[Pathfinder] The Forgotten Terror - OOC

grufflehead

First Post
On the GM's advice I tried the die roller even though I'd worked out at 84. I'm wondering if Invisible Castle's D20 has had the edges filed off - been getting some above average rolls in MD's other game, and now this:


4d6.minroll(2).takeHighest(3)=17,
4d6.minroll(2).takeHighest(3)=17,
4d6.minroll(2).takeHighest(3)=8,
4d6.minroll(2).takeHighest(3)=14,
4d6.minroll(2).takeHighest(3)=16,
4d6.minroll(2).takeHighest(3)=15


Works out at 87 instead of 84 - I'll take it ;)

Allow me to introduce Herbert Thistledown.

Herbert is a middle-aged halfling watchmaker and clock repairer by profession. A rather timid fellow, Herbert is barely over 3 feet tall, slimly built, with mousy brown hair and somewhat large ears. He is dressed in a slightly old-fashioned suit and waistcoat, with a pocketwatch (presumably of his own artifice) in his breast pocket. He wears a small bowler hat and round, wire-framed glasses, and his only other possession appears to be the small briefcase-cum-toolbox made of scuffed brown leather which he nervously clutches in his left hand. At the sight of any ladies, he doffs his hat, bows slightly and offers a soft, polite 'Good day to you, madam'.

Needless to say, this is all rather confusing for the poor fellow, and more than a little distressing. Why, he'd just finished replacing a spring on a rather handsome grandfather clock, and been heading back to the small office he rented, when he'd felt a tremendous pain in his back, and blacked out. Now he finds himself 'here' (wherever 'here' is) with a group of people he's never seen before.

'Oh dear' he sighed, glumly, while wiping his brow with a large spotted handkerchief. 'Now I'm going to be late for supper...'.

[sblock=Herbert]
Skills of note:

Craft:Clockworks +10
Profession:Watchmaker +11
Appraise +10

Disable Device +29
[/sblock]
 

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kinem

Adventurer
Par Nep, human oracle

Par Nep, human oracle 10 (pf), align CG

[sblock=stats]Par Nep, human oracle 10 (pf), align CG
(75,000XP / Fast XP Rate)

oracles' curse: haunted; focus: fire

pts / tot / mod
str 12 (14) / +2 max loads l/m/h 58/116/175
dex 14 / +2
con 14 (16) / +3
int 12 / +1
wis 14 / +2
cha 18/ 22 (26) / +8 (+2 human, +2 level, +4 enh)

AC 19 (+4 armor, +2 shield, +2 dex, +1 dodge), touch 13, ff 14
AC 23 (+6 armor, +4 shield, +2 dex, +1 dodge), touch 13, ff 16 w/magic vestment x2 (10 hr)

init +2, move 40', HD 10d8+40, hp 102
bab +7, cmb +9, cmd 21
saves Fort +10, Ref +9, Will +13

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

spells/day: 8 1st, 8 2nd, 8 3rd, 7 4th, 4 5th; DC 18 + spell level
concentration +18 (+22 cast def vs DC 15 + 2 X spell level)

spells known: lv 0:9, 1:5, 2:4, 3:3, 4:2, 5:1; f = focus, c = curse
0: create water, detect magic, detect poison, guidance, light, mending, purify food & drink, read magic, stabilize, mage hand (c), ghost sound (c)
1: comprehend languages, CLW (1d8+5), detect evil, obscuring mist, protection from evil, produce flame (1d6+5, x10) (f)
2: CMW (2d8+10), silence, spiritual weapon (1d8+3), lesser restoration, levitate (c), minor image (c), resist energy (f)
3: blindness/deafness, dispel magic, magic vestment (+2, 10 hr), fireball (10d6, Ref half) (f)
4: freedom of movement, holy smite (200' range, 20' radius, 5d8+blind vs evil, Will half, vs Neutral half), wall of fire (f)
5: greater command, telekinesis (c) (max 250 lbs or 10 objects)

Feats: Combat Casting, Dodge, Eschew Materials, Empower Spell, Silent Spell, Spell Penetration, Nimble Moves , Acrobatic Steps

Skills (ranks/tot): Diplomacy 9/20, Fly 10/12, Heal 10/15, Knowledge (religion) 9/13, Perception 10/12, Spellcraft 10/15, Perform (song) 2/13

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle focus.
Skill Ranks per Level: 4 + Int modifier.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a move action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Flame focus
Class Skills: An oracle with the flame focus adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.

Bonus Spells known: produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seeds (13th), fire storm (15th), incendiary cloud (17th), elemental swarm (fire only, 19th).

3 revelations:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

50k equipment:
vest of resistance +4 (16k, 1 lb)
headband of alluring charisma +4 (16k, 1 lb)
belt of giant strength +2 (4k, 1 lb)
amulet of health +2 (4k, 1 lb)
ring of sustenance (2k)

lesser metamagic rod, cold substitution (MIC; 2.7k, 3 lbs)
bracers of the entangling blast (MIC; 2 k, 1 lb, 3/day spell half dam but entangle 1d3 rnds + 1 dam/sp lev during)
boots of landing (MIC; 0.5 k, 2d6 less falling damage)

mithral chain shirt (1.1 k, 12.5 lbs, acp 0)
heavy steel shield (0.02 k, 15 lbs)
MW morningstar (0.308 k, 6 lbs)

backpack (.002 k, 2 lbs)
pouch, belt (.001 k, 0.5 lbs)
antitoxin (x 4) 0.2 k, 0 lbs, in backpack
potion of prestidigitation (0.025 k, 0 lbs)
MW manacles (.050 k, 2 lbs)
ink, pen, paper (x10) (0.0121 k, 0 lbs)
waterskin (0.001k, 4 lbs)

handy haversack (2k, 5 lbs, holds 20/80/20 lbs)
* sack (x2, 0.0002 k, tot 1 lb) in hh
* traveler's outfit, extra (0.001 k, 5 lbs) in hh
* bedroll (0.0001k, 5 lbs) in hh

5 pp, 31 gp, 6 sp (in belt pouch, 0.0566 k, 0.8 lb)

tot 50 k
tot wt 55.8 lbs[/sblock]

[sblock=description]Background:

Par Nep hails from the Sind desert on Mystara. He never felt satisfied with the simple life of his tribe, and as a teenager, he ran away and came to the small town of Joonin. There he happened to witness a murder; a warrior named Ron Teek killed a woman while Par was hiding nearby. Par knew that he was no match for Ron Teek, and the locals did not believe his story, suspecting Par of the crime. Par therefore decided to try to murder Mr. Teek while he slept, by throwing a torch through the window of his hut.

This indeed killed Ron Teek, but to Par's surprise and horror, Ron had a wife and two small children, who also perished in the blaze. Par escaped the town, but he was followed by guilt and ghosts, especially the spirit of the boy Ruke. Wherever he travels, he can not escape the accusing spirit.

For some reason, Par seemed to be chosen by the Immortals for some mysterious purpose. (On Mystara, the closest thing to 'gods' are former mortals who became Immortals.) This made him fleet of foot, which allowed him to escape, and gave him various mystical powers. Par has devoted his life to trying to fight injustice, and to trying to understand what is happening to him.

Over the years, the spirit of Ruke has become somewhat less hostile, seeing that Par is trying to do the right thing; though the boy is still mischevious, he's used his poltergeist powers to help Par on many occasions. This has helped ease Par's feelings of guilt.

Par became a major thorn in the side of the forces of the evil Master, who was gathering the tribes to assault neighboring countries. He believes it was the Master who sent the assassin who ... killed him? He has no idea where he is now, or why.

Description:
Par is 6' tall, handsome, with dark hair and swarthy skin as is typical of the desert people. He projects a confident attitude and speaks with a commanding voice. However, he is very reluctant to talk about himself.[/sblock]
 
Last edited:


Maidhc O Casain

Na Bith Mo Riocht Tá!
Niamh arDearglasadh

Name Pronunciation: NEEV ar DARE gluh shuv

IC Posting Conventions:
"Color & Quotes" = Speech
Color & Italics = Thoughts


Code:
  Name: Niamh arDearglasadh                   Age: 30
 Class: Monk/Sorcerer/Dragon Disciple      Height: 6'0" 
  Race: Half-Elf                           Weight: 175 lbs
  Size: Medium                               Hair: Black
Gender: Female                               Eyes: Gold
 Align: Lawful Good                          Skin: Golden Brown
 Deity: Sarenrae (The Dawnflower)


Str: 22 +6         Level: 03/03/04             XP: 75000
Dex: 17 +3           BAB: +6/+1                HP: 81
Con: 12 +1           CMB: +13                 CMD: 44
Int: 14 +2         Speed: 40'             Dmg Red: 0/anything
Wis: 22 +6          Init: +7            Spell Res: None 
Cha: 20 +5           ACP: -0           Spell Save: 15 + SL


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Dodge  Misc
              28    10    +0     +0    +3    +0    +3    +3    +1     +8

                  Touch AC: 25              Flatfooted AC: 24


Saving Throw   Total  Base   Mod  Misc   Special
Fort:            07     6     +1         Damage Resistance (Fire): 5
Ref:             08     5     +3         Immune to Magic Sleep Effects
Will:            14     8     +6         +4 vs. Enchantment


Weapon        Attack       Damage      Critical     Special
Unarmed       +12/+07      1d10+08        20/x2     Arcane Strike: +2d
Claw/Claw     +12/+12      1d06+08        20/x2     Arcane Strike: +2d
  Bite            +12      1d06+11        20/x2     Arcane Strike: +2d
Short Spear   +12/+07      1d06+08        20/x2     Arcane Strike: +2d
  Thrown      +09/+04      1d06+08        20/x2     Range: 20';AS: +2d


Languages: Common, Draconic, Elven, Halfling


Half-Elf Traits:
    * +2 WIS
    * Low Light Vision
    * Adaptability (Skill Focus: Perception)
    * Elf Blood (Count as both Elf and Human)
    * Elven Immunities (Immune to Magic Sleep, +2 Saves vs. Enchantment)
    * Keen Senses (+2 Perception)
    * Multi-Talented (Favored Classes: Monk, Sorcerer)


Monk Abilities:
    * AC Bonus: +2 (Monk's Robe)
    * Unarmed Combat: 1d10 (Monk's Robe)
    * Stunning Fist: 6/Day, DC 21 (Monk's Robe)
    * Evasion: Reflex Save for ½ = No Damage
    * Fast Movement: +10'
    * Maneuver Training: CMB = Other BABs + Monk Level
    * Still Mind: +2 Saves vs. Enchantment


Sorcerer Abilities (Gold Dragon Bloodline):
    * Bonus Feat: Eschew Materials
    * Bloodline Power: Claws (1d6+7, Magic)
    * Bloodline Power: Dragon Resistance (5 Fire, +1 Natural Armor)
    * Bloodline Spells (3) 
    * Bloodline Feat: Improved Initiative


Dragon Disciple Abilities:
    * Blood of Dragons (Add DD Lvl to Sorcerer Lvls for Powers)
    * Natural Armor Increase: +2
    * Ability Boost (Str): +4
    * Bloodline Feat: Blind Fight
    * Dragon Bite: Add Bite Attack to 2 Claw Attacks (1d6+9)
    * Breath Weapon: Fire, 30' Cone, 7d6 Damage (Save (DC 18) for ½)


Feats:
    * Skill Focus: Perception   (R Bonus)
    * Defensive Combat Training (C 01)
    * Improved Unarmed Strike   (M 01)
      * Stunning Fist           (M 01)
    * Dodge                     (M 01)
    * Improved Grapple          (M 02)
    * Combat Expertise          (C 03)
    * Eschew Materials          (S 01)
    * Arcane Strike             (C 05)    
    * Blind Fight               (D 02)
    * Extend Spell              (C 07)
    * Improved Trip             (C 09)
    * Improved Initiative       (BoD 07)

(R=Race, C=Chr Lvl, M=Mnk, S=Srcr, D=Drgn Dsc, BoD=Blood of Dragons)


Skill Points: 52 (4/2/2 + INT Mod/Lvl; 6 Pt FC/GM Bonus)

Skills                Total   Rank     CS   Ability  Misc
Acrobatics             20     10       3       3     +4
Appraise                2                      2     
Bluff                   5                      5     
Climb                   8                      6     +2
Craft (       )         2                      2     
Diplomacy              13      5       3       5     
Disable Device                                 3     
Disguise                5                      5     
Escape Artist           3                      3     
Fly                    13      5       3       3     +2
Handle Animal                                  5     
Heal                    6                      6     
Intimidate             19      5       3       5     +6
Knowledge (Arcana)     10      5       3       2     
Knowledge (Dngnrng)                            2     
Knowledge (Engnrng)                            2     
Knowledge (Geography)                          2     
Knowledge (History)                            2     
Knowledge (Local)                              2     
Knowledge (Nature)                             2     
Knowledge (Nobility)                           2     
Knowledge (Planes)                             2     
Knowledge (Religion)                           2     
Linguistics                                    2     
Perception             27     10       3       6     +2, +6
Perform (       )       5                      5     
Profession                                     6     
Ride                    3                      3     
Sense Motive           14      5       3       6     
Slight of Hand                                 3     
Spellcraft             10      5       3       2     
Stealth                 3                      3     
Survival                6                      6     
Swim                    6                      6     
Use Magic Device       10      2       3       5     

     * Situational Bonus not included in Total


Money
PP: 00     GP: 78    SP: 04     CP: 00


Equipment                         Cost   Weight
Monk's Outfit                            01  lb
Monk's Robe                   13000 gp   01  lb
Belt of Giant's Strength +2    4000 gp   01  lb
Headband of Mental Prowess    10000 gp   01  lb
  (WIS & CHA +2) 
Ring (Protection +3)          18000 gp       lb
Ring (Sustenance)              2500 gp       lb
Short Spear                      01 gp   03  lb
Handy Haversack                2000 gp   05  lb
  Tent                           10 gp       lb
  Bedroll                        01 sp       lb
  Blanket (Winter)               05 sp       lb
  Outfit (Cold Weather)          08 gp       lb
  Rations (Trail, 10 Days)       05 gp       lb
  Flint & Steel                  01 gp       lb
  Rope (Silk, 50')               10 gp       lb
  Grappling Hook                 01 gp       lb
  Climber's Kit                  80 gp       lb
  Sunrod (10)                    20 gp       lb
  Tindertwig (10)                10 gp       lb

                          Total Weight:  11  lb

            Light   Medium    Heavy    
Max Weight: 0-173   174-346   347-520

~~~~~

[sblock=Stat Block]
Code:
   HP: 81/81     AC: 32*  AC(T): 25   AC(FF): 28*  Init: +07

                   * Includes +4 w/ Mage Armor


Saving Throw   Total  Base   Mod  Misc   Special
Fort:            07     6     +1         Damage Resistance (Fire): 5
Ref:             08     5     +3         Immune to Magic Sleep Effects
Will:            14     8     +6         +4 vs. Enchantment


  BAB: 06/01     CMB:+12     CMD: 44 (40 FF)

Weapon        Attack       Damage      Critical     Special
Unarmed       +12/+07      1d10+08        20/x2     Arcane Strike: +2d
Claw/Claw     +12/+12      1d06+08        20/x2     Arcane Strike: +2d
  Bite            +12      1d06+11        20/x2     Arcane Strike: +2d
Short Spear   +12/+07      1d06+08        20/x2     Arcane Strike: +2d
  Thrown      +09/+04      1d06+08        20/x2     Range: 20';AS: +2d


Draconic (Gold) Bloodline:  C/C/B Attack: 8/8 Daily
                           Breath Weapon: 1/1 Daily; Fire, 30' Cone
                                                     7d6 Damage
                                                     (Save DC 18)

Spells Available:
    * 0 Level (Unlimited Daily)    * 1st Level (8/8 Daily)
      * Detect Magic                 * Burning Hands
      * Disrupt Undead               * Mage Armor
      * Message                      * Magic Missile
      * Prestidigitation             * Protection from Evil
      * Ray of Frost                 * Ray of Enfeeblement
      * Read Magic
      * Touch of Fatigue

    * 2nd Level (4/6 Daily)        * 3rd Level (4/4 Daily)
      * Glitterdust                  * Fireball
      * Resist Energy                * Fly
      * Scorching Ray
[/sblock]

~~~~~

[sblock=Background/Appearance/Personality]
Niamh was born to a human mother in the capital city of Katapesh. Her father is an Elven Bard, traveling through the desert country on his way to the Mwangi Expanse. He never returned. She was a beautiful child, but headstrong and quite the wild one. As she entered her teen years her rebellious nature led her to the Nightstalls, where she quickly fell in with an unsavory crowd. Her mother, a mild mannered clerk for the city, despaired of ever regaining control of her wayward child and finally put Niamh in a local monastery dedicated to the Dawnflower. To everyone's surprise - especially her own - Niamh prospered there. The monastic structure and meditation taught by the monks pierced her unruly surface and struck a cord, awakening a calmly disciplined inner nature. Still, after only a few years there Niamh became restless, certain that there was something more in store for her life. She bid fairwell to the monks and set out on a journey of self discovery.

High in the mountains of northern Katapesh, she came across an old man living alone in a cave. Something about him captivated her, and she began a conversation that ended up lasting seven years. Twice during her stay there her inner nature stretched and roused; the first time the Dragon magic in her blood made itself known, and the second it was the Draconic blood in truth. Once he had taught her all he could, the old man disappeared; Niamh left the cave and resumed her walkabout. She's been travelling the Inner Sea region for the last six years, spreading the word of Sarenrae and fighting evil as she finds it, making friends and enemies, and perfecting her art.

Physically, Niamh is imposing. Six feet tall and quite muscular, she is strikingly beautiful. She keeps her jet black hair pulled back in a short tail, and tawny gold eyes glint from a deeply tanned face. She dresses in simple Monk's robes and carries all of her worldly possessions in the pack on her back. She carries a short spear as though it is a part of her - an extension of her self - and it serves its purpose well whether in combat or in hunting.

But even more imposing than her looks is the force of her personality. Quite unconsciously, she radiates power and others find her very imposing - scary even. This is sometimes a source of distress for her. Though frequently useful, it blinds others to her good nature and sensitive heart and makes it very difficult for her to make friends.

On one occasion, she met a fellow who was not intimidated by her at all - likely he was too distracted to notice her fearsome aspect. A halfling, a clock maker by trade, Niamh came across him in the Puddles District in Absalom. Herbert had gotten lost while trying to find a client's home, wandered into the wrong part of town and ended up - Niamh thought - in trouble. Accosted by a group of local thugs, it seemed that he was done for. Niamh stepped in and 'rescued' him, showing him out of the district and escorting him to his client's home. After his business was completed, the two of them had a drink at a local inn. After a pleasant couple of hours of conversation, the two bid each other adieu and went their separate ways . . .
[/sblock]

[sblock=Daily Practice]Niamh casts an Extended Mage Armor each morning on waking, and again when the first expires.[/sblock]
 
Last edited:


Maidhc O Casain

Na Bith Mo Riocht Tá!
Background's up - Niamh's ready to go.

Grufflehead, I put a reference to Herbert in there - let me know if it suits you, or if I need to make some changes.
 


Shayuri

First Post
[sblock=Triessa Elrich; Summoner]Name: Triessa Elrich
Race: Human
Class/Level: Summoner 10
Exp: 75,000

Desc: Pending

Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 12
Intelligence (INT) 16
Wisdom (WIS) 12
Charisma (CHA) 24

Alignment: Neutral
AC: 23 (10 + 3 dex + 7 Armor + 2 deflection + 1 dodge)
Hit Points: 59
Movement: 30'

Base Attack Bonus: +7
Init: +7
Melee Attack: +7
Ranged Attack: +10
Fort: +7
Reflex: +9
Will: +11

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Cantrips
Eidolon (Conjure Szare, takes 1 min, dismiss as std)
Life Link (Use HP to sustain Szare, 50% farther than 100', 25% HP farther than 1000')
Summon Monster I - V (any one of them, 10x per day)
Bond Senses (10 rounds/day)
Shield Ally (eidolon grants +2 AC (shield) and saves to caster while within reach)
Maker's Call (eidolon Dimension Doors to caster 2/day)
Transposition (Caster can swap locations with eidolon when using Maker's Call)
Aspect (Caster can divert 2 evolution points from eidolon to self when allocating EP)

Skills: 2+Int (50)
Knowledge: Arcana +16 (10 ranks + 3 class + 3 int)
Knowledge: Planes +16 (10 ranks + 3 class + 3 int)
Linguistics +11 (5 ranks + 3 class + 3 int)
Ride +11 (5 ranks + 3 class + 3 int)
Spellcraft +16 (10 ranks + 3 class + 3 int)
Use Magic Device +20 (10 ranks + 3 class + 7 cha)

Feats
1 Spell Focus: Conjuration
1 Eschew Materials
3 Augmented Summons
5 Dodge
7 Improved Initiative
9 Arcane Strike

Languages - Common, Celestial, Abyssal, Infernal, Aklo, Aquan, Auran, Ignan, Terran

Spellcasting (Summoner CL 10, DC 17+lvl)
1 - 7/7, 2 - 6/6, 3 - 5/5, 4 - 2/2

0 - Message, Mage Hand, Detect Magic, Light, Mending, Acid Splash
1 - Shield, Unseen Servant, ?, Protection from Evil, Feather Fall
2 - Alter Self, Barkskin, Glitterdust, Invisibility, Phantom Steed
3 - Black Tentacles, Protection from Energy, Dimension Door, Dispel Magic
4 - Wall of Stone, Hold Monster

Money - 113

Weapons -
Quarterstaff, +7, 1d6 dmg, 20 x3, 4lbs
Dagger, +7, 1d4 dmg, 19-20 x2, 1lb, 1gp
Light Crossbow, +10, 1d8 dmg, 19-20 x2, 4lbs, 35gp
- Bolts (10), 1lb, 1gp

Armour -
+3 Glamered Mithril Chain Shirt, +7AC, 10lbs, 12800

Gear -
- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money

Magic -
Cloak of Charisma +4, 16000
Ring of Protection +2, 8000
Vest of Resistance +3, 9000
Survival Pouch, 3300
Wand of Cure Light Wounds (50/50), 750

[sblock=EIDOLON]
Szare the Sly (Serpent of Many Names)
Neutral Small outsider (Eidolon)
Init +5
Senses darkvision 60 ft., Scent

DEFENSE
AC 28, touch 17, flat-footed 22 (+6 Dex, +10 natural, +1 dodge, +1 size)
hp 63 (9d10+9)
Fort +6, Ref +12, Will +8
DR 5/lawful; SR 21

OFFENSE
Speed 20', climb 20', fly (perfect) 40'
Melee: Bite +16, 1d4+1; Tail slap +11, 1d4+1

STATISTICS
Str 12, Dex 22, Con 12, Int 8, Wis 10, Cha 11

Base Atk +9; CMB +9; CMD
Feats Dodge, Iron Will, Vital Strike, Weapon Finesse, Great Fortitude

Skills 45
Fly +16 (0 ranks + 6 Dex + 8 manueverability + 2 size)
Intimidate +12 (9 ranks + 3 class)
Knowledge: Planes +11 (9 ranks +3 class - 1 int)
Perception +12 (9 ranks + 3 class)
Sense Motive +12 (9 ranks + 3 class)
Stealth +22 (9 ranks + 6 Dex + 3 class + 4 size)

Languages
Common

SPECIAL ABILITIES
Link, Share Spells, Evasion, Devotion, Multiattack

EVOLUTIONS 14
Bite (Free)
Climb (Free)
Tail (Free)
Tail Slap (Free)
Spell Resistance (21), 4
Damage Reduction (5/evil), 3
Magic Attacks (Magic, Good), 1
Flight (Wingless) +20', 5
Scent, 1[/sblock][/sblock]
 
Last edited:

Shayuri

First Post
Mowgli, neato character! I think there's a slight math error though. The stats there suggest a Sorceror caster level of 7...when in fact it's 6. Your spells known and spells per day are consistent with a caster level of 7...

...but Dragon Disciples don't get a sorceror caster level at 1st level. Levels 2 through 4 do, however. So adding those 3 levels to your 3 Sorceror levels gives you level 6. It's confusing, because the Blood of the Dragon ability gives you the Sorceror class abilities at a 1 to 1 basis...but the caster levels still skip a few as shown. So your sorceror class goodies will actually be ahead of your spellcasting power with Dragon Disciple. Just one level though, happily.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Thanks, Shayuri! I'll definitely look at that. I used HeroLab for the complicated stuff, but I actually caught a couple of errors the program made during my conversion to ENWorld format.

I'm anxious to see how the Summoner plays out - that's probably the new 'official' class I'm most curious about.
 

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