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Started by Iron Dragoon, August 09, 2006, 04:48:57 PM

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Corwin

Lady Amonet of the House of the Vigilant Hawk

Aasimar, 17 years old, LG, lvl10
Cloistered Cleric of Horus-Re lvl2/Paladin of Horus-Re lvl5/Paragon lvl2/Ordained Champion lvl1 (Complete Champion p90)
http://www.d20srd.org/srd/classes/paladin.htm

HP: 56/76 with Divine Vigor
AC: 29/33 on Full Attack
Touch AC: 16/20 on Full Attack

update: 21/10/07 (pre-session)

GP: 260.441 (10k on loan from Alvie)
XP: 54,915/55,000

Str: 18 (4)
Dex: 12 (1)
Con: 12 (1)
Int: 10 (0)
Wis: 18 (4)
Cha: 24 (7)

Init: +1
BAB: +8
Attack with Lance: 14/9 to hit, damage 1d8+8; 14/9 to hit/1d8+8+2d6 damage vs Evil
Attack with Flaming Composite Longbow (+5) +1: 8/3 to hit, damage 1d8+6+1d6
Fort: 23=+3+4+3+2+7+3+1
Ref:  15=+0+1+3+0+7+3+1
Will: 23=+3+1+3+2+7+3+4
(+cleric+paladin+paragon+ordained champion+divine grace+robe of resistance+con/dex/wis mod)

Feats:
Ancestral Relic (Wings of the Light Hawk; Book of Exalted Deeds, pages 39-41, 18,000gp current limit)
Shield and Pike Style (lets you use a light shield along with a piercing polearm)
Divine Vigor (+10ft base speed, +Character Level x 2 HP, duration of 7min/turning attempt; CWar p109)
Weapon Focus (Short Sword)
Shield Specialization (Combat feat replacing Sun domain power, PHB2 p83)
Shield Ward (Combat feat replacing Knowledge domain power)


Divine Spells per Day:
Cleric:
http://www.d20srd.org/srd/spellLists/clericSpells.htm
lvl0: (4) 4
lvl1: (4) 2+1+1
lvl2: (3) 1+1+1
Paladin:
http://www.d20srd.org/srd/spellLists/paladinSpells.htm
lvl1: (1) 0+1

Skills:
http://www.d20srd.org/indexes/skills.htm
http://www.d20srd.org/srd/skills/usingSkills.htm#skillSynergy
Bluff: 5=0 (Cha) -2 Penalty from Medal of Gallantry
Craft/Alchemy: 5=5 (Int)
Decipher Script: 1=1 (Int)
Diplomacy: 18=2 (Cha) +2 K:N&R synergy +2 Bonus from Medal of Gallantry +5 competence Bonus from Mantle of Solar Justice Mk. II
Heal: 9=5 (Wis)
Knowledge/Arcane: 5=5 (Int)
Knowledge/Nobility and Royalty: 5=5 (Int)
Knowledge/Planes: 3=3 (Int)
Knowledge/Religion: 8=8 (Int)
Listen: 6=0 (Wis) +2 Aasimar Bonus
Ride: 8=2 (Dex) +5 Bonus from Boots of Riding and Striding
Sense Motive: 5=1 (Wis)
Speak Language: Abyssal, Celestial, Dwarven, Elven, Infernal, Orc
Spellcraft: 5=3 (Int) +2 Knowledge/Arcane synergy
Spot: 10=4 (Wis) +2 Aasimar Bonus

Speed: 40ft without armor, 30ft with it/40ft with it and Divine Vigor, 60ft on horseback
Languages: Abyssal, Celestial, Common, Dwarven, Elven, Infernal, Orc

Scrolls:
1 Consecrate
1 Lesser Restoration
2 Remove Paralysis
1 Augury
1 Make Whole
1 Zone of Truth

Potions:
1 Invisibility

Weapons Stats:

prof: all simple and martial weapons.

Raging Heart of Justice! [Mithral lance, as Silver for DR], Good-aligned, 1d8, x3, 5lb, Piercing (Reach 10ft), +2d6 damage vs Evil, Draining (+3 enhancement): On a critical hit, this weapon drains 1d4 points of an attribute of the wielder's choice from the target. [113,000gp]

Flaming Composite Longbow (+5) +1 [8,000gp]


Armor/Shield:

prof: all types of armor, all shields except tower shields.

Full Plate +3 (AC +11, Max Dex +3, 30,050 GP, 50lb, Masterwork, Armor Check penalty -3, SR15)
Armor Signature Crest (50gp, DC 20 K:N&R check to recognize)
Wings of the Light Hawk! [AC +4*, 12,073gp] (Light Wooden Shield +2(4153gp), 5lb, 30 Resist Energy: Fire 2/day ranger spell lvl1/CL11 (7920gp)) 24,500gp max
*Shield Specialization

Shield Sheath (25gp, sheath in the shield to carry a weapon or wand, drawn as a free action if the shield is readied)


Equipment/Mount:

Amulet of Natural Armor +2 [8,000gp]
Ring of Protection +1 [2,000gp]
Greatreach Bracers [2,000gp]
Pearl of the Sirines [15,300gp]
Vest of Resistance +3 [9,000gp]
Boots of Riding and Striding [5,500gp] -- +10ft enhancement to base speed, +5 competence to Ride.
Gloves of Dexterity +2 [4,000gp]
Mantle of Solar Justice Mk II [19,750gp] --  Cloak of Charisma +4, +5 competence to Diplomacy.
Duellist Bracers [12,000gp] -- Provide +4 dodge bonus to AC against target of full attack, when performing said action.
For reference: http://www.soulriders.org/phpBB2/viewtopic.php?p=1004514#1004514

Wand of CLW, 34 charges left, 1d8+1 hp per turn.

Medal of Gallantry (CAdv p134, 1100gp, CL3) -- silver brooch in the form of a bird of prey poised to strike (house symbol), with the sun as its background.

Sanctuary, 3/day. Activated as a Swift Action. Attacking while using it gives you -1 morale penalty on all attacks for an hour, including that one.
+2 bonus to Diplomacy checks
-2 penalty to Bluff checks. Remains for 24 hours after the Medal was removed.

Adventuring Kit (tm, 25gp, 52lb)

Encumbrance: 79lb for weapons/armor/shield (light load, shifted to medium due to armor type), 132lb with Adventuring Kit (tm, medium load).


Special:

=Turn of rebuke undead as a cleric of a 4th level (clr2+pal5), +2 to check from Knowledge/Religion synergy (10 times/day=3+Cha mod)
http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead
=Daylight 3/day as a sorcerer of character level, darkvision 60ft
=Acid, Cold resistance 5
=Improved Resistance (Electricty 10)
=Aura of Good (Strong)
=Detect Evil (at will)
=Smite Evil 2/day (+7 to attack, +5 to damage)
=Code of Conduct
=Divine Grace (+7 to saves),
=Lay on Hands (5x7=35hp healed per day)
=Aura of Courage (immune to fear)
=Divine Health (immune to disease)
=Charging Smite (Su, +5x2=10 more damage on a smite during a charge, if the charge misses the smite is not used up; PHBII, p54)
=Continued Advancement (levels of Ordained Champion stack with appropriate class levels for the purpose of turning undead and level-dependant domain granted powers)
=Combat Feats (two domain granted powers sacrificed for two fighter bonus feats)
=Modified Spontaneous Casting (Ex): spontaneously cast Retribution spells instead of Cure spells.

Cleric Domains: Knowledge, Nobility, Sun, Retribution

http://www.d20srd.org/srd/spellLists/clericDomains.htm#knowledgeDomain
Knowledge Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. [sacrificed]
Knowledge Domain Spells: Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight

http://www.d20srd.org/srd/divine/domains.htm#nobilityDomain
Nobility Granted Power: Spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Usng this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells: Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance

http://www.d20srd.org/srd/spellLists/clericDomains.htm#sunDomain
Sun Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. [sacrificed]
Sun Domain Spells: Endure Elements, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere

Retribution Granted Power (Su): Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Retribution Domain Spells: Shield of Faith, Bear's Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance

Cloistered Cleric spells (count as domain spells):
0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.



Aasimar Paragon: d8, any alignment
BAB   Fort   Ref   Will   Special
+0   +2   +2   +2   Improved Resistance
+1   +3   +3   +3   Daylight 3/day, +1 Spell Level
+2   +3   +3   +3   Ability Boost (Cha +2)

Skills: Craft, Diplomacy, Heal, Knowledge (Religion), Knowledge (Planes), Listen, Perform, Profession, and Spot.
Skill Points: 4+int mod skills
<Steph> I might have made a terrible mistake

Carthrat

#1
Alveria Calhadre, Chaotic Good Sun Elf Evoker/ Wild Mage /Fatespinner(Evo6/Wld3/Fts2)

56322/66000xp

Str: 6  (-2)
Dex: 15 (+2)
Con: 16 (+3)
Int: 23 (+6)
Wis: 12 (+1)
Cha: 13 (+1)

HP: 64
AC: 14 (20 w/Greater Mage Armour)
Init: +2
BaB: +5
Melee: +3
Ranged: +7

(+2 vs. Enchantment Spells, +4 vs. Fire Spells) (Scores in parantheses are including Superior Resistance)
Fort: +6 (+12)
Refl: +7 (+13)
Will: +10 (+16)

Skills (6)

Bluff: 6 (+7)
Concentration: 13 (+16)
Decipher Script: 3 (+8)
Intimidate: 1 (+2)
Profession: Gambler 6 (+7)
Profession: Sailor 6 (+7)
Knowledge: Arcana: 13 (+19)
Knowledge: The Planes: 10 (+16)
Knowledge: Religion: 1 (+7)
Knowledge: Nobility and Royalty: 1 (+7)
Spellcraft: 13 (+23, +25 for Evocation!)
Use Magic Device: 10 (+13) (+15 when I forget I know read magic)

Langauges: Common, Elven, Drow, Celestial, Draconic, Ignan, Gith

Feats

Scribe Scroll
Metamagic School Focus
Bloodline of Fire
Empower Spell
Magical Aptitude
Craft Wondrous Item

SA/SQ/Racial
Energy Affinity (Fire)
Prohibited School: Necromancy
Prohibited School: Enchantment
Immune to Sleep
+2 vs. Enchantment
+2 to Listen, Spot, Search
Weapon Prof: Longsword, Rapier, Shortbow, Longbow
Wild Magic
(Sp): Searing Light as Cleric of my level, 1/day
(Su): Random Deflector 1/day (Redirect a single attack against me to random target within 20ft, myself included.)
(Ex): Student of Chaos (reroll 'wild' surge results)
(Su): Spin Fate (2 Spin)
(Su): Fickle Finger of Fate (Force someone else to make a reroll 1/day)

Spells
4/6+1/6+1/5+1/4+1/3+1/2+1 (DC 16+Spell Level) +2 Fire

0th: All PHB

1st: Alarm, Arcane Lock, Burning Hands, Burning Rage, Charm Person, Ebon Eyes, Enlarge Person, Feather Fall, Hold Portal, Identify, Mage Armour, Magic Missile, Mount, Nerveskitter, Nightshield, Obscuring Mist, Raging Flame, Reduce Person, Resist Planar Alignment, Silent Image, Shape the Blade, Shield, Sleep, Targeting Ray, Tenser's Floating Disc, True Strike, Unseen Servant, Ventriloquism, Wave Blessing

2nd: Agannazar's Scorcher, Alter Self, Avoid Planar Effects, Baleful Teleport, Chaos Stance, Combust, Darkvision, Daze Monster, Detect Thoughts, Glitterdust, Fireburst, Flaming Sphere, Fox's Cunning, Knock, Invisibility, Minor Image, Mirror Image, Light of Mercuria, Resist Energy, Scorching Ray, See Invsibility, Shatter, Touch of Idiocy, Rope Trick, Sink, Stormrunner's Ward, Swim, Web, Violent Lunge

3rd: Anticipate Teleportation, Clairaudience/Clairvoyance, Cone of Dimness, Dimension Step, Displacement, Dispel Magic, Energy Vulnerability, Fireball, Fly, Greater Mage Armour, Haste, Hold Person, Greater Magic Weapon, Lightning Bolt, Magic Circle Against Evil, Major Image, Manyjaws, Nondetection, Shrink Item, Slow, Sonorous Hum, Steeldance, Stinking Cloud, Suggestion, SUmmon Monster III, Tounges, Water Breathing

4th: Assay Spell Resistance, Channeled Pyroburst, Charm Monster, Crushing Despair, Detect Scrying, Dimensional Anchor, Dimension Door, Evard's Black Tentacles, Fire Shield, Greater Invisibility, Perinarch, Phantasmal Killer, Resilient Sphere, Scrying, Servant Horde, Solid Fog, Stoneskin, Summon Monster IV, Wall of Fire

5th: Cloudkill, Comet Call, Cone of Cold, Greater Fireburst,  Lesser Planar Binding, Mass Fire Shield, Prismatic Ray, Overland Flight, Mass Fly, Shadow Evocation, Summon Monster V, Telekinesis, Teleport, Wall of Force

6th: Freezing Sphere, Superior Resistance

Equipment (235)
(10k Amonet Debt)

Gloves of Dexterity +2
Headband of Intellect +4
Belt of Constitution +2
19,600/4,2000 Deposit on Rod of Wonder

Karach Blade +3 - Artifact. Assume is a +1 Eager, Spell-Storing Rapier with an Empowered Combust ready.

1x Dagger
1x Boccob's bl- er, Mystra's Mystic Manual (177/lots pages used)
1x Standard Adventurer's Kit
1x Wraith's Cloak (20% concealment vs. foes without darkvision, +2 deflection bonus to AC)
1x Ring of Counterspells (Dispel Magic)

1x Potion of Cure Serious Wounds (3d8+5)
1x Potion of Cure Moderate Wounds (2d8+3)
1x Potion of Remove Paralysis
1x Potion of Delay Poison
1x Potion of Cure Blindness/Deafness
1x Potion of Remove Curse
1x Potion of Protection from Law

1x Rod of Metamagic (Extend Spell)
1x Rod of Metamagic (Fiery Spell)
1x Rod of Metamagic (Searing Spell)

1x Scroll of Hold Portal
1x Scroll of Obscuring Mist
1x Scroll of Silent Image

1x Scroll of Darkvision
1x Scroll of Mirror Image
1x Scroll of Glitterdust
2x Scroll of Knock
1x Scroll of Web

2x Scroll of Scorching Ray (lvl 7)
1x Scroll of See Invisibility

1x Scroll of Haste
2x Scroll of Fly

2x Scroll of Wall of Fire
1x Scroll of Greater Invisibility

1x Scroll of Summon Monster V
1x Scroll of Teleport
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Dracos

#2
Name: Gourash
Alignment: True Neutral
Age: 26
Gender: Male
Size: M
Height: 6'8''
Eyes: Black
Hair: None
Race: Half-Orc
Class: Barbarian 10
XP: 45895
XP next: 55000

[10:27] <Hatbot> Dracos: 17, 13, 13, 12, 12, 11

Str: 20(26)   +5(+8)
Con: 14(20)   +2(+5)
Dex: 12 +1
Int: 11 +0
Wis: 12 +1
Cha: 9  -1

Hp: 124  = 12 + 8d12 (5,9,4,4,9,10,4,3,4) + (Con)50 + (toughness)10
Speed: 40 (Base)  40 (in armor) ; x4 run
AC: 21  = 10 + 1(dex) + 2(natural) + 7 (Armor) +1 Protection : 25 percent miss chance if criticaled
Damage Reduction: 3/- anytime
Init: +1
BaB: +10/+5

Attacks:
Great axe +1: +19/+14 to hit, 1d12+13 to damage, x3

Shrunk version:
AC:22
Great axe: +20/+15 to hit, 1d10+11 to damage, x3

Languages:
Common and orc

Saving throws:
Fort:   17    =   7   +  5(con) + 5(res)
Reflex:   9   =   3   +  1(dex)  + 5(res)
Will:   9   =   3   +  1(wis) +5(res)  || -5 Versus fear IF shrunk
Permanent +2 sacred bonus to all saves vs Undead

Feats:
Power Attack: +2 per 1 for two handed
Cleave - +1 dead body when in proximity
Toughness- +1 hp per level
Greater Resiliancy - +1/- DR

Abilities:
Darkvision 60 feet
Illiterate
Rage 3/day;  +4 str, +4 con, +2 to will, -2 to AC, lasts 10 rounds currently
-translated: +2 to attack/+3 dam, +20 to hp.
No Improved Uncanny dodge:  Retain dex bonus if flat footed, Cannot Be Flanked, Cannot be sneak attacked (Save by +4 level rogue)
NO Trap sense: +3 to reflex and ac versus traps : Alted out for alertness.
Improved Trip: Touch attack, No AoO, Get free attack at highest base, +4 to the roll.
Track:  I can track things.  Survival check.
Damage reduction 2/-

Skills: 
Climb:     19  = 11 + 8
Listen:     16  = 13 + 1
Jump:      23  = 11 + 8 +4(Speed Bonus) 
Survival:  14 = 13 + 1
Spot:         7 = 4 + 1


Equip;
+1 Greataxe, 1d12, x3, slashing - worn
+2 Mithril Breastplate of Light Fortification -worn
Amulet of Natural Armour +2 -worn
Ring of prot, +1- worn
Cloak of resistance +5-worn
Giant Belt - +6 enhancement bonus to strength. 5% chance each day that the wearer will be shrunk as per the Reduce Person spell. While shrunk, the wearer also suffers -5 to all saves against fear effects.  -worn
"Vest of the Unstoppable Orc(Health)- +6 enchantment bonus to con.  Made by alveria.-worn"
adventurer's kit
   Backpack
   Bedroll
   Winter blanket
   Chalk
   Empty Flask
   Flint & Steel
   Mirror
   10 foot pole
   Iron pot
   Rations x3
   50ft Hemp Rope
   Soap
   Torch x3
   Waterskin
   Whetstone
3 cure light wounds potions
4 cure moderate wounds
1 military saddle
1 warhorse
1245.222 GP

Personality:

Gourash is a mercenary.  He doesn't really care who he's working with or where it is as long as at the end of the day he gets paid.  He's rude, uncleanly, and noisey but good at getting the job done.  He can't read and dislikes when folks bring that up.

Months of travel in adventuring have done a fair bit to soften the fiercesome orc.  Still quite the mercenary, always having his eye on the payment, something about not being surrounded by folks that communicate via yells, grunts, and chest beating may be having an effect on him.  The fact that they're also generally beautiful women doesn't hurt at all either.  He cares more about his personal group reputation for doing work these days, given it has been the first time in a while he's stayed in one 'team' for so long (and a team where he wasn't faceless grunt 57!).  Still a brute in battle and out, he's learned a thing or two about at least letting someone else talk first...even if they often need to be reminded of what is truly important at the end of the day:

Making sure the money is coming in.

Backstory:

Gourash has been alone as long as he remembers.  Gourash doesn't like talking about himself, generally preferring to let his work do his talking and the fact that frankly, his communication skills aren't too hot anyway.   He has a tattoo of a raging boar on his left arm.  He knows he got it as a child but not really what it means in any sense, other than it has something to do with orcs.  Raised mostly by humans in mercenary parties containing all sorts of rubbish in them from kobolds to brutish humans to even the occassional hobgoblin.  He learned orcish from them, in much the same way he learned common.  He speaks both in pretty much the same way: crudely and with some confusion on proper grammer and exceedingly varying quality.  Oddly, nobody has ever tried to drum this out of him.

He lived much of his early life as a runner boy/skirmisher, joining the serious lines and getting off of living off of table scraps as soon as he could kill things.  Despite the insanely high mortality rate of young low level characters in perpetual war, he somehow beat the odds, growing into a serious and fairly vicious fighter in his own right with experience traveling across most the mid-north (more geography data here later).

Gourash generally moves mercenary party to mercenary party, wherever he can find work and money, usually until the job is done or the mercenary party gets tired of him and replaces him with someone who understands subtlety and cares about toeing the party line.  He's traveled most of the known world, and while commoners probably don't know him, merc's likely know of groups he's fought in, the black spears, the eagle claws, the rugged outlanders, and many others.  He generally moved around a lot, so rarely stayed with any group once he could fight more than a year.

  A year ago, he got it into his addled head that there's money to be made in looting old ruins and that usually it doesn't involve some cranky human commander.  Following some tavern rumors, he headed up to Moonhaven where he met up and joined with Varul's adventuring group.  Though the faces have changed, he's stuck around with them through thick and thin, slowly but surely getting used to the fact that extremely unrealistic profit seeking ventures such as traveling to the plane of chaos and facing death actually tend to put out more cash than he ever saw spread among entire mercenary troops.

Of late, Gourash has gotten quite used to the adventurer lifestyle.  Had someone told him earlier he could make so much more, have folks care about ensuring he came back alive, and be in an otherwise entirely female battle brigade taking whatever jobs they want earlier, he might've skipped out on the whole lifelong merc career earlier.  Despite the crazy danger, the half-orc has been having the time of his life, with always another client around the bend.

  He still carries around the same unnamed axe he's had for years.  Serves him well if any ask.  Why would he get rid of it?  His fighting style is as simple as ever but when you have the kind of stopping power his blows have, there's no need for subtlety.

Consider use:
Overrun
Charging enchantments?

Feat ideas:
Leap Attack: Increases power attack multiplier to x3 by jump-charging (no roll required, my jump is high enough), can take now
Extended Rage- 5 more rounds of rage, can take now
Improved Critical
Combat Reflexes
Diehard
Monkey Grip
Power Critical
Great Cleave
Dodge
Improved Initiative
Mobility
Rage feats (if necessary)

Item Ideas, in order of curiousity:
Tattoo of Giants: 3200 GP, this a standard action activated  tattoo to cast enlarge person on gourash for 20 turns, 2 per day.  -If this goes on for far too long, consider making free action one, 50-90ish rounds for 36000 gp and 2880 xp.  owch xp.

Helmet of the Unescapable Reaper: Boosts Intimidate/Fear stuff.  Something to really get over the fact that frankly, outside of killing people, gourash has no way within the game mechanics to really let folks know "You don't want to be in his way", which renders crowd control a bit moot

Keen Sheath: Of some kind.  It's a remarkably convenient wonderous item that effectively is a free feat for low cost.  The DMG one is a shapeshifting swords focused one, but no reason gourash shouldn't be able to get one more axe (or axe/scythe) focused for the same general price.  Get a once per day version for 5350 gp (3 times a day is 16000.)  It lasts like an hour each use.

Boots of Fly: Man, Gourash needs to get his air on and free up alveria from needing to fly him.  It'd also ridiculously improve his mobility and render the whole no ranged weapons thing irrelevant.  (our party has been so extraordinarily lucky in that regard)
-possibly with haste
-possibly with dimension door

A fearsome axe.  But down the road.  Maybe he'll rip one from an orc chieftian's skull or something.  As it stands, I'm almost embrassed to break ranks with my mighty +1 axe of total awesomeness.  I mean come on, it's been with him since the beginning!  I could totally follow Brian's build idea on it too when I get around to it and add +5 of 1d6 flame, frost, lightning, sonic, force or some crap.  Make the damage rolling crazier.

Tattoo of intimidation:  Well, when cha and skills fail, this may be a smart investment.  Maybe.  Who knows and I'd probably buy a silly ioun stone first.

Some +2-+4 to dex item for ac and reflex.

Look over the remaining slots.  Sure it doesn't matter now but between 12-15 I should definitely see about being stacked up magically and consider how they may be used.
Well, Goodbye.

Merc

#3
Keylin Evenwood
Human Female Scout 9/Fighter 1
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.