DnD 3.5 - Valley of the Dead

Sblock below is NOT done by any stretch of the imagination, but I wanted the framework down so I can edit some changes before placing it in the RG. I.e. this isn't really ready for review yet... but wanted it on the forum for me to doublecheck things and edit, rather than change it all at once.

[sblock=Alevyth Balwer, The Guardian]
Alevyth Balwer

Lawful Good Male Changeling Fighter 2 / Paladin 3 / Warshaper 3

Patron Deity: Helm and Ilmater, as Alevyth seeks to protect others from suffering, be it through force of arms, or taking the burden himself.

EXP: 28,000


Natural Form-
Strength
14 (+2)
Dexterity 16 (+3) (base 15, +1 level )
Constitution 16 (+3) (Base 15, +1 level)
Intelligence 12 (+1) (base 12, )
Wisdom 12 (+1)
Charisma 14 (+2)

Shapechanged Form-
Strength 16 (+3) (+2 Morphic Body)
Dexterity 16 (+3) (base 15, +1 level )
Constitution 18 (+4) (Base 15, +1 level, +2 Morphic Body)
Intelligence 12 (+1) (base 12, )
Wisdom 12 (+1)
Charisma 14 (+2)


Size: Medium
Age: 24
Height: 5' 8"
Weight: 130 lb
Eyes: Crystal Blue
Hair: Light Blonde
Skin: Pale-ish blue

The above traits are of Alevyth's true form, not his typically chosen form.

[sblock=Appearance]
Alevyth is almost never in his normal form, primarily because he feels his appearance is not at all attractive or suiting to his pursuits. Rather, he takes the form of a human male which he deems more suiting to his disposition.

In this form, Alevyth's height and weight remain unaltered. His eyes almost always remain the same color, though his hair is always more full(not whispy and such, but a full head of hair) and falls to his shoulders, almost always in a ponytail when in armor, concealed beneath the plates. His human form is well-muscled and lean rather than bulky, and while he wears bulky plate, he is not altogether clumsy either.

His skin is a very light tan, seeming almost as if he hardly had any sun exposure at all. It is also completely smooth, without a blemish. Some might find his 'perfect' appearance off-putting, but Alevyth doesn't realize how 'unreal' his appearance really is.
[/sblock]


Total Hit Points: 98 (5d10+3d8+24)
Total Hit Points(in shapeshift form): 106 (5d10+3d8+32)


Speed: 30 feet , 20 Feet in Medium/Heavy armor

Armor Class: 27 = 10 +10 [+2 Mithril Full Plate] + 3 [dexterity] + 4[+1 Heavy Darkwood Shield(w/Shield Specialization)]

Touch AC: 17
Flat-footed: 24

Special: Shield Bonuses apply to touch AC and rolls to resist Bull Rush, Disarm, Grapple, Overrun, & Trip attempts

[sblock=Shapechanged attributes(Warshaper)]

Character gains bonuses when outside his usual form

Type: Medium Humanoid (Shapechanger)
Morphic Immunities(Ex): Stunning, Critical hits
Morphic Weapons(Su): Move Action to manifest any natural weapon appropriate for it's size(This may be changed at will[still a move action])
Morphic Body(Su): +2 Strength, +2 Constitution (Becomes +4/+4 at CL 20)
Morphic Reach(Su): Gains +5 feet of reach.[/sblock]

Caster Level: 0
Spell DC: 10 + Spell Level + 1 (Wis)

Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 12 = 6 [base] + 3 [constitution] + 2 [Charisma] +1 [Cloak of Resistance]
Reflex save: + 7 = 1 [base] + 3 [dexterity] + 2 [Charisma] + 1 [Cloak of Resistance]
Will save: + 5 = 1 [base] + 1 [wisdom] + 2 [Charisma] + 1 [Cloak of Resistance]

Attack (handheld): +9 = 7 [base] + 2 [strength]
Attack (missile): +10 = 7 [base] + 3 [dexterity]
Grapple check: +9 = 7 [base] + 2 [strength]

Special: +1 Insight Bonus to attack and damage rolls against anything with a supernatural ability.

[sblock=+1 Undead Bane Longsword]
To Hit: +10 = 7 [base] +2 [strength] +1 [enhancement bonus]
To Hit Undead: +12 = 7 [base] +2 [strength] +3 [enhancement bonus]

Damage: 1d8+3
Damage to Undead: (1d8+5)+2d6

Critical Range: 19-20
Critical Multiplier: x2
[/sblock]

[sblock=Masterwork Knee Blade]

To hit: +8 = 7 [base] + 2 [strength] +1 [enhancement bonus] -2 [Hidden Penalty]
Damage: 1d6+2

Critical Range: 19-20
Critical Multiplier: x2
[/sblock]

[sblock=Sleeve Blade]
To hit: +7 = +7 [base] +2 [strength] -2 [Hidden Penalty]
Damage: 1d4+2

Critical Range: 19-20
Critical Multiplier: x2
[/sblock]

[sblock=Boot Blade]
To hit: +7 = +7 [base] +2 [strength] -2 [Hidden Penalty]
Damage: 1d4+2

Critical Range: 19-20
Critical Multiplier: x2
[/sblock]

[sblock=Composite +2 Longbow]
To hit: +10 = +7 [base] +3 dexterity
Damage: 1d8+2

Critical Range: 20-20
Critical Multiplier: x3
[/sblock]

In natural form
Light load: 58 lb.
Medium load: 59-116 lb.
Heavy load: 116-175 lb.
Lift over head: - 175 lb.
Lift off ground: - 350 lb.
Push or drag: - 875 lb.


During Minor Change Shape
Light load: 76 lb.
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: - 230 lb.
Lift off ground: - 460 lb.
Push or drag: - 1150 lb.


Languages: Common, Celestial


[sblock=Feats]
Shield Specialization(Heavy) [PHB II]
Shield Ward [PHB II]
Combat Reflexes
Knightly Training [Eberron]
Supernatural Crusader [Tome of Magic]
Negotiator [Bonus +2/+2 feat for 0 LA]
[/sblock]

[sblock=Skills]

Appraise + 1 = 1 [Int]
Balance + 3 = 3 [Ranks] + 3 [Dex] -3 [ACP]
Bluff + 4 = + 2 [Charisma] +2 [Racial]
Climb + 4 = 2 [Ranks] + 2 [Str] - 3 [ACP]
Concentration + 4 = + 1 [base] + 3 [Con]
Craft + 1 = 1 [Int]
Craft (Weaponsmithing) + 1 = 0 [base] + 1 [Int]
Craft (Armorsmithing) + 1 = 0 [base] + 1 [Int]
Decipher Script + 1 = 0 [base] + 1 [Int]
Diplomacy + 6 = 2 [base] + 2 [Cha] +2 [Negotiator]
Disguise + 4 = 2 [base] +2 [Cha]
Escape Artist + 1 = 1 [base] + 3 [Dex] -3 [ACP]
Forgery + 1 = 1 [Int]
Gather Information + 2 = 0 [base] + 2 [Cha]
Heal + 2 = 1 [base] +1 [Wis]
Hide + 0 = 3 [Dex] -3 [ACP]
Intimidate + 5 = 1 [base] + 2 [Cha] +2 [Racial]
Jump + 3 = 4 [base] + 2 [Str] -3 [ACP]
Knowledge (Arcana) + 3 = 2 [base] + 1 [Int]
Knowledge (The Planes) + 1 = 0 [base] + 1 [Int]
Knowledge (Religion) + 2 = 1 [base] + 1 [Int]
Knowledge (Local) + 1 = 0 [base] + 1 [Int]
Listen + 1 = 0 [Base] + 1[Wis]
Move Silently + 3 = 3 [Dex] -3 [ACP]
Ride + 6 = 3 [Base] + 3 [Dex]
Search + 1 = + 1 [Int]
Spot + 1 = 0 [base] + 1 [Wis]
Sense Motive + 7 = 3 [base] + 2 [Racial] +2 [Negotiator]
Spellcraft + 1 = 0 [base] + 1 [Int]
Survival + 1 = 0 [base] + 1 [Wis]
Swim - 2 = 2 [base] + 2 [Str] -6 [ACP]
Use Rope + 3 = 0 [base] 3 [Dex]
[/sblock]


[sblock=Spells]

Spells/Day
1 level: 0 = 0 + 0 [Wis]
2 level: 0 = 0 + 0 [Wis]
3 level: 0 = 0 + 0 [Wis]
4 level: 0 = 0 + 0 [Wis]


Prepared spells:

1 level: None
2 level: None
3 level: None
4 level: None

[/sblock]


[sblock=Level Advancement]
1: Fighter - Climb +1, Knowledge(Arcana) +2, Intimidate +1, Jump +2, Ride +2, Swim +2

Fighter Feat: Shield Specialization(Heavy) [PHB II]
Feat: Shield Ward [PHB II]
Bonus +2/+2 feat for 0 LA: Negotiator

2: Fighter - Ride +1, Climb +1, Jump +1

Fighter Feat: Combat Reflexes

3: Paladin - Sense Motive +1, Diplomacy +1, Knowledge(Religion) +1
Gain Aura of Good(Ex) - Aura equal to Paladin Level
Gain Detect Evil(sp) at will
Gain Smite Evil(Su) 1/day - Cha bonus to attack, Paladin level to damage

Feat: Knightly Training(Warshaper)

4: Paladin - Sense Motive +1, Heal +1, Diplomacy +1
Gain Divine Grace - Cha bonus to saves
Gain Lay on Hands - Cha bonus + Paladin level heal (Touch)

5: Paladin - Knowledge(Religion) +1, Sense Motive +1, Jump +1
Gain Aura of Courage - Immunity to Fear, Allies within 10' gain +4 bonus on saves against fear
Gain Divine Health - Immunity to Diseases(including Su)

6: Warshaper - Balance +1, Disguise +1, Concentration +1
Gain Morphic Immunities (Immunity to Criticals and Stunning)
Gain Morphic Weapon (Move Action to manifest a natural weapon appropriate to size)

Feat: Supernatural Crusader (Tome of Magic)

7: Warshaper - Escape Artist +1, Balance +1, Disguise +1
Gain Morphic Body (+2 Strength, +2 Con [Becomes +4/+4 at level 20])

8: Warshaper - Balance +1, Climb +1, Jump +1
Gain Morphic Reach (+5 Reach)



Totals:

BAB +7, Fort +12, Ref +7, Will+5


[/sblock]

[sblock=Changeling]
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Standard Vision
• +2 Racial bonus on saves vs. Sleep and
Charm effects
• ‘Speak Language’ is always in-class.
• +2 Racial bonus on Bluff, Intimidate, and Sense
Motive checks.
• Minor Change Shape (Su) – Disguise Self at will as a
Full Round Action. This is a Transformation, not
an Illusion. The Changeling’s body changes, but
not its possessions. The change is permanent until
willingly changed. Use of this ability grants a +10
Circumstance bonus on Disguise checks.
Favored Class: Rogue
[/sblock]



[sblock=Equipment]
+2 Mithril Full Plate armor - 14,500 gold, 25 LB
+1 Heavy Darkwood Shield - 1,257, 5 LB
Wand Chamber(Shield) - 100 gold, - LB
+1 Undead Bane Longsword - 8,015, gold 4 LB
Wand Chamber(Sword) - 100 gold, - LB
Cloak of Resistance - 1,000 gold, 1 LB
Wand of Cure Light Wounds - 750 gold, - LB
MW Knee Blade - 320 gold, 2 LB
Boot Blade - 4 gold, 1/2 LB
Sleeve Blade - 4 gold, 1 LB
Composite Longbow +2 - 250 gold, 3 LB
Arrows(60) - 3 gold, 9 LB
Backpack - 2 gold, 2 LB
Bedroll - 1 Silver, 5 LB
_____
Total: 26,205 Gold, 1 silver


GP on person: 794, 1 silver
Encumbrance: 57.5 LB of gear
[/sblock]

[sblock=background]
[/sblock]

[/sblock]
 
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Guess I should post here as well need to get the red ink out background is my hardest at this point don't want to be stero typical and have 8 lvls to account for but give me time I 'll get it :cool:

Kyelingar Godtouched
"Chosen of the Great Guardian"
Lawful Neutral male human Cleric 8
Patron Deity: Helm, The Viligant One, The Watcher
EXP: 28,000xp

Strength: 15 (+2)
Dexterity: 13 (+1) (base 11, +2 item)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4) (base 14, +2 levels. +2 item)

Size: Medium
Age: 28
Height: 6' 1"
Weight: 225 lb
Eyes: deep blue
Hair: light brown, wavy to shoulders
Skin: lightly tanned

[sblock=Appearance]
Broad of shoulders and chest Kye could have been a great warrior but
was called into Helm's service. He keeps his face clean shaven and polishes his armor and shield till
the shine could blind a man. [/sblock]
[sblock=Personality]
Kyelingar "Kye" is a self-assured braggart who belives that with Helm's help nothing is impossible. No foe is to great or challenge to tough, that through Helm's might anything can be accomplished. It is these beliefs that usally help find himself in trouble. [/sblock]

Total Hit Points: 72

Speed: 20 feet
Armor Class: 23 = 10(base) + 9(+1 full plate) + 3(+1 heavy steel shield) + 1 (dexteriety)
Touch AC: 11
Flat-footed: 22
[sblock=Special] Aura(Lawful), Spells(may not cast Chaotic spells), Domain Spells, Spontaneous Spell Casting,
Turn Undead:
--times per day: 11
--range: closest undead first then 60' range/no line of sight needed but do need line of effect
--turning check: 1d20 + 4 [CHA] + 2 [synergy-knowledge(religion)] = 1d20 +6
--turning damage: 2d6 + 4 [CHA] + 8 [cleric lvl] = 2d6+12
--effect/duration: turned undead flee from cleric by best and fastest means for 10 rounds, if they cannot flee they cower
(giving attack rolls a +2 bonus), if the cleric approaches within 10' the turning is broken
--destroying undead: if the cleric has twice as many or more levels as the undead have hit dice they are destroyed instead
of turned
Domain ablilities: Protection: Can generate a protective ward as a super-natural ability. Grants someone touched a
resistance bonus equal to cleric level on next saving throw. Activating this power is a standard action. The protective
ward is an abjuration effect with a duration of one hour that is usable once per day.
Strength: Can perform a feat of strength as a super-natural ability. Gains an enhancementbonus to Strength equal to cleric
level. Activating the power is a free action, the power lasts one round and is usable once per day. [/sblock]

Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 7 = 6 [base] + 1 [constitution]
Reflex save: + 3 = 2 [base] + 1 [dexterity]
Will save: + 9 = 6 [base] + 3 [wisdom]
Attack (handheld): + 8 = 6 [base] + 2 [strength]
Attack (missile): +7 = 6 [base] + 1 [dexterity]
Grapple check: +8 = 6 [base] + 2 [strength]

Light load: 66 lb.
Medium load: 67-133 lb.
Heavy load: 133-200 lb.
Lift over head: - 200 lb.
Lift off ground: - 400 lb.
Push or drag: - 1,000 lb.
Total Weight:
carried - 103lb. = medium load
without pack - 82lb. = medium load
Kye and all equipment - 328lb.

Languages: Common and Celestial

[sblock=Feats]
Proficient with all simple weapons
Light, Medium, and Heavy Armor
Proficient with all shields(except tower)
Negotiator
Extra Turning
Exotic Weapon Proficiency(bastard sword)
Weapon Focus(bastard sword)
Divine Might [/sblock]
[sblock=Skills]
Appraise + 1 = + 1 [Int]
Balance - 5 = + 1 [Dex] - 6 [ACP]
Bluff + 4 = + 4 [Cha]
Climb -4 = + 2 [Str] - 6 [ACP]
Concentration* + 6 = + 5 [base] + 1 [Con]
Craft* + 1 = + 1 [Int]
Decipher Script + 1 = + 1 [Int]
Diplomacy* + 18 = 10[base] + 4 [Cha] +2 [synergy: sense motive] + 2 [feat: negotiator]
Disguise + 4 = + 4 [Cha]
Escape Artist - 5 = + 1 [Dex] - 6 [ACP]
Forgery + 1 = + 1 [Int]
Gather Information + 4 = + 4 [Cha]
Handle Animal + 4 = + 4 [Cha]
Heal* + 3 = + 3 [Wis]
Hide -5 = + 1 [Dex] - 6 [ACP]
Intimidate + 4 = + 4 [Cha]
Jump - 4 = + 2 [Str] - 6 [ACP]
Knowledge (Architecture and engineering) + 1 = + 1 [Int]
Knowledge (Dungeoneering) + 1 = + 1 [Int]
Knowledge (Geography) + 1 = + 1 [Int]
Knowledge (History)* +6 = 5 [base] + 1 [Int]
Knowledge (Arcana)* + 3 = 2 [base] + 1 [Int]
Knowledge (The Planes)* + 3 = 2 [base] + 1 [Int]
Knowledge (Religion)* + 6 = 5 [base] + 1 [Int]
Knowledge (Local) + 1 = + 1 [Int]
Knowledge (Nobility and Royalty) + 1 = + 1 [Int]
Listen + 3 = + 3 [Wis]
Move Silently - 5 = + 1 [Dex] - 6 [ACP]
Open Locks + 1 = + 1 [Dex]
Perform +4 = + 4 [Cha]
Profession* + 3 = + 3 [Wis]
Ride + 1 = = 1 [Dex]
Search + 1 = + 1 [Int]
Sleight of Hand + 1 = + 1 [Dex]
Spot + 3 = + 3 [Wis]
Sense Motive + 10 = 5 [base] + 3 [Wis] + 2 [feat: negotiator]
Spellcraft* + 6 = 5 [base] + 1 [Int]
Survival + 3 = _ 3 [Wis]
Swim - 10 = + 2 [Str] - 12 [ACP]
Use Magic Device +4/+6 = +4 [Cha] + 2 [synergy: spellcraft usable on scrolls only]
Use Rope + 1 = + 1 [Dex]
* = class skill [/sblock]

[sblock=Spells]
Domains: Strength and Protection
Spells/Day
0 level: 6
1 level: 5 + d = 4 + 1 [Wis]
2 level: 4 + d = 3 + 1 [Wis]
3 level: 4 + d = 3 + 1 [Wis]
4 level: 2 + d
Prepared spells:
0 level: Create Water, Detect Magic, Detect Magic, Mending, Purify Food and Drink, Read Magic
1 level: Bless, Bless, Cure Light Wounds(1d8+5), Divine Favor, Shield of Faith, d= Enlarge Person
2 level: Bull's Strength, Spiritual Weapon, Make Whole, Remove Paralysis, d= Bull's Strength
3 level: Prayer, Cure Serious Wounds(3d8+8), Invisiblity Purge, Dispel Magic, d= Protection from Energy
4 level: Divine Power, Magic Weapon;Greater, d= Spell Immunity [/sblock]

[sblock=Level Advancement]
1: Abilities: spent 36 pts, Class: Cleric(lvl1), Race: Human, Skills: pts= 16; 4pts-Diplomacy, 4pts-Knowledge(history),
4pts-Knowledge(religion), 4pts-Sense Motive(cc), Feats: Exotic Weapon Proficiency(bastard sword)-1st lvl, Extra Turning-
human bonus, Negotiator-bonus ECL0
2: Class: Cleric(lvl2), Skills: 1pt-Concentration, 1pt-Diplomacy, 1pt-Knowledge(history), 1pt-Knowledge(religion)
3: Class: Cleric(lvl3), Skills: 2pts-Concentration, 2pts-Sense Motive(cc), Feat: Weapon Focus(bastard sword)-3rd lvl
4: Abilities: +1 to CHA, Class: Cleric(lvl4), Skills: 2pts-Concentration, 2pts-Spellcraft
5: Class: Cleric(lvl5), Skills: 2pts-Spellcraft, 2pts-Sense Motive(cc)
6: Class: Cleric(lvl6), Skills: 4pts-Diplomacy Feat: Divine Might
7: Class: Cleric(lvl7), Skills: 1pt-Diplomacy, 1pt-Spellcraft, 2pts-Sense Motive(cc)
8: Abilities: +1 to CHA, Class: Cleric(lvl8), Skills: 2pts-Knowledge(arcana), 2pts-Knowledge(planes) [/sblock]

[sblock=Human]
* Humanoid (human)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at first level
* 4 extra skill points at first level and 1 extra skill point at each additional level
* Automatic Languages: Common Bonus Languages: Any (other than secert languages)
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty
her highest-level class does not count.
* Level Adjustment: +0 [/sblock]

[sblock=Equipment]
Standard:
Backpack.....................2gp...2lb
Bedroll.........................1sp...5lb
Blanket,winter...............5sp...3lb
Waterskin.....................1gp...4lb
Flint&Steel....................1gp...---
Scroll Case....................1gp...1/2lb
Belt Pouch.....................1gp...1/2lb
Everburning Torch...........110gp...1lb
Traveler's Outfit..............1gp...worn
Cleric's Vestments...........free...6lb
Heavy Mace,masterwork...312gp...8lb
Magical:
The Watchful Eye of Helm...........3,328gp...1lb
--Divine Focus = Holy Symbol,silver
--acts as Metamagic Rod(extended,lesser)
+1 Full Platemail........................2,650gp...50lb
+1 Heavy Shield,steel.................1,170gp...15lb
Yasaderian...............................8,335gp...6lb
-- +1 ghosttouch bastard sword
Silver Dagger, masterwork...........322gp...1lb
Gloves of Dexterity(+2)...............4,000gp...worn
Cloak of Charisma(+2).................4,000gp...worn
Scroll-divination(cstrlvl7).............700gp...---
Potions:
-- Remove Curse........................750gp...1/2lb
-- Levitate................................300gp...1/2lb

Treasure:
GP: 65
SP: 4
CP:
GEMS: 2 = amethyst(100gp), bloodstone(50gp)
Jewerly: Helm symbol brooch,50gp[/sblock]


[sblock=Background] Pending [/sblock]
 
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Jager:

Shayuri or Myth will have to confirm this, but as I understand it you must make a magical weapon +1 before you can add a special ability to it; that is, you can have a +1 flaming quarterstaff (costing 8000gp) but not a flaming quarterstaff (costing 2000gp).

DMG page 221: A weapon with a special ability must have at least a +1 enhancement bonus.
 

Jager:

Shayuri or Myth will have to confirm this, but as I understand it you must make a magical weapon +1 before you can add a special ability to it; that is, you can have a +1 flaming quarterstaff (costing 8000gp) but not a flaming quarterstaff (costing 2000gp).

DMG page 221: A weapon with a special ability must have at least a +1 enhancement bonus.


I'll double check that, you could very well be right I just went with the straight price listing for the special ability and never thought to see if there were any stipulations like that. I've read discussions on a few forums and it seems the argument is whether the RAW intended the special ability to take into account the +1, the +1 counts since a magical item has to be masterwork, or if it was intended for a special ability to be in addition to the +1. Either way I'll wait for a ruling and adjust accordingly, shouldn't be too tough to move things around
 
Last edited:

Jager:

Shayuri or Myth will have to confirm this, but as I understand it you must make a magical weapon +1 before you can add a special ability to it; that is, you can have a +1 flaming quarterstaff (costing 8000gp) but not a flaming quarterstaff (costing 2000gp).

DMG page 221: A weapon with a special ability must have at least a +1 enhancement bonus.

100% correct. That's why all the other PCs who have weapons with other abilities had to pay the high extra +1 premium.

Peth: I've noticed you added the MW price to your enchanted items. You don't need to do so as the price already includes the MW factor. So good news, you have more cash. That will be a 25% commission for my financial savings advice.
 
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OK finally found an official take on it (or at least the skip williams take and he helped design the whole mess) Anyway you guys are right so I made the adjustments in the rogue's gallery (the sheet in this thread doesn't reflect the changes) and I think I have it all worked out okay now and might have ended up further ahead despite it (for instance a ghost shroud, which makes anything you wield a ghost touch weapon is only 5000 gold as compared to 8000 + weapon cost for a + weapon with a +1 special ability).
 

Nitpicking begins:

-- Wysiwyg - Looks pretty good overall. Just want to doublecheck on feats. You have:

Combat Reflexes
Weapon Finesse
Vexing Flanker
Shadow Blade
Two Weapon Fighting Style

Broken down by level, that must mean:

1 Combat Reflexes
1 Vexing Flanker
3 Weapon Finesse
6 Shadow Blade
?? Two Weapon Fighting

Also, you get a freebie +2/+2 feat, per houserule.

-- Cheshire, you look good to me.

-- Jager, I think this was resolved already, but just to be black and white: Yes...weapons and armor must have at least a +1 enhancement bonus to get special abilities. That does mean that the minimum cost of a weapon or armor with an ability is that of a +2 enchantment (1 for the bonus, 1 for the ability). The exception are those abilities that have flat costs in gp listed, rather than bonus equivalents.

Other than that, looks good.

Now maybe I can finish my own submission. :)
 

Nitpicking begins:

-- Wysiwyg - Looks pretty good overall. Just want to doublecheck on feats. You have:

Combat Reflexes
Weapon Finesse
Vexing Flanker
Shadow Blade
Two Weapon Fighting Style

Broken down by level, that must mean:

1 Combat Reflexes
1 Vexing Flanker
3 Weapon Finesse
6 Shadow Blade
?? Two Weapon Fighting

Also, you get a freebie +2/+2 feat, per houserule.
:)

Two Weapon Fighting: I have 1 level in fighter which gives me an extra feat

I took Stealthy for the +2/+2. I forgot to mention it on my sheet.
 


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