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My Convention PCs

orcmonk220

First Post
Hiya
Wondered if anyone could look over my PCs, check that everything is OK, etc. I've tried to make each PC interesting to play, and also to bring something unique to the game that the other characters do not. So far, there is only one character, but I will add as I make them:

So, without furthur ado, let me introduce Khilgu Stonebody, who, after spending the majority of his life on patrol duty in the deepest mines of underground Mythiria, was selected to join the exclusive Dwarven Defenders. There, he was trained to defend the honour of the proud dwarven city. He served them for years before being set a task to secure an ancient tomb south of a nearby city. There, he met the rest of the party...
Khilgu is a tank through and through, able to withstand damage, provided the enemy can break through the AC. He is, however, weak to the traps that litter the tomb. He brings to the table a lantern which allows him to see invisible creatures, particularly useful for one encounter against an Annis Hag assassin.

Khilgu Stonebody
Male dwarf fighter 11/Dwarven Defender 3
LN Medium humanoid
Init +5; Senses darkvision 60ft.; Listen +4, Spot +4
Languages Common, Dwarven, Terran
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AC 30 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +1 Dodge), touch 14, flat-footed 30; Dodge, Uncanny Dodge
hp 129 (14 HD); DR 5/magic
Fort +13, Ref +5, Will +3
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Spd 20 ft.
Melee +3 Adamantine Morningstar +24/+19/+14 (1d8+11/x2)
Base Atk +14; Grp +20
Atk Options Cleave, Great Cleave, Power Attack
Special Actions defensive stance 2/day
Combat Gear 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison
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Abilities Str 22, Dex 12, Con 16, Int 13, Wis 8, Cha 8
SQ Defensive Stance 2/day, Uncanny Dodge
Feats Alertness, Cleave, Diehard, Dodge, Endurance, Great Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (morningstar), Weapon Specialisation (morningstar)
Skills Climb +15, Jump +15, Knowledge (Dungeoneering) +8, Listen +4, Sense Motive +2, Spot +4
Possessions +3 Adamantine Morningstar, +4 Full Plate Armour of Invunerability, +2 Heavy Steel Shield, Belt of Giant’s Strength +4, Lantern of Revealing, Ring of Protection +2, 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison, Backpack with Waterskin, Bedroll, Oil (1-pint flask) x4, Rope, hempen (50 ft.); 1417gp, 5sp.
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Defensive Stance: Twice per day, Khilgu becomes a stalwart bastion of defence. Though he gains phenomenal strength and durability, he cannot move from the spot he is defending. This stance lasts for a total of 8 rounds, but it can be ended voluntarily. While in defensive stance, his stats change as follows:

AC 34 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +5 Dodge), touch 18, flat-footed 34; Dodge, Uncanny Dodge
hp 157 (14 HD)
Fort +19, Ref +7, Will +7
Melee +3 Adamantine Morningstar +25/+20/+15 (1d8+12/x2)
Base Atk +14; Grp +21
Abilities Str 24, Con 20
Skills Climb +16, Jump +16

Once the stance is finished, Khilgu’s stats change as follow:

Melee +3 Adamantine Morningstar +23/+18/+13 (1d8+10/x2)
Base Atk +14; Grp +19
Abilities Str 20
Skills Climb +14, Jump +14
 

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freefall

First Post
Hey I think I found a couple of errors.


AC 30 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +1 Dodge), touch 14, flat-footed 30; Dodge, Uncanny Dodge

This is Missing the +1 Dodge bonus to AC a lvl 3 dwarven Defender gets (Dodge bonuses from different sources still stack)

Will save should be +5

Abilities Str 22, Dex 12, Con 16, Int 13, Wis 8, Cha 8 if we take out the +4 belt and 4 bumps to stats (assuming stat bumps to strenght) we get
str 14 , Dex 12, Con 16, Int 13, Wis 8, Cha 8 - this is a 23 point buy. not sure if you mean to have a 25 point buy character

As a tangent this seems like a very unoptimised build.
1 Fighter 11 gives you no benifit over fighter 10. Dwarven Defender 4 gives you more AC, more HP and better saves. If you were to have fighter 8 dwarven defender 6 you would have a much more resliliant character (3/DR, more defensive stances, better AC, better will save, trap Sense +1 and improved uncanny dodge) and only lose one feat (like great cleave or alertness).

2 You are using a morning star, instread of Dwarven Waraxe, Dwarven Waraxe is a nice weapon you can use one handed for free since you are a dwarf also the axe is often associated with dwarves.

3 Improved Critical is a very nice feat that is not in this build. Especially if you switch to the waraxe you would be increaseing the damage output a lot with imporved crit.
 

orcmonk220

First Post
I haven't factored in the dodge feat, as you designate one target per round. :)

I think I realise what I did wrong. I used the elite array - 15, 14, 13, 12, 10, 8. 25-pt buy I never even thought to factor in (guess I'm too used to making NPCs lol).
I chose the Morningstar to overcome one nasty DR in the campaign (bludgeoning and adamantine).
I'll work on 25-point buy and make some adjustments.
Chris
 




Quartz

Hero
You want Melee Weapon Mastery in there. And there's nothing in the character that screams "Cool!"

You could squeeze an extra feat by saying he was previously a human and reincarnated as a dwarf.
 

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