Assault on Stormbringer Castle (D&D 3.5) [OOC]


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Current list of players and what they are playing:

maddmic - half-orc barbarian/cleric
OnlytheStrong - dwarven fighter/dwarven defender
Shayuri - rogue or warrior-type, race undecided
Voda Vosa - human wizard?
hero4hire - half-orc monk?
Nac Mac Feegle - fighter/sorcerer/arcane archer, race undecided
 

VERY Rough sheet sans equipment

Jotunn Grimtusk
Male Half-Orc Monk 12
Lawful Neutral



Strength 20 (+5)
Dexterity 15 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 6 (-2)
Size: Medium
Height: 6'
Weight: 300 lb
Skin: Gray
Eyes: Light Brown
Hair: Black




Total Hit Points: 98

Speed: 70 feet [monk]

Armor Class: 16 = 10 +2 [dexterity] +2 [wisdom] +2 [monk level]

Touch AC: 16
Flat-footed: 14
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +10 = 8 [base] +2 [constitution]
Reflex save: +10 = 8 [base] +2 [dexterity]
Will save: +10 = 8 [base] +2 [wisdom]
Attack (handheld): +14/+9 = 9 [base] +5 [strength]
Attack (unarmed): +14/+9 = 9 [base] +5 [strength]
Flurry of Blows: +14/+14/+14/+9 [includes strength modifier]
Attack (missile): +11/+6 = 9 [base] +2 [dexterity]
Grapple check: +14/+9 = 9 [base] +5 [strength]


Languages: Common Orc


Feats:

Improved Trip [monk]
Combat Reflexes [monk]
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Power Attack
Cleave
Great Cleave
Superior Unarmed Attack
Improved Natural Attack




Skills
Appraise Int 0 = +0
Balance Dex* 4 = +2 +2 [tumble]
Bluff Cha -2 = -2
Climb Str* 5 = +5
Concentration Con 2 = +2
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Heal Wis 2 = +2
Hide Dex* 17 = +2 +15
Intimidate Cha -2 = -2
Jump Str* 28 = +5 +5 +2 [tumble] +16 [speed 70]
Listen Wis 12 = +2 +10
Move Silently Dex* 17 = +2 +15
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 0 = +0
Sense Motive Wis 2 = +2
Spot Wis 12 = +2 +10
Survival Wis 2 = +2
Swim Str** 5 = +5
Tumble Dex* 9 = +2 +5 +2 [jump]
Use Rope Dex 2 = +2


* = check penalty for wearing armor


Half-Orc:


+2 strength / -2 intelligence / -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Monk:

AC Bonus for Wisdom

AC Bonus for level (begins level 5)

Flurry of Blows

Unarmed Strike

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)
 

When you guys are posting character sheets, please list out as much information as possible on how certain bonuses were achieved, where your stat increases were placed, etc. The more information in the character sheet like that, the less questions I will have and the easier it will be for me to determine what exactly you did with regards to your characters.
 

Toric_Arthendain said:
When you guys are posting character sheets, please list out as much information as possible on how certain bonuses were achieved, where your stat increases were placed, etc. The more information in the character sheet like that, the less questions I will have and the easier it will be for me to determine what exactly you did with regards to your characters.

Will do. The above was just plowed out quickly to give everyone a rough idea of my PC.
I will make it all shiny in the final version. :D
 

Alright, here's my prototype elven archer. I blame all mistakes on it being 6am.

[sblock=Sevarian Keeneye]
Severian Keeneye
Male Elf Fighter 6/Sorcerer 1/Arcane Archer 5
Alignment: CG
Height: 5' 5''
Weight: 92lbs
Hair: Gold
Eyes: Purple
Skin: Fair
Age: 133
XP: 66,000

Str: 18 (+4) [8 points, +1 level, +2 item]
Dex: 24 (+7) [10 points, +2 level, +2 racial, +4 item]
Con: 14 (+2) [6 points, -2 racial, +2 item]
Int: 10 (+0) [2 points]
Wis: 10 (+0) [2 points]
Cha: 12 (+1) [4 points]

Racial Abilities: +2 Dex, -2 Con, Immune to Magical Sleep, +2 saving throws vs. enchantment, Low-light vision, +2 to Listen, Spot, Search.

Class Abilities: 4 bonus feats, Spellcasting, Summon Familiar, Enhance Arrow +3, Imbue Arrow, Seeker Arrow.

Hit Dice: 6d10 + 1d4 + 5d8 + 24
HP: 104
AC: 28 (+6 Armor, +7 Dex, +3 Shield, +1 Natural Armor, +1 Deflection)
Init: +7 (+7 Dex)
Speed: 30ft

Saves:
Fortitude +12 [+10 base, +2 Con]
Reflex +14 [+7 base, +7 Dex]
Will +7 [+7 base, +0 Wis], +2 vs Enchantment, additional +1 vs. Mind Affecting

BAB/Grapple: +11/+15, +10 to avoid initiating grapple
Melee Atk: Longsword +15 [1d8+4, 19-20,x2]
Melee Full Atk: Longsword +15/+10/+5 [1d8+4, 19-20/x2]
Ranged Atk: Composite Longbow +23 [1d8+1d6+9 force damage, 19-20/x3]
Ranged Manyshot: Composite Longbow +17 [1d8+1d6+9 force damage three times, 19-20/x3]
Full Atk: +23/+23/+18/+13 [1d8+1d6+9 force damage, 19-20/x3]

Range Increment: 110ft


Skills :
Jump +12 [8 ranks, +4 Str]
Intimidate +8 [8 ranks, +0 Cha]
Spot +8 [6 ranks, +0 Wis, +2 racial], +2 when adjacent to familiar, +3 in bright light
Listen +8 [6 ranks, +0 Wis, +2 racial], +2 when adjacent to familiar
Hide +13 [6 ranks, +7 Dex]
Move Silently +13 [6 ranks, +7 Dex]

Feats:
Point Blank Shot (1st Level)
Precise Shot (Fighter 1st Bonus)
Practiced Spellcaster (Fighter 2nd Bonus)
Rapid Shot (3rd Level)
Weapon Specialization: Longbow (Fighter Bonus 4th)
Improved Rapid Shot (6th Level)
Manyshot (Fighter Bonus 6th)
Improved Critical: Longbow (9th Level)
Improved Precise Shot (12th Level)

Languages: Common, Elven

Equipment:
Cloak of Constitution +2 (4,000gp)
Gloves of Dexterity +4 (16,000gp)
Belt of Strength +2 (4,000gp)
+1 Force Mighty Composite Longbow (Strength +4) (18,800gp)
Lesser Energy Assault Crystal for Bow (3,000gp)
Greater Crystal of Glancing Blows for Armor (5,000gp)
Least Crystal of Mind Cloaking for Buckler (500gp)
Lesser Bracers of Archery (5,000gp)
+2 Nimble Mithril Chain Shirt (5,100gp)
Ring of Protection +1 (2,000gp)
Amulet of Natural Armor +1 (2,000gp)
+2 Buckler (4,160gp)
Longsword (15gp)

Money: 325gp

Spells Known (5/2): Sonic Snap, Resistance, Light, Ray of Frost, Arcane Mark. Arrow Mind, Shocking Grasp.
Spells Per Day: 5/4
Caster Level: 5th
Familiar: Hawk
[/sblock]
 
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Nac Mac Feegle,

I've only briefly looked over your character but so far it looks like your hit points might be off.

You list 6d10 + 6d8 + 24

You should be 6d10 + 1d4 + 5d8 + 24

If you started as a Fighter, you would have 10, 7, 8, 7, 8, 7 = 47 for those six levels.
Then +3 for the one level of Sorcerer for a total of 50.
Then +5 x 6 = 30 for Arcane Archer for a total of 80.
+24 for Constitution for a total of 104.
 
Last edited:

still need to buy mundane equipment

Jotunn Grimtusk
Male Half-Orc Monk 12
Lawful Neutral
HalfOrc20copy.jpg


Strength 24 (+7) [16 base, +2 race, +2 level, +2 size, +2 enhancement]
Dexterity 15 (+2) [14 base, +1 level, -2 size, +2 enhancement]
Constitution 14 (+2)
Intelligence 10 (+0) [12 base, -2 race]
Wisdom 16 (+3) [14 base, +2 enhancement]
Charisma 6 (-2) [8 base, -2 race]
Size: Large [due to spell]
Height: 12'
Weight: 2400 lb
Skin: Gray
Eyes: Light Brown
Hair: Black

Total Hit Points: 98

Speed: 70 feet [monk]

Armor Class: 25 = 10 [base] +2 [dexterity] +3 [wisdom] +2 [monk level] +1 [monk belt] +1 [natural] +2 [deflection] +2 [armor] +2 [shield] +1 [insight] -1 [size]

Touch AC: 20 (22 vs incorporeal)
Flat-footed: 23
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +10 = 8 [base] +2 [constitution]
Reflex save: +10 = 8 [base] +2 [dexterity]
Will save: +11 = 8 [base] +3 [wisdom]
Attack (handheld): +15/+9 = 9 [base] +7 [strength] -1 [size]
Attack (unarmed): +20/+15 = 9 [base] +7 [strength] -1 [size] +5 [enhancement]
Flurry of Blows: +20/+20/+20/+15 [includes strength modifier]
Attack (missile): +10/+5 = 9 [base] +2 [dexterity] -1 [size]
Attack (crossbow): +11 = 9 [base] +2 [dexterity] +1[masterwork] -1 [size]
Grapple check: +24/+19 = 9 [base] +7 [strength] +4 [size] +4 [feat]
Unarmed Damage: 6d8+12 [12th level large monk base, +4 levels feat, +5 levels monk's belt]
Large Crossbow Damage: 2d8; 120' range

Languages: Common Orc

Feats:
Cleave [3rd level]
Great Cleave [12th level]
Combat Reflexes [monk]
Improved Natural Attack [6th level]
Improved Trip [monk]
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Power Attack [1st level]
Superior Unarmed Attack [9th level]


Skills:
Appraise 0 = +0 [int]
Balance 4 = +2 [dex] +2 [tumble]
Bluff -2 = -2 [cha]
Climb 5 = +7 [str]
Concentration 3 = +3 [wis]
Craft 0 = +0 [int]
Diplomacy -2 = -2 [cha]
Disguise -2 = -2 [cha]
Escape Artist 2 = +2 [dex]
Forgery 0 = +0 [int]
Gather Information -2 = -2 [cha]
Heal 2 = +3 [wis]
Hide 13 = +2 [dex] +15 [ranks] -4 [size]
Intimidate -2 = -2 [cha]
Jump 30 = +7 [str] +5 [ranks] +2 [tumble] +16 [speed 70]
Listen 13 = +3 [wis] +10 [ranks]
Move Silently 17 = +2 [dex] +15 [ranks]
Perform -2 = -2 [cha]
Ride 2 = +2 [dex]
Search 0 = +0 [int]
Sense Motive 3 = +3 [wis]
Spot 13 = +3 [wis] +10 [ranks]
Survival 3 = +3 [wis]
Swim 7 = +7 [str]
Tumble 9 = +2 [dex] +5 [ranks] +2 [jump]
Use Rope 2 = +2 [dex]


Abilities
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)

Monk:
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).


Equipment: 95gp
Monk’s Belt 13000
Bracer’s of Armor +2 4000
Cloak of Deflection +2 8000
Ring of Force Shield 8500
Ring of Counterspells (Dispel Magic) 4000
Amulet of Natural Armor +1 2000
Headband of Wisdom +2 4000
Spellcasting Service Enlarge Person (1st level caster) 50
Spellcasting Service Permanency on Enlarge Person (9th level caster) 2950
Spellcasting Service Greater Magic Fang (20th level caster) 600
Spellcasting Service Permanency on Greater Magic Fang (11th level caster) 8050
Gloves of Strength +2 and Dexterity +2 12000
Ioun Stone, Dusty Rose 5000
Potions Cure Light Wounds (x10) 500
Scrolls of Dispel Magic (x5) 1875

Standard Adventurer's Kit 20
Rations (x10) 5
MW Large Heavy Crossbow 350
Large Bolts (X50) 5


[sblock=notes]
IMPROVED NATURAL ATTACK from Monster Manual
Prerequisite
Natural weapon, base attack bonus +4.

Benefit
Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

This feat may be taken multiple times, but each time it applies to a different natural attack.

SUPERIOR UNARMED STRIKE from Tome of Battle
Your unarmed strikes have become increasingly deadly, enabling you to strike your
foes in their most vulnerable areas.

Prerequisite: Improved Unarmed Strike, base attack bonus +3
Benefit: You deal more damage with your unarmed strikes, as shown on the table below.

Character Level....Unarmed Damage
3rd.....................1d4
4th-7th...............1d6
8th-11th .............1d8
12th-15th............1d10
16th-20th............2d6

Special: If you are a monk, you instead deal unarmed damage as a monk four levels higher.[/sblock]
 
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Toric_Arthendain said:
Nac Mac Feegle,

I've only briefly looked over your character but so far it looks like your hit points might be off.

You list 6d10 + 6d8 + 24

You should be 6d10 + 1d4 + 5d8 + 24

If you started as a Fighter, you would have 10, 7, 8, 7, 8, 7 = 47 for those six levels.
Then +3 for the one level of Sorcerer for a total of 50.
Then +5 x 6 = 30 for Arcane Archer for a total of 80.
+24 for Constitution for a total of 104.

Unfortunately Mithral Breastplate also has a max dex of +5

I think there might be more exotic armors that allow a +7 dex in one of the Completes
 


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