Invading Space Elves! - for humans only (full)


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Quick Question: So is there a differance b/t regular initiative and initiative as a class skill? Is there a regular initiative at all here?
 

Final Draft

[sblock=Charles, Human Healer 8]Name: Charles
Class: Healer
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Pelor

Str: 11 +0 ( 1p.) Level: 8 XP: ----
Dex: 16 +3 ( 4p.) BAB: +4 HP: 80 (8d8+16)
Con: 14 +2 ( 4p.) Grapple: +4 Dmg Red: N/A
Int: 10 +0 ( 0p.) Speed: 30' Spell Res: XX
Wis: 20 +5 ( 8p.) AP's: 9 Spell Save: 13 + spell level
Cha: 16 +3 ( 8p.) ACP: -0 Spell Fail: 0%

Base Armor Shld Dex Size Dod Defl Total
Armor: 10 +4 +0 +3 +0 +1 +2 20
Touch: 16 Flatfooted: 17

Base Mod Misc Total
Fort: 6 +2 +0 +8
Ref: 2 +3 +0 +5
Will: 6 +3 +2 +11

Weapon Attack Damage Critical
+1 Light Crossbow (20) +8 1d8+1 19-20/x2
Masterwork Dagger +5 1d4+0 19-20/x2

Languages: Common

Feats:
Dodge (Bonus 1st)
Augment Healing (Human Bonus)--Complete Divine, pg 79. +2 points/spell level to the amount of damage healed by any Conjuration (healing) spell cast by Charles.
Spontaneous Healer (1st)--Complete Divine, pg 84. Can spontaneous cast Cure spells # times/day = wisdom bonus.
Skill Focus (Knowledge, medicine) (Class Bonus)
Reach Spell (3rd)--Complete Divine, pg 84. Can cast a spell that normally has a range of touch at a distance of 30'. Must make a ranged touch attack. Uses a spell slot two levels higher than the actual spell.
Heighten Spell (5th)
Iron Will (7th)

Abilities:
Spells (see below)
Spontaneous Healing 5/day
Healing Hands (Ex)--spells of healing subschool add charisma modifier to hit point damage healed.
Clense Paralysis (Su)--Remove Paralysis 1/day
Clense Disease (Su)--Remove Disease 1/day
Clense Fear (Su)--Remove Fear 1/day
Clense Poison (Su)--Neutralize Poison 1/day
Effortless Healing (Ex)--Don't provoke an AOO when casting a healing subschool spell.
Unicorn Companion (Ex)--See below.

Spellcasting:
Caster Level: 8
Healing Subschool: +3 hit points + 2 points/spell level healed.
Spells per Day: 6, 7, 6, 5, 5
Spells Usually Prepared:
0--Detect Magic, Read Magic, Light, Light, Cure Minor Wounds, Create Water
1--Bless Water, Protection from Evil, Protection from Evil, Protection from Evil, Goodberry, Remove Paralysis, Remove Fear
2--Calm Emotions, Remove Blindness/Deafness, Remove Blindness/Deafness, Lesser Restoration, Lesser Restoration, Cure Moderate Wounds
3--Create Food and Water, Remove Curse, Restoration, Reach Cure Light Wounds, Neutralize Poison
4--Heighten Sanctuary,Heighten Sanctuary, Mass Cure Light Wounds, Death Ward, Freedom of Movement

Companion:
Landiss, Celestial Unicorn, Large Magical Beast; HD 4d10+20 (42 hp); Init +3; Spd 60'; AC: 22 (-1 Size, +3 Dexterity, +6 Natural, +4 Chain Shirt Barding), T: 12, FF: 19; BAB/Grapple: +4/+13; Attack: Horn +11 melee (1d8+8, 20/x2); Full Attack: Horn +11 melee (1d8+8, 20/x2) and 2 Hooves +3 melee (1d4+2); SA: Smite Evil +4 1/day; SQ: DR 5/magic, Natural weapons magic for DR purposes, Darkvision 60', Immunities (poison, charm, compulsion), Low-Light Vision, Magic Circle vs. Evil, Energy Resistance (Acid, Cold, Electricity 5), Scent, Spell Like Abilities (CL 5, Detect Evil at will as free action, 3/day Cure Light Wounds, 1/day Cure Moderate Wounds, Neutralize Poison), SR 9, Wild Empathy, Empathic Link, Improved Evasion, Shared Savings Throws, Share Spells; AL: CG; SV: Fort +11, Refl +9, Will +13; Skills: Perception +12, Survival +12; Feats: Lightning Reflexes, Track; S: 20, D: 17, C: 21, I: 10, W: 21, Ch: 24.

Skills Ranks Mod Misc Total
Endurance 9 +2 +0 +11 (t)
Initiative 4 +3 +0 +7
Knowledge (Medicine) 9 +0 +5 +14 (t)
Knowledge (Religion) 9 +0 +0 +9 (t)
Perception 4 +5 +0 +9
Persuasion 9 +3 +0 +12 (t)
Survival 4 +5 +0 +9

Equipment: Weight
+1 Light Crossbow (20) 6lb
Masterwork Dagger 1lb
+2 Leather Armor 15lb
Wand of Cure Light Wounds, CL 5 (50) 0lb
Ring of Protection +2 0lb
Gloves of Dexterity +2 0lb
Restoration Components x5 0lb
Backpack 2lb
Holy Water x4 4lb
Silver Holy Symbol 1lb
Spell Component Pouch 2lb
Traverler's Outfit 5lb
Belt Pouch .5lb

Chain Shirt Barding (on companion)


Total Weight:34.5lb Money: 23gp 0sp 0cp

Lgt Med Hvy Lift Push
Max Weight: 38 76 115 230 575

Age: 28
Height: 5'9"
Weight: 140lb
Eyes: Brown
Hair: Brown
Skin: Tan[/sblock]
 
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Looks like he's using the skill list from the Star Wars Saga rules.

Initiative is a skill in that system, dex based. Unusual, but interesting.
 

Hmmm, can we say "Maxed Out"? Here's my tentative character, I haven't fleshed out background or anything yet. It's all in my head, I just haven't had the time to write it down. Suffice it to say he's a champion boxer, number one contender in the world for his weight class, and he's in his training season.

[sblock=Anderson "Crazylegs" Jones]
Name Anderson “Crazylegs” Jones
Gender Male
Race Human
Class Monk 2 | Fighter 6
Alignment LG

Str 20 -- (11 pts) +1 at 8th Level + 2 Gauntlets of Ogre Power
Dex 17 -- (8 pts) +1 at 4th Level
Con 14 -- (4 pts)
Int 10 -- (0 pts)
Wis 10 -- (0 pts)
Cha 12 -- (2 pts)

Hit Points 92
Action Points 9
AC 20, Touch 14, Flat 17 (10 Base + 5 Armor + 3 Dex + 1 Dodge + 1 Ring)
Init +17
Senses +9
BAB +7, Grap +16
Speed 40 (base 30, Light load 47.5/77, light armor)
Fort +11, Ref +9, Will +7

Attacks:
Unarmed Strike +14 1d6+8 x2 Bludgeoning
Full Attack- +12/12/7/7 1d6+8 x2 Bludgeoning


Languages:
Speaks Common

Trained Skills:
Perception (wis; noticing traps, any class) 9 = 4+5+0
Endurance (con; includes concentration) 11 = 4+5+2
Initiative (dex; class skill for all classes) 17 = 4+5+5+3

Skills:
Acrobatics (dex) 7 = 4+3
Climb (str) 9 = 4+5
Deception (cha) 5 = 4+1
Jump (str) 9 = 4+5
Persuasion (cha) 5 = 4+1
Ride (dex; everything with one skill) 7 = 4+3
Stealth (dex) 7 = 4+3
Survival (wis) 4 = 4+0
Swim (str) 9 = 4+5

Feats:
-Power Attack
-Cleave
-Dodge
-Two Weapon Fighting
-Improved Two Weapon Fighting
-Weapon Focus
-Weapon Specialization
-Skill Focus (Initiative)
-Close Quarters Fighting (CW)
-Versatile Unarmed Strike (PB2)

Classname Abilities:
-Improved Unarmed Strike
-Improved Grapple
-Combat Reflexes

Background:
Anderson is a calm, introspective man these days. He has overcome a lot in his life. For the better part of his youth his anger controlled him, but not anymore. He channels his aggression into his boxing, honing his body, mind, and skill to be an ultimate fighting machine. When he is training for a match, his dedication and focus is unparalleled. When not training, however, he enjoys puzzles for the mind and travelling under a guise so his fame will not get in his way. His persona Crazylegs is famous and it is a rare day when he walks down the street to not be accosted by admirers.

Even though he is smaller than most of his opponents, his lithe and powerful body has consistently overcome any size disadvantage. The public flock to him, hailing him the "People's champion." He has soared up the ranks of contenders and stands to be in line for the champion of his day, maybe the best ever. That is, unless something dire and unforseen occurs.

Personality:
Anderson is very loyal to those he holds close to him, but unfortunately those people have dwindled since he received his fame. He has been succeptible to being taken advantage of in these past few years, so he has a few guards up. However, he changes into a beast when he is fighting, his anger and ferocity taking on a mind of its own. But these days that only occurs at the appropriate times.

Appearance:
Standing at 6'2" and weighing at 205 pounds when in season, and 193 when not, Anderston is not as physically imposing as some of his competition. He is well muscled though, with long lean muscles. He has a darker complexion, very bronze, which matches his light brown eyes and short black hair. Like all fighters, he has a great smile.

Possessions:
Mithral Chain Shirt +1 – 2,100gp
Hat of Disguise – 1,800gp
Amulet of Mighty Fists +1 – 6,000gp
Gauntlets of Ogre Power – 4,000gp
Ring of Sustenance – 2,500gp
Ring of Protection +1 – 2,000gp
Boots of Striding and Springing – 5,500gp
Cloak of Resistance +1 – 1,000gp
Bag of Holding – 2,500gp

Total Spent: 27,400gp
Remaining: 100gp[/sblock]
 
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Heal = Medicine; we'll make up a skill for it (same as heal) if it doesn't exist already.

Shayuri, no negative attributes for extra points. Thanks.

Languages: Any but elven, drow and undercommon are available. Hobgoblins have a substantial empire to the south (goblin = southern) and the Dwarves have their mountain and underground kingdoms scattered about. Orc marauders roam the frontiers and forests.

stonegod: Franklin's INT should be 22 with the headband of Intellect (18 + 2 advances + 2 enhancement = 22) --- double checking on this.

Initiative is a skill, yes. Dex-based. All classes have it as a class skill so you can choose to be trained in it or not. The Improved Initiative feat is replaced by the Skill Focus (initiative) feat.

More to come...
 

Stats so far :
[sblock=Kiera, Level 8 Human Sorceress. First Draft]
Kiera Elzmyr, the Silver Stream
Human female, Sorcerer 8
AL: CG HT: 5'10" WT: 130 Hair: Long, Silver Eyes: Green

STR: 10 (+0) [0 pts]
DEX: 18 (+4) [6 pts + 1 Lvl + 2 Enhancement]
CON: 14 (+2) [2 pts + 2 Enhancement]
INT: 14 (+2) [3 pts + 1 Lvl]
WIS: 10 (+0) [0 pts]
CHA: 20 (+5) [14 pts + 2 Enhancement]

HP: 48 (8d4+16) AC: 18 (10 base + 4 Dex + 4 Mage Armour)
Saves: FORT: + 4 (2 Base + 2 con) REF: +8 (2 Base + 4 Dex + 2 Weasel Familiar) WILL: +11 (6 Base + 5 Cha)
Init: +12

Bab: 4
Ranged Touch Attack +8
Crossbow: +9, 1d10 damage.

Skills(5 trained)
Endurance(+10), Know:Spellcraft(+11), Know:Arcana(+11), Persuasion(+13), Initiative(+12)
(*cc=Cross Class; 2 skill points) Synergy bonuses are allready figured in.

Feats: [6] Eschew Materials, Spell Focus(Evocation), Empower Spell, Maximize Spell, Practical Metamagic(Empower Or Maximize, haven't decided yet)

Class Features:
Familiar (Weasel - Nevin)
Spontaneous Spellcasting
Pristine* : The character never gets dirty, water drips and dries off quickly, mud seems to just miss him/her, hair and clothing is never out of place, etc.
Counting Coppers* : The character has an uncanny counting ability, and can easily count any number of things within sight (Such as the number of coins in a pile, provided most of them can be seen, the number of apples in a tree, or the number of people in an advancing mob)
* = replace 0 lvl spells known*

Spells:
Known : 6*/5/3/2/1
*=lost two for class abilities Pristine and Counting Coppers*
Spells per day : 6/7/7/6/4

Save DC = 17 + spell level (18 for Evocation/Transmutation)

0 lvl - Detect Magic, Mending, Light, Prestidigitation, Mage Hand, Open/Close

1st lvl -
Magic Missile, Mage Armour, Shield, Endure Elements, Alarm

2nd lvl - (Loose 1)
Invisibility, Scorching Ray, Knock, See Invisibility

3rd lvl - (Loose 1)
Fireball(Ev), Fly, Dispel Magic

4th lvl -
Polymorph

Languages: Common, Goblin, Dwarf

Equipment: 27,500 GP (No more than 14,000 on any 1 item)

Cloak of Charisma + 2 (4,000)
Gloves of Dexterity + 2 (4,000)
Amulet of Health + 2 (4,000)
Ring of Sustenance (2,500)
Eyes of the Eagle (2,500)
Bag of Holding Type I (2,500)
MW Light Crossbow (335)
Nobles Outfit + Jewelry (200)
Spare Explorers outfit (10)
Signet Ring (5)
5 bottles fine wine (50)
MW Artisans ToolsX2 (55)

7,345 GP
[/sblock]
 
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Refresh my memory, the Healer's big drawback is that she loses her class abilities and spellcasting if she attacks something... right? (still searching for my mini's handbook).

LL
 


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