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Seth Lochmar
Human Bard 3/Paladin 4/Lochmar Clan Initiate 5 (4 levels count as Paladin, 1 level counts as Bard)
AL: LG HP 120, Speed 20ft, AC 24, Saves: Fort +13, Ref +9, Will +12
Stats: Str 14 (16), Dex 10, Con 14 (16), Int 12, Wis 16, Cha 16
+15/+10/+5 Merciful Greatsword +1
+16/+11/+6 Adamantine Longsword +2
Class Features: Bardic Knowledge +8, Bardic Song 8/day (Inspire Confidence +1, Countersong, Fascinate, Inspire Competance), Divine Health, Lay on Hands 24 hp, Smite 2/day, Remove Disease 1/week, Summon Mount 16 hours/day, +2 to saves vs water (acid) attacks, Resist Elements (Fire) 1/day as 5th level caster, Water Domain Granted Power (Turn/Destroy Fire Elementals, Rebuke/Command Water Elementals).
Skills: Diplomacy +17 (12 ranks), Listen +5 (2 ranks), Sense Motive +20 (14 ranks), Speak Language (4 ranks), Profession (Bookkeeper) +8 (5 ranks), Profession (Lawyer) +8 (5 ranks), Perform (Song) +14 (11 ranks), Perform (Wind Instruments) +9 (6 ranks), Knowledge (Law) +11 [+13 with laws at least 20 years old] (7 ranks), Knowledge (Religion) +13 (12 ranks), Knowledge (Nobility) +3 (2 ranks), Knowledge (The Planes) +18 (14 ranks).
Feats: Exotic Weapon (Gnome Hooked Hammer), Extra Song, Obscure Knowledge, Skill Focus (Knowledge Law), Leadership, Improved Turning, Skill Focus (Knowledge The Planes), Skill Focus (Sense Motive).
Languages: Common, Latin, Dwarven, Terran, Draconic, Aquan.
Equipment: Fullplate +1 (Glamoured), Heavy Wooden Darkwood Shield, Adamantine Longsword +2, Merciful Greatsword +1, Shortspear of Magic Weapon (9 charges), Dagger (Silver), Longspear (MW), Whip, Sap, Gnome Hooked Hammer, Bagpipes, MW Dwarven Horn, Drums, Signet Ring, Silver Holy Symbol, Wine Bottle of Cure Light Wounds (4 doses), Key of Knock, Bracelet of Stabilization (3 charges), Pearl of the Sirines, Amulet of Health (+2), Gauntlets of Ogre power, Ring of Protection +3, Rod of the Python.
Bard Spells
0th: Cure Minor Wounds, Dancing Lights, Mage Hand, Prestidigitation, Resistance, Know Direction
1st: Cure Light Wounds, Expeditious Retreat, Feather Fall
2nd: Tongues, Detect Thoughts
Cohorts:
Lumin - Lantern Archon 4 Racial HD/3rd level Cleric
Sir Constantine - Human Paladin 3/Fighter 2/Knight Protector of the Greater Realm 5
 

Another couple of characters - this one's an Unearthed Arcana variant character I rolled up for a FR side game we're starting:

Malark Amurath: Male half-drow (Dalelands) Swashbuckler 1; Medium humanoid (elf); VD 1d10; VP/WP 12/14; Init +3; Spd 30 ft.; Defense 16, touch 16, flat-footed 13 (+3 Dex, +3 class); DR 2; Base Atk +1; Grp +3; Atk/Full Atk +4 melee (1d6+2/18-20, rapier), or +4 ranged; SQ Darkvision 60 ft., immune to sleep spells and similar effects, +2 save vs. enchantments; AL CG; SV Fort +4, Ref +3, Will +2; Str 15, Dex 17, Con 14, Int 13, Wis 14, Cha 12; HT 6 ft.; WT 180 lbs.
Skills (Total/Rank): Balance +3/2, Climb +2/2, Intimidate* +2/1, Jump +3/3, Listen* +3/1, Perform (lute)* +2/1, Sense Motive +4/2, Spot* +3/1, Tumble +4/3
Feats: Dodge, Weapon Finesse
Languages Known: Chondathan, Common, Elven, Orc
Equipment: Chain shirt, traveler’s clothes, rapier, potion of cure moderate wounds, backpack, sack, 1 day trail rations, waterskin, bedroll, 21gp, 3 sp

This character is for that elusive Conan game I can never seem to get going:

Cael: Male Cimmerian Barbarian 1; Medium humanoid; HD 1d10+2; hp 12; Init +4 (+2 Dex, +2 Ref); Spd 30 ft.; Dodge DV 12 (+2 Dex); Parry DV 13 (+3 Str); DR 0; Base Atk +1; Grp +4; Atk/Full Atk +4 melee (1d10+3/19-20/AP 3) or +3 ranged; SQ Track, fearless, versatility (-2); AL barbarian code (ethical); SV Fort +4, Ref +4, Will +0; FP 3; Rep +3; Str 17, Dex 15, Con 15, Int 14, Wis 11, Cha 15
Skills: Climb +7, Hide +5, Intimidate +6, Jump +7, Listen +3, Move Silently +6, Spot +4, Survival +4
Feats: Cleave, Power Attack
Possessions: Broadsword, dagger, loincloth, belt pouch, sandals, belt, 4 sp
 

Ao the Overkitty said:
Seth Lochmar
Human Bard 3/Paladin 4/Lochmar Clan Initiate 5 (4 levels count as Paladin, 1 level counts as Bard)
AL: LG HP 120, Speed 20ft, AC 24, Saves: Fort +13, Ref +9, Will +12
Stats: Str 14 (16), Dex 10, Con 14 (16), Int 12, Wis 16, Cha 16
+15/+10/+5 Merciful Greatsword +1
+16/+11/+6 Adamantine Longsword +2
Class Features: Bardic Knowledge +8, Bardic Song 8/day (Inspire Confidence +1, Countersong, Fascinate, Inspire Competance), Divine Health, Lay on Hands 24 hp, Smite 2/day, Remove Disease 1/week, Summon Mount 16 hours/day, +2 to saves vs water (acid) attacks, Resist Elements (Fire) 1/day as 5th level caster, Water Domain Granted Power (Turn/Destroy Fire Elementals, Rebuke/Command Water Elementals).
Skills: Diplomacy +17 (12 ranks), Listen +5 (2 ranks), Sense Motive +20 (14 ranks), Speak Language (4 ranks), Profession (Bookkeeper) +8 (5 ranks), Profession (Lawyer) +8 (5 ranks), Perform (Song) +14 (11 ranks), Perform (Wind Instruments) +9 (6 ranks), Knowledge (Law) +11 [+13 with laws at least 20 years old] (7 ranks), Knowledge (Religion) +13 (12 ranks), Knowledge (Nobility) +3 (2 ranks), Knowledge (The Planes) +18 (14 ranks).
Feats: Exotic Weapon (Gnome Hooked Hammer), Extra Song, Obscure Knowledge, Skill Focus (Knowledge Law), Leadership, Improved Turning, Skill Focus (Knowledge The Planes), Skill Focus (Sense Motive).
Languages: Common, Latin, Dwarven, Terran, Draconic, Aquan.
Equipment: Fullplate +1 (Glamoured), Heavy Wooden Darkwood Shield, Adamantine Longsword +2, Merciful Greatsword +1, Shortspear of Magic Weapon (9 charges), Dagger (Silver), Longspear (MW), Whip, Sap, Gnome Hooked Hammer, Bagpipes, MW Dwarven Horn, Drums, Signet Ring, Silver Holy Symbol, Wine Bottle of Cure Light Wounds (4 doses), Key of Knock, Bracelet of Stabilization (3 charges), Pearl of the Sirines, Amulet of Health (+2), Gauntlets of Ogre power, Ring of Protection +3, Rod of the Python.
Bard Spells
0th: Cure Minor Wounds, Dancing Lights, Mage Hand, Prestidigitation, Resistance, Know Direction
1st: Cure Light Wounds, Expeditious Retreat, Feather Fall
2nd: Tongues, Detect Thoughts
Cohorts:
Lumin - Lantern Archon 4 Racial HD/3rd level Cleric
Sir Constantine - Human Paladin 3/Fighter 2/Knight Protector of the Greater Realm 5
Interesting. Which alignment requirement have you bent? Bards must not be lawful, and paladins, of course, must be lawful good under standard rules. I'd be interested to hear about it.
 

Jahaerys
CG Male, Human, Sorcerer 7, HP 31, AC 12, Init +5, Speed 30 ft.
Str 8, Dex 12, Con 14, Int 12, Wis 10, Cha 17 (19)
Fort +4, Reflex +3, Will +5
Attack: +2 Shortspear (1d6-1)
Attack: +4 MW Crossbow
Languages Known: Common, Draconic
Feats: Eschew Materials, Silent Spell, Improved Initiative, Empower Spell
Skills: Bluff +7, Concentration +12, Spellcraft +11, Tumble +6, UMD +6
Spells per day: 6/7/7/5
Spells Known:
0 - Acid Splash, D. Magic, D. Poison, Message, R. Magic, Dancing Lights, Ghost Sound
1 - Feather Fall, Shield, Charm Person, Magic Missile, Ray of Enfeeblement
2 - Melf's Acid Arrow, Resist Energy, Invisibility
3 - Dragon Breath, Dragonskin
 

This is the only character I'm playing at the moment. I'm about to start in a Werewolf game, where I'll be playing a lupus Shadow Lord theurge.

Cedric's for a city-based investigation game. He's the head of the party detective agency.

Cedric Lyonson
Human Rogue4/Paladin5
AL: LG HP 76, Speed 30ft, AC 22, Saves: Fort +9, Ref +12, Will +5
Stats: Str 12, Dex 20*, Con 14*, Int 16, Wis 12, Cha 14
+14/+9 Holy Silver Rapier +1 (crit 15-20/x2, 1d6+2 (+2d6 vs evil, +2d8 sneak vs evil)
+13/+8 Cold Iron Dagger (19-20/x2, 1d4+1)
Class Features: Detect Evil, Smite Evil 2/day (+2 attack, +5 damage), Divine Grace, Lay on Hands (10 hp), Aura of Courage, Divine Health, Turn Undead, Paladin spells, +2d6 sneak attack, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge I.
Skills: Balance +7, Bluff +8, Climb +4, Diplomacy +7, Disable Device +18, Diguise +6, Escape Artist +7, Gather Information +5, Hide +18, Intimidate +4, Jump +8, Knowledge (Local) +11, Knowledge (Religion) +8, Listen +6, Move Silently +18, Open Lock +21, Search +10, Sense Motive +6, Sleight of Hand +12, Spot +10, Tumble +13.
Feats: Combat Expertise, Improved Critical (Rapier), Improved Disarm, Improved Feint, Sacred Strike (Book of Exalted Deeds, sneak attacks vs evil targets deal d8s instead of d6s), Weapon Finesse.
Languages: Doric, Celestial, Sylvan, Varanasi.
Equipment: +1 Holy Silver Rapier, +1 Silver Chain Shirt, Ring of Force Shield, Boots & Cloak of Shadows, Eyes of the Eagle, Amulet of Health +2, Gloves of Dexterity +2, Tools of the Master Thief +5, Wand of Cure Light Wounds, Heavy Repeating Crossbow (w/ silver bolts, alchemist's arrows with alchemists's fire and holy water), 2 vials of Ghostoil.
Spells: Paladin 1 - Bless Weapon
 

My collection of NPCs from the Britannia 3E campaign (CR ranges from 10 to 14):

http://www.enworld.org/forums/showthread.php?t=82227

A sampler:


Guardian of the sanctum: nimblewright MA5; CR 12; Medium Construct; HD 20d10+20 (150 hp); Init +8; Spd 40 ft; AC 31 (35 vs missiles, touch 24, flat-footed 20); BAB +16; Grap +21; Atk +25/+25 melee (2d6+5/15–20, 2 rapier-hands); SA Augmented critical, spell-like abilities, tripping thrust; SQ SR 27, DR 10/blacksteel, uncanny dodge, improved uncanny dodge, trap sense +1, vulnerabilities; AL N; SV Fort +9, Ref +17, Will +9; Str 20, Dex 26, Con —, Int 10, Wis 17, Cha 19.

Skills and Feats: Balance +20, Jump +20, Tumble +20, Combat Expertise, Combat Reflexes, Dodge, Improved Dodge, Improved Trip, Missile Evasion, Mobility, Spring Attack, Weapon Focus (rapier-hand).

SA — Spell-Like Abilities (caster level 15th, save DC = 14 + spell level): At will — air walk, cat’s grace, feather fall, haste.

SA — Augmented Critical (Ex): A nimblewright threatens a critical hit on a natural attack roll of 15–20. On a successful critical hit, its foe is subjected to a tripping thrust attack.

SA — Tripping Thrust (Ex): An opponent who is the target of a successful critical hit from a nimblewright is subjected to an automatic trip attack. The nimblewright’s bonus on the trip check is +9. If the target manages to avoid being tripped, it cannot attempt to trip the nimblewright in return.

SQ — Vulnerabilities (Ex): A cold effect slows the nimblewright for 3 rounds, and a fire effect stuns it for 1 round.

This was a guard for the inner sanctum of the Brotherhood of Knives, an assassins' guild that the PCs had been tangling with for some months. A pretty tough encounter for a 12th level group on account of the AC and SR, plus Missile Evasion made it almost impervious to ranged attacks.
 

ForceUser said:
Interesting. Which alignment requirement have you bent? Bards must not be lawful, and paladins, of course, must be lawful good under standard rules. I'd be interested to hear about it.

No alignment requirements were bent, actually. He started out as a Neutral Good Bard. Over the course of three levels, he slowly turned lawful and went into Paladin.

The Clan Initiate Prestige Class is a homebrew by our DM. He set it up so you could take the class and return to your class when you normally couldn't (allowing Monks & Paladins to take the class). It works like a level of a core class and does not count towards multiclassing penalties or alignment restrictions.
 

Ao the Overkitty said:
No alignment requirements were bent, actually. He started out as a Neutral Good Bard. Over the course of three levels, he slowly turned lawful and went into Paladin.
Very clever! I had to look it up in the PHB, but yep, it can be done. :)
 

Ghostwind said:
Here's a taste of two 45th level epic characters I play. :)

I heard (from my DM, who has played two Epic chars) that when players get to epic level, that they arent as much fun, basically because they can do anything. Now, the only epic character of his that i have seen was and LE bard/blackguard, and he essentially DID do anything he could...so I was wondering...was it just his group that he played with and his DM, or was it because becoming epic really does take some of the fun out of a game?

-The Canadian Worm
 

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