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

Darimaus, this is where I'm sitting so far.
SBlock'd to save space. I'll have the rest of the gold spent and maneuvers figured out/written up tonight.

[sblock]
Salimesh (CR 20)
Human Warblade 15, Master of Nine 5
CG Medium Humanoid
Init +7; Senses Listen +12, Spot +12
Languages Common, Elven

AC 43, Touch 18, Flat-Footed 28
hp 254 (15d12+5d8+120)
Hit Point Verification: http://invisiblecastle.com/find.py?id=969397 (Should have added 60, not 30)
Fort +21, Ref +14, Will +20

Spd 30 ft. (6 squares)
Base Atk +18; Grp +27

• +33, (Fiendslayer, 1d8+16 (+2d6 vs Evil), 19-20x2)
• +33/+28/+23/+18 (Full Attack, as above)
• +29, (+2 Flaming Adamantine Gauntlet, 1d4+11+1d6 Fire, x2)
• +23, (+2 Returning Shortspear, 1d6+11, x2)

Abilities Str 28, Dex 16, Con 24, Int 14, Wis 14, Cha 14
Stat Verification: http://invisiblecastle.com/find.py?id=969326

SQ Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Counter Stance, Dual Stance, Improved Uncanny Dodge, Mastery of Nine, Perfect Form

Feats Able Learner (1H), Adaptive Style (1), Blind-Fight (WBl5), Dodge (3), Improved Initiative (WBl9), Improved Unarmed Strike (9), Martial Study: Shadow Hand (Cloak of Deception)(12), Power Attack (18), Quick Draw (WBl13), Weapon Focus: Longsword (6), Weapon Specialization: Longsword (15)

Skills Balance +20, Climb +11, Concentration +26, Diplomacy +25, Hide +8, Jump +34, Knowledge (History) +7, Knowledge (Local) +5, Listen +12, Martial Lore +7, Sense Motive +7, Spot +12, Swim +8, Tumble +23

Possessions (760,000) +5 Mithral Full Plate of Heavy Fortification, +5 Heavy Steel Shield, +5 Holy Ghost Touch Cold Iron Longsword, +2 Adamantine Flaming Gauntlet, +2 Shortspear of Returning, Goggles of Night, Belt of Giant Strength +6, Amulet of Health +6, Gloves of Dexterity +2, Ring of Protection and Natural Armor +5, Cloak of Resistance +5, Necklace of Adaptation, Boots of Striding and Springing, 15,203 gps remaining

110,650 +5 Mithral Full Plate of Heavy Fortification
26,020 +5 Heavy Steel Shield
130,315 +5 Holy Ghost Touch Cold Iron Longsword (Fiendslayer)
21,005 +2 Flaming Adamantine Spiked Gauntlet
32,302 +2 Returning Shortspear

110,000 Manuel of Gainful Exercise +4
55,000 Manuel of Bodily Health +2

12,000 Goggles of Night
36,000 Belt of Giant Strength +6
36,000 Amulet of Health +6
4,000 Gloves of Dexterity +2
125,000 Ring of Protection and Natural Armor +5
25,000 Cloak of Resistance +5
9,000 Necklace of Adaptation
5,500 Boots of Striding and Springing

Notes 4th Level to Int., 8th to Wis., 12th to Cha, 14th and 16th to Con.

Skill Ranks Assigned, Before Modifications:
24+6+6+7+7+7+7+7+7+7+7+7+7+7+7+9+9+9+9+9
Balance +20, Climb +5, Concentration +23, Diplomacy +23, Hide +5, Jump +23, Knowledge (History) +5, Knowledge (Local) +3, Listen +10, Martial Lore +5, Sense Motive +5, Spot +10, Swim +5, Tumble +23
[/sblock]
 
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moritheil said:
Er, also, if someone is going lich for sure, please let me know, as it could strain credibility to have a druid and a lich working together . . .

The point of the adventure itself is all the gods/creeds/religions/ forming together to stop a common foe, regardless of alignment or beliefs. As such, there is no problems with a druid and a lich working together (not saying they would like it though lol)
 

here's a question I've really never come across before..... are the 'mass' healing spells able to be spont. casted? Mass Cure Critical Wounds for instance...
 

Darimaus said:
The point of the adventure itself is all the gods/creeds/religions/ forming together to stop a common foe, regardless of alignment or beliefs. As such, there is no problems with a druid and a lich working together (not saying they would like it though lol)

Okay then! :p Here's a character build. I haven't really looked at items. I decided I was keeping the name, so I wrote a bit of backstory to explain it. My skills are also unfinished.

[sblock=Daidoji Ichiru]CHARACTER NAME : Daidoji Ichiru
RACE (ECL) : Human (+0)
CLASS (LEVEL) : Ninja 2/Druid 7/Daggerspell Shaper 8/Pious Templar 1/Divine Oracle 2
... NET LEVEL : 20
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft
TYPE : Humanoid (Human)

Trained from youth to be an assassin, Ichiru was rescued by a kind hermit following a failed mission. From him he learned the virtues of nature. Now he uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it.

Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF
Updated version posted below.[/sblock]

[sblock=spells]
Naturewatch
Necromancy
S
Close range
Target: Quarter circle to the end of the range
Duration: 10 min/level

As deathwatch, but plants/animals only. You get information about their general condition as well.


Omen of Peril
Divination
V,S
Full-round action
Duration: Instantaneous

70% + 1%/level chance to accurately foretell the next hour:
Safety - no immediate danger on the present course
Danger - challenging but not overwhelming
Grave Danger - life-threatening

Nature's Favor
Evocation
V, S, DF
Standard action
1 min/lvl

Animal gains +1 luck to att and dam per 2 caster levels.
[/sblock]
 
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Jemal said:
Looking at those stats, I'ld personally take Roll 2 even though it's under 80.. It's got 3 high stats, and a couple really low stats.. Could make for good roleplaying. Besides, What do berserkers need mental stats for, eh?

You do have a point.
If it is ok with you, Darimaus, I will be taking the numbersfrom Roll 2 over the ones that actually made it over 80. Making my final base numbers:

Str: 18 -- Dex: 15 -- Con: 16 -- Wis: 7 -- Int: 10 -- Cha: 6

Hit Points (Better than the average): 359

[Sblock=Obsidian]
Code:
Name: Obsidian
Class: Barbarian 3/ Fighter 2/ Warforged Juggernaunt 5/ 
     Frenzied Berserker 10  Age: ??
Race: Warforged           Height: 10' 0"
Size: Large (Huge)        Weight: 4545 lbs
Gender: Male 		  Eyes: Purple
Alignment: Chaotic Evil   Hair: None
Deity: War                Skin: Black & Purple

Class & Racial Traits:
Barbarian & Fighter       Character Level
Rage 3/day (16 rounds)    Feats: 7
Uncanny Dodge             Ability Increases: 4
Fast Movement
Illiteracy
Feats: 2

Warforged Juggernaunt
Imunnities: Critical Hits, All mind affects and
abilities (good & bad), Non-leathal Damage, death & 
necormancy effects, ability drain & damage, poison, 
sleep effects, paralysis, disease, nausea, fatigue, 
exhaustion, sickened, healing subschool
Expert Bull Rush: +5 Bullrush
Superior Bull Rush: +2d8+3d6+19 damage on bullrush
Powerful & Greater Powerful Charge: (+3d6)
Armor Spikes: 2d6
Reserved: -5 Bluff, Diplomacy, Gather Info, Sense Motive
Extended Charge: +5' to charge
Charge Bonus: +4 Charge Attack

Frenzied Berserker
Greater Frenzy 5/day (16 rounds)
Inspire Frenzy 3/day
Supreme Power Attack (-1/+4)
Diehard, Supreme Cleave, Deathless Frenzy, Tireless Frenzy

Str: 24/48 (+19)  Level: 20     XP: 
Dex: 14 (+2)      BAB: +18      HP: 359 [399] (18d12+2d10+220)
Con: 24/28 (+13)  Grapple: +41  Dmg Red: 2/Adam 
Int: 10 (+0)      Speed: 20'    Spell Res: -
Wis: 5  (-3)      Init: +4      Spell Save: - 
Cha: 4  (-3)      ACP: -6       Spell Fail: 50%

       Base Armor Shld  Dex Size Nat Misc Total
Armor:  10   +13   +5   +1   -1  +0  +0    28 (22 Rage & Frenzy)
Touch: 13    Flat-Footed: 12

      Base Mod Misc Total
Fort:  17  +13  +6   +34/+36
Ref:   5   +3   +6   +14
Will:  5   +13  +8   +24/+26 (Rage & Frenzy)

Armor              Bonus Dex ACP ASF  Weight  Cost
H. Shield +5        +5    -   -1 15%    -lbs  49,270gp
- Animated
Adam Full Pate +5   +13   +1  -5 35%    -lbs  100,000gp
- Proof Against Transmutation

Weapon         Attack               Damage          Critical Range Weight Cost  
Granite   +42/42/37/32/27    4d6+34 (+2d6+1d6+1d6)     x3      -   20lbs  167,324gp
    Gargantuan Starmetal, Holy, Sonic and Acid Warhammer +5 (Starmetal +1d6 vs Outsiders)
 **Power Attack: -1/+4
 **Charge Bonus: +4 Charge Attack & +5' to Speed
 **Powerful & Greater Powerful Charge: +3d6

Equipment                   Cost / Weight
Strength Tome +4          (110,000gp / -lbs) [USED]
Permanant Enlarge         (4,000 gp / -lbs)  [USED]
Iuon Stone (Pale Green)   (30,000gp / -lbs)
Read Magic & Comp. Lang.  (5,200gp / -lbs)  [Head]
Traker Mask               (18,000gp / -lbs) [Eyes]
Amulet of Health +6       (36,000gp / -lbs) [Neck]
Cloak of Displ., Minor    (24,000gp / -lbs) [Back]
Vest of Resistance +5     (50,000gp / -lbs) [Chest]
*Belt of Battle           (12,000gp / -lbs) [Waist] 
*Strongarm Bracers        (6,000gp / -lbs)  [Arms] (Gives Powerful Build)
*Skirmisher Boots of the  (6,800gp / -lbs)  [Feet] 
      Battle Charger
Gloves of Gaint Str +6    (5,500gp / -lbs)  [Hands]
Freedom of Movement       (40,000gp / -lbs) [Ring 1]
Regeneration              (50,000gp / -lbs) [Ring 2]

*Magic Item Compendium

Total Gold Spent: 775,590
Total Gold Remaining: 410

Current Capacity: Light (200)
Carry Capacity: Light: 0 – 12800 Med.: 12,801 – 25,600 Heavy: 25,601 – 38,400 
                Lift: 76,800 Drag: 192,000

Languages: All

Feats: (10) 
Adamantine Armor, Power Attack, Cleave, Extra Rage, Improved Bullrush
Destructive Rage, Intimidating Rage, Endurance, Steadfast Determination


Skill Points: 50 Max Ranks: 23
Skills                Abil Ranks Mod Misc Total
Climb                 Str   13   +19  -6   26
Intimidate            Cha   23   -3        20
Jump                  Str   14   +19  -1   32
[/sblock]

-Blood
 
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Here are my ability score rolls

11 15 12 10 15 11 14 = 78 (drop 10)

14 8 9 16 15 12 11 = 77 (drop 8)

14 17 11 16 17 14 11 =89 (drop 11)

107 Hit Points Slightly less than average :(

At the moment I'm working my way through creating an Evolved Spellstitched Aserati Dry Lich Cleric 3 / Sorc 1 / Walker in the Waste 10 / Mystic Theurge 5 :cool:

[sblock=Character Submission(work in progress)]
Code:
[B]Name:[/B] M'ut Nazihar
[B]Class:[/B] Cleric 3 / Sorcerer 1 / Walker in the Waste 10 / Mystic Theurge 5
[B]Race:[/B] Evolved Spellstiched Asherati Dry Lich
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] Zoser
[b]Domains:[/b] Air, Sand

[B]Str:[/B] 20 +5  (16)       [B]Level:[/B] 19       [B]XP:[/B] 200000
[B]Dex:[/B] 18 +4  (17)       [B]BAB:[/B] +10        [B]HP:[/B] 366 (19d12+247)
[B]Con:[/B] --     (11)       [B]Grapple:[/B]        [B]Dmg Red:[/B] 10 Bludgeoning and Magic
[B]Int:[/B] 14 +4  (14)       [B]Speed:[/B] 30'(P)   [B]Spell Res:[/B] 23
[B]Wis:[/B] 19 +1  (14)       [B]Init:[/B] +8        [B]Spell Save:[/B] +X
[B]Cha:[/B] 37 +13 (17)       [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +0    +4    +0    +9    +0    31
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 27

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      7    +0    +0    +7  
[B]Ref:[/B]                       5    +4    +0    +9  
[B]Will:[/B]                     16    +10   +0    +16

[B]Weapon                  Attack   Damage     Critical[/B]
Eldritch Blast            +11    3d6        20x2
Dessicating Touch         +15/+10 5d6(5d8) + 1d6 constitution drain

[B]Feats:[/B] Heat Endurance(b), Improved Heat Endurance(b), Force of Personality, Improved Initiative, Exotic Weapon Proficiency(Spiked Chain), Fiery Spell, Seering Spell, ?, ?, Improved Turn Resistance, Necrotic Reserve.
Flaw: Inattentive, Murky Eyed.

[B]Skill Points:[/B] 60        [B]Max Ranks:[/B] 12/6
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                  0.0    4     0     4
Balance                   0.0    4     0     4
Bluff                     0.0   13     0    13
Climb                     0.0    5     0     5
Concentration            17.0   13     0    30
Craft (Untrained)         0.0    4     0     4
Diplomacy                 2.0   13     0    15
Disguise                  0.0   13     0    13
Escape Artist             0.0    4     0     4
Gather Information        0.0   13     0    13
Heal                      0.0    4     0     4
Hide                      0.0    4    10    14(16 sandy enviroments)
Intimidate                2.0   13     8    23
Jump                      0.0    5     0     5
Know (Arcana)            23.0    2     0    25
Know (Religion)          23.0    2     0    25
Listen                    0.0    4     4     8
Move Silently             0.0    4    10    14
Search                    0.0    2     8    10
Sense Motive              0.0    4     0     4 
Spellcraft               23.0    2     0    25
Spot                      0.0    4     4     8
Tumble                    0.0    4     0     4

[B]Equipment:						   Cost  Weight[/B]
Desert Outfit						         6gp     3lb
+4 Mithral Twilight Chainshirt				     26250gp  12.5lb
Brooch of Shielding (101 pts)				      1500gp     
Bag of Tricks (gray)					       600gp     *lb - One animal is summoned and drained each day.
Belt of Hidden Pouches					      5000gp     *lb
Books (+1 Dex, +1 Wis, +5 Cha)				    192500gp     
Bottle of Endless Sand					     21000gp     2lb
Cloak of Charisma(+6)					     36000gp     2lb
Potions(4) Cause Serious Wounds				      3000gp     
Ring of X-Ray Vision (always active)			     25000gp     

Spellstitched Cost 					     48500gp (1000gp + 47500gp [9500xp (19 Wis * 500 xp) x 5gp])


[B]Total Weight:[/B] 0lb      [B]Money:[/B] 421650gp 

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                *    *    *    *    *

Languages: Abyssal, Celestial, Common, Elvin, Draconic, Orcish.

Abilities:
Asheratis
  • +1 Natural armour
  • Natural Dryness(ex): Drink one quarter the amount of water per day that humanoids of their size normally require
  • Sandswim(su): Can sandswim through ash, dust or sand at his land speed while wearing light armour or carrying a light load. Speed reduced to 5 feet if wearing heavier armour or carrying a medium load. An asherati breathes normally while under the sand.
  • Body Lamp(su): Can make his skin glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. In medium loose soil (such as ash, dust or sand) this light allows an asherati to make out solid objects up to 60 feet away. Once per day as a free action, an asherati can bring his skin up to full brilliance so rapidly that it can dazzle all creatures (DC 31) within 30 feet for 1 minute.
  • Heat Endurance: Gain Heat Endurance as a bonus feat.
  • Weapon Familiarity: Treat the eagle's claw as a martial weapon.
  • +2 racial bonus on Move Silently and Hide checks. If in a sandy area, an asherati receives an additional +2 racial bonus on Hide checks.
  • Water Vulnerability: If completely wet, an asherati take a -1 penalty on all attacks, ability checks, and skill checks. If an asherati is imersed in water, he can't hold his breath and must begin making Constitution checks to avoid drowning.

Dry Lich
  • Undead Type
  • Darkvision 60 feet
  • +5 Natural Armour
  • Aura of Despair(su): Any creature within a 60 foot radius must succeed on a will save (DC 31) or be shaken for 1d4 rounds.
  • Constitution Drain: Any living creature a dry lich hits with it's touch attack must suceed on a fortitude save (DC31) or take 1d6 points of Constitution drain. With each successful drain, the dry lich gains 5 temporary hit points.
  • Turn Resistance(ex): +6 turn resistance (+12 due to feat and template)
  • Damage Reduction(su): 10 bludgeoning and magic
  • Fast Healing(ex): A dry lich recovers 2 hit points of damage each round as long as it is in an arid enviroment.
  • Immunities(ex): Immunity to dehydration, heat, polymorph, and mid-affecting spells and abilities.
  • Unholy Toughness(ex): A dry lich gains a bonus to it's hit points equal to it's Charisma bonus times it's Hit Dice.
  • Water Weakness: All water deals damage to a dry lich as if it were holy water.
  • Abilities: Str +2, Wis +4, Cha +2.
  • Dry lich Skills: +8 racial bonus on Hide, Intimidate, Listen, Move Silently, Search and Spot checks.

Evolved Undead
  • +1 Natural Armour
  • Spell-like Ability(sp): Greater Invisibility 1/day CL19.
  • Fast Healing(ex): An evolved undead heals 3 points of damage each round.
  • Abilities: Str +2, Cha +2
  • LA +1

Spellstitched
  • Spell-like Abilities(sp): CL 19 (Conj, Evo, Necro)
    • 1st Level: ?, Ray of Enfeeblement 2/day
    • 2nd Level: Command Undead 2/day, Spectral Hand 2/day
    • 3rd Level: ?, ?
    • 4th Level: ?, Create Undead 1/day,
    • 5th Level: ?, Teleport 1/day
    • 6th Level: Harm 1/day
  • Damage Reduction(ex): 5 magic and silver
  • Spell Resistance(ex): 23 (10 + Charisma modifier)
  • Turn Resistance(ex): +2 turn resistance
  • Saves: +2 profane bonus on all saving throws.

Cleric
  • Weapon and Armour Proficiency: Simple weapons and all types of armour and shields (except tower shields)
  • Aura(ex): A cleric of a chaotic, evil, good, or lawful diety has a particularly powerful aura corresponding to the diety's alignment.
  • Spontaneous Casting: Can channel stored spell energy into 'inflict' spells.
  • Rebuke Undead(su): Rebuke undead as a 3rd level cleric 16 times per day.

Sorcerer
  • Metamagic Specialist: Can apply metamagic feats to sorcerer spells without increasing the casting time 5 times per day.

Walker in the Waste
  • Desiccating Touch(su): As a touch attack, a WitW can drain moisture from a living creature, 5d6 points of damage or 5d8 points of damage against plant creatures or elementals with the water subtype. The touched creature can make a fortitude save (DC24) for half damage.
  • Improved Heat Endurance as a bonus feat
  • The Wasting(su): Can transform a handful of dust or sand into a terrible disease. Once per day you can blow sand into the face of a living opponent with 20 feet. Using this ability is a standard action that provokes attacks of opportunity. The dust can be picked up as a move action or take it from a pouch as a free action. The opponent must succeed in a reflex save (DC24) to avoid inhaling the dust. An opponent who fails this save contracts the wasting, a supernatural affliction that gradually mummifies it's victims (see Sandstorm page 21)
  • Local Drought(su): Produce desert conditions in a 20 foot radius. The temperature band in the area rises by one step or to hot, whichever produces the hotter result. This can be suppresses for 1 round as a free action, but it renews automatically on your next turn, unless it is consciously suppressed again.
  • Withered Toughness(ex): +2 natural armour. Immune to dehydration and heat dangers, sun glare and sunburn
  • Pillar of Salt(sp): Can use Flesh to salt once per day.
  • Create Sand Golem(ex): Can create sand golems without the need for the Craft Golem feat.
  • Create Salt Mummy(su): Can create salt mummies.
  • Greater Drought(su): Can produce extreme desert conditions in a 100 foot radius. The temperature band rises by two steps or to severe heat, whichever produces the hotter result. This can be suppresses for 1 round as a free action, but it renews automatically on your next turn, unless it is consciously suppressed again.
  • Dry Lich: Become a dry lich.

Age:
Height: 6'
Weight: 190
Eyes:
Hair: none
Skin:
Appearance:

Background:
[/sblock]
 
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Alright here is my concept. Let me know what you think.

Grift
[sblock]
Grift
Race: Pixie
Level: (ecl+4, Rogue 16)
Alignment: Chaotic Good
Size: Small
Height: 2 1/2’
Weight: 30lbs
Speed: 20’ walk 60’ fly good maneuverability
Type: Fey

[6,5,3] = (14)
[6,5,5] = (16)
[6,5,5] = (16)
[6,4,3] = (13)
[6,6,3] = (15)
[6,4,3] = (13)

Str 10 +0
Dex 26 +8
Con 16 +3
Int 20 +5
Wis 20 +5
Cha 19 +4

BAB +12/+7/+2 Ranged +20/+15/+10 Grapple +8

AC 38 = 10 + 8 armor + 8 dex + 1 small + 5 deflection + 6 natural armor
Damage reduction 10/cold iron, spell resistance equal to 31
HP 103 http://invisiblecastle.com/find.py?id=970194

Fort 8 = 5 + 3
Ref 20 = 10 + 8 + 2(Rogues Vest)
Will 10 = 5 + 5

Weapons & Damage
+3 FDP Small Light Crossbow +24/+19/+14 1d6+7 19-20x2 80ft
+3 DPM Small Short Sword +23/+18/+13 1d4+3 19-20x2 (True Death Crystal)
Dagger Thrown +21/+16/+11 1d3 19-20x2
SA 8d6 (1d6 Rogues Vest, 1d6 Deadly Precision = 10d6)

Code:
[B]Skills[/B]	                    total		ranks		skill mod	misc		synergy
									
Bluff (Cha)	              [B]14[/B]	=	10	+	4	+		+
Decipher Script (Int)	      [B]14[/B]	=	10	+	4	+		+
Diplomacy (Cha)	              [B]4[/B]	        =		+	4	+		+
Disable Device (Int)	      [B]23[/B]	=	19	+	4	+		+
Escape Artist (Dex)	      [B]18[/B]	=	10	+	8	+		+
Gather Information (Cha)      [B]14[/B]	=	10	+	4	+		+
Hide (Dex)	              [B]33[/B]	=	19	+	8	+	6	+
Intimidate (Cha)	      [B]16[/B]	=	10	+	4	+		+	2 Bluff
Listen (Wis)	              [B]26[/B]	=	19	+	5	+	2	+
Move Silently (Dex)	      [B]29[/B]	=	19	+	8	+	2	+
Open Lock (Dex)	              [B]27[/B]	=	19	+	8	+		+
Search (Int)	              [B]33[/B]	=	19	+	5	+	9	+
Sense Motive (Wis)	      [B]26[/B]	=	19	+	5	+	2	+
Sleight of Hand (Dex)	      [B]20[/B]	=	10	+	8	+		+	2 Bluff
Spot (Wis)	              [B]35[/B]	=	19	+	5	+	11	+
Tumble (Dex)	              [B]17[/B]	=	9	+	8	+		+
Use Magic Device (Cha)	      [B]23[/B]	=	19	+	4	+		+
Use Rope (Dex)	              [B]8[/B] 	=		+	8	+		+
			240 Total Skill Points

Magic Items
Ring of Protection +5
Amulet of Natural Armor +5
Bracers of Armor +8
Rogues Vest
Gauntlet of Infinite Blades
Crystal Mask of Insight
Ring of Regeneration
Boots of Tracklessness
Greater Truedeath Crystal
+3 Deadly Precision Metaline Shortsword
+3 Force Deadly Precision Light Crossbow
Everfull Mug
Everlasting Rations
Personal Oasis
Hewards Handy Haversack
80 cases of crossbow bolts
Bottle of air
Wand of shatter
Wand of Knock
Wand of Cure Moderate Wounds
Wand of fireball (5th)
10 exploding spikes
Rod of Bodily restoration
Thorn Pouch

Eq
Dagger
Candle
Chalk 3 pieces
Flint & Steel
Mirror Small Steel
Oil (1-pint flask)(x2)
Sewing Needle
Whetstone
Masterwork Thieves Picks
Ever Burning Torch
Explorers Outfit


feats
Point Blank Shot (lvl1), Precise shot (lvl3), Weapon Focus Light Crossbow (lvl6), Crossbow Sniper (lvl9), Rapid Reload (lvl12), Dead Eye Shot(lvl15), Savvy Rogue (rogue Spec Abil 16), Dodge (racial bonus), Weapon Finesse (racial bonus)

rogue special abilities
Improved Evasion, Crippling Strike, Feat, Sneak Attack 8d6, Trap sense +5, Improved Uncanny Dodge, Evasion

Racial Abilities
Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

History
Grift is a rogue in employ of the Useeli Court, The council of Fey directed by their gods sent a delegation to No Mans Land to assist in stopping the actions and machinations of the Disciples of Uaedo. Grift was chosen by the Useeli Court for his ability as a scout and for his skills in infiltrating harder to access locations that may hold information or items of interest to the Court. Grift tends to be more cautious about his actions and speed to battle. His cool head has saved the lives of others teamed with him in the past and though he is not delegated as the leader of this team, it would be assumed that he would manage to be a voice of reason to a leader forced to work with mortal enemies in the face of a greater evil.

Desc
Grift doesn't look like much and that’s the way he likes it. He long ago scorned the ways of his people. He wears clothing more similar to what could be found in the realms of humans much to everyone’s dismay. If it wasn't for his effectiveness he would have been scorned a long time back. But some things are willingly looked over for value. His hair is bright blue and close cropped. His skin is a deep olive color and his eyes a bright orange.

http://invisiblecastle.com/find.py?id=968060

Pixie characters possess the following racial traits.
• -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
• A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
• Low-light vision.
• Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
• Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
• +1 natural armor bonus.
• Special Attacks (see above): Spell-like abilities.
• Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
• Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
• Favored Class: Sorcerer.
• Level adjustment +4

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Updated Char sheet.
 
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wow uuuhh... some of you REALLY like those PrC's huh?... I've not been privy to alot of these so seeing them used is kinda new to me.... I play an irc DnD game and only core rules and a few monster races and templates are allowed... no PrC's... I didn't think having that many PrC's was a good idea but seeing some of your character builds... alot of them work well with bunches of others..... really intresting characters guys :)
 

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