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Help me convert this character
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<blockquote data-quote="iwatt" data-source="post: 1118715" data-attributes="member: 11085"><p>My bad he's ECL 11, a rogue 10</p><p></p><p> </p><p></p><p>I'm under strict order to recreate this character faithfully. Even back in 2e the martial arts was pretty useless, but it was typical of the character. Besides, I can use TWF with IUS as well.</p><p>Also ITWF implies I'll be hitting with those secondary attacks. Since I'll try to steer away from melee (20' to 30' away), I'm gonna be taking those range penalties (-2 to -4). A level 10 rogue has +7 BAB, +4 Dex=+11/6 attack. I won't be hitting very often anyways except at the beginning of combat. </p><p></p><p> </p><p></p><p>I've got a +3 from the aasimar. I would put in some extra skill points, but they can't be too much (MY GM was very adamant about recreating Simon the Deaf, as stated before). I can probably move around a couple of points, specially if I take Skill Mastery. But some of those will go to the other uber skill: Diplomacy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>UMD: I like it, But we have a Wizard and a Cleric in the group, so it isn't a must have yet. Although the Wiazrd will take craft wand. hmm</p><p></p><p> </p><p></p><p>I'm guessing it's non-magical. So if I've got a Elven Chain Mail +5, it would have to be Masterwork (i.e an additional decrese in the ACP), bringing it to -1. But I'd be getting a +10 to AC, maximizing my Dex contribution. Therefore the Gloves of Dex loose some of their allure, unles I can get the armor enchanted with the Nimbleness quality (+2 max Dex, decrese the penalty an additional 1). This will probably never happen with my GM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Those 20 lbs of weight take a hefty chunk out of my carring capacity(33 lbs), hence I MUST have the Haversack.</p><p>Because of a campaign specific rule I can't buy either weapons or amor (of the magic kind) so it would have to be something else (wondrous item of some sort). Also, the magic items are fairly uncommon, except for quest items like the aforementioned chainmail. So I've gotta be convincing in what I buy. I'm probably gonna stock up in the thousand knifes of different materials (i.e cold iron, adamantine. silver). As well as a couple</p><p></p><p>defensive blow is a kinda of "Not very usful until it's very useful" kinda deal. </p><p>Improved Evasion: My character will have a Ref save of: +7 (BRS) +4 (Dex) =+11. An evoker of 11th level can cast 5th level evocations with 18 Int and SF and GSF=DC of 21. That's a 55% no damage, 45% half damage. That means on average 22,5% damage against DC 21. Without it: 45% damage against DC 21. Probably take it with my next Special Ability.</p><p></p><p>So Skill Mastery it is. 6 skills to pick:</p><p></p><p>Tumble (decrease ranks to 9, freeing 4 for UMD)</p><p>Climb (decrease to 9, +2 climbing gear, -1 from ACP, freed 4)</p><p>Balance (can fight anywere, good for running away)</p><p>UMD 7 ranks +3 cha, I can use wands <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Hide</p><p>MS</p><p></p><p>The free skill point goes to listen raising it to a wooping +4 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p></blockquote><p></p>
[QUOTE="iwatt, post: 1118715, member: 11085"] My bad he's ECL 11, a rogue 10 I'm under strict order to recreate this character faithfully. Even back in 2e the martial arts was pretty useless, but it was typical of the character. Besides, I can use TWF with IUS as well. Also ITWF implies I'll be hitting with those secondary attacks. Since I'll try to steer away from melee (20' to 30' away), I'm gonna be taking those range penalties (-2 to -4). A level 10 rogue has +7 BAB, +4 Dex=+11/6 attack. I won't be hitting very often anyways except at the beginning of combat. I've got a +3 from the aasimar. I would put in some extra skill points, but they can't be too much (MY GM was very adamant about recreating Simon the Deaf, as stated before). I can probably move around a couple of points, specially if I take Skill Mastery. But some of those will go to the other uber skill: Diplomacy :D UMD: I like it, But we have a Wizard and a Cleric in the group, so it isn't a must have yet. Although the Wiazrd will take craft wand. hmm I'm guessing it's non-magical. So if I've got a Elven Chain Mail +5, it would have to be Masterwork (i.e an additional decrese in the ACP), bringing it to -1. But I'd be getting a +10 to AC, maximizing my Dex contribution. Therefore the Gloves of Dex loose some of their allure, unles I can get the armor enchanted with the Nimbleness quality (+2 max Dex, decrese the penalty an additional 1). This will probably never happen with my GM. :D Those 20 lbs of weight take a hefty chunk out of my carring capacity(33 lbs), hence I MUST have the Haversack. Because of a campaign specific rule I can't buy either weapons or amor (of the magic kind) so it would have to be something else (wondrous item of some sort). Also, the magic items are fairly uncommon, except for quest items like the aforementioned chainmail. So I've gotta be convincing in what I buy. I'm probably gonna stock up in the thousand knifes of different materials (i.e cold iron, adamantine. silver). As well as a couple defensive blow is a kinda of "Not very usful until it's very useful" kinda deal. Improved Evasion: My character will have a Ref save of: +7 (BRS) +4 (Dex) =+11. An evoker of 11th level can cast 5th level evocations with 18 Int and SF and GSF=DC of 21. That's a 55% no damage, 45% half damage. That means on average 22,5% damage against DC 21. Without it: 45% damage against DC 21. Probably take it with my next Special Ability. So Skill Mastery it is. 6 skills to pick: Tumble (decrease ranks to 9, freeing 4 for UMD) Climb (decrease to 9, +2 climbing gear, -1 from ACP, freed 4) Balance (can fight anywere, good for running away) UMD 7 ranks +3 cha, I can use wands :D Hide MS The free skill point goes to listen raising it to a wooping +4 :D. [/QUOTE]
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