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Started by Anastasia, April 06, 2018, 10:26:51 AM

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Anastasia

For your character sheets. Post them here, preliminary and unfinished sheets are fine. If you do that, make sure you let me know when they're done, a post in nagging's good.
<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?

Iron Dragoon

#1
SUBJECT TO CHANGE/UPDATING

Name: Ariyis Journey
Gender: Female
Face:
Spoiler: ShowHide

Alignment: Chaotic Neutral
Size/Type: Medium, Outsider

Side 1: Wizard 5/Spellwarp Sniper 8/Archmage 1
Side 2: Rogue 14

Abilities: Str: 9 (-1), Dex 19 (+4), Con 14 (+2), Int 22 (+6), Wis 15 (+2), Cha 11 (+0)
Original Rolls:
Spoiler: ShowHide

> !rollchar      
<Serith> 1, 2, 4, 1, 3 = 9      
<Serith> 4, 1, 5, 4, 3 = 13      
<Serith> 6, 5, 6, 5, 2 = 17      
<Serith> 3, 5, 4, 1, 6 = 15      
<Serith> 4, 1, 5, 6, 6 = 17      
<Serith> 6, 5, 2, 3, 2 = 14      
<Serith> Iddy's Scores: 17, 17, 15, 14, 13, 9
Tiefling: +2 Int, +2 Dex, -2 Cha
Level 4: Int
Level 8: Int
Level 12: Int


Hit Points: 85/85
Spoiler: ShowHide

> roll 14d6+6 B4 HP
<Serith> Iddy roll for Serith < 58 > [d6=5,3,1,1,2,6,4,6,5,2,4,4,6,3]
<Kotono> Just drop the last 3. Also two ones in a row, so you can reroll the second 1.
> roll 1d6 reroll 1
<Serith> Iddy roll for Serith < 3 > [d6=3]
57 from rolls, 28 Con @ level 14


Initiative: +4
Speed:
Armor Class: 14
Spoiler: ShowHide
=10base+4Dex

-Touch: 14
-Flat Footed: 10
Spell Resistance:
Base Attack Bonus, Side 2 (Rogue): +10/+5
CMB: 9
Spoiler: ShowHide
=10BaB-1Str

CMD: 22
Spoiler: ShowHide
=10+10BaB-1Str+3Dex

Attack: +9/+4
-Touch: +9/+4
-Ranged Touch: +14/+9
Space/Reach: 5 ft./5 ft.

Sneak Attack: +7d6
Sudden Raystrike: +4d6

Saves, Side 2 (Rogue):
Fort: 6
Ref: 13
Will: 6
Math:
Spoiler: ShowHide

Fort: 6=4 Base + 2 Con
Ref: 13=9 Base + 4 Dex
Will: 6=4 Base + 2 Wis


Skills:
Spoiler: ShowHide



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SKill NameRanksStatTotal Bonus
Appraise176 (Int)23
Balance154 (Dex)19
Concentration172 (Con)19
Craft: Alchemy176 (Int)23
Disable Device176 (Int)23
Hide174 (Dex)21
Knowledge: Arcana176 (Int)23
Listen172 (Wis)19
Move Silently174 (Dex)21
Profession: Alchemist172 (Wis)19
Profession: Herbalist172 (Wis)19
Search176 (Int)23
Sense Motive152 (Wis)17
Sleight of Hand154 (Dex)19
Spellcraft176 (Int)23
Spot172 (Wis)19
Survival172 (Wis)19
Use Magic Device170 (Cha)17


Skill Tricks:
Clever Improviser:
Spoiler: ShowHide
When making a Disable Device or Open Lock check without using thieves' tools, you ignore the normal —2 penalty. You can use this trick any number of times per day until you fail a Disable Device or Open Lock check made without using thieves' tools. After a failure, you can't use Clever Improviser again until after you have rested for 8 hours.

Conceal Spellcasting:
Spoiler: ShowHide
You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

Swift Concentration:
Spoiler: ShowHide
You can maintain concentration on a spell or similar effect as a swift action.

Total Skill Points: 306
Spoiler: ShowHide

Rogue 1: 8+4HR+6Int*4=72
Rogue 2: 8+4HR+6Int=18
Rogue 3: 8+4HR+6Int=18
Rogue 4: 8+4HR+6Int=18
Rogue 5: 8+4HR+6Int=18
Rogue 6: 8+4HR+6Int=18
Rogue 7: 8+4HR+6Int=18
Rogue 8: 8+4HR+6Int=18
Rogue 9: 8+4HR+6Int=18
Rogue 10: 8+4HR+6Int=18
Rogue 11: 8+4HR+6Int=18
Rogue 12: 8+4HR+6Int=18
Rogue 13: 8+4HR+6Int=18
Rogue 14: 8+4HR+6Int=18


Feats:
Spoiler: ShowHide

Level 1: Point Blank Shot
Level 3: Split Ray
Level 6: Skill Focus: Spellcraft
Level 9: Spell Focus: Evocation
Level 12: Spell Focus: Transmutation


Bonus Feats:
Spoiler: ShowHide

Wizard 5: Easy Metamagic: Split Ray

Rogue 13: Fell Drain


Class Features:
Wizard:
Spoiler: ShowHide

Wizard 1:
-Summon Familiar: [Spoiler]A wizard can obtain a familiar in exactly the same manner as a sorcerer can.Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.


-Glarion Wizard/Arcane Duelist (ACF: Scribe Scroll):
Spoiler: ShowHide
Wizards who train at the Arcanamirum spend much of their time studying the practical applications of their spells, often in the school's dueling fields. As such, some of them have learned the above special ability, which replaces the Scribe Scroll feat gained at 1st level.


Arcane Duelist (Su):
Spoiler: ShowHide
Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell's DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.


-Arcane Reabsorption (ACF: Obtain Familiar):
Spoiler: ShowHide
Whenever a targeted spell you cast fails to penetrate a creature's spell resistance or is countered by another spellcaster, you can immediately attempt to reabsorb the arcane energy you just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), you regain the spell as if it was never cast (or regain the spell slot if you cast spells spontaneously). Attempting this taxes your body. Regardless of the success of the check, you take 1 point of nonlethal damage per spell level you attempt to reabsorb. This damage is internal and bypasses damage reduction and resistances you possess.


School Specialization (Evocation):
Spoiler: ShowHide
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

Banned schools: Enchantment, Necromancy.


Focus Specialist:
Spoiler: ShowHide
You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher-level wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination. You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard.

This benefit doesn't apply to spells gained from classes other than wizard.

Banned school: Conjuration.


Wizard 5:
-Bonus Feat:
Spoiler: ShowHide
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

[/Spoiler]

Rogue:
Spoiler: ShowHide

Rogue 1:
-Sneak Attack: [Spoiler]If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Trapfinding:
Spoiler: ShowHide
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Rogue 2:
-Evasion (Ex):
Spoiler: ShowHide
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Rogue 3:
-Trap Sense (Ex):
Spoiler: ShowHide
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.


-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +2d6.


Rogue 4:
-Uncanny Dodge (Ex):
Spoiler: ShowHide
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.


Rogue 5:
-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +3d6.


Rogue 6:
-Trap Sense (Ex):
Spoiler: ShowHide
Increase bonus to +2.


Rogue 7:
-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +4d6.


Rogue 8:
-Improved Uncanny Dodge (Ex):
Spoiler: ShowHide
A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Rogue 9:
-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +5d6.


-Trap Sense (Ex):
Spoiler: ShowHide
Increase bonus to +3.


Rogue 10:
-Special Abilities:
Spoiler: ShowHide
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A rogue may gain a bonus feat in place of a special ability.


Improved Evasion (Ex):
Spoiler: ShowHide
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Rogue 11:
-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +6d6.


Rogue 12:
-Trap Sense (Ex):
Spoiler: ShowHide
Increase bonus to +4.


Rogue 13:
-Sneak Attack:
Spoiler: ShowHide
Increase bonus damage to +7d6.


-Special Abilities: Bonus Feat.

Fell Drain:
Spoiler: ShowHide
You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell's actual level.


Rogue 14:
- Dead Levels AF:
Spoiler: ShowHide
The rogue is the biggest offender of dead levels. Similar to the druid, the rogue is missing two special abilities out of twenty levels, but unlike the druid, the rogue has no spells to shore up these deficiencies. More unusual still is the distinctive lack of a crowning 20th-level ability to complete the class. As such, rogues can enjoy more significant dead level abilities than normal.


Makeshift Tools (Ex):
Spoiler: ShowHide
At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks without a set of thieves' tools at no penalty. See Disable Device.

[/Spoiler]

Spellwarp Sniper:
Spoiler: ShowHide

Spellwarp Sniper 1:
-Spellwarp (Ex): [Spoiler]You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray." The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.

You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Each time you advance a level in this class, the maximum level of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level.


Spellwarp Sniper 2:
-Sudden Raystrike (Ex):
Spoiler: ShowHide
If you can catch an opponent when he is unable to defend himself effectively from your ray attack, you can strike a vital spot for extra damage. Whenever the target of one of your ray spells is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus of not), you deal an extra 1d6 points of damage with your ray spell. (If your ray spell doesn't deal hit point damage, this extra damage doesn't apply.) At 4th level, the extra damage increases to 2d6. If you get a sneak attack or sudden strike bonus from another source (such as rogue or ninja levels), the bonuses on damage stack whenever both abilities would apply to the same target. This damage applies only to targets within 30 feet. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your sudden raystrikes.


Spellwarp Sniper 3:
-Precise Shot:
Spoiler: ShowHide
At 3rd level, you gain Precise Shot as a bonus feat. If you already have Precise Shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisite for the chosen feat.


Spellwarp Sniper 4:
-Sudden Raystrike (Ex):
Spoiler: ShowHide
Increase the damage bonus to +2d6.


Spellwarp Sniper 5:
-Ray Mastery (Ex):
Spoiler: ShowHide
At 5th level, you attain unequaled control over your ray spells. This control manifests in three ways:

You can apply the extra damage from the sudden raystrike ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.

You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.

Once per day, you can empower a single ray spell, as though with the Empower Spell feat, without any adjustment to the spell's level or casting time. This effect applies equally to spells that are already rays and those you warp into rays.


Ray Mastery:
Spoiler: ShowHide
You can apply the extra damage from the sudden raystrike ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.


Spellwarp Sniper 6:
-Sudden Raystrike (Ex):
Spoiler: ShowHide
Increase the damage bonus to +3d6.


Spellwarp Sniper 7:
-Improved Precise Shot:
Spoiler: ShowHide
At 7th level, you gain Improved Precise Shot as a bonus feat. If you already have Improved Precise Shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisite for the chosen feat.


Spellwarp Sniper 8:
-Sudden Raystrike (Ex):
Spoiler: ShowHide
Increase the damage bonus to +4d6.

[/Spoiler]

Archmage:
Spoiler: ShowHide

Archmage 1:
-Spells per Day/Spells Known: [Spoiler]When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.


-High Arcana:
Spoiler: ShowHide
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.

An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.


-Arcane Reach (Su):
Spoiler: ShowHide
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

[/Spoiler]

Spells per Day:
Spoiler: ShowHide

Wizard: +3 Bonus Evocation Slots per Level
Level 0: 3+3
Level 1: 3+3+2
Level 2: 3+3+2
Level 3: 3+3+1
Level 4: 3+3+1
Level 5: 3+3+1
Level 6: 3+3+1
Level 7: 3+0



Money: 25,871.6gp
Gear:
Spoiler: ShowHide

[Weapon]

[Weapon/Shield]

[Armor] +1 Mithral Shirt of Silent Moves, 4,750gp:

[Torso] Rogue's Vest, 29,600gp: +2 Hide and Move Silently and Ref save, +1d6 sneak attack

[Bracers] Bracers of Arcane Freedom, 4,600gp: When you activate these bracers, you omit the somatic component of the next arcane spell you cast before the end of your turn (as if applying the Still Spell feat to it, but without altering the spell's level or casting time). This effect functions two times per day.

[Hands] Gloves of Dexterity +2, 4,000gp: +2 enhancement bonus to Dexterity.

[Boots] Boots of Striding and Springing, 5,500gp: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.

[Head] Headband of Intelligence +2, 4,000gp:  +2 enhancement bonus to Intelligence.

[Face] Moonstone Mask, 30,000gp: +5 competence bonus on Listen and Spot checks, as well as Darkvision out to 30 feet.

[Necklace] Necklace of Adaptation, 9,000gp: The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

[Waist] Healing Belt, 1,500gp: 3 charges per day, 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.

[Ring 1] Ring of Protection +2, 8,000gp: +2 deflection bonus to AC.

[Ring 2] Ring of Sustenance, 2,500gp: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.

[Back] Cloak of Resistance +3, 9,000gp: These garments offer magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Other:
Handy Haversack (2,000 gp) Contents total: 7,678.4gp[Spoiler]
Magic Bedroll (1000 gp, with MIC markup)
Everful Mug x3 (1200 gp, with MIC markup)
Everlasting Rations (700 gp, with MIC markup)
Sunrod x20 (40 gp)
Collapsible Pole x2 (40 gp)
Spyglass (1000 gp)
Masterwork Dagger (302 gp)
Holy Symbol, Silver x2 (50 gp)
Explorer's Outfit x6 (60 gp)
Cleric's Vestment (5 gp)
Periscope, Hand (50 gp)
Flint & Steel, x5 (5 gp)
Hammer (5 sp)
Iron Pot (5 sp)
150-ft Hempen Rope (3 gp)
Waterskin x5 (5 gp)
Spell Component Pouch (5 gp)
Tent (10 gp)
Firewood, 10-day supply (1 sp)
Whetstone x5 (2 sp)
Chalk, x10 (1 sp)
Soap, x2 (5 sp)
Winter Blanket x2 (1 gp)
Shovel (2 gp)



[/Spoiler]
This is not the greatest post in the world, no... this is just a tribute.

Yuthirin

#2
Character
Name: Pavel Serafim
Class: Domovoi 2/Fey 2/Monk 1/Malconvoker 5/Master of Shrouds 3//Archivist 14
Race: Domovoi
Small Fey
Alignment: Chaotic Neutral
God: Oghma
Gender: Male
Height: 2'
Weight: 45 lbs
Eyes: Brown
Skin: Charcoal

Stats
HP: 101
Ability Scores:
Str:8(-1)
Dex:16(+3)
Con:16(+3)
Int:25(+7)
Wis:20(+5)
Cha:24(+7)
Initiative: 7
Saves: Fort 16
          Ref 13
          Will 25
AC:  16
  Touch: 11
  Flat-footed: 11
BAB: 10
CMD: 26
CMB: 8
Land Speed: 20ft
Languages:  Common, Ignan, Sylvan, Celestial, Infernal, Abyssal, Auran, Aquan, Terran
Wealth: 221

Attacks
Attack: +9
Full Attack: +9
Ranged Touch: +13

Feats
Spoiler: ShowHide
Feats From Levels
-Spell Focus (Conjuration)
-Augment Summoning
-Fiendish Summoning Specialist
-Improved Initiative

Bonus Feats
-Skill Focus (Knowledge: Arcana)


Racial & Class Abilities
Spoiler: ShowHide
Racial Abilities
-Low-light Vision
-Natural Armor Bonus +2
-Fire Subtype
-Slippery: +2 racial bonus on any Escape Artist checks or grapple checks

Class Features & Abilities
Archivist
-Dark Knowledge 6/day (DC always 15)
-Tactics (+1 attack vs specified race, +2 if over 10, +3 if over 20)
-Puissance (+1 saves vs. specific creature, +2 if over 10, +3 if over 20)
-Foe (+1d6 damage vs specific creature, +2d6 if over 10, +3d6 if over 20)
-Dread Secret (specific creature dazzled 1 round, dazed if over 10, stunned if over 20)
-Foreknowledge (+1 AC for allies in 30 ft. vs specific creature, +2 if over 10, +3 if over 20)
-Scribe Scroll
-Lore Mastery (Arcana)
-Lore Mastery (The Planes)
-Lore Mastery (Religion)
-Still Mind (+2 vs. enchantment effects)

Malconvoker
-Deceptive Summons
-Unrestricted Conjuration
-Planar Binding Series(where available)
-Skill Focus (Bluff)
-Deceptive Summons (fury)   
-Fiendish Legion

Monk
-Improved Grapple
-Flurry of Blows
-Unarmed Strike
-AC Bonus

Master of Shrouds
-Extra Rebuking
-Rebuke Undead
-Summon Undead (shadow) 10/day for SM duration +7 rounds.


Magic
Spoiler: ShowHide
Known
Divine Spells Known
0: Everything
1: Summon Monster I, Bless, Obscuring Mist, Lesser Vigor, Sanctuary, Identify, Mage Armor, Warning Shout, Winged Watcher
2: Summon Monster II, Lore of the Gods, Bear's Endurance, Spiritual Weapon, Creeping Cold, Mass Snake's Swiftness, Divine Insight
3: Summon Monster III, Dispel Magic, Magic Vestment, Mass Conviction, Haste, Summon Undead 3
4: Summon Monster IV, Mass Shield of Faith, Sheltered Vitality, Panacea, Good Hope, Enervation, Shadow Conjuration, Glibness, Dimension Door, Slow, Dismissal, Blast of Sand, Vortex of Teeth, Mystic Aegis, Death Ward
5: Summon Monster V, Lesser Planar Binding, Righteous Might, Wall of Iron, Teleport, Shadow Evocation, Control Winds, True Seeing, Righteous Wrath of the Faithful, Summon Nature's Ally V, Phantom Stag, Cloak of the Sea, Divine Agility
6: Summon Monster VI, Heal, Greater Dispel Magic, Banishment, Mass Bull's Strength
7: Summon Monster VII



   
   
   
   
   
   
   
   
   
Spell LevelSpells Per DayBonus Spells
0
4+3
1
5+1+1
2
2
5
2
3
5
2
4
5
1
5
4
1
6
4
1
7
3
1

SLAs
At will: Produce Flame, Pyrotechnics
3/day: Flaming Sphere


Skills
Spoiler: ShowHide

Class Skills


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
SkillRanks+Abil+Misc/
  Syn
=Total
Bluff (Cha)
17
7
13+5+2
44
Concentration (Con)
17
3
20
Craft (Alchemy)(Int)
13
7
20
Decipher Script (Int)
17
7
2
26
Diplomacy (Cha)
17
7
10
34
Gather Information (Cha)
17
7
24
Heal (Wis)
17
5
22
Knowledge (Arcana) (Int)
17
7
24
Knowledge (Architecture & Engineering) (Int)
17
7
24
Knowledge (Dungeoneering) (Int)
17
7
24
Knowledge (Nature) (Int)
17
7
24
Knowledge (Religion) (Int)
17
7
24
Knowledge (The Planes) (Int)
17
7
24
Profession (Int)
Search (Int)
17
7
24
Spellcraft (Int)
17
7
24

Cross-Class Skills


Weapons & Gear
Spoiler: ShowHide
Weapons
-Staff of Conjuration 50 charges

Armor
-

Head
-Admiral's Bicorne


Face
-

Neck
-Greater Choker of Eloquence

Arms/Hands
-

Rings
-

Back/Shoulders
-

Waist
-

Feet
-

Miscellaneous
-

Belt pouch
-Money

Handy Haversack
-200 ft of silk rope
-Rations, 30 days' worth for 3 people
-Smokesticks 5x
-Crowbar
-Lesser Metamagic Rod of Silent Spell
-Heward's Fortifying Bedroll

Scrolls


Background
Spoiler: ShowHide
Pavel has spent the last 250-odd years maintaining the hearths and rooms at an Oghman monastery on a material plane called Chorral. In return for his aid, he was granted access to their libraries.


Description
Spoiler: ShowHide
I'm tiny!


Weights, Max Carry, Etc.
Spoiler: ShowHide
Light Load: Max  lbs
Medium Load: Max  lbs
Heavy Load: Max  lbs
Lift Over Head:  lbs
Lift Off Ground:  lbs
Push or Drag:  lbs

Current weight carried:  lbs

Notes
Bonus ability points
Level 4:
Level 8:
+1 to Strength
+1 to Constitution
[21:43] <Serith> Yuthirin roll for Serith [d6=4,6,1,4,6,5,2,6][21:15] <Yuthirin> roll 1d6
[21:16] <Serith> Yuthirin roll for Serith < 5 > [d6=5]
[21:16] <Yuthirin> roll 1d6
[21:16] <Serith> Yuthirin roll for Serith < 3 > [d6=3]
[21:16] <Yuthirin> roll 1d8
[21:16] <Serith> Yuthirin roll for Serith < 3 > [d8=3]
[21:16] <Yuthirin> roll 1d8
[21:16] <Serith> Yuthirin roll for Serith < 1 > [d8=1]
[21:16] <Yuthirin> roll 1d8
[21:16] <Serith> Yuthirin roll for Serith < 7 > [d8=7]
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Merc

#3
Name: Gwynn Runesong
Race: Female Dwarf (Medium Humanoid)


Class: Incarnate 14 // Cleric 14
Alignment: Neutral Good
God: Oghma
Domains: Knowledge, Travel
Languages: Common, Dwarven

Book-Keeping: ShowHide
Scores:
<Serith> Merc's Scores: 18, 15, 15, 13, 11, 8
STR 15+1(Lv8)+2(Belt)
DEX 13+2(Belt)
CON 18+2(Race)+2(Belt)
INT 11+1(Lv4)+2(Belt)
WIS 15+1(Lv12)+2(Belt)
CHA 8-2(Race)+2(Belt)

Gestalt BAB+Saves: (Cleric Side) BAB+10/+5, Fort+9, Ref+4, Will+9

Equipment:
Initial Gold = 150,000 gp - goods = 500 gp

Belt of Magnificence+2 (25,000 gp), modified to a Necklace
Strongarm Bracers (12,000 gp, with 100% MIC mark-up included), modified to Gauntlets
Cloak of Resistance+3 (9,000 gp)
Large Adamantine Greathammer+4 (100 gp base + 3,000 adamantine + 32,000 bonus)
Called (2000 gp) Ghost Ward (+1 property) Mithral Full Plate+3 (10,500 gp base + 16,000 bonus)
Animated (+2 property) Heavy Mithral Shield+3 (1,020 gp base + 25,000 bonus)
Bag of Holding, Type III (7,400 gp)
Handy Haversack (2,000 gp)
Magic Bedroll (1000 gp, with MIC markup)
Everful Mug x3 (1200 gp, with MIC markup)
Everlasting Rations (700 gp, with MIC markup)
Sunrod x20 (40 gp)
Collapsible Pole x2 (40 gp)
Spyglass (1000 gp)
Masterwork Dagger (302 gp)
Holy Symbol, Silver x2 (50 gp)
Explorer's Outfit x6 (60 gp)
Cleric's Vestment (5 gp)
Periscope, Hand (50 gp)
Flint & Steel, x5 (5 gp)
Hammer (5 sp)
Iron Pot (5 sp)
150-ft Hempen Rope (3 gp)
Waterskin x5 (5 gp)
Spell Component Pouch (5 gp)
Tent (10 gp)
Bedroll (1 sp)
Firewood, 10-day supply (1 sp)
Whetstone x5 (2 sp)
Chalk, x10 (1 sp)
Soap, x2 (5 sp)
Winter Blanket x2 (1 gp)
Shovel (2 gp)

Skill Points: 113 points
4x(2+4+0) Lv1 + 2x(2+4+0) Lv 2-3 + 11x(2+4+1) Lv 4-14
(Int bonus increased to +1 at level 4, do not count belt bonus)

Hit Points:
[22:21] <Merc> roll 8+13d8+14*6 B4.5 HP
[22:21] <Serith> Merc roll for Serith < 144 > [d8=6,2,8,3,6,7,1,1,5,3,1,4,5]
[22:22] <Merc> You have a reroll rule on consecutive 1s, right?
[22:31] <Kotono> Yes.
[22:31] <Merc> roll d8 reroll consecutive 1
[22:31] <Serith> Merc roll for Serith < 7 > [d8=7]


Hit Points: 150/150
Armor Class: 28 (Normal), 26 (Flat-Footed), 18 (Touch)
Saves: Fort+18, Ref+9, Will+16
Initiative/Speed: +2 / 20 ft

Abilities: STR 18 (+4), DEX 15 (+2), CON 22 (+6), INT 14 (+2), WIS 18 (+4), CHA 8 (-1)
Attacks: Greathammer+18/+13 (Damage 3d6+10, Bludgeoning, Crit x3, +2 to sunder attempts)
Manuevers: BAB+10, CMB+18 (with Greathammer, otherwise +14), CMD 26

Feats:
Spoiler: ShowHide
 5 feats
Lv 1: Power Attack
Lv 3: Improved Sunder
Lv 6: Knowledge Devotion
Lv 9: Combat Brute
LV 12: Expanded Soulmeld Capacity


Skills: 113 points (WIP)
Spoiler: ShowHide
Concentration (Con) 10
Diplomacy (Cha) 5
Knowledge (Arcana) (Int) 17
Knowledge (Architecture and engineering) (Int) 5
Knowledge (Dungeoneering) (Int) 10
Knowledge (Geography) (Int) 5
Knowledge (Local=Home) (Int) 2
Knowledge (Nature) (Int) 5
Knowledge (Religion) (Int) 17
Knowledge (Planes) (Int) 17
Spellcraft (Int) 10
Survival (Wis) 10


Items:
Worn - Necklace of Magnificence+2, Strongarm Gauntlets, Cloak of Resistance+3
Combat - Large Adamantine Greathammer+4, Called Ghost Ward Mithral Full Plate+3, Animated Heavy Mithral Shield+3
Misc - Bag of Holding (Type III), Handy Haversack, Silver Holy Symbol, Explorer's Outfit, Spell Component Pouch, Masterwork Dagger, 500 Gold
Haversack Contents: ShowHide
Magic Bedroll, Everful Mug x3, Everlasting Rations, Sunrod, Collapsible Pole x2, Spyglass, Hand Periscope, Flint & Steel, Whetstone, Tent, Soap, Chalk, Waterskin

Bag  TIII Contents: ShowHide
Explorer's Outfit x5, Cleric's Vestment, Sunrod x19, Silver Holy Symbol (backup), Flint & Steel x4, Whetstone x4, Hammer, Iron Pot, 50-ft Hempen Rope x3, Soap, Chalk x9, Waterskin x4, Firewood (10-day supply), Bedroll, Winter Blanket x2, Shovel


Class Features:
Dwarven Racials: ShowHide

Darkvision: 60 feet.

Stonecunning: +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Treat dwarven waraxes and dwarven urgroshes as martial weapons.

Stability: Have +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground.

Misc:

  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.

Incarnate: ShowHide

Meldshaping (Incarnate) / Spells (Cleric): See Spells thread for list. Cannot shape evil/chaos/law soulmelds. Have 7 Soulmelds and 14 Essentia.

Chakra Binds: See Spells thread for list. Can have 4 chakra binds (Crown/Feet/Hands/Arms/Brow/Shoulders/Throat/Waist).
-Note: Binding a body slot deactivates any magic item on that slot (armguards/belt right now).

Aura: Glow with double goodness from both gestalt sides.

Detect Evil (sp): Functions like the spell.

Expanded Soulmeld Capacity (Ex): Essentia Capacity can go to 5 (+1 from this ability, +1 from feat).

Incarnum Radiance (Su): (3/day) Free Action, effect lasts (3+CON) 9 Rounds. Gain +3 AC.

Rapid Meldshaping (Su): (2/day) Full Round Action, Provokes AoO. Can unshape a soulmeld, and shape a new one. Cannot bind the soulmeld's chakra.

Share Incarnum Radiance (Su): Can share Incarnium Radiance with allies within 30ft that are of same alignment (Good).

Cleric: ShowHide

Spells: See Spells thread.

Aura: Glow with double goodness from both gestalt sides.

Freedom of Movement (Su): Can act normally regardless of magical effects that impede movement for 14 rounds per day (split as desired). Rounds = Cleric level.

Knowledge Domain: All Knowledge skills are class skills. Cast Divination spells at CL+1.

Travel Domain: Add Survival to class skills. See Freedom of Movement above.

Turn Undead: (4/day) Create a burst of positive energy centered on yourself with a 30-ft radius.  All undead creatures in the area take 7d6 damage. A successful Will save (DC 16) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.