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Description and background are pending...though background will probably be mostly left in the air; going with the whole amnesia thing. One reason I chose warlock so fast was because I liked the idea of a person discovering strange and somewhat sinister powers within themself...and having no idea how or why.

Open the Sblock...IF YOU DARE!

[sblock]Name: Lily
Race: Human
Class/Level: Warlock 6
Exp:

Desc: Pending

Strength (STR) 8
Dexterity (DEX) 18
Constitution (CON) 14
Intelligence (INT) 13
Wisdom (WIS) 14
Charisma (CHA) 20

Alignment: Neutral
AC: 20
Hit Points: 8+5d6+10
Movement: 30' (30' flight, Good)

Base Attack Bonus: +3
Init: +3
Melee Attack: +2
Ranged Attack: +7
Fort: +5
Reflex: +6
Will: +8

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Eldritch Blast 3d6
Detect Magic at will
DR 1/cold iron
Deceieve Item

Skills: 16+20
Bluff +16 (5 ranks + 5 Cha + 6 Invocation)
Concentration +10 (8 ranks +2 Con)
Intimidate +16 (5 ranks + 5 Cha + 6 invocation)
Sense Motive +11 (9 ranks +2 Wis)
Use Magic Device +14 (9 ranks + 5 Cha)

Feats
1 Point Blank Shot
1 Precise Shot
1 Communicator
3 Combat Expertise
6 Flyby Shot

Languages - Common, Draconic, ?

Invocations
Least
- Beguiling Presence
- Dark One's Luck
- See the Unseen

Lesser
- Fell Flight

Money - 7pp, 14gp, 4sp

Weapons -
Spiked Gauntlet, +2 to hit, 1d4-1 damage, 1lb, 5gp, can't be disarmed

Armour -
Mithril Chain Shirt +2, AC +6, Max Dex +6, 10lbs, 5100gp

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
Everburning Torch, 110gp, 1lb
2 tanglefoot bags, 100gp, 8lbs
2 vials acid, 20gp, 2lbs
2 vials alchemist's fire, 40gp, 2lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money

Magic -
Gloves of Dexterity +2, 4000, -
Handy Haversack, 2000gp, 5lbs
Cloak of Resistance +1, 1000, 1lb

Wand of Cure Light Wounds, 750
Wand of Protection from Evil, 750

Background:
Pending[/sblock]

Comments welcome!
 

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Keep em coming I can take it!

All- 17,000xp, I will post a RG soon so we can get a role call in and get this show on the road. If you fix your character in a big way just post it in sblock *new* so I see that you have changed it. I don't have the time to read back through the thread every day to look for changes. :p
[sblock=gabrion]
gabrion said:
His AC is so low because he will be in wild shape 10 hours/day, and if we're doing any fighting after that, he'll be far away from it. As for the HP, why would the last one not be 5 instead of 4?
That answers that question. I thought you were just crazy for going that low.
The last HD is a D6 not a D8 (1d4+4d8+1d6+18) Now I think your math is right but your HD is wrong it should be 1d4+5d8+18. Didn't even question that last time I read it. Now may I recommend a tweak that will net you 3 HP take it 1d8+1d4+4d8+18 with 47 HP. Not a big deal just something to look at.
gabrion said:
If you're going to rule it that way I won't object ... explain your reading?
Sorry I read from top to bottom and when I got to the animal companion the feat made more sense. By then I still stuck with my opinion that at this point in the game (and if you start taking Arcane Hierophant next level) the feat is only giving you a +1 caster level out the possible 3 or 4 that it does by the feat (I forget the number but you see my point)
[/sblock]

[sblock=Moonstone Spider]
Moonstone Spider said:
I just realized I hosed myself on my ability scores, bad math skills. Think I'll go half-orc for the race.
Ok then! :P
Moonstone Spider said:
I'd trade Fortitude for willpower in a heartbeat, but Great Fortitude is a prereq for Drunken Master for no reason that makes any sense. Improved Init sounds like a really good idea, since most of my AC is coming from dex.
I thought it seemed silly but I didn't even look there as the answer silly DM! The answer to the feat as a prereq comes to the last question so see below.
Moonstone Spider said:
If I put weapon focus unarmed strike does that apply only to normal unarmed attacks or does it also work on grappling?
Only on your hit to initiate a grapple {there aren't many things that give you a bonus to grapple AFAIK}
Moonstone Spider said:
One other question, the Drunken Master entry doesn't have any indication for how Drink Like a Demon interacts with low wisdom or int scores. What happens if you have 6 Drinks and you're Int is 10 (-12 for drinks)?
If you have arms & equipment handbook (page 32) you will be able to read it yourself but just incase. For every drink you have in an hour beyond the first you get a -1 to your fort save to get drunk. Now if you fail this save you take 1d2 to both dex and wis. If Wis hits 0 you pass out, if dex hits 0 you collapses in a blurry wreck. If both hit 0 at the same time then you have to make a Fort save versus the last drink taken or suffer 1 Con damage every 10 minutes until death or stomach purging. Now Weak Wine is DC 11 and Weak Ale is DC 10. How is that for a DnD way to get drunk? For a 0 Int you would sit and drool so stay away from that…that is all I can tell ya just don’t do it.[/sblock]

[sblock=JonnyFive]
JonnyFive said:
STR: 16 10point
DEX: 20 10point+2race+1level
CON: 16 6point+2race
INT: 14 6point
WIS: 12 4point
CHA: 10 4point-2race
You know you are missing 3 points right?

JonnyFive said:
Hit Points: XXX / XXX
Hit Dice: 5d6+15 (XXX hp)
AC: 20 (+0 Armor, +1 Shield, +5 DEX, +1 Size, +3 Natural, +XX <other>; touch 16, flat-footed 20)
BAB/Grapple: +3/+2
Point 1 HP is 35. Point 2 You don't own a shield so make your +1 a Deflection bonus not a shield bonus. Point 3 your Grapple is +6{+3BAB+3STR}

JonnyFive said:
Attacks:
  • +1 dagger +7 (1d3+2 19-20x2)
Yeah should be +3 BaB+5 DEX+1 Wpn Focus+1 Magic=+10 for 1d4+4 damage Daggers are 1d4
JonnyFive said:
Special Abilities:
  • Evation
Must be a new rogue ability :D "Evasion" lol
JonnyFive said:
Feats:
  • Weapon focus(Dagger)
  • Weapon Finess (Dagger)
  • TWF
I see your first level feat, and your first level feat, and your third but no sixth? I gave a bonus feat to everyone at first level.
JonnyFive said:
Equipment:
  • +1 dagger (x3) (6806gp, 2.25lbs.)
  • Ring of Protection +1(2000gp, -lbs.)
  • Amulet
    of nat armor +1(2500gp, -lbs.)
  • Boots of Elvenkind(2500gp, 1lbs.)
  • 94gp
1. You have 194gp left. 2. You have no...stuff may I recommend {100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), 3xBottles of wine (30) (2 lbs), Oil Soaked Cloths in Tin (1), 50ft Silk Rope (20)(5lbs), a Bedroll} The wine and the oil are for cocktails of the exploding persuasion[/sblock]

[sblock=Shayuri]
Shayuri said:
17,000xp
Shayuri said:
AC: 20
Hit Points: 8+5d6+10
Please list out how you got a 20 AC, and how did you get the starting 8?it should be 6d6+12 or 36 HP
Shayuri said:
Fort: +5
Reflex: +6
Will: +8
Can you seperate the saves so that it is Base+Mod+Misc so I can see how you got your numbers?

Shayuri said:
Skills: 16+20
Well it should be {2+1 Int mod}*4+{2+1 Int mod}*5 or 27 sk. pts
Shayuri said:
Feats 1 Communicator
Remember to list these spells under SA
Shayuri said:
Weapons -
Spiked Gauntlet, +2 to hit, 1d4-1 damage, 1lb, 5gp, can't be disarmed
How is it +2 to hit is it magic?


Can you use the format that I have listed here[sblock=Char. Sheet][sblock]
<Name>, <Race> <Class> <Level>
<Size> <Type>, <Alignment>,
<age>, <height>, <weight>, <sex>, <color> eyes, <color> skin, <color> hair, <other>

STR: XX (+XX)
DEX:XX (+XX)
CON: XX (+XX)
INT: XX (+XX)
WIS: XX (+XX)
CHA: XX (+XX)

Hit Points: XXX / XXX
Hit Dice: XXdXX+XX (XXX hp)
Speed: XXft <type if nessessary>
Initative: +XX (+XX DEX, +XX <bonus>)
AC: XX (+XX Armor, +XX Shield, +XX DEX, +XX Size, +XX Natural, +XX <other>; touch XX, flat-footed XX)
BAB/Grapple: +XX/+XX

Fort: +XX (+XX Base, +XX CON, +XX <bonus>)
Ref: +XX (+XX Base, +XX DEX, +XX <bonus>)
Will: +XX (+XX Base, +XX WIS, +XX <bonus>)

Attacks:
  • <Weapon> +XX melee (XXdXX+XX XXxX)

  • <Weapon> +XX ranged, XXX' (XXdXX+XX XXxX)

Special Attacks:
  • XXXX

Special Abilities:
  • XXXX
  • XXXX
  • XXXX <Notes>

Skills: (XX points, max ranks XX/XX)
  • <Skill> +XX (XX Ranks, +XX ATB, +XX <bonus>)
  • <Skill> +XX (XX Ranks, +XX ATB, +XX <bonus>)

Feats:
  • xxxx
  • xxxx

Languages:
  • XXXXX
  • XXXXX

Equipment:
  • <Item>(XXgp, XXlbs.)
  • <Item>(XXgp, XXlbs.)
Total weight carried -- XXXlbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.

Spells:
Class: (XX/XX/XX; spell save DC xx + spell level; <notes>)
  • 0th- XXXX, XXXX
  • 1st- XXXX, XXXX
  • 2nd- XXXX, XXXX

XP: XXX,XXX / XXX,XXX

Appearance:
XXXXX

Personality:
XXXXX

Background:
XXXXX

Notes:
XXXXX

[/sblock][/sblock][/sblock]

[sblock=Nero Kingsley]
Nero Kingsley said:
Final version of Dunestrider.
Someone is sure of themselves on the first try. Just repost if you change anything so I can see it :p
Nero Kingsley said:
Psychic warrior 6
Actually you are level 5 and your sheet reflects that so change it at the beginning.
Nero Kingsley said:
Speed: 30ft
Shouldn't this be 20ft since you are wearing Full plate?
Nero Kingsley said:
Skills: (18 points, max ranks 9/4)
{2+0 Int mod}*4+{2+0 Int mod}*4= 16 skill points
Nero Kingsley said:
Powers:
Power save = DC 13 + power level.
  • 1st- Biofeedback, Chameleon, Skate.
  • 2nd- Body Adjustment, Empathic Transfer, Psionic Levitate.
Personally I would go with Vigor over Skate, but that is just me. I just always liked to be able to heal myself.
Nero Kingsley said:
XP: 15,000 / 21,000
17,000XP[/sblock]

Amazing Triangle = Leveled up he is now a 1st level Penn State Graduate.
:: sighs after all the work both here and in the real world ::
 

17,000xp

-- Noted. Will update.

Please list out how you got a 20 AC, and how did you get the starting 8?it should be 6d6+12 or 36 HP

--AC is 10 + 4 dex + 6 armor.. The 8 is the first hit dice. Max is 6, plus the Con bonus of 2. Then the other 5 levels are 1d6+2 each, which comes out to 5d6+10.

Can you seperate the saves so that it is Base+Mod+Misc so I can see how you got your numbers?

-- Of course. My apologies. I'll include the breakdown on the revised sheet.

Well it should be {2+1 Int mod}*4+{2+1 Int mod}*5 or 27 sk. pts

-- It would be, but you're forgetting that a human gets a bonus skill point. :) Thus, it's 2+1+1, not just 2+1.

Remember to list these spells under SA

- Arr, I meant to include them under the feat. I shall update using your sheet template though.

How is it +2 to hit is it magic?

- No. The +2 is the -final- hit bonus, with all modifiers factored in. Thus BAB +3, -1 for a Str of 8 is a total to hit of +2.

Can you use the format that I have listed here

- Can and will. That alone will clear up most of these issues. :)

Thanks for the feedback.
 


Here is my knight. Let me know what you think.

[
Code:
[B]Name:[/B] Seifer Dagmar
[B]Class:[/B] Knight
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Unknown

[B]Str:[/B] 18 +4 (10p.)     [B]Level:[/B] 6        [B]XP:[/B] 17,000
[B]Dex:[/B] 14 +2 (06p.)     [B]BAB:[/B] +6/+1      [B]HP:[/B] 63 (6d12+18)
[B]Con:[/B] 16 +3 (10p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (06p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +3    +1    +0    +0    +1    23
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 22

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3          +5
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      5    +1          +6

[B]Weapon                  Attack   Damage     Critical[/B]
Bastard Sword +1          +12/+7 1d10+5     19-20x2
Masterwork Shortsword     +11/+8 1d6+4      19-20x2
Dagger x4                 +10/+5 1d4+4      19-20x2
Dagger, thrown x4         +8/+3  1d4+4      19-20x2
Composite Longbow (Str+4) +8/+3  1d8+4         x3
Lance                     +10/+5 1d8+4         x3


[B]Languages:[/B] Common, Orc

[B]Abilities:[/B] Proficiency: All simple and martial weapons, all armour, all shields (except tower); Knight's code; Knight's challenge (x5/day); Fighting challenge +1; Mounted Combat; Shield block +1; Bulwark of defense; Armor mastery(medium); Test of mettle; Bonus feat(lvl 5); Vigilant defender; Shield ally  

[B]Feats:[/B] Exotic weapon: bastard sword; Weapon focus: bastard sword; Power attack; Mounted combat; Cleave; Armor mastery (medium); Great cleave; Improved initiative   

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge(Nobility)        3    +1          +4
Knowledge(Royalty)         3    +1          +4
Intimidate                 6    +2          +8
Riding                     9    +1    +2    +12
Spot                       4    +1          +5
Handle Animal              7    +1          +8
              

[B]Equipment:               Cost  Weight[/B]
Bastard Sword +1         2335gp 6lb
Full-plate +2            5650gp 50lb
Steel Heavy Shield +1    1170gp 15lb
Composite Longbow        500gp  3lb
  Arrows (20)            2gp    6lb
Daggers x4               8gp    4lb
Lance                    10gp   10lb
Ring of Protection +1    2000gp  -
Alchemist's Fire x2      40gp   2lb
Tanglefoot bag x4        200gp  16lb
Mule (Bezren)            8gp     -
  Bedroll                1sp    5lb
  Blanket, winter        5sp    3lb
  Flint and steel        1gp     -
  Lantern, bullseye      12gp   3lb
  Sack x2                2sp    1lb
  Tent                   10gp   20lb
  Whetstone              2cp    1lb
  Bit and bridle         2gp    1lb
  Saddle, pack           5gp    15lb 
Heavy warhorse (Gorgon)  400gp   -
  Bit and bridle         2gp    1lb
  Saddle, military       20gp   30lb
  Waterskin x2           2gp    4lb

[B]Total Weight:[/B]96lb      [B]Money:[/B] 313gp 1sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               101   200   300   300   1500

[B]Age:[/B] 27
[B]Height:[/B] 6'2"
[B]Weight:[/B] 220lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown (shaved and thinning)
[B]Skin:[/B] Pale
Appearance: Seifer Dagmar is a tall and thickly-muscled human man. He possesses a serious expression with a large prominent nose, a strong jaw, and a heavy brow. He seems very comfortable wearing his suit of enchanted full plate armor. He wears a loose white tabard with a blue cockatrice; a symbol he does not recognize. He wears a fine bastard sword on his left hip, a shortblade on his right, and four daggers on the back of his belt. A heavy shield (also with a cockatrice) and a longbow, recurved bow are strapped on his back when not being used. When on the field of battle, Seifer usually is found on his dappled gray stallion, Gorgon.

Background: Seifer Dagmar has only a spotty memory of what brought him to this point on the battlefield. Even as a young man, his career as a hedge knight and swornsword has been eventful and full of violence and battle. Seifer knows that a woman he loves, Fianna, has asked him to retire. Only his sense of duty brought him to the field once again. Now, he is confused and frustrated, stuck in a horrible situation with only his trusted allies of past campaigns to help him get to the truth.
 
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[sblock=AT]
Amazing Triangle said:
Sorry I read from top to bottom and when I got to the animal companion the feat made more sense. By then I still stuck with my opinion that at this point in the game (and if you start taking Arcane Hierophant next level) the feat is only giving you a +1 caster level out the possible 3 or 4 that it does by the feat (I forget the number but you see my point)

I'm going to assume that instead of +(whatever) caster level, you actually mean +(whatever) to effective druid level for determining special abilities of animal companion. In that case, I'll have to thing about what I want to do. My animal companion wouldn't actually change (5-3+1=3, and level 3-5 is when the get the bonuses I have listed right now), but just in case I decide to drop the feat, would you allow greenbound summoning from Lost Empires of Faerun (if you don't like it as is, I would be amiable to some nerfs)? Also, I hate to press the issue, but what about my analysis of Natural Bond did you think is incorrect (or do you just not like the idea I'm proposing and you want to house rule it away [which, btw, I have no problem with...I'm just wondering why you've come to the decision you have])? Let me know.[/sblock]
 

New character sheet! Includes the requested changes and uses the requested template.

[sblock]
Lily, Human Warlock 6
Medium Humanoid (Human) Neutral
20, 5'3", 126lbs, female, brown eyes, fair skin, black hair

STR: 08 (-1)
DEX:18 (+4)
CON: 14 (+2)
INT: 13 (+1)
WIS: 14 (+2)
CHA: 20 (+5)

Hit Points: 36 / 36
Hit Dice: 6d6+12
Speed: 30ft ground, 30ft Good flight
Initative: +4 (+4 DEX)
AC: 20 (+6 Armor, +4 DEX, touch 14, flat-footed 16)
BAB/Grapple: +3/+2

Fort: +5 (+2 Base, +2 CON, +1 resistance)
Ref: +6 (+2 Base, +4 DEX, +1 resistance)
Will: +8 (+5 Base, +2 WIS, +1 resistance)

Attacks:

* Spiked Gauntlet +2 melee (1d4-1 20x2)
*

Eldritch Blast +7 ranged, 60' (3d6+ 20x2)


Special Attacks:

* Eldritch Blast


Special Abilities:

* Communicator (Arcane Mark, Message, Comprehend Language all 1/day, level 6)
* Invocations
* Detect Magic at will
* Decieve Item (Take 10 on UMD, even under pressure)
* DR 1/cold iron

Skills: (36 points, max ranks 9/4)

* Bluff +16 (5 Ranks, +5 ATB, +6 competence)
* Concentration +10 (8 Ranks, +2 ATB)
* Intimidation +16 (5 Ranks, +5 ATB, +6 competence)
* Sense Motive +11 (9 Ranks, +2 ATB)
* Use Magic Device +14 (9 Ranks, +5 ATB)

Feats:

* Point Blank Shot
* Precise Shot
* Communicator
* Combat Expertise
* Flyby Shot

Languages:

* Common
* Draconic

Equipment:
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
50' silk rope, 10gp, 5lbs
Tent, 10gp, 20lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
Everburning Torch, 110gp, 1lb
2 tanglefoot bags, 100gp, 8lbs
2 vials acid, 20gp, 2lbs
2 vials alchemist's fire, 40gp, 2lbs

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money, .5lb

Magic -
Mithril Chain Shirt +2, AC +6, Max Dex +6, 10lbs, 5100gp
Gloves of Dexterity +2, 4000, -
Handy Haversack, 2000gp, 5lbs
Cloak of Resistance +1, 1000, 1lb
Wand of Cure Light Wounds, 750, -
Wand of Protection from Evil, 750, -


Total weight carried -- 20lbs.
Light load -- 26lbs., medium -- XXXlbs., heavy -- XXXlbs., lift -- XXXlbs., push -- XXXlbs.

Invocations:
Class: (save DC 15 + level)

* Least- Beguiling Influence (+6 to Bluff, Intimidate, Diplomacy)
* Least- See Unseen (See Invis 120', Darkvision 60')
* Least- Dark One's Luck (+5 luck bonus to any one save at a time)
* Lesser- Fell Flight (Flight speed = ground speed, Good maneuverability)

XP: 17,000 / 21,000

Appearance:
XXXXX

Personality:
XXXXX

Background:
XXXXX

Notes:
Still working on the last three.[/sblock]
 
Last edited:

First draft of Grokkun:

[sblock]
Grokkun

Male Dwarf Cleric of Pelor 6

Alignment: Neutral Good
Deity: Johan
Size: Medium.
Speed: 20 ft.
Space: 5 ft.
Reach: 5 ft.

Str: 14 (+2) (6points)
Dex: 10 (+0) (2points)
Con: 14 (+2) (4points + 2racial)
Int: 10 (+0) (2points)
Wis: 20 (+5) (started at 11, 10points + 1level 4 + 2enchantment)
Cha: 16 (+3) (16points - 2racial)

HP: 43 (6d8 + 12Con)

AC: 22 (10 + 0dex + 8armor + 2shield + 2enchantment + 1deflection) / 10 / 22

Saves:
Fortitude: +8 (5base + 2con + 1resistance)
Reflex: +3 (2base + 0dex + 1resistance)
Will: +11 (5base + 5wis + 1resistance)

Init: +0 (0dex)

Base attack bonus: +4


Attacks:
MW Heavy Mace: +7 (4base + 2str + 1MW), 1d8+2 damage, Threat 20/x2
MW Light Mace: +7 (4base + 2str + 1MW), 1d6+2 damage, Threat 20/x2

Spells:
Domains: Glory and Sun
Sun: 1/day, can perform a Greater Turning, instead of a regular turning. Works as a regular turning, except destroyes the undead instead of turning them.
Glory: Turn undead with a +2 bonus on turning checks, and +1d6 on the damage roll.
Spells per day: 5/5+1/4+1/3+1
DC: 10 + spell level + 5wis
Spells Prepared:
0: Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink
1: Divine Favor, Detect Undead, Resurgence, Lesser Vigor, Sanctuary + Disrupt Undead
2: Deific Vengeance, Delay Poison, Consecrate, Aid + Bless Weapon
3: Lesser Visage of the Deity, Vigor, Spikes + Searing Light

Turn Undead:
Turns/day: 3 + 3cha + 4Extra Turning
Check: 1d20 + 3cha + 2glory
Damage: 2d6 + 1d6glory + 6level + 3cha

Skills:
Skill points: 18
Max Rank: 9
Heal: 14 (9ranks + 5wis)
Knowledge (religion): 9 (9ranks + 0int)

Feats:
Bonus at 1st level - Extra Turning
Lvl 1 - Improved Turning
Lvl 2 - Augument Healing
Lvl 4 - Empower Turning
Lvl 6 - Sacred Healing

Languages:
Common
Dwarven

Equipment:
MW Heavy Mace - 312gp
MW Light Mace - 305gp
Full Plate +1 - 2650gp
Heavy Steel Shield +1 - 1175gp
Periapth of Wisdom +2 - 4000gp
Ring of Protection +1 - 2000gp
Cloak of Resistance +1 - 1000gp
Potion of Cure Serious Wounds x2 - 1500gp
Wand of Cure Light Wounds - 750gp
Backpack - 2gp
Bedroll - 1sp
Silver Holy Symbol - 25gp
Silk Rope, 50 ft - 10gp
Healers Kit - 50gp
Food Rations x6 - 3gp
Holy Water x4 - 100gp
Silver Dust, enough for 4 Consecrates - 100gp
17gp 9sp

Proficiencies:
Simple Weapons
Light Armor
Medium Armor
Heavy Armor
Shields (Not Tower Shields)

Looks:


Background:


Personality:
[/sblock]
 
Last edited:

[sblock=gabrion]
gabrion said:
I'm going to assume that instead of +(whatever) caster level, you actually mean +(whatever) to effective druid level for determining special abilities of animal companion. In that case, I'll have to thing about what I want to do. My animal companion wouldn't actually change (5-3+1=3, and level 3-5 is when the get the bonuses I have listed right now), but just in case I decide to drop the feat, would you allow greenbound summoning from Lost Empires of Faerun (if you don't like it as is, I would be amiable to some nerfs)? Also, I hate to press the issue, but what about my analysis of Natural Bond did you think is incorrect (or do you just not like the idea I'm proposing and you want to house rule it away [which, btw, I have no problem with...I'm just wondering why you've come to the decision you have])? Let me know.
I wan't ruling on it. I was just pointing out that the feat allows for a +3 and you will never actually use that whole bonus you will ever only be able to use a +1 from it. But if you do not take it you have to down grade your companion and I think that would be wrong to do. I will work up a way to nerf Greenbound summoning and you can take it later if you want.
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Here is it folks this is what you have been waiting for:Rogue's Gallery

[sblock=Lot]
Lot said:
XP: XXXX HP: 60 (6d12+18)
XP is 17,000 hp should be 12+7+6+7+6+7+18=63hp

Lot said:
Feats: Armor mastery (medium)
I don't know this one just give me a blurb on it so I know its effects.

Lot said:
Equipment: Cost Weight
Money: 313gp 1sp 8cp
1742GP 1SP 8CP is what you have left :p [/sblock]

[sblock=Shayuri]
Shayuri said:
Skills: (36 points, max ranks 9/4)
Thanks for checking me I did this for way to long last night and completely forgot to look at your race.[/sblock]

[sblock=Rayex]
Rayex said:
Deity: Pelor
Make it Johan he is the diety of good/sun I will post his portfolio tomorrow. It is on another computer :uhoh: Nothing will change in regards to what you had choosen :D
Rayex said:
6-Sacred Healing
Which one is it? Complete Divine or PH2 if PH2 Give me details if not I will look it up.
Rayex said:
Equipment:2917gp 9sp
You could for 2000 buy a ring of protection further increasing your AC by 1
Rayex said:
Looks:Background:Personality:
Just work on these :D [/sblock]
 

Into the Woods

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