D&D 3.5, Forgotten Realms Campaign Setting (Full)

Rae ArdGaoth said:
Kaitlin:
Also, silentspace has created his (holy cow) character, is helping Ferrix with his, and if you take his advice, yours will basically be his brainchild. Maybe we should take some wind out of his sails. :p

Whoa that's harsh! I'm just excited about the game that's all. Because the dwarven defender can't move, that limits the effectiveness of his major class ability, as foes can just walk around or avoid him. That's why I thought a reach weapon would be better. Anyway, all dwarves don't have to wield axes! But I can't wait to see a dwarven defender in action, no matter what weapon he uses.
 

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I like Raena the shadowdancer a lot.

I do think Rae ArdGaoth has a point though. Since our other rogue switched to monk, we are without a straight-on rogue, which could hurt. Compared to the iconic party, we definitely have some gaps. My wizard is only a level 9 wizard, and the Gryphon's cleric is also only a level 9 cleric. So we're weak on the support classes (though cleric isn't really a support class, they can slug it out with the best of the fighters). On the other hand, with Krug's dwarven defender, we're in less danger of the support classes getting killed, which is a good thing for the wizard and the shadowdancer. Anyway, I wouldn't change a thing Kaitlin! :)
 


Well, I've been puttering around a bit and think I might make a ranged psychic warrior using a great crossbow (races of stone), generally crossbows are suboptimal but I'm wondering if with a short bit of work this evening I can hammer something out to make it not so bad.

It'd be good if we had a full rogue or something like that, although I don't really feel like playing one and figure that a psychic warrior might be a nice comprimise between another caster type and a ranged fighter (something we're lacking at the moment).
 



Here's Raena v3.0, a full rogue. I like this, it's very skills oriented, and... well, yeah, I like it. And I still get my fun AC and daggers and two-weapon fighting. It's just that I don't get Shadowdancer. I've always wanted to play a Shadowdancer, but you can't level in the class until L8. This would probably be the only time I'd ever get to actually play one... Sigh. I'll mull it over. Tell me what you all think.
Code:
[B]Name:[/B] Raena Celeste Everglade
[B]Class:[/B] Rogue
[B]Race:[/B] Strongheart Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] True Neutral
[B]Deity:[/B] Mask

[B]Str:[/B] 10 +0 ( 4p.)     [B]Level:[/B] 11       [B]XP:[/B] 55,100
[B]Dex:[/B] 22 +6 (10p.)     [B]BAB:[/B] +8         [B]HP:[/B] 51 (11d6)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] ~/~
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] ~
[B]Wis:[/B] 10 +0 ( 2p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] ~
[B]Cha:[/B] 14 +2 ( 6p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +4    +6    +1    +1    +3     33
[B]Touch:[/B] 21              [B]Flatfooted:[/B] 33

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      6    +0          +3
[B]Ref:[/B]                     7(1/6) +5          +12
[B]Will:[/B]                    3(2/3) -1          +2

[B]Weapon                  Attack       Damage     Critical  Range  Type[/B]   
+1 Rapier                 +17/+12    1d4+1      18-20/x2    ~    P
+1 Dagger                 +17/+12    1d3+1      19-20/x2   10'   P/S

+1 Rapier                 +15/+10    1d4+1      18-20/x2    ~    P
  & +1 Dagger               +15      1d3+1      19-20/x2    ~    P/S

Dagger (thrown)           +15/+10    1d3        19-20/x2   10'   P
+1 Longbow                +17/+12    1d6+1         x3      100'  P
Light Mace                +15/+10    1d4           x2       ~    B

[B]Languages:[/B] Chondathan, Halfling, Common, Draconic, Gnome
[B]Abilities:[/B]
[B]Strongheart Halfling Traits:[/B]
+2 racial bonus on Climb, Jump, Move Silently, and Listen
1 Extra feat @ L1
+2 morale bonus to saving throws vs. fear effects
+1 racial bonus to attack rolls with slings and thrown weapons

[B]Rogue Abilities:[/B]
Sneak Attack +6d6
Trapfinding (Can find traps of DC>20)
Evasion (Take no damage on a successful Ref save vs. effects that deal half damage)
Trap sense +3 (+3 to Ref saves vs. traps, +3 AC to attacks vs. traps)
Uncanny Dodge (Retain Dex bonus to AC when flat-footed)
Improved Uncanny Dodge (Can't be flanked except by rogues of L15 or higher)
Special Ability-Skill Mastery: Diplomacy, Disable Device,  Hide, Move Silently, Open Lock, Sleight of Hand (able to take 10 even under stress)

[B]Feats:[/B]
Two-Weapon Fighting (Strongheart feat) (+1 AC vs. selected foe)
Combat Expertise (L1) (Trade attack for AC, max +5)
Quick Draw (L3) (Drawing is a free action)
Weapon Finesse (L6) (Add Dex mod to atk rolls w/ some weapons)
Improved Buckler Defense (L9) (Buckler AC is added even when using 2 weapons)

[B]Skill Points:[/B] 154     [B]Max Ranks:[/B] 14/7
[B]Skills                        Ranks  Mod  Misc  Total[/B]
Bluff (Cha)                     5    +2          +7
Climb (Str)                     0    +0   (+2)   +0/+2   (Use Rope synergy when using rope)
Diplomacy (Cha)                 14   +2    +4    +20     (+2 Sense Motive and +2 Bluff synergy)
Disable Device (Int)            14   +3    +2    +17     (+2 MW tools)
Escape Artist (Dex)             5    +6   (+2)   +11/+13 (when escaping from ropes)
Hide (Dex)                      14   +6    +4    +24     (small size)
Jump (Str)                      5    +0    +4    +9      (+2 halfling, +2 Tumble synergy)
Listen (Wis)                    7    +0    +3    +10     (+2 halfling, +1 thieving helmet)
Move Silently (Dex)             14   +6    +3    +23     (+2 halfling, +1 silent shoes)
Open Lock (Dex)                 14   +6    +7    +25     (+5 ring, +2 MW tools)
Search (Int)                    14   +3   (+5)   +17/+22 (+5 for traps, doors, etc.)
Sense Motive (Wis)              5    +0          +5
Sleight of Hand (Dex)           14   +6  +2(+1)  +22/+23 (+2 Bluff synergy, +1 when picking pockets)
Spot (Wis) (SD cc)              10   +0          +10
Tumble (Dex)                    14   +6    +2    +22     (+2 Jump synergy)
Use Rope (Dex)                  5    +6   (+2)   +11/+13 (+2 Escape Artist synergy when binding)

[B]Equipment:                           Cost   Weight[/B]
+1 Rapier                              2320gp     1lb
+1 Longbow                             2375gp     1lb
Quiver, scabbard (A&E)                   10gp     1lb
 - Arrows x20                             1gp    .5lb
 - +1 Dagger                           2335gp    .5lb

+3 Buckler                             9165gp   2.5lb
+4 Mithral Chainshirt                 16850gp  6.25lb (price -250gp from regional equipment)

Gloves of Dexterity +2                 4000gp     ~lb
Belt of Protection +2                  8000gp     ~lb (As Ring of Protection +2)
Ring of Lockpicking (CA)               4500gp     ~lb (+5 Open Lock, [i]knock[/i] 1/day)
Ring of Sustenance                     2500gp     ~lb (No food or water needed, only 2 hrs of rest)
Amulet of Natural Armor +1             2000gp     ~lb
Goggles of Minute Seeing               1250gp     ~lb (+5 for traps, doors, etc.)
Ioun Stone (Dusty Rose, +1 AC)         5000gp     ~lb

Explorer's Outfit                         ~gp     ~lb
Thieving Helmet (A&E)                    10gp    .5lb (+1 to Listen)
Shoes, silent (A&E)                      10gp    .5lb (+1 to Move Silently)
Finger Blades (A&E)                      20gp     ~lb (+1 to pick pocket attempts)
Signet Ring                               5gp     ~lb

[b]Handy Haversack[/b]                        2000gp     5lb
[b]Main Compartment[/b] (64/80lb)
-Dagger 100x                             200gp    50lb
-Light Mace                                5gp     2lb
-Rope, silk 100'                          20gp    10lb
-Grappling hook, collapsible (A&E)         3gp     2lb
-+1 Arrow of Distance                    167gp     ~lb (Double range increment)
[b]Secondary Compartment[/b] (5.35/20lb)
-Waterskin (full)                          1gp     4lb
-Whetstone                               .02gp     1lb
-Chalk x2                                .02gp     ~lb
-Flint & Steel                             1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Signal Whistle                           .8gp    .1lb
-Ink vial                                  8gp     ~lb
-Inkpen                                   .1gp     ~lb
-Parchment (10)                            2gp     ~lb
-Sealing wax                             .03gp   .25lb
[b]Tertiary Compartment[/b] (17.2/20lb)
-Elixer of Hiding                        250gp    .1lb (+10 to Hide for 1 hr)
-Elixer of Sneaking                      250gp    .1lb (+10 to Move Silently for 1 hr)
-CLW Potion x3                           150gp    .3lb
-CMW Potion x2                           600gp    .2lb
-CSW Potion                              750gp    .1lb
-Cat's Grace Potion                      300gp    .1lb
-Protection from Arrows 10/magic Potion  300gp    .1lb
-Softfoot (Alch from CA)                  50gp     1lb (+1 alch bonus to Move Silently for 1 hr)
-Lockslip grease (Alch from CA)           50gp     ~lb (+1 alch bonus to Open Lock for 1 min)

-Bolt Cutters (A&E)                        6gp     5lb
-Glass Cutter (A&E)                        2gp     1lb
-Marbles (A&E)                             2sp     2lb
-Table case, folding (A&E)                 2gp     2lb
-Sparker (A&E)                             2gp     ~lb (10 uses)
-MW Longspoon Thieves' Tools (CA)        150gp     3lb (+2 skill, pick locks etc from 5' away)
-MW Thieves' Tools                       100gp     2lb (+2 to Disable Device and Open Lock)

[B]Total Weight:[/B]18.75lb      [B]Money:[/B] 283gp 8sp 3cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             24.75  49.5   75   150   375

[B]Region:[/B] The Western Heartlands
 
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Kaitlin, rogue's only get proficiency in shortbows so you'll have to change your longbow into one if you want to use it without a -4 nonproficiency penalty.

On first short short glance looks good.
 


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