Dead Bodies and Missing Stuff


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I have a friggen 20 hp this sucks. Ohh and I changed from a ranged to a two weapon fighting cleric. I'm not much of a cleric though and I took the Black Flame Zealot Prestige Class. Well I guess this is what I get for having a friggen 8 Constitution.......
 


Bastila m'Izridus Ziggan
Female Drow,Cleric 3/Ranger 2/Rogue 1/Black Zealot 2
Medium Humanoid (Elf)
Hit Dice: 5d8+3d6 (32 hp)
Initiative: +8 (+8 Dex)
Speed: 30 ft.
Armor Class: 29 (+8 Dex, +1 deflection, +2 natural armor, +5 armor, +3 Shield), touch 19, flat-footed 21
Base Attack/Grapple: +5/+5
Attack: +1 Keen Kukri +14 melee (1d4+1/15-20) or Composite Longbow +13 ranged (1d8/x3) or +1 Flaming Kukri +13 melee (1d4+1d6+1/18-20)
Full Attack: +1 Keen Kukri +12 melee (1d4+1/15-20) and +1 Flaming Kukri +11 melee (1d4+1d6+1/18-20) or Composite Longbow +13 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness, Faerie Fire, and Dancing Lights 1/day, Death Attack, Sneak Attack +1d6, Zeolus Heart, Favored Enemy: Humanoid(dwarf)
Special Qualities: Darkvision 120 ft., Light Blindness, Wild Empathy, Spell Resistance +19, Trapfinding
Saves: Fort +6, Ref +17, Will +15
Abilities: Str 10, Dex 26, Con 8 (10), Int 12, Wis 20, Cha 21
Skills: Hide +16 [8.0 ranks], Knowledge (Religion) +9 [8.0 ranks]. Move Silently +16 [8.0 ranks], Sleight of Hand +11 [3.0 ranks], Spot +12 [5.0 ranks], Escape Artist +10 [2.0 ranks], Search +5 [1.0 ranks], Listen +12 [5.0 ranks], Jump +5 [5.0 ranks], Disguise +8 [3.0 ranks], Swim +5 [5.0 ranks], Climb +5 [5.0 ranks], Concentration +0 [1.0 ranks]
Feats: Iron Will, Weapon Finesse, Two Weapon Defense, [Track], [Two Weapon Fighting]
Languages: Common, Elven, Undercommon, Fiendish

Spells Per Day: (5/3+1/2+1)
Spells Prepared
0 - Create Water, Cure Moderate Wounds, Detect Magic, Read Magic, Detect Poison
1 - Cure Light Wounds, Entropic Shield, Detect Undead, *Disguise Self (Trickery)
2 - Cure Moderate Wounds, Summon Monster II, *Invisibility (Trickery)
*Domain Spells

Magic Equipment
+1 Keen Kukri (8,308 gp)
+1 Flaming Kukri (8,308 gp)
+4 Padded Armor (16,305 gp)
Ring of Protection +1 (2,000 gp)
Amulet of Health +2 (4,000 gp)
Ring of Natural Armor +2 (8,000 gp)
+1 Buckler (1,165 gp)
3 Cure Light Wounds Potions (150 gp)
1 Cure Moderate Wounds Potion (300 gp)

Mundane Equipment
Composite Longbow and 20 Arrows (101 gp)
2 Drow Poison Arrows (150 gp)
Expensive Belt and 5 Belt Pouches (10 gp)
Black Explorer's Outfit (10 gp)
Tanglefoot Bag, Smokestick, Caltrops, and Thunderstone (100 gp)
Gold Coins (103) (103 gp)


This is actually my character I accidentaly posted it in Tony's account I'll post my background later. :D
 
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I've posted the (mostly) final version of Kil'fasta in the rogues gallery, to replace my dicerolls. You should do the same once your character is done, replace the first post of yours in the thread with your character. I'll approve it when I can.
 

Tyler, there is a "ninja" class coming in complete adventurer. If your still thinking about going that road, it might be worth a look, or you should show me your ninja class from Rokugan.
 

I have some of my character figured out. This is only stat wise and it's a sad, small portion of the whole. I am thinking Assassin class. With Rogue, Ninja, or even Samurai levels. I still don't have it fleshed out, obviously, and it's coming along rather slowly. I don't know if i'll have the character done in time to play before you leave. What date were you thinking anyway?
 

If you guys are ready by Friday, I'll run the start up Friday or Saturday night and postpone going home till Sunday. If not, I'll head home on Saturday most likely.

If you need any information, just ask me here (I check it about 3/day while here, or "at will" at the apartment) or by phone.

Also note, I've decided to continue our Eberron game. We will continue it at 9th-10th levels or such when I'm ready to. The game will start "a few months" after the explosions at Lyrandar tower, and everyone will be permitted to tweak their characters a bit or create a new one if necessary. I'll generate both the old "cards" I gave every player to start, and some new ones (in the case of new PCs) that set the starting motives for the "main plot".
 

Another thing to note is that I'm using houseruled dodge (though nobody ever seemed to care about it any time I've used it before) to allow you to make an out-of-turn dodge (take full defense when it's not your turn, but you miss your next turn). Also, I'm removing the "max skill ranks" based on cross class skills. What that means is that you could, theoretically, pay double the usual amount of skill points to "max out" a skill that isn't a class skill. If you look at Danny's sheet, I think he's already made use of that. However, you still can't put more than class level+3 total rank value into any skill.

So even a straight-classed fighter could get into the assassin class, with a very very high intelligence modifier. It would still be easier for a fighter/rogue, but no-longer impossible.

I did that to ease the multi-classing restrictions.
 

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