Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Feats - 1(std)+1(human)+1(ftr bonus)+1(ftr bonus)
Athletic (+2 climb, +2 swim)
Weapon Focus (Great Axe, +1 to hit)
Power Attack (trade attack bonus for damage)
Cleave (extra melee attack after dropping target)
BAB = +2
Great Axe, +6 to hit, 1d12+2 damage, X3 crit (BAB+Str+weapon focus+m/w greataxe)
Dwarven War Axe, +4 to hit, 1d10+2 damage, X3 crit (BAB+Str)
Dagger, +4 to hit, 1d4+2 damage, 19-20 X2 crit (BAB+Str)
900gp at start
Banded Mail 250 gp +6 AC, +1 max Dex (Armor Check -6)
Great Axe, Masterwork (+1 to hit) 20+300gp (of Dwarven make)
Dwarven War Axe (size M) (it's his backup, carried strapped to his back) 30gp
Dagger 2gp
Backpack 2 gp
Flint and Steel 1 gp
Rope, Silk 100 feet 20 gp
Whetstone 2 cp
Explorer’s Outfit 10 gp
Trail Rations, 4 days 2 gp
Pouch, Belt 1 gp
2 Sunrods 4 gp (one used when we enter Dwarf Mines)
Everburning Torch 110 gp
Smokestick 20 gp
Potion: Cure Light Wounds, CL1 (@ 50 gp each) (X 2)
Mule + 4 days’ feed 8.2 gp
Saddle, Pack 5 gp
Bit and Bridle 2 gp
Bedroll 1 sp
Sack, Empty X10 1 gp
Money Left
GP 10
SP 16
CP 3
Last edited by Leif; 8th January 2009 at 09:35 PM..
Skills:
Concentration: 7 (5 ranks, 2 Con)
Decipher Script: 4 (1 rank, 3 Int)
K. Arcana: 10 (5 ranks, 3 Int, 2 Synergy)
K. Architecture and Engineering: 4 (1 rank, 3 Int)
K. Dungeoneering: 6 (3 ranks, 3 Int)
K. Geography: 4 (1 rank, 3 Int)
K. History: 4 (1 rank, 3 Int)
K. Local: 4 (1 rank, 3 Int)
K. Nature: 6 (3 ranks, 3 Int)
K. Nobility: and Royalty 4 (1 rank, 3 Int)
K. Religion: 4 (1 rank, 3 Int)
K. the Planes: 5 (2 ranks, 3 Int)
Spellcraft: 10 (5 ranks, 3 Int 2 Synergy)
Spells:
Thanderghast's Surge of Certainty = True Strike
Thanderghast's Ultimate Appraisal = Identify
Thanderghast's Force Barrage = Magic Missile
Thanderghast's Strength Sapper = Ray of Enfeeblement
Thanderghast's Force Armor = Mage Armor
Thanderghast's Swift Locomotion = Expeditious Retreat
Equipment:
100gp to Summon Rat Familiar "Nibs"
Spell Component Puch x 3 15gp (Have taken 20 to hide 2 on person using Sleight of Hand untrained, for a total of 22).
Spell Book 15gp
Light Crossbow 35gp
20 Bolts 1gp
10 Silver Bolts 3gp
10 Cold Iron Bolts 2gp
Cold Iron Dagger 4gp
Wand of Magic Missile 10 charges 150gp
Wand of Color Spray 10 charges 150gp
Wand of Shield 5 charges 75gp
Wand of Cause Fear 3 charges 45gp
Wand of Enlarge Person 5 charges 75gp
Wand of Magic Weapon 5 charges 75gp
Wand of Protection from Evil 5 charges 75gp
Wand of Disrupt Undead 10 charges 75gp
Explorer's Outfit -
4gp 9sp 10cp
__________________ Characters: Living EnWorld and L4W
description:
"Dagger" is a dark haired human man, about 5'5" tall. He is known both as a thief and as a generous man. He steals only from those who he thinks deserve to or can easily afford to lose something, and he likes to help the poor with gifts, especially children. He controls these impulses around friends or employers, however.
hp 9, AC 17 (touch 13, ff 14), move 30'
BAB +1, saves Fort +0, Reflex +6, Will +0
Str 12/+1
Dex 16/+3
Con 10/+0
Int 13/+1
Wis 10/+0
Cha 10/+0
Feats: Weapon Finesse, Two-Weapon Fighting
att shortsword +5 (1d6+1, crit 19/x2)
or full att shortsword +3 (1d6+1, 19/x2) and shortsword +3 (1d6, 19/x2)
sneak att +1d6, trapfinding, evasion
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.
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
skills: 50 pts (ranks/tot), * = acp, & = MW tools
bluff 5/5, disable device& 5/10, gather information 5/5, hide* 5/6, listen 0/0, move silently* 5/6, open lock& 5/10, search 5/6, spot 5/5, sleight of hand 5/8, use magic device 5/5
equipment (total 900 gp)
2 MW short swords, 620 gp
chain shirt, 100 gp, acp -2
2 saps, 2 gp
2 daggers, 4 gp, 10' range inc
MW thieves' tools, 100 gp
antitoxin (1 vial), 50 gp
rope, silk 50', 10 gp
lantern, bullseye, 12 gp
5 pints oil, 0.5 gp
flint & steel, 1 gp
rations, trail (1 day), 0.5 gp
CHARACTER NAME : Ranit
RACE (CR) : Human
CLASS (LEVEL) : Conjurer 2
... NET LEVEL : 2
ALIGNMENT : NG
SIZE : Medium
SPEED : 30 ft.
TYPE : Humanoid (Human)
Ranit is a short, portly man who likes to wear green. Though he took an oath to his mother when he was small to forego violence, he no longer believes that violence is inherently bad and has no problem with his allies using it. If pressed, he will resort to violence himself, but he is still not in the habit of using it as a first resort. In accordance with this tendency, his spells tend to focus on party support and incapacitation.
KNOWN
0 - all but evocation, necromancy
1 - Alarm, Charm Person, Enlarge Person, Grease, Identify, Mage Armor, Mount, Sleep
3+1+2 = 6 first level
__________________
Will save or click
Originally Posted by edhel I, for one, welcome our new petunia overlords.
Originally Posted by Malum It was a war of attrition. The players had a set amount of hit points vs. the FB who had unlimited hit points.
Originally Posted by K Anything with 'Elven' in the name does more damage.
Originally Posted by Nifft I have great respect for "realism" in its natural habitat ("reality"), but I find it out of place in D&D, and on this board in particular.