<Reserved15>>
Dyne

12-29-04, 03:44 AM
<<Reserved16>>
Dyne

12-29-04, 03:44 AM
<<Reserved17>>
Dyne

12-29-04, 03:45 AM
<<Reserved18>>
Dyne

12-29-04, 03:46 AM
<<Reserved19>>
Dyne

12-29-04, 03:47 AM
<<Reserved20>>
Dyne

12-29-04, 03:48 AM
<<Reserved21>>
Dyne

12-29-04, 03:49 AM
<<Reserved22>>
Dyne

12-29-04, 03:51 AM
<<Reserved23>>
Dyne

12-29-04, 03:52 AM
<<Reserved24>>
Dyne

12-29-04, 03:53 AM
<<Reserved25>>
Dyne

12-29-04, 03:54 AM
<<Reserved26>>
Dyne

12-29-04, 03:55 AM
<<Reserved27>>
Dyne

12-29-04, 03:56 AM
The rest of this thread can be used to discuss characters (or whatever else you want to discuss).
Let the spamming begin.
BronzeBeard

12-29-04, 04:13 AM
For what's all those reserves?
Tenzhi

12-29-04, 04:32 AM
For what's all those reserves?

Judging from my reading of Dyne's first post here, where he says:

"Instead of everyone posting their own character on the thread, like on the old thread, all of the characters will be posted in a few posts that I will keep. If you want your character posted, PM him to me."

I imagine that those reserves are where he's going to post everyone's characters.
BronzeBeard

12-29-04, 04:48 AM
Who posted that?
Where does it says so?
Tenzhi

12-29-04, 08:24 AM
Who posted that?
Where does it says so?

As I said before :P : Dyne did. In his first post on this very thread.

Been hitting the sauce again, BB? ;)
jagggar

12-29-04, 01:04 PM
Should Divine Ranks and Sovereign ranks be on the sheet at this moment? IIRC, Sovereign Ranks were made especially for the guild wars, and if we scrap that concept, should we have it on the character sheet?
Dyne

12-29-04, 03:49 PM
Should Divine Ranks and Sovereign ranks be on the sheet at this moment? IIRC, Sovereign Ranks were made especially for the guild wars, and if we scrap that concept, should we have it on the character sheet?

I can scrap it. We never got to use them anyway. If we decide to use Divine Ranks and Sovereign Ranks, I can add in a little slot later.
Dyne

12-29-04, 03:55 PM
All right, I'm gonna need a little help on the reviewing of characters. Mainly, I only have the core rules, so I don't know what certain things are. I need someone to provide me with the material so that I know exactly how these characters were created.

First off, I need the stuff on fey'ri and pyroclastic half-dragons. What books are those found?
Demonfey

12-29-04, 04:19 PM
All right, I'm gonna need a little help on the reviewing of characters. Mainly, I only have the core rules, so I don't know what certain things are. I need someone to provide me with the material so that I know exactly how these characters were created.

First off, I need the stuff on fey'ri and pyroclastic half-dragons. What books are those found?
Races of Faerun or Monsters of Faerun for fey'ri. Draconomicon has information on the pyroclastic dragon, and how it is adapted to half dragon. It says like the normal half dragon, but the breath weapon is a cone of fire and sonic damage, and you are immune to either fire or sonic damage.
Fey'ri have wings and a fly speed of 40 (poor), and my chosen powers are detect thoughts, suggestion, charm person, and darkness. They always have alter form (any humanoid) at will, which is a part of their standard abilities. +2int and +2dex, -2con. Total adjustment +2, and they have immunity to sleep, darkvision, lowlightvision, and other things I forget.
Oh, and if you need stats for the half dragon, look at the MM3.5
Dyne

12-29-04, 04:45 PM
Okay, this early into the creation process and I already have to makea few announcements.

Announcements:
1.) All characters will be starting from scratch. All the gold you won at the arena will be gone, as well as any XP you accumulated. We have to start over. But, you'll have a chance to earn it all back.
2.) I cannot monitor all the characters myself. There are rules that I am not familiar with that people will be using for their characters. This means that I will need someone else to send those parts to so that they can look them over. I need someone with the Forgotten Realms rules (and who knows them well) as well as someone with the Psionic rules (and who knows them very well). Whoever might volunteer for this, I will send portions of people's characters to them for their review.

ANYONE WHO WANTS TO VOLUNTEER TO BE EITHER A FORGOTTEN REALMS ASSISTANT OR A PSIONICS ASSISTANT, PLEASE PM ME.
Demonfey

12-29-04, 04:49 PM
Redhase posted all the info on fey'ri. Here's the link.
fey'ri (http://boards1.wizards.com/showpost.php?p=5069584&postcount=347)
Okay?
jagggar

12-29-04, 05:40 PM
Dyne, what books do you have?
Dyne

12-29-04, 05:42 PM
Announcement: My inbox is already starting to get overloaded with PM's. So, instead of PMing your characters to me, just post them up here. I'll take a look at them and make comments. That'll also give the GM's an opportunity to make comments if needed.

Please try to post your stats in the template described in my first post. Also, try to fill in everything that is applicable. Example: Instead of just putting up your ability scores, put up your ability scores along with what they started as, racial ability adjustments, level increases, and any other modifiers. This is the same for skills and saving throws. Also, if something is from a source other than what can be found in the SRD, please put in parentheses in what source it can be found. If it's homebrew, but (homebrew) in parentheses, and put an entry below that character that describes what it is (or post a link to its description).
Demonfey

12-29-04, 06:02 PM
Player Name: Demonfey
Character Name: Sulkyr Of the Bloodwraith Clan
Approved?: No
Foundations: ???
Race: fey'ri pyroclastic half dragon (Sourcebooks: Races of Faerun (fey'ri), Draconomicon (pyroclastic half-dragon)
Class: Warlock 9/Fighter 1 (Sourcebooks: Complete Arcane (Warlock)
Racial HD: 0
Level Adjustment: +5
Total ECL: 15
Experience: 112,500 XP
Alignment: Neutral Evil
Home Region: N/A
Languages: Common, Abyssal, Celestial, Draconic, Elven, Ignan, Infernal, Orcish
Gender: Male

Abilities:
Strength: 23 (15, +8 half-dragon)
Dexterity: 16 (14, +2 racial)
Constitution: 14 (14, +2 half dragon, -2 fey'ri)
Intelligence: 18 (14, +2 fey'ri, + 2 half-dragon)
Wisdom: 8 (+0)
Charisma: 18 (14, +2 half-dragon, +2 level increases)

Speed: 35 ft. base ground (+5 ft. Dash feat), 40 ft. fly (fey'ri)

HD: 9d6+18, 1d10+2 51 (http://invisiblecastle.com/find.py?id=45542) +11 (http://invisiblecastle.com/find.py?id=72790) =62
AC: 29 (+7 armor, +3 Dex, +4 natural, +3 graft+2 deflection (shadow veil))
Touch AC: 15 (+3 Dex, +2 deflection)
Flat-Footed AC: 26 (+7 armor, +4 natural, +3 graft +2 deflection)

Initiative: +3 (Dex)
Skills
Warlock skill points: 2+int mod; 54; fighter skill points: fighter skill points: 2+int mod: 6; total 60 from levels; from species: 0; total 60
Class Skills: Bluff, Climb, Concentration, Craft, Disguise, Handle Animal, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft, Swim, Use Magic Device.
Skill Modifiers:
Intimidate 13 (3+10)
Disguise 13 (3+10)
Knowledge (arcana) 14 (4+10),
Knowledge (the planes) +14 (4+10)
Use Magic device 13 (+310)
profession (pilot) 9 (10-1)

Feats:
Dash (Sourcebook: Complete Warrior)
Extra Invocation (Sourcebook: Complete Arcane)
Frightful Presence (Sourcebook: Draconomicon)
Improved Flight (Sourcebook: Draconomicon)
exotic weapon proficiency (bastard sword)

Special Abilities:
Breath Weapon: Cone of fire and sonic, 6d8 damage (Granted by Pyroclastic Half-Dragon) (Sourcebook: Draconomicon)
Spell-Like Abilities: At will: Alter Self; 1/day: Darkness, Detect Thoughts, Suggestion, Charm Person (Granted by fey'ri) (Sourcebook: Races of Faerun)
Spell-Like Abilities: At will: Detect Magic, Eldritch Blast (Granted by Warlock) (Sourcebook: Complete Arcane)
Darkvision 60 ft. (Granted by fey'ri) (Sourcebook: Races of Faerun)
Low-Light Vision (Granted by fey'ri) (Sourcebook: Races of Faerun)
Immunity to fire and Immune to magic sleep and paralysis effects (Granted by Pyroclastic Half-Dragon) (Sourcebook: Draconomicon)
Damage Reduction 2/Cold Iron (Granted by Warlock)
Fiendish Resilience 1 (Granted by Warlock)
Deceive Item (Granted by Warlock) (Sourcebook: Complete Arcane)

Saving Throws:
Fortitude: 4+2=6
Reflexes: 3+3=6
Will: 6-1=5

Attacks:
Base attack Bonus: +7/+2
Melee: +13
Ranged: +10
Grapple: +13

Bite
+13 attack 1d6 damage

2 Claws
+13 attack 1d4 damage

+4 Flaming bastard sword
1d10+12 +1d6 fire crit 19-20/x2

Eldritch Blast 5d6, 7d6 when altered

Equipment:
Greater Chasuble of Fell Power (18,000 gp), spike stones (4,000 gp), poison fangs (8,000 gp), added tail (6,000 gp), scaled skin (36,000 gp), Eye of Flame (10,800 gp), shadow veil (10,000 gp), +5 leather armor (25,160 gp), +4 flaming bastard sword (50,335 gp), 21,705 gp.
-10,000 gp from betting on BM to beat Abicus :tantrum: :doh:
Total: 200,000 gp

Invocations:
brimstone blast; voracious dispelling; spider climb; eldritch spear; frightful blast; Devil's Sight; Flee the Scene; The Dead Walk

Description:
Age: 300
Height: 7 ft.
Weight:
Eyes: red
Hair: bald
Description: A figure steps out of the shadows, glowing with red energy. Black hair hangs down from its head, and it pulls back its hood to reveal red eyes and a mouth full of fangs, and a draconic face. It looks vaguely elven, as it unfurls its wings and throws a bolt of strange magic at you...

Side notes:
Treated as elves and dragons for purposes of enchantments, feats, and effects; +2 on bluff, hide, listen, search, and spot; +2 dex, +2 int, -2 con from fey’ri; +8 str, +2con, +2int, +2cha from half dragon; 6+int mod*3 from half dragon for skill points
Dyne

12-29-04, 06:02 PM
@jagggar:
I have the Star Wars Roleplaying Game Rulebook. Everything else I have is from the SRD. That is until I can get my hands on a Forgotten Realms Campaign Setting again. And, I might buy a few books with my Christmas money.

@Everyone:
I've edited and updated my first post. I added on the the Template certain things that I've forgotten that I find necessary. Also, there is now a post for announcements, and I've gotten the character creation rules posted. If you need anything, let me know.
BronzeBeard

12-29-04, 06:09 PM
Jees'h, Dyne you look busy.
If you ever need help or need me to an errand or small favor you are welcom to PM me (now that I have cleaned it from Sil's rubbish) and ask for my info of any sort. I have pretty much most of the books.
Demonfey

12-29-04, 06:11 PM
Jees'h, Dyne you look busy.
If you ever need help or need me to an errand or small favor you are welcom to PM me (now that I have cleaned it from Sil's rubbish) and ask for my info of any sort. I have pretty much most of the books.
Same here.
Dyne

12-29-04, 06:15 PM
Thanks, guys. I might call upon either of you to help me out in areas that I'm unfamiliar with.

Demonfey, take a look at my template. There are still a few things I would like you to clarify (such as AC, skills, what grants certain special abilities, what sourcebooks certain material can be found if it's not in the Core Rulebooks).
jagggar

12-29-04, 06:52 PM
SRD is nice. . .
I've got Savage Species (yay 3.25 material!), Oriental Adventures w/3.5 update (Dragon 318), Unearthed Arcana, the Draconomicon, Forgotten Realms Campaign Setting, and Dragon issues 313 onward. (Few others, but not character creation heavy books.)
Just give me a yell for info for any of those. Would've PMed, but don't know if you've gotten your inbox cleaned out yet.

Could be a good thing to find out who owns what so we know what resources we have covered.
Dyne

12-29-04, 07:02 PM
I've got it cleaned out (for now...).

Good idea. I'll make a list of who has what for easy reference.

If anyone else has source material and they want to volunteer to help out here, please post with what source material you have.
Dyne

12-29-04, 08:38 PM
Demonfey, your link for hit points doesn't show your die rolls, it just shows the die roller. And you haven't clarified your abilities completely. For example, your Int started off at 14 and increased by 2 for racial adjustment. But, I don't know how it increased by another 2. Same for Charisma and Strength.

EDIT:
I'll put it in the template so that you can see what needs fixing.
Demonfey

12-29-04, 08:46 PM
Demonfey, your link for hit points doesn't show your die rolls, it just shows the die roller. And you haven't clarified your abilities completely. For example, your Int started off at 14 and increased by 2 for racial adjustment. But, I don't know how it increased by another 2. Same for Charisma and Strength.

EDIT:
I'll put it in the template so that you can see what needs fixing.
Half dragon. I posted that next to the stats with the fey'ri right above special qualities, so that the total stat bonuses are shown in one spot. I just italicized it for you. It also says HD change to d12s for necropolitan.
Lady Rolindin

12-29-04, 09:32 PM
Dyne the daemon fry are from Races of Faerun p.p. 118 to 120 and Lords of Darkness 126 to 129 , I din't know where redhase is she's gone some where, have tryed to call allraedy. the lords of darkness shows that the fey'ry even Sorcers carry elven long swords and wear elven chian mail armor. the Anti paladin is from a dragon isssue one of them have to find it or have redhase tell you which one I don't remember. if their more realms help you need ask me.
Dyne

12-29-04, 09:32 PM
I added it in to one of the posts on the first page. There are places with ??? because I do not know what is supposed to be there.
Lady Rolindin

12-29-04, 09:40 PM
Races of Faerun starting page 118 ends at121
Regions: sun elf(although the fet'ri hate sun elves, that's where their heritage lies.)
Racail feats: Deeping Darkness, enervative healing, fiendish bloodline, improved energy resistance, spell like ability focus.
level adjustment:+2 or +3

the result of four noble houses of sun elves breeding with demons in a attempt to strengthen their bloodlines, fey'ri are a type of planetouched that breeds true amoung their own kind. marked by their fiendish blood, fey'ri are uniquew among most planetouched in that they have a self sustaning communjity, so they are raised among their own kind. because of this, young fey'ri do not suffer the feelings of ostracismm that other planetpouched do despite growing up among creatures with strong fiendish blood. Most fey'ri are evil, but a few are able to shrug off the fiendish taint's influence on their behavior and emulate some small part of the innate good nature of the elves.
Fey'ri are the descendants ofd the sun elves and demons(usually succubi in male or female form). Having bred with these demons and among their own kind, fey'ri are a distinct race and share the same common fiendish traits. In general form they resemble sun ellves, although all have large bat like wings. They all have one or more unusal features reflecting their fiendish heritage, such as
fiery red eyes
fine scales all over the skin
long pointed tails
bat like ears
deep red skin
Fet'ri are obviouslyt different from normal sun elves and would quickly be killed by most other elves if discovered. Luckily for them, their demonic bloodline gives them several abilities, including the ability to chang their shape. Thus they can pass freely among other creatures without causinf an alarm.
There may be other fey'ri in Faerun other than those allied with house Dlardrageth, but since the likelihood of an elf breeding with a demon is very small, such an individual would be essentially unique outside these four elven houses. The rest of this section assumes Dlardageth fey'ri are the subject matter.
History
thousand of years ago , the sun elves of house Dlardageth ( in what is now the forest of Cormanthor) secretly bred with succubi to strengthen their bloodline. Although they were eventuall discovered and imprisoned in a series of caverns, before their confinement they allied with three monor noble houses of elven nation of Siluvanede in the high forest. Those nobles acquired caches of Dlardrageth magic items and bred with demons as well,
using these items and their fiendish powers to strike out at their enemiesw. These nobles were defeated and magically imprisoned in the Dlardrageth cache sites.
Three Dlardrageth half fiends were accidentally released when hellgate keep was destroyed in 1369 dr. When they broke through the magocal seals on their armories they were suprised to find the descendants of their allies from Siluvanede within. Now freed, the planetouched elves joined with their old allies and began to enact their long awaited plans.
Thje fey'ri associated with house Dlardrageth originally numbered less than 60. Since their release, some of these fey'ri have broken from their families, trying to find a place in the world after centuries oof magical imprisonment.
Out look
Most fet'ri live for revenge. they feel wronged by other elves, particularly moon elves, and superior to all other races (as befits their lineage, which ties them to the ancient elven kingdoms that predate human civilization). While their plans for revenge unfol, they wish to restorte the glory of the eleven empires with themselves at their head, not realizing that their fiendish taint hascorruped the sun ekf qualities that they prize the most. I ndividual fey'ri comply with these goals, knowing that their half fiend rulers are too powerful to challenge and feeling that they themselves have been punished unfairly by the moon elves from their too long magical imprisonment. The fey'ri also suffer from unfamiliarity with the changes to the world and are still learning about its current state. A fet'ri is patieent, calculating, and suspicious, but her fiendish bloodline makes her prone to undeserved acts of cruelty and rage.
Of special note areb the fey'ri who have chosen to leave the banner of house Dlardrageth. The members of the house considered these renegade fey'ri a great risk to their plans, for the DSlardrageth nobles know their numbers are too small to survive a concerted effort to eradicate them- they must act in secrecry, or risk discovery and death. This makes any renegade fey'ri a creature marked for death by the entire house. Since countess Sarya dlardageth (ce female half fiend sun elf sor 18)is a powerful spell caster, these renegades must be even more cautious than their isolated kin, or they could be descovered and destroyed.
Fey'ri are usally chaotic evil. Some hear echo of their elven heritage and are chaotic neutral, and a few may be entirly neutral. None have yet been found who are lawful good.
Fet'ri characters
fet'ri blood practically overflows with sorcerous power, so many fey'ri characters become sorcerers. Those who don't become rogues or fughters, although a fair number are sorcerer/ rogues or sorcerer/ fighters.
Favored classes;
a fey'ri favored class is sorcerer. their demonic bloodline and the type of magical traning they get pushes fey'ri to develop as sorcerers instead of wizards ( the typical sort of magic a true sun elf practices).
Prestige classes;
fey'ri sorcerers often aspire to become arcmages, while those of a more martial bent consifer becoming ranger/blackguards or rogue/ assassins. Because fey'ri have elven bloodf the arcane archer prestige class is open to them as well.
Fey'ri Society
Fey'ri society is very close knit. they are all close relations, and so each fey'ri has a very good ideal how each of his or her family members would react to a situation. Yet they have a subtle loathing foe each other, bith because their elven nature rejects the taint of their kin and because their demonic ancestors are so chaotic and rebellous that they find it difficult to work together. As a result, fey'ri society is based on power and fear- power to make you if you fail to comply. House Dlardageth is a house that cannot stand the test of time, and the only reason it has lasted for as long as it has is the magic that imprisoned its members for centuriew. in the next hundred years, its likly that the fey'ri will scatter across faerun, creting their own pockets of evil, possibly accompanied by near adult offspring. untill that time, this group of evil tainted but magically powerful elves has the potentail to ibcite a great slaughter of their enemies.
Lanuage and literacy
Fey'ri speak common, elven, and abyssal. I ndividuals often learn gnoll, goglin, and sylvan because of the creatures that did and still do live in the high forest. Fey'r5i spellcasters usally learn draconic to acquire magic from old sources. all fey'ri are literate(none of the demonfry are barbarians).

Abilities and racial features
Fey'ri have the following racial trats:
+2 dexterity, +2 intelligence, -2 constitution, fey'ri are quick and smart, but their inbreeding makes them weak
Medium size
Fey'ri land speed is 30 feet, when in their winged form they may fly at a speed od 40 feet with a maneuverability rating of poor.
dark vision up to 60 feet
low light vision fey'ri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. they retain the ability to distinguish color anmd detail under these conditions
immunity to magiv sleep spells and effects
+2 racial bonus on wiil saves against ebchantment spells andeffects.
alter self(sp) fey'ri can use alter self at will to assune any humanoid fotm, and can renaim in that form indefinitely.
+2 racial bonus on bluff, hife, listen, search anmd spot checks.
elven blood, for all special abilitiesw and effects, a fey'ri is considered an elf. fey'ri for example can use or create elven weapons and magic items with racially specific elven powers as if they were elves.
outsiders; fey'ri are native outsiders
demonic abilitiesw, every fey'ri has four special abilities drawn from the following list: charm person1/day, clairuudience/clairvoyance1/day, damage reduction 10 1/day (*), darkness 1/day, detect thoughts 1/day, dimension door 1/day(*), enervation 1/day(*), fire resistance 10 1/day suggestion1/day . +2 racial bonus on saves against electricty, or +2 racial bonus on saves against poison. fey'ri spell like abilities use the fey'ri character kevel for their effect. the dc is charisma based. a fey'ri can only have one ability from the list that is marked with an adterisk (*), and any fey'ri with one of these three abilities has a higher level adjustment than a fey'ri with out one.
level adjustment +2 fey'ri are slightly more powerful and gain levels more slowly than the common races of Faerun. This is because the elders of house Dlarageth bred fir immediate power at the expense of long term ability. fey'ri with damage reducation or the demension door or enervation spell like abiliteis have an level adjustment of +3 instead of +2 see table 1 in the introduction for more informatiom.
table 1 page 6
xp normal +1 +2 +3 +4
0 1st - - - -
1,000 2nd 1st - - -
3,000 3rd 2nd 1st - -
6,000 4th 3rd 2nd 1st -
10,000 5th 4rd 3rd 2nd 1st
15,000 6th 5th 4th 3rd 2nd
21,000 7th 6th 5th 4th 3rd
28,000 8th 7th 6th 5th 4th
36,000 9th 8th 7th 6th 5th
45,000 10th 9th 8th 7th 6th
55,000 11th 10th 9th 8th 7th
66,000 12th 11th 10th 9th 8th
78,000 13th 12th 11th 10th 9th
91,000 14th 13th 12th 11th 10th
105,000 15th 14th 13th 12th 11th
120,000 16th 15th 14th 13th 12th
136,000 17th 16th 15th 14th 13th
153,000 18th 17th 16th 15th 14th
171,000 19th 18th 17th 16th 15th
190,000 20th 19th 18th 17th 16th
210,000 21st 20th 19th 18th 17th
231,000 22nd 21st 20th 19th 18th

(note I'm bringing them in at they hit points given which makes a +2 to be 13th level and +3 to be 12th level) back to page 120
Fey'ri magic and lore
Fey'ri draw upon ancient lore of the sun elves. they favor three primary schools of magic, conjuration, evocation, and transmution.
Spells and Spell casting
Fey'ri like to use conjuration spells to summon fiendish creatures to fight their enemies, relying upon their knowledge of the Abyssal tonge to give their servant creatures complex commands. mage armor is a common spell known by fey'ri socerers. Evocation spelols appeal to the destrive, chaotic narure that hums within every fey'ri blood. However , they still are reluctant to harm their forest home, even if it would allow them to eliminate a large number of their hated moon elf enemiesw, so area affecting spells are used cautiously if tress might be harmed. fey'ti are find of fire and electricity spells, since many of their own kind are resistant to those energies and they need not be very cautious when targeting foes engaged in melee with their
allies.
Transmution spells are used to enhance their combat abilities. fey'ri are find of bull's strength, cat grace, and endurance to enhance their strengths or compensare for their weaknesses, and spells such as hast and slow are always useful.
Fey'ri Magic items
As they are descended from ancient elven families, the fey'ri have access to typical elven mage items and the knowledge needed to make them. Boots of elvenkind, cloaks of elvenkind, keen weapons, oatbowsm, and magical elven chainmail are items commonly used by the fey'ri.

--------------------------------------------------------------------------------
Last edited by redhase : 12-18-04 at 03:58 AM.
Demonfey

12-29-04, 09:42 PM
I posted languages, and decided to take the reroll for my HP, since the other one wasn't working.
Dyne

12-29-04, 09:50 PM
I saw the hp. And I already have the stuff on fey'ri from redhase. But, I can't find the languages for your character. Perhaps you can just make another post for them. And I still need your skills clarified.
Lady Rolindin

12-29-04, 10:21 PM
I looking throw my dragon magizines for the red knight they get extra skills and such for batle field tatics and for lan havent got that far yet, that's why she on the cormyr site still. the anti Paladi is in issue 312 not a nice charater, why would some one want to play such a thing.
Dyne

12-29-04, 10:27 PM
Um, I was talking about Demonfey's character.

You can post your own character as soon as you're finished. There's really no hurry.
Demonfey

12-29-04, 10:28 PM
I just tried to clear up skills, and here is the list of languages and how:
off the bat: common, abyssal, elven, draconic
Added: celestial, infernal, ignan, orcish
The Vorpal Tribble

12-29-04, 10:48 PM
Umbra, the Shadow of the Woods

Before mind pictures of darkness. Darkness with moss.
Where did I come from? I am deeply at loss.
Moss and needles of pine and the leaves of the oak..
I have mind pictures of the sky, of how the wind spoke.

Forest... jungle... wood?
I learned these mouth noises later when I could.
So inadequate these words, of the home of my kin
Better knew the robin's call, the song of the wren

And even more knowing was the owl and the bat
As were the gliding moth and the hungering rat.
Who could sense the forest without the great Gleam
For my after-dusk brothers were it's after-dusk dream.

Born into darkness, life at a nocturnal pace
Of this I am, of this star lighted place
Their pinpoints shown down through the canopy gloom
Under the glow of the great shining white moon

The forest, it protected, provided a home
It fed us, it sheltered, grown up from the loam.
The twisted trunks were the pillars of our living house
From the mightiest bear to the lowliest louse.

Of this I accepted, knowing nothing else more
The trees and the lakes and their lichen green shore
This was the center of my universe, the limit of all
Little did I know that my knowledge was small

One dusk I looked to the bank of an orange glowing lake
There I saw something like me, there must be a mistake
It raised it's furry maned head and blinked in surprise
It rose up, but stopped upon seeing the wary look in my eyes

To shorten my story I merely will say
That I met my friend and mentor that day
I learned much of the world and was never the same
But I am still one with the forest, and I'm certainly not tame...

(poem written by me)
-=-=-=-=-=-=-=-=-=-=-

Class: 9th level Druid, 2nd level barbarian, 2nd level Horizon Walker, 1st level ranger
Race: Feral Half-elf
Gender: Male
Alignment: True Neutral


Stats
Code:

abil. abil. level items mod score mod mod Str: +3 16 Dex: +3 16 +1 Con: +3 17 Int: +0 10 Wis: +5 20 Cha: +0 11 +1



Feats
Dodge
Improved Grapple
Improved Initiative
Lightening Reflexes
Natural Spell
Endurance
Track

Saves
Code:

Tot Base Abil Other Fort - 17 14 3 Refl - 11 8 3 Will - 11 6 5



HP = 76


Attacks/Damage
Code:

Total Base Ab.mod AC: 19 16 3 touch 13 flat -



BAB: +11/+6/+1
Melee: 14
Ranged: 14


-=-=-=-=-=-=-=-

Feral Traits

Darkvision 120 ft.
Fast Healing 5
Improved Grapple
Claw attack 1d8

--

Druid Abilities

Animal companion (Dire Wolverine)
Nature sense
Wild empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape (3/day)
Wild Shape (Large)
Venom Immunity

--


Barbarian Abilities

Fast Movement
Rage 1/day
Uncanny Dodge

--

Horizon Walker Abilities

Terrain Mastery (forest)
Terrain Mastery (marsh)
+4 to hide
+4 to sneak
+1 insight bonus on attack and damage rolls against forest creatures
+1 insight bonus on attack and damage rolls against swamp creatures

--

Ranger Abilities

Favorite Enemy (magical beast)


-=-=-=-=-=-=-

Equpiment

Clothing
Cloak of Elvenkind - 2,500 GP
Leather loincloth - 0 GP

Weapons
+7 Vorpal Darkwood Bladed Boomerang - 98,000 GP


Other
Mistle toe and holly - 0 GP
Pouchbelt - 1 GP
2 vials of anti-toxin - 100 GP

10 applications worth of Dragon Bile - 15,000 GP
10 applications worth of Purple Worm Poison - 7,000 GP
5 applications of Terinav Root - 3,750 GP
4 applications of Carrion Crawler Brain Juice - 800 GP
2 applications of Black Lotus Extract - 9,000 GP

Permanent Psionic Tatoo (claws of the vampire) - 3,000 GP


Total: 139,150 GP

-=-=-=-=-=-=-=-=-

Description

Umbra is a slightly short, sleekly muscled young man with dark brown skin with an underlying red tone. His hair is a dark black and hangs in dreadlocks that have been bound together behind his head with leather ties. His face is thin and angular, with a nose that is consistently flaring in and out as he keeps nasal awareness of his surroundings. His wholey black eyes are quite large and nocturnal, appearing almost as a deformity. The gaze that comes from them are overly bright, and wholey feral, seeming more animal than sentient.

His corded arms are long for his size and has calloused hands from which grow thick, taloned fingers. Dark green lines have been stained to follow his veins on each arm, and here and there sprouting from the vine are ivy leaves have been masterfully drawn.

His feet are thickly muscles and his toes end with much shorter talons.

Patches of scars all over his body show signs of struggle with beasts of claw, tooth and beak.

-=-=-=-=-=-=-=-=-=-=-

Foundation

Foundation Name: Beastmaster's Preserve
Foundation Wealth:
Combat Points:
Artifacts in progress:
Artifacts completed/obtained:
Weapons, Armour, Magic Items In Progress:
Weapons, Armour, Magic Items Completed:
Npc Resources:

Diplomatic Relations:
Hostile:
Friendly:

Npc Countries:
The Vorpal Tribble

12-29-04, 10:51 PM
Grrrr... because they've locked the other character thread I can no longer even try to quote or edit my former page so I can grab my character stuff with all the code and bold and color additions.

:rant: :banghead: :tantrum: :censored: :headexplo :pbbbtt: :hoppingma :thumbsdow
king_of_evil007

12-29-04, 10:53 PM
Jaer Tradewind
Name: Jaer Tradewind
Titles: None
Class(es): Soulknife 12 / Blade Lord 3
Race (Type): Xeph (psionic humanoid)
Gender: Male
Alignment: Neutral Good

Statistics
HP: 77
AC: 28 (10 base + 8 armor + 7 dex + 1 weapon + 1 monk + 1 wis)
BAB: +12/+7

Strength: 14 (+2) 18 (+4) with belt
Dexterity: 19 (+4) 25 (+7) with gloves
Constitution: 14 (+2) 18 (+4) with amulet
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10
+1 Strength at levels 4, 8. +1 Dexterity at level 12.

BAB: +12/+7
Saves: Fortitude +14 (5 base + 5 cloak + 4 con), Reflex +23 (11 base + 5 cloak + 7 dex), Will +15 (9 base + 5 cloak + 1 wis)

Initiative: +7 (7 dex)
Base Land Speed: 50 feet (30 foot racial, + 10 boots + 10 feat)
Power Points: 3


Attacks/Damage
Melee
+3 parrying mind blade of shock: +24/+19 (1d8 + 7 + 1d6 shock) (17-20 crit)
Ranged Attacks
+3 parrying mind blade of shock: +24 (1d8 + 7 + 1d6 shock)



Skills: Balance +16 (9 ranks + 7 dex), Concentration +22 (18 ranks + 4 con), Craft [Weaponsmithing] +16 (15 ranks + 1 int), Hide +22 (15 ranks + 7 dex), Move Silently +10 (3 ranks + 7 dex), Tumble +25 (18 ranks + 7 dex).

Feats: Wild Talent, Weapon Focus [Mindblade], Greater Weapon Focus [Mindblade], Dodge, Quick-Draw, Combat Expertise, Up The Walls, Mobility, Spring Attack.

Special Abilities
Burst (see Xeph).
+3 Mind Blade, Throw Mind Blade, Psychic Strike +3d8, Free Draw, Shape Mind Blade, Mind Blade Enhancement +2, Speed of Thought, Bladewind (see Soulknife)
Chosen Blade [Mind Blade], Attunement I, Weapon Finesse [Mindblade], Sudden Strike 1/day, Parry Without Thought, Deflect Arrows, Improved Critical (see Blade Lord)


Special Qualities
Darkvision 60 feet, Naturally Psionic, +1 to saves vs powers & spells

Equipment: +3 parrying mindblade of shock (as longsword), Gloves of Dexterity +6, Belt of Strength +4, Amulet of Health +4, Bracers of Armor +8, Boots of Striding & Springing, Monk’s Belt, Cloak of Resistance +5, Ring of Invisibility.
GP: 15500

Languages: Common, Xeph, Drow

Description
Jaer Tradewind is NOT KoE. However, Jaer IS KoE's 2nd in command. Basically, he's the public KoE. He participates in tournaments on KoE's behalf, does all the the diplomacy for KoE, etc. Some believe they share a neural link - others believe that KoE controls Jaer magically or psionically, and Jaer is little more than a vessel without a soul. Whatever is the case, Jaer can be considered KoE for nearly every condition, except for in name.

Physical description to come soon. Can I post that later and have you edit it in?



I also volunteer myself for a character reviewer. I'm not an expert on new FR (my newest FR supplement is City of the Spider Queen), and I'm not an EXPERT with psionics (got the expanded book for Xmas) but I wouldn't mind reviewing characters with custom content (checking over custom classes or whatnot), and I would review psionics and whatnot. Just saying I'm not an expert.
Dyne

12-29-04, 10:55 PM
Grrrr... because they've locked the other character thread I can no longer even try to quote or edit my former page so I can grab my character stuff with all the code and bold and color additions.

:rant: :banghead: :tantrum: :censored: :headexplo :pbbbtt: :hoppingma :thumbsdow

And I can understand very little of what you've posted.

I'll ask Silmarien to unlock it.

EDIT: Actually, I don't think that's totally necessary.

First things first. PLEASE USE MY TEMPLATE. It's posted up there for a reason. I will be able to get things done a lot faster if things are already posted up in their proper form. I know that all of you have your own templates that you like to use, but it is very difficult to read a character's stats when each character has their stuff put in a different order and whatnot. Please use my template, if only to make things easier on me.

I'm going to update the first page. I'll outline the steps of creating a character and getting him posted to make things a little simpler.
Dyne

12-29-04, 11:13 PM
Please read the steps for posting a character. I don't care how stupid they sound. There may be something there that you don't know or realize.

Again, please use the template in my first post. DO NOT confuse it with Sil's template, which will be removed shortly. If your character's stats are not posted in the example template, it will take much longer for him to be added to the compendium and you will have to wait longer before you can use him in the IFWG.
king_of_evil007

12-29-04, 11:21 PM
My apologies, Dyne. I forgot to convert my character to your template, although visually they are similar. Mine just has far more complex coding. While I have no more posting time tonight, tomorrow I will edit Jaer for your format.

g'night all,
-KoE
Dyne

12-29-04, 11:25 PM
Thanks, KoE.

@All: Demonfey's character is already posted up using the template. Use it as an example, if you need one. I'll post up one of my own characters in a little bit that uses that template.
Demonfey

12-29-04, 11:30 PM
Thanks, KoE.

@All: Demonfey's character is already posted up using the template. Use it as an example, if you need one. I'll post up one of my own characters in a little bit that uses that template.
I'll give you foundations as I find out. Also, I gave prices for the grafts.
Dyne

12-29-04, 11:47 PM
Here's my dragon character:

Player Name: Dyne
Character Name: Anextlomarus (Anex for short)
Approved?: No
Foundations: Forest Dwellers Foundation, Dragon Foundation
Race: Very Young Green Dragon
Class: None
Racial HD: 10d12
Level Adjustment: +5
Total ECL: 15
Experience: 112,500 XP
Alignment: Neutral
Home Region: N/A
Languages: Draconic, Sylvan
Gender: Male

Abilities
Strength: 18 (14, +4 racial)
Dexterity: 14
Constitution: 18 (14, +4 racial)
Intelligence: 12
Wisdom: 12
Charisma: 14

Speed: 40 ft. base ground, 150 ft. fly (poor), 40 ft. swim

HD: 10d12 +40 (110 hp)
AC: 34 (+8 armor, +2 Dex, +9 natural, +5 deflection)
Touch AC: 12 (+2 Dex)
Flat-Footed AC: 32 (+8 armor, +9 natural, +5 deflection)

Initiative: +2 (Dex)

Skills:
Skill Points: 91
Class Skills: Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge, Listen, Move Silently, Search, Sense Motive, Spot, Use Magic Device.
Skill Modifiers:
+7 Bluff (+5 ranks, +2 Cha)
+9 Concentration (+5 ranks, +4 Con)
+7 Diplomacy (+5 ranks, +2 Cha)
+7 Escape Artist (+5 ranks, +2 Dex)
+8 Hide (+6 ranks, +2 Dex)
+7 Intimidate (+5 ranks, +2 Dex)
+6 Knowledge (nature) (+5 ranks, +1 Int)
+14 Listen (+13 ranks, +1 Wis)
+8 Move Silently (+6 ranks, +2 Dex)
+14 Search (+13 ranks, +1 Int)
+6 Sense Motive (+5 ranks, +1 Wis)
+14 Spot (+13 ranks, +1 Wis)
+7 Use Magic Device (+5 ranks, +2 Cha)

Feats:
Weapon Focus (bite)
Hover
Flyby Attack

Special Abilities:
Breath Weapon: 30 ft. cone of acid, 4d6 damage, Reflex DC 18 for half damage
Immunity to acid
Water Breathing
Immunity to sleep and paralysis effects
Blindsense 60 ft.
Darkvision 120 ft.

Saving Throws:
Fortitude: +11 (+7, +4 Con)
Reflexes: +9 (+7, +2 Dex)
Will: +8 (+7, +2 Wis)

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

Bite
+23 melee 1d8+12 damage

2 Claws
+17 melee 1d6+8 damage

2 Wings
+17 melee 1d4+8 damage

Equipment:
200,000 gp.
Total: 200,000 gp.

Description:
Age: 15 years old
Height:
Weight:
Eyes:
Hair: None
Description:
Dyne

12-30-04, 12:05 AM
Demonfey, I'm pretty sure that you don't have any skill points from being a half-dragon. That's only for racial HD, and since you don't have any racial HD, you don't have any racial skill points. They are basically for creatures with racial HD, and to have them gain skill points as a dragon instead of whatever creature they would've been.
Tenzhi

12-30-04, 01:31 AM
Demonfey, I'm pretty sure that you don't have any skill points from being a half-dragon.

Quite right, but you do get the bonus languages.
NightScreamer20

12-30-04, 01:50 AM
Hey Dyne I would like to create a character (or two...) based on my Core Class the SHINOBI (http://boards1.wizards.com/showthread.php?p=5133001#post5133001) . I wanted you to look over the class and see if you'd allow it or not.
Dyne

12-30-04, 02:15 PM
Actually, I have no say on whether or not it is allowed. I just keep track of people's characters and make sure that they're all created correctly. I'll get ahold of Orcy, though, so he can look it over.

I must say, though, that it makes me want to play Oriental Adventures. :)
turalisj

12-30-04, 06:51 PM
turalisj's stats


Player Name: Tualisj
Character Name: Turalisj
Approved?:no
Foundations: HeF, Jesters guild, Psionics foundation
Race: elf
Class: soulknife15
Racial HD: n/a
Level Adjustment: n/a
Total ECL:15
Experience:
Alignment:CN
Languages:Commom, Elven, Sylvan, Draconic.
Gender:male


Abilities
Strength: 20 (16, 0, 0, +4)
Dexterity: 20 (14, +2, 0, +4)
Constitution: 18 (15, -2, 1, +6)
Intelligence: 14 (13, 0, 0, +1)
Wisdom: 13 (7, 0, 2, +4)
Charisma: 15 (13, 0, 0, +2)
link for stats. (http://invisiblecastle.com/statgen.py?u=turalisj+2nd+ed.&n=stats&id=63188&method=roll2&r0=STR&r1=DEX&r2=CON&r5=INT&r3=WIS&r4=CHA&save=1)
Speed:40FT


HD: 148 hp link (http://invisiblecastle.com/find.py?u=turalisj%202nd%20ed.&limit=on)
AC: 25(7, 2, 5, 1, 0, 0)
Touch AC:16 (5, 1, 0)
Flat-Footed AC: 20(7, 2, 0, 1,0)

Initiative: +5


Skills:
Skill Points: 108
Class Skills:
Climb(str): 18+5= 23
jump(str)18+5=23
listen(wis)18+1+2+2=23
spot(wis)18+1+2+2=23
tumble(dex)18+5=23
Cross-Class:
Iajutsu Focus: 9+2= 11


Feats:
psionic body
exotic weapon proficency (bastard sword)
psionic weapon
raptor school
deep impact
bonus:
weapon focus(mindblade)
speed of thought
greater weapon focus (mindblade)


Special Abilities:
psychic strike +4d8
throw mind blade
free draw
shape mind blade
+3 mindblade enhancment
+3 mindblade
bladewind
knife to the soul


Saving Throws:
Fortitude: Modifier (5, 1, 0)
Reflexes: Modifier (9, 4, 0)
Will: Modifier (9, 4, 0)


Attacks:
Base attack Bonus:11/6/1
Melee:16/11/6
Ranged:16/11/6
Grapple:16


Attack
+3 keen psychokinetic burst mindblade (22/17/12 ,1d10. 19-20/x2.
range:30ft. wieght--. free.
+4d8 damage from special.)


Equipment:
+3 mithril chainshirt: 10,250gp
ring of invisibility:20,000gp
ring of force shield:8,500gp
+4 belt of giant strength: 16,000gp
+4 gloves of dexterity: 16,000gp
+6 amulet of health:36,000gp
+4 headband of wisdom:16,000gp
+2 cloak of charisma:4,000gp
dusty rose prism- 5,000gp
dark blue rhomboid: 10,000gp
+1 tome of clear thought: 27,500gp (used)
Total:169,250gp


Description:
Age: 143
Height: 5'04
Weight: 124
Eyes: Brown
Hair: Black
Description: Use your imagination :P
BronzeBeard

12-30-04, 06:59 PM
You know? I still prefer mine.
Lothor Bolvreck

12-30-04, 11:49 PM
Player Name: Lothor Bolvreck
Character Name: Lothor Bolvreck
Approved?: No
Foundations: Warlock
Race: Human Half-Feind
Class: Warlock 8th (CA)/ Edritch Invoker (http://boards1.wizards.com/showpost.php?p=5061982) 3rd
Racial HD: None
Level Adjustment: +4
Total ECL: 15
Experience:112,500
Alignment: Neutral Evil
Home Region: N/A
Languages: Common, Abyssal, Draconic, Celestial, Infernal, Undercommon
Gender: Male

Abilities
Mod Total Race Gain Magic
Strength +1 12 +4 +0 +0
Dexterity +4 18 +4 +0 +0
Constitution +3 16 +2 +0 +0
Intelegence +4 18 +4 +0 +0
Wisdom +1 12 +0 +0 +0
Charisma +5 20 +2 +2 +0
Speed:30 ft base ground, 30 ft fly (average)

HD: 80.5
Total Base Arm Nat Dex Misc
AC: 20 10 +5 +1 +4 +0
Touch AC: 14 10 +5 +1 +4 +0
Flat-Footed AC: 11 10 +5 +1 +4 +0
Initiative: +4

Skills:
Skill Points: 98
Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump. Knowledge (Arcana),
Knowledge (The Planes), Knowledge (Religion), Profession, Sense Motive, Use Magic Device

Skill Modifiers:
Total Abil Ranks Misc
mod mod mod
Bluff 10 +5 5
Concentration 15 +3 12
Intimidate 15 +5 10
Knowledge Arcana 18 +4 14
Knowledge Planer 18 +4 14
Knowledge Religion 10 +4 6
Sense Motive 10 +1 9
Spellcraft 18 +4 14
Use Magic Device 20 +5 14
Feats:
Witch Blood (http://boards1.wizards.com/showpost.php?p=4926575&postcount=3)
Violated Eldritch Blast (BoVD)
Obtain Eldritch Familiar (http://boards1.wizards.com/showpost.php?p=5045458&postcount=15)
Extra Invocation
Stench of Decay (UA)

Special Abilities:
Class abilities:
Detect Magic at will
Damage Reduction 2/Cold Iron
Deceive Item
Eldritch Blast 6d6
Eldrich Flexibility 1/per day
Eldrich Imbual 1/per day
Fiendish Resilience 1
Least Invocations 3
Lesser Invocations 3
Greater Invocations 1

Race abilites:
Darkvision 60ft
SR 22
Damage Reduction 10/Magic
Energy Resistance:
Acid 10
Cold 10
Electricity 10
Fire 10
Imunity to Posion
Fly 30 ft average
Natural Armor +1
Claws 1d4
Bite 1d6
Smite Good +11 1/per day
Darkness 3/per day
Desicrate 1/per day
Unholy Blight 1/per day
Posion 3/per day
Contagion 1/per day
Blasphemy 1/per day

Saving Throws:
Total Base Abl Magic Conditions
Fort +6 +3 +3 +0 +0
Reflex +7 +3 +4 +0 +0
Will +10 +9 +1 +0 +0
Attacks:
Base attack Bonus: 8/3
Melee: 9/4
Ranged: 12/7
Grapple:

Eldritch Blast
+12 Ranged Touch 6d6+5 damage


Equipment:
Woven Robes of the Darkfeind
+2 Spidersilk Armor (FR Underdark)
enchanted with Darksoul protection (BoVD),
and Demonmightward (BoVD)
made to look like robes
Eldritch Familiar
Greater Chasuble of Fell Power (CA)
Total:154,600 gp

Spells: None

Invocations:
Eldritch Blast: 6d6
Least Invocations:
Baleful Uterance, Dark One's Own Luck, Eldrich Spear
Lesser Invocations:
Eldrich Chain, Life Leach (http://boards1.wizards.com/showpost.php?p=4926575), Voracious Dispelling
Greater Invocations:
Noxious Blast
Dark Invocations: None

Psionics: None

Description:
Age:
Height:4'3" hunched
Weight:115 lbs
Eyes:Glowing Purple
Hair:Dirty Gray
Description:
Before you stands a man twisted and haggard with age. His gray hair which falls down to his shoulders, is scraggly and unkempt. Both his teeth and nails are long, jagged and splintered, and his skin is a pasty white covered in liver spots and various small tumor like growths. He stands hunched over causing him to appear only about 4 feet tall, instead of having feet, bird like talons appear instead. Clothed in robes made of webs, the stench of rot and decay wafting from within. Wings sprout from his back, the feathers are blue-black in color, sickly and decaying. Upon closer inspection you notice that his hands are charred, black and severely cracked, an eerie blue flame seems to emanate from within the cracks, and his eye radiate an unearthly purple glow.
Demonfey

12-31-04, 01:59 AM
:weep: Dyne has just quit the boards. :weep:
NightScreamer20

12-31-04, 02:15 AM
He did?
Tenzhi

12-31-04, 05:12 AM
:weep: Dyne has just quit the boards. :weep:

I wouldn't have thought it of him. But if it's true and for reasons you've stated elsewhere - all I can say is that people who agree to do something then abandon it, as well as people who are inclined to leave in a huff (that is - the unreliable and the immature) are people that the boards are better off without.

Then again, I'm sure there are those who might think the same of a curmudegeonly knave such as myself. :P
Dyne

12-31-04, 04:36 PM
*Walks back in*
*Whacks Tenzhi upside the head*

Some people just have other stuff to do, and they don't want to put a large amount of effort into something that they feel will be a waste of time.

P.S.
I'm still watching you....
Tenzhi

12-31-04, 07:03 PM
Some people just have other stuff to do, and they don't want to put a large amount of effort into something that they feel will be a waste of time.

Nothing endures forever, and therefore everything is inherently a waste of time.

If one knew one had other things to do, one should not have agreed to do this. If something unexpected came up, that's another matter entirely. If, if, if. The Elf-Bane will not pre-suppose character until it is definitively shown.
Aramar the Black

12-31-04, 07:44 PM
Nothing endures forever, and therefore everything is inherently a waste of time.

If one knew one had other things to do, one should not have agreed to do this. If something unexpected came up, that's another matter entirely. If, if, if. The Elf-Bane will not pre-suppose character until it is definitively shown.

To the philosophy: it's probably true. But, then, why do you do anything that you do, if it's all just a waste of time?

2. one usually has multiple things to do. Thus, if one more thing would not bother a person, they figure they can do it. And what if the unexpected event quite involved the thing that one thought one could do but then did not becuase of the unexpected event?
Tenzhi

01-01-05, 12:44 AM
To the philosophy: it's probably true. But, then, why do you do anything that you do, if it's all just a waste of time?

What else would one do?
Aramar the Black

01-01-05, 12:58 AM
What else would one do?

Well, anything they want, it doesn't matter. But we as sentient people have developed a structure of morality, time, importance, etc. Certain things are right and wrong, good and evil, etc. And certain things are important or something to us becuase of our belief and structure of the facets of sentient life.
So that, while, in the end, outside of our structure, nothing really matters, within our structure one can say that something is a waste of time, as opposed to something that is a good use of time, depending on how that person views the something at hand and how its use effects thier created structure of life, importance, meaning, etc.
Tenzhi

01-01-05, 01:51 AM
So that, while, in the end, outside of our structure, nothing really matters, within our structure one can say that something is a waste of time, as opposed to something that is a good use of time, depending on how that person views the something at hand and how its use effects thier created structure of life, importance, meaning, etc.

As time is larger than that structure, the statement (as with many colloquial phrases of that nature) is inaccurate. Labelling something as a wasted effort is much more accurate in that sense.

Yes, I realise that picking apart such adages is silly - hence the tongue-in-cheekiness denoted by the extraneous [philosophy] tags.
Quarion Liadon

01-01-05, 04:55 AM
Philosophy (if there is an afterlife):
This life is temporary for a reason. For with the passing of life from this world, that life is not lost, but it moves on to greater things. And though this life is temporary, what happens in it can be extremely important. For while physical possessions are lost in death, there are many things that are not lost, and instead continue with us. Among these are what make us what we are. It is our nature that causes us to react certain ways in certain situations, but it is our experiences joined with this nature that make us what we are. This is what stems growth, and this is why no person is the same at one point in time as they are in another point in time. It is by our experiences that we learn who we are, what our values are, and where we're going. And this is what we take with us when we leave life behind.

Philosophy (if there is not an afterlife):
Nothing in this life lasts forever. Every thing comes to an end, living things die, physical objects crumble to dust. But new living beings take the place of the old, taking up their legacies. While we are here for but a short time, it is up to us to decide what to do with what time is given to us. While our bodies crumble to dust, our actions continue to affect those in ages to come. It is through our good decisions that we are honored, and through the memories of us that we live on.

Either way, our actions are of dire importance. And while the physical things die, our legacy is handed down for generations to come.
Aramar the Black

01-01-05, 11:05 AM
As time is larger than that structure, the statement (as with many colloquial phrases of that nature) is inaccurate. Labelling something as a wasted effort is much more accurate in that sense.

Yes, I realise that picking apart such adages is silly - hence the tongue-in-cheekiness denoted by the extraneous [philosophy] tags.

True, wasted effort is probably better.

And yes, the whole thing probably is silly, as it is all just a waster of time, right? ;)


Oh, and Quarion, You make a good point, but the question is: is the afterlife eternal? And is the the world and timeline we live in as mortals eternal? If niether are, than nother really matters, becuse it will all be gone sometime, in the end.
redhase

01-01-05, 07:28 PM
Fey'ri
Name:karel Nealorki (father was a Balor)
Class:Sorcerer 12 level
Alignment: ce
Ecl :15-3=12
Race: Daemonfry (halfelf/half devil)
Gender: Female

Warlocl Circle guild
height:5 ft. 7inches,
weight:120 medium size
Hair color: Dark Red Hair
Abitity scores
Int 18+2 for 20 int +5 mod for int
wisd 14 +2 mod for wisd
Con17-2 for 15 mod+2 for con
Str 14 mod +2 for str
dex 14+2 for 16 mod +3 for dex
Cha 17 mod +3 for char

Skills
contcentration 2+8 (10)=2
spell craft 5+7 (12)=3
craft acid 5+5 (10)=2
Knowledge planes 5 +5 (10)=2
Knowledge arcana 5+5 (10)=2
move silently (2) +2 for 4+6 (10)=2
craft alchemy 5+5 (10)=2
listen (2)+2= +4+6 (10)=2
diplomacy chr +3+7=(10)=2
spot 2+2= (4)+6=(10)=2
listen 2+2=(4)+6=(10)=2
knowledge history elves/fey'ri 5+5+(10)
bluff 3+2=(5)+5+(10)=2
fly by attack +3 +7=(10)=2
search 5+2=(7) +2 =(9) 1

Feats
weapon finesse elven long sword
magical aptitude
spell focus
leadership
craft wondrous item
bonus
summon familiar



Saving throws
for d20 roll + 4 =2 for con = (6)
ref d20 +4
will d20 roll +8

Hit points:
as follows 2+2,3+2,4+2,1+2,2+2,3+2,3+2,1+2,4+2,2+2, 3+2,2+2,=52
Ac:20=10 +5+2+3(elven chian mail +2)
Touch: 10+3=(13)
BaB:+10/+2
Spell Faialer: 10 %

Attacks/damage
Meeele:
+2 long sword elven +10/+2
spell: 10+depends on spell used and level

special abilities/ qualities:
Fey'ri abilities (once a day/level)
Fire resistance level day+10,
detect thoughts level day(sp) ,
dimension door 1/level day(sp),
suggestion 1 day/level(sp),
+2 save electrcity,
spell like abilty focus,
improved engery resistance,
enervative healing
fiendish blood line
deeping darkness
dark vision 60 ft
immunity to sleep spells and enchantment spells and effects
low light vision
use elven magic items and create
+2 on will saves against Enchantment spells,
Alter self at will (sp) +2 bluff, +2 hide, + 2 listen +2 search, +2 spot checks

Racail
fiery deep red eyes
deep red skin
tail
wings
(+2 to dex, +2 int -2 to con for demon blood inhereted abilities)

Movement/ languages
landspeed: 30 ft.
fly 40 poor
languages: common, elven, abyssal, dragconic, drow

Devin ranks:0
soverein ranks:
Experance: 110,500

Spells:
Spell bonus
1st level 2
2nd level 1
3 level 1
4th level 1
5th level 1
spells know per day
0 level 7
1st level 7
2nd level 7
3rd level 7
4th level 4
5th level 4
6th level 2
spells in book will send to the game masters.

Equipment/ possions
Fimaliar: Imp (see monster manual)
ring of protection +4
wand of magic missiles
staff of fire
dark blood red robe, and outer cloak with twenty pockets inside
boots
pockets for spells components inside cloak
History:
karel is the leader of the fey'ri, which was traped for a long time and has been set free for some time. She leads the fey'ri in their focus of renvenge, for the sun elves imprisment of them. Karel has made contacts with the drow and a red dragon trading items and spells they can use. House DeNealorki has been active and when they feel that the time is right then, they will set forth their plans of renenvge (against all the elves). As the leader of the fey'rI she looks out for the best instrest of the group, knowing that the world hates the fey'ri and would take action against them if they knew of their existance.

Fey'ri in lair
Karel Nealorki leader- 12 level
Kzarkar Imkaran - head of magic training
Ritzka Saeflur -mast of of arms
Tajah Reaqzpt- High Priestess 13 level
half fiends
5, 10th level fighters hp 65 each
4, lower priests 10 level hp 55 each
9, 5th level fighter/rogues hp 40 each
total half feinds 20 each
fey'ri
15, 7level fighters hp 55 each
10, 5th level fighter/rogues hp 45 each
5, 5th level priests hp 35,28,30,36,38
10, 3rd level fighters hp 25 each
total 46
total for all 66 when all in lair.


Player Name: RedHase
Character Name:kzarkar Imkaran (second in command of group, to Karel)

Approved?: npc
Foundations: Warlock Circle Guild
Race: Daemonfry (forgotten realms;Races of faerun,Lords of Darkness)
Class: Sorcerer 10 level
Racial HD: (If any)
Level Adjustment:2
Total ECL: 10
Experience:115,000
Alignment: Choatic Evil
Home Region: (If applicable)
Languages:common, elven, abyssal, dragconic, drow
Gender:male

Abilities
Strength: 12 mod +1
Dexterity: 15+2=(17) mod+3
Constitution: 16 -2 (14) mod + 2
Intelligence:16 +2 (18) mod+4
Wisdom: wis 16 mod +3
Charisma: 13 mod +1


Speed:
land speed 30ft
fly 40 ft poor

HD: 1+4,2+4,3+4,3+4, 4+4,1+4,2+4,2+4,4+4,4+4,10d4+4 is 74 hit points

AC: 10+5+2+3=(20)
Touch AC: 10+3=(13)
Flat-Footed AC: 10+5+2+3=(20)

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


Skill Points: 32 cp
Class Skills:
Skill Modifiers:Class +2 dex+2int -2con
+Modifier Skill (ranks, ability mod, other mods)

Feats:
magical aptitude
natural spell
weapon finesse (elven long Sword)
craft wondrous item
spellcraft

Special Abilities:
Dark vision 60ft,
immunity to sleep magic spells and effects
+2 racail bonus on will saves against enchantment spells and effect
low light vision
spell like ability focus,
improved energy resistance,
enervative healing,
fiendish blood line,
deeping darkness.
+2 on bluff, hide, listen, search, spot checks,
alter self at will
(Demonic abilities; once per day/level)
damage reduction +10,
fire resistance +10,
detect thoughts,
suggestion
darkness
He has fiery red eyes, bat like ears, deep red skin, horns, wings
alter self at will

(Forgotten Realms races of Faerun)


Saving Throws:
Fortitude: 4 + con +2 (is +7)
Reflexes: 3
Will:7

Attacks:
Base attack Bonus: +5
Melee: 1d6 +2, 1d8 +2 x2 crital (long sword)
dagger;1d3 1d4 x2
Ranged: 10+spell level, +caster level 13
Grapple:

Attack

10+1+2=13 long sword
Equipment:
Item elven chain mail +2, elven longswrod +2, dark red cloak, deep blood red robe, belt with 4 pouches. spell book 2 with spell to make small to fit into pocket.
Total:

Spells:
knowledge arcana 4+8=12 3cp
knowledge history elven/fey'ri 4+8=12 3cp
spell craft 4+6=10 2cp
spot 2+3 (5)+5=10 2cp
use magic device 1+9=10 2cp
move silently 2+3 (5)+7=12 3cp
listen 2+3 (5)+7=12 3cp
craft 4+8=12 3cp
concentration 2+10=12 3cp
fly by attack 3+7=10 2cp
knowledge of the planes 4+8=12 3cp

Spells: 10%chance of spell failer





Spells memerized per day:
0 level 6
1st level 5+1(6),
2nd level 4+1 (5)
3rd level 3 +1(4)
4th level 2+1 (3)
5th level 1



Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known: (If applicable)
Spellbook: yes 2

Invocations:

Psionics: none

Description:

Sex:Male Fey'ri
Age: 2567
Height:5ft, 8 inches.
Weight:120 lbs
Eyes:deep red
Hair:dark red/ black

Familar:
Bat Fimilar
hit die 10, hit points 18 ac 21
Improved evasion,
deliver touch attacks,
speak with master,
speak with animals of its type
int 10' gets master alertness feat with in 5 feet,
master can share spell attack through bat(touch attack),
empathic link.



Player Name: Redhase
Character:Ritzka Daeflur
Approved?:npc
Foundations: Warlocl Circle guild
Race: Daemonfry (forgotten Realms Races of Raerun, Lords of Darkness)
Class: fighter 12 level (Master of Arms in the fey'ri clan) players handbook

Level Adjustment: 3
Total ECL:10
Experience:
Alignment:choatic Evil
Home Region: Forgotten realms the North
Languages: common, elven, abyssal, dragconic, drow
Gender:male (daemonfry)

Abilities
str; 18 mod +4
dex 17 +2 for demon blood =(19) mod +4 for dex
con 16 -2 for demon blood =(14) mod for con +2
Int 14+2 for demon blood =(16) mod+3 for int
wisd 14 mod +2 for wisd
char 14 mod 0


Speed:
land speed 30 ft,
fly 40 ft poor
HD: 7+1,6+1, 5+1,8+1,7+1,6+1,8+1,4+1, 6+1, 5+1,=
=12d10+1 is 71 hit points
Touch AC: 10+2+3=15
Flat-Footed AC: 10+5+2+3+3=(23)
Ac:23
Initiative: Init mod (Dex mod, any other mods)
+2
Skills:
Listen; +2,+2=+4 +6 (10)= 2cp
move silently dex 4+6(10)= 2cp
spot; wisd 2 +2+6= 10 2cp
bluff; char 0+3 racail bunus =+3+7=10 2cp
diplomancy char 0 +2 for bluff bonus=+2 +8=10 2cp
survival wisd 2 +8 =10 +2cp
concentration con+1+9=10 2cp
craft; composite long bow/weapons armor 3 +7 10 2cp
gather information 0 +10 2cp
intimidate chr 0 +10 2cp
fly by 3 +7= 10 2cp
profession wisd 2+8= 10 2cp
craft martial melee 3+7=10 2cp
craft long bow 3+7=10=2 cp
Skill Points:

Class Skills:
darkvision 60ft
racail features; red eyes, wings, deep red skin, fine scales
low light vision, can see twice as fa as human in star light, moon light, torchlight
Immunity to sleep spells and effects
+ 2 racial bouns on will save vrs. enchantment spells and effects
alter self at will
+2 racial bonus on bluff,hide,listen,search,spot checks.
can use elven blades and magic items
Demonic abilities; (once per day/level)
detect thoughts
dimension door
fire resistance +10
damage reduction +10

Skill Modifiers:father was Pit fiend +3 dex, +3 int, -3con
+2 other abilities

Feats:(player handbook, fist and tomb)
two weapon fighting
two weapon defense +1 shield
greater two weapon fighting +11 base attack
weapon finess +1 base attack
greater weapon focus +2 bonus on attacks
Alertness +2 on listen and spot checks
toughness
skill focus
rapid reload
power attack



Saving Throws:
Fortitude: +7 +1 for con = +8
Reflexes: ref +3
Will: will +3

Attacks:
Base attack Bonus:
Melee:base attack12 level +7,+2 + bonus of (+11Greater two weapon fighting) + (weapons focus +1)(greater weapons focus +2) is
base attack:+26, +20,+16/26+20+16
Ranged:
Grapple:

Attack:20,16 twin fighting style

Equipment:
Item Ring of proctection +3, +2 elven chainmail, the fey'ri make their armor them selves. and some weapoins and other things. four elven long swords +2, a belt with 5 pouches and dark boots. cloak with pockets, dark black
Total:

Spells: (If applicable)
Spells per day:
Spell save DC mod:
Other mods to spells:
Spells Known:
Spellbook: none

Invocations:

Psionics: should check

Description:
Age:1547
Height:5ft 6inches
Weight:125 lbs
Eyes:deep red dark
Hair: dark black with red tone
Description:
has 4 arms two on right side and two on left, fights with four swords medium size daemonfry, he is in charge of the security of the clan and is always looking for unwanted vistors. Having 4 arms give him a advantage in fighting and can use his arms to his advanatage. being average size for a fey'ri he looks normal for one. If seen in public he will have two swords and not be seen as his true self.









Player Name: Redhase
Character:Tajah Raeqzpt
Approved:npc
Foundations: wizard circle guild
Race: Daemonfry (forgotten Realms Races of Raerun, Lords of Darkness)
Class: Cleric 13 level(of Gargauth , the last Lord of the pit)



Level Adjustment: 2
Total ECL:10
Experience:
Alignment:choatic Evil
Home Region: Forgotten realms the North
Languages: common, elven, abyssal, dragconic, drow
Gender:Female (daemonfry)

Abilities
str 14 mod of +2
Dex 15 +2(for fiendish blood) =17 mod is +3
int 15 +2 (for fiendish blood) =17 mod of +3
cha 13 mod id +1
Con 16 -2 (14) mod is +2
wisd 16 mod is +2


Speed:
fly 40 ft poor
land speed 30 ft,

Hit die:
80 (1d8+2, 10 times)

AC:10+3+4= ac17
Touch AC:
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)

Class Skills:
Skill Points: 32 cp
Class Skills:
darkvision 60ft

low light vision, can see twice as far as human in star light, moon light, torchlight
Immunity to sleep spells and effects
+ 2 racial bouns on will save vrs enchantment spells and effects
alter self at will
+2 racial bonus on bluff,hide,listen,search,spot checks.
can use elven blades and magic items, make items
Demonic abilities; (once per day/level)
detect thoughts
dimension door
fire resistance +10

Skills:
knowledge religion 3+9 (r)=12 3cp
knowledge arcana 3 +9=12 3cp
knowledge history (fey'ri/elves) 3+7=10 2cp
search 2+3=5+7= 12 3cp
spell craft 3+7=12 2cp
craft 3+9=12 3cp
heal 3+9 =12 3cp
use magic divice 3+9=12 3cp
spot 2+3+7=12 2cp
move silently 3+2+5=10 2cp
fly by attack 3+7=10 2cp


Feats:
weapon finess elven long sword
quicken spell
spell focus
craft wondrous item


Special Abilities:


Saving Throws:
Fortitude: Modifier 7+2=90
Reflexes: Modifier 3+3=6
Will: Modifier 7+2=9

Attacks:
Base attack Bonus:7+/+2
Melee:
+7/+2
Ranged:
Grapple:


Equipment:
black robe
black over cloakwith pockets
bet with 5 pouches
boots
+4 ring of protecion
+2 elven long sword (wizards and prist can carry and use long swords, fey'ri weapon, even if no profeniencys)
elven chain mail +3
Total:

Devine Ranks:
5
Spells:
0 level
Detect magic
Read magic
Virtue
resistance
cure minor wounds
cause minor wounds
guidance
resize
1st proction from good
cause fear
cure light wounds cause light wounds
command
doom
summon monster l

2nd
descrate
invisibility
bull's strength
cure moderate wounds
cause moderate wounds
death knell
hold person
resist energy
summon monster ll

3rd
magic circle against good
nondetection
animate dead
bestow curse
cure serious wounds
create serious wounds
remove curse wind walk
summon monster lll

4th level
swarm boil
unholy blight
confusion
orders wrath
beast claws
death ward disissal divnation
freedom of movement
summon monster lV

5th
flame strike
skittering darkness
dispel good
false vision
slay living
true seeing
cummune
command greater
break enchantment
plane shoft
summon monster V


Spells per day:
0-6
1st 4+1+1
2nd 4+1+1
3rd 3+1+1
4th 3+1
5th 2+1

Spell save DC mod:
Other mods to spells:
Spells Known:
Spellbook: yes

Invocations:

Psionics: haven't checked

Description:
Age:1675
Height:5ft.7inches
Weight:110
Eyes:dark red
Hair:light and dark red hair
Description:Racail features; red eyes, wings, deep red skin, and is the High cleric for the last Lord of the pits, she directs numerous fey'ri cleric under her for training and more. She is one of the counsel of the group and karel has the final say in the counsel. She repersents the church for the fey'ri and helps to make items for them they trade or personal use by the group.














Player Name:Redhase
Character Name:Redhase
Approved?:
Foundations: Guild of Ultimate Evil
Race: Human
Class: Anti Palatin (dragon magizine #312, players handbook)
Racial HD: evel Adjustment: (If any)
Total ECL:15 level
Experience:112,500
Alignment:Choatic Evil
Home Region: Thay in the forgotten realms, Thay home of the sane ones every one else is crazy always worried.
Languages:common, Abyssal, elven, mulhorandi
Gender:Female

Abilities
Strength: 18 Mod +4 (belt of gaint strength +4 Mod +5 str 22 with belt)
Dexterity: 17 Mod +3
Constitution: 16 Mod +3
Intelligence: 14 mod +2
Wisdom: 18 Mod +4
Charisma: 15 Mod +2

Speed:
30 ft(armor weights 1 lbs)
HD: 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
AC:Ac 32
Touch AC: !0+3=13
Flat-Footed AC: 32

Initiative: 4+3=7

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

Skill Points: 32
Class Skills:
Aura of Evil
Detect Good
Smite good
Divine Grace
Layon hands
Divine health
Create undead
Spells for devine
Specail Mount
Fiendish mount

Devine Ranks: 8

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

Feats:
lightning reflexes
mounted combat
precise shot
leadership
power attack
spell penetration
Deathblow (sword and fist)
players hand book

Special Abilities:
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


Saving Throws:
Fortitude:9+2=11
Reflexes: 5+2= 7
Will: 5+2= 7

Attacks:
Base attack Bonus: 22/17/12
Melee:22,16,11
Ranged: long bow 1d6+5 1d8+5
Grapple:
Attack 22/17/12

Equipment:
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

Spells:
35%spell failer
Devine Spells;
proctection from good
bull's strength
dispell magic
dispell good
1st
Bane
curse water
death watch
magic weapon
read magic
summon monster
2nd
darkness
desecrate
undetctable 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
Spells per day:
Spell save DC mod:

Spells Known:
1st-2
2nd-1
3rd-1
4th-1

Spellbook: yes

divine ranks :yes
4

Psionics: no

Description:
Age:27

Height:5ft. 6 inches
Weight:90 lbs
Eyes: bright red
Hair:blondish brown /red

mother was a black Knight, father was a Anti Paladin. From the thayen area of the forgotten realms. Anti Paladin of Gargauth, the last Lord of the Pit; she tries to do her best to please her god and kill as many as she can. She likes to have dead flowers on a date, a dead body as a gift and if possabile a live one to play with. She likes to spread evil and hate ever where she goes and likes the smell of the dead as she's leaving.

Fiendish mount look in monster manule.
Demonfey

01-01-05, 11:00 PM
Redhase, not to criticize, but all you needed to do was copy Dyne's character sheet thing. It makes it easier to discern what is necessary and what isn't, and what can be shown later.
BronzeBeard

01-02-05, 03:04 AM
I think that red had posted more than one character, why?
NightScreamer20

01-02-05, 01:02 PM
I also plan on making more than 1 character, possibly... Really for acid testing my Core class and the PrCs along with it, trying to 'find the balance' so-to-speak.
Orcy The Green Wonder

01-02-05, 04:38 PM
Redhase, if you want to have more than one character you need the leadership feat. That will let you have a cohort who is two levels lower than yourself at the most. That character will only have NPC starting gold which you can find on page 127 of the 3.5 DMG.

Orcy believes you may eventually be able to have more than one character (not all for the same foundation) but the rules are not yet finished.
redhase

01-02-05, 04:46 PM
the deamon fry are a group, the anti palatin is by her self working for herself and the guild.
The daemonfry group is part of the guild, but have their own plans. If i HAVE TO BRING THE REST IN AS npc then fine I will but there a group and have to stay a group with a leader.
BronzeBeard

01-02-05, 05:19 PM
the deamon fry are a group, the anti palatin is by her self working for herself and the guild.
The daemonfry group is part of the guild, but have their own plans. If i HAVE TO BRING THE REST IN AS npc then fine I will but there a group and have to stay a group with a leader.
As stated in the rulez:
EACH PLAYER MAY HAVE UP TO ONLY ONE CHARACTER ACTIVE AT ANY GIVEN TIME AND MAY NOT CONTROL OVER NPC (which are really pc IMO for this game)
truly yours
BB
Lady Rolindin

01-02-05, 05:26 PM
Red Knight/War Wizard

--------------------------------------------------------------------------------
Lady Rolindin

01-02-05, 05:34 PM
good by yellow brick road
Orcy The Green Wonder

01-02-05, 05:44 PM
Orcy would ask everyone to limit themselves to a single character for now. Multiple characters may end up being something allowed later... but the rules are still being discussed and Orcy would like it to stick to a single character per person for now.
ChaosEvoker

01-03-05, 11:42 AM
M-Size Humaniod (Sun Elf)
13 Wiz/5 Acm
Alignment: CG
Ablilities:
Str: 12 +1(12 roll)
Dex: 14 +2(14 roll)
Con: 14 +2 (12 roll -2 Racial + 6 Item)
Int: 24 +7 (17 roll + 2 racial + 1 Ability Increase + 4 Item)
Wis: 16 +3 (15 roll + 1 Ability Increace)
Cha: 12 +1(12 roll)

HD: 18d4+54
HP: 99
AC: 20 (+5 Bracers of Armor +5 Robe of the Archmage)
Init: +6 (+2 Dex +4 Improved Initiative)

Saves:
Fort: +7
Ref: +7
Will: +15

Skills: 162 (Wiz)
Concentration: +20 (18 ranks + 2 Con)
Spellcraft: +27 (18 ranks + 7 Int +2 Skill Focus)
Knowledge (arcana): +25 (18 ranks + 7 Int)
Knowledge (the planes): +25 (18 ranks + 7 Int)
Knowledge (religion): +25 (18 ranks + 7 Int)
Bluff: +8 (7 cc ranks + 1 Cha)
Sense Motive: +10 (7 cc ranks + 3 Wis)
Speak Languages: learned 11 languages (11 cc ranks)
Spot: +10 (7 cc ranks + 3 Wis)
Search: +11 (4 cc ranks + 7 Int)


Feats: Scribe Scroll, Still Spell, Quiken Spell, Improved Intiative, Maximize Spell, Spell Focus(Evocation), Spell Focus(Transmutation), Skill Focus(Spellcraft) Improved Toughness

XP: 162,000

BAB: +8/+3

Soveriegn Ranks: --
Divine Ranks: --

Attacks:
+2 Holy Spear (1d8+3 crit: X3 does +2d6 dmg vs Evil)

Special Attacks:
Spells

Special Qualities:
High Arcana: Mastery of Counterspelling
High Arcana: Mastery of Shaping
High Arcana: Mastery of Elements
High Arcana: Spell Power +3
High Arcana: Arcane Reach

Items:
Headband of Intellect +4
Bracers of Armor +5
Robe of the Archmage (Good)
Amulet of Health +6
Ring of Fire Resistance (minor)
Aumlet of Non-Detection
Ring of Dispel


Spells:
Spells per day: 4/6/6/6/5/5/4/2/2/1
Spell Save DC: 20/21/22/23/24/25/26/27/28
Spells in Spellbook:
All 0 level spells
1st: Magic Missle, Ray of Enfeeblement, Color Spray, Disguise Self, Charm Person, Mage Armor
2nd: Melf's Acid Arrow, Invisibility, Web, Blur
3rd: Dispel Magic, Fireball, Lightning Bolt, Ray of Exhaustion, Suggestion, Hold Person, Gaseous Form
4th: Stoneskin, Charm Monster, Bestow Curse, Enervation
5th: Cone of Cold, Dominate Person, Bigby's Interposing Hand
6th: True Seeing, Mislead, Disentigrate
7th: Spell Turning, Finger of Death, Limited Wish
8th: Maze, Horrid Wilting
9th: Time Stop, Energy Drain, Soul Bind

Typical Spells Prepared:
0: 2 Detect Magic, 1 Resistance, 1 Touch of Fatigue
1: 2 Ray of Enfeeblement, 2 Magic Missle, 1 Charm Person, 1 Disguise Self
2: 2 Melf's Acid Arrow, 1 Invisibility, 3 Still Magic Missle
3: 1 Dispel Magic, 1 Suggestion, 1 Hold Person, 1 Lightning Bolt, 2 Fireball
4: 1 Stoneskin, 1 Still Gaseous Form, 1 Bestow Curse, 2 Enervation, 1 Still Lightning Bolt
5: 1 Dominate Person, 1 Empowered Lightning Bolt, 1 Bigby's Interposing Hand, 2 Cone of Cold
6: 2 Disintigrate, 1 Still, Empowered Lightning Bolt, 1 True Seing
7: 2 Finger of Death
8: 1 Horrid Wilting, 1 Maze
9: 1 Time Stop
Orcy The Green Wonder

01-03-05, 01:01 PM
Your character needs to be level 15 chaos evoker. We've started over, so that means new characters. Currently, Orcy is considering starting with extra exp so that those who want to make a few of their own items can. He has to see what Sil thinks first, well... and what everyone else thinks.

Edit: Whoops, Orcy missed it on the first page... characters start with 112,500 exp. That places you in the ECL 15 range.
bgt

01-03-05, 03:42 PM
Player Name:bgt
Character Name:Renounced it in defience of illithid culture; travelling companions refer to him as bgt or Squidface.
Approved: Yes
Foundations:Psionics Foundation
Race: Illithid
Class: None
Racial HD: 8d8
Level Adjustment: +7
Total ECL: 15
Experience: 112,500
Alignment: LN
Languages: Undercommon
Gender: None

Abilities
Strength: 10 (+0)[8(base) +2(racial)]
Dexterity: 15 (+2)[11(base) +4(racial)]
Constitution: 14 (+2)[12(base) +2(racial)]
Intelligence: 36 (+13)[18(base) +8(racial) +6(Headband of Intellect) +4(Tome of Clear Thought)]
Wisdom: 19 (+4)[13(base) +6(racial)]
Charisma: 24 (+7)[12(base) +6(racial) +6(Cloak of Charisma)]

Speed:30 feet

HD: 8d8+16 (60)
AC: 15
Touch AC: 12
Flat-Footed AC: 13

Initiative: +2

Skills:Bluff+11, Concentration+11, Disgisue+3(+5 acting), Hide +10, Knowledge(Psionics)+12, Listen+11, Move Silently+10, Sense Motive+7, Spot+11,

Feats:
Psionic Body(XPH), Weapon Finesse, Psionic Talent(XPH)

Special Abilities:
Mind Blast[DC 24], psionics, Darkvision 60 feet, telepathy 100 feet, Power Resistance 25(all granted by race)

Saving Throws:
Fortitude: 4
Reflexes: 4
Will: 12

Attacks:
Base attack Bonus: 6
Melee: 8
Ranged: 8
Grapple: 6

Attack
Melee: 1 Tentacle +12 (1d4+1)
Full Attack: 3 Tentacles +12(1d4+1)

Powers: (If applicable)
Power Points: 130
Power save DC mod: 23 (24 if from the Telepathy discepline)
Powers Known:
1-Charm, Psionic; Mindlink; Deja Vu; Detect Psionics, Crystal Shard
2- Brain Lock; Suggestion, Psionic; Detect Hostile Intent; Feat Leech, Sustenence
3-Empathetic Transfer, Hostile; Eradicate Invisibility; Time Hop, Telekinetic Thrust
4-Dominate, Psionic; Schism; Modify Memory, Psionic
5-Extract Mind; Psychic Crush

Items
-Psionatrix of Telepathy (XPH)
-Headband of Intellect +6
-Cloak of Charisma +6
-Tome of Clear Thought +4(read)
-Ring of Sustenence
-7500 gp

Description:
Description:
bgt appears as a slightly famished Mind Flayer. While three of it's tentacles quiver and undulate, one remains still, a cruel-looking scar running up it. This was the punishment for bgt's crime: it recognized a member of a lesser race as an equal. For this heresy, this ultimate infraction of Illithid law, the cartalige was removed from one tentacle, and bgt was exiled. The loss of that one tentacle was enough to keep bgt from eating, and he bagan to starve. He was found by a group of adventurers, and traded knowlege of the sourrounding area and the illithid that occupied it for a ring of sustenance. It has since been following these adventurers about, and has once attempted to coin a human name for itself, bgt (pronounced buh-juh-tuh).
Tenzhi

01-03-05, 04:06 PM
That reminds me of a cool Illithid character in a Spelljammer series I recently read...
bgt

01-03-05, 04:29 PM
Can't say I've ever read Spelljammer. Glad you like him. :coolcthul
Jharviss

01-03-05, 04:46 PM
Character Name: Mycor II
Race: Igurikor “Kyton-bred”
Class: Bard
Total ECL: 15
Experience: 112,500 XP
Alignment: True Evil
Languages: Common
Gender: Male

Abilities
Strength: 18 (14 base, +4 Belt of giant Strength)
Dexterity: 18 (14 base, +1, +3 Gloves of Dexterity)
Constitution: 12 (12 base)
Intelligence: 10 (12 base, -2 racial)
Wisdom: 10 (10 base)
Charisma: 22 (16 base, +2, +4 Cloak of Charisma)

Speed: 30 ft.

HD: 15d6 + 15 (74 hp)
AC: 25 (+7 +3 Leather Coat, +4 Dex, +1 Natural, +3 Amulet of Natural Armor), 26 with Dodge
Touch AC: 14 (+4 Dex), 15 with Dodge
Flat-Footed AC: 21 (+7 +3 Leather Coat, +1 Natural, +3 Amulet of Natural Armor)

Initiative: +4 (+4 Dex)

Skills:
Skill Points: 108
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble, and Use Magic Device
Skill Modifiers:
+26 Bluff (18 ranks, +6 Cha)
+10 Concentration (9 ranks, +1 Con)
+24 Diplomacy (18 ranks, +6 Cha)
+24 Perform (Wind Instruments) (18 ranks, +6 Cha)
+9 Profession (Cook) (9 ranks)
+21 Sleight of Hand (18 ranks, +4 Dex, -1 Armor Check Penalty)
+21 Tumble (18 ranks, +4 Dex, -1 Armor Check Penalty)

Feats:
Combat Reflexes
Dodge
Martial Weapon Proficiency (Spiked Chain)
Quick Draw
Two-Weapon Fighting

Special Abilities:
Darkvision: Igurikors can see in the dark up to 20 feet. Darkvision is black and white only, but is otherwise like normal sight, and the igurikors can function just fine with no light at all (Racial)
Spiked Chains: Igurikors treat spiked chains as simple weapons, and may furthermore use it as a one-handed weapon (Racial)
Enhanced Healing: Igurikors heal at an accelerated pace, regaining hit points twice as fast as a humans (Racial)
Bardic Music: 15/day
Countersong
Fascinate
Inspire courage +3
Inspire Competence
Suggestion
Inspire Greatness
Song of Freedom
Inspire Heroics
Bardic Knowledge: +15 Check

Saving Throws:
Fortitude: +6 (+5 base, +1 Con)
Reflexes: +13 (+9 base, +4 Dex)
Will: +9 (+9 base)

Attacks:
Base attack Bonus: +11/+6/+1
Melee: +15/+10/+5
Ranged: +15/+10/+5
Grapple: +15

Full Attack: Balace +12/+12/+7/+2 melee (2d4+4+2d6 unholy damage) and Johadi +12 melee (1d10+2/19-20)

Attack: Balace +16 melee (2d4+4 (+6 in two hands)+2d6 unholy damage), or Johadi +16 melee (2d4+2/18-20), or +1 Vicious Dagger +16 melee (1d4+2d6/19-20, 1d6 backlash)

Equipment:
Johadi: +1 Skillful (from Complete Arcane) Sizing (from Underdark) Longsword (32,375 gp), Balace: +1 Unholy Spiked Chain of Speed (72,325 gp), Amulet of Natural Armor +3 (18,000 gp), Boots of Levitation (7,500 gp), Belt of giant Strength +4 (16,000 gp), Gloves of Dexterity +3 (9,000 gp), Clear Spindle Ioun Stone (4,000 gp), Cloak of Charisma +4 (16,000 gp), Wand of Hold Person (20 Charges) (1,200 gp), +1 Vicious Dagger (8,302 gp), +3 Leather Coat (Leather Coat from Arcana Unearthed)(9,160 gp), Bag of Holding Type I (2,500 gp), 20 Darts (10 gp), | 5 Chains (10 feet) (150 gp), Masterwork Chain Instrument (100 gp), Wooden Holy Symbol (1 gp), Signet Ring (5 gp), 3,472 gp
Total: 200,000 gp

Spells:
Spells Per Day: 4 0-level spells, 6 1st level spells, 5 2nd level spells, 5 3rd level spells, 5 4th level spells, 4 5th level spells
Spell save DC Modifier: 16 + Spell Level
Spells Known: 0 – Daze, Detect Magic, Lullaby, Mage Hand, Prestidigitations, Read Magic; 1 – Cause Fear, Charm Person, Expeditious Retreat, Hypnotism; 2 – Darkness, Sound Burst, Suggestion, Tongues; 3 – Fear, Glibness, Haste, Major Image, 4 – Dimension Door, Dominate Person, Shout, Zone of Silence; 5 – Mass Suggestion, Mind Fog, Song of Discord

Description:
Age: 42
Height: 5’10”
Weight: 173 pounds
Eyes: Red
Hair: Black
Description: Mycor II is the son of the half-kyton hero and a woman that nobody knows of. In fact, most people still say that Mycor was never with a woman. Nobody, however, disputes Mycor II as being the offspring of Mycor.

Mycor has dark red skin that looks almost dead, flaring dark red eyes, and black hair which grows in more bulk than the common igurikor’s hair. His eyes are powerful, enticing even. He wears a long black leather coat, open in the front, and only simple brown leather breeches underneath. He has thin black gloves and darksteel bracers on his arms, and an elegant blood red cloak is hung over his shoulder. Attack to the top of his coat and hanging down over his shoulders are five chains which drag behind him and constantly rattle across the ground. Several darts, a deranged looking dagger, a non-descript wand, and a large pouch are hung on a large black belt that almost hangs around his waste. Wrapped around his left arm he has a long ornate chain he uses as an instrument by spinning through the air and creating eerie noises. Wrapped around his right arm, up over his right shoulder then hanging low over his left shoulder is a heavy spiked chain that seems to be pulsating with dark energies. The chain is known as Balace. Strapped onto his back, beneath his cloak but with its handle protruding just to the left of his left shoulder is a heavy falchion, Johadi, engraved with several odd ruins. Hanging on his neck is a wooden ornately carved holy symbol of Hextor, his favorite patron. Finally, spinning around his head at a rather quick pace is a small crystal, an ioun stone.


Homebrew Rules

Igurikor “Kyton-bred”
Kytons are terrible devils, to be sure, but unlike most other devils, when kytons and humans mate, the offspring retain many of the abilities of the kyton rather than simply becoming diabolic. The igurikor are the ancestors of half-kytons and humans, being mostly human but with some of the frightening traits of their kyton ancestors. Often evil and lawfully bent, igurikor retain many of the views and joys of the kyton. The only common trait between various igurikor seems to be the humanoid appearance, for their skin, hair, and eye color can be human or an off-shot there of, such as light blue skin or white hair. Their eyes, however, do tend to be piercing and frightening.

Racial Abilities: Igurikors have the following traits:
~ -2 Intelligence: Though gifted, the igurikors are not overly intelligent.
~ Medium: As Medium creatures, igurikors have no special bonuses or penalties due to their size.
~ Igurikor base land speed is 30 feet.
~ Darkvision: Igurikors can see in the dark up to 20 feet. Darkvision is black and white only, but is otherwise like normal sight, and the igurikors can function just fine with no light at all.
~ Spiked Chains: Igurikors treat spiked chains as martial weapons, and may furthermore use it as a one-handed weapon.
~ +1 natural armor bonus.
~ Enhanced Healing: Igurikors heal at an accelerated pace, regaining hit points twice as fast as a humans.
~ +2 racial bonus on all craft (metalworking) checks made with chains.
~ Automatic Language:Common.
~ Favored Class: Fighter. When determining whether a multiclass igurikor takes an experience point penalty, his or her fighter class does not count.
Sssargoth

01-04-05, 12:08 AM
Player Name: Sssargoth
Character Name: Sssargoth
Approved?: Don't know, Don't care. (I have a shirt that says this too.)
Foundations: The Psionics Foundation, The Dragon foundation, The Harpers, The Assassins guild
Race: Red Dragon
Class: Psion 4 (Expanded Psionics Handbook)
Racial HD: 7
Level Adjustment: +4
Total ECL: 15
Experience: 112,500/120,000
Alignment: Chaotic Evil
Home Region: The forest mountains of Kara-Tur
Languages: Draconic, Common, Undercommon, Terrin, Ignian, Orc
Gender: Male

Abilities 32pb
Strength: 14 +2 = (generated score 8, racial mod +6, level increases, other mods)
Dexterity: 15 +2 = (generated score 15, racial mod +0, level increases, other mods)
Constitution: 20 +5 = (generated score 15, racial mod +4, level increases +1, other mods)
Intelligence: 18 +4 = (generated score 17, racial mod +0, level increases +1, other mods)
Wisdom: 10 +0 = (generated score 10, racial mod +0, level increases, other mods)
Charisma: 10 +0 = (generated score 10, racial mod +0, level increases, other mods)

Speed: 50 Ft, 170 Ft fly (Poor)

HD: 7d12 +4d4 +55 CON +2 Psionic Body (113 hp)
AC: 18 (armor mod, +2 Dex mod, +6 natural armor)
Touch AC: 12 (+2 Dex mod, deflection, any other mods)
Flat-Footed AC: 16 (armor mod, shield mod, +6 natural armor, deflection, any other mods)

Initiative: +4 (+2 Dex mod, +2 Eager enchantment)

Skills:
Skill Points: 124
Class Skills: *Jump +11, *Spellcraft +11, Concentrate +14, Autohypnosis +14, Intimidate +14, Diplomacy +14, Hide +14, Move Silently +14, Knowledge (Psionics) +14, Listen +14, Search +6, Spot +6
Skill Modifiers: *Jump +13, *Spellcraft +15, Concentrate +19, Autohypnosis +16, Intimidate +14, Diplomacy +14, Hide +16, Move Silently +16, Knowledge (Psionics) +20, Listen +14, Search +10, Spot +6
*All ranks are from HD

Feats:
Psioic Body (XPH)
Iron Will
Supress Weakness (Draconomicon)
Overcome Weakness (Draconomicon)
Improved Speed (Draconomicon)


Special Abilities:
Fire subtype, cone of fire 2d10 Reflex DC 20 for half, Immune to critical hits/sneak attacks, DV 120 feet, low-light vision, Blindsense 30 feet.

Saving Throws:
Fortitude: +11 (base save +6, ability mod +5, other mods)
Reflexes: +8 (base save +6, ability mod +2, other mods)
Will: +11 (base save +9, ability mod +0, +2 other mods)

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

Bite +14, 2 claws +6, 2 wings +6
Bite 2d6+5, Claw 1d6+1, Wing 1d4+1

Equipment:
Gemstone of heavy fortification (35,000), +3 Eager Jaws of the Dragon (90,000), 65,000 gp.
Total: 190,000 gp

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


Psionics:
Power Points: 25 = +17 +8
Power save DC:
LVL 1: 15
LVL 2: 16
LVL 3: 17
LVL 4: 18
LVL 5: 19
LVL 6: 20
LVL 7: 21
LVL 8: 22
LVL 9: 23
Powers Known:
LVL 1:
Conceal Thoughts
Crystal Shard
Inertial Armor
Energy Ray
Force Screen

LVL 2:
Ego Whip
Inflict Pain
Recall Agony
Energy Missile
LVL 3:


LVL 4:



Description:
Age: 1
Height: 5' 7" at shoulder
Weight: 307 lbs.
Eyes: Orange
Hair: N/A
Wing Span: 32 Ft.
Description:
Demonfey

01-04-05, 03:41 PM
NOTE:
I have recieved the go ahead to start another character thread if Dyne doesn't return by tomorrow from Catoblepas. I didn't mention it at first, since it was supposed to wait a week. Please let me start it on my own, and unlock the first Player character thread so that people can get any old characters they had if they want to. Tomorrow, I will start and explain what I will do.
Orcy The Green Wonder

01-04-05, 03:45 PM
NOTE:
I have recieved the go ahead to start another character thread if Dyne doesn't return by tomorrow from Catoblepas. I didn't mention it at first, since it was supposed to wait a week. Please let me start it on my own, and unlock the first Player character thread so that people can get any old characters they had if they want to. Tomorrow, I will start and explain what I will do.

Just as a note, Orcy would like this to have a template and Orcy wants the template followed. The same as the one Dyne posted would probably be the best. It makes it MUCH easier for Orcy to look over characters for approval if they're all in the same format.
Demonfey

01-04-05, 03:52 PM
Just as a note, Orcy would like this to have a template and Orcy wants the template followed. The same as the one Dyne posted would probably be the best. It makes it MUCH easier for Orcy to look over characters for approval if they're all in the same format.
That's what I had in mind. Basically, I want to do the same thing here, except that I want to have people send me the links to these characters and then I will try and keep them in the first few posts. The older PC threads need to be unlocked for this, though, and I have one additional rule: If the character is not in the specified format, then that character is not being posted until they put him/her in the correct format. This way, the characters are easy to read. I will post a link to the proper format in the first post.
Demonfey

01-04-05, 07:30 PM
I've decided to hold off until they have decided on the level, and if they decide soon, I will just wait a couple weeks to see if Dyne comes back or not.
Cazic

01-06-05, 01:16 PM
I invented a class. (http://boards1.wizards.com/showthread.php?t=358903) please comment.
Droga

01-06-05, 07:25 PM
Player Name: Droga
Character Name: Dromkrag
Approved?: Yes
Foundations: Guild of Ultimate Evil
Race: Half-Skygge Human (homebrew)
Class: Paladin of Tyranny 6 [Unearthed Arcana]/Vile Corrupter (http://boards1.wizards.com/showthread.php?t=280255) 7
Racial HD: 0
Level Adjustment: +2
Total ECL: 15
Experience: 112,500
Alignment: Lawful Evil
Home Region: Dromkar
Languages: Common, Dromkarian, Elven
Gender: Male

Abilities
Strength: 38 (+14) (base: 18, Race +4, Level +2, Enhancement +6, Profane +6, Corruption +2)
Dexterity: 14 (+2) (base: 14)
Constitution: 22 (+6) (base: 16, Race +2, Enchantment +4)
Intelligence: 12 (+1) (base: 12)
Wisdom: 15 (+2) (Base: 13, Race +2)
Charisma: 20 (+5) (Base: 15, Level +1, Enchantment +2, Profane +2)
rolls (http://invisiblecastle.com/find.py?id=47997)

Speed: 20ft move, 30ft fly

HD: 6d10 +7d10 +78 (154) (half/half+1/half/half+1/etc)
AC: 28 (Armor +5, Dex +2, Nat AC +6 (2 corrupt), Profane +1, Haste +4)
Touch AC: 16 (Dex +2, Haste +4(this apply?))
Flat-Footed AC: 26 (Armor +5,Nat AC +6, Haste +4, Profane +1)

Initiative: +2 (Dex +2)

Skills:
Skill Points: 48
Class Skills: Paladin list/Vile corrupter list
Skill Modifiers:
Bluff +20 (Ranks 16, Cha +5, Corrupt +4)
Intimidate +22 (Ranks 16, Cha +5, Corrupt +4, Race +2)
Sense Motive +18 (Ranks 16, Wis +2)

Feats:
Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Disciple of Darkness [BoVD], Power Attack, Iron Will, Monkey Grip [comp warrior]

Special Abilities:
Spider Climb, 60ft Darkvision, DR 5/good (race)
Aura of Evil, Detect Good, Smite Good 2/day, Divine Grace, Deadly Touch, Aura of Despair, Divine Health, Rebuke Undead, Special Mount, Cause Disease 1/week (PoT)
The Devil's Tongue, Unholy Flight, Hand of Corruption 2/day, Demonic Steel, Strength of the Damned, Expanse of Woe (VC)

Saving Throws:
Fortitude: +21 (Base 10, Stat +6, Vest +1, Grace +5)
Reflexes: +11 (Base 4, Stat +2, Vest +1, Grace +5)
Will: +13 (Base 4, Stat +2, Vest +1, Grace +5, Iron Will +2)

Attacks:
Base attack Bonus: +13/+8/+3
Melee: +27/+22/+17
Ranged: +15/+10/+5
Grapple: +27

SoulScourge +27/+22/+17 3d8+22 19-20/x2
(+2d6 unholy, +2d6 VS elves, +1d4 Vile, +1 negative level)

Equipment:
Belt of Giant Strength +6 (36,000gp), Gauntlets of Shadow Strength +6 (36,650gp), Collar of Charisma +2 (4,650gp), +1 Darksoul Protection Speed Dromkarian Bone Breastplate (27,350gp), +1 Souldrinking Elfbane Huge Dromkarian Bone Bastard Sword (soulscourge) (74,335gp), Vest of Resistance +1 (1,000gp), Mask of Shadow Charisma +2 (4,000gp), Helm of Shadow Health +4 (16,000gp)
15gp
Total: 200,000gp

Spells:
Spells per day: 2/1
Spell save DC mod: +2

Description:
Age: unknown
Height: 7'5"
Weight: 240lbs
Eyes: Red
Hair: Bald
Description:
Dromkrag is a large man. He wears armor made of black bone as well as a mask of the same. A pair of pitch black wings rise from his back. His mask resembles the skull of dromkar and his armor is in the form of a demon's body. Behind the blank eyes nothing can be seen unless his eyes flash red, this leaves a glowing red slit. The gauntlets he wears end in long sharp claws. At his waist he carries many shattered holy symbols of different gods and godesses. The sword on his back is a large twisted mass of black bone.

Dromkarian Bone:
Weapons made of dromkarian bone are treated as Unholy for the purposes of bypassing damage reduction, and deals an extra 1d4 vile damage with a successful hit. Armor and shields made of Dromkarian bone grant a 10% miss chance to the wearer, however when they are at least withing 10 ft. of a shadow this miss chance increases to 50%. The miss chance from armor and a shield do not stack. Weapons +2,500; Armor +2,000
Any other item made out of Dromkarian bone changes any bonuses it grants into a profane bonus, increase the price of the item by 650 gp
(Must be gotten from a Skygge Droga, usually in exchange for something else... or a service)
Demonfey

01-06-05, 07:27 PM
You have to post a URL with the HP roll. I know it sounds a little extreme, but I was forced to do it too.
turalisj

01-06-05, 07:28 PM
can you post a link to your rolls? :confused:
Droga

01-06-05, 07:32 PM
can you post a link to your rolls? :confused:

Was looking for em, forgot what the hell name I used. Then remembered I was gonna use a different character before I came across that kickass prc.

I didn't roll HP. I used half/half+1/half/half+1 and so on.
Demonfey

01-06-05, 07:39 PM
Was looking for em, forgot what the hell name I used. Then remembered I was gonna use a different character before I came across that kickass prc.

I didn't roll HP. I used half/half+1/half/half+1 and so on.
I can live with that, and I think that Orcy and Sil probably can too. Just post somewhere that you did that, and things should be fine.
turalisj

01-06-05, 07:40 PM
edit: nvm
BronzeBeard

01-06-05, 07:41 PM
Was looking for em, forgot what the hell name I used. Then remembered I was gonna use a different character before I came across that kickass prc.

I didn't roll HP. I used half/half+1/half/half+1 and so on.
nice to have you back, droga :w00t: :w00t: I, for one, am really glad to see ya.
Cazic

01-06-05, 08:45 PM
How do i do HP and saving throws i can't remember? :confused: :weep:
Demonfey

01-06-05, 08:50 PM
How do i do HP and saving throws i can't remember? :confused: :weep:
Saving throws are the bonus from the class, plus constitution (fortitude), dexterity (reflex), wisdom (will). HP is done by taking the dice type, add one for each level, and then add constitution for each level.
Cazic

01-06-05, 09:43 PM
Saving throws are the bonus from the class, plus constitution (fortitude), dexterity (reflex), wisdom (will). HP is done by taking the dice type, add one for each level, and then add constitution for each level.

ok i think i got saving throws down.
on Hp do i role the Hit dice, for my class, a number of times per level then add con. ?
Demonfey

01-06-05, 09:52 PM
ok i think i got saving throws down.
on Hp do i role the Hit dice, for my class, a number of times per level then add con. ?
Yes
Cazic

01-06-05, 10:07 PM
Yes
ok i dont have a 4 sided die and the online roller i am trying to use wont work. can someone help me with this. sorry for botherring you all with this.
oh ya i am alswo confused by the skills and skill point thing. sorry for bothering you all with this.
turalisj

01-07-05, 02:57 AM
i might actaully fair well against droga, we are almost matched for power...... :D all i have to do is get some intell damaging poison..... :P
BronzeBeard

01-07-05, 09:47 AM
ok i dont have a 4 sided die and the online roller i am trying to use wont work. can someone help me with this. sorry for botherring you all with this.
oh ya i am alswo confused by the skills and skill point thing. sorry for bothering you all with this.
check my rulez keeping thread for links
BronzeBeard

01-07-05, 10:20 AM
also check this post:
http://boards1.wizards.com/showthread.php?p=5187389&posted=1#post5187389
Droga

01-07-05, 01:10 PM
i might actaully fair well against droga, we are almost matched for power...... :D all i have to do is get some intell damaging poison..... :P

Ok... first your character aint even done yet, second... how did these:
15 16 16 15 16 13 Turn into
20 20 19 20 18 18 these? With no magic items listen and no way you did it... and the fact your one of the little weak elves. Oh well, guess I can let Orcy beat the hell outta ya for it when you finally finish the character.
turalisj

01-07-05, 01:36 PM
Ok... first your character aint even done yet, second... how did these:
15 16 16 15 16 13 Turn into
20 20 19 20 18 18 these? With no magic items listen and no way you did it... and the fact your one of the little weak elves. Oh well, guess I can let Orcy beat the hell outta ya for it when you finally finish the character.
i forgot to post items....
turalisj

01-07-05, 03:35 PM
can a gm please look at my character so i can get him approved? :(
bgt

01-07-05, 03:54 PM
Look at mine too, if you would be so kind.
grimclaw

01-08-05, 01:31 AM
Someone look at mine and tell me what i need to change.I havent had time to remake him so i'm trying to recycle him.
Demonfey

01-08-05, 01:55 AM
Someone look at mine and tell me what i need to change.I havent had time to remake him so i'm trying to recycle him.
That is one of the reasons I asked for the old thread to reopen.
Cazic

01-08-05, 09:23 PM
Player Name: Cazic
Character Name: Cazic
Approved?: no
Foundations: None yet.
Race: Drow
Class: 13th Wizard
Racial HD: 0
Level Adjustment: +2
Total ECL: 15
Experience: (I don’t think I have any)
Alignment: Lawful 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: 25
Wisdom: 12
Charisma: 12

Speed: base land speed is 30 feet

HD: 15d4 + 15 = 50
AC: 20
Touch AC: 20
Flat-Footed AC: 10
Initiative: Init mod (Dex mod, any other mods)

Skills:
Skill Points: # (I don’t know)
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually),Profession, and Spellcraft
Skill Modifiers: (No idea)
+Modifier Skill (ranks, ability mod, other mods)

Feats: Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Rod, Forge Ring, Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell

Special Abilities: dancing lights, darkness, and faerie fire

Saving Throws:
Fortitude: 5
Reflexes: 7
Will: 10

Attacks:
Base attack Bonus: +7/+2
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: I have NO idea)

Psionics: (I have NO idea)

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 days their mission was complete. They had successfully gained several magical items, foods, three goblins, two humans, and one orc. 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 goblins, orc, and humans that still serve him to this day.


on the blank stuff please help.
Kingside_Bishop

01-15-05, 02:35 AM
Player Name: Kingside_Bishop
Character Name: Ryn Tyrindell, the Dark Jester
Approved?: No
Foundations: The 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: 105,632
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: #138
Non-Class Skills: Handle Animal, Heal, Ride, and Survival
Skill Modifiers:
Appraise +6 (+6 Int)
Balance +6 (+6 Dex)
Bluff +22 (16 ranks, +6 Cha)
Climb +0 (+0 Str)
Concentration +3 (+3 Con)
Craft +6 (+6 Int)
Decipher Script +13 (7 ranks, +6 Int)
Diplomacy +8 (+6 ability, +2 [synergy from Bluff])
Disable Device +20 (12 ranks, +6 Int, +2 [Masterwork Thieves' Tools])
Disguise +22 (4 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 +28 (8 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 +28 (12 ranks, +6 Dex, +10 )
Open Lock +20 (12 ranks, +6 Dex, +2 [Masterwork Thieves' Tools])
Perform (comedy) +20 (14 ranks, +6 Cha)
Profession (astrologer) +6 (6 ranks, +0 Wis)
Ride +6 (+6 Dex)
Search +6 (+6 Int)
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
Combat Reflexes
Weapon Finesse
Expert Tactician (Song and Silence)
Disguise Spell (Song and Silence)
Craft Wondrous Item
Arcane Strike (Complete Warrior)

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])
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: +18 (+10 +6 [Dex] +1 [enhancement] +1 [Haste])
[B]Grapple: +6 (+10 -4 [Reduce Person])

Attack: +18 (1d3+1d6 cold, 19-20/x2), melee
Full Attack: +16/+16/+16/+13 (1d3+1d6 cold, 19-20/x2), melee

[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), +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), Goggles of Night (6,000 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)
Total: 193,814 gp

[B]Spells:
Spells per day: (Assassin/Sublime Chord)[I]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: [I]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, PasswallDescription:
Age: 23
Height: 2'6''
Weight: 20 lbs.
Eyes: Purple
Hair: Black
Description: A short, taught man in his early twenties, Ryn Tryindell learned the arts of subterfuge early on. A hobby for lyrics 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.
NightScreamer20

01-20-05, 03:06 AM
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 +5 20 +0 +0 +4
Wis +2 14 +4 +1 +0
Cha +7 24 +0 +1 +5
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 3d6 + 10 [Str x 1 1/2]
+2d4 [Reflex 15 Half]
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
Power Attack 3 No
Exotic Weapon Proficiency 3 Yes
[Spiked Chain]
Sudden Quicken 9 No
Expert Grip 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 10
+8 Warmage; +2 Spellsword
Items
Belt of Giant Strength +4; 16.000 gp
Headband of Intellect +4; 16,000 gp
Cloak of Charisma +5; 25,000 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 Huge 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...
Dyne

01-21-05, 10:14 PM
i might actaully fair well against droga, we are almost matched for power...... :D all i have to do is get some intell damaging poison..... :P

I can't count the number of times this has been said and Droga has proved them wrong. Then again, I might've beaten him that one time if he didn't fight dirty....

Just a quick question: What goes on here? Isn't there a newer character thread?
Demonfey

01-21-05, 10:41 PM
Sometimes, people don't notice, and I just requested the other two to be opened in case people wanted to bring in characters from them and still be able to alter them.
bgt

01-22-05, 08:54 AM
Just a quick question: What goes on here? Isn't there a newer character thread?

This IS the newer charachter thread. As for what goes on here, people post the charachters they'll use in the arena.
Demonfey

01-22-05, 11:25 AM
This IS the newer charachter thread. As for what goes on here, people post the charachters they'll use in the arena.
Actually, mine is the new one. I made it after Dyne had taken a leave of absence, and all characters in my thread are also able to be part of the carnage in the Arena.
Dyne

01-22-05, 10:41 PM
It would help if this wasn't called the NEW Player Character Thread. :rolleyes:

Okay, this could quite possibly be my last announcement:

5.) I have been gone for quite a while. In my absence, Demonfey has begun a new thread for characters. If you want any help on your character or want to post his stats up, it's better to do it there since this thread has fallen out of date.
Demonfey

02-28-05, 09:34 PM
Player Name: Demonfey
Character Name: Cados
Approved?: No
Foundations: ???
Race: human
Class: swashbuckler1/ninja14
Racial HD: 0
Level Adjustment: 0
Total ECL: 15
Experience: 112,500 XP
Alignment: Neutral
Home Region: unknown
Languages: Common
Gender: Male

Abilities: rolls (http://invisiblecastle.com/find.py?a=show&id=64087)
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Speed: 35 ft. base ground (+5 ft. Dash feat), 40 ft. fly (fey'ri)

HD: 10d12=69 (http://invisiblecastle.com/find.py?id=45638)
AC:
Touch AC:
Flat-Footed AC:

Initiative: +3 (Dex)
Skills
Skill Modifiers:


Feats:


Special Abilities:


Saving Throws:
Fortitude:
Reflexes:
Will:

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

Total: 200,000 gp

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

02-28-05, 09:41 PM
Oops. clicked the wrong thread and then began my character there. :embarrass
Demonfey

04-27-05, 07:41 PM
Player Name: Demonfey
Character Name: Vlad "Frankenstein"
Approved?: No
Foundations: ???
Race: Human
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:
Gender: Male

Abilities: rolls (http://invisiblecastle.com/statgen.py?u=Vlad&n=&id=78758&method=roll2&r0=STR&r1=DEX&r2=CON&r3=INT&r4=WIS&r5=CHA&save=1) (not necessarily in order found on site)
Strength: 15 (2)
Dexterity: 16 (3)
Constitution: 17 (3)
Intelligence: 18 (4)
Wisdom: 13 (2)
Charisma: 8 (-1)

Speed: 30 ft

HD: 5d4+15, 10d6+30=26 (http://invisiblecastle.com/find.py?id=78761)+59 (http://invisiblecastle.com/find.py?id=78764)=85
AC:
Touch AC:
Flat-Footed AC:

Initiative: +3 (Dex)
Skills
Skill modifiers:
Heal
Knowledge (Arcana)
Feats:


Special Abilities:


Saving Throws:
Fortitude:
Reflex:
Will:

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



Equipment:

Total: 200,000 gp

Invocations:

Description:
Age: 21
Height:
Weight:
Eyes:
Hair:
Description:
Rurik "The Silent"

04-27-05, 10:38 PM
so do i have to move my posted characters from the other thread to here?

Also Dyne if you still need some help i can help a lil but ive got a lot to do also the books i have acess too are...

BoED, BoVD, DMG, PHB, MM1 2 and 3, Draconimicon, Libris mortis, Arms and equiptment guide, FRCS, All of the completes, Unapproachable east, Ebberon handbook, Expanded psionics, Unearther arcana, Manuel of the plains, Planar handbook, orential adventures, stronghold builders guidebook, Frostburn, Serpent Kingdoms, Tome and Blood, Players guide to Faerun, Races of stone, Savage species, Song and silence, Sword and fist, lords of darkness, and Ghostwalk, Dragon magizine #316

...thats a pretty long list....
Demonfey

04-28-05, 12:01 AM
so do i have to move my posted characters from the other thread to here?

Also Dyne if you still need some help i can help a lil but ive got a lot to do also the books i have acess too are...

BoED, BoVD, DMG, PHB, MM1 2 and 3, Draconimicon, Libris mortis, Arms and equiptment guide, FRCS, All of the completes, Unapproachable east, Ebberon handbook, Expanded psionics, Unearther arcana, Manuel of the plains, Planar handbook, orential adventures, stronghold builders guidebook, Frostburn, Serpent Kingdoms, Tome and Blood, Players guide to Faerun, Races of stone, Savage species, Song and silence, Sword and fist, lords of darkness, and Ghostwalk, Dragon magizine #316

...thats a pretty long list....
No. I just happen to be an idiot for forgetting that Sulkyr is posted here, and so any char. sheet I begin using his as the base ends up here.
dedicated

09-19-05, 05:56 PM
Player Name: Dedicated
Character Name: Avandarral
Approved?: Not Yet
Foundations: None yet
Race: Duskling (MOI)
Class: Totemist (MOI)
Total ECL: 15
Experience: 112,500
Alignment: N
Languages: Common, Sylvan
Gender: Male


Abilities
Strength: 22 (16, +2 LU, +4 Belt)
Dexterity: 18 (14, +4 Gloves)
Constitution: 22 (15, racial mod +2, level increases+1, +4 periapt)
Intelligence: 12 (12, racial mod-2, +2 Ioun Stone)
Wisdom: 10 (10)
Charisma: 10 (10)

Speed: 30 (40 with normal essential investment)

HD: 15d8 +90 (161hp, (or 176 with normal soulmelds))
AC: Armor Class 23 (26 with normal essentia Investment) (8 Armor, 0 shield mod, 4 dex, 0 natural armor (+1 with normal essentia Investment), 0 deflection (+2 with normal essential investment), +1 Insight)
Touch AC: Touch Armor Class 15, ( 17 with normal essential investment) (4 dex,0 deflection(+2 with normal essential investment) , +1 Insight)
Flat-Footed AC: F-F Armor Class 19 (22 with normal essential investment) (8, shield mod,0 natural armor (+1 with normal essentia Investment), 0 deflection (+2 with normal essential investment), +1 Insight)

Initiative: 7 (Dex mod 3, Improved Initative)

Skills:
Skill Points: # 90
Class Skills: Concentration, Craft, Handle Animal, Knowledge (arcane, nature, and the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Skill Modifiers:
+1 heal (1 rank)
+15 Spot (15 ranks)
+15 Listen (15 ranks)
+16 Spellcraft (15 ranks, +1 ability mod)
+14 Survival (145 ranks)
+14 Concentration (9 ranks, +5 ability mod)
+10 Knowledge Arcana (9 ranks, +1 ability mod)
+10 Knowledge The planes (9 ranks, +1 ability mod)
2 skill points spent to become literate

Feats:
Bonus Essentia MOI
Healing Soul MOI
Soulsight MOI
Improved Initative
Double Chakra (Totem) MOI
Shape Soulmeld (airstep sandels)

Special Abilities:
Special Ability (Class, race, or whatever else grants you the special ability) (What sourcebook, if not from Core Rulebooks)
Illitracy (class)
Wild Empathy(class)
Totem Chakra bind (+2 capacity, +1 meldshaper level, double bind) (class)
Chakra binds (crown, feet, hands, arms, brow, shoulders, throat, and waist) (class)
Rebind Totem soulmed 2/day (class)
Soulmelds (7) (class)
Essentia (17) (12 class, 1 race, 4 feats)
Chakra binds (4) (class)
+5 feet to Base Speed per Essentia Invested (race)
Low-Light Vision (race)
+1 essentia (race)


Saving Throws:
Fortitude: 14 (9, 5, other mods)
Reflexes: 12 (9, 3, other mods)
Will: 5 (5, 0)

Attacks: Unarmed strike, 1d6 nonlethal (with normal Soulmelds, 4 claw attacks)
Base attack Bonus: 11/6/1
Melee: 17/12/7
Ranged: 15/10/5
Grapple: 5

Full Attack: Unarmed Strike, 17/12/7 1d6+6(strength) nonlethal (or, with normal Soulmelds and Incarnum investments, Claw attacks, 23/18/18/18 1d4+6(strength) slashing.+6d4 fire.+6 enhancement)

Equipment:
+5 studded leather(25,175), 15 pounds
Incarnum Focus (arms) (25,000),
Incarnum Focus (waist) (25,000),
Lesser Ring of Soulbound Protection (10,000),
Belt of Giant Strength +4 (16,000)
Periapt of health +4 (16,000),
Gloves of dexterity +4 (16,000),
Scarlet and Blue Ioun Stone (8,000),
Dusty Rose Ion Stone (5,000)
Ring of Sustenance (2,500)
Total: 148,675 gp
Gold left: 523 pp 25 gp


Soulmelds:
Soulmelds: 7
Chakra Binds: 4
Essentia: 16
Can bind to: Totem, crown, feet, hands, arms, brow, shoulders, throat, and waist charkas.
DC: 16+ Invested Essentia
Normal Incarnum investments and Soulmelds:
Soulmelds
Girallon Arms (arms), Bound to: Totem, Arms. 6 essentia
Heart of fire (waist): Bound to: Totem. 6 essentia
Rageclaws (hands)
Totem Avatar (heart) 1
Airsted sandals (feet) Bound to: feet
Pauldrons of health (shoulders)
Threefold mask of the Chimera (crown)
Racial Investments
Base Speed 2
Feat Investments
Healing soul
Soulsight
Magic Items
Lesser Ring of Soulbound Protection. 2

Description:
Age: 85
Height: 5’1”
Weight: 115 pounds
Eyes: Blue
Hair: Blue
Skin: Blue
Backround: Avandarral earned enough respect among his people to become a clan elder, but when the council of elders constantly rejected his proposals, he seceded his position, and came to Tyranor, hoping to earn more respect then he ever had in his own tribe.


Note: I understand If this character takes a while to approve, as it uses a book that came out last friday
CaptainShar

01-18-07, 10:52 PM
[QUOTE=Dyne;5132753]

Player Name:CaptainShar
Character Name:Waken Skydame, Charger of the Heavens
Approved?:
Foundations: Guild of Paladins
Race: Half-Celestial Centaur
Class: Paladin 5 (Rebalanced, Agressive)
Racial HD: 4
Level Adjustment: +2 from Centaur, +4 from Half-Celestial
Total ECL: 15
Experience: 112,500
Alignment: LG
Home Region:
Languages: Sylvan, Elven, Common, Celestial
Gender: Female

Abilities
Strength: 28 (15, racial +8, +4, level +1)
Dexterity: 18 (12, racial +4, +2, level)
Constitution: 18 (10, racial +4, +4, level increases)
Intelligence: 14 (14, racial -2, +2, level increases)
Wisdom: 20 (14, racial +2, +4, level increases)
Charisma: 18 (14, racial (), +4, level increases)

Speed: 80 ft. (+30 ft. Horseshoes of Speed), fly 100 ft. (good)

HD: 4d8 +5d10 +36 (81 hp)
AC: 23 (+3 studded leather, shield - , Dex +4, natural armor +3, +1, deflection - , -1 size)
Touch AC: 13 (Dex +4, -1 size)
Flat-Footed AC: 16 (+3 studded leather, shield - , natural armor +3, +1, deflection - , -1 size)

Initiative: +4 (Dex +4)

Skills:
Skill Points: 70 from racial, 20 from class
Class Skills: Centaur: Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis); Paladin: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill Modifiers:
+Modifier Skill (ranks, ability mod, other mods)
+2 Appraise (+2 int)
+4 Balance (+4 dex)
+4 Bluff (+4 cha)
+9 Climb (+9 str)
+5 Concentration (+5 wis)
_ Craft
_ Decipher Script
+12 Diplomacy (+8, +4 cha)
_ Disable Device
+4 Disguise (+2, +2 int)
+10 Escape Artist (+6, +4 dex)
+2 Forgery (+2 int)
+4 Gather Information (+4 cha)
+4 Handle Animal (+4 cha)
+9 Heal (+4, +5 wis)
+0 Hide (0, +4 dex, -4 Centaur)
+10 Intimidate (+6, +4 cha)
+9 Jump (+9 str)
+4 Knowledge (religion) (+2, +2 int)
+4 Knowledge (nobility) (+2, +2 int)
+17 Listen (12, +5 wis)
+16 Move Silently (12, +4 dex)
_ Open Lock
_ Perform
_ Profession
+4 Ride (+4 dex)
+2 Search (+2 int)
+9 Sense Motive (+4, +5 wis)
_ Sleight of Hand
_ Spellcraft
+17 Spot (12, +5 wis)
+17 Survival (12, +5 wis)
+9 Swim (+9 str)
_ Tumble
_ Use Magic Device
+10 Use Rope (+6, +4 dex)

Feats:
Power Attack
Cleave
Great Cleave
Charging Smite (PHBII, Paladin Specialization)

Special Abilities:
Daylight at will (Su) (Half-Celestial)
Smite Evil 2/encounter for +4 attack +5 damage (Su) (Paladin) (The Rebalanced Paladin)
Smite Evil 1/day for +4 damage (Su) (Half-Celestial)
Protection from Evil 3/day (Sp) (Half-Celestial)
Bless 1/day (Sp) (Half-Celestial)
Aid 1/day (Sp) (Half-Celestial)
Detect Evil at will (Sp) (Half-Celestial, Paladin)
Darkvision 60 ft. (Half-Celestial, Centaur)
Immunity to Disease Divine Health (Ex) (Half-Celestial, Paladin)
Resistance to Acid 10, Cold 10, Electricity 10 (Half-Celestial)
Damage Reduction 5/magic (Half-Celestial)
Natural Weapons are Magic Weapons (Half-Celestial)
Spell Resistance 14 (Half-Celestial)
Aura of Good +5 (Paladin)
Lay on Hands 20 (Su) (Paladin)
Aura of Courage (Ex) (Paladin)
Hero’s Courage (Ex) (Paladin)
Turn Undead 6/day (Su) (Paladin)

Saving Throws:
Fortitude: 13 (+1, +4, +4 ability, +4 Divine Grace) (+4 vs. poison)
Reflexes: 13 (+4,+1, +4 ability, +4 Divine Grace)
Will: 14 (+4, +1, +5 ability, +4 Divine Grace)

Attacks:
Base attack Bonus: +9/+4
Melee: +18/+13
Ranged: +13/+7
Grapple: +26 (+9 BAB, +9 Strength, +4 Size, +4 Centaur)

-1 to attacks from size

Attack: +22 Holy Avenger 2d6 + 14, or +12 Composite Shortbow 1d8 + 10, or +18 Lance (Charging) 4d6 + 18
Full Attack +22/+17 Holy Avenger 2d6 +5

Equipment:
+3 Studded Leather (9,175), Holy Avenger +5 Holy Cold Iron Longsword (120,630), +1 Holy Lance (18,310), +1 Composite Shortbow (+9) (2,450), 100 Arrows (5), +1 dagger (2,302), +1 Warhammer (2,312), Ring of Sustenance (2,500), Ring of Invisibility (20,000), Horseshoes of Speed (3,000); Various Mundane Items (100); 19,216 gp.
Total: 200,000 gp. of items and gold

Spells:
Spells per day: 3
Spell save DC mod: 15
Other mods to spells:

Description:
Age: 27
Height: 7’ 3”
Weight: 2,300 lbs.
Eyes: Black
Hair: Black (Coat Black as well.)
Description: A powerful centaur stands before you, longsword drawn. Her black hair and wings are tipped with silver, and her hooves strike silver sparks against the stones. Her black eyes betray nothing and no one. Whether she is the daughter of a Centaur and a winged angel, or of a Pegasus and some other blessed creature, few would dare to guess.
turalisj

02-02-07, 08:19 PM
Male Young Adult Bronze Dragon Kineticist 20
Neutral Good



Strength 23 (+6)
Dexterity 18 (+4)
Constitution 25 (+7)
Intelligence 28 (+9)
Wisdom 22 (+6)
Charisma 22 (+6)


Breath: Line of lightning, 60 feet x 5 feet x 5 feet
Damage 10d6 (Reflex save for half DC = 26)
Cone of repulsion gas, 30 feet x 30 feet x 30 feet; Will save DC=26
Bite (1): +34 = 28 [base] +6 [strength] +0 [medium]
Damage 1d8+6 [strength]
Claws (2): +33 = 28 [base] -2 [multiattack] +6 [strength] +0 [medium] +1 [weapon focus: claw]
Damage 1d6+3 [0.5 x strength adjustment]
Wings (2): +32 = 28 [base] -2 [multiattack] +6 [strength] +0 [medium]
Damage 1d4+3 [0.5 x strength adjustment]
Grapple check
(crush, snatch): +34 = 28 [base] +6 [strength]



Total Hit Points: 433
Speed: 40 feet
Fly: 150 (poor)
Swim: 60
Armor Class: 31 = 10 +4 [dexterity] +17 [natural]
Touch AC: 14
Flat-footed: 27
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +24 = 17 [base] +7 [constitution]
Reflex save: +21 = 17 [base] +4 [dexterity]
Will save: +29 = 23 [base] +6 [wisdom]
Spell resistance: 20
Fear DC: 25
Size: Medium
Face: 5 ft. by 5 ft.
Reach: 5 ft.
Frightful presence: 150 feet (will save DC=25 or panicked / shaken)
Languages: Abyssal Aquan Auran Celestial Common Draconic Elven Ignan Infernal Sylvan Terran


Light load: 200 lb. or less
Medium load: 201-300 lb.
Heavy load: 401-600 lb.
Lift over head: 600 lb.
Lift off ground: 1200 lb.
Push or drag: 600 lb.


Feats:
Multiattack
Weapon focus: Claw
Improved Critical: Claw
Enlarge Breath
Maximize Breath
Quicken Breath
Dodge
Mobility
Spring Attack
Leadership
Psicrystal Affinity
Psicrystal Containment
Psionic Body
Empower Power
Maximize Power
Quicken Power

Skills
Appraise Int 18 = +9 +9
Balance Dex* 4 = +4
Bluff Cha 15 = +6 +9
Climb Dex* 6 = +6
Concentration Con 37 = +7 +30
Craft_1 Int 9 = +9
Craft_2 Int 9 = +9
Craft_3 Int 9 = +9
Diplomacy Cha 31 = +6 +21 +2 [bluff] +2 [sense motive]
Disguise Cha 24 = +6 +18
Escape Artist Dex* 22 = +4 +18
Forgery Int 19 = +9 +10
Gather Information Cha 18 = +6 +12
Heal Wis 6 = +6
Hide Dex* 4 = +4
Intimidate Cha 38 = +6 +30 +2 [bluff]
Jump Str* 10 = +6 +4 [speed 40]
Knowledge (arcana) Int 29 = +9 +20
Knowledge (architecture) Int 29 = +9 +20
Knowledge (dungeoneering) Int 29 = +9 +20
Knowledge (geography) Int 29 = +9 +20
Knowledge (history) Int 29 = +9 +20
Listen Wis 36 = +6 +30
Move Silently Dex* 4 = +4
Perform_1 Cha 6 = +6
Perform_2 Cha 6 = +6
Perform_3 Cha 6 = +6
Perform_4 Cha 6 = +6
Perform_5 Cha 6 = +6
Ride Dex 4 = +4
Search Int 39 = +9 +30
Sense Motive Wis 18 = +6 +12
Spot Wis 36 = +6 +30
Survival Wis 6 = +6
Swim Str** 6 = +6
Use Magic Device Cha 26 = +6 +20
Use Rope Dex 4 = +4
Psicraft Int 29 = +9 +20


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Psicraft >=5 ranks gives +2 on Use Psionic Device for power stones.
Know Architecture >=5 ranks gives +2 on search checks for secret doors.
Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Search >=5 ranks gives +2 on survival checks while tracking



Zero-level Sorcerer spells: 6 per day
Launch Item, Detect Magic, Ghost Sound, Dancing Lights, Mage Hand, Arcane Mark.

First-level Sorcerer spells: 8 (6+2) per day
Identify, Magic Missile, Breath Flare.

Second-level Sorcerer spells: 6 (4+2) per day
Portal Alarm

Kineticist
Power Points Per Day: 433
1st Level Powers:
Control Flames, Control Light, Control Object, Matter Agitation

2nd Level Powers:
Energy Missile, Control Sound, Detect Hostile Intent, Serenity

3rd Level Powers:
Energy Wall, Mind Trap, Telekinetic Thrust, Telekinetic Force

4th Level Powers:
Energy Ball, Inertial Barrier, Aura Sight, Trace Teleport

5th Level Powers:
Energy current, Psionic Plane Shift, Psychotic Break, Psionic True Seeing

6th Level Powers:
Mass Cloud Mind, Psionic Disinegrate, Psionic Barrage, Retrieve, Temporal Acceleration.

7th Level Powers:
Redoppsi, Energy Wave, Decerebrate, Divert Teleport

8th Level Powers:
Bend Realisty, Greater Psionic Teleport, Planar Embrace, True Metabolism

9th Level Powers:
Tornado Blast, Microcosm, Urge Extermination, Apopsi



All dragons:
Immune to paralysis and sleep
Blindsense to sixty feet
Darkvision to 120 feet
Vision twice human in normal light, four times in shadowy light
Bronze Dragon Abilities:
Water subtype
Move through water at normal speed without swim checks
Breathe under water indefinitely
+8 bonus on swim checks for maneuvers
Can always take 10 on a swim check
Use run action while swimming in a straight line
Wyrmling: Electricity immunity, water breathing, speak with animals (at will)
Young: Polymorph self (3/day)
Young Adult: Damage reduction 5/magic