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Gaming W/Jemal - FinalFantasy D&D (Going Again!)
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<blockquote data-quote="Fangor the Fierce" data-source="post: 4179706" data-attributes="member: 17100"><p>Sly - Pseudodragon / Dragon Shaman 8</p><p>Mascot</p><p></p><p>Strength: 8 (-1) (-4 Racial, +2 Item)</p><p>Dexterity: 22 (+6) (Prime, +4 Racial)</p><p>Constitution: 18 (+4) (Starting +6, +2 Racial)</p><p>Intelligence: 12 (+1) (Starting +2)</p><p>Wisdom: 12 (+1) (+2 Racial)</p><p>Charisma: 18 (+4) (Starting +6, +2 Stat Increase)</p><p></p><p>Size/Type: Tiny Dragon</p><p>Hit Dice: 8d10+32 ( hp)</p><p>Initiative: +6</p><p>Speed: 15 ft. (3 squares), fly 60 ft. (good)</p><p>Armor Class: 24 (+2 size, +6 Dex, +6 Racial/Class/Item), touch 18, flat-footed 18</p><p>Base Attack/Grapple: +6/-4</p><p>Attack: Sting +14/+9 melee (1d3-1 plus poison)</p><p>Full Attack: Sting +14/+9 melee (1d3-1 plus poison) and bite +9/+4 melee (1)</p><p>Space/Reach: 2½ ft./0 ft. (5 ft. with tail)</p><p></p><p>Special Attacks: </p><p>Poison - Injury, Fortitude DC 20, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.</p><p></p><p>Special Qualities: </p><p>Blindsense 60 ft</p><p>Darkvision 60 ft</p><p>Immunity to sleep and paralysis</p><p>Low-light vision</p><p>Spell resistance 19</p><p>Telepathy 60 ft</p><p></p><p>Class Abilities:</p><p>Draconic Aura +2 (6 Auras: Acid Energy Shield, Power, Acid Resistance 10, Senses, Toughness DR2/Magic, Vigor Fast Healing 2)</p><p>Totem Dragon – Black Dragon</p><p>Skill Focus – Swim and Move Silently</p><p>Draconic Adaptation – Water Breathing</p><p>Breath Weapon – Line of Acid (30’ line, 4d6dmg, 1d4 rounds, DC16: 10+1/2DrSh level+Con Mod)</p><p>Draconic Resolve – Immune to sleep and Paralysis and Frightful Presence of Dragons</p><p>Touch of Vitality – (Heal wounds with Standard Action of 42hp: 2xDrSh Lvl xCha Mod per day)</p><p>Natural Armor Increase +1</p><p></p><p>Saves: </p><p>Fort +10 (6 base, 4 ability)</p><p>Ref +8 (2 base, 6 ability)</p><p>Will +7 (6 base, 1 ability)</p><p></p><p>Skills: 12 +21 - Max11/5.5* </p><p>Climb -1</p><p>Craft 1</p><p>Hide 29/33 (11 Ranks, +6 Ability, +4 Racial/+8 in Forests/Overgrown Areas, +8 Size)</p><p>Intimidate 3 (+3 Ability)</p><p>Knowledge 1 (+1 Ability)</p><p>Move Silently 20 (11 Ranks, +6 Ability, +3 Feat)</p><p>Search 1 (+1 Ability)</p><p>Swim 13 (11 Ranks, -1 Ability, +3 Feat)</p><p></p><p>Feats: </p><p>Weapon Finesse, Flyby Attack, Hover</p><p></p><p>Weight:</p><p>Light Load: Up to 15/19.5</p><p>Medium Load: Up to 30/39.75</p><p>Heavy Load: Up to 45/60</p><p></p><p></p><p>Items:</p><p>13500</p><p>Anklet of Translocation (2/day Teleport 10’) 1400gp</p><p>Ring of Forcewall (3charges/day, 10’ wall of force up to 30’ away) 5100gp</p><p>Ring of Avoidance (+20 Deflection Bonus to AC until next turn, 3/day) 10k</p><p>Belt of Priestly Might (+1 Nat Arm, +2 Str) 6k</p><p></p><p></p><p>Amulet – DM Discretion</p><p>Vest – DM Discretion</p><p>__________________________</p><p></p><p>So, updated with all the new info, edited all stats to reflect DrSh8 level, and I think he's almost done! I spent a little money, still have a LOT left, not too sure what else I could spend it on. Amulet and Vest were left up to the DM, as there were two items needing to be left up to him. How does that work? This guy doesn't really have a weapon/armor correlation, that's why I chose two slots instead, as everyone else has the DM choosing the weapon/armor for them. </p><p></p><p>I might be looking towards some other items, but not sure how they would work with this guy.</p><p></p><p>Bracers are one slot I would be prone to take something like Bracers of Aerial Combat, just for kicks. I would also consider a bag of tricks, lowest one, just to have things to do with this guy. Amulets that interest me are something like the Dragon Spirit Amulet. That's nice! So, with this guy being the mascot, I think he's pretty much completed, just have to buy a few more things, Wonderous Items more than likely. No magical weapons, no magical armor, so I will have to rely on other things/skills.</p></blockquote><p></p>
[QUOTE="Fangor the Fierce, post: 4179706, member: 17100"] Sly - Pseudodragon / Dragon Shaman 8 Mascot Strength: 8 (-1) (-4 Racial, +2 Item) Dexterity: 22 (+6) (Prime, +4 Racial) Constitution: 18 (+4) (Starting +6, +2 Racial) Intelligence: 12 (+1) (Starting +2) Wisdom: 12 (+1) (+2 Racial) Charisma: 18 (+4) (Starting +6, +2 Stat Increase) Size/Type: Tiny Dragon Hit Dice: 8d10+32 ( hp) Initiative: +6 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 24 (+2 size, +6 Dex, +6 Racial/Class/Item), touch 18, flat-footed 18 Base Attack/Grapple: +6/-4 Attack: Sting +14/+9 melee (1d3-1 plus poison) Full Attack: Sting +14/+9 melee (1d3-1 plus poison) and bite +9/+4 melee (1) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison - Injury, Fortitude DC 20, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. Special Qualities: Blindsense 60 ft Darkvision 60 ft Immunity to sleep and paralysis Low-light vision Spell resistance 19 Telepathy 60 ft Class Abilities: Draconic Aura +2 (6 Auras: Acid Energy Shield, Power, Acid Resistance 10, Senses, Toughness DR2/Magic, Vigor Fast Healing 2) Totem Dragon – Black Dragon Skill Focus – Swim and Move Silently Draconic Adaptation – Water Breathing Breath Weapon – Line of Acid (30’ line, 4d6dmg, 1d4 rounds, DC16: 10+1/2DrSh level+Con Mod) Draconic Resolve – Immune to sleep and Paralysis and Frightful Presence of Dragons Touch of Vitality – (Heal wounds with Standard Action of 42hp: 2xDrSh Lvl xCha Mod per day) Natural Armor Increase +1 Saves: Fort +10 (6 base, 4 ability) Ref +8 (2 base, 6 ability) Will +7 (6 base, 1 ability) Skills: 12 +21 - Max11/5.5* Climb -1 Craft 1 Hide 29/33 (11 Ranks, +6 Ability, +4 Racial/+8 in Forests/Overgrown Areas, +8 Size) Intimidate 3 (+3 Ability) Knowledge 1 (+1 Ability) Move Silently 20 (11 Ranks, +6 Ability, +3 Feat) Search 1 (+1 Ability) Swim 13 (11 Ranks, -1 Ability, +3 Feat) Feats: Weapon Finesse, Flyby Attack, Hover Weight: Light Load: Up to 15/19.5 Medium Load: Up to 30/39.75 Heavy Load: Up to 45/60 Items: 13500 Anklet of Translocation (2/day Teleport 10’) 1400gp Ring of Forcewall (3charges/day, 10’ wall of force up to 30’ away) 5100gp Ring of Avoidance (+20 Deflection Bonus to AC until next turn, 3/day) 10k Belt of Priestly Might (+1 Nat Arm, +2 Str) 6k Amulet – DM Discretion Vest – DM Discretion __________________________ So, updated with all the new info, edited all stats to reflect DrSh8 level, and I think he's almost done! I spent a little money, still have a LOT left, not too sure what else I could spend it on. Amulet and Vest were left up to the DM, as there were two items needing to be left up to him. How does that work? This guy doesn't really have a weapon/armor correlation, that's why I chose two slots instead, as everyone else has the DM choosing the weapon/armor for them. I might be looking towards some other items, but not sure how they would work with this guy. Bracers are one slot I would be prone to take something like Bracers of Aerial Combat, just for kicks. I would also consider a bag of tricks, lowest one, just to have things to do with this guy. Amulets that interest me are something like the Dragon Spirit Amulet. That's nice! So, with this guy being the mascot, I think he's pretty much completed, just have to buy a few more things, Wonderous Items more than likely. No magical weapons, no magical armor, so I will have to rely on other things/skills. [/QUOTE]
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