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Avatars for attempt 1

Started by Anastasia, July 24, 2006, 04:06:54 PM

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Anastasia

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Conan the Paladin!
Human, lvl3 Paladin.

Str: 18/35
Dex: 7
Con: 9
Int: 3
Wis: 13
Cha: 18

THAC0: 18
Melee THAC0: 16
Ranged THAC0: 18
HP: 16/16
AC: 7 (6 with shield)

Armor: Ringmail
Weight: 30
AC: -3

Shield
AC: -1

Weapon Specialization (melee): Bardiche (Polearm)
Specialist Attacks Per Round (melee): 3/2

Bardiche stats:
Weight: 12
Size: L
Type: S (Slashing)
Speed Factor: 9
Damage S-M: 2d4
Damage L: 2d6

Weapon Specialization (melee): Club
Size: M
Type: B (Bludgeoning)
Speed Factor: 4
Damage S-M: 1d6
Damage L: 1d3

Weapon Proficiency (ranged): Bow


Hit Probability: +2=+1+1***
Damage Adjustment: +5=+3+2***
Weight Allowed: 135
Maximum Press: 280
Open Doors: 12
Bend Bars/Lift Gates: 20%
Reaction Adjustment*: 0
Missile Attack Adjustment: 0
Defensive Adjustment: 0
Hit Point Adjustment: 0
System Shock: 65%
Poison Save: 0
# of Languages: 1
Magical Defense Adjustment: 0
Maximum # of Henchmen: 15
Loyalty Base: +8
Reaction Adjustment**: +7

Save vs. Paralyzation, Poison, Death Magic: 11=13-2****
Save vs. Rod, Staff, Wand: 13=15-2****
Save vs. Petrification, Polymorph: 12=14-2****
Save vs. Breath Weapon: 14=16-2****
Save vs. Spell: 14=16-2****


*   Reaction Adjustment modifies the die roll to see if a
character is surprised when he unexpectedly encounters NPCs. The
more positive the modifier, the less likely the character is to
be surprised.

**   Reaction Adjustment indicates the penalty or bonus due
to the character because of Charisma when dealing with nonplayer
characters and intelligent creatures.

***   When a character specializes with a melee weapon, he
gains a +1 bonus to all his attack rolls with that weapon and a
+2 bonus to all damage rolls (in addition to bonuses for
Strength and magic). The attack bonuses are not magical and do
not enable the character to affect a creature that can be
injured only by magical weapons.


   A paladin has the following special benefits:

****   A paladin receives a +2 bonus to all saving throws.

   A paladin can detect the presence of evil intent up to
60 feet away by concentrating on locating evil in a particular
direction. He can do this as often as desired, but each attempt
takes one round. This ability detects evil monsters and
characters.

   A paladin is immune to all forms of disease. (Note that
certain magical afflictions --lycanthropy and mummy rot --are
curses and not diseases.)

   A paladin can heal by laying on hands. The paladin
restores 2 hit points per experience level. He can heal himself
or someone else, but only once per day.

   A paladin can cure diseases of all sorts (though not
cursed afflictions such as lycanthropy). This can be done only
once per week for each five levels of experience (once per week
at levels 1 through 5, twice per week at levels 6 through 10,
etc.).

   A paladin is surrounded by an aura of protection with a
10-foot radius. Within this radius, all summoned and
specifically evil creatures suffer a -1 penalty to their attack
rolls, regardless of whom they attack. Creatures affected by
this aura can spot its source easily, even if the paladin is
disguised.

   A paladin gains the power to turn undead and fiends when
he reaches 3rd level. He affects these monsters the same as does
a cleric two levels lower--for example, at 3rd level he has the
turning power of a 1st-level cleric.
<Steph> I might have made a terrible mistake

Carthrat

Tchaener, True Neutral Dwarven Cleric (Generic, mk 1)

Str: 8  35 Weight, 90 Max Press,  5 Open Doors, 1% Lift Gates
Dex: 18 +2 Reaction, +2 Ranged to hit, -4 Defensive Adjust
Con: 11 75% system shock
Int: 8
Wis: 16 +2 MD, 2 1st, 2 2nd
Cha: 7 -1 reaction adjustment

Melee THAC0: 20 (+1 to hit orcs, half-orcs, goblins, hobgoblins)
Ranged THAC0: 18 (+1 to hit orcs, half-orcs, goblins, hobgoblins)
HP: 19/19
AC: 3 (Ringmail + 18 Dex) (-1 vs. ogres, trolls, ogre magi, giants, titans)
Staff Sling- 1d4+1/1d6+1, +9 Init, Bashing, 2/1 attacks

Armour: Ringmail
Weapon Prof: Club, Staff-Sling

Save vs. P/P/D: 10   
Save vs. R/S/W: 14
Save vs. P/P: 13
Save vs. BW: 16
Save vs. Spell: 15
(+2 bonus versus mind-affect effects, +3 vs. any spell/staff/rod/wand/poison, +4 vs. dodgable spells)

-SPELLCASTING
-Turns Undead
-Infravision 60ft
-Stonecunning
Detect grade or slope in passage    1-5 on 1d6
Detect new tunnel/passage construction   1-5 on 1d6
Detect sliding/shifting walls or rooms   1-4 on 1d6
Detect stonework traps, pits, and deadfalls   1-3 on 1d6
Determine approximate depth underground   1-3 on 1d6
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Dracos

name: Aesop
Class: Thief, level 3
Race: Stout Halfling
XP: 4500
HP: 15  (6+5+4)
AC: 4 (10-4 dex-2 leather)

Align: Chaotic Neutral

Str: 10  (Racial -1), Normal to hit, No damage adjust, 40 weight allow, 115 max, 6 doors, 2% bars
Dex: 18  (Racial +1) +2 to init, +2 to missile attack, -4 to dex
Con: 10
Wis: 8
Int: 18
Cha: 4   -5 to reaction.  Chipmunk voice =p

Halfling bonuses: irrev, irrev, +1 to thrown weapons,  -4 bonus penalty to surprise rolls when alone, 60 foot

infravision.  Can tell if a passage is up or down grade with 75 percent accuracy.  They can determine

direction 50 percent of the time.

Thief skills:

Final skills:
Pick Pocket: 30%
Open Locks: 30%
Find/Remove Traps: 15%
Move Silently: 90%
Hide in Shadows: 90%
Detect Noise: 20%
Climb Walls: 45%
Read languages: -5%

Base:            Racial Bonuses:   Dex bonus:     120 points distributed for levels
Pick Pocket: 15%      +5        +10
Open Locks: 10%         +5        +15      
Find/Remove Traps: 5%      +5        +5
Move Silently: 10%      +10        +10      30+15+15
Hide in Shadows: 5%      +15        +10      30+15+15
Detect Noise: 15%      +5
Climb Walls: 60%      -15
Read languages: 0%      -5

Base thac0: 19

Backstab: x2

Weapon Prof:
Dagger *

Save throws:
Para/poison/death: 13
Rod/staff/wand: 14
Petri/poly:12
Breath: 16
Spell: 15


Weapon:
Daggers (some number):
Dagger   2/1   10   20   30 : Ranged info
Thac0: 16 (19-1-2)
Damage: 1d4
init: -1 to init roll (2-3 for dex)
Attacks per round: 2
Backstab: x2

Wearing leather armor

Equip:
Clothes
leather
Rope, hemp
signal whistle
lamp oil
flint and steel
Grappling hook
Chalk
Torch x3
Thieve's picks
Well, Goodbye.

Anastasia

Okay!

First off, Corwin took weapon specialization. While this is techincally against the rules for non pure fighters, I'll allow it in.

Drac, did your misc items total to below 5 GP? I think so on a glance, but I could be wrong.

Drac, the current stat cap is 18. <_<
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?