No Man's Land (Recruitment Closed... Sort of)

It's not a full round OF actions, but a 'full round action'. This lets you do/cast anything that is a full round action, or a standard and a move action, or 2 move actions, but does NOT give you an extra swift action. (You get 1 swift action each round, not for each 'full action' you take.) Likewise, Greater Celerity does not give you another swift action (If it did, you could keep casting it and gaining more spells until you ran out of casting's of greater celerity.)


The other problem I see with your character is that all his abilities are 3 or 4times/day (Including Metamagic Rods), and the boots/belt are 1/day. That seems to lead to serious burnout. Seems like the concept is "For a few seconds a day I can explode mountains... Please be dead when I'm done."

Just pace yourself, don't throw all your abilities off in the first 2 rounds of combat.
 

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Jemal said:
"For a few seconds a day I can explode mountains... Please be dead when I'm done."

ok.. need to walk away form the comp so the hiccups from me lauighing too hard a few moments ago will go away... hehe... that's classic
 

Here's superninja! Even superer than before! I hope. :)

I post here for review.

[sblock]Name: Thorn
Race: Human
Class/Level Ninja 10 / Thief-Acrobat 3 / Occult Slayer 5 / Shadowdancer 2
Gender: Female
Exp

Desc

Strength (STR) 22
Dexterity (DEX) 30
Constitution (CON) 22
Intelligence (INT) 14
Wisdom (WIS) 26
Charisma (CHA) 14

Alignment: Neutral
AC: 45 (10 +10 dex +8 armor +2 ninja +8 wis +5 deflection + 1 insight + 1 dodge)
Hit Points: 6+12d6+7d8+120 ()
Movement: 40'

Init: +14
Base Attack Bonus: +15/+10/+5
Melee Attack: +21/+16/+11
Ranged Attack: +25/+20/+15
Fort: +18
Reflex: +31
Will: +24 (+2)

Race Abilities
Bonus feat
Bonus skill points

Class Abilities:
AC Bonus (Wis bonus +2)
Ki Power 14/day
Sudden Strike 5d6
Trapfinding
Ghost Step (Invis and Ethereal)
Improved Poison Use
Great Leap (+4 to jump, always treat as if running)
Acrobatics +4
Ki Dodge (Concealment)
Speed Climb (climb at full Move, must begin and end on horizontal surface)
Ghost Strike (Can strike incorp or ethereal, or strike material -from- ethereal)

Hide in Plain Sight (Shadows)
Evasion
Darkvision 60'
Uncanny Dodge

Fast Acrobatics (Tumble and Balance at full speed)
Kip Up (Stand up as free action, no AoO)
Steady Stance (Not flatfooted while balancing or climbing)
Agile Fighting +1/+2 (Bonus to AC / Bonus while fighting defensively)
Slow Fall 20'
Acrobatic Charge (Can charge over any terrain that can be moved over)
Defensive Roll 1/day

Magical Defense +3
Weapon Bond (+1d6 with bonded weapon vs spellusers or spell like ability users)
Vicious Strike (x2 damage when interrupting spell w/readied action)
Mind over Magic 2/day (Bounce incoming spell as Spell Turning)
Auravision (Constant Detect Magic)
Nondetection Cloak (Constant Nondetection on self and gear)
Blank Thoughts (Immunity to mind-affecting effects)

Skills:117n+20sh+30thac+25mag
(+2 to all skills)
Balance +20 (8 ranks + 10 dex + 2 synergy)
Bluff +17 (15 ranks + 2 cha)
Climb +23 (13 ranks + 6 str + 4 class)
Hide +35 (20 ranks + 10 dex + 5 comp)
Jump +31 (10 ranks + 6 Str + 8 Class + 2 synergy + 5 item)
Knowledge: Arcana +6 (4 cc ranks + 2 int)
Listen +27 (19 ranks + 8 Wis)
Move Silently +35 (20 ranks + 10 dex + 5 comp)
Open Lock +20 (10 ranks + 10 dex)
Perform +7 (5 CC ranks + 2 cha)
Search +16 (14 ranks + 2 int)
Sense Motive +18 (10 ranks + 8 Wis)
Spellcraft +5 (3 cc ranks + 2 int)
Spot +27 (19 ranks + 8 wis)
Tumble +26 (10 ranks + 10 dex + 2 synergy + 4 class)

Feats
1 Dodge
1 Mobility
3 Improved Initiative
6 Weapon Finesse
9 Combat Reflexes
12 Weapon Focus: Short Sword
15 Darkstalker
18 Enduring Ki

Languages - Common, Draconic, Elvish

Money - 85

Weapons -
Short Sword +4, +31, 1d6+10, Magebane, Deadly Precision, 72,315
- 7d6+10 on sudden strike, 4d6+12 vs arcane casters, 10d6+12 sudden strike vs arcane
Armour -
None

Gear -
None

Magic -
Gloves of Dexterity +6, 36,000
Belt of Strength +6, 36,000
Heartseeking Amulet of Health +6, 40,500
Headband of Wis +6, 36,000
Cloak of the Bat, 26,000
Deathstrike Bracers of Armor +8, 71,500
Vest of Resistance +5, 25,000
Ring of Protection +5, 50,000
Lockpicking Ring, 3,500
Blindfold of True Darkness, 9,000
Pale Green Prism Ioun Stone, 30,000
Luckstone, 20,000
Dusty Rose Ioun Stone, 5,000
Elven Boots of Striding and Teleportation, 61,000
Sacred Scabbard, 4,400
Handy Haversack, 2,000
Rod of Rope, 4,000
Survival Pouch, 3,300
Thorn Pouch, 4,400

3 tomes, 220,000
+4 Wis, Dex

Background:

Thorn is an operative of a secretive organization called the Silencers. They are known as a group of "mage-killers." Men and women who can be hired to dispose of magical threats, be it mad mages, rampaging dragons, or similar arcane spell using pests.

Although the Silencers are a mercenary group, they have been known to take certain high profile cases for compensation other than money...and sometimes for no apparent payment at all (though cynics suggest such cases are merely to strengthen their reputation). Certainly the events on No Man's Land suggests a magical danger of proportions unheard of in recorded history, and the Silencers have responded with one of their most relentless, resourceful, and deadly agents.

She has been named Thorn; a reference to the poisonous thorns of the otherwise beautiful and inviting Ollawa flowers in the tropical land she's from. Similar to her namesake, she is rarely seen before she strikes, and her victim rarely lives to comment on what they saw at the moment of the attack. Few sanctuaries can keep her out. Few defenses can anticipate or stop her attacks. In the history of the Silencers, few have approached her success rate.

Thorn's task in No Man's Land is simple. Assess the danger. Engage it and destroy it. She is under a special order not to kill anyone else, no matter how odious or irresponsible their use of magic. However, off the record, she was told to keep a list of names and descriptions. After all, when the terror to come was averted, the Silencers would still need prospects.[/sblock]
 

Lowryllyth is done, barring last minute fiddling. Buffed she's a bit too good.

Shayuri - I'd suggest Expeditious Dodge rather than regular dodge since it fulfills the same feat requirement. Come to think of it, you could get a continuous Collar of Umbral Metamorphosis (Tome of Magic) for 22k to get Hide in Plain sight instead of burning all those feats for Shadowdancer. Or maybe you could find a way to fit in spring attack since you have the prereqs.

EDIT - The character sheet edit didn't post. Doh! I'll have to redo it tomorrow.
 
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Shadowdancer is more than just HiPS though. It's also Evasion and Uncanny Dodge. And Darkvision.

Yeah, there's other ways to get 'em, but Shadowdancer is in concept...and I'm tired of jinking feats and skills around. :)

As for Expeditious Dodge and Spring Attack, I decided not to explicitly. They don't match Thorn's fighting style...which is to ambush, then vanish, then ambush again. Not to run around willynilly.

Thanks for the suggestions though!
 

Rathan said:
ok.. need to walk away form the comp so the hiccups from me lauighing too hard a few moments ago will go away... hehe... that's classic
Thank you, thank you, I'm here all week *bows*

Shayuri - Hmm, Super Ninja turned into super-duper ninja, not bad. :) Looks like the party's shaping up to be quite a force. (I personally would've done TA5 and Occult3, but to each his own).
Two things -
First is a suggestion, if you want to play a mage-slayer, may i suggest dropping weapon focus (The +1 isn't worth all that much) for the Mage-Slayer feat? Then if you could find a way to take Pierce Magical Defense, you'll be able to take me out... as well as most mages.

Second thing is just housekeeping - You dropped one of your books, but still have it listed as "3 books - 220,000"
 

Occult Slayer 5 is necessary to get the mind blank. :)

Weapon Focus is necesary to get Occult Slayer.

Oops...thanks for the housekeeping though! Hee...
 

OH, and AHA. I see, well it would've been nice. no defensive casting, combined with the ability to ignore ac bonuses from spells (And automatically dispel them on hit) would've been nice, but I guess mind immunity is better. (Don't call it mind blank cuz it doesn't work on divinations, does it?)
 

Good point...though the constant nondetection does. :)

Not sure if Nondetection shields invisible from See Invisible or True Sight. Probably not. Ah well.

And honestly, those Mage Slayer feats are so broken...I couldn't in good conscience take them. :)
 

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