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<blockquote data-quote="orcmonk220" data-source="post: 3585879" data-attributes="member: 49104"><p>Hiya</p><p>Wondered if anyone could look over my PCs, check that everything is OK, etc. I've tried to make each PC interesting to play, and also to bring something unique to the game that the other characters do not. So far, there is only one character, but I will add as I make them:</p><p></p><p>So, without furthur ado, let me introduce Khilgu Stonebody, who, after spending the majority of his life on patrol duty in the deepest mines of underground Mythiria, was selected to join the exclusive Dwarven Defenders. There, he was trained to defend the honour of the proud dwarven city. He served them for years before being set a task to secure an ancient tomb south of a nearby city. There, he met the rest of the party...</p><p>Khilgu is a tank through and through, able to withstand damage, provided the enemy can break through the AC. He is, however, weak to the traps that litter the tomb. He brings to the table a lantern which allows him to see invisible creatures, particularly useful for one encounter against an Annis Hag assassin.</p><p></p><p>Khilgu Stonebody</p><p>Male dwarf fighter 11/Dwarven Defender 3</p><p>LN Medium humanoid</p><p>Init +5; Senses darkvision 60ft.; Listen +4, Spot +4</p><p>Languages Common, Dwarven, Terran</p><p>-----------------------------------------------</p><p>AC 30 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +1 Dodge), touch 14, flat-footed 30; Dodge, Uncanny Dodge</p><p>hp 129 (14 HD); DR 5/magic</p><p>Fort +13, Ref +5, Will +3</p><p>-----------------------------------------------</p><p>Spd 20 ft.</p><p>Melee +3 Adamantine Morningstar +24/+19/+14 (1d8+11/x2)</p><p>Base Atk +14; Grp +20</p><p>Atk Options Cleave, Great Cleave, Power Attack</p><p>Special Actions defensive stance 2/day</p><p>Combat Gear 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison</p><p>-----------------------------------------------</p><p>Abilities Str 22, Dex 12, Con 16, Int 13, Wis 8, Cha 8</p><p>SQ Defensive Stance 2/day, Uncanny Dodge</p><p>Feats Alertness, Cleave, Diehard, Dodge, Endurance, Great Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (morningstar), Weapon Specialisation (morningstar)</p><p>Skills Climb +15, Jump +15, Knowledge (Dungeoneering) +8, Listen +4, Sense Motive +2, Spot +4</p><p>Possessions +3 Adamantine Morningstar, +4 Full Plate Armour of Invunerability, +2 Heavy Steel Shield, Belt of Giant’s Strength +4, Lantern of Revealing, Ring of Protection +2, 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison, Backpack with Waterskin, Bedroll, Oil (1-pint flask) x4, Rope, hempen (50 ft.); 1417gp, 5sp.</p><p>-----------------------------------------------</p><p>Defensive Stance: Twice per day, Khilgu becomes a stalwart bastion of defence. Though he gains phenomenal strength and durability, he cannot move from the spot he is defending. This stance lasts for a total of 8 rounds, but it can be ended voluntarily. While in defensive stance, his stats change as follows:</p><p></p><p>AC 34 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +5 Dodge), touch 18, flat-footed 34; Dodge, Uncanny Dodge</p><p>hp 157 (14 HD)</p><p>Fort +19, Ref +7, Will +7</p><p>Melee +3 Adamantine Morningstar +25/+20/+15 (1d8+12/x2)</p><p>Base Atk +14; Grp +21</p><p>Abilities Str 24, Con 20</p><p>Skills Climb +16, Jump +16</p><p></p><p>Once the stance is finished, Khilgu’s stats change as follow:</p><p></p><p>Melee +3 Adamantine Morningstar +23/+18/+13 (1d8+10/x2)</p><p>Base Atk +14; Grp +19</p><p>Abilities Str 20</p><p>Skills Climb +14, Jump +14</p></blockquote><p></p>
[QUOTE="orcmonk220, post: 3585879, member: 49104"] Hiya Wondered if anyone could look over my PCs, check that everything is OK, etc. I've tried to make each PC interesting to play, and also to bring something unique to the game that the other characters do not. So far, there is only one character, but I will add as I make them: So, without furthur ado, let me introduce Khilgu Stonebody, who, after spending the majority of his life on patrol duty in the deepest mines of underground Mythiria, was selected to join the exclusive Dwarven Defenders. There, he was trained to defend the honour of the proud dwarven city. He served them for years before being set a task to secure an ancient tomb south of a nearby city. There, he met the rest of the party... Khilgu is a tank through and through, able to withstand damage, provided the enemy can break through the AC. He is, however, weak to the traps that litter the tomb. He brings to the table a lantern which allows him to see invisible creatures, particularly useful for one encounter against an Annis Hag assassin. Khilgu Stonebody Male dwarf fighter 11/Dwarven Defender 3 LN Medium humanoid Init +5; Senses darkvision 60ft.; Listen +4, Spot +4 Languages Common, Dwarven, Terran ----------------------------------------------- AC 30 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +1 Dodge), touch 14, flat-footed 30; Dodge, Uncanny Dodge hp 129 (14 HD); DR 5/magic Fort +13, Ref +5, Will +3 ----------------------------------------------- Spd 20 ft. Melee +3 Adamantine Morningstar +24/+19/+14 (1d8+11/x2) Base Atk +14; Grp +20 Atk Options Cleave, Great Cleave, Power Attack Special Actions defensive stance 2/day Combat Gear 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison ----------------------------------------------- Abilities Str 22, Dex 12, Con 16, Int 13, Wis 8, Cha 8 SQ Defensive Stance 2/day, Uncanny Dodge Feats Alertness, Cleave, Diehard, Dodge, Endurance, Great Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (morningstar), Weapon Specialisation (morningstar) Skills Climb +15, Jump +15, Knowledge (Dungeoneering) +8, Listen +4, Sense Motive +2, Spot +4 Possessions +3 Adamantine Morningstar, +4 Full Plate Armour of Invunerability, +2 Heavy Steel Shield, Belt of Giant’s Strength +4, Lantern of Revealing, Ring of Protection +2, 4 Potions of Barkskin +4, 2 Potions of Haste, Potion of Heroism, 2 Potions of Neutralise Poison, Backpack with Waterskin, Bedroll, Oil (1-pint flask) x4, Rope, hempen (50 ft.); 1417gp, 5sp. ----------------------------------------------- Defensive Stance: Twice per day, Khilgu becomes a stalwart bastion of defence. Though he gains phenomenal strength and durability, he cannot move from the spot he is defending. This stance lasts for a total of 8 rounds, but it can be ended voluntarily. While in defensive stance, his stats change as follows: AC 34 (+12 Armour, +4 Shield, +1 Dex, +2 Deflect., +5 Dodge), touch 18, flat-footed 34; Dodge, Uncanny Dodge hp 157 (14 HD) Fort +19, Ref +7, Will +7 Melee +3 Adamantine Morningstar +25/+20/+15 (1d8+12/x2) Base Atk +14; Grp +21 Abilities Str 24, Con 20 Skills Climb +16, Jump +16 Once the stance is finished, Khilgu’s stats change as follow: Melee +3 Adamantine Morningstar +23/+18/+13 (1d8+10/x2) Base Atk +14; Grp +19 Abilities Str 20 Skills Climb +14, Jump +14 [/QUOTE]
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