Newfoundland [OOC]

OK here is the monk, outfitted per 3.5 rules

Dural Stoneface 2nd Level Monk Alignment: Lawful Neutral

St: 14 +2
Dex:14 +2
Con: 16 +3
Int:13 +1
Wis: 15 +2
Chr: 7 -2

AC: 14 Initiative: 6 (+2 dex +4 improved Init)
HP: 18

Languages: Commen, Dwarven,Goblin

Saves:
Fort:+6 Will: +5 Ref: +5

Dwarf Abilities:
60' Darkvision, +2 vs poisons and spells, +4 AC vs Giants, +1 vs orcs and goblins

Feats:
Improved Initiative
Improved Grapple (monk 1st level)
Combat Reflexes (monk 2nd level)

BAB: +1
Melee: +3 Flurry: +1/+1
Ranged: +3

Dam:
Hand: 1d6+2 x2 crit
Hand Axe: 1d6+2 x3 crit

Skills: Total Rank Stat
Balance: 4 2 2
Climb: 4 2 2
Concentration:5 2 3
Hide: 5 3 2
Swim: 4 2 2
Know(Arcane): 3 2 1
Move Silently: 5 3 2
Craft(metal): 5 2 1 (dwarf +2)
Search: 3 1 2
Escape Artist: 4 2 2
Spot: 5 3 2

Equipment:
Hand Axe 6gp 3#
Monks Outfit 5gp 2#
Backpack 2gp 2#
5 Days Trail Rations 2.5gp 5#
2 Waterskins 2 gp 8#
Rope Hemp (50') 1gp 10#

Total Carried: 30# (light encumberance) Money: 5gp, 5sp

Background:
Dural Stoneface had lived the last 15 years of his life in the Monastary of Green Mountain and had finally passed the requirments to leave and explore the world. What better way to begin, then to leave it all behind and see this new land. Gathering his meager possesions together he managed to talk the captain into taking this humble monk on board (it didn't come easily with cleaning the bilges and killing the rats being part of his passage), but it was worth the price.

Appearance:
Dural presents himself as a quite attentive dwarf but inside his spirit cries for action, his very being impatient. He was terribly scarred in a fire at the monastary, and due to this he is unable to grow more then patchy stubble of hair on his face. He is 4'3 140#
 
Last edited:

log in or register to remove this ad

Here's mine. To make it easier on you, I just went with a flat PHB ranger.

Flynn Stormshadow
Ranger 2
Gender Male
Race Half-elf
Alignment Chaotic good

Str 12 (+1)
Dex 14 (+2)
Con 14 (+2)
Int 14 (+2)
Wis 15 (+2)
Cha 10

Initiative +6 (+2 Dex, +4 Improved Initiative)
BAB +2
Attacks Shortsword +3 melee (+2, +1 Str)
Composite shortbow +4 ranged (+2, +2 Dex)
Damage Shortsword 1d6+1 (19-20/x2), composite shortbow 1d6 (20/x3)
AC 16 (+2 Dex, +4 chainshirt)
Hit Points 15
Saves Fort +5 (+3, +2 Con), Ref +5 (+3, +2 Dex), Will +1 (+0, +1 Wis)
Movement 30 ft.
Skills Bluff +2 (2 ranks), Diplomacy +2 (+2 racial), Gather Information +2 (+2 racial), Handle Animal +1 (1 rank), Heal +4 (2 ranks, +2 Wis), Knowledge (geography) +6 (4 ranks, +2 Int), Knowledge (nature) +7 (5 ranks, +2 Int), Listen +8 (5 ranks, +2 Wis, +1 racial), Move Silently +5 (3 ranks, +2 Dex), Search +4 (1 rank, +2 Int, +1 racial), Spot +6 (3 ranks, +2 Wis, +1 racial), Survival +7 (5 ranks, +2 Wis), Use Rope +7 (5 ranks, +2 Dex)
Feats Improved Initiative, Rapid Shot (B), Track (B)
Racial Enemy Humanoid (orc) +2
Fighting Style Archer
Misc. Qualities Immune to sleep, +2 to saves vs. enchantment, low-light vision, elven blood
Languages Common, Elven, Giant, Gnome, Sylvan, Orc
Equipment Shortsword, composite shortbow, 100 arrows, chainshirt; explorer's outfit, 50' hemp rope, bedroll, iron pot
Wealth 38 gp, 4 sp
Look Wears a brown hooded cloak over his hide armor; black hair, brown eyes; 5'3, 142 lbs; 30 years old.
Background Flynn Stormshadow was in his early teens when he took to a life in the wilds. Belonging to neither his father's nor mother's people, he struck out on his own, lending his aid to anyone who needed it, living day to day on the rewards of food, shelter, and money he was sometimes given. When he heard that a ship in a nearby port-city was leaving for the new land of Avanta, he was quick to book passage, eager to test his abilities and explore this new world.
 
Last edited:

I deceided to stick with the feats in PHB....Will submit others if we survive long enough......:D , hopefully this monk meets with your approval.
 

These are houserules I like to go by. These are debatable. If you can give me a very good reason as to why things should be different, I might change them.

House Rules:
- When a character reaches 0 hit points, he loses consciousness, but remains stable. The character will regain consciousness when regaining a single hit point.
- Paladin Mounts do not have a duration but are always available. A Paladin can summon his mount to his side from wherever it is once per day for every three class levels beyond those required to summon the mount.
- If you are multiclassing in 2 classes that both contain the same ability, and the levels added together would give you the ability on both class tables, you receive the ability, even if you haven't advanced far enough in either class to gain the ability.
- Spell Switching is a Sorceror/Bard class ability, not something that comes with the spell levels. You don't get to swap spells when you gain additional spell levels due to a PrC. This is because the Sorceror doesn't lose enough for taking up a PrC. This does not apply to PrC's that have their own spell progression.
- Domain Spells is a Cleric ability, not something that comes with the spell levels. You don't get additional domain spells when you gain additional spell levels due to a PrC. This is because the Cleric doesn't lose enough for taking up a PrC.
- Increased thread ranges from character abilities stack with increased thread ranges from weapon enhancements.
- To hit and saving throw fractions are culumative. First add the fractions together, then round down.
- A rogue can take Hide in Plain Sight as one of his Rogue abilities.

Critical Misses:
When you roll a natural 1 in combat you automatically miss. In addition, you have a chance to make a critical miss. Make a BaB check against DC 15. A natural 1 automatically fails. If you succeed, you simply missed. If you fail, you have a critical miss. Roll 1d6 and see what happens:

1) Disorientate - You lose orientation. This results in a -2 on all your d20 rolls. You can negate this penalty by orientating, which is a standard action that does not provoke an attack of oppurtunity.
2) Drop Defence - You provoke an attack of oppurtunity.
3) Fumble - You fall over. Make a balance check against DC 15. If you fail, you become prone.
4) Lose Weapon - When wielding a weapon in one hand, you lose your weapon. It flies away 1d6*5-5 feet in a random direction. When wielding a ranged weapon, you accidentally hit someone else. Make another attack without adding BaB at the creature closest to the creature you attacked. You cannot make critical hits or misses with this attack.
5) Strike Self - You hit yourself. Roll for damage without modifiers for strength or feats.
6) Stumble - You lose all remaining actions this round. You can only make a partial action next round.

Feat Changes:
DIEHARD [General]
Prerequisite: Endurance
Benefit: When reduced to less than 0 hit points, you automatically become stable. In addition, your dying range is extended by 2 hit points. This bonus stacks with the bonus from Toughness.

GREATER SPELL FOCUS [General]
Prerequisite: Spell Focus with selected school.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

POWER ATTACK [General]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacksand bonus on damage apply until your next turn.
Special: If you fight with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add one and a half the number subtracted from your attack. If you fight with a weapon in your off-hand, instead add half the number subtracted from your attack. Add these bonuses to your strength bonus before rounding down. A Fighter may select Power Attack as one of his fighter bonus feats.

SPELL FOCUS [General]
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.

TOUGHNESS [General]
Benefit: You gain +3 hit points. In addition, your dying range is extended by 3 hit points. This bonus stacks with the bonus from Diehard.
Special: You can take this feat multiple times. It's effects stack.
 

And then there's a few extra feats to pick from. Some of these might look a lot like the ones you can find in splat books. If so, the ones in here supersede those. Note that some feats in here have really high requirements. They're more there for completeness than to be used.

ANIMAL CHARM [General]
Prerequisites: Companion ability, character level 6.
Benefit: Your companion receives the abilities from 1 level higher than your class level allows. This can affect your Animal Companion, Paladin Mount, Familiar, Fiendish Servant, Undead Companion, Shadow or Planar Cohort. If you have more than one companion, you must choose which companion is affected when you take this feat.
Special: If an ex-Paladin has Animal Charm for his Paladin Mount and then reaches 5th level as a Blackguard, he may switch it to Fiendish Servant or Undead Companion instead. You can take this feat multiple times. Each time, you must pick a different companion.

ARMOR MASTERY [General]
Prerequisite: fighter level 6th.
Benefit: The Armor Check Penalty of the armor you are wearing is reduced by two, but never below zero.
Special: A Fighter may select Armor Mastery as one of his fighter bonus feats.

COMBAT STABILITY [General]
Prerequisite: fighter level 2nd.
Benefit: If you miss an attack with a natural 1 and have to check for a critical miss, you get a +4 bonus when making the BaB check to see if you succeed against DC 15.
Special: A Fighter may select Combat Stability as one of his fighter bonus feats.

CRITICAL MASTERY [General]
Prerequisites: Str 17, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Improved Critical with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon, fighter level 14th.
Benefit: The additional damage for scoring a critical hit for the selected weapon is doubled. If the selected weapon has a multiplier of x2, it now counts as x3 for you. If the selected weapon has a multiplier of x3, it now counts as x5 for you. If the selected weapon has a multiplier of x4, it now counts as x7 for you.
Special: A Fighter may select Critical Mastery as one of his fighter bonus feats.

ELEMENTAL KI STRIKE [General]
Prerequisite: Monk level 8th.
Benefit: Pick an element when choosing this feat. Your unarmed attacks are treated to be of this element for the purposes of bypassing Damage Reduction.
Special: You can take this feat multiple times. Each time, you must pick a different element.

EXTRA ARROW [General]
Prerequisite: Special arrow ability that can be used once per day.
Benefit: You may use the special arrow ability one additional time per day. If you have multiple special arrow abilities, you must choose which one is increased when you take the feat.
Special: You can take this feat multiple times. It's effects stack.

EXTRA DODGE [General]
Prerequisite: Dex 13, Dodge.
Benefit: You may choose one additional target to which your Dodge and Improved Dodge bonuses apply.
Special: You can take this feat multiple times. It's effects stack.

EXTRA DOMAIN [General]
Prerequisite: Domain ability.
Benefit: You may choose one extra domain from those provided by your deity. You gain the special powers from this domain and can choose spells from this domain when deciding what spells to memorize. You do not get additional domain spells per day.
Special: You can take this feat multiple times. Each time, you must pick a different domain.

EXTRA FAVORED ENEMY [General]
Prerequisite: At least one favored enemy.
Benefit: Increase the bonus against one of your favored enemies by +2 or pick a new favored enemy agaist which you receive a +2 bonus.
Special: You can take this feat multiple times. It's effects stack.

EXTRA IMPROMPTU SNEAK ATTACK [General]
Prerequisite: Impromptu sneak attack ability.
Benefit: You gain one extra impromptu sneak attack per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA LEGERDEMAIN [General]
Prerequisite: Legerdemain ability.
Benefit: You gain one extra legerdemain per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA RAGE [General]
Prerequisite: Rage ability.
Benefit: You gain two extra rages per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA SECRET [General]
Prerequisite: Secret ability.
Benefit: You receive one extra secret.
Special: You can take this feat multiple times. Each time, you must pick a different secret.

EXTRA SLOT [General]
Prerequisite: Ability to cast 2nd level spells.
Benefit: You gain one extra spell per day. You must pick spell level for this slot when you take this feat. You must choose a slot at least one level lower than the highest level spell you can cast. You cannot use this feat to gain additional domain slots. If you have more than one class that provides spells, you must choose which class gets the extra slot when you take this feat. You must choose a class of which you can cast 2nd level spells.
Special: You can take this feat multiple times. It's effects stack.

EXTRA SMITING [General]
Prerequisite: Smite ability.
Benefit: You gain one extra smite per day. If you have multiple smite abilities, you must choose which one is increased when you take the feat.
Special: You can take this feat multiple times. It's effects stack.

EXTRA SONG [General]
Prerequisite: Bardic music ability.
Benefit: You gain three extra bardic music uses per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA SPELL [General]
Prerequisite: Ability to cast 2nd level arcane spells.
Benefit: You know one extra spell. You must pick the spell when you take this feat. You must choose a spell of at least one level lower than the highest level spell you can cast. If you have more than one class that provides arcane spells, you must choose which class gets the extra spell when you take this feat. You must choose a class of which you can cast 2nd level arcane spells.
Special: You can take this feat multiple times. It's effects stack.

EXTRA STANCE [General]
Prerequisite: Defensive Stance ability.
Benefit: You gain two extra defensive stances per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA STUNNING FIST [General]
Prerequisite: Stunning Fist.
Benefit: You gain three extra stunning fist attacks per day.
Special: You can take this feat multiple times. It's effects stack.

EXTRA TERRAIN [General]
Prerequisite: Terrain Mastery ability.
Benefit: You receive one extra terrain mastery. If you have at least one planar terrain mastery, you may pick a planar terrain mastery instead.
Special: You can take this feat multiple times. Each time, you must pick a different terrain.

EXTRA WILD SHAPE [General]
Prerequisite: Wild Shape ability.
Benefit: You gain two extra wild shapes per day. If you can take elemental shapes, you also gain one extra elemental shape per day.
Special: You can take this feat multiple times. It's effects stack.

GREATER POWER ATTACK [General]
Prerequisite: Str 15, Cleave, Power Attack, base attack bonus +6.
Benefit: If you fight with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice your strength modifier and twice the number subtracted from your attack when using power attack.
Special: A Fighter may select Greater Power Attack as one of his fighter bonus feats.

GREATER SMITING [General]
Prerequisites: Smite ability, Extra Smiting, Improved Smiting, Class level 12th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage. This bonus stacks with Improved Smiting.

GREATER SPELL LONGEVITY [General]
Prerequisite: Greater Spell Focus in the chosen school, Greater Spell Longevity in the chosen school, Spell Focus in the chosen school.
Benefit: The duration of all spell you cast from the chosen school is increased as if your caster level is 2 levels higher than it actually is. This bonus stacks with Spell Longevity and Lengthen Spell.

GREATER STUNNING FIST [General]
Prerequisites: Extra Stunning Fist, Improved Stunning Fist, Stunning Fist, Class level 12th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class. This bonus stacks with Improved Stunning Fist.

GREATER TURNING [General]
Prerequisites: Extra Turning, Improved Turning, Class level 8th.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. This bonus stacks with Improved Turning.

GREATER WEAPON MASTERY [General]
Prerequisites: Str 19, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Master Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon, fighter level 18th.
Benefit: All dice in the damage factor of the selected weapon are increased by one step. Each d12 becomes 2d8, each d20 becomes 2d12. Extra dice from elemental damage and sneak attacks are not affected. Unarmed attacks are also affected. This bonus stacks with Weapon Mastery and the increased damage for monks.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Greater Weapon Mastery as one of his fighter bonus feats.

IMPROVED ANIMAL CHARM [General]
Prerequisites: Animal Charm with the selected companion, Companion ability, character level 12.
Benefit: The selected companion receives the abilities from 1 level higher than your class level allows. This bonus stacks with Animal Charm.
Special: If an ex-Paladin switches Animal Charm for his Paladin Mount to Fiendish Servant or Undead Companion, Improved Animal Companion switches to the same companion. You can take this feat multiple times. Each time, you must pick a different companion.

IMPROVED DODGE [General]
Prerequisite: Dex 15, Dodge, base attack bonus +4.
Benefit: You get an additional +1 dodge bonus to your Armor Class against opponents you assign for your Dodge feat.

IMRPOVED LORE [General]
Prerequisite: Bardic knowledge ability.
Benefit: You gain a +3 bonus to your bardic knowledge checks.
Special: A loremaster can also take this feat to affect the Lore ability.

IMPROVED PERSONAL CHARM [General]
Prerequisites: Leadership, Personal Charm, character level 12.
Benefit: You gain a +1 bonus to your leadership score. Thos bonus stacks with Personal Charm.

IMPROVED PRECISE STRIKE [General]
Prerequisite: Precise strike ability, Class level 4th.
Benefit: When using your precise strike ability, you deal an additional 1d6 damage.

IMPROVED RAGE [General]
Prerequisite: Rage ability, Class level 4th.
Benefit: When raging, you gain an additional +2 bonus to strength and constitution.

IMPROVED SNEAK ATTACK [General]
Prerequisite: Sneak attack ability, Class level 4th.
Benefit: When using your sneak attack ability, you deal an additional 1d6 damage.

IMPROVED STANCE [General]
Prerequisite: Defensive stance ability, Class level 4th.
Benefit: When entering defensive stance, you gain an additional +2 bonus to constitution and an additional +2 dodge bonus to your armor class.

IMPROVED SMITING [General]
Prerequisites: Smite ability, Class level 4th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage.

IMPROVED SNIPER SHOT [General]
Prerequisites: Far Shot, Point Blank Shot, Sniper Shot, base attack bonus +12
Benefit: All special bonuses that only work up to 30 feet for ranged attacks now work up to 90 feet.
Special: A Fighter may select Sniper Shot as one of his fighter bonus feats.

IMPROVED SONG [General]
Prerequisite: Bardic music ability.
Benefit: The effects of your bardic music are as if you are three levels higher. You must still meet the normal level requirements for each bardic music, before you can use it.

IMPROVED STUNNING FIST [General]
Prerequisites: Stunning Fist, Class level 4th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class.

IMPROVED TRAP SENSE [General]
Prerequisite: Trap sense ability, Class level 4th.
Benefit: You gain an additional +1 bonus to your Trap Sense ability.

MASTER FORTITUDE [General]
Prerequisite: Great Fortitude.
Benefit: You get a +2 bonus on all Fortitude saving throws. This bonus stacks with the bonus from Great Fortitude.

MASTER IRON WILL [General]
Prerequisite: Iron Will.
Benefit: You get a +2 bonus on all Will saving throws. This bonus stacks with the bonus from Iron Will.

MASTER REFLEXES [General]
Prerequisite: Lightning Reflexes.
Benefit: You get a +2 bonus on all Reflex saving throws. This bonus stacks with the bonus from Lightning Reflexes.

MASTER SMITING [General]
Prerequisites: Smite ability, Extra Smiting, Greater Smiting, Improved Smiting, Class level 20th.
Benefit: All your smite attempts receive a +1 bonus to attack and damage. This bonus stacks with Improved Smiting and Greater Smiting.

MASTER STUNNING FIST [General]
Prerequisites: Extra Stunning Fist, Greater Stunning Fist, Improved Stunning Fist, Stunning Fist, Class level 20th.
Benefit: All your stunning attacks receive a +2 bonus to the Fortitude Difficulty Class. This bonus stacks with Greater Stunning Fist and Improved Stunning Fist.

MASTER TURNING [General]
Prerequisites: Extra Turning, Greater Turning, Improved Turning, Class level 16th.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. This bonus stacks with Improved Turning and Greater Turning.

MASTER TWO-WEAPON FIGHTING [General]
Prerequisites: Dex 19, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty.
Special: A Fighter may select Master Two-Weapon Fighting as one of his fighter bonus feats.

MASTER WEAPON FOCUS [General]
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, fighter level 16th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Greater Weapon Focus and Weapon Focus.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Master Weapon Focus as one of his fighter bonus feats.

MASTER WEAPON SPECIALIZATION [General]
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Master Weapon Focus with selected weapon, Weapon Focus with selected weapon, Greater Weapon Focus with selected weapon, fighter level 20th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Greater Weapon Specialization and Weapon Specialization.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Master Weapon Specialization as one of his fighter bonus feats.

PERSONAL CHARM [General]
Prerequisites: Leadership, character level 6.
Benefit: You gain a +1 bonus to your leadership score.

SNIPER SHOT [General]
Prerequisites: Far Shot, Point Blank Shot, base attack bonus +6
Benefit: All special bonuses that only work up to 30 feet for ranged attacks now work up to 60 feet.
Special: A Fighter may select Sniper Shot as one of his fighter bonus feats.

SPELL LONGEVITY [General]
Prerequisite: Spell Focus in the chosen school.
Benefit: The duration of all spell you cast from the chosen school is increased as if your caster level is 2 levels higher than it actually is. This bonus stacks with Lengthen Spell.

TOWER SHIELD MASTERY [General]
Prerequisite: Shield Proficiency, Tower Shield Proficiency, base attack bonus +6.
Benefit: You may negate the -2 to hit for fighting with a Tower Shield.
Special: A Fighter may select Tower Shield Mastery as one of his fighter bonus feats.

TWO-WEAPON POWER ATTACK [General]
Prerequisite: Str 15, Dex 15, Power Attack, Two-Weapon Fighting, base attack bonus +6.
Benefit: If you fight with a weapon in your off-hand, instead add your full strength modifier and the full number subtracted from your attack when using power attack.
Special: A Fighter may select Two-Weapon Power Attack as one of his fighter bonus feats.

WEAPON MASTERY [General]
Prerequisites: Str 17, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 10th.
Benefit: All dice in the damage factor of the selected weapon are increased by one step. Each d12 becomes 2d8, each d20 becomes 2d12. Extra dice from elemental damage and sneak attacks are not affected. Unarmed attacks are also affected. This bonus stacks with the increased damage for monks.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A Fighter may select Weapon Mastery as one of his fighter bonus feats.
 


Serpenteye> Most looks good. Got a few remarks though:

HP is 12+2 at level 1 and 5+2 at level 2 for a total of 21.

Strength bonus is added to throwing weapons, so your dagger does 1d4+4 damage.

AC is 15 i think.

One set of clothes is free and does not count towards your weight. See PHB page 131, under CLOTHING.

You should have 160 GP, not 110 GP.

Once your character is complete, you can post it in the Rogue's Gallery thread.
 

Hi Thels,

I need to update my Gold (to take into account the free Traveller's Outfit), but other than that, is my character
ready to go ?

Thanks.
 

Melkor> Seems fine, except for the lacking HP.

Ferretguy> Reflex save seems wrong.

You also seem to have used 26 skill points while I think you should have 25 (Search is a crossclass skill).

Your intelligenge of 13 gives you a bonus language which you haven't picked yet.

Andrew> Are you sure about wearing Hide armor? It's a medium armor, so your speed is reduced and you lose your combat path feats while wearing it. You're not proficient with medium armor, so you're suffering armor check penalties on your attacks.

Knowledge (Local) would be very useless to you, since you're not at the 'local' location, so you never would get to use it (unless you make it back to Curador).

Also, you seem to have spent 39 skillpoints while you have 40 skill points.
 

Throughout the lands, when people talk about crossbreeds, they always talk about the 'normal' ones. Never is there talk about those individuals who just don't come out right. This is the story of one of those people, a half-ogre named Ben.

---

Ben
Male Half-Ogre Cleric 1
Alignment: Lawful Good

Str: 24 (+7)
Dex: 10 (+1)
Con: 16 (+3)
Int: 05 (-3)
Wis: 14 (+2)
Cha: 05 (-3)

BAB/Grapple: +0/+7
Attack: Huge greatclub +6 melee (2d8+10)
Initiative: +0
Movement: 30 ft.

Armor Class: 16 (-1 size, +4 natural, +3 studded leather)
Hit Points: 11
Saves: Fort +5, Ref +1, Will +4

Abilities:
10 ft. reach, darkvision 60 ft., turn undead, divine spells 4/2+1, animal domain, strength domain

Languages: Common
Feats: Large and in Charge
Skills: (4 points)
Heal +4, sense motive +3

Equipment:
Traveller's outfit
Huge Greatclub
Studded leather armor
Backpack
Bedroll
Mirror, small steel
Pouch, belt
Rations, trail, 5 days
Rope, 50 ft, silk
Sack
Waterskin

Appearance: Ben has a open, child-like face. He has short black hair and deep born eyes, he's 8'5" and 450 lbs. He wears a wool poncho the size of a 4-man tent overtop of his armor.

Background: Ben was adopted as a baby by a married human couple, and raised as their own. He is mentally retarded, with the mind of a human 5 year old. It came as some shock when they discovered he'd been touched by the gods. He doesn't have the mental capacity to choose a specific god, but he was raised as a good boy and knows right from wrong.

Ben's parents were aboard the ship he was on, but died when the boat went down. Now he's alone in a strange land, and while he's as scared as any 5 year old would be in the situation, he's also curious, and tries to be a BIG BOY as much as he can. But he misses his mommy and daddy.
 
Last edited:

Remove ads

Top