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Planar Heroes; CALLING FERRIX (accepting alternates)

Lobo Lurker

First Post
Pyrex said:
Darnit, make up your mind! :lol:





I kid, I kid. :D

Anyhow in your most-recent calculation you count the +90 (10hd x +9 from Con) but only list the HP from 9 of my 10HD.
Yo! Cut me some slack already, it was a LOONNNG morning. :)

Okey Dokey Ferrix.
 

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Ferrix

Explorer
Oh Silentspace, the costing for special material ammunition is per single arrow, not for a group of 20.

Thus, a single adamantine arrow costs 61gp, while a group of 50 costs 3001gp. Which is the same as a single normal weapon.

This is seen from the description of masterwork weapons and ammunition.

SRD said:
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Bold my emphasis.

Thus a set of 50 masterwork arrows is supposed to cost the same as a single masterwork weapon. Priced just like they price magical ammunition.

Therefore, your special arrows should be listed like this:
Arrow, Adamantine (20) (1201 gp)
Arrow, Alchemical Silver (20) (41 gp)
 

Ferrix

Explorer
Kalani
Half-Celestial Verrik Cloistered Cleric 1/Verrik 3/Evolved Verrik 3/Church Inquisitor 3/Contemplative 1

Age: 30
Gender: Male
Height: 6’6”
Weight: 230lbs.
Eyes: Black
Hair: Black
Skin: Dark Maroon

STR: 18 [+4] (6 points, +4 half-celestial)
DEX: 15 [+2] (5 points, +2 half-celestial)
CON: 24 [+7] (6 points, +4 half-celestial, +6 enhancement)
INT: 20 [+5] (8 points, +2 half-celestial, +3 class)
WIS: 34 [+12] (13 points, +2 race, +4 half-celestial, +3 class, +2 level, +6 enhancement)
CHA: 16 [+3] (6 points, -2 race, +4 half-celestial)

Hit Dice: 9d8 + 2d6 + 77
HP: 130
Armor Class: 34 (10 base + 2 Dex + 4 Armor + 3 Natural + 12 Wisdom + 1 Monk + 2 Deflection)
Initiative: +2
BAB: +6
- Melee: +10
- Ranged: +8

Speed: 30’

FORT: +17 (5 Base + 7 Con + 5 Res)
REFL: +10 (3 Base + 2 Dex + 5 Res)
WILL: +29 (12 Base + 12 Wis + 5 Res)

Abilities:
- Outsider Traits
- Sensory Control
- Flight 60 ft. (good)
- Darkvision 60 ft.
- Immune to Disease
- Acid, Cold and Electricity Resistance of 10
- DR 5/magic
- Spell Resistance 10 + HD
- +4 racial bonus on saving throws against poison
- Smite Evil 1/day
- Spell-like Abilities: At will – daylight, 1/day – contact, lesser telekinesis, sense thoughts, detect magic, disorient, levitate, suggestion, enfeebled mind, scrying, bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word; 3/day – object loresight, suggestion, protection from evil; 4/day – mind stab, read mind
- Turn Undead 6/day
- Spontaneously Cast Cure Spells
- Lore +6
- Knowledge Domain: Knowledge skills, +1 CL for Divinations
- Dream Domain: Immune to Fear (CD)
- Domination Domain: Spell Focus (Enchantment) (CD)
- Tyranny Domain: +2 to DC’s of Compulsion spells (PGtF)
- Inquisition Domain: +4 bonus on Dispel Checks (CD)
- Detect Evil at will
- Immune to Charms
- Pierce Illusions
- Divine Health


Feats:
1st Level
- Spell Focus: Enchantment
- Born Leader (AE)
2nd Level
- Greater Spell Focus: Enchantment
3rd Level
- Eldritch Training (AE)
4th Level
- Blessed Mage (AE)
5th Level
- Brandish Magical Might (AE)
6th Level
- Modify Spell (AE)
7th Level
- Psion (AE)
8th Level
- Heighten Spell
9th Level
- Spell Penetration
10th Level
- Greater Spell Penetration
11th Level
- Unraveling Mage (AE)


Skills:
Spellcraft +19 (13 ranks, +5 Int, +1 Comp)
Knowledge (arcana) +16 (10 ranks, +5 Int, +1 Comp)
Knowledge (religion) +12 (7 ranks, +5 Int)
Knowledge (the planes) +12 (7 ranks, +5 Int)
Knowledge (history) +9 (4 ranks, +5 Int)
Knowledge (nature) +9 (4 ranks, +5 Int)
Concentration +20 (13 ranks, +7 Con)
Diplomacy +13 (10 ranks, +3 Cha)
Sense Motive +22 (10 ranks, +12 Wis)
Use Magic Device +15 (4cc+8 ranks, +3 Cha)


Languages:
- Common, Verrik, Celestial, Draconic, Abyssal


Spellcasting:
Caster Level: 10
Save DC: 10 Base + 12 Wis + Spell Level + 1 Ring
Spells Known or Available:
Oth level – (6)
1st level – (7+d)
2nd level – (7+d)
3rd level – (6+d)
4th level – (6+d)
5th level – (4+d)


Equipment:

Melee weapons
- +1 Ghost Touch Adamantine Greatsword +11 (2d6+6, 19-20/x2) (11050gp, 8lb)

Ranged weapons
-Masterwork Serren Mighty (+4) Composite Longbow +9 (1d8+4, 20/x3, 110ft.) (4800gp, 3lb)

Miscellaneous Magical
-Ring of Spellcasting (12000gp, -lb)
-Ring of Protection +2 (8000gp, -lb)
-Monk’s Belt (13000gp, 1lb)
-Crest of the Illuminati (headband of wisdom +6) (36000gp, 1lb)
-Amulet of Health +6 (36000gp, -lb)
-Cloak of Resistance +5 (25000gp, 1lb)
-Bracers of Armor +4 (16000gp, 1lb)
-Vest of Natural Armor +2 (8000gp, -lb)
-Lens of Analysis (3000gp, -lb)
-Bead of Karma (20000gp, -lb)
-Handy Haversack (2000gp, 5lb)
-Efficient Quiver (1800gp, 2lb)

Wands, Staffs
-Cure Light Wounds (50/50chg) (750gp, 1oz)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)

Weight Carried: lb
Remaining money: 2600gp


Description

Personality

Background
 
Last edited:

Lobo Lurker

First Post
Pyrex said:
Why's that?
Can't add, getting a headache, none of my support staff showed up, got in late 'cause I was sick this morning, wife is feeling needy, daughter is feeling clingy, and it's wet & rainy (which is doing nothing to improve my mood).
 

Lobo Lurker

First Post
Very crunchy Ferrix. :) I'll try to go over it in more detail tomorrow (when my little one is taking her morning nap).

One thing though, I'll allow the Modify Spell feat for you 'cause you're using an AE race, though not an AE class... but if I later feel that it's too powerful (I don't see why it would be, but I want to leave myself an out just in case) then I'll nix it in some way (limited use or outright replacement). Are you cool with that?
 

Ferrix

Explorer
Lobo Lurker said:
Very crunchy Ferrix. :) I'll try to go over it in more detail tomorrow (when my little one is taking her morning nap).

One thing though, I'll allow the Modify Spell feat for you 'cause you're using an AE race, though not an AE class... but if I later feel that it's too powerful (I don't see why it would be, but I want to leave myself an out just in case) then I'll nix it in some way (limited use or outright replacement). Are you cool with that?

Cool with me.
 

IcyCool

First Post
Lobo, I'd like to throw in as an alt on this one, with a Half-Celestial Elf Rogue 11. I should have the character worked up by monday.

Quick question, will you allow the Quickloading magic weapon ability from the Arms and Equipment guide? It's a +2 ability, and gives the weapon an extra-dimensional storage space for up to 100 bolts, and changes the reload time from move action to free action for a hand crossbow (which is what I'll be putting it on). Reloading still provokes an attack of opportunity.
 

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