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Post by Mike E. on May 20, 2012 10:50:06 GMT -6
Feel free to tear him apart. I know it is bound to happen anyway. Attachments:
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Post by WxMAN on May 20, 2012 14:09:17 GMT -6
What is he going to be doing, as a role? I was working on a wizard and this kinda threw me off.... Right now I am trying to turn him into a summoner, is that going to overlap you?
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Post by Gigermann on May 20, 2012 14:20:56 GMT -6
What is he going to be doing, as a role? I was working on a wizard and this kinda threw me off.... Right now I am trying to turn him into a summoner, is that going to overlap you? We do already have a summoner, of a sort—myself
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Post by WxMAN on May 20, 2012 14:25:53 GMT -6
So let's see we have:
2 Fighters 1 Rogue 1 Druid 1 Warmage 1 Cleric 1 Wizard
What's left?
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Post by Rigil Kent on May 20, 2012 14:34:45 GMT -6
To be fair, we don't have a cleric. Rather, we have a Healer. That's not semantics - there are options that a cleric has she doesn't.
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Post by Mike E. on May 20, 2012 14:50:23 GMT -6
Looks like i'll rework him into a necromancer.
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Post by WxMAN on May 20, 2012 14:55:38 GMT -6
I guess it is actually better to figure out what everyone wants to do with the group before we even bother with characters since we'll have 8+1 people now.... if we split it isn't like this will matter anymore
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Post by Magman on May 23, 2012 18:29:46 GMT -6
Only in game will I tear him apart piece buy piece Looks good
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Post by Gigermann on May 23, 2012 20:14:38 GMT -6
ALACAZAM! *poof* Oh, wait…cheap trick S
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Post by Rigil Kent on May 26, 2012 15:19:43 GMT -6
Smart-ass. It occurs to me that we have a built-in explanation for Igneous - he was the cohort of malevoiy's first character (the Cleric). The fact that Mike has given him the appropriate Craft feats tracks with how malevoiy was using the cohort. Of course, this potentially means that the Cleric-In-Question (was that Galadin?) died a horrific, tragic death recently... What about...
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Post by Mike E. on May 26, 2012 18:41:59 GMT -6
I like it
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Post by Rigil Kent on May 26, 2012 18:44:16 GMT -6
He kind of reminds me of Uncle Iroh from Avatar: The Last Airbender. Or pull from here: I like the one on the left:
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Post by Mike E. on Jun 19, 2012 18:39:36 GMT -6
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Post by WxMAN on Jun 19, 2012 20:02:06 GMT -6
Can't view it - don't have the permissions
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Post by Mike E. on Jun 19, 2012 20:20:14 GMT -6
try it now...
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Post by WxMAN on Jun 19, 2012 20:57:58 GMT -6
Looks good... I'm surprised you didn't do bard
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Post by Mike E. on Jun 19, 2012 21:09:18 GMT -6
Looks good... I'm surprised you didn't do bard Naw. Got something else in mind. He's a troll slayer.
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Post by Magman on May 6, 2014 18:42:12 GMT -6
Still going with the having a cohort?
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Post by Magman on May 21, 2014 18:51:35 GMT -6
As agreed upon a couple of weeks ago Mike E is forgoing bringing in a cohort.
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Post by Mike E. on May 1, 2015 13:39:26 GMT -6
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Post by Rigil Kent on May 30, 2015 19:44:37 GMT -6
Hey, with that summoning thing you asked for in regards to calling that Outsider dude ... are there actual rules for that?
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Post by Magman on May 30, 2015 20:26:34 GMT -6
Not that I know of, but it is kinda cool so I am allowing it.
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Post by Rigil Kent on May 30, 2015 20:31:53 GMT -6
Yeah. I was thinking it was awesome too and just wanted to know if there was official rules. Either way, tres cool.
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Post by Mike E. on May 30, 2015 23:26:52 GMT -6
No rule as far as I know, but there might be something in one of the books of vile darkness...maybe.
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Post by Magman on May 30, 2015 23:51:46 GMT -6
Here are the stats
Name Ratline: Lemorian Rogue 8/ Fighter 2 CE (Outsider) Native Int. +9, Listen +1, Spot +12 darkvision 60', Speed 30' HP 83 (10HD) DR 5/ Magic, Immune Poison, SR 20 Resist Acid 10, Cold 10, Electricity 10, Fire 10, AC 23 (Studded Leather +2, Ring Prot. +2, Natural Armor +1, Dex +5) Touch 17, Flat Footed 18 Saves: Fort. +8, Ref. +11, Will. +3, Evasion, Uncanny Dodge Abilities: Str. 18, Dex. 20, Con. 16, Int. 10, Wis. 12, Cha. 14 Base Attack +8/ Grapple +12, Sneak Attack 4d6 Attack Melee +1 Rapier +12/ +7 (1d6+5 Plus Poison) Crit. 15-20 And +1 Dagger + 12/ +7 (1d4+3) Crit. 19-20 And Sting +7 (1d6+2 Plus Poison). Poison DC 17 1d6 Wis./ 1d6 Wis. Standard Action. Skills: Balance +18, Climb +17, Jump +17, Swim +11, Tumble +18, Intimidate +15 Feats: Already figured in stats Combat Equipment: 1- Potion Cure Serious Wounds 3d8+5, 1- Potion Displacement 50% mischance 5rds. Spells: CL 8, 3/ Day Charm Monster DC 16, Command DC 13 1/ day CL 8, Dominate Person DC 17, Fear DC 16, Suggestion DC 15 Equipment: +2 studded leather armor , +1 rapier, ring protection +2
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Post by Rigil Kent on Jun 7, 2015 12:50:49 GMT -6
Is this up to date? What about your cohort?
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Post by Mike E. on Jun 7, 2015 13:14:43 GMT -6
updating now. sry
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Post by Mike E. on Jun 7, 2015 13:31:38 GMT -6
Update
Igneous Male Dwarf (Hill) conjurer 15 CG Medium humanoid (dwarf) Init +2, Senses darkvision (60 ft.); Perception +0 ================================================= DEFENSE ================================================= AC 23, touch 17, flat-footed 21 (+3 armor, +5 deflection, +2 Dex, +3 natural, ) hp 98 ((15d4)+45) Fort +11, Ref +10, Will +14
================================================= OFFENSE ================================================= Speed 20 ft. Melee quarterstaff +8/+3 (1d6+1/) Melee quarterstaff (head 1 only) +8/+3 (1d6+1) Melee quarterstaff (head 2 only) +8/+3 (1d6+1)
Prepared Spells Wizard (CL 15th; concentration ) 8th-*summon monster viii(2) 7th-plane shift(DC 24), summon monster vii(2), *teleport, greater 6th-acid fog, chain lightning(DC 23), planar binding(DC 23), *summon monster vi(2) 5th-cloudkill(DC 22), dismissal(DC 22), summon monster v(3), *wall of stone(DC 22) 4th-black tentacles, dimension door, secure shelter, *summon monster iv(2) 3rd-fireball(2)(DC 20), hold person(DC 20), invisibility sphere(DC 20), lightning bolt(DC 20), sleet storm, *summon monster iii 2nd-acid arrow(2), glitterdust(DC 19), hideous laughter(DC 19), protection from arrows(DC 19), scorching ray(3), summon monster ii(2), *web(DC 19) 1st-burning hands(DC 18), grease(DC 18), mage armor(DC 18), magic missile(2), mount, *summon monster i 0th-acid splash, detect magic, ghost sound(DC 17), prestidigitation(DC 17), read magic
================================================= STATISTICS ================================================= Str 13, Dex 14, Con 17, Int 24, Wis 15, Cha 13, Base Atk +7; Grp+8 Feats Alertness, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Leadership, Scribe Scroll, Spell Mastery (Acid Arrow, Black Tentacles, Fireball, Hold Person, Magic Missile, Scorching Ray, Summon Monster IV) Skills Concentration +16, Decipher Script +17, Knowledge (Arcana) +16, Knowledge (Architecture and Engineering) +10, Knowledge (Dungeoneering) +11, Knowledge (Geography) +11, Knowledge (History) +11, Knowledge (Local) +11, Knowledge (Nobility and Royalty) +11, Knowledge (Religion) +11, Knowledge (The Planes) +17, Spellcraft +24, Languages Common, Dwarven, Gnome, Orc, Terran, Undercommon SQ bonus feats, bonus languages, familiar, scribe scroll, spellbooks, spells, weapon and armor proficiency, +2 bonus to spellcraft when learning conjuration, darkvision, dwarf racial traits, Combat Gear Other Gear amulet of natural armor +3, headband of intellect +4, quarterstaff, ring of wizardry ii, bracers of armor +3, ring of protection +5, cloak of resistance +3, outfit (scholar's), rod (maximize), 0.0 gp ================================================= SPECIAL ABILITIES ================================================= Bonus Feats 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.
Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
Spells A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
+2 bonus to Spellcraft when learning Conjuration
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dwarf Racial Traits (Ex) Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stonecunning: This ability grants a dwarf a +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. Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +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 and goblinoids +4 Dodge bonus to Armor Class against monsters of the giant type +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.
Humanoid Traits
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Post by Mike E. on Jun 7, 2015 13:34:24 GMT -6
Update:
Steel Male Dwarf (Hill) rogue 13 TN Medium humanoid (dwarf) Init +4, Senses darkvision (60 ft.); Perception +0 ================================================= DEFENSE ================================================= AC 26, touch 17, flat-footed 26 (+6 armor, +3 deflection, +4 Dex, +3 natural, ), Dodge, Mobility hp 86 ((13d6)+35) Fort +8, Ref +14, Will +6, +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.
================================================= OFFENSE ================================================= Speed 20 ft. Ranged crossbow +1 (heavy) +15/+10 (1d10+1/19-20) Melee edge of ironbark +18/+13 (1d4+4/17-20) Ranged edge of ironbark (thrown) +18/+13 (1d4+4/17-20) Special Attacks Sneak Attack,
================================================= TACTICS ================================================= Temporary Effects heroes' feast, ================================================= STATISTICS ================================================= Str 10, Dex 18, Con 15, Int 14, Wis 8, Cha 10, Base Atk +9; Grp+10 Feats Combat Reflexes, Dodge, Improved Critical (Dagger), Mobility, Weapon Finesse Skills Appraise +6, Balance +10, Bluff +6, Climb +2, Craft (Armorsmithing) +12, Craft (Weaponsmithing) +12, Disable Device +17, Escape Artist +8, Hide +17, Intimidate +4, Listen +11, Move Silently +17, Open Lock +17, Search +15, Sleight of Hand +9, Spot +11, Tumble +18, Use Magic Device +9, Use Rope +9, Languages Common, Dwarven SQ weapon and armor proficiency, trapfinding, evasion, special abilities, crippling strike, darkvision, dwarf racial traits, improved uncanny dodge, trap sense, uncanny dodge, Combat Gear Other Gear amulet of natural armor +3, crossbow +1 (heavy), edge of ironbark, ring of protection +3, traveler's outfit, cloak of resistance +2, leather +4, 0.0 gp ================================================= SPECIAL ABILITIES ================================================= Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Trapfinding 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.
Evasion (Ex) 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.
Special Abilities 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, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind, Feat.
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.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dwarf Racial Traits (Ex) Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stonecunning: This ability grants a dwarf a +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. Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +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 and goblinoids +4 Dodge bonus to Armor Class against monsters of the giant type +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.
Humanoid Traits
Improved Uncanny Dodge (Ex) Character can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has uncanny dodge levels [Rogue Level 17]. If a character already has uncanny dodge 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 level a rogue must be to flank the character.
Sneak Attack Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. This extra damage is 7d6. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You 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. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trap Sense (Ex) You gain an intuitive sense that alerts you to danger from traps, giving you a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) Character retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still loses his Dexterity bonus to AC if immobilized.
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