Is this character made right? [Archive] - Wizards Community

Post/Author/DateTimePost
RoCkEtInToXiCaTe

07-09-06, 01:23 AM
Name: Watch
Player Name: Houston
Class and Level: Barbarian 3
ECL: 9
Race/Template: Half-Orc/Lycanthropic Wolverine (Natural)
Size: Medium
Gender: Male
Alignment: (I didn't know how Wolverines are percieved, so I just said chaotic good because that's why my perception of the X-man Wolverine is.) Chaotic Good.
Religeon/Patron Deity: Havn't decided yet.
Height: 6'6''
Weight: 225 lbs.

Ability Scores:
Strength: 19 (17 +2 Half-Orc traight) (Mod of 4)
Dexterity: 17 (Mod of 3)
Constitution: 15 (Mod of 2)
Intelliegence: 12 (-2 Half-Orc Traight) (Mod 1)
Wisdom: 17 (15 +2 Lycanthropic Traight) (Mod 3)
Charisma: 13 (-2 Half-Orc Traight) (Mod 1)

Hit Points: 63 (1d12+2 + 1d12 + 2 + 1d12 + 2 (One for each level of barbarian, automatic 14 at first level) + 3d8 + 15 (THe Wolverine's Hit points and it's constitution Modifier all added together, then add +3 from Toughness Feat)

Combat Options:
Base Attack Bonus: +11/+6 (+9/+4 Level 9 Barbarian due to my previous post. Or should it be the base saves for a level 6 Barabarian, in that case +6/+1. Then add +2 to each from the Wolverine's BAB of +2).

Weapon:
Chain, Spiked: Attack Bonus: +15/+10 (Add the str modifier and BAB together). Damage 2d4 + 6 (Add the Str modifier to each dice). Critical x2. Type: Slashing. Notes: 2 handed.

Weapon:
Crossbow, Light: Attack Bonus: +14/+9 (Add the str modifier and BAB together). Damage: 1d8. Critical 19-20 x2. Range: 80 feet. Type: Piercing. Ammunition: 20 crossbow bolts.

Speed: 40 (30 base speed of Half-Orc and 10 for the Barbarian Fast ability).

Initiative Modifier: +3 (Dexterity Modifier)

Grapple Modifier: +15/+10 = BAB +11/+6, Str Mod +4, Size Mod 0, Misc Mod 0.

Saving Throws:

Fortitude: 10 = Base Save 8 (Level 6 Barbarian is 5 Plus the Wolverine's +3), Con mod +2.
Reflex: 7 = (Level 6 Barbarian is +2 plus the Wolverine's +2), Dex Mod 3
Will: 8 = (Level 6 Barbarian +2 plus the Wolverine's +1), Wisdom Modifier + 3, Iron Will + 2

Armor Class:
17 = 10 + 2 Armor Bonus, + 0 Shield Bonus, + 3 Dexterity Modifier, + 0 Size Modifier, + 2 Natural Armor, + 0 Deflection Modifier, + 0 Misc Modifier.

Touch AC: 13

Flat Footed AC: 14

Armor Worn:

Leather: +2 Armor Bonus, -0 Armor Check Penalty, +6 Max Dex Bonus, 10% Arcane Failure.

Experience Points: 6,000 (3rd level character)

Possesions On Person:

Backpack
bedroll
chain, spiked
crossbow, light
crowbar
flint and steel
Lanturn, Hooded
Oil (Pint) x2
Rations, Trail (Per day) x 2
Sack
Traveller's Outfit
Waterskin (full)

Total load 63 lbs.

Money: 25 gold and 6 silver pieces.

Rage: 1 per day.

Duration: 8 rounds.

Str/Con Bonus: +4/+4

Will Save Bonus: +2

Armor Check Penality: -2

Skills:
Climb: 12 = 4 ability modifier, 8 racial skill bonus
Handle Animal: 7 = 6 ranks and + 1 ability mod.
Intimidate: 7 = 6 ranks and + 1 ability mod.
Listen: 11 = 6 ranks and + 3 ability mod, +2 Alertness
Spot: 10 = 5 ranks and + 3 ability mod, +2 Alertness
Survival = 9 = 6 ranks and + 3 ability mod.
Tumble (Cross Class Skill): 8 = 5 (10 skill point expended) ranks and + 3 Mod.

Racial Traits/Class Features:
+2 str
-2 int
-2 cha
Darkvision
Scent
Fast Movement
illiteracy
Uncanny Dodge
Trap Sense + 1
Alternate Form
Empathy: Wolverine

Feats:
1st level: Exotic Weapon Prof: Chain, Spiked
3rd level: Improved Unarmed Strike
6th level: Power Attack
Bonus:
Alertness
Toughness
Track
Iron Will

Languages:
Common
Draconic
Orc

________________________________________ _____________________________________
WOLVERINE


Medium Animal

Hit Dice: 3d8+15 (28 hp)

Initiative: +2

Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.

Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple: +2/+4

Attack: Claw +4 melee (1d4+2)

Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Rage

Special Qualities: Low-light vision, scent

Saves: Fort +7, Ref +5, Will +2

Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills: Climb +10, Listen +6, Spot +6

Feats: Alertness, Toughness, TrackB

Environment: Cold forests

Organization: Solitary

Challenge Rating: 2

Advancement: 4–5 HD (Large)

Level Adjustment: —
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.

Combat
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
________________________________________ ______________________________________

CREATING A LYCANTHROPE
“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).

This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.

Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.

Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.

Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.

Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons. These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Damage: Same as the base creature or base animal, depending on which form the lycanthrope is in.

Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

Alternate Form (Su): A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope can be assumed. It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.

Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.

Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Low-Light Vision (Ex): A lycanthrope has low-light vision in any form.

Scent (Ex): A lycanthrope has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.

In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.

Feats: Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.

It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.

Environment: Same as either the base creature or base animal.

Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)

Challenge Rating: By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.

Treasure: Standard.

Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.

Advancement: By character class.

Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
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LYCANTHROPES AS CHARACTERS
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.

Lycanthrope characters possess the following racial traits.

+2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.

Size same as the base creature or the base animal form.

Low-light vision in any form.

Scent in any form.

Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.

Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.

Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.

+2 natural armor bonus in any form.

Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).

Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).

Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).

Automatic Languages: As base creature.

Favored Class: Same as the base creature.

Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).

________________________________________ _____________________________________

I can post the Animal and Hybrid character sheets also, if need be.
Zillah

07-09-06, 01:55 AM
at an eye's glance, the spiked chain is NICE. but its a 2 handed weapon. meaning 1.5 times your strength added to the damage. not strength mod to each dice.

idk bout your attacking 2x. you are level 3. not sure but i think you don't get another attack until 6th no matter what your ECL is. not 100 percent sure but its something to look at
RoCkEtInToXiCaTe

07-09-06, 02:14 AM
The PHB's stats for a spiked chain is 2d4 damage, I believe. It's got nothing to do with ECL and everything to do with Hit Dice and Barbarian Levels. That template thing says Add you Racial Hit Dice + Class Level + Animal Hit Dice to determine BAB. Or something like that. I'm not sure if I should be using barbarian level 9 or barbarian level 6 BAB, though. Then you add on the Wolverine's BAB to it. In all forms.
Zillah

07-09-06, 02:15 AM
yes. your strength mod is 4. chain does 2d4 plus 1.5 strength mod. 4x1.5=6
RoCkEtInToXiCaTe

07-09-06, 02:16 AM
Okay, that makes more sense. Well then. I'll change that now.