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I need help creating a... (my players stay out)
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<blockquote data-quote="wolff96" data-source="post: 381302" data-attributes="member: 342"><p>These PCs are something leftover I had from a mental exercise a long time ago.</p><p></p><p>They don't qualify for the Sultans of Smack, of course, but they definitely push the limits of good taste. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--------------------------------</p><p></p><p>THE SURVIVOR</p><p>Fighter/Wizard Duelist</p><p></p><p>Alignment: Any.</p><p>Hit Die: 5d10 + 12, 5d4 + 10, 10d10 + 20;</p><p></p><p>Class Skills: The wizard's class skills for levels 2, 4, 6, and 8 (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).</p><p></p><p>Class Skills: The fighter's class skills for levels 1, 3, 5, 7, 19 and 20 (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str).</p><p></p><p>Class Skills: The duelist’s class skills for levels 9 through 18 (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex) Innuendo (Wis), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).</p><p></p><p>Armor and Weapon Proficiency: All simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. </p><p></p><p></p><p>Stat breakdown:</p><p>30 Dex = 18 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level</p><p></p><p>30 Int = 18 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level</p><p></p><p>AC: 10 + 10 (Dex) + 10 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 10 (Elaborate Parry) + 5 (Ring of Protection) + 2 (Off-Hand Parry Feat) + 1 (Dodge Feat) + 1 (Luckstone) + 7 (Shield Spell) + 5 (Defending Dagger) + 4 Haste = 81 AC </p><p></p><p>Add in Blur for an extra 20% miss chance on the shots that DO get through. </p><p></p><p>BAB: 17 (BAB) + 10 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive): </p><p>+29/+24/+19/+14 Attack</p><p>Rapier. Critical Threat Range is from 12-20. </p><p></p><p>Average Damage: 1d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 5 (weapon) + 2 (STR) + 2 (Weapon Specialization) = 27 damage.</p><p></p><p>Average Critical Hit: 2d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 2d10 (Burst) + 10 (weapon) + 4 (STR) + 4 (Weapon Specialization) = 49 damage.</p><p></p><p>Equipment: </p><p>Amulet of Natural Armor (+5): 50,000gp </p><p>Bracers of Armor (+8): 64,000gp </p><p>Ring of Protection (+5): 50,000gp </p><p>Gloves of Dexterity (+6): 36,000gp </p><p>Headband of Intellect (+6): 36,000gp </p><p>Belt of Giant’s Strength (+4): 16,000gp</p><p>+5 Flaming Burst, Frost Burst Rapier: 162,320gp </p><p>+5 Defending Dagger: 72,302gp</p><p>Pale Green Ioun Stone: 20,000gp</p><p>Manual of Quickness in Action (+4): 110,000gp </p><p>Tome of Clear Thought (+4): 110,000gp </p><p>Scabbard of Keen Edges: 15,000gp</p><p>--------------- </p><p>TOTAL: 741,622gp </p><p></p><p>Feats (in alphabetical rather than chronological order): </p><p>Ambidexterity </p><p>Dodge </p><p>Improved Critical: Rapier </p><p>Improved Initiative </p><p>Mobility </p><p>Off-Hand Parry</p><p>Two-Weapon Fighting</p><p>Weapon Finesse: Rapier </p><p>Weapon Focus: Rapier </p><p>Weapon Specialization: Rapier </p><p></p><p></p><p>Fighter 6/Duelist 7/Weapon Master 7</p><p></p><p>This character should have a high strength, dexterity, constitution and Intelligence. He can afford to take Weapon Finesse so late in life because the high Dex item and Tomes don’t come into play until near the end of the character’s non-epic existence… so it isn’t in his benefit to take those feats until late in life when his dexterity massively outweighs his strength.</p><p></p><p>The rapier of wounding is a bit mean, so feel free to scale it back.</p><p></p><p>HP: 20d10 + 20 x Con Mod.</p><p></p><p>Required Skills:</p><p>Perform: 3 ranks. </p><p>Tumble: 5 ranks. (Class Skill due to Cosmopolitan Feat)</p><p>Intimidate: 4 ranks.</p><p></p><p>The rest are up to you.</p><p></p><p>BAB: 20.</p><p></p><p>Base Saves:</p><p>F/R/W: +9/+14/+6</p><p></p><p>Feats:</p><p>1..............................Cosmopolitan: Tumble</p><p>1 (Human)............... Ambidexterity</p><p>1: Fighter.................Dodge</p><p>2: Fighter.................Mobility</p><p>3..............................Weapon Focus: Rapier</p><p>4: Fighter.................Combat Reflexes</p><p>6..............................Expertise</p><p>6: Fighter.................Weapon Specialization: Rapier</p><p>9..............................Spring Attack</p><p>12............................Whirlwind Attack</p><p>15............................Improved Critical: Rapier</p><p>18............................Weapon Finesse: Rapier</p><p></p><p>Abilities:</p><p>Ki Strike 7/day – automatically does full damage for the weapon on a successful hit. Can’t be used on crits.</p><p>Increased Multiplier 3/day – Makes the rapier do x3 damage on a crit. </p><p>Superior Weapon Focus – Adds one to attack rolls. Stacks with Weapon Focus.</p><p>Superior Combat Reflexes – Gets Dex + Wis number of AoOs per round, still only one per enemy.</p><p>Ki Critical – Adds another 2 to the threat range of the weapon.</p><p>Canny Defense – Int to AC.</p><p>Precise Strike -- +2d6 damage.</p><p>Enhanced Mobility – Another +4 AC versus AoO for movement.</p><p>Grace – Additional +2 to all reflex saves.</p><p>Acrobatic Attack -- +2 to attack and damage if you jump at least 5’ towards opponent.</p><p>Elaborate Parry – Another +7 to AC if you fight defensively.</p><p></p><p>Assuming a 14 Dex and 14 Int (which is modest), then the AC can be up to 65.</p><p></p><p>26 Dex = 14 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level</p><p></p><p>26 Int = 14 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level</p><p></p><p>AC: 10 + 8 (Dex) + 8 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 7 (Elaborate Parry) + 5 (Ring of Protection) + 1 (Dodge Feat) + 1 (Luckstone) + 5 (Defending Dagger) + 4 Haste = 65 AC</p><p></p><p>Attack Rating: BAB: 20 (BAB) + 8 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive) + 1 (Superior Weapon Focus): </p><p>+31/+26/+21/+16 Attack</p><p></p><p>Rapier. Critical Threat Range is from 10-20. </p><p></p><p>Equipment: </p><p>Amulet of Natural Armor (+5): 50,000gp </p><p>Bracers of Armor (+8): 64,000gp </p><p>Ring of Protection (+5): 50,000gp </p><p>Gloves of Dexterity (+6): 36,000gp </p><p>Headband of Intellect (+6): 36,000gp </p><p>Belt of Giant’s Strength (+4): 16,000gp</p><p>+5 Keen Rapier of Wounding: 128,320gp </p><p>+5 Defending Dagger: 72,302gp</p><p>Pale Green Ioun Stone: 20,000gp</p><p>Manual of Quickness in Action (+4): 110,000gp </p><p>Tome of Clear Thought (+4): 110,000gp </p><p>Boots of Speed: 8,000gp</p><p>--------------- </p><p>TOTAL: 700,622gp</p></blockquote><p></p>
[QUOTE="wolff96, post: 381302, member: 342"] These PCs are something leftover I had from a mental exercise a long time ago. They don't qualify for the Sultans of Smack, of course, but they definitely push the limits of good taste. ;) -------------------------------- THE SURVIVOR Fighter/Wizard Duelist Alignment: Any. Hit Die: 5d10 + 12, 5d4 + 10, 10d10 + 20; Class Skills: The wizard's class skills for levels 2, 4, 6, and 8 (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Class Skills: The fighter's class skills for levels 1, 3, 5, 7, 19 and 20 (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str). Class Skills: The duelist’s class skills for levels 9 through 18 (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex) Innuendo (Wis), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). Armor and Weapon Proficiency: All simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Stat breakdown: 30 Dex = 18 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level 30 Int = 18 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level AC: 10 + 10 (Dex) + 10 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 10 (Elaborate Parry) + 5 (Ring of Protection) + 2 (Off-Hand Parry Feat) + 1 (Dodge Feat) + 1 (Luckstone) + 7 (Shield Spell) + 5 (Defending Dagger) + 4 Haste = 81 AC Add in Blur for an extra 20% miss chance on the shots that DO get through. BAB: 17 (BAB) + 10 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive): +29/+24/+19/+14 Attack Rapier. Critical Threat Range is from 12-20. Average Damage: 1d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 5 (weapon) + 2 (STR) + 2 (Weapon Specialization) = 27 damage. Average Critical Hit: 2d6 (weapon) + 3d6 (Precise Strike) + 2d6 (Elemental) + 2d10 (Burst) + 10 (weapon) + 4 (STR) + 4 (Weapon Specialization) = 49 damage. Equipment: Amulet of Natural Armor (+5): 50,000gp Bracers of Armor (+8): 64,000gp Ring of Protection (+5): 50,000gp Gloves of Dexterity (+6): 36,000gp Headband of Intellect (+6): 36,000gp Belt of Giant’s Strength (+4): 16,000gp +5 Flaming Burst, Frost Burst Rapier: 162,320gp +5 Defending Dagger: 72,302gp Pale Green Ioun Stone: 20,000gp Manual of Quickness in Action (+4): 110,000gp Tome of Clear Thought (+4): 110,000gp Scabbard of Keen Edges: 15,000gp --------------- TOTAL: 741,622gp Feats (in alphabetical rather than chronological order): Ambidexterity Dodge Improved Critical: Rapier Improved Initiative Mobility Off-Hand Parry Two-Weapon Fighting Weapon Finesse: Rapier Weapon Focus: Rapier Weapon Specialization: Rapier Fighter 6/Duelist 7/Weapon Master 7 This character should have a high strength, dexterity, constitution and Intelligence. He can afford to take Weapon Finesse so late in life because the high Dex item and Tomes don’t come into play until near the end of the character’s non-epic existence… so it isn’t in his benefit to take those feats until late in life when his dexterity massively outweighs his strength. The rapier of wounding is a bit mean, so feel free to scale it back. HP: 20d10 + 20 x Con Mod. Required Skills: Perform: 3 ranks. Tumble: 5 ranks. (Class Skill due to Cosmopolitan Feat) Intimidate: 4 ranks. The rest are up to you. BAB: 20. Base Saves: F/R/W: +9/+14/+6 Feats: 1..............................Cosmopolitan: Tumble 1 (Human)............... Ambidexterity 1: Fighter.................Dodge 2: Fighter.................Mobility 3..............................Weapon Focus: Rapier 4: Fighter.................Combat Reflexes 6..............................Expertise 6: Fighter.................Weapon Specialization: Rapier 9..............................Spring Attack 12............................Whirlwind Attack 15............................Improved Critical: Rapier 18............................Weapon Finesse: Rapier Abilities: Ki Strike 7/day – automatically does full damage for the weapon on a successful hit. Can’t be used on crits. Increased Multiplier 3/day – Makes the rapier do x3 damage on a crit. Superior Weapon Focus – Adds one to attack rolls. Stacks with Weapon Focus. Superior Combat Reflexes – Gets Dex + Wis number of AoOs per round, still only one per enemy. Ki Critical – Adds another 2 to the threat range of the weapon. Canny Defense – Int to AC. Precise Strike -- +2d6 damage. Enhanced Mobility – Another +4 AC versus AoO for movement. Grace – Additional +2 to all reflex saves. Acrobatic Attack -- +2 to attack and damage if you jump at least 5’ towards opponent. Elaborate Parry – Another +7 to AC if you fight defensively. Assuming a 14 Dex and 14 Int (which is modest), then the AC can be up to 65. 26 Dex = 14 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level 26 Int = 14 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level AC: 10 + 8 (Dex) + 8 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 7 (Elaborate Parry) + 5 (Ring of Protection) + 1 (Dodge Feat) + 1 (Luckstone) + 5 (Defending Dagger) + 4 Haste = 65 AC Attack Rating: BAB: 20 (BAB) + 8 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive) + 1 (Superior Weapon Focus): +31/+26/+21/+16 Attack Rapier. Critical Threat Range is from 10-20. Equipment: Amulet of Natural Armor (+5): 50,000gp Bracers of Armor (+8): 64,000gp Ring of Protection (+5): 50,000gp Gloves of Dexterity (+6): 36,000gp Headband of Intellect (+6): 36,000gp Belt of Giant’s Strength (+4): 16,000gp +5 Keen Rapier of Wounding: 128,320gp +5 Defending Dagger: 72,302gp Pale Green Ioun Stone: 20,000gp Manual of Quickness in Action (+4): 110,000gp Tome of Clear Thought (+4): 110,000gp Boots of Speed: 8,000gp --------------- TOTAL: 700,622gp [/QUOTE]
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