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Fallen World- 13th lvl homebrew (dark and mature)
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<blockquote data-quote="Shayuri" data-source="post: 3714140" data-attributes="member: 4936"><p>Almost done, just need to blow the last 11000gp. Narrowed it down to one of three items or so. Just gotta pick now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Concept is as previously posted...ie - Character is last survivor of a lonely mountain enclave that was razed. She has come to chew arse and kick bubble gum, and she's all out of...er...yeah. Basically, she's taking the long approach to vengeance. Her ultimate goal is to bring the house down on the demons, but since she's serious about it, she's trying to do it smart. She's lawful neutral, because in the end, there's not much she wouldn't do to further the goal. If she has to step on some necks to make it happen...so be it. If she has to serve some demons in order to destroy others...fine. She'll get them all in the end.</p><p></p><p>If selected, I shall writeup a full detailed background. I'm reluctant to do so in advance, as it constitutes a lot of work and effort that might be wasted if I'm not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here's... [sblock=Thorn!]Name: Thorn (Amalthea-Upon-Waters)</p><p>Race: Human</p><p>Class: Monk 1 / Sorc 8 / Fatespinner 4</p><p>Align: Lawful Neutral</p><p>Exp: </p><p></p><p>Desc: Pending</p><p></p><p>Str 9 -1 1</p><p>Dex 14 +2 6</p><p>Con 14 +2 6</p><p>Int 10 +0 2</p><p>Wis 12 +1 4</p><p>CHa 26 +8 13</p><p></p><p>HP 70 (8+12d4+26)</p><p>Init +2</p><p>Move: 30'</p><p>BAB +6/+1</p><p>Melee +5/+0</p><p>Ranged +8/+3</p><p>Grapple +9</p><p>AC 30 (10 + 2 dex + 1 monk + 1 insight + 8 cha, +2 luck, +2 def, +4 armor), 26 touch, 28 flatfooted</p><p>Buffed AC: 39 (+5 natural, +4 shield)</p><p>Will +18 (+12 base + 1 Wis + 2 luck, +3 resist)</p><p>Reflex +12 (+5 base + 2 Dex + 2 luck, +3 resist)</p><p>Fort +12 (+5 base + 2 Con + 2 luck, +3 resist)</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus skill points</p><p></p><p>Class Abilities</p><p>Improved Unarmed Attack</p><p>Improved Grapple</p><p>Flurry of Blows</p><p></p><p>Metamagic Specialist (PHB2 Variant Class Ability)</p><p></p><p>Spin Fate (can apply up to +4 spin to spell DC)</p><p>Fickle Finger of Fate (cause other to reroll any roll as immed action 1/day)</p><p>Spin Destiny (can apply spin to saves or skill checks)</p><p>Deny Fate (autostabilize 1/day)</p><p>Resist Fate (reroll any 1 roll /day for self)</p><p></p><p>Feats</p><p>1 Eschew Materials</p><p>1 Spell Penetration</p><p>3 Empower Spell</p><p>6 Ascetic Mage</p><p>9 Quicken Spell</p><p>12 Greater Spell Penetration</p><p></p><p>Skills 20+24+12</p><p>Bluff (Cha) +13 (5 ranks + 8 Cha)</p><p>Concentration (Con) +18 (16 ranks + 2 Con)</p><p>Diplomacy (Cha) +16 (4 ranks + 8 Cha + 4 synergy)</p><p>Knowledge (arcana) (Int) +8 (6 ranks + 0 Int +2 synergy)</p><p>Listen (Wis) +5 (4 ranks + 1 Wis)</p><p>Profession (Gambler) (Wis) +6 (5 ranks + 1 Wis)</p><p>Sense Motive (Wis) +6 (5 ranks (1cc) + 1 Wis)</p><p>Spellcraft (Int) +6 (6 ranks + 0 Int)</p><p>Spot (Wis) +5 (4 ranks + 1 Wis)</p><p></p><p>Spell Slots (Caster level: 12 (16 vs SR), base DC = 18)</p><p>0 6/6, 1 - 8/8, 2 - 8/8, 3 - 8/8, 4 - 8/8, 5 - 6/6, 6 - 4/4</p><p></p><p>Known</p><p>0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation</p><p>1 Shield, Magic Missile, True Casting, Mage Armor, Fists of Stone</p><p>2 Scorching Ray, Baleful Transposition, Glitterdust, Invisibility, Dimension Hop</p><p>3 Disobedience, Anticipate Teleport, Dragonskin, Dispel Magic</p><p>4 Orb of Force, Dimension Anchor, Dragon's Breath</p><p>5 Cacophonic Burst, Greater Blinking</p><p>6 Greater Heroism</p><p></p><p>Buff Effects:</p><p>Shield: AC +4 (Force)</p><p>Mage Armor: AC +4 (Force)</p><p>Fists of Stone: Str +6</p><p>Disobedience: Blocks Charms/Compulsions</p><p>Dragonskin: +5 AC (Natural) +20 resist energy type</p><p>Greater Blinking: 50% miss chance, ready action to go ethereal for one attack</p><p>Greater Heroism: +4 hit, saves, immune to fear, +12 temp HP</p><p></p><p>Equipment</p><p></p><p>Money: 11,700 7gp 9sp</p><p></p><p>Weapon</p><p>Unarmed, +5 to hit, 1d6-1 dmg (+spell level hit/dmg)</p><p>Dagger, +5 to hit, 1d4-1 dmg, 1gp, 1lb</p><p>Runestaff, +7 to hit, 1d6+1 dmg, Smite for x2</p><p></p><p>Armor</p><p>Noble's Clothing, 75</p><p></p><p>Gear</p><p>Jewelry, 100</p><p>Signet Ring, 5</p><p>Tent, 10</p><p>Bedroll, 1sp</p><p>Wateskin, 1gp</p><p></p><p>Runestaff of Power, 38,300</p><p>+2/MW staff, grants +2 luck to AC and saves, each spell usable 1/day with slot of appropriate level spent.</p><p>- Cone of Cold</p><p>- Continual Flame </p><p>- Fireball</p><p>- Globe of Invulnerability</p><p>- Hold Monster</p><p>- Levitate</p><p>- Lightning Bolt</p><p>- Magic Missile</p><p>- Ray of Enfeeblement</p><p>- Wall of Force (5'radius hemisphere around caster)</p><p></p><p>Circlet of Charisma +6, 36,000</p><p>Vest of Resistance +3, 9,000</p><p>Ring of Protection +2, 8,000</p><p>Dusty Rose Ioun Stone, 5,000</p><p>Handy Haversack, 2,000</p><p></p><p>Foci:</p><p>Anticipate Teleport, 500gp[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3714140, member: 4936"] Almost done, just need to blow the last 11000gp. Narrowed it down to one of three items or so. Just gotta pick now. :) Concept is as previously posted...ie - Character is last survivor of a lonely mountain enclave that was razed. She has come to chew arse and kick bubble gum, and she's all out of...er...yeah. Basically, she's taking the long approach to vengeance. Her ultimate goal is to bring the house down on the demons, but since she's serious about it, she's trying to do it smart. She's lawful neutral, because in the end, there's not much she wouldn't do to further the goal. If she has to step on some necks to make it happen...so be it. If she has to serve some demons in order to destroy others...fine. She'll get them all in the end. If selected, I shall writeup a full detailed background. I'm reluctant to do so in advance, as it constitutes a lot of work and effort that might be wasted if I'm not. :) Here's... [sblock=Thorn!]Name: Thorn (Amalthea-Upon-Waters) Race: Human Class: Monk 1 / Sorc 8 / Fatespinner 4 Align: Lawful Neutral Exp: Desc: Pending Str 9 -1 1 Dex 14 +2 6 Con 14 +2 6 Int 10 +0 2 Wis 12 +1 4 CHa 26 +8 13 HP 70 (8+12d4+26) Init +2 Move: 30' BAB +6/+1 Melee +5/+0 Ranged +8/+3 Grapple +9 AC 30 (10 + 2 dex + 1 monk + 1 insight + 8 cha, +2 luck, +2 def, +4 armor), 26 touch, 28 flatfooted Buffed AC: 39 (+5 natural, +4 shield) Will +18 (+12 base + 1 Wis + 2 luck, +3 resist) Reflex +12 (+5 base + 2 Dex + 2 luck, +3 resist) Fort +12 (+5 base + 2 Con + 2 luck, +3 resist) Race Abilities Bonus Feat Bonus skill points Class Abilities Improved Unarmed Attack Improved Grapple Flurry of Blows Metamagic Specialist (PHB2 Variant Class Ability) Spin Fate (can apply up to +4 spin to spell DC) Fickle Finger of Fate (cause other to reroll any roll as immed action 1/day) Spin Destiny (can apply spin to saves or skill checks) Deny Fate (autostabilize 1/day) Resist Fate (reroll any 1 roll /day for self) Feats 1 Eschew Materials 1 Spell Penetration 3 Empower Spell 6 Ascetic Mage 9 Quicken Spell 12 Greater Spell Penetration Skills 20+24+12 Bluff (Cha) +13 (5 ranks + 8 Cha) Concentration (Con) +18 (16 ranks + 2 Con) Diplomacy (Cha) +16 (4 ranks + 8 Cha + 4 synergy) Knowledge (arcana) (Int) +8 (6 ranks + 0 Int +2 synergy) Listen (Wis) +5 (4 ranks + 1 Wis) Profession (Gambler) (Wis) +6 (5 ranks + 1 Wis) Sense Motive (Wis) +6 (5 ranks (1cc) + 1 Wis) Spellcraft (Int) +6 (6 ranks + 0 Int) Spot (Wis) +5 (4 ranks + 1 Wis) Spell Slots (Caster level: 12 (16 vs SR), base DC = 18) 0 6/6, 1 - 8/8, 2 - 8/8, 3 - 8/8, 4 - 8/8, 5 - 6/6, 6 - 4/4 Known 0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation 1 Shield, Magic Missile, True Casting, Mage Armor, Fists of Stone 2 Scorching Ray, Baleful Transposition, Glitterdust, Invisibility, Dimension Hop 3 Disobedience, Anticipate Teleport, Dragonskin, Dispel Magic 4 Orb of Force, Dimension Anchor, Dragon's Breath 5 Cacophonic Burst, Greater Blinking 6 Greater Heroism Buff Effects: Shield: AC +4 (Force) Mage Armor: AC +4 (Force) Fists of Stone: Str +6 Disobedience: Blocks Charms/Compulsions Dragonskin: +5 AC (Natural) +20 resist energy type Greater Blinking: 50% miss chance, ready action to go ethereal for one attack Greater Heroism: +4 hit, saves, immune to fear, +12 temp HP Equipment Money: 11,700 7gp 9sp Weapon Unarmed, +5 to hit, 1d6-1 dmg (+spell level hit/dmg) Dagger, +5 to hit, 1d4-1 dmg, 1gp, 1lb Runestaff, +7 to hit, 1d6+1 dmg, Smite for x2 Armor Noble's Clothing, 75 Gear Jewelry, 100 Signet Ring, 5 Tent, 10 Bedroll, 1sp Wateskin, 1gp Runestaff of Power, 38,300 +2/MW staff, grants +2 luck to AC and saves, each spell usable 1/day with slot of appropriate level spent. - Cone of Cold - Continual Flame - Fireball - Globe of Invulnerability - Hold Monster - Levitate - Lightning Bolt - Magic Missile - Ray of Enfeeblement - Wall of Force (5'radius hemisphere around caster) Circlet of Charisma +6, 36,000 Vest of Resistance +3, 9,000 Ring of Protection +2, 8,000 Dusty Rose Ioun Stone, 5,000 Handy Haversack, 2,000 Foci: Anticipate Teleport, 500gp[/sblock] [/QUOTE]
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