News:

You have made a powerful enemy today, stop sign.

Main Menu

Character Sheets

Started by Carthrat, March 04, 2008, 08:55:40 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Carthrat

Post them here. Equipment lists will be up sooner or later, but I daresay your builds won't change much dependant on equipment (and technically, that's unsporting, anyway!)

Make sure you note down any exceptions or changes made to your classes in discussions with me, 'cos I will forget.

Chargen is 88 points to distribute between your stats with a minimum of 8 in each stat and a maximum of 22.  Reiterating the basic details from the other thread below.

When considering your backgrounds and personality, remember the following.

-The average person accepts the constant fighting as a necessity and a way of life. This doesn't mean they like it, but the only way out is to join the traders- which may be even more dangerous to an individual.

-Strength, and duty to family and friends, are the two highest virtues of the day.

-Channelers are the best of the best on their island. Why were you chosen?

-You presumably have a family, and chances are some of it is still alive. Who are they? What are they like?

-Just because the populance of an island is forced to stick together doesn't mean they like it. Do you have any enemies who are nonetheless on your side?

-If you're not a native of the island you're on, how did you come to be part of it, as well as become one of their greatest champions?

-Finally, what do you do for fun? Much of the populance of the pyrosphere hold a somewhat philosophical outlook on life, and indeed, war is not the only thing going on- there are musical, artistic, and cultural traditions that have slowly but surely passed around the world. Do you hold any such interests, or scoff at them for being distractions?

No need to think too hard about the background- I expect more interesting development to happen during play, anyway. But do write something!

Quote1. Classes and Character Building In General


Race: Human. HUMAN!

The following classes may be played. Prestige classes are shot in the face. Your caster level follows the same rules as initator levels, i.e. levels you have in non-spellcasting classes count as 1/2 a caster level (round up, not down!) when figuring the strength of spells.

Barbarian
Fighter (4 skill points per level instead of 2. Use Magic Device is a class skill for fighters. Fighters also get the same Weapon Aptitude ability as Warblades at level 1.)
Monk (Gets full BaB when fighting unarmed!)
Paladin (Smite Evil becomes Smite Infidel. The bonus to saves is capped by your levels in paladin.)
Rogue (Gets a d8 HD! Rogues all get a competence bonus to hide, move silently, spot, listen, and search equal to half their rogue level.)
Sorcerer (Gets a d6 HD! Can learn spells from *any* spell-list. Use Charisma to figure spell DCs. Use Intelligence to figure bonus spells; you also *know* as many extra spells as you would have bonus spells, of the same level.)

Crusader
Warblade
Swordsage

Warmage
Warlock

Factotum (As sorcerers, Factotums can select *any* spell, although the DC remains dependant on Int.)

<-->

All characters gain the following.

1d6 Sneak Attack

<-->

All PCs gain the 'Channeler' template, with the following benefits:

+2 Sacred bonus to reflex and will saves.
+4 Inherent bonus to constitution.
1/day Dimension Door, which can be cast as an immediate action. Self only.
1/day, a Channeler can reroll one failed attack roll, saving throw, ability check, or skill check.
All Channelers count as Infidels to rival islands.
Channelers get a +4 sacred bonus to attack and damage rolls if they are within 30ft of the High Priest. The save DC of any spell they cast is increased by 2.

Most Channelers gain a variety of unique powers.

Channelers lose this template if their High Priest perishes.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

Roger, HUMAN, lvl8 rogue

Hit Dice 79
Init: +3
Speed: 30ft
Armor Class: 19 touch, 20 normal

Base Attack/Grapple: 6/12
Attack: Shock Halberd +15/+10 to hit, 1d10+1d6+12 damage; 20/x3
Trip Attack: Shock Halberd +15 touch attack/+10 strength check
Bull Rush: +10 strength check (+12 when charging)

Space/Reach: 5ft/5ft
Special Attacks: Sneak Attack +5d6
Special Qualities: Trapfinding, Trap Sense +2, Evasion, Uncanny Dodge, Improved Uncanny Dodge, Darkvision, Electricity Resistance 5, 1/day Dimension Door (which can be cast as an immediate action. Self only.), 1/day a Channeler can reroll one failed attack roll, saving throw, ability check, or skill check.
Saves: Fort +7, Ref +11, Will +4
Abilities: STR 22 (+6), DEX 16 (+3), CON 20 (+5), INT 14 (2), WIS 10 (0), CHA 10 (0)
Languages: Common

Skills: Balance (11) +16, Bluff (5) +5, Climb (5) +11, Diplomacy (5) +7, Disable Device (11) +13, Escape Artist (1) +4, Hide (11) +23, Jump (11) +24, Intimidate (5) +7, Listen (11) +15, Move Silently (11) +23, Profession/Sail (5) +5, Search (11) +22, Sleight of Hand (1) +4, Spot (11) +20, Swim (5) +11, Tumble (11) +21, Use Magic Device (11) +11, Use Rope (1) +4

Feats (4): Power Attack, Improved Bullrush, Combat Expertise, Improved Trip

Equipment: Shock Halberd +3 as a weapon. Gossamer Cloak. Helm of the Seer. Boots of Grounding; because we're better than others. Grappling Hook Gun, Flare Gun, Force Barricade.
<Steph> I might have made a terrible mistake

Ebiris

#2
Name: Rao
Class: Fighter 8
Alignment: True Neutral
Race: Human
Gender: Male
Age: 31
Height: 6'8"
Weight: 290lbs
Eyes: Brown
Hair: Black

Stats

HP: 91
AC: 20 (2 dex, 3 dodge, 5 armour) touch 15, flat footed 15
Attack: Unarmed Strike, +14 (2d8+6)
Full Attack: Unarmed Strike, +14/+9 (2d8+6)

STR 22
DEX 14
CON 20
INT 12
WIS 10
CHA 14

Bab: +8
Melee to hit: +14
Ranged to hit: +10
Grapple: +18
Initiative: +2
Speed: 40

Fort: +11
Ref: +6
Will: +4


Feats 4 normal, 3 fighter

Jotunbrud
- Whenever you recieve a modifier based on your size on an opposed roll, you are treated as large if it is advantageous. You are also considered large when determining if special attacks such as improved grab and swallow whole will function on you.

Power Attack
- On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. The bonus is doubled when wielding a two-handed weapon.

Improved Bull Rush
- When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Skill Focus (Use Magic Device)
- +5 to Use Magic Device and allows taking 10 on any check regardless of threat or distraction.

Knockback
- If you score a hit while using Power Attack, you can make a free bull rush attempt against the target, applying the penalty taken to hit via power attack as a bonus on the opposed strength check. If using a two-handed weapon, the bonus is doubled. This does not provoke an AoO, and you do not move with the enemy you knock backwards.

Improved Natural Attack
- Base damage from Unarmed Strike is increased from 1d10 to 2d8.

Shock Trooper
- Allows the following three tactical maneuvers.
Directed Bull Rush: On a successful bull rush, you may push the target 5 feet to the left or right for every 5 feet they are pushed back.
Domino Rush: When bull rushing a target into a square occupied by another foe, can make a free trip attempt against both foes at the same time. They do not get the chance to trip you if the attempt fails.
Heedless Charge: When charging and making a power attack with a penalty greater than -5, the penalty can be applied to AC instead of to the attack roll.


Class Abilities

Dungeon Crusher
- +4 competence bonus to AC and saves vs traps. +10 to strength checks to break objects. When making a bull rush, if opponent is forced against a wall or other solid surface, he is crushed against it for 8d6 + 3x str bonus bludgeoning damage. (this replaces the 2nd and 6th level fighter bonus feats)

Fist Fighter
- Grants Improved Unarmed Strike and unarmed damage progression as a monk of the same level. (this replaces martial weapon proficiency and weapon aptitude)


Special Abilities

Dimension Door 1/day (self only, immediate action to cast)
Sneak Attack +1d6
Reroll any failed attack roll, saving throw, ability check, or skill check 1/day
+4 sacred bonus to attack and damage rolls if within 30ft of the High Priest
Embrace of the Forgotten Earth 2/day (traps target within 50 feet if in contact with earthen surface, DC 20 reflex negates, DC 25 str to escape)

Skills (ranks are in parenthesis, synergies not counted in ranks but are noted)

66 total

Balance (dex): 5 (3) c/c so 6 points spent
Climb (str): 17 (11)
Craft - Shipwright (int): 12 (11) Synergy: +2 appraise vs airships
Intimidate (cha): 13 (11)
Jump (str): 17 (11) Synergy: +2 tumble
Profession - sail: 2 (2) c/c so 4 points spent
Swim (str): 7 (1)
Use Magic Device (cha): 18 (11)


Inventory

Skirmisher Coat
Helm of the Priest
Boots of Breaching (2/day disintegrate, objects only)
Grappling Hook Gun
Flare Gun
Force Barricade