Invading Space Elves! - for humans only (full)

Lobo Lurker said:
stonegod: Franklin's INT should be 22 with the headband of Intellect (18 + 2 advances + 2 enhancement = 22) --- double checking on this.
Fixed, and separated Trained/Untrained skills (though, via Jack-of-all-Trades and the fact that Factotum has all skills on their skill list, Franklin can attempt any skill check). I assume that means you have no issues with Factotum?
 

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Any thoughts on Kiera? I changed the will save to Cha.
[sblock=Kiera, Level 8 Human Sorceress. Take 2.]
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: 20 (10 base + 4 Dex + 4 Mage Armour + 1 Deflection + 1 Natural Armour). Touch: 19 Flat-Footed: 16
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*), Perception(+9)
(*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)
Belt of Health + 2 (4,000)
Amulet of Natural Armour + 1 (2,000)
Ring of Protection + 1 (2,000)
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)
Signet Ring (5)
5 bottles fine wine (50)
MW Artisans ToolsX2 (55)

3,355 GP
[/sblock]
 

Vertexx69 said:
I just heard from a buddy of mine, who owns a game store, that the minis handbook is now officially out of print, so don't let your dog pee on the 1 you've got :)
No dog so no worries. ^_^ Cat pee or little girl pee however...
 




Okay, so I'm a little fuzzy on the skills... With my initiative, I have the skill focus feat, I am using that as one of my trained skills, and I have a +3 Dex Mod, so that would give me:

9 Base
4 Level
5 Trained
3 Dex Mod
5 Skill Focus

So a total of 26?
 

I like your background Shayuri, but prior to the start of this game, no one has ever heard of elves...

Some World Info:
To the south of the 12 Freeholds (where your characters will be from) there is a goblin empire, which controls some of the most fertile land on the continent as the whole region is essentially a large river delta. Relations between the human kingdoms and the goblin nation is strained but is not yet at war (the goblins very much want to be recognized as civilized and they desire trading partners, not hostile neighbors).

The dwarves, far to the East are on cordial terms with everyone, but its borders have never been open to anyone but dwarves so who knows whats happening there.

Gnomes and Halflings and wandering (marauding) orc tribes have their own slices of civilization throughout the human lands.

There are a couple other human kingdoms, but I haven't really fleshed them out much. One feudal aesthetic empire (mountainous) and another standard medieval style kingdom (small but with abundant resources).
 
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..... alignment?

-- It's on the sheet. Alignment is Neutral. In this case it's amoral/apathetic neutral. In time I intend for her to tilt neutral good, but events that occur may change that...

..... What is the Chauseble of Fell Power (bonus Invocation damage?/book?)

-- It's from Complete Arcane. There's two grades, lesser and greater, for 8000 and 18000gp respectively. Lesser adds +1d6 to eldritch blast damage. Greater adds +2d6. Uses the amulet slot.

..... What is Spell Hand & Arcane Mastery (book?)

-- Also from Complete Arcane. Spell Hand grants Mage Hand, Open/Close, and Floating Disc as spell like abilities usable 1/day each. Arcane Mastery allows an arcane caster to "take ten" on caster level checks such as SR or dispel checks, and to do so even when under stress.

Re: World info

-- DOH! I can't believe I forgot that. Hee hee. I'll fix that little oversight. :)
 

ethandrew said:
Okay, so I'm a little fuzzy on the skills... With my initiative, I have the skill focus feat, I am using that as one of my trained skills, and I have a +3 Dex Mod, so that would give me:

9 Base
4 Level
5 Trained
3 Dex Mod
5 Skill Focus

So a total of 26?
No.

INITIATIVE (skill)
4 ranks (1/2 of character level)
+5 (trained)
+3 (attribute)
+5 (skill focus: initiative)
----
+17 modifier to all Initiative rolls.
 

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