ethandrew
First Post
So here's the brief meat to the character. I need to flesh out background, finish equipment and such. Questions, comments, concerns?
[sblock=Roguish Character]Roguish Character
Roguish Character
Chaotic Neutral Male Changeling Rogue 7 | Fighter 2 | Warshaper 4 | Nightsong Enforcer 7
Patron Deity: TBD
Starting Region: TBD
EXP: 0
Strength 12 (+1) [10 base] - [2 racial] + [4 class]
Dexterity 32 (+12) [17 base] + [2 racial] + [5 LA] + [6 enhancement] + 4 [insight]
Constitution 26 (+8) [14 base] - [2 racial] + [4 class] + [6 enhancement] + 4 [insight]
Intelligence 16 (+3) [12 base] + [2 racial]
Wisdom 8 (-1) [10 base] - [2 racial]
Charisma 13 (+1) [11 base] + [2 racial]
Size: Medium
Age: ??
Height: ?’?”
Weight: ?? lb
Eyes: ??
Hair: ??
Skin: ??
[sblock=Appearance]...[/sblock]
Total Hit Points: 310
Speed: 30 feet
Armor Class: 39 = 10 + 8 [Armor] + 5 [Natural Armor] + 5 [ring] + 11 [dexterity]
Touch AC: 31
Flat-footed: 39
Initiative modifier: + 11 = + 11 [dexterity]
Fortitude save: + 24 = 11 [base] + 8 [constitution] + 5 [magic]
Reflex save: + 29 = 11 [base] + 11 [dexterity] + 5 [magic] + 2 [magic]
Will save: + 13 = 5 [base] - 1 [wisdom] + 5 [magic] + 4 [magic]
Attack (Natural): + 33 = 17 [base] + 11 [dexterity] + 5 [Amulet of Natural Fists]
Attack (missile): + 28 = 17 [base] + 11 [dexterity]
Grapple check: + 18 = 17 [base] + 1 [strength]
[sblock=Special]Sneak Attack: 9d6 (7d6 [class] + 2d6 [magic])
Trapfinding
Evasion
Trapsense: +2
Uncanny Dodge
Morphic Immunities: Immune to Stunning and Critical Hits
Morphic Weapons: As a move action, can grow natural weapons, dealing damage appropriate to form’s size
Morphic Body: +4 to Strength and +4 to Constitution
Morphic Healing: Grants Fast Healing 2. As a full-round action, success on a Concentration Check (DC equal to total damage sustained), it heals 10 damage.
Teamwork: Gains a +20 circumstance bonus on listen and spot checks to hear and see allies.
Agility Training: Reduces ACP on light armor by 2 (to a minimum of 0).
Skill Teamwork: +4 competence bonus to all allies within 30’ on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks.
Flanking Teamwork: When Nightsong Enforcer flanks an opponent, the enforcer and all other allies who threaten the opponent get an additional +1 circumstance bonus on their attack rolls (in addition to normal flanking bonus).
Opportunist: Once per round, can make an attack of opportunity against an opponent who has just been injured in melee by another character.[/sblock]
Weapon proficiency: all simple weapons, all types of armor (light, medium, and heavy), shields (except tower shields).
Languages: Common, Elven, Abyssal, Celestial, Infernal, Goblin, Undercommon, Draconic, Auran, Aquan, Ignan, Terran, Dwarven, Sylvan
+5 Blurstrike Deadly Precision Wounding Sickle [1d4 + 6 + 1 Con crit x2]
Full Attack: +32/+32/+27/+27/+22/+22/+17 1d4 + 6 + 1 Con damage x2
Full Attack if Flanking: +37/+37/+32/+32/+27/+27/+22 1d4 + 6 + 1 Con Damage + 9d6
[sblock=Feats]1st: Two Weapon Fighting (PHB)
3rd: Weapon Finesse (PHB)
6th: Combat Reflexes (PHB)
8th: Improved Two Weapon Fighting (Fighter) (PHB)
9th: Weapon Focus (Sickle) (Fighter) (PHB)
9th: Vexing Flanker (PHB 2)
12th: Adaptable Flanker (PHB 2)
15th: Greater Two Weapon Fighting (PHB)
18th: Disembowling Strike (CS)[/sblock]
[sblock=Skills]Appraise + 3 = + 3 [Int]
Balance + 11 = + 11 [Dex]
Bluff + 13 = + 10 [ranks] + 1 [Cha] + 2 [racial]
Climb + 1 = + 1 [Str]
Concentration + 8 = + 8 [Con]
Craft +3= + 3 [Int]
Diplomacy + 5 = + 1 [Cha] + 4 [synergy]
Disable Device + 20 = + 17 [ranks] + 3 [Int]
Disguise + 34 = + 21 [ranks] + 1 [Cha] + 2 [synergy] + 10 [racial]
Escape Artist + 32 = + 21 [ranks] + 11 [Dex]
Forgery + 3 = + 3 [Int]
Gather Information + 13 = + 10 [ranks] + 1 [Cha] + 2 [racial]
Heal – 1 = - 1 [Wis]
Hide + 30 = + 17 [ranks] + 11 [Dex] + 2 [magic]
Intimidate + 3 = + 1 [Cha] + 2 [synergy]
Jump + 1 = + 1 [Str]
Listen - 1 = - 1 [Wis]
Move Silently + 30 = + 17 [ranks] + 11 [Dex] + 2 [magic]
Ride + 13 = + 2 [ranks] + 11 [Dex]
Search +20 = + 17 [ranks] + 3 [Int]
Spot + 9 = - 1 [Wis] + 9 [Magic]
Sense Motive + 13 = + 10 [ranks] - 1 [Wis] + 2 [racial] + 2 [synergy]
Speak Language = 14 Languages Learned
Survival - 1 = - 1 [Wis]
Swim + 1 = + 1 [Str]
Use Magic Device + 13 = + 10 [ranks] + 2 [CC ranks] + 1 [Cha]
Use Rope + 11 = + 11 [Dex][/sblock]
[sblock=Level Advancement][/sblock]
[sblock=Changeling]-2 STR, +2 DEX, -2 CON, +2 INT, -2 WIS, +2 CHA
Medium: As Medium creatures, Changelings have no special bonuses or penalties due to their size.
Subtype: Humanoid (shapechanger)
Changling base land speed is 30 feet.
Darkvision 60ft
+2 racial bonus on bluff, gather information, and sense motive checks.
+2 racial bonus on will saves against mind influencing effects.
-2 racial penalty on will saves against the insanity spell (or any similar spell or effect).
Cold iron susceptibility: a changeling takes an additional 1 point of damage from a cold iron weapon. In addition, they take a -1 penalty on attack and damage rolls with cold iron weapons.
Immunity to sleep
Minor Change Shape (su): a changeling can alter their features to gain a +10 racial bonus on disguise checks. This works exactly like a disguise self spell, except the changeling cannot change clothing or equipment. It is a transmutation effect.
Natural Linguist (ex): speak language is always a class skill for changelings.
Automatic Language: Common and one other Bonus Languages: Any.
Favored Class: Bard or Rogue[/sblock]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
[sblock=Equipment]
Starting gold: 1,000,000 gp.
Weapon 12 gp 8 lb.
Armor 50 gp 30 lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Rations, trail (7) 35 sp 7 lb.
Waterskin 1 gp 4 lb.
Flint and steel 1 gp
Potion of Remove Fear 50 gp.
Spell component pouch 5 gp 2 lb.
Scroll of Close Wounds (Sc) (regional bonus)
Scroll of Dark Way (Sc) (regional bonus)
_____
Total: 158 gp 1 sp / 70 lb (heavy encumbrance for str 10)
On person: 41 gp 7 sp 20 cp
[/sblock]
[sblock=Background]…[/sblock]
Amulet of Health +6 NA +5 86.000gp
Rogue's Vest of Resistance +5 43.000gp
Gloves of Dexterity +6 36.000gp
Manual of Quickness of Action +4 111.000gp
Manual of Bodily Health +4 111.000gp
Death Strike Bracers of Armor +8 69.000gp
Ring of Protection +5 50.000gp
Ring of Sustenance 2.500gp
Greater Truedeath Crystal x2 20.000gp
Greater Demolition Crystal x2 12.000gp
Greater Fiendslayer Crystal x2 10.000gp
Crystal Mask of Mindarmor Third Eye Aware 20.000gp
Silkslick Belt of Healing 2.750gp
Wand of lesser Vigor x 5 3.750gp
+5 Blurstrike - Deadly Precision - Wounding Sickle x2 400.000gp
Left Over 23.000gp
[/sblock]
[sblock=Roguish Character]Roguish Character
Roguish Character
Chaotic Neutral Male Changeling Rogue 7 | Fighter 2 | Warshaper 4 | Nightsong Enforcer 7
Patron Deity: TBD
Starting Region: TBD
EXP: 0
Strength 12 (+1) [10 base] - [2 racial] + [4 class]
Dexterity 32 (+12) [17 base] + [2 racial] + [5 LA] + [6 enhancement] + 4 [insight]
Constitution 26 (+8) [14 base] - [2 racial] + [4 class] + [6 enhancement] + 4 [insight]
Intelligence 16 (+3) [12 base] + [2 racial]
Wisdom 8 (-1) [10 base] - [2 racial]
Charisma 13 (+1) [11 base] + [2 racial]
Size: Medium
Age: ??
Height: ?’?”
Weight: ?? lb
Eyes: ??
Hair: ??
Skin: ??
[sblock=Appearance]...[/sblock]
Total Hit Points: 310
Speed: 30 feet
Armor Class: 39 = 10 + 8 [Armor] + 5 [Natural Armor] + 5 [ring] + 11 [dexterity]
Touch AC: 31
Flat-footed: 39
Initiative modifier: + 11 = + 11 [dexterity]
Fortitude save: + 24 = 11 [base] + 8 [constitution] + 5 [magic]
Reflex save: + 29 = 11 [base] + 11 [dexterity] + 5 [magic] + 2 [magic]
Will save: + 13 = 5 [base] - 1 [wisdom] + 5 [magic] + 4 [magic]
Attack (Natural): + 33 = 17 [base] + 11 [dexterity] + 5 [Amulet of Natural Fists]
Attack (missile): + 28 = 17 [base] + 11 [dexterity]
Grapple check: + 18 = 17 [base] + 1 [strength]
[sblock=Special]Sneak Attack: 9d6 (7d6 [class] + 2d6 [magic])
Trapfinding
Evasion
Trapsense: +2
Uncanny Dodge
Morphic Immunities: Immune to Stunning and Critical Hits
Morphic Weapons: As a move action, can grow natural weapons, dealing damage appropriate to form’s size
Morphic Body: +4 to Strength and +4 to Constitution
Morphic Healing: Grants Fast Healing 2. As a full-round action, success on a Concentration Check (DC equal to total damage sustained), it heals 10 damage.
Teamwork: Gains a +20 circumstance bonus on listen and spot checks to hear and see allies.
Agility Training: Reduces ACP on light armor by 2 (to a minimum of 0).
Skill Teamwork: +4 competence bonus to all allies within 30’ on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks.
Flanking Teamwork: When Nightsong Enforcer flanks an opponent, the enforcer and all other allies who threaten the opponent get an additional +1 circumstance bonus on their attack rolls (in addition to normal flanking bonus).
Opportunist: Once per round, can make an attack of opportunity against an opponent who has just been injured in melee by another character.[/sblock]
Weapon proficiency: all simple weapons, all types of armor (light, medium, and heavy), shields (except tower shields).
Languages: Common, Elven, Abyssal, Celestial, Infernal, Goblin, Undercommon, Draconic, Auran, Aquan, Ignan, Terran, Dwarven, Sylvan
+5 Blurstrike Deadly Precision Wounding Sickle [1d4 + 6 + 1 Con crit x2]
Full Attack: +32/+32/+27/+27/+22/+22/+17 1d4 + 6 + 1 Con damage x2
Full Attack if Flanking: +37/+37/+32/+32/+27/+27/+22 1d4 + 6 + 1 Con Damage + 9d6
[sblock=Feats]1st: Two Weapon Fighting (PHB)
3rd: Weapon Finesse (PHB)
6th: Combat Reflexes (PHB)
8th: Improved Two Weapon Fighting (Fighter) (PHB)
9th: Weapon Focus (Sickle) (Fighter) (PHB)
9th: Vexing Flanker (PHB 2)
12th: Adaptable Flanker (PHB 2)
15th: Greater Two Weapon Fighting (PHB)
18th: Disembowling Strike (CS)[/sblock]
[sblock=Skills]Appraise + 3 = + 3 [Int]
Balance + 11 = + 11 [Dex]
Bluff + 13 = + 10 [ranks] + 1 [Cha] + 2 [racial]
Climb + 1 = + 1 [Str]
Concentration + 8 = + 8 [Con]
Craft +3= + 3 [Int]
Diplomacy + 5 = + 1 [Cha] + 4 [synergy]
Disable Device + 20 = + 17 [ranks] + 3 [Int]
Disguise + 34 = + 21 [ranks] + 1 [Cha] + 2 [synergy] + 10 [racial]
Escape Artist + 32 = + 21 [ranks] + 11 [Dex]
Forgery + 3 = + 3 [Int]
Gather Information + 13 = + 10 [ranks] + 1 [Cha] + 2 [racial]
Heal – 1 = - 1 [Wis]
Hide + 30 = + 17 [ranks] + 11 [Dex] + 2 [magic]
Intimidate + 3 = + 1 [Cha] + 2 [synergy]
Jump + 1 = + 1 [Str]
Listen - 1 = - 1 [Wis]
Move Silently + 30 = + 17 [ranks] + 11 [Dex] + 2 [magic]
Ride + 13 = + 2 [ranks] + 11 [Dex]
Search +20 = + 17 [ranks] + 3 [Int]
Spot + 9 = - 1 [Wis] + 9 [Magic]
Sense Motive + 13 = + 10 [ranks] - 1 [Wis] + 2 [racial] + 2 [synergy]
Speak Language = 14 Languages Learned
Survival - 1 = - 1 [Wis]
Swim + 1 = + 1 [Str]
Use Magic Device + 13 = + 10 [ranks] + 2 [CC ranks] + 1 [Cha]
Use Rope + 11 = + 11 [Dex][/sblock]
[sblock=Level Advancement][/sblock]
[sblock=Changeling]-2 STR, +2 DEX, -2 CON, +2 INT, -2 WIS, +2 CHA
Medium: As Medium creatures, Changelings have no special bonuses or penalties due to their size.
Subtype: Humanoid (shapechanger)
Changling base land speed is 30 feet.
Darkvision 60ft
+2 racial bonus on bluff, gather information, and sense motive checks.
+2 racial bonus on will saves against mind influencing effects.
-2 racial penalty on will saves against the insanity spell (or any similar spell or effect).
Cold iron susceptibility: a changeling takes an additional 1 point of damage from a cold iron weapon. In addition, they take a -1 penalty on attack and damage rolls with cold iron weapons.
Immunity to sleep
Minor Change Shape (su): a changeling can alter their features to gain a +10 racial bonus on disguise checks. This works exactly like a disguise self spell, except the changeling cannot change clothing or equipment. It is a transmutation effect.
Natural Linguist (ex): speak language is always a class skill for changelings.
Automatic Language: Common and one other Bonus Languages: Any.
Favored Class: Bard or Rogue[/sblock]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
[sblock=Equipment]
Starting gold: 1,000,000 gp.
Weapon 12 gp 8 lb.
Armor 50 gp 30 lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Rations, trail (7) 35 sp 7 lb.
Waterskin 1 gp 4 lb.
Flint and steel 1 gp
Potion of Remove Fear 50 gp.
Spell component pouch 5 gp 2 lb.
Scroll of Close Wounds (Sc) (regional bonus)
Scroll of Dark Way (Sc) (regional bonus)
_____
Total: 158 gp 1 sp / 70 lb (heavy encumbrance for str 10)
On person: 41 gp 7 sp 20 cp
[/sblock]
[sblock=Background]…[/sblock]
Amulet of Health +6 NA +5 86.000gp
Rogue's Vest of Resistance +5 43.000gp
Gloves of Dexterity +6 36.000gp
Manual of Quickness of Action +4 111.000gp
Manual of Bodily Health +4 111.000gp
Death Strike Bracers of Armor +8 69.000gp
Ring of Protection +5 50.000gp
Ring of Sustenance 2.500gp
Greater Truedeath Crystal x2 20.000gp
Greater Demolition Crystal x2 12.000gp
Greater Fiendslayer Crystal x2 10.000gp
Crystal Mask of Mindarmor Third Eye Aware 20.000gp
Silkslick Belt of Healing 2.750gp
Wand of lesser Vigor x 5 3.750gp
+5 Blurstrike - Deadly Precision - Wounding Sickle x2 400.000gp
Left Over 23.000gp
[/sblock]
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