grufflehead: being here since 2005 and being recommended by HM who is in every game I'm in anyway, is good enough for me. Welcome aboard! Also, anything 3.5 could potentially include this non-official book and i'd have allowed it for my VOTD campaing but I'm trying to stick to official published things for this campaign, Faerun and it's inhabitants included.
A martial oriented character to tank can include the awesome Crusader from Tome of Battle, as well as things like a mix of Warshaper/Bearwarrior/Frenzied Berzerker for the ultimate Con boosts. I'll leave it up to you to figure it out (via the official books).
HM: Do join us then! Want me to send some prestige classes your way that concern Cleric? There's great martial ones. Chech
this guide if you wish.
This is the sheet I want you all to use:
[sblock=Elistina Milltall - example]
Elistina Milltall
Ely (pronounced
Elee)
or simply El
Lawful Neutral Female Whisper Gnome
Conjurer 3 / Master Specialst 2 / Incantatrix 7
Patron Deity: Mystra
EXP: 66,000
Strength 8 (-1)
[10 base] - 2 [racial]
Dexterity 16 (+3)
[14 base] + 2 [racial]
Constitution 20 (+5)
[14 base] + 2 [racial] + 4 [item]
Intelligence 25 (+7)
[18 base] + 3 [level] + 4 [item]
Wisdom 8 (-1)
[8 base]
Charisma 6 (-2)
- 2 [racial]
Size: Small
Age: 73
Height: 3' 9"
Weight: 36 lb
Eyes: Soft grey
Hair: Auburn
Skin: Light grey
[sblock=Appearance]Elistina is tall for a Whisper Gnome, but still quite short when compared to the bigger races. She is very slender, almost dry in build, with a nearly unnoticeable grey complexion of her skin, characteristic of her family. She is a very quiet person and mostly keeps to herself, busy with her studies or work for the Sisterhood.
Her grey eyes are soft and somewhat absent, and the only noticeable feature of her appearance is her shiny auburn hair, that is commonly kept wrapped in a tight bun, although sometimes El may choose to fashion it in the double-bun style, common for younger Gnome women.
Her voice is calm, soft and never loud, and her manners are reserved and calculated. Usually Elistina wears green or brown dresses with high collars and long skirts, and apart from her magical items, wears a few trinkets of jewelry that has sentimental value to her alone. If one looks closely, they will be able to notice a piercing in the form of a tiny silver ball on her right nostril.[/sblock]
Total Hit Points: 86
Speed: 30 feet
Armor Class: 13 =
10 + 3 [dexterity] + 1 [size] - 1 [flaw] + 4 dodge vs giants [racial]
Touch AC: 13
Flat-footed: 10
Caster Level: 12
Spell DC: 10 + Spell Level + 7 (Int)
Initiative modifier: + 7
= 3 [dexterity] + 4 [feat]
Fortitude save: + 11
= 3 [base] + 5 [constitution] + 3 [item]
Reflex save: + 9
= 3 [base] + 3 [dexterity] + 3 [item]
Will save: + 13
= 11 [base] - 1 [wisdom] + 3 [item]
Attack (handheld): + 3
= 5 [base] + 1 [size] - 1 [strength] - 2 [flaw] + 1 vs kobolds/goblinoids [racial]
Attack (missile): + 9
= 5 [base] + 3 [dexterity] + 1 [size] + 1 vs kobolds/goblinoids [racial]
Grapple check: - 2
= 5 [base] - 1 [strength] - 4 [size] - 2 [flaw]
[sblock=Special]
Low-Light Vision (Ex)
Darkvision 60 ft. (Ex)
Silence (SLA) 1/day, centered on self, CL1, DC: 12
Abrupt Jaunt (SLA) 3+7/day
Cooperative Metamagic (Su) 3+7/day
Metamagic Effect (Su) 3+7/day
Metamagic Spell Trigger (Su)
Sieze Concentration (Su)
Instant Metamagic (Su)[/sblock]
Weapon proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff, Weapon Familiarity: Gnome hooked hammer
Languages: Common, Gnome, Terran, Draconic, Celestial, Abyssal, Infernal
[sblock=Feats]Improved Initiative
(free)
Extend Spell
(lvl 1)
Spell Focus: Conjuration
(UA flaw)
Empower Spell
(UA flaw)
Repeat Spell
(CAr) (lvl 3)
Skill Focus (Spellcraft)
(free)
Iron Will
(Otyugh's Hole - CS)
Arcane Thesis: Enervation
(lvl 6)
Quicken Spell
(Incantatrix bonus)
Split Ray
(CAr) (lvl 9)
Persistent Spell
(CAr) (Incantatrix bonus)
Chain Spell
(CAr) (lvl 12)
Craft Contingent Spell
(Incantatrix bonus)
[/sblock]
[sblock=Skills]
Appraise + 7 = 7 [Int]
Balance + 5 = 2.5 [base] + 3 [Dex]
Bluff - 2 = - 2 [Cha]
Climb - 1 = - 1 [Str]
Concentration + 20 = + 15 [base] + 5 [Con]
Craft + 8 = 8 [Int]
Craft (Drawing) + 14= 7 [base] + 7 [Int]
Diplomacy - 2 = -2 [Cha]
Disguise - 2 = -2 [Cha]
Escape Artist + 3 = 3 [Dex]
Forgery + 8 = 8 [Int]
Gather Information - 2 = -2 [Cha]
Heal + 6 = 7 [base] - 1 [Wis]
Hide + 11 = 3 [Dex] + 4 [size] + 4 [racial]
Intimidate - 2 = - 2 [Cha]
Jump - 1 = -1 [Str]
Knowledge (Arcana) + 22 = 15 [base] + 7 [Int]
Knowledge (The planes) + 22 = 15 [base] + 7 [Int]
Knowledge (Religion) + 15 = 8 [base] + 7 [Int]
Knowledge (Nature) + 15 = 8 [base] + 7 [Int]
Listen + 1 = - 1 [Wis] + 2 [racial]
Move Silently + 7 = 3 [Dex] + 4 [racial]
Ride + 3 = 3 [Dex]
Search + 7 = + 7 [Int]
Spot + 1 = - 1 [Wis] + 2 [racial]
Sense Motive - 1 = - 1 [Wis]
Spellcraft + 27 = 15 [base] + 7 [Int] + 3 [feat] + 2 [synergy] + 2 to learn Conjuration spell [class]
Survival - 1 = - 1 [Wis] + 2 / above ground [synergy] + 2 / other planes [synergy]
Swim - 1 = - 1 [Str]
Use Rope + 3 = 3 [Dex]
Tumble + 3 =
+ 3 [Dex]
[/sblock]
[sblock=Spells]
Known Spells:
0 level: all
1 level: (3 + 4 Int + 2lvl):
2 level: (4 lvl):
3 level: (4 lvl + 2 Conjuration):
4 level: (4 lvl + 2 Conjuration):
5 level: (4 lvl + 2 Conjuration):
6 level: (4 lvl + 2 Conjuration):
Spells/Day
0 level: 4+
1 = + 1 Conjuration
1 level: 6+1
= 4 + 2 [Int] + 1 Conjuration
2 level: 6+1
= 4 + 2 [Int] + 1 Conjuration
3 level: 6+1
= 4 + 2 [Int] + 1 Conjuration
4 level: 5+1
= 3 + 2 [Int] + 1 Conjuration
5 level: 4+1
= 3 + 1 [Int] + 1 Conjuration
6 level: 3+1
= 2 + 1 [Int] + 1 Conjuration
Prepared spells:
0 level:
1 level:
2 level:
4 level:
5 level:
6 level:
[/sblock]
[sblock=Level Advancement]
1: Conjurer
HP: 6 (4+2)
Saves: Fort: +0, Ref: +0, Will: +2
BAB: +0
Skills (2 + Int): Concentration + 4, Knowledge (Arcana) +4, Knowledge (The planes) +4, Knowledge (Religion) +4, Knowledge (Nature) +4, Spelllcraft + 4
Gain:
Scribe Scroll
Wizard spellcasting
Summon Familliar
7 first level spells
Trade:
Banning Evocation (Conjurer)
Banning Enchantment (Conjurer)
Summon Familliar for Abrupt Jaunt (PHBII)
Scribe Scroll for Improved Initiative (UA)
Noncombatant flaw (UA) for extra feat
Vulnerable flaw (UA) for extra feat
Feats: Improved Initiative (free), Extend Spell (lvl 1), Spell Focus: Conjuration (flaw), Empower Spell (flaw)
2: Conjurer
HP: 4 (2+2)
Saves: Fort: +0, Ref: +0, Will: +3
BAB: +0
Skills (2 + Int): Concentration + 5, Knowledge (Arcana) +5, Knowledge (The planes) +5, Knowledge (Religion) +5, Knowledge (Nature) + 5, Spelllcraft + 5
Gain:
2 first level spells
3: Conjurer
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +3
BAB: +1
Skills (2 + Int): Concentration + 6, Knowledge (Arcana) +6, Knowledge (The planes) +6, Knowledge (Religion) +6, Knowledge (Nature) + 6, Spelllcraft + 6
Gain:
2 second level spells
Feats: Repeat Spell (CAr) (lvl 3)
4: Master Specialist (Conjuration) (CM)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +5
BAB: +1
Skills (2 + Int): Concentration + 7, Knowledge (Arcana) +7, Knowledge (The planes) +7, Knowledge (Religion) +7, Knowledge (Nature) + 7, Spelllcraft + 7
Gain:
2 second level spells
Skill Focus (Spellcraft)
+ 1 Int
Feats: Skill Focus (Spellcraft) (free)
5: Master Specialist (Conjuration) (CM)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +6
BAB: + 2
Skills (2 + Int): Concentration + 8, Knowledge (Arcana) +8, Knowledge (The planes) +8, Knowledge (Religion) +8, Knowledge (Nature) + 8, Spelllcraft + 8
Gain:
2 third level spells
1 third level Conjuration spell
Expanded Spellbook
Feats: Iron Will (Otyugh's Hole - CS)
6: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +8
BAB: + 2
Skills (2 + Int): Concentration + 9, Knowledge (Arcana) +9, Knowledge (The planes) +9, Spelllcraft + 9, Craft: Drawing +1, Heal +1
Gain:
2 third level spells
1 third level Conjuration spell
Bonus metamagic feat, Focused study
Trade:
Banning Illusion (Focused study)
Feats:
Arcane Thesis: Enervation (lvl 6)
Quicken Spell (Incantatrix bonus)
7: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +9
BAB: + 3
Skills (2 + Int): Concentration + 10, Knowledge (Arcana) +10, Knowledge (The planes) +10, Spelllcraft + 10, Craft: Drawing +2, Heal +2
Gain:
2 fourth level spells
1 fourth level Conjuration spell
Cooperative metamagic
8: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +9
BAB: + 3
Skills (2 + Int): Concentration + 11, Knowledge (Arcana) +11, Knowledge (The planes) +11, Spelllcraft + 11, Craft: Drawing +3, Heal +3, Balance (CC) + 0.5
Gain:
2 fourth level spells
1 fourth level Conjuration spell
Metamagic effect
Int + 1
9: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +10
BAB: + 4
Skills (2 + Int): Concentration + 12, Knowledge (Arcana) +12, Knowledge (The planes) +12, Spelllcraft + 12, Craft: Drawing +4, Heal +4, Balance (CC) + 1
Gain:
2 fifth level spells
1 fifth level Conjuration spell
Bonus metamatic feat
Feats:
Split Ray (CAr) (lvl 9)
Persistent Spell (CAr) (Incantatrix bonus)
10: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +1, Ref: +1, Will: +10
BAB: + 4
Skills (2 + Int): Concentration + 13, Knowledge (Arcana) +13, Knowledge (The planes) +13, Spelllcraft + 13, Craft: Drawing +5, Heal +5, Balance (CC) + 1.5
Gain:
2 fifth level spells
1 fifth level Conjuration spell
Metamatic spell trigger
11: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +3, Ref: +3, Will: +11
BAB: + 5
Skills (2 + Int): Concentration + 14, Knowledge (Arcana) +14, Knowledge (The planes) +14, Spelllcraft + 14, Craft: Drawing +6, Heal +6, Balance (CC) + 2
Gain:
2 sixth level spells
1 sixth level Conjuration spell
Sieze concentration
12: Incantatrix (PG)
HP: 4 (2+2)
Saves: Fort: +3, Ref: +3, Will: +11
BAB: + 5
Skills (2 + Int): Concentration + 15, Knowledge (Arcana) +15, Knowledge (The planes) +15, Spelllcraft + 15, Craft: Drawing +7, Heal +7, Balance (CC) + 2.5
Gain:
2 sixth level spells
1 sixth level Conjuration spell
Bonus metamagic feat
Instant metamagic 1/day
Int +1
Feats:
Chain Spell (CAr) (lvl 12)
Craft Contingent Spell (Incantatrix bonus)
[/sblock]
[sblock=Whisper Gnome]+2 Dexterity, +2 Constitution, –2 Strength, –2 Charisma: Whisper gnomes are agile and tough, but they are Small and therefore not as strong as larger humanoids. Their quiet nature also leads to a lack of personal presence.
Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Whisper gnome base land speed is 30 feet, despite their size.
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fi ne with no light at all.
Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too.
+4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.
+2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.
Spell-Like Abilities: 1/day—silence (must be centered on whisper gnome’s body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome’s Cha modifier + spell level.
Favored Class: Rogue. The best multiclass choices for whisper gnome rogues are fi ghter, ranger, and cleric. A fair number of whisper gnome wizards and sorcerers become arcane tricksters.
Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnome characters.
[/sblock]
Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.
[sblock=Equipment]Circlet of Rapid Cating, + 4 INT 15,000 + 16,000 gp.
(MIC)
Amulet of Health + 4 16,000 gp.
Cloak of Resistance + 3 9,000 gp.
Ring of Feather Falling 2,200 gp.
Heward's handy haversack 5 lb. 2000 gp.
Heward's Fortifying Bedroll 2 lb. 3000 gp.
(CM)
Wand of Benign Transposition 1 lb. 750 gp.
(SC)
Wand of Protection from Evil 1 lb. 750 gp.
Wand of True Casting 1 lb. 750 gp.
(CM)
Rod of Metamagic Silent 1 lb. 3000 gp.
Blessed Book 1 lb. 12,500 gp.
Entry for Otyugh's Hole: 3000 gp.
83950
Backpack 2 lb 2 gp
Canvas (sq. yd.) x 9 5 lb 5 sp
Case 1/2lb 1 gp
Artisan's Tools 9/10 5 lb 5 gp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Paper (sheet) x 4 2 gp
Pouch, belt 1/2 lb 1 gp
Rations, trail 5 lb 2 gp (6 days left)
Flint and steel 1 gp
Sewing needle 5 sp
Waterskin 4 lb 1 gp
Spell component pouch 2 lb 5 gp
_____
Total:
GP on person:
Starting gold 88,500
[/sblock]
[sblock=Background]
...
[/sblock]
[/sblock]
So what this allows is for an at a glance view of everything a character has or can offer the group. A knowledge of when what was gotten, which also means you won't miss out on any class features when mixing it up for 20 levels. The bonuses to all the skills, broken down to (base - ranks invested) + ability mods + items + feats + synergies means you will always be able to know which skill has how many ranks and why. And when you get an epic cloac of Charisma +10 you can immediately apply the changes to the Cha mod bonus to all the cha skills.
Stating any non SRD sources makes it that much easier for your DM to pop up the book and look the thing up, if he/she doesn't know what that specific item/feat/class feature does. Especially good with mulitpel PRCs that have different entry requirements.
The colours and sblock tabs are just for it looking neat and pretty. Yes i know that making a 20th level char is a lot of work, but trust me doing it level by level is much better unless you go straight vanilla with only 1 class (if you do that I'll allow for no level progression, as it's published in the SRD and I can look it up) To get it the way it is now, quote my post and copy everything from the first sblock to the last one
I've also attached it to this post with all the necessary code to make it work as it is, you can edit the relevant info and paste it back to ENworld if you like (of course, you have to add the remaining 8 levels in the progression, as El is a 12th lvl char)
And with that I'm oficially closing the recruitment for this game!