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Old 9th February 2008, 06:50 AM   #93 (permalink)
jaker2003
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Location: Westport, Indiana
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jaker2003 Goblin Sharpshooter (Lvl 2)
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Jack, new arrival to LEB

Jack
Code:
Name:  Jack
Class:  Scout 1 / Rgr 1 / Mnk 1	Starting Level: 3
Race:  Human
Region of Origin:  Sharn
Size:  Medium
Gender:  Male
Alignment:  LN
Action Points:  06 (5+ half Character Level)
Deity:  None (Domains:  XXX, XXX)

Str:  12 +1 (04p.)	Level:  3	 XP: 3000
Dex:  16 +3 (10p.)	BAB:  +1	 HP:  23 (1d8+1d8+1d8+3)(8+6+6+3)
Con:  13 +1 (05p.)	Grapple:  +2     Craft Points:  100
Int:  14 +2 (06p.)	Speed:  30'	 Stat Increases: 
Wis:  14 +2 (06p.)	Init:  +7	 Spell Save:  XX
Cha:  10 +0 (02p.)	ACP:  -0	 Spell Fail:  X%

	Base	Armor	Shld	Dex	Size	Nat	Wis	Total
Armor: 	10	+1	+X	+3	+0	+X	+2	16
Touch: 	15	Flatfooted:  13

Spell Res:  None
Dmg Red:  None

	Total	Base	Mod	Misc
Fort: 	+5	+0+2+2	+1	--
Ref: 	+9	+2+2+2	+3	+X
Will: 	+4	+0+0+2	+2	--
Notes: 

Weapon			Attack	Damage	Critical	Range
Unarmed Strike		+4	1d6+1	XX-20/x2 	------
Shuriken  		+4	1d2+1	XX-20/x2 	  10 ft

Notes: 

Languages:  Common, Giant, Goblin

Feats:  Improved Initiative (1st), Combat Reflexes (1st),
Track (Rng1), 
Weapon Finesse (3rd), Stunning Fist (Mnk1)

No magic or psionics
Spells prepared (Save DC XX + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX Domains: Spellbook/Spells Known: 0 - XX, XX, XX; 1st - XX, XX, XX; Psionic Powers (Save DC XX + Power level; Manifester Level XX) Power Points: XX Powers Known: 1st - XX, XX, XX; Spell-Like/Psi-like Abilities: XXX
Scout (8+Int)x4+4=40 (Int= +2) Ranger(6+Int)+1 =8 Monk (4+Int)+1 =6 Skill Points: 60 Max Ranks: 6/3 Skills Total Ranks Mod Misc Balance 5 2 3 Climb 3 2 1 Craft (Weaponsmithing) 7 5 2 Diplomacy 3 3 0 Escape Artist 5 2 3 Heal 7 5 2 Hide 8 5 3 Jump 3 2 1 Knowledge (arcana) 4 2 2 Knowledge (dungeon) 4 2 2 Knowledge (Geography) 4 2 2 Knowledge (Nature) 4 2 2 Knowledge (religion) 4 2 2 Listen 4 2 2 Move Silently 8 5 3 Ride 5 2 3 Search 4 2 2 Sense Motive 4 2 2 Spot 4 2 2 Survival 5 3 2 Swim 3 2 1 Tumble 5 2 3 Use Rope 5 2 3 Notes: Equipment: Cost Weight Explorer's Outfit Free Free (1st outfit free) Wand: cure light wounds 750gp 1/16 lb (DMG list 1 ounce each) Bracers of Armor +1 1000gp 1lb Backpack 2gp 2lb Scroll case 1gp .5lb Belt Pouch 1gp .5lb Rope, silk (50ft.) 10gp 5lb Waterskin 1gp 4lb (in backpack) Everburning torch 110gp 1lb (wrapped with loose cloth in backpack) Rations (5 days) 2.5gp 5lb (in packpack) Shuriken (50) 50gp 5lb Letter of Credit (770gp) Total Weight: 24lb Money: 2gp 5sp 0cp (Starting: 2700gp) Lgt Med Hvy Lift Push Max Weight: -43 -86 -130 260 650 Age: 25 Height: 6 foot Weight: 167 pounds Eyes: Blue Hair: Brown Skin: Fair and freckled
Abilities:
Weapon and Armor Proficiency:
Jack is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Jack is also proficient with the kama, nunchaku, sai, shuriken, and siangham.
When wearing armor, using a shield, or carrying a medium or heavy load, Jack loses his AC bonus, as well as his fast movement (+0ft.) and flurry of blows abilities.
Scout Abilities
Skirmish: Jack has +1d6 skirmish damage.
A scout can deal additional damage on all attacks she makes during any round in which she moves at least 10 feet. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four scout levels thereafter.
Ranged attacks can count as skirmishing only if the target is within 30 feet.
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:
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.
Ranger Abilities
Favored Enemy (Ex) Jack gains a +2 bonus against Constructs.
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track
A ranger gains Track as a bonus feat.

Wild Empathy (Ex) Jack rolls 1d20+1 on Wild Empathy checks.
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Monk Abilities
AC Bonus (Ex) Jack applies his Wisdom Bonus (+2) to AC.
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex) Jack takes a -2 penalty on attack rolls when using his flurry.
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike Jack's unarmed strike deals 1d6+1 damage.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat Jack selected Stunning Fist as his MNK1 bonus feat.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.


Appearance: Jack appears to be lean and relaxed.

Personality:

Background: Raised just outside of Sharn, Jack has a varied past, though he seldom talks about it.

Logs

XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from


Notes:
XXXX

Advancement

L1 -> CLASS Scout (1) HP: +9 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(44): Balance +2, Climb +2, Craft (weaponsmithing) +4, Escape Artist +2, Hide +4, Jump +2, Knowledge (dungeoneering) +2, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +2, Move Silently +4, Ride +2, Search +2, Sense Motive +2, Spot +2, Survival +2, Swim +2, Tumble +2, Use Rope +2.
Feats: Improved Initiative, Combat Reflexes
Spells Known: None
Powers Known: None
Other: Skirmish +1d6, Trapfinding

L2 -> CLASS Ranger (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(9): Craft (Weaponsmithing) +1, Heal +5, Hide +1, Move Silently +1, Survival +1
Feat: Track (Ranger Bonus Feat)
Spells Known: SPELL
Powers Known: POWER
Other: Favored Enemy: Constructs +2, Track, Wild Empathy

L3 -> CLASS Monk (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(7): Diplomacy +3, Knowledge (arcana) +2, Knowledge (religion) +2
Feats: Weapon Finesse (3rd), Stunning Fist (Monk Bonus Feat)
Spells Known: SPELL
Powers Known: POWER
Other: AC Bonus, Flurry of Blows, Unarmed Strike 1d6, Bonus Feat: Stunning Fist (1/day)

Last edited by jaker2003; 19th March 2008 at 04:02 AM..
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