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Strange stars: short one-shot, level 14 [dead]

Fist to come, first to serve. I´ve still got only one character, I´ll put the [closed] tag when the game´s complete and start immediately.
 

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Nameless, your character is OK, but I noticed a couple of things:

-Headbands no longer provides skill points, so you have to adjust your skills.
-Apparently the Golems, Headband, and Ring of shooting starts were self made (you list gp and xp cost) But you don´t have the requisite spells to make the golems and headband (but since you have a blessed book, that´s no problem, simply add them) However, you don´t have Craft Ring and definitely can´t make the Ring.
-A minor thing: Knowledge: The planes is renamed to Knowledge: Legendary Lands, but function basically doesn´t change.

Instead of posting the characters in separate threads, post them in this one or send them to me.

(In this setting, the Infinite Sea is a transitive plane you enter as soon the coast is no longer visible, and is like a, well, a sea. "Planes" and "demiplanes" are islands in that sea; Knowledge: Geography cover the "nearest" and more normal islands and continents while Legendary lands treat about islands far away from civilization, like the places where celestials and fiends live, or strange places like the Magnetic Mountain or the edge of the world. Despite the change of cosmology, spells work the same)
 
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Oops *smack head*. I originally had forge Ring, but I dropped it since I already had so many item creation feats.

I'll change the skills first, that should be no problem. Dropping skill ranks from Spot, Listen, Craft(Jewelry) and Craft(Tailoring).

I'll also add the spells to my book, and swap around which items I made and which I bought. After the change, my Ring of Protection is +1, and I have Gloves of Dexterity +4. I haven't crafted the Ring of Shooting Stars, but I crafted Bracers of Armor, Gloves of Dexterity and a Mantle of Resistance. Ends up being the same cost.

As long as Knowledge (Legendary Lands) gives the the proper information about outsiders, I'm happy. :D

Here's the updated sheet.

----------------------------------------------------------
PC Name : Qalare
----------------------------------------------------------
Player Name : nameless
Email : cnlmyou@yahoo.com
----------------------------------------------------------
Race : Human
Class : Wizard 8/Loremaster 6
Level : 14
XP's : 91,000
Age, gender : 25, Male
Alignment : Chaotic Good
----------------------------------------------------------
Strength : 9 (-1)
Dexterity : 12 (+1) +4 Gloves = 16(+3)
Constitution : 14 (+2)
Intelligence : 17 (+3) +3 level +6 Headband = 26 (+8)
Wisdom : 12 (+1)
Charisma : 8 (-1)
----Combat------------------------------------------------
Hit Points : 71 = 4 +3*13 +28
Armor Class : 21 = 10 +3(Dex) +1(Deflection) +5(Armor) +2(Natural)

Initiative : +1
Melee attack : +6 = +7(Base) -1(Str)
Ranged attack: +10= +7(Base) +3(Dex)
Speed : 30 feet

Saving Throws
Fortitude : +11 = +2(Wiz) +2(Lor) +2(Sec) +2(Con) +3(Resistance)
Reflex : +12 = +2(Wiz) +2(Lor) +2(Sec) +3(Dex) +3(Resistance)
Will : +15 = +6(Wiz) +5(Lor) +1(Wis) +3(Resistance)

Rod of the Python
Attack Bonus: +6/+1
Damage : 1d6
Critical : x2
Range : -
Type : Bludgeoning
Special : +1 magic weapon

----Feats & Special Abilities-----------------------------
Skill Focus - Knowledge (Arcana)
Empower Spell
Scribe Scroll
Craft Wondrous Item
Craft Arms and Armor
Craft Construct
Spell Penetration
Eschew Materials
Weapon Focus - Ray

Lore (Bardic Knowledge, +2 for Know(History))
The Lore of True Stamina (+2 Fort Save)
Secret Knowledge of Avoidance (+2 Ref Save)
Greater Lore (Identify at will as (Ex))
Applicable Knowledge

Summon Familiar - Raven +3 Appraise, speaks Common
-Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells,
Speak with Master, Speak with Animals of its kind, +4 Natural Armor, Int 9
----Languages---------------------------------------------
Common
Elven
Draconic
Celestial
Anyssal
Sylvan
Giant
----Skills------------------------------------------------
Skill points per level : (2+4)*11 +5(int increase at 4) + (4+5)*6 +3(Int increase at 12)

Total (Ranks + Ability + Misc)
Listen (cc) : +5 ( 4 + 1 + 0) *+2 when Familiar near
Appraise : +11 ( 0 + 8 + 3) *+2 for weapons
Spot (cc) : +6 ( 5 + 1 + 0) *+2 when Familiar near
Knowledge (Arcana): +21 (10 + 8 + 3)
Knowledge(L.Lands): +18 (10 + 8 + 0)
Knowledge(History): +18 (10 + 8 + 0)
Spellcraft : +27 (17 + 8 + 2)
Concentration : +19 (17 + 2 + 0)
Craft(Jewelry) : +10 ( 2 + 8 + 0)
Craft(Tailoring) : +9 ( 1 + 8 + 0)
Craft(Weaponry) : +13 ( 5 + 8 + 0)
Use Magic Device : +16 (17 - 1 + 0)
Heal : +6 ( 5 + 1 + 0)
Gather Information: +9 (10 - 1 + 0)

----Magic-------------------------------------------------
Spell DC = 18+Spell Level
----Spells Per Day----------------------
Level 0: 4
Level 1: 4 +2
Level 2: 4 +2
Level 3: 4 +2
Level 4: 4 +2
Level 5: 3 +1
Level 6: 3 +1
Level 7: 2 +1

----Spells Known------------------------
Level 0: Resistance, Acid splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Level 1: Alarm, Protection from Evil, Shield, Mount, Shocking Grasp, True Strike, Magic Missile, Disguise Self, Nystul's Magic Aura, Feather Fall, Comprehend Languages, Endure Elements

Level 2: Scorching Ray, Glitterdust, Alter Self, Detect Thoughts, Shatter, Bull's Strength, Blindness/Deafness, Invisibility, Gust of Wind, Fox's Cunning, Cat's Grace

Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, Haste, Slow, Water Breathing

Level 4: Enervation, Polymorph, Dimension Door, Arcane Eye, Wall of Ice, Animate Dead

Level 5: Summon Monster V, Teleport, Telekinesis, Cone of Cold, Fabricate, Overland Flight

Level 6: Chain Lightning, Flesh to Stone, Greater Dispelling, Contingency, Disintegrate, Geas

Level 7: Summon Monster VII, Control Weather, Greater Scrying, Bigby's Grasping Hand, Reverse Gravity, Limited Wish

----Default Spells----------------------
Level 0: Detect Magic x3, Mage Hand
Level 1: True Strike, Disguise Self, Shocking Grasp x2, Magic Missile
Level 2: Scorching Ray x2, Glitterdust, Gust of Wind, Detect Thoughts, Invisibility
Level 3: Lightning Bolt x3, Dispel Magic, Haste, Protection from Energy
Level 4: Enervation x2, Polymorph, Dimension Door, Wall of Ice, Empowered Scorching Ray
Level 5*: Summon Monster V, Telekinesis, Overland Flight, Cone of Cold
Level 6*: Chain Lightning, Flesh to Stone+, Disintegrate
Level 7*: Reverse Gravity, Bigby's Grasping Hand, Control Weather

*Cast Overland Flight and Control Weather Daily
*Contingency cast when necessary: If I am attacked by an effect that deals energy damage, cast Protection from Energy against that type.

----Equipment--------------------------------
Boccob's Blessed Book (12500)
Flesh Golem (x2) (21000 + 1560)
-Masterwork Studded Leather for each golem
Circlet of Intellect +6 (18000 + 1440)
Ring of Shooting Stars (50000)
Ring of Protection +1 (2000)
Rod of the Python (13000)
Bracers of Armor +5 (12500 + 1000)
Amulet of Natural Armor +2 (8000)
Gloves of Dexterity +4 (8000 + 640)
Mantle of Resistance +3 (4500 + 360)

8 Sunrods
4 Smokesticks

----Coins on Hand------------------------
Platinum :
Gold : 400
Silver :
Copper :
 

Torvak Redclaw

“For long centuries has the blood of my clan mixed with the blood of the other clans of the high lands. In peaceful times we strengthen the bonds between tribes by marriage. Yet these ties are fragile and apt to be forgotten when lean times are upon us. It is the duty of the men-folk to provide, and when the fields and forests do not yield enough then we must take what is needed from others. Violence does strange things to men, it exicites in us passions that should never see the light of day. I have seen good men do bad things when the battle lust is upon them, and it is not only cattle and sheep that are taken and pillaged, but women too. It is from such a coupling that I was conceived, yet not the blood of another clan that runs through my veins, but the blood of orcs, for we share these hills with them.

I was different to most of my clan due to the blood that ran within me, yet I was not alone, other farms had been raided that year and the blood of the orcs coursed through two of my friends. Shunned we were, yet as we grew so did our strength, and in my clan strength is valued almost as much as our traditions, and it brought us respect. There were many lean years in my youth, and that suited me fine for I lusted only after women and battle, and I enjoyed both with great zest and vigour. These days of reckless abandon would not last long however since when pressed to raid year after year misfortune is unavoidable.

My last raid ended with an arrow in my leg and I was abandoned to die, yet my blood has always been strong and with great effort I found my way home. I was close to death they say, and delirious, and the wise women were quick to proclaim that there was little hope for me, for my wound was infected. They could not let me pass to the next world without at least trying to save me and they tended me for two weeks. Fever dreams plagued me and the wise women proclaimed that a spirit had entered me for I spoke in tongues throughout my delirium. The oldest and wisest crone of our clan was sent for, so that she may help battle this spirit, but when she saw me she proclaimed that this was no evil spirit within me, but I had strong and ancient power running through my broken body. She told the other wise women that if I lived I would become a sorcerer and seer in order to help guide our people in times of war and peace.

When freed of the dreams of serpents and dragons I felt a new power within me and the seeress told me of my destiny. I was not pleased. I was a warrior, and magic was not a thing that a man should have to play with, yet the clan elders insisted that this was now to be my path. And so my journey began, I was shown ancient scrolls and runes and taught of the ways of magic. Slowly I learnt, but my thoughts were always on the visions, and of one day striding out in battle once more.

A year passed and a more bountiful year I could not remember, there would be no raids this year. Long did I spend walking on my own that autumn and always I felt that something was watching. I was not mistaken, for an old man with hair of purest white came to me at the start of winter and approached me. He did not say a word and I readied myself to battle him, yet I could not for a tremendous fear had gripped me. Long did I stand there trembling before the old man spoke. He spoke of my blood and the ancient power therein. He spoke of dragons and of destiny. He spoke of the need to battle evil and to defend all the clans of these lands from that which threatened them. I realised that he was not speaking the common tongue nor my father’s tongue, yet I could understand him perfectly. He bade me follow him and I did without hesitation. All winter did I stay with him and he taught me to master my blood for there is a third power that flows within them, alongside the blood of my caln and my father’s people, the power of the dragons.

When the spring melt came the man sent me away to do his work, and I went to do it willingly for I had changed, not only in body but in mind. For years I roamed these lands battling terrible monsters, and sinister evils in order to keep my clan and my people safe. Torvak Redclaw is what my clan now call me for my claws are stained with the blood of our enemies.

Of late I have felt that same watchfulness again, and one frosty night the man came to me once more and gifted me the sword I now bare, he said I had earned it. Before I could thank him he was gone and for a moment I thought I saw a bat or some such creature shadowed against the moon. The next day came the most drastic change to my body yet, wings had started growing. I know that greater trials stand before me, yet my blood will not fail me.” Torvak stopped writing and put the quill down, "Bah, I sound like a city man when I write", he thought to himself.

Name: Torvak Redclaw
Race: Half-Orc
Class: Barbarian 1/Sorceror 4/Dragon Disciple 9
Xp: 96000
Alignment: NG, Gender: Male, Age: 26
Descriptiom: Torvak stands an inch over seven feet tall. What skin that isn't covered in golden scales has a green palour to it and his features betray his orcish blood. Broad of shoulder and heavily muscled Torvak looks like a formidable man. His clawed hands, golden wings and a maw full of oversized sharp teath give him a monstrous appearance.

Abilities:
Str: 30(+10) = 15 Point Buy + 2 Orc + 4 Dragon Disciple +3 Level + 6 Belt of Giant Strength
Dex: 12(+1) = 12 Point Buy
Con: 16(+3) = 12 Point Buy +2 Dragon Disciple + 2 Amulet of Health
Wis: 10(+0) = 10 Point Buy
Int: 12 (+1) = 12 Point Buy -2 Half Orc +2 Dragon Disciple(@lvl13)
Cha:12 (+1) = 14 Point Buy -2 Half Orc

Saving Throws
Fortitude: +15 = +6 (Dragon Disciple) + 2 (Barbarian) + 1(Sorceror) + 3 (Con) +3 (Rat)
Reflex: +5 = +1 (Sorceror) +3 (Dragon Disciple) + 1(Dex)
Will: +10 = +6 (Dragon Disciple) + 4 (Sorceror)

Hitpoints: 129 = 12 + (3*4)+(7*9)+42
AC: 30 = 10 + 3 (natural armour) + 9(+5 mithral chain shirt 10 %spell failure) + 2 (Ring of Protection) +1 (dex) +5(+4 Mithral Buckler)
Initiative: +1
Speed: Base 40, Fly 40(average)

BAB: +9
Melee: +19 = +9 BAB +10 Str
Ranged: +10 = +9BAB +1 Dex

Attack: +1 Adamantine Holy Frost Longsword +21 melee (1d8+10 + 1d6 Cold + 2d6vs.Evil Crit 17-20) or Claw +19 melee (1d6+10)
Full Attack: +1 Adamantine Holy Frost Longsword +21/+16 melee (1d8+10 + 1d6 Cold + 2d6 vs.Evil Crit 17-20) and Bite +17 melee(1d6+10) and Claw +16 melee(1d4+10)
Skills (b=barbarian, dd=divine disciple, s=sorcerer)
Concentration +11= + 8ranks(dd) + 3con
Diplomacy +5 = +5ranks(dd) + 1cha
Handle Animal +2= +1 rank(b) +1cha
Gather Info +3 = +2 ranks(dd) + 1cha
Intimidate: +5 = +4ranks(b) + 1cha
Knowledge Arcana +9 = 8ranks(s) + 1int
Knowledge Geography +2 = 1rank(dd) + 1int
Knowledge Local +2 = 1rank(dd) + 1int
Language Draconic 2(b)
Listen +1 = +1 rank(b)
Literacy 2(b)
Ride: +2 = +1 rank(b) + 1dex
Spot +3 = +3 ranks(dd)
Swim +11 = +1ranks(b) +11 str
Survival: +4 = +4ranks(b)

Feats: Power Attack, Cleave, Weapon Focus Longsword, Improved Critical: Longsword, Multiattack
Special: Breath Attack Fire Cone 4d8 1/day(Gold dragon), Rage 1/day, Darkvision 60’, Blindsense 30’, Bite and Claw attacks, Natural Armour +3, Wings, Summon Familiar(Rat)
Languages: Common, Orc, Draconic, literacy

Items:
Belt of Giant Strength +6 = 32000
Mithral Chain +5 (10% spell failure, max dex 6, check penalty 0) = 26100
Amulet of Health +2 = 4000
Ring Of Protection +2 = 8000
Mithral Buckler +4(0% spell failure, check penalty 0) = 17015
Boots of Speed= 12000
+1 Adamantine Holy Frost Longsword = 35015
2 x potion of greater magic fang +1 = 3000
5 x potion of cure light wounds = 500
1 x cure serious wounds = 1500
Eversmoking bottle = 5200
Bag of Holding Type II = 5000

Backpack, Bedroll, Blanket, Scroll Case, Chalk, Crowbar, Flint and Steel, Masterwork Manacles, 50' Silk Rope, Shovel, Tent, Waterskin, Whetstone, Traveler's Outfit, Spell Component pouch =85.63

Gold 574.37

Spells per day
Lvl 0: 6
Lvl 1: 7
Lvl 2: 10

Spells Known
Level 0
Light, Mending, Detect Magic, Ghost Sound, Prestidigitation, Mage Hand
Level 1
True Strike, Enlarge Person, Ray of Enfeeblement
Level 2
Cat’s Grace

[edit- Added Rage 1/day and changed base dragon type to gold. Swapped Protection from Evil to Ray of Enfeeblement. Added mundane Equipment and decreased Dex by 1. Added description.]
 
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Here is a preliminary character...not the Druid, but an old PC of mine that now FINALLY works mecxhanically for the first time since 2e.


----------------------------------------------------------
PC Name : Rana
----------------------------------------------------------
Player Name : DM_Matt
----------------------------------------------------------
Race : Human
Class : Sorceror6/Fighter1/Eldritch Knight7
Level : 14
XP's : 91,208
Age, gender : 25, Female
Alignment : Chaotic Good
----------------------------------------------------------
Strength : 20 (+6enh)
Dexterity : 18 (+4enh)
Constitution : 18 (+4enh)
Intelligence : 10
Wisdom :10
Charisma :23 (+3 Levels+6 Enh)
----Combat------------------------------------------------
Hit Points : 112 = 10+3*6+4*7+56
Armor Class : 25 = 10 +4(Dex) +5(Armor) +4(Enh)+2(Nat Armor)

Initiative : +8 (+4 dex, +4 imp init)
Melee attack : +16 = +11(Base) +5(Str)
Ranged attack: +15 = +11(Base) +4(Dex)
Speed : 30 feet

Saving Throws
Fortitude : +13 = +2(Fighter) +2(Sorc) +5(EKnight) +4(Con)
Reflex : +10 = +2(Sorc) +2(EKnight) +4(Dex)
Will : +7 = +5(Sorc) +2(Eknight)
Attack Bonus: +20/+15/+10 (with GMW)
Damage : 2d6+7str+1enh(usually3)+2d6holy+1d6frost --> often 5d6+10
Critical : 19-20/x2 (Usually 17-20/x2)
Type : Slashing
Special : +1 magic weapon (Usually +3 with GMW), Adamantine, Holy available silvering

----Feats & Special Abilities-----------------------------
Craft Wondrous Item
Empower Spell
Eschew Materials
Weapon Focus (Greatsword)
Combat Reflexes
Expert Tactician
Improved Initiative
Power Attack
Cleave

----Languages---------------------------------------------
Common
----Skills------------------------------------------------
Coming Soon
----Magic-------------------------------------------------
Spell DC = 16+Spell Level
----Spells Per Day----------------------
Level 0: 6
Level 1: 6 +2
Level 2: 6 +2
Level 3: 6 +1
Level 4: 6 +1
Level 5: 6 +1
Level 6: 4 +1

----Spells Known------------------------
9/5/5/4/4/3/2

Level 0: Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation

Level 1: True Strike, Enlarge Person, Magic Missile, Ray of Enfeeblement, Feather Fall

Level 2: Glitterdust, Alter Self, Detect Thoughts, Web, Scorching Ray

Level 3: Lightning Bolt, Dispel Magic, Protection from Energy, GMW

Level 4: Stoneskin, Polymorph, Dimension Door, Greater Invisibility

Level 5: Wall of Force, Telekinesis, Cone of Cold, Overland Flight

Level 6: Contingency, Disintegrate

----Equipment--------------------------------
Belt of Str +6 (18k+1440xp)
Cloak of Cha +6 (18k+1440xp)
Gloves of Dex +4 (8k+640xp)
Amulet of Con +4 (8k+640xp)
Celestial Chain Shirt +4 (29.350k)*
Hat of Disguise (.9k+72xp)
Anklet of Counterspelling (2k +160xp)
Ring of Natural Armor +2 (8k)
Necklace of Adaptation (4.5k+360xp)
4 Doses Silversheen (.5k+40xp)
Scabbard of Keen Edges (L7, extended, 1/day, thus 14 hours long), (10,080)*
+1 Adamantine Holy Frost Greatsword (35,015)
Gold: 1,655
+Some mundane stuff

*I reverse-engineered the Celestial Armor so that I could make it a chain shirt instead of chain and change the number of plusses. The regular C Armor is 22,400, so that must be 9,000 for the plusses, 450 for masterwork chain, and almost 13,000 for the special/enchanted material that lightens it and the fly ability. So I changed the armor to a chain shirt (-50gp) and added the 16k (16,000-9,000) to up the plusses from 3 to 4. The armor thus comes out to 22,400-50+7,000 =38,350. I then applied the lightening to the chain shirt, doing the same addings and subtractings from the chain mail on the chain shirt (+6 dex bonus, 3 less armor check penalty, -15% ASF, half weight)
*Reverse-engineered from the origional scabbard, which is 1800x3(spell level)x5(caster level)/ (5/3 uses per day) = 16,200 (its listed as 16,000). I used an extended keen edge and dropped it to 1/day, so its 1,800x4(spell level)x7caster level/(5/1 times a day) =10,080.
*Many crafted items involved spells from scrolls or wands.
 
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Redstar: You can change your spells as much as you want until we start -eh, seems you already did. If I´m not wrong, your stats have a cost of 29 points, not 28 (though you can reduce your Dex 1 point to 12 without problem) Also note that you won´t benefit from the buckler the same round you attack with the (left, I suppose) claw

DM-Matt: Reflex save add to +8, not +10.
Rana should have 8 feats: 1 first level, 1 human, 1 fighter bonus feat, 1 Eldritch Knight bonus feat, and levels 3,6,9 and 12 regular feats. That makes 8, and you have 9. I assume you´ll drop Expert Tactician, since it´s not core.
No problem with the chain shirt or scabbard. If you used wands or scrolls to make items you have to pay the charges; Belt of Strenght and cloak od Charisma 3240 gp each one, Gloves of Dex and Amulet of Con 1440 gp each one, Hat of disguise 15 gp (we can left this one out) Necklace of adaptation 810 gp. The body slot the Anklet uses is not appropiate for an effect like the counterspelling, and it needs imbue with spell ability anyway, so better rework it.
And you forgot that Stonesking (still) has a costly component.


Other than that, your characters are done. There´s only one thing to do; after all your adventures, you all have ended working for Alik Al-Rashnid, the ruler of a prosperous land named Al´Gera. You can choose what type of job: wizard court, troubleshooter, spy, captain of the guard, whatever.
 

I though about this for a while, but I'm interested in joining. I've never done really high-level play, but I'm curious to see how 3.5 is going to do, and what high-level play is like.

I've already got a character concept worked up, it seemed like the group could need a Cleric (and a Rogue). Will have one statted up and posted here within two hours (possibly sans spells for the moment.)

Fanog
 

Milar has lived on the sea for nearly his entire young life. He has learned all of the secrets and the ocean, and reveres its power. Also, he has seen the hash life of a sailor, and has taken it upon him to protect them from harm. After years of working on his own, he has now taken a position under Alik Al-Rashnid, aiding the sailors of his fleet.

(Full background to come, I hope that Al’Gera is a sea-faring nation. ;))

----------------------------------------------------------
PC Name : Milar Al-Doneh
----------------------------------------------------------
Player Name : Fanog
----------------------------------------------------------
Race : Human, Male
Class : Rogue 4 / Cleric 10
Level : 14
XP's : 96,000
Age, gender : 39, Male
Alignment : Chaotic Good

-----Stats-------------------------------------------------
Strength : 10
Dexterity : 15 (base 14, +1 level)
Constitution : 12
Intelligence : 14
Wisdom : 22 (base 14, +2 level, +6 Periapt)
Charisma : 16 (+4 cloak)

----Combat-------------------------------------------------
Hit Points : 82 (6 + 3*4 + 10*5 + 14)
Armor Class : 19 (+ 5 armor +1 deflection, +2 Dex, +1 Shield)

Initiative : +2
Speed : 40 ft. (30 ft. base + 10 ft. enhancement)

Base Attack Bonus: +10
Single Attack: +12 (+10 BAB, +2 Enhancement)
Damage : 1d6+2 / crit 20/x2
Full Attack +10/+9/+5
Damage: 1d6+2 / 2d6+1 (S) / 1d6+2
Type : Bludgeoning

----Saving Throws----------------------------------------
Fortitude : +9 (+1 Rog +7 Clr +1 Con)
Reflex : +13 (+4 Rog +7 Clr +2 Dex)
Will : +14 (+1 Rog +7 Clr +6 Wis)

----Feats--------------------------------------------------
1: Combat Expertise, Improved Disarm
3: Dodge
6: Two-Weapon Fighting
9: Spell Penetration
12: Two-Weapon Defense

----Class Abilities-----------------------------------------
Sneak Attack +2d6, Trapfinding, Trap Sense, Evasion, Uncanny Dodge
Turn Undead, Turn Fire creatures, Rebuke Air creatures, Protective Ward once/day

----Languages---------------------------------------------
Common
Aquan
Elven

----Skills------------------------------------------------
Rogue Points 11*7 = 77
Cleric Points 5*10 = 50

Balance: +11 (7 Rog +2 Syn +2 Dex)
Climb: +12 (7 Rog +0 Str +5 Enh)
Concentration: +13 (12 Clr +1 Con)
Diplomacy: +19 (4 Rog +10 Clr +2 Syn +3 Cha)
Gather Information: +10 (5 Rog +2 Syn +3 Cha)
Heal: +16 (10 Clr +6 Wis)
Jump: +12 (5 Rog +2 Syn +0 Str +5 Enh)
Kn. History: +4 (2 Clr +2 Int)
Kn. Local: +7 (5 Rog +2 Int)
Kn. Geography: +4 (4 Rog cc +2 Int)
Kn. Planes: +6 (4 Clr +2 Int)
Listen: +11 (5 Rog +6 Wis)
Pr. Sailor: +12 (4 Rog +2 Clr +6 Wis)
Spot: +11 (5 Rog +6 Wis)
Search: +7 (5 Rog +2 Int)
Sense Motive: +11 (5 Rog +6 Wis)
Spellcraft: +12 (10 Clr +2 Int)
Swim: +11 (6 Rog +0 Str +5 Enh)
Tumble: +11 (7 Rog +2 Syn +2 Dex)
Use Rope: +5 (3 Rog +2 Dex)

----Magic-------------------------------------------------
Spells available: 6/6+1/6+1/4+1/4+1/3+1
Spell DC: 16 + spell level
Domains: Water, Protection.

----Normally Prepared----------------------------------

0 - Create Water (x2), Detect Magic, Guidance, Light, Read Magic
1st - Bless, Divine Favor, Endure Elements, Protection from Evil, Remove Fear, Shield of Faith, Sanctuary*
2nd - Aid, Align Weapon, Augury, Hold Person, Owl's Wisdom, Restoration (Lesser), Fog Cloud*
3rd - Blindess/Deafness, Dispel Magic, Searing Light (2x), Protection from Energy*
4th - Death Ward, Divination, Divine Power, Discern Lies, Control Water*
5th - True Seeing, Summon Monster V, Spell Resistence, Ice Storm*

----Equipment------------------------------------------

Darkwood Quarterstaf (+2) and (+1 Merciful) 16,640
+1 Mithral Shirt of the Deep 24,100
MW Cold Iron Sabre 340 gp

+6 Periapt of Wisdom 36,000
+4 Cloak of Charisma 16,000
+1 ring of protection 2,000
Boots of Striding and Springing 5,500
Gloves of Swimming and Climbing 6,250
Holy symbol

Lesser Rod of Metamagic, Silent 3,000
Strand of Prayer Beads 25,800
Bag of Holding Type I 2,500
Restorative Ointment 8,000 (doubled)

Scrolls (all costs doubled)
Cure Serious Wounds (2x) 1,500
Remove Disease 750
Dispel Magic 750

Sailor's Gear (clothes, rope etc.)
Holy Water (4x)
Sun Rod (4x)
Healer's Kit

2870 left in gold

EDIT: added spells. Also switched some equipment around.
 
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Into the Woods

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