-SIN-
First Post
Ok, getting there. Name, background & equip to go - will try to get it done tomorrow.
Btw - do I get gold as per ELC, or actual level?
My sick puppy..... awaiting your approval, sir!
HP ammended.
[sblock]
NAME
Male Goliath Deathknight Fighter 1 / Dungeon Crasher 5 / Blackguard 1
Alignment: Lawful/Evil
Str - 24 - [Base 16, +4 Racial, +4 Template]
Dex - 10 - [Base 12, -2 Racial]
Con - 0 (12) - [Base 10, +2 Racial, Special]
Int - 11 - [Base 10, +1 Stat gain @ 4th]
Wis - 16 - [Base 14, +2 Template]
Cha - 17 - [Base 15, +2 Template]
Hit Points 66
AC 24 [Heavy Platemail, Natural Armour] Touch 10, Flat 24
Init +0
BAB +7/+2, Grap +15 [Powerful Build]
Speed 20 ft. (base 30 ft, Heavy Platemail)
Fort +10, Ref +1, Will +3 (Fort saves n/a unless effect damages objects)
+14/+9 Melee, Goliath Greathammer, 3d6+7, 20/x4
+14/+9 Melee, Sickle, 1d6+7, 20/x2
+14/+9 Melee, Spiked Gauntlet, 1d4+7, 20/x2
Medium, 8'4" tall, 340 wt, 34 yrs old
Bald, Obisodan Eyes, Grey Mottled Skin
Languages: Common, Gol-kaa
Skills (Fighter 8, Dungeon Crasher 10, Blackguard 2)
-Balance
-Climb
-Concentration
-Craft
-Diplomacy
-Handle Animal
-Heal
-Hide 5 Ranks [10 points spent]
-Intimidate 4 Ranks [4 points spent]
-Jump
-Knowledge (Religion) 2 Ranks [4 points spent]
-Profession
-Ride 2 Ranks [2 points spent]
-Swim
Feats
-Power Attack (1st lvl)
-Improved Bullrush (Fighter 1)
-Knockback (3rd lv)
-Combat Reflexes (Fighter 4)
-Dodge (6th lvl)
Goliath Traits
-Powerful build [Use L size weapons with no penalty. Counted as Large for grapple etc.]
-Mountain Movement [Both long & high jump from standing, Climb 1/2 speed - no penalty]
-Acclimated [No penalty for being at high altitude]
-Sense motive +2
-LA+1
Fighter Abilities
-Proficient with all simple & martial weapons
-armor & shields
-Bonus Feat @ 1st [Power Attack]
-Bonus Feat @ 4th [Combat Reflexes]
Dungeon Crasher Abilities
-Gain +4 to saves & +4 AC when attacked by traps
-Strength checks gain +10 for destroying doors, wall and similar items
-Bullrush target into wall/solid object for 8d6+(Str mod x3) damage
-2nd & 6th Fighter bonus feats are substituted for the above abilities
Blackguard abilities
-Aura of Evil: Radiate a faint (7HD) aura of evil
-Detect Good: Can detect good as per spell 'detect good'
Poison Use: Skilled in the use and application of poisons
Deathknight Abilities
-HD: All the character’s Hit Dice (current and future) become d12s.
-Natural Armour: +5
-Touch Attack: 1D8+Cha mod. successful attack deals 1 point of Constitution damage. A successful Will save (DC10+1/2 HD+Cha mod) for half damage and negates Con damage.
-Abyssal Blast (Su): Eldritch fire once per day. 20-foot-radius within a range of 400 feet + 40 feet per HD. 1d6 points of damage per HD of the death knight. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save (DC 10+1/2 HD+Cha mod) reduces the damage by half.
-Fear Aura (Su): Creatures of less than 5 HD within 15 feet of a death knight must succeed at a Will save (DC 10+1/2 HD+Cha mod) or be affected as though by a fear spell cast by a sorcerer of the death knight’s level.
-Undead Followers: It may have up to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures remain in the service of the death knight until destroyed.
-Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage reduction 15/+1.
-Immunities (Ex): Death knights are immune to cold, electricity and polymorph
-Spell Resistance (Su): A death knight gains spell resistance 20 +1 per character’s level beyond 10th.
-Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount
may have no more Hit Dice than half the death knight’s levels. If the mount is lost or killed, the death knight may summon another one after a year and a day.
-Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider.
-Undead Traits: A death knight is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A death knight cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
-Abilities: A death knight gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.
The crunch is done... I have blisters on both my hands! - no, seriously. Please don't expect a full BG today - I feel drained....
Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.
Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight).
Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!!
[/sblock]
Btw - do I get gold as per ELC, or actual level?
My sick puppy..... awaiting your approval, sir!
HP ammended.
[sblock]
NAME
Male Goliath Deathknight Fighter 1 / Dungeon Crasher 5 / Blackguard 1
Alignment: Lawful/Evil
Str - 24 - [Base 16, +4 Racial, +4 Template]
Dex - 10 - [Base 12, -2 Racial]
Con - 0 (12) - [Base 10, +2 Racial, Special]
Int - 11 - [Base 10, +1 Stat gain @ 4th]
Wis - 16 - [Base 14, +2 Template]
Cha - 17 - [Base 15, +2 Template]
Hit Points 66
AC 24 [Heavy Platemail, Natural Armour] Touch 10, Flat 24
Init +0
BAB +7/+2, Grap +15 [Powerful Build]
Speed 20 ft. (base 30 ft, Heavy Platemail)
Fort +10, Ref +1, Will +3 (Fort saves n/a unless effect damages objects)
+14/+9 Melee, Goliath Greathammer, 3d6+7, 20/x4
+14/+9 Melee, Sickle, 1d6+7, 20/x2
+14/+9 Melee, Spiked Gauntlet, 1d4+7, 20/x2
Medium, 8'4" tall, 340 wt, 34 yrs old
Bald, Obisodan Eyes, Grey Mottled Skin
Languages: Common, Gol-kaa
Skills (Fighter 8, Dungeon Crasher 10, Blackguard 2)
-Balance
-Climb
-Concentration
-Craft
-Diplomacy
-Handle Animal
-Heal
-Hide 5 Ranks [10 points spent]
-Intimidate 4 Ranks [4 points spent]
-Jump
-Knowledge (Religion) 2 Ranks [4 points spent]
-Profession
-Ride 2 Ranks [2 points spent]
-Swim
Feats
-Power Attack (1st lvl)
-Improved Bullrush (Fighter 1)
-Knockback (3rd lv)
-Combat Reflexes (Fighter 4)
-Dodge (6th lvl)
Goliath Traits
-Powerful build [Use L size weapons with no penalty. Counted as Large for grapple etc.]
-Mountain Movement [Both long & high jump from standing, Climb 1/2 speed - no penalty]
-Acclimated [No penalty for being at high altitude]
-Sense motive +2
-LA+1
Fighter Abilities
-Proficient with all simple & martial weapons
-armor & shields
-Bonus Feat @ 1st [Power Attack]
-Bonus Feat @ 4th [Combat Reflexes]
Dungeon Crasher Abilities
-Gain +4 to saves & +4 AC when attacked by traps
-Strength checks gain +10 for destroying doors, wall and similar items
-Bullrush target into wall/solid object for 8d6+(Str mod x3) damage
-2nd & 6th Fighter bonus feats are substituted for the above abilities
Blackguard abilities
-Aura of Evil: Radiate a faint (7HD) aura of evil
-Detect Good: Can detect good as per spell 'detect good'
Poison Use: Skilled in the use and application of poisons
Deathknight Abilities
-HD: All the character’s Hit Dice (current and future) become d12s.
-Natural Armour: +5
-Touch Attack: 1D8+Cha mod. successful attack deals 1 point of Constitution damage. A successful Will save (DC10+1/2 HD+Cha mod) for half damage and negates Con damage.
-Abyssal Blast (Su): Eldritch fire once per day. 20-foot-radius within a range of 400 feet + 40 feet per HD. 1d6 points of damage per HD of the death knight. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save (DC 10+1/2 HD+Cha mod) reduces the damage by half.
-Fear Aura (Su): Creatures of less than 5 HD within 15 feet of a death knight must succeed at a Will save (DC 10+1/2 HD+Cha mod) or be affected as though by a fear spell cast by a sorcerer of the death knight’s level.
-Undead Followers: It may have up to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures remain in the service of the death knight until destroyed.
-Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage reduction 15/+1.
-Immunities (Ex): Death knights are immune to cold, electricity and polymorph
-Spell Resistance (Su): A death knight gains spell resistance 20 +1 per character’s level beyond 10th.
-Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount
may have no more Hit Dice than half the death knight’s levels. If the mount is lost or killed, the death knight may summon another one after a year and a day.
-Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider.
-Undead Traits: A death knight is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A death knight cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
-Abilities: A death knight gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.
The crunch is done... I have blisters on both my hands! - no, seriously. Please don't expect a full BG today - I feel drained....
Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.
Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight).
Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!!
[/sblock]
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