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OOC: City of the Spider Queen [Full]

Rayex

First Post
Dakkareth said:
Mmhh, so do I get a defense bonus just like that for being a 10th level wizard or are there other factors involved?

Also as necromancer I would like to invest in the heal skill representing the application of his knowledge of the body - any chance of it becoming a class skill? (played so much NWN, that I pretty much assumed it was. oops :s)

Also expertise in the matters of death, the soul and necromancy would fall under knowledge: arcana, right?

The defense bonus dont stack with armor bonus, so if you've got armor, then you'd get either armor of defense bonus, wichever is highest. A 10th level wizard have a Defense Bonus of +5

Sure, consider Heal a Class Skill.

I think Knowledge (Necromancy) would also be apropriate. (5 ranks in Knowledge (Necromancy) give a +2 synergy bonus when dealing with damage delt by undead creatures and necromancy spells.)
Or something like that.

Also, in Unearthed Arcana there are some wizard variants... one is the Domain Wizard. A Domain Wizard cannot be a Specializt Wizard. In exchange for the versality given up by specializing in a domain instead of an entire school, the domain wizard casts his chosen spells with increased power.
It works like the domain system of a Cleric. You get a list of spells, in your case the spells from the Necromancy Domain. You add these spells automatically to your list of known spells as soon as you are able to cast it. Domain spells do not count against your two spells known per wizard level. You also cast the spells from your domain at +1 CL. You can cast one extra spell per spell level, wich must be filled by the domain spell.
And you do not need to select any prohibited schools.

Another variant is the Specialist Variant. In your case a Necromancer. Instead of a Familiar, you'll get a Skeleton Minion.
Instead of gaining bonus spells as a wizard, you get more resistant to some of the attacks that undead usually use, like ability damage, ability drain, disease, stun.
Instead of gaining additional spells per day for being a specialist wizard, you create stronger undead than usual...
 
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DemonAtheist

First Post
Edit: If reading, please ignore this character sheet...the corrected version is found on page four


Here be my character sheet

Hazrael Evanor, Tiefling Rog 1/Rgr 8

attributes: (current, modifier, (base))

HP: 6 + 8d8 + 27

str: 14 / +2 / (13)
dex: 22 / +6 / (17)
con: 16 / +3 / (16)
int: 17 / +3 / (15)
wis: 12 / +1 / (12)
cha: 8 / -1 / (10)

saves: F9/R14/W5

AC: 24 (7 armor, 6 dex, 1 bracers) flatfooted:19, touch: 16
BAB: +8/+3

Belongings: +3 Darkwood Composite Longbow (+2 str), masterwork shortsword, +3 Shadow Mithral Chain shirt, gloves of dexterity +2, Bracers of Armor +1, Cloak of Resistance +2, Boots of Speed, masterwork thieves' tools, healer's kit, crowbar, 3 bags of caltrops, 3 potions of cure moderate wounds, 20 silver arrows, 20 coldiron arrows, backpack, waterskin, 148 gold

Composite Longbow: +18/+13 1d8+5

Abilities: sneak attack 1d6, trapfinding, favored enemies (humans +4, undead +2), woodland stride, swift tracker, darkness 1/day, resist fire/light/cold 5, darkvision 60 ft

Feats: point blank shot, track, rapid shot, precise shot, endurance, weapon focus: longbow, manyshot, nimble fingers

Skills: balance +11, bluff +1, disable device +18, handle animal +10, hide +26, heal +7, knowledge(geography) +8, listen +8, move silently +13, open lock +21, search +16, sense motive +6, spot +11, survival +14

languages: infernal, common, elven, draconic, sylvan


animal companion: Erin, a hawk

hd: 3d8
ac: 20
saves: F3/R5/W5
abilities: evasion, share spells
tricks: attack, seek, heel, fetch, down
attack: +6 (1d6-1)
skills: spot +14, listen +2



argh i think thats everything, ill type up additional character info if needed or anything i left out

edit: i didnt add defense bonus, ill go to borders tonight and read UA. also, stlvan isnt a typical bonus language, is this okay?
 
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silentspace

First Post
I'm creating Rashak Varin, a male human Barbarian 1/Fighter 4/Rogue 5/Dervish 5.

He has no skills in opening locks, disabling devices, or search. He's focused on dervishy/swashbuckler/ranger-ish skills (balance, bluff, climb, hide, jump, listen, move silently, sense motive, spot, swim, tumble-type stuff).

Rashak was born a slave in the Underdark (as a Barbarian 1/Rogue 1). He was a spirited child, and often struggled or fought with his drow captors. The drow did not kill him, however, as he was a young child and he had the physical potential to be a good slave. He just needed to be broken in. As punishment, he was often kept in complete darkness. In the utter blackness of the Underdark, Rashak started to develop extraordinary senses. Perhaps he has some dragon blood in him. But whatever the reason, Rashak gained a dragon's Keen Senses and Blindsense.
 


Rayex

First Post
I want you all to use this (See attachment) when statting up your characters.

As for your character, there is a couple of things:
Your HP total is 77 HP.
Bracers of Armor dont stack with your armor.
 

Attachments

  • Mal.txt
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silentspace

First Post
Rashak Varin
Male Human
Barbarian 1/Fighter 4/Rogue 5/Dervish 5

(Level 10 with 5 Gestalt Classes)
Alignment: Neutral
Height: 5'11"
Weight: 170 lb.
Hair: Black
Skin: Bronze
Eyes: Black
Age: 17

Region: Drow Elf
Deity: Eilistraee

Experience: 45,000

Str: 22 (+6) [17 rolled, +2 levels, +3 Belt]
Dex: 17 (+3) [14 rolled, +3 gloves]
Con: 16 (+3) [16 rolled]
Int: 12 (+1) [12 rolled]
Wis: 13 (+1) [13 rolled]
Cha: 13 (+1) [13 rolled]
Rolled Stats: 12, 13, 13, 14, 16, 17 = 43 point

Hit Dice: 1d12 +9d10 +30
HP: 105
AC: 25, touch 25, flat 25 (29 vs AoOs, +1 vs Traps) [+9 Class Defense Bonus, +2 Dervish AC Bonus, +3 Dex, +1 Ring]
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft [Base 40 (Barbarian) +10 enhancement (Dervish)]
Armor Check Penalty: -0

Saves:
Fort +13 [+8 base, +3 Con, +2 vest]
Ref +14 (+1 vs Traps) [+9 base, +3 Dex, +2 vest]
Will +9 [+6 base, +1 Wis, +2 vest]

BAB: +10
Grapple: +14
Melee Atk (Two-handed): +19 (1d6+13, 18-20/x2, +2 scimitar)
Ranged Atk: +16 (1d8+6, x3, 110r, composite longbow [+6 Str bonus])
Full Atk (Two-handed): +19/+14 (1d6+13, 18-20/x2, +2 scimitar)
Full Atk (TWF): +17/+12 (1d6+10, 18-20/x2, +2 scimitar) and +17/+12 (1d6+7, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy, two-handed): +21/+16 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy, TWF): +19/+14 (1d6+12, 18-20/x2, +2 scimitar) and +19/+14 (1d6+8, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy w/ extra attack, two-handed): +19/+19/+14 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Whirling Frenzy w/ extra attack, TWF): +17/+17/+12 (1d6+12, 18-20/x2, +2 scimitar) and +17/+12 (1d6+8, 18-20/x2, +2 scimitar)
Full Atk (Dervish Dance, two-handed): +22/+17 (1d6+16, 18-20/x2, +2 scimitar)
Full Atk (Dervish Dance, TWF): +20/+15 (1d6+13, 18-20/x2, +2 scimitar) and +20/+15 (1d6+10, 18-20/x2, +2 scimitar)
Ranged Full Atk: +16/+11 (1d8+6, x3, 110r, +1 composite longbow [+6 Str bonus])

Skills:
Balance: +10 [5 ranks, +3 Dex, +2 Tumble]
Bluff +9 [8 ranks, +1 Cha]
Climb +16 [8 ranks, +6 Str, +2 kit]
Diplomacy +13 [8 ranks, +1 Cha, +2 Bluff, +2 Sense Motive]
Disguise +3 [0 ranks, +1 Cha, +2 Bluff]
Hide +16 [8 ranks, +3 Dex, +5 Cloak of Elvenkind]
Intimidate +3 [0 ranks, +1 Cha, +2 Bluff]
Jump*: +22 [6 ranks, +6 Str, +8 speed, +2 Tumble]
Listen: +14 [13 ranks, +1 Wis]
Move Silently +16 [8 ranks, +3 Dex, +5 Boots of Elvenkind]
Perform (dance)*: +13 [12 ranks, +1 Cha]
Sense Motive: +9 [8 ranks, +1 Wis]
Sleight of Hand +5 [0 ranks, +3 Dex, +2 Bluff]
Spot: +14 [8 ranks, +1 Wis, +5 Eyes of the Eagle]
Swim +11 [5 ranks, +6 Str]
Tumble*: +18 [13 ranks, +3 Dex, +2 Jump]
*Takes 10 on Jump, Perform (dance), and Tumble

Feats:
Combat Expertise [Human]
Dodge [Level 1]
Mobility [Fighter 1]
Weapon Focus (Scimitar) [Fighter 2]
Two-Weapon Fighting [Level 3]
Weapon Specialization (Scimitar) [Fighter 4]
Improved Initiative [Level 6]
Spring Attack [Dervish 3]
Improved Two-Weapon Fighting [Level 9]

Languages
Base: Common
Region: Elven, Undercommon
Bonus: Drow Sign

Equipment: (50,000 gp starting)
weapons
- +2 scimitar [8,315 gp, 4 lb] x2
- scimitar, alchemical silver [105 gp, 4 lb] x2
- scimitar, cold iron [30 gp, 4 lb] x2
- composite longbow (+6 Str) [700 gp, 3 lb]
- arrows (20) [1 gp, 3 lb] x2
- arrows, alchemical silver (20) [21 gp, 3 lb]
- arrows, cold iron (20) [2 gp, 3 lb]
- hand crossbow [- gp, 2 lb] (regional equipment)
- hand crossbow bolts (10) [- gp, 1 lb] x2 (regional equipment)
worn
- eyes of the eagle [2,500 gp, - lb]
- cloak of elvenkind [2,500 gp, - lb]
- vest of resistance +2 [4,000 gp, - lb]
- belt of giant strength +3 [9,000 gp, - lb]
- gloves of dexterity +3 [9,000 gp, - lb]
- ring of deflection +1 [2,000 gp, - lb]
- boots of elvenkind [2,500 gp, - lb]
- explorer's outfit [- gp, - lb]
- signal whistle [8 sp, - lb]
backpack [2 gp, 2 lb]
- bedroll [1 sp, 5 lb]
- rope, silk (50 ft) [10 gp, 5 lb]
- rations [5 sp, 1 lb] x4
- sack [1 sp, 1/2 lb]
- waterskin [1 gp, 4 lb] x4
- sunrod [2 gp, 1 lb]
- climber's kit [80 gp, 5 lb]
- 774 gp in gems and coins [1 lb]
Total Weight: 82.5# (Light 173/Medium 346/Heavy 520)

***

Class and Racial Features:

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Weapon and Armor Proficiency: Proficient with all simple and martial weapons plus the hand crossbow, and with all armor (heavy, medium, and light) and shields (including tower shields).

Barbarian Fast Movement (Ex): Rashak's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.

Whirling Frenzy (Ex) (UA p66): +4 bonus to Strength, a +2 dodge bonus to AC, +2 dodge bonus on Reflex saves, for up to 8 rounds (3 + newly improved Con modifier). While in a whirling frenzy, Rashak may make one extra attack in a round at his highest base bonus, but this attack takes a -2 penalty. Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.

Sneak Attack: Rashak's attack deals +3d6 extra damage any time his target is denied a Dexterity bonus to AC or when he flanks his target. Ranged attacks can count as sneak attacks if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Rashak can make a sneak attack that deals nonlethal damage instead of lethal damage.

Trapfinding: Rashak can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, and can use the Disable
Device skill to disarm magic traps.

Evasion (Ex): If Rashak makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, he instead takes no damage. Evasion can be used only if the Rashak is wearing light armor or no armor.

Trap Sense (Ex): Rashak has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Rashak retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker.

Dervish AC Bonus: Rashak gains a +2 bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when Rashak is flat-footed.

Dervish Dance (Ex): Rashak can perform a dervish dance three times a day, for 6 rounds (1 round for every two ranks of Perform (dance)), but only once per encounter. He gains a +3 bonus to attack and damage (+1 at 1st level and +1 every odd-numbered level thereafter) while in a dervish dance.

While in this dervish dance, Rashak can take a full attack action (melee attacks with slashing weapons only) and still move up to his speed. Rashak must move a minimum of 5 feet between each attack when using this ability, and he cannot return to a square he just exited. Rashak is subject to attacks of opportunity while dancing, but may tumble normally as part of his move.

Rashak cannot perform a dervish dance in armor heavier than light or if using a shield. While dancing, Rashak cannot use skills or abilities that involve concentration or require him to remain still. Rashak cannot perform a dervish dance while under the effect of a rage or frenzy ability. Fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.

Movement Mastery (Ex): Rashak takes 10 on Jump, Perform (dance), and Tumble checks, even if stress and distraction would normally prevent him from doing so.

Slashing Blades: Rashak treats the scimitar as a light weapon.

Dervish Fast Movement (Ex): Rashak gains a +10 ft enhancement bonus to his speed. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load.

Dance of Death: Rashak gains the benefit of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability.

Special Bonuses:

Special Ability - Keensight and Blindsense 60': Rashak sees four times as well as a human in shadowy illumination and twice as well in normal light, and has darkvision out to 120'. When Rashak concentrates he gains Blindsense 60', When using blindsense, Rashak does not need to make Spot or Listen checks to pinpoint creatures within 60'. Opponents Rashak cannot see still have total concealment against him. Rashak can use his blindsense ability 2/day (wisdom modifier x2), and it lasts 10 rounds (character level).

Defense Bonus: +9 Class Defense Bonus (Unearthed Arcana, Table 4-1, p110)

***

Level by level progression:

Level 1: Barbarian 1/Rogue 1
- +1 BAB, +2-1/2 Fort, +2-1/2 Ref, +1/3 Will
- Fast Movement, Whirling Frenzy 1/day
- Sneak Attack +1d6
- Trapfinding
- Human Feat: Combat Expertise
- Level 1 Feat: Dodge
- Skills ((8+2)x4): Bluff +4, Climb +4, Diplomacy +4, Hide +4, Listen +4, Move Silently +4, Perform (dance) +4, Sense Motive +4, Spot +4, Tumble +4
Level 2: Fighter 1/Rogue 2
- +2 BAB, +5 Fort, +3 Ref, +2/3 Will
- Fighter 1 Feat: Mobility
- Evasion
- Skills (8+2): Bluff +1, Climb +1, Diplomacy +1, Hide +1, Listen +1, Move Silently +1, Perform (dance) +1, Sense Motive +1, Spot +1, Tumble +1
Level 3: Fighter 2/Rogue 3
- +3 BAB, +5-1/2 Fort, +3-1/2 Ref, +1 Will
- Fighter 2 Feat: Weapon Focus (Scimitar)
- Sneak Attack +2d6
- Trap Sense +1
- Level 3 Feat: Two-Weapon Fighting
- Skills (8+2): Bluff +1, Climb +1, Diplomacy +1, Hide +1, Listen +1, Move Silently +1, Perform (dance) +1, Sense Motive +1, Spot +1, Tumble +1
Level 4: Fighter 3/Rogue 4
- +4 BAB, +6 Fort, +4 Ref, +1-1/3 Will
- Uncanny Dodge
- Skills (8+2): Bluff +1, Climb +1, Diplomacy +1, Hide +1, Listen +1, Move Silently +1, Perform (dance) +1, Sense Motive +1, Spot +1, Tumble +1
Level 5: Fighter 4/Rogue 5
- +5 BAB, +6-1/2 Fort, +4-1/2 Ref, +1-2/3 Will
- Fighter 4 Feat: Weapon Specialization (Scimitar)
- Sneak Attack +3d6
- Skills (8+2): Bluff +1, Climb +1, Diplomacy +1, Hide +1, Listen +1, Move Silently +1, Perform (dance) +1, Sense Motive +1, Spot +1, Tumble +1
Level 6: Dervish 1
- +6 BAB, +6-10/12 Fort, +7 Ref, +4-2/12 Will
- +1 AC Bonus
- Dervish Dance 1/day, movement mastery, slashing blades
- Level 6 Feat: Improved Initiative
- Skills (4+2): Balance +1, Jump +2, Listen +1, Swim +1, Tumble +1
Level 7: Dervish 2
- +7 BAB, +7-2/12 Fort, +7-1/2 Ref, +4-8/12 Will
- Fast movement +5 ft.
- Skills (4+2): Balance +1, Listen +1, Perform (dance) +2, Swim +1, Tumble +1
Level 8: Dervish 3
- +8 BAB, +7-6/12 Fort, +8 Ref, +5-2/12 Will
- Dervish Level 3: Spring Attack
- Skills (4+2): Balance +1, Jump +2, Listen +1, Swim +1, Tumble +1
Level 9: Dervish 4
- +9 BAB, +7-10/12 Fort, +8-1/2 Ref, +5-8/12 Will
- Level 9 Feat: Improved Two-Weapon Fighting
- Skills (4+2): Balance +1, Listen +1, Perform (dance) +2, Swim +1, Tumble +1
Level 10: Dervish 5
- +10 BAB, +8-2/12 Fort, +9 Ref, +6-2/12 Will
- Skills (4+2): Balance +1, Jump +2, Listen +1, Swim +1, Tumble +1

***

Description

Rashak is a well-muscled, darkly handsome man. His hair is the darkest black, almost blue. His skin is strangely bronzed, much like that of a deeply tanned southerner. And his eyes are as black as any you've seen. Most of his clothing is also black. Even the pommels of his scimitars are wrapped in black cloth. Rashak wears no armor. Weapons, mostly scimitars, are strapped all over him. In the early dawn or darkest twilight, you might catch him spinning in the black night, slashing his scimitars through the night air, perfecting his deadly choreography.

Background

Rashak was born a slave in the Underdark. He was a spirited child, and often struggled or fought with his drow captors. The drow did not kill him, however, as he was a young child and he had the physical potential to be a good slave. He just needed to be broken in. As punishment, he was often kept in complete darkness. In the utter blackness of the Underdark, Rashak started to develop extraordinary senses. Perhaps he has some dragon blood in him. Whatever the reason, Rashak gained the Keen Senses, and when he concentrates, the Blindsense, of a dragon.

When the slavemasters were not around, Rashak would practice his skills, training his body to be strong, fast, and evasive. His moment came one day while laboring in the mushroom fields. A raging umber hulk broke through the cavern walls. The distraction was enough for Rashak to escape. Rashak was fast, faster than his pursuers. And to the slavemaster's surprise, Rashak kept going, into the deep darkness. It was Rashak's enhanced senses, combined with his great speed, that enabled him to escape and survive.

With nowhere else to go, Rashak circled around and went back to the drow city of his masters. Hiding amongst the masses, Rashak discovered worshippers of Eilistraee, who helped protect him. Rashak survived and continued to train. Fearing he might be spotted, he travelled to another drow city as soon as he could. Then another, and another, moving further from his former slavemasters. Along the way he continued to practice his skills and developed a combat style that combined his assets - strength, speed, and quickness. Rashak left his life as an escaped slave/street urchin, and took up a career as a mercenary. He has an abiding hatred for slavery, but has learned to disguise his feelings when dealing with the denizens of the Underdark.

After a time, Rashak's curiousity about the surface world got the better of him. Wanting to learn more about his human heritage, Rashak has been travelling across the earth of the Flanaess, seeing the great civilizations of the sunlit world.
 
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DemonAtheist

First Post
ill look into it...but i dont actually own UA, so ill have to go to borders to look up all these variant rules ( i assume gestalt levels are from there). Whether or not i use them, the above is mighty close to the final character i think. i really dont know anything about gestalt levels, so i dont know what id gain/lose

edit: ill probably redo my character tonight, following the mal.txt and adding gestalt levels/defense bonus, but now its off to aikido

cheers!
 
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Rayex

First Post
DemonAtheist said:
ill look into it...but i dont actually own UA, so ill have to go to borders to look up all these variant rules ( i assume gestalt levels are from there). Whether or not i use them, the above is mighty close to the final character i think. i really dont know anything about gestalt levels, so i dont know what id gain/lose

Gestalt: You get the best from 2 classes when gaining 1 level. You get the best HD of the 2 classes you choose, the best ammount of skill points, class skills from both classes, class abilities from both classes. So a ranger/rogue 5 would have the HP of a ranger, skill points of a rogue, class skills from both, base attack bonus of the ranger, the base saves of a ranger (reflex and will are same with ranger and rogue, but the rangers fortitude is better). Weapon and armor proficiencies from both classes, class abilities from both classes.

I suck at explaining things, but that should be it.
 

Rayex

First Post
Looks great silentspace. When i said level by level progression, i meant mostly classes, not all the other things, but thanks anyway!

Your HP: 105
Write down the cost of your items please. Makes it easier in the long run.
 

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