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Gaming W/Jemal - FinalFantasy D&D (Going Again!)
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<blockquote data-quote="Caros" data-source="post: 3575904" data-attributes="member: 43842"><p><strong>Kyo!</strong></p><p></p><p>And though it took me way longer than I thought (Stupid sickness), Here is Kyo. Think I did a pretty good job balancing him against all the main characters.</p><p></p><p></p><p>Kyo</p><p>Human Swordsman (Fighter 4, Swashbuckler 3, Iaijutsu Master 1, Exotic Weapon Master 1, Dervish 1) </p><p></p><p>Ability Scores:</p><p></p><p>Strength: 20 (Starting 16, +2 level, + 2 item.)</p><p>Dexterity: 16 (Starting 14, + 2 item.)</p><p>Consitution: 16 (Starting 14, +2 item)</p><p>Intelligence: 20 (Prime. +2 item.)</p><p>Wisdom: 10 </p><p>Charisma: 10 </p><p></p><p>HP: 90 (<a href="http://invisiblecastle.com/find.py?id=1093472" target="_blank">http://invisiblecastle.com/find.py?id=1093472</a>)</p><p></p><p>AC:21</p><p>Initiative: +7</p><p>Move: 40ft</p><p></p><p>Fortitude: 14 (9 Base + 2 resistance +3 Stat.)</p><p>Reflex: 12 (6 Base + 2 Resistance + 3 Stat + 1 Grace.)</p><p>Will: 6 (+4 Base + 2 Resistance.)</p><p></p><p>Base Attack Bonus: +10</p><p>Melee Attack Bonus: +15</p><p>Melee Routine: Bokken - +17/+12 (1d8+15)</p><p></p><p>Skills: Total = Ranks + Mod.</p><p></p><p>Listen: 10 = 10 + 0</p><p>Heal: 9 = 9 + 0</p><p>Iaijutsu Focus: 9 = 9 + 0</p><p>Perform(Dance) : 16 = 13 + 3</p><p>Knowledge(Fighting styles): 12 = 7 + 5</p><p>Sense Motive: 13 = 13 + 0</p><p>Tumble: 15 = 12 + 3</p><p>Handle Animal: 8 = 8 + 0</p><p>Balance: 13 = 10 + 0</p><p>Swim: 7 = 2 + 5</p><p>Climb: 8 = 3 + 5</p><p>Craft(Weaponmaking): 9 = 4 + 5</p><p></p><p>Feats & Progression</p><p></p><p>1 Swashbuckler (Weapon Focus, Weapon Finesse, Dodge)</p><p>2 Swashbuckler (Grace +1)</p><p>3 Swashbuckler (Insightful Strike, Mobility)</p><p>4 Fighter (Improved initiative.)</p><p>5 Fighter (Combat Expertise)</p><p>6 Fighter (Exotic Weapon Proficiency)</p><p>7 Fighter (Expertise +)</p><p>8 Iaijutsu Master (Weapon Finess(Katana), Canny Defence)</p><p>9 Exotic Weapon Master (Uncanny blow)</p><p>10 Dervish (Dervish Dance 1/day, AC Bonus +1, Movement Mastery.)</p><p></p><p>Class abilities</p><p></p><p>Grace - Competence bonus to Reflex saves if not wearing medium or heavier armor.</p><p>Insightful Strike - Intelligence as a bonus to melee damage rolls with a finess weapon</p><p>Weapon Finesse(Katana) - Treat the Katana as a viable target for weapon finesse.</p><p>Canny Defence - Add intelligece modifier as a bonus to in no armor.</p><p>Uncanny Blow - Add 2x Strength modifier to damage rolls with an exotic 1h weapon.</p><p>Dervish dance - Can move up to movement speed and attack in one round. Must move between attacks. +1 to hit and damage/2 levels.</p><p>AC bonus - Adds to AC dependant on level.</p><p>Movement Mastery - Can take 10 on Perform(dance), tumble and Jump.</p><p></p><p>Equipment</p><p></p><p>Bokken (Masterwork. Nonmagical 1d8 damage. Counts as Katana.)</p><p>Katana. (Primary)</p><p>Vest (Armor)</p><p>Gloves of Dexterity +2 (4000gp)</p><p>Bracers of Strength +2 (4000gp)</p><p>Shirt of Health +2 (4000 gp)</p><p>Headband of Intellect (4000gp)</p><p>Cloak of resistance +2 (4000gp)</p><p>Amulet of Natural Armor +1 (2000gp)</p><p>Ring of Protection +1 (2000gp)</p><p>Boots of Striding and Springing (5500gp)</p><p>Mantle of Second Chances (6000gp) [1/day, reroll failed save.]</p><p>500 GP left over.</p><p></p><p>Hmm, I'd like to see a little bit of character interaction before things get under way. Though either works really. Most RPG's tend to either throw you into action immediately or have a little bit of a wind-up. I'd prefer to have a little of the latter just to get the interaction between starting pc's settled. Maybe everyone packing morning of sort of thing?</p></blockquote><p></p>
[QUOTE="Caros, post: 3575904, member: 43842"] [b]Kyo![/b] And though it took me way longer than I thought (Stupid sickness), Here is Kyo. Think I did a pretty good job balancing him against all the main characters. Kyo Human Swordsman (Fighter 4, Swashbuckler 3, Iaijutsu Master 1, Exotic Weapon Master 1, Dervish 1) Ability Scores: Strength: 20 (Starting 16, +2 level, + 2 item.) Dexterity: 16 (Starting 14, + 2 item.) Consitution: 16 (Starting 14, +2 item) Intelligence: 20 (Prime. +2 item.) Wisdom: 10 Charisma: 10 HP: 90 ([url]http://invisiblecastle.com/find.py?id=1093472[/url]) AC:21 Initiative: +7 Move: 40ft Fortitude: 14 (9 Base + 2 resistance +3 Stat.) Reflex: 12 (6 Base + 2 Resistance + 3 Stat + 1 Grace.) Will: 6 (+4 Base + 2 Resistance.) Base Attack Bonus: +10 Melee Attack Bonus: +15 Melee Routine: Bokken - +17/+12 (1d8+15) Skills: Total = Ranks + Mod. Listen: 10 = 10 + 0 Heal: 9 = 9 + 0 Iaijutsu Focus: 9 = 9 + 0 Perform(Dance) : 16 = 13 + 3 Knowledge(Fighting styles): 12 = 7 + 5 Sense Motive: 13 = 13 + 0 Tumble: 15 = 12 + 3 Handle Animal: 8 = 8 + 0 Balance: 13 = 10 + 0 Swim: 7 = 2 + 5 Climb: 8 = 3 + 5 Craft(Weaponmaking): 9 = 4 + 5 Feats & Progression 1 Swashbuckler (Weapon Focus, Weapon Finesse, Dodge) 2 Swashbuckler (Grace +1) 3 Swashbuckler (Insightful Strike, Mobility) 4 Fighter (Improved initiative.) 5 Fighter (Combat Expertise) 6 Fighter (Exotic Weapon Proficiency) 7 Fighter (Expertise +) 8 Iaijutsu Master (Weapon Finess(Katana), Canny Defence) 9 Exotic Weapon Master (Uncanny blow) 10 Dervish (Dervish Dance 1/day, AC Bonus +1, Movement Mastery.) Class abilities Grace - Competence bonus to Reflex saves if not wearing medium or heavier armor. Insightful Strike - Intelligence as a bonus to melee damage rolls with a finess weapon Weapon Finesse(Katana) - Treat the Katana as a viable target for weapon finesse. Canny Defence - Add intelligece modifier as a bonus to in no armor. Uncanny Blow - Add 2x Strength modifier to damage rolls with an exotic 1h weapon. Dervish dance - Can move up to movement speed and attack in one round. Must move between attacks. +1 to hit and damage/2 levels. AC bonus - Adds to AC dependant on level. Movement Mastery - Can take 10 on Perform(dance), tumble and Jump. Equipment Bokken (Masterwork. Nonmagical 1d8 damage. Counts as Katana.) Katana. (Primary) Vest (Armor) Gloves of Dexterity +2 (4000gp) Bracers of Strength +2 (4000gp) Shirt of Health +2 (4000 gp) Headband of Intellect (4000gp) Cloak of resistance +2 (4000gp) Amulet of Natural Armor +1 (2000gp) Ring of Protection +1 (2000gp) Boots of Striding and Springing (5500gp) Mantle of Second Chances (6000gp) [1/day, reroll failed save.] 500 GP left over. Hmm, I'd like to see a little bit of character interaction before things get under way. Though either works really. Most RPG's tend to either throw you into action immediately or have a little bit of a wind-up. I'd prefer to have a little of the latter just to get the interaction between starting pc's settled. Maybe everyone packing morning of sort of thing? [/QUOTE]
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