Maure Castle

-SIN-

First Post
Your 25 point buy....

I take it the stats default is 10 (some use 12??), and that this is excluding the 3 bonus points to my ability scores due to being 12th lvl (1 evry 4 isn't it?)...

Another thing - Action points, are you using them??
 

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Rhun

First Post
-SIN- said:
Your 25 point buy....

I take it the stats default is 10 (some use 12??), and that this is excluding the 3 bonus points to my ability scores due to being 12th lvl (1 evry 4 isn't it?)...


FYI, stat default is generally "8" with point buy. I'm sure that is what Airwalkrr meant. You wil then have your 3 level increases to add in after that.
 

-SIN-

First Post
Rhun said:
FYI, stat default is generally "8" with point buy. I'm sure that is what Airwalkrr meant. You wil then have your 3 level increases to add in after that.


OK, cool. I'll start building now, should have a complete build by tonight.

Will be Rogue 5/Monk 7. AKA a Skill Monster!

Questions....

Will you be allowing flurry of blows to be used in co-operation with sneak attacks? i.e any attacks against flat-footed/flanked opponents do unarmed damage + 3d6 (lvl 5 rog)? (with the option of dealing nonlethal dam)

Can I buy ANYTHING (magical) with the 88k? (from the DMG - excluding art/rel/wond items)

Uncanny dodge (Rogue) lets me keep my dex bonus even when flat footed. Monks get a wis bonus to AC which applies to flat footed & touch. Do they work in conjunction? Meaning I can't get caught flat-footed (in terms of AC), and I would still gain my wis AC bonus against touch attacks (alongside dex bonus as usual)? (so for f/footed AND touch I get Dex & Wis?)
 
Last edited:

-SIN-

First Post
I used a character gen for this as I'm at work still!! (http://www.pathguy.com/cg35.htm) AND as far as I can tell - It worked fine.....

Haradras...

[sblock]
Name: Haradras
Male Halfling Rogue 5 / Monk 7
Lawful Neutral

Strength 10 (+0) Size: Small
Dexterity 18 (+4) Height: 3' 4"
Constitution 10 (+0) Weight: 37 lb
Intelligence 10 (+0) Skin: Tan
Wisdom 17 (+3) Eyes: Gray
Charisma 9 (-1) Hair: None (Shaven)


Hit Points: 48
Speed: 40 feet [monk]

Armor Class: 19 = 10 +4 [dexterity] +3 [wisdom] +1 [monk level] +1 [small]
Touch AC: 19
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]

Fortitude save: +7 = 6 [base] +1 [halfling]
Reflex save: +14 = 9 [base] +4 [dexterity] +1 [halfling]
Will save: +10 = 6 [base] +3 [wisdom] +1 [halfling]


Attack (unarmed): +9/+4 = 8 [base] +1 [small]

Flurry of Blows: +8/+8

Attack (missile): +13/+8 = 8 [base] +4 [dexterity] +1 [small]

Grapple check: +4/+-1 = 8 [base] -4 [small]

Languages: Common Halfling

Unarmed Damage: 1d6



Feats:

Improved Trip [monk]
Combat Reflexes [monk]
Dodge
Mobility
Spring Attack
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Stealthy



Appraise Int 6 = +0 +6
Balance Dex* 8 = +4 +4
Bluff Cha 1 = -1 +2
Climb Str* 7 = +0 +5 +2 [halfling]
Concentration Con 4 = +0 +4
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Decipher Script Int 4 = +0 +4
Diplomacy Cha -1 = -1
Disable Device Int 7 = +0 +7
Disguise Cha -1 = -1
Escape Artist Dex* 4 = +4
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 3 = +3
Hide Dex* 18 = +4 +8 +4 [small] +2 [stealthy]
Intimidate Cha -1 = -1
Jump Str* 10 = +0 +4 +2 [halfling] +4 [speed 40]
Knowledge (arcana) Int 4 = +0 +4
Knowledge (local) Int 4 = +0 +4
Knowledge (religion) Int 4 = +0 +4
Listen Wis 9 = +3 +4 +2 [halfling]
Move Silently Dex* 16 = +4 +8 +2 [halfling] +2 [stealthy]
Open Lock Dex 10 = +4 +6
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 4 = +4
Search Int 7 = +0 +7
Sense Motive Wis 3 = +3
Spot Wis 10 = +3 +7
Survival Wis 3 = +3
Swim Str** 0 = +0
Tumble Dex* 8 = +4 +4
Use Rope Dex 4 = +4

* = check penalty for wearing armor

Search >=5 ranks gives +2 on survival checks while tracking.

Halfling:

+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)

Monk:

AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Evasion (level 2)
Fast Movement (already included)
Bonus Feats (levels 1, 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)


Rogue:

Sneak Attack (+3d6)
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)


Equipment:


2 lb Backpack
1 lb Bedroll
2 lb Caltrops
- lb Chalk
- lb Flint and steel
1 lb Mirror
2 lb Oil flasks x2
1 lb Pouch x1
1 lb Rations (1 day) x2
5 lb Rope (50', silk) x1
1 lb Sacks x1
2 lb Torches x2
1 lb Waterskins x1
1 lb Holy symbol (silver)
- lb Magnifying glass
1 lb Thieves' tools

21 lb Total

(Light load: 25 lb. or less, Medium load: 26-50 lb., Heavy load: 50-75 lb., Lift over head: 75 lb., Lift off ground: 150 lb., Push or drag: 375 lb.)


Will add more in a while...

[/sblock]
 

airwalkrr

Adventurer
-SIN- said:
Your 25 point buy....

I take it the stats default is 10 (some use 12??), and that this is excluding the 3 bonus points to my ability scores due to being 12th lvl (1 evry 4 isn't it?)...

Another thing - Action points, are you using them??

Use the point buy rules found in the DMG. Begin at 8, 1 for 1 up to 14, 2 for 1 up to 16, 3 for 1 up to 18. And no, you do not count the bonus ability score boosts from 4th, 8th, and 12th.

Not using action points.
 

airwalkrr

Adventurer
-SIN- said:
OK, cool. I'll start building now, should have a complete build by tonight.

Will be Rogue 5/Monk 7. AKA a Skill Monster!

Questions....

Will you be allowing flurry of blows to be used in co-operation with sneak attacks? i.e any attacks against flat-footed/flanked opponents do unarmed damage + 3d6 (lvl 5 rog)? (with the option of dealing nonlethal dam)

I see no reason why not. It is allowed according to the rules.

-SIN- said:
Can I buy ANYTHING (magical) with the 88k? (from the DMG - excluding art/rel/wond items)

Why do you ask? You cannot create your own magic items if that is what you are wondering. You must choose from items in the DMG.

-SIN- said:
Uncanny dodge (Rogue) lets me keep my dex bonus even when flat footed. Monks get a wis bonus to AC which applies to flat footed & touch. Do they work in conjunction? Meaning I can't get caught flat-footed (in terms of AC), and I would still gain my wis AC bonus against touch attacks (alongside dex bonus as usual)? (so for f/footed AND touch I get Dex & Wis?)

Yes, that is how it works.
 

airwalkrr

Adventurer
-SIN- said:
I used a character gen for this as I'm at work still!! (http://www.pathguy.com/cg35.htm) AND as far as I can tell - It worked fine.....

Haradras...

[sblock]
Name: Haradras
Male Halfling Rogue 5 / Monk 7
Lawful Neutral

Strength 10 (+0) Size: Small
Dexterity 18 (+4) Height: 3' 4"
Constitution 10 (+0) Weight: 37 lb
Intelligence 10 (+0) Skin: Tan
Wisdom 17 (+3) Eyes: Gray
Charisma 9 (-1) Hair: None (Shaven)


Hit Points: 48
Speed: 40 feet [monk]

Armor Class: 19 = 10 +4 [dexterity] +3 [wisdom] +1 [monk level] +1 [small]
Touch AC: 19
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]

Fortitude save: +7 = 6 [base] +1 [halfling]
Reflex save: +14 = 9 [base] +4 [dexterity] +1 [halfling]
Will save: +10 = 6 [base] +3 [wisdom] +1 [halfling]


Attack (unarmed): +9/+4 = 8 [base] +1 [small]

Flurry of Blows: +8/+8

Attack (missile): +13/+8 = 8 [base] +4 [dexterity] +1 [small]

Grapple check: +4/+-1 = 8 [base] -4 [small]

Languages: Common Halfling

Unarmed Damage: 1d6



Feats:

Improved Trip [monk]
Combat Reflexes [monk]
Dodge
Mobility
Spring Attack
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Stealthy



Appraise Int 6 = +0 +6
Balance Dex* 8 = +4 +4
Bluff Cha 1 = -1 +2
Climb Str* 7 = +0 +5 +2 [halfling]
Concentration Con 4 = +0 +4
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Decipher Script Int 4 = +0 +4
Diplomacy Cha -1 = -1
Disable Device Int 7 = +0 +7
Disguise Cha -1 = -1
Escape Artist Dex* 4 = +4
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 3 = +3
Hide Dex* 18 = +4 +8 +4 [small] +2 [stealthy]
Intimidate Cha -1 = -1
Jump Str* 10 = +0 +4 +2 [halfling] +4 [speed 40]
Knowledge (arcana) Int 4 = +0 +4
Knowledge (local) Int 4 = +0 +4
Knowledge (religion) Int 4 = +0 +4
Listen Wis 9 = +3 +4 +2 [halfling]
Move Silently Dex* 16 = +4 +8 +2 [halfling] +2 [stealthy]
Open Lock Dex 10 = +4 +6
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 4 = +4
Search Int 7 = +0 +7
Sense Motive Wis 3 = +3
Spot Wis 10 = +3 +7
Survival Wis 3 = +3
Swim Str** 0 = +0
Tumble Dex* 8 = +4 +4
Use Rope Dex 4 = +4

* = check penalty for wearing armor

Search >=5 ranks gives +2 on survival checks while tracking.

Halfling:

+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)

Monk:

AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Evasion (level 2)
Fast Movement (already included)
Bonus Feats (levels 1, 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)


Rogue:

Sneak Attack (+3d6)
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)


Equipment:


2 lb Backpack
1 lb Bedroll
2 lb Caltrops
- lb Chalk
- lb Flint and steel
1 lb Mirror
2 lb Oil flasks x2
1 lb Pouch x1
1 lb Rations (1 day) x2
5 lb Rope (50', silk) x1
1 lb Sacks x1
2 lb Torches x2
1 lb Waterskins x1
1 lb Holy symbol (silver)
- lb Magnifying glass
1 lb Thieves' tools

21 lb Total

(Light load: 25 lb. or less, Medium load: 26-50 lb., Heavy load: 50-75 lb., Lift over head: 75 lb., Lift off ground: 150 lb., Push or drag: 375 lb.)


Will add more in a while...

[/sblock]

Just a thought, but you might want to consider purchasing bracers of armor to up your armor class. 19 is a bit low for 12th level.
 

Steve Gorak

Adventurer
OK, here's a first unformatted draft. The follower will be a spiked chain wielding thiefling rogye/fighter.

[sblock]Gimlak
Male Dwarf Cleric 7 / Thaumaturgist 5
Lawful Neutral
Deity: Dumathoin

Strength 12 (+1)
Dexterity 9 (-1)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 21 (+3)
17 base +4 periapt
Charisma 10 (+0)

Size: Medium
Height: 4' 2"
Weight: 165 lb
Skin: Tan
Eyes: Green
Hair: White; Wavy; Thick Beard / Hirsute


Domains: Knowledge and protection
Energy: Positive [Healing / Turns Undead]

Total Hit Points: 93

Speed: 30 feet
(20base +10 boots)

Armor Class: 28 = 10 +12 [+4full plate] +5 [heavy shield] -1 [dexterity] +2 [deflection(ring)]

Touch AC: 11
Flat-footed: 28
ACP: -10
-6 full plate -2 heavy shield -2 medium load

Initiative modifier: +3 = -1 [dexterity] +4 [improved initiative]
Fortitude save: +12 = 6 [base] +3 [constitution] +3 [cloak of resistance]
Reflex save: +5 = 3 [base] -1 [dexterity] +3 [cloak of resistance]
Will save: +15 = 9 [base] +3 [wisdom] +3 [cloak of resistance]

Attack (handheld): +8/+3 = 7 [base] +1 [strength]
Attack (unarmed): +8/+3 = 7 [base] +1 [strength]
Attack (missile): +6/+1 = 7 [base] -1 [dexterity]
Grapple check: +8/+3 = 7 [base] +1 [strength]


Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.


Languages: Common, Dwarven, Draconic


Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
+4 Full plate armor [heavy; +12 AC; max dex +1; check penalty -6; 50 lb.]
+3 Heavy shield [+5 AC; check penalty -2; hardness 10; hp 5; 10 lb.]

Feats:

Combat Casting (level 1)
Spell Focus (conjuration) (level 3)
Improved Initiative (level 6)
Quickdraw (level 9)
Extra turning (level 12)
Augment Summoning feat (Thaumaturgist 2)

Traits:

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1
Balance Dex* -1 = -1
Bluff Cha 0 = +0
Climb Str* 1 = +1
Concentration Con 18 = +3 +15
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 15 = +0 +15
Disguise Cha 0 = +0
Escape Artist Dex* -1 = -1
Forgery Int 1 = +1
Gather Information Cha 0 = +0
Heal Wis 3 = +3
Hide Dex* -1 = -1
Intimidate Cha 0 = +0
Jump Str* -5 = +1 -6 [speed 20]
Knowledge (planes) Int 16 = +1 +15
Listen Wis 3 = +3
Move Silently Dex* -1 = -1

Ride Dex -1 = -1
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 1 = +1
Use Rope Dex -1 = -1

* = check penalty for wearing armor

Know Planes >=5 ranks gives +2 on survival checks on other planes.

Spells (21 wis) - Bonus domain spells not counted
Base--: (0)6 - (1)5 - (2)4 - (3)4 - (4)3 - (5)3 - (6)2
Wis 21: (0)0 - (1)2 - (2)1 - (3)1 - (4)1 - (5)1

Total: (0)6 - (1)7 - (2)5 - (3)5 - (4)4 - (5)4 - (6)2

Zero-level Cleric spells: 6 per day
Create Water, Detect Magic (2x), Mending, Purify Food and Drink, Detect poison

First-level Cleric spells: 7 per day:
Command, Detect Undead, Divine Favor, Protection from Evil, Summon Monster I (2x), comprehend languages

Second-level Cleric spells: 5 per day:
Find Traps, Silence, Spiritual Weapon, Zone of Truth, Consecrate


Third-level Cleric spells: 5 per day:
Daylight, Invisibility Purge, Magic Circle against Evil, Speak with Dead, Summon Monster III


Fourth-level Cleric spells: 4 per day:
Dimensional Anchor, Death Ward, Neutralize Poison, Summon Monster IV


Fifth-level Cleric spells: 4 per day:
Break Enchantment, Summon Monster V (3x)


Sixth-level Cleric spells: 2 per day:
Dispel Magic-Greater, Summon Monster VI



Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal

Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (3x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities

Taumathurgist
Hit dice d4
Slow increase in attack bonuses
Slow increase in fortitude saves
Slow increase in reflex saves
Fast increase in will saves
Base 2 skill points per level
No new armor proficiency
One bonus feat
Additional cleric spell levels: 5


Gimlak's Equipment:


65 lb
2 lb
3 lb
5 lb


1 lb

2 lb


1 lb

10 lb



1 lb
1 lb
1 lb
_____
92 lb Weapons / Armor / Shield (from above)
Backpack
Blanket, winter x1
Block and tackle
Bottle
Candle
Case (for map or scroll)
Chalk
Hammer
Ink vial
Ink pen
Mirror
Parchment sheets x5
Rations (1 day) x10
Sewing needle
Signal whistle
Signet ring
Soap
Vial (for ink or potions) x5
Whetstone


+3 heavy wooden shield 10 lb 8000 gp -2
+4 full plate (+12 AC) 50 lb 17650 gp -6

Boots of Striding and Springing (+10 speed, +5 jump checks) 1 lb 9000 gp

Periapt of wisdom +4 16000 gp
Ring of feather falling 2200 gp
Necklace of adaptation 9000 gp
Ring of protection +2 8000 gp


Cloak of resistance +3 1 lb 8000 gp

Planar cohort 9000 gp cost




86850 out of 88,000 gp

Weight carried: 62


Total


[sblock=cohort]
Kayla
Female Tiefling Monk 9
Lawful Neutral


Strength 16 (+3)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 16 (+2)
[14 base +2 periapt]
Charisma 7 (-2)

Size: Medium
Height: 5' 7"
Weight: 190 lb
Skin: Pale
Eyes: Black
Hair: Black; Straight

Total Hit Points: 57
Speed: 60 feet [monk]
Armor Class: 19 = 10 +2 [dexterity] +3 [wisdom] +2 [monk level] +2 [armor (bracers)]

Touch AC: 15
Flat-footed: 13
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]

Fortitude save: +7 = 6 [base] +1 [constitution]
Reflex save: +8 = 6 [base] +2 [dexterity]
Will save: +9 = 6 [base] +3 [wisdom]

Attack (handheld): +9/+4 = 6 [base] +3 [strength]

Attack (unarmed): +10/+5 = 6 [base] +3 [strength] +1 [weapon focus]
Flurry of Blows: +10/+10/+5 [includes strength modifier]

Attack (missile): +8/+3 = 6 [base] +2 [dexterity]
Grapple check: +9/+4 = 6 [base] +3 [strength]


Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.



Languages: Abyssal Common Draconic


Unarmed Damage: 2d6 +5 [+3 strength, +2 weapon specialisation]
Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]


Feats:
Improved Trip [monk]
Combat Reflexes
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Weapon Focus : Unarmed strike
Weapon specialisation: unarmed strike

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 4 = +2 +2 [tumble]
Bluff Cha 0 = -2 +2 [tiefling]
Climb Str* 3 = +3
Concentration Con 1 = +1
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 0 = -2 +2 [sense motive]
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha -2 = -2
Heal Wis 2 = +2
Hide Dex* 16 = +2 +12 +2 [tiefling]
Intimidate Cha -2 = -2
Jump Str* 17 = +3 +2 [tumble] +12 [speed 60]
Listen Wis 14 = +2 +12
Move Silently Dex* 14 = +2 +12
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex 2 = +2
Search Int 2 = +2
Sense Motive Wis 14 = +2 +12
Spot Wis 14 = +2 +12
Survival Wis 2 = +2
Swim Str** 3 = +3
Tumble Dex* 14 = +2 +12
Use Rope Dex 2 = +2

* = check penalty for wearing armor


Tiefling:
+2 dexterity, +2 intelligence, -2 charisma (already included)
+2 on listen and spot checks (already included)
Darkness once per day
Darkvision (see 60 feet in pitch-dark)
Cold, fire, & electricity resistance 5
"Native outsider." Check with your referee.
Level adjustment +1

Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Evasion (level 2)
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)


Class HP rolled
Level 1: Monk 8
Level 2: Monk 7
Level 3: Monk 8
Level 4: Monk 8 +1 to strength
Level 5: Monk 6
Level 6: Monk 4
Level 7: Monk 3
Level 8: Monk 2 +1 to strength
Level 9: Monk 2

Posessions:
Bracers of armor +2 4000 gp, 1 lb
Monk's belt 13000, 1 lb
Periapt of Wisdom +2, 4000gp
Clothing
[/sblock]
[/sblock]
 
Last edited:

-SIN-

First Post
Ok, nearly done...

[sblock]
Name: Haradras
Male Halfling Rogue 5 / Monk 7
Lawful Neutral

Strength 16 (+3) [Belt Of Giant Strength +6]
Dexterity 18 (+4)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 17 (+3)
Charisma 9 (-1)

Size: Small
Height: 3' 4"
Weight: 37 lb
Skin: Tan
Eyes: Gray
Hair: None (Shaven)

Hit Points: 48
Speed: 40 feet [monk]

Armor Class: 26 = 10 +4 [dexterity] +3 [wisdom] +1 [monk level] +1 [small] +7 [Bracers]
Touch AC: 26 [Bracers]
Flat-footed: 26 [uncanny dodge]

Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]

Fortitude save: +7 = 6 [base] +1 [halfling]
Reflex save: +14 = 9 [base] +4 [dexterity] +1 [halfling]
Will save: +10 = 6 [base] +3 [wisdom] +1 [halfling]


Attack (unarmed): +12/+7 = 8 [base] +1 [small] +3 [Strength]

Flurry of Blows: +11/+11 +3 [Strength]

Attack (missile): +13/+8 = 8 [base] +4 [dexterity] +1 [small]

Grapple check: +7/+-4 = 8 [base] -4 [small] +3 [Strength]


Languages: Common Halfling

Unarmed Damage: 1d6 + 3 [Str]



Feats:

Improved Trip [monk]
Combat Reflexes [monk]
Dodge
Mobility
Spring Attack
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Stealthy



Appraise Int 6 = +0 +6
Balance Dex* 8 = +4 +4
Bluff Cha 1 = -1 +2
Climb Str* 10 = +3 +5 +2 [halfling]
Concentration Con 4 = +0 +4
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Decipher Script Int 4 = +0 +4
Diplomacy Cha -1 = -1
Disable Device Int 7 = +0 +7
Disguise Cha -1 = -1
Escape Artist Dex* 4 = +4
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 3 = +3
Hide Dex* 18 = +4 +8 +4 [small] +2 [stealthy]
Intimidate Cha -1 = -1
Jump Str* 13 = +3 +4 +2 [halfling] +4 [speed 40]
Knowledge (arcana) Int 4 = +0 +4
Knowledge (local) Int 4 = +0 +4
Knowledge (religion) Int 4 = +0 +4
Listen Wis 9 = +3 +4 +2 [halfling]
Move Silently Dex* 16 = +4 +8 +2 [halfling] +2 [stealthy]
Open Lock Dex 10 = +4 +6
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 4 = +4
Search Int 7 = +0 +7
Sense Motive Wis 3 = +3
Spot Wis 10 = +3 +7
Survival Wis 3 = +3
Swim Str** 3 = +3
Tumble Dex* 8 = +4 +4
Use Rope Dex 4 = +4

* = check penalty for wearing armor

Search >=5 ranks gives +2 on survival checks while tracking.

Halfling:

+2 dexterity / -2 strength (already included)
Small (combat bonuses, +4 to hide already included)
+2 racial bonus on climb, jump, move silently
+1 racial bonus on all saving throws (already included)
+2 morale bonus on saves vs. fear (stacks with racial bonus)
+1 to hit with thrown weapons and slings
+2 racial bonus on listen checks (already included)

Monk:

AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Evasion (level 2)
Fast Movement (already included)
Bonus Feats (levels 1, 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)


Rogue:

Sneak Attack (+3d6)
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)


Equipment:

2 lb Backpack (2gp)
1 lb Bedroll (1sp)
2 lb Caltrops (1gp)
- lb Chalk (1cp)
- lb Flint and steel (1gp)
1 lb Mirror (10gp)
2 lb Oil flasks x2 (2sp)
1 lb Pouch x1 (1gp)
1 lb Rations (1 day) x2 (1gp)
5 lb Rope (50', silk) x1 (10gp)
1 lb Sacks x1 (1sp)
2 lb Torches x2 (2cp)
1 lb Waterskins x1 (1gp)
1 lb Holy symbol (silver) (25gp)
5 lb Sunrods x5 (10gp)
- lb Magnifying glass (100gp)
3 lb Thunderstone x3 (90gp)
1 lb Thieves' tools (30gp)
1 lb Bracers Of Armour +7 (49,000gp)
1 lb Belt Of Giant Strength +6 (36,000gp)
- lb 5x Potions of Cure Moderate Wounds (1,500gp)

31 lb Total

(Light load: 76 lb. or less, Medium load: 77-153 lb., Heavy load: 154-230 lb., Lift over head: 230 lb., Lift off ground: 460 lb., Push or drag: 1,150 lb.)


PP: 91
GP: 307
SP: 5
CP: 7

Background to come... If everything's satisfactory?... [/sblock]
 

Jemal

Adventurer
What's Sulloise Human get? I was pondering the Draconic Template, but it's a +1 LA.

Also, reposting and finishing the background:

Kiera Elzmyr, Human Female Sorc12, also known as the 'silver stream'.

[sblock=Elzmyr info/Questions for DM]
I'm basing this character as the descendant of one of my favourite Sorcerors I ever played,
an Archmage named Dar Elzmyr. The Elzmyr family has always been full of magical power, and it's an accepted (even celebrated) fact that they have an abundance of draconic blood in their veins. Over the last few generations, that magic has been falling off somewhat, and it has been speculated that this is because there have been no recent archmages, nor have their been (As is rumoured to have happened frequently in times past) new infusions of Draconic blood. The family claims several dragons in their lineage, both Red and Silver.
In fact, there are claims that the Archmage Dar of several generations ago actually BECAME, in all aspects, a True Silver Dragon, and is still alive today, watching over his descendants from another plane.

Questions :
The familly has a few strange things about it that I don't know how to get in your game. The original Dar Elzmyr (As well as his first child) had these special abilities from the a book from Mongoose Publishing called Quintessential Sorceror (Yes I know most people shudder at hearing "mongoose", but bear with me.) Basically they were innate abilities, you could take one instead of a 0 or 1st level spell known (Meaning if you normally KNOW 5 zero-level spells, and you take two of them, you would only be able to 'know' THREE 0-level spells).
I was wondering if I could use a couple of them? (They're 95% for Roleplaying purposes, as should be evident just by reading them, though they do have some uses.)
Pristine : The character never gets dirty, water drips and dries off quickly, mud seems to just miss him/her, hair and clothing is never out of place, etc.
Counting Coppers : The character has an uncanny counting ability, and can easily count any number of things within sight (Such as the number of coins in a pile, provided most of them can be seen, the number of apples in a tree, or the number of people in an advancing mob)
Rainbow Eyes : The character can change his/her eye and hair colour at will (Within racial norms). This is a nonmagical effect, not an illusion, and is permanent until changed or altered again (either by this ability or something else)
[/sblock]

BTW, The actual Numbers are coming along nicely, too. Will post them soon as I'm done.
 

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