The Great Character Collection Project!!

Storminator said:
Sounds like we overlap on the bastard sword. I was going Bsword/buckler/quickdraw thrown weapons. I'll switch my concept to a dwarven fighter, which will work just as well (changing Bsword to DWA).

Can you zip up the balnk sheet? Still too big? Email it to me at

stormnospam@ll.mit.edu?

obviously, remove the "nospam"

PS

Incoming mail.

And what are we going to do with the results once it's done?

Good question. I'd like to have a website set up where you can go and grab them.

Unfortunately, I have neither the webspace nor the talent. Anyone interested in that aspect of this little project?

Maybe Morrus would be willing to host an ENWorld Character Vault?
 

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Hey

Verraine, the Voice of the Woods.
Concept: Female elf druid focusing on potions and summoning animals for a very storybook witch feel (think of the other sister in Tim Burton's Sleepy Hollow.

Female elf Drd1; CR: 1; Medium-size humanoid (elf); HD: 1d8+1; hp: 9; Init: +1; Spd: 20 ft; AC: 16 ( touch 11, flat-footed 15); Atk: +1 melee (1d6+1/x2, clawed glove (as sickle)) or +1 ranged (1d4/x2/50 ft., sling); Face/reach: 5’/5’; SQ: Animal companion (Aelou, badger), Elven qualities, Low-light vision, Nature sense, Wild empathy; AL: Chaotic Neutral; SV Fort: +3, Ref: +1, Will: +5; Str: 12 Dex: 12, Con: 12, Int: 13, Wis: 16, Cha: 8. Height: 5’3”; Weight: 105 lbs.
Skills and Feats: Concentration +6, Handle Animal +4, Heal +5, Knowledge (nature) +9, Knowledge (religion) +5, Listen +5, Search +3, Speak language (Common, Elven, Druidic, Sylvan), Spellcraft +5, Spot +5, Survival +9; Brew Potion, Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, rapier, shortbow) , Spell Focus (conjuration).
Possessions: clawed glove (counts as sickle), sling, 20 sling bullets, hide armor, heavy wooden shield, backpack containing: tent, bedroll, flint and steel, 10 candles, 1 pp, 9 gp, 15 sp, 10 cp.
Druid Spells per Day: 3/2; base DC = 13 + spell level, 16 + spell level for spells from the conjuration school.

Female elf Drd3; CR: 3; Medium-size humanoid (elf); HD: 3d8+3; hp: 22; Init: +1; Spd: 20 ft; AC: 17 ( touch 11, flat-footed 16); Atk: +4 melee (1d6+1/x2, masterwork clawed glove (as sickle)) or +3 ranged (1d4/x2/50 ft., sling); Face/reach: 5’/5’; SQ: Animal companion (Aelou, badger), Elven qualities, Low-light vision, Nature sense, Trackless Step, Wild empathy, Woodland Stride; AL: Chaotic Neutral; SV Fort: +4, Ref: +2, Will: +6; Str: 12 Dex: 12, Con: 12, Int: 13, Wis: 16, Cha: 8. Height: 5’3”; Weight: 105 lbs.
Skills and Feats: Concentration +6, Handle Animal +4, Heal +5, Knowledge (nature) +9, Knowledge (religion) +5, Listen +5, Search +3, Speak language (Common, Elven, Druidic, Sylvan), Spellcraft +5, Spot +5, Survival +9; Brew Potion, Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, rapier, shortbow) , Spell Focus (conjuration).
Possessions: masterwork clawed glove (counts as sickle), sling, 20 sling bullets, hide armor +1, masterwork heavy wooden shield, backpack containing: tent, bedroll, flint and steel, 2 potions of cure light wounds, potion of bear’s endurance, 2 potions of cure moderate wounds, 2 potions of owl’s wisdom, 2 potions of resist energy.
Druid Spells per Day: 4/3/2; base DC = 13 + spell level, 16 + spell level for spells from the conjuration school.

Female elf Drd6; CR: 6; Medium-size humanoid (elf); HD: 6d8+6; hp: 44; Init: +1; Spd: 20 ft; AC: 21 ( touch 11, flat-footed 20); Atk: +6 melee (1d6+1/x2, masterwork clawed glove (as sickle)); Face/reach: 5’/5’; SQ: Animal companion (Manith, wolverine), Elven qualities, Low-light vision, Nature sense, Resist nature’s lure, Trackless Step, Wild empathy, Wild shape (2/day), Woodland Stride; AL: Chaotic Neutral; SV Fort: +6, Ref: +3, Will: +9; Str: 12 Dex: 12, Con: 12, Int: 13, Wis: 17 (19), Cha: 8. Height: 5’3”; Weight: 105 lbs.
Skills and Feats: Concentration +10, Handle Animal +4, Heal +8, Hide +0, Knowledge (nature) +11, Knowledge (religion) +8, Listen +6, Search +3, Speak language (Common, Elven, Druidic, Sylvan), Spellcraft +10, Spot +6, Survival +11; Brew Potion, Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, rapier, shortbow), Natural Spell, Spell Focus (conjuration).
Possessions: masterwork clawed glove (counts as masterwork sickle), dragonhide plate, masterwork heavy wooden shield, periapt of wisdom +2, cloak of elvenkind, backpack containing: tent, bedroll, flint and steel, potion of cure light wounds, potion of magic fang, 2 potions of cure moderate wounds, potion of barkskin +3.
Druid Spells per Day: 5/4/4/3; base DC = 14 + spell level, 16 + spell level for spells from the conjuration school.

Female elf Drd9; CR: 9; Medium-size humanoid (elf); HD: 9d8+9; hp: 64; Init: +1; Spd: 20 ft; AC: 23 ( touch 11, flat-footed 22); Atk: +8/+3 melee (1d6+1/x2, masterwork clawed glove (as sickle)); Face/reach: 5’/5’; SQ: Animal companion (Xanis, dire wolverine), Elven qualities, Low-light vision, Nature sense, Resist nature’s lure, Trackless Step, Venom immunity, Wild empathy, Wild shape (3/day, Large), Woodland Stride; AL: Chaotic Neutral; SV Fort: +7, Ref: +4, Will: +10; Str: 12 Dex: 12, Con: 12, Int: 13, Wis: 18 (20), Cha: 8. Height: 5’3”; Weight: 105 lbs.
Skills and Feats: Concentration +13, Craft (alchemy) +6, Handle Animal +4, Heal +9, Hide +0, Knowledge (nature) +14, Knowledge (religion) +8, Listen +7, Search +3, Speak language (Common, Elven, Druidic, Sylvan), Spellcraft +11, Spot +7, Survival +14; Brew Potion, Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, rapier, shortbow), Natural Spell, Spell Focus (conjuration).
Possessions: masterwork clawed glove (counts as masterwork sickle), wild dragonhide plate +1, masterwork heavy wooden shield, amulet of natural armor +2, periapt of wisdom +2, cloak of elvenkind, backpack containing: tent, bedroll, flint and steel, potion of owl’s wisdom, 2 potions of cure serious wounds, potion of neutralize poison, potion of barkskin +5, potion of greater magic fang +3.
Druid Spells per Day: 6/6/5/4/3/2; base DC = 15 + spell level, 16 + spell level for spells from the conjuration school.

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Notch Tolomas
Concept: male human ranger who uses the archery weapon path with his crossbow - sort of a peasant hero type, defending the locals and all that.

Male human Rng1; CR: 1; Medium-size humanoid (human); HD: 1d8+2; hp: 10; Init: +3; Spd: 20 ft; AC: 18 ( touch 13, flat-footed 15); Atk: +5 ranged (1d8/19-20 x2/80’, light crossbow), or +2 melee (1d6/x3, handaxe); Face/reach: 5’/5’; SQ: Favored enemy (humanoid (goblinoid) +2), Wild empathy; AL: Neutral Good; SV Fort: +4, Ref: +5, Will: +1; Str: 12, Dex: 16, Con: 14, Int: 8, Wis: 13, Cha: 10. Height: 5’10”; Weight: 170 lbs.
Skills and Feats: Craft (weaponsmithing) +3, Handle Animal +2, Hide +4, Knowledge (geography) +3, Knowledge (nature) +1, Move Silently +4, Speak language (Common), Spot +5, Survival +3; Rapid Reload, Track, Weapon Focus (light crossbow).
Possessions: light crossbow, 30 bolts, 10 cold iron bolts, 10 alchemical silver bolts, handaxe, chain shirt, light wooden shield, backpack containing: flint and steel, grappling hook, common lantern, 2 pints of oil, 50 feet of silk rope, 9 gp, 4 sp, 10 cp.

Male human Rng3; CR: 3; Medium-size humanoid (human); HD: 3d8+6; hp: 27; Init: +3; Spd: 30 ft; AC: 18 ( touch 13, flat-footed 15); Atk: +8 ranged (1d8/19-20 x2/80’, light crossbow), or +6/+6 ranged (1d8/19-20 x2/80’, masterwork light crossbow with Rapid Shot), or +4 melee (1d6/x3, handaxe); Face/reach: 5’/5’; SQ: Favored enemy (humanoid (goblinoid) +2), Wild empathy; AL: Neutral Good; SV Fort: +6, Ref: +7, Will: +3; Str: 12, Dex: 16, Con: 14, Int: 8, Wis: 13, Cha: 10. Height: 5’10”; Weight: 170 lbs.
Skills and Feats: Craft (weaponsmithing) +5, Handle Animal +2, Hide +9, Knowledge (geography) +3, Knowledge (nature) +3, Move Silently +9, Speak language (Common), Spot +2, Survival +7; Endurance, Point Blank Shot, Rapid Reload, Rapid Shot, Track, Weapon Focus (light crossbow).
Possessions: masterwork light crossbow, 30 bolts, 10 cold iron bolts, 10 alchemical silver bolts, handaxe, mithral shirt, darkwood shield, cloak of resistance +1, backpack containing: flint and steel, grappling hook, common lantern, 2 pints of oil, 50 feet of silk rope, oil of magic weapon, 2 potions of cure light wounds.

Male human Rng6; CR: 6; Medium-size humanoid (human); HD: 6d8+12; hp: 50; Init: +3; Spd: 30 ft; AC: 20 ( touch 13, flat-footed 17); Atk: +11/+6 ranged (1d8+2/19-20 x2/80’, light crossbow +2), or +9/+9/+4 (1d8+2/19-20 x2/80’, light crossbow +2 with Rapid Shot), or +8 ranged (1d8+2 and 1d8+2/19-20 x2/30’, light crossbow +2 with Manyshot), or +8/+3 melee (1d6/x3, masterwork handaxe); Face/reach: 5’/5’; SQ: Animal Companion (Edgar, a mastiff (as wolf)), Favored enemy (humanoid (goblinoid) +2, humanoid (orc) +4), Wild empathy; AL: Neutral Good; SV Fort: +8, Ref: +9, Will: +3; Str: 12, Dex: 17, Con: 14, Int: 8, Wis: 13, Cha: 10. Height: 5’10”; Weight: 170 lbs.
Skills and Feats: Craft (weaponsmithing) +5, Handle Animal +2, Hide +12, Knowledge (geography) +5, Knowledge (nature) +5, Move Silently +12, Speak language (Common), Spot +10, Survival +7; Endurance, Far Shot, Manyshot, Rapid Reload, Rapid Shot, Track, Weapon Focus (light crossbow).
Possessions: light crossbow +2, 30 bolts, 10 cold iron bolts, 10 alchemical silver bolts, masterwork handaxe, mithral shirt +1, darkwood shield +1, cloak of resistance +1, backpack containing: flint and steel, grappling hook, common lantern, 2 pints of oil, 50 feet of silk rope, 2 potions of cure light wounds.
Ranger Spells per Day: 2; base DC = 11 + spell level.

Male human Rng9; CR: 9; Medium-size humanoid (human); HD: 9d8+18; hp: 76; Init: +3; Spd: 30 ft; AC: 20 ( touch 13, flat-footed 17); Atk: +15/+10/+5 ranged (1d8+2/17-20 x2/80’, light crossbow +2), or +13/+13/+8/+3 (1d8+2/17-20 x2/80’, light crossbow +2 with Rapid Shot), or +11 ranged (1d8+3 and 1d8+3/17-20 x2/30’, light crossbow +3 with Manyshot), or +12/+7/+2 melee (1d6/x3, masterwork handaxe); Face/reach: 5’/5’; SQ: Animal Companion (Edgar, a mastiff (as wolf)), Evasion, Favored enemy (humanoid (goblinoid) +2, humanoid (orc) +4), Swift tracker, Wild empathy, Woodland stride; AL: Neutral Good; SV Fort: +9, Ref: +11, Will: +5; Str: 12, Dex: 18, Con: 14, Int: 8, Wis: 13, Cha: 10. Height: 5’10”; Weight: 170 lbs.
Skills and Feats: Craft (weaponsmithing) +5, Handle Animal +2, Hide +16, Knowledge (geography) +7, Knowledge (nature) +7, Listen +9, Move Silently +16, Speak language (Common), Spot +10, Survival +7; Endurance, Far Shot, Improved Critical (light crossbow), Manyshot, Rapid Reload, Rapid Shot, Track, Weapon Focus (light crossbow).
Possessions: light crossbow +3, 30 bolts, 10 cold iron bolts, 10 alchemical silver bolts, masterwork handaxe, mithral shirt +2, darkwood shield +2, cloak of resistance +1, backpack containing: flint and steel, grappling hook, common lantern, 2 pints of oil, 50 feet of silk rope.
Ranger Spells per Day: 2; base DC = 11 + spell level.

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Artigol Talavir of Torm
Concept: A tank paladin that isn't looking to kill evrything in sight, making good use of reach and tripping to subdue rather than destroy ('course that all changes when he senses evil baddies).

Male half-elf Pal1; CR: 1; Medium-size humanoid (elf); HD: 1d10-1; hp: 9; Init: +1; Spd: 30 ft; AC: 16 (touch 11, flat-footed 15); Atk: +3 melee (2d4+2/x3, guisarme) or +3 melee (1d4+2/19-20, dagger) or +2 ranged (1d4+2/19-20 x2/10’, dagger); Face/reach: 5’/5’ (10’ with guisarme); SA: Smite evil (1/day); SQ: Aura of good, Detect evil, Half-elf qualities, Low-light vision; AL: Lawful Good; SV Fort: +1, Ref: +1, Will: +1; Str: 14, Dex: 12, Con: 8, Int: 13, Wis: 10, Cha: 16. Height: 5’5”; Weight: 150 lbs.
Skills and Feats: Diplomacy +6, Gather Information +5, Handle Animal +3, Listen +1, Search +2, Knowledge (nobility and royalty) +2, Knowledge (religion) +5, Ride (horse) +2, Speak language (Celestial, Common, Elven), Sense Motive +7, Spot +1; Combat Expertise.
Possessions: Guisarme, Dagger, Chainmail, Backpack containing: signet ring, small steel mirror, wooden holy symbol, 9 sp, 10 cp.

Male half-elf Pal3; CR: 3; Medium-size humanoid (elf); HD: 3d10-3; hp: 24; Init: +1; Spd: 20 ft; AC: 19 (touch 11, flat-footed 18); Atk: +6 melee (2d4+2/x3, masterwork guisarme) or +6 melee (1d4+2/19-20, masterwork dagger) or +5 ranged (1d4+2/19-20 x2/10’, masterwork dagger); Face/reach: 5’/5’ (10’ with guisarme); SA: Smite evil (1/day); SQ: Aura of courage, Aura of good, Detect evil, Divine grace, Divine health, Half-elf qualities, Lay on hands (9 hp/day), Low-light vision; AL: Lawful Good; SV Fort: +6, Ref: +5, Will: +4; Str: 14, Dex: 12, Con: 8, Int: 13, Wis: 10, Cha: 16. Height: 5’5”; Weight: 150 lbs.
Skills and Feats: Diplomacy +7, Gather Information +5, Handle Animal +3, Listen +1, Search +2, Knowledge (nobility and royalty) +4, Knowledge (religion) +7, Ride (horse) +2, Speak language (Celestial, Common, Elven), Sense Motive +8, Spot +1; Combat Expertise, Improved Trip.
Possessions: Masterwork guisarme, Masterwork dagger, Masterwork full plate, Backpack containing: signet ring, small steel mirror, silver holy symbol, 2 potions of cure light wounds, 2 oils of magic weapon, 2 potions of shield of faith +1, potion of cure moderate wounds.

Male half-elf Pal6; CR: 6; Medium-size humanoid (elf); HD: 6d10; hp: 52; Init: +1; Spd: 20 ft; AC: 20 (touch 11, flat-footed 19); Atk: +10/+5 melee (2d4+3/x3, guisarme +1) or +9/+4 melee (1d4+2/19-20, masterwork dagger) or +8 ranged (1d4+2/19-20 x2/10’, masterwork dagger); Face/reach: 5’/5’ (10’ with guisarme); SA: Smite evil (2/day); SQ: Aura of courage, Aura of good, Detect evil, Divine grace, Divine health, Half-elf qualities, Lay on hands (18 hp/day), Low-light vision, Remove disease (1/week), Special mount (Roland, a heavy warhorse); AL: Lawful Good; SV Fort: +8, Ref: +6, Will: +6; Str: 14, Dex: 12, Con: 8 (10), Int: 13, Wis: 10 (12), Cha: 17. Height: 5’5”; Weight: 150 lbs.
Skills and Feats: Diplomacy +10, Gather Information +5, Handle Animal +4, Listen +2, Search +2, Knowledge (nobility and royalty) +4, Knowledge (religion) +10, Ride (horse) +2, Speak language (Celestial, Common, Elven), Sense Motive +12, Spot +2; Combat Expertise, Improved Trip, Weapon Focus (guisarme).
Possessions: Guisarme +1, Masterwork dagger, Full plate +1, Amulet of health +2, Periapt of wisdom +2, Backpack containing: signet ring, small steel mirror, silver holy symbol.
Paladin Spells per Day: 2; base DC = 11 + spell level.

Male half-elf Pal9; CR: 9; Medium-size humanoid (elf); HD: 9d10; hp: 80; Init: +1; Spd: 20 ft; AC: 22 (touch 12, flat-footed 21); Atk: +13/+8 melee (2d4+3/19-20 x3, holy guisarme +1) or +12/+7 melee (1d4+2/19-20, masterwork dagger) or +11 ranged (1d4+2/19-20 x2/10’, masterwork dagger); Face/reach: 5’/5’ (10’ with guisarme); SA: Smite evil (2/day); SQ: Aura of courage, Aura of good, Detect evil, Divine grace, Divine health, Half-elf qualities, Lay on hands (36 hp/day), Low-light vision, Remove disease (2/week), Special mount (Roland, a heavy warhorse); AL: Lawful Good; SV Fort: +11, Ref: +9, Will: +9; Str: 14, Dex: 12, Con: 8 (10), Int: 13, Wis: 10 (12), Cha: 18. Height: 5’5”; Weight: 150 lbs.
Skills and Feats: Diplomacy +13, Gather Information +5, Handle Animal +4, Listen +2, Search +2, Knowledge (nobility and royalty) +4, Knowledge (religion) +13, Ride (horse) +2, Speak language (Celestial, Common, Elven), Sense Motive +15, Spot +2; Combat Expertise, Improved Critical (guisarme), Improved Trip, Weapon Focus (guisarme).
Possessions: Holy guisarme +1, Masterwork dagger, Full plate +2, Amulet of health +2, Periapt of wisdom +2, Ring of protection +1, Cloak of resistance +1, Backpack containing: signet ring, small steel mirror, silver holy symbol, potion of cure moderate wounds.
Paladin Spells per Day: 2; base DC = 11 + spell level.

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Harkin Masc, the Loremaster of Inirith, will soon be posted on the second page of this thread.

Thanks
-Matt
 
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Works for me.

It's a good idea to post the concept you are using. That way, if someone wants to do a different concept using the same race and class, they could.
 

I could tackle the Dwarf Barbarian and the Human Monk, each at all four levels of course.

For the Dwarf Barbarian, I'm thinking about something similar to the Gutbuster Brigade from Salvatore's dark elf books; all offensive, from his weapons to his odor! Total disregard for safety of himself (and others!). Spikey armour abounds!

Level 1
Braak Awl: Male Dwarven Bbn 1; CR 1; Medium Humanoid; HD 1d12+3; hp 15; Init +1; Spd 30 ft.; AC 15 ,Flatfooted 14, Touch 11; Base Atk +1; Grp +4; Atk +4 melee (1d12+4/x3, greataxe) or +2 ranged (1d6+3, throwing axe); Full Attack +4 melee (1d12+4/x3, greataxe) or +2 ranged (1d6+3, throwing axe); SA --; SQ dwarf traits, rage 1/day; AL CN; SV Fort +5, Ref +1, Will +0; Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 11.
Skills and Feats: Climb +3 [4], Jump +3[4], Intimidate +4[4]; Power Attack.
Rage (Ex): +4 to Str, +4 to Con; +2 on Will saves, -2 to AC for up to 6 rounds.
Dwarf Traits (Ex): Move at normal speed in heavy armor; 60 foot darkvision; weapon familiarity: dwarven waraxe, dwarven urgrosh; stonecunning; stability; +2 save vs. poison; +2 save vs. spells or spell-like abilities; +1 attack vs. goblinoids or orcs; +4 dodge vs. giants; +2 craft with stone or metal; +2 appraise with stone or metal.
Possessions: Greataxe, scale mail, 2 throwing axes, backpack, crowbar, 4 days trail rations, 50' rope, sledge, flint and steel, grappling hook, miner's pick, belt pouch, bed roll, 10' pole, sack, whetstone, 10 gp, 40 sp, 50 cp.
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Level 3
Braak Awl: Male Dwarven Bbn 3; CR 3; Medium Humanoid; HD 3d12+9; hp 34; Init +1; Spd 30 ft.; AC 17 ,Flatfooted 16, Touch 11; Base Atk +3; Grp +6; Atk +7 melee (1d12+4/x3, masterwork greataxe) or +4 ranged (1d6+3, throwing axe); Full Attack +7 melee (1d12+4/x3, masterwork greataxe) or +4 ranged (1d6+3, throwing axe); SA --; SQ dwarf traits, rage 1/day, uncanny dodge, trap sense +1; AL CN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 11.
Skills and Feats: Climb +6 [6], Jump +6 [6], Intimidate +6 [6]; Endurance, Power Attack.
Rage (Ex): +4 to Str, +4 to Con; +2 on Will saves, -2 to AC for up to 6 rounds.
Uncanny Dodge (Ex): This barbarian can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.
Trap Sense (Ex): This barbarian has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +3 dodge bonus to AC against attacks by traps.
Dwarf Traits (Ex): Move at normal speed in heavy armor; 60 foot darkvision; weapon familiarity: dwarven waraxe, dwarven urgrosh; stonecunning; stability; +2 save vs. poison; +2 save vs. spells or spell-like abilities; +1 attack vs. goblinoids or orcs; +4 dodge vs. giants; +2 craft with stone or metal; +2 appraise with stone or metal.
Possessions: Masterwork greataxe, +1 breast plate with spikes, 2 throwing axes, 2 spiked gauntlets, 2 potions of cure light wounds, potion of bull's strength, potion of bear's endurance, oil of magic weapon, potion of jump, potion of endure elements, backpack, crowbar, 4 days trail rations, 50' rope, sledge, flint and steel, grappling hook, miner's pick, belt pouch, bed roll, 10' pole, sack, whetstone, 5 pp, 40 gp, 45 sp, 50 cp, obsidian gem (10 gp).
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Level 6
Braak Awl: Male Dwarven Bbn 6; CR 6; Medium Humanoid; HD 6d12+18; hp 62; Init +1; Spd 30 ft.; AC 17 ,Flatfooted 16, Touch 11; Base Atk +6; Grp +10; Atk +11 melee (1d12+7/x3, +1 adamantine greataxe) or +8 ranged (1d6+4, masterwork throwing axe); Full Attack +11/+6 melee (1d12+7/x3, +1 adamantine greataxe) or +8/+3 ranged (1d6+4, masterwork throwing axe); SA --; SQ dwarf traits, improved uncanny dodge, rage 2/day, uncanny dodge, trap sense +2; AL CN; SV Fort +10, Ref +3, Will +2; Str 19, Dex 12, Con 16, Int 8, Wis 10, Cha 11.
Skills and Feats: Climb +10 [9], Jump +10 [9], Intimidate +9 [9]; Great Fortitude Endurance, Power Attack.
Improved Uncanny Dodge (Ex): This barbarian cannot be flanked except by a rogue of at least four levels hiher than the barbarian.
Rage (Ex): +4 to Str, +4 to Con; +2 on Will saves, -2 to AC for up to 6 rounds.
Uncanny Dodge (Ex): This barbarian can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.
Trap Sense (Ex): This barbarian has an intuitive sense that alerts him to danger from traps, granting a +2 bonus on Reflex saves and a +3 dodge bonus to AC against attacks by traps.
Dwarf Traits (Ex): Move at normal speed in heavy armor; 60 foot darkvision; weapon familiarity: dwarven waraxe, dwarven urgrosh; stonecunning; stability; +2 save vs. poison; +2 save vs. spells or spell-like abilities; +1 attack vs. goblinoids or orcs; +4 dodge vs. giants; +2 craft with stone or metal; +2 appraise with stone or metal.
Possessions: +1 adamantine greataxe, +1 breast plate with masterwork spikes, 2 masterwork throwing axes, gauntlets of ogre power +2 as 2 masterwork spiked gauntlets, 2 potions of cure light wounds, potion of bear's endurance, potion of jump, potion of barkskin +2, backpack, crowbar, 4 days trail rations, 50' rope, sledge, flint and steel, grappling hook, miner's pick, belt pouch, bed roll, 10' pole, sack, whetstone, 20 gp.
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Level 9
Braak Awl: Male Dwarven Bbn 9; CR 9; Medium Humanoid; HD 9d12+27; hp 91; Init +1; Spd 30 ft.; AC 19 ,Flatfooted 18, Touch 12; Base Atk +9; Grp +14; Atk +17 melee (1d12+10/x3, +3 adamantine greataxe) or +11 ranged (1d6+5, masterwork throwing axe); Full Attack +17/+11 melee (1d12+10/x3, +3 adamantine greataxe) or +11/+6 ranged (1d6+5, masterwork throwing axe); SA --; SQ damage reduction 1/-, dwarf traits, improved uncanny dodge, rage 3/day, uncanny dodge, trap sense +3; AL CN; SV Fort +12, Ref +5, Will +4; Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 11.
Skills and Feats: Climb +14 [12], Jump +14 [12], Intimidate +12 [12]; Diehard, Great Fortitude Endurance, Power Attack.
Improved Uncanny Dodge (Ex): This barbarian cannot be flanked except by a rogue of at least four levels hiher than the barbarian.
Rage (Ex): +4 to Str, +4 to Con; +2 on Will saves, -2 to AC for up to 6 rounds.
Uncanny Dodge (Ex): This barbarian can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.
Trap Sense (Ex): This barbarian has an intuitive sense that alerts him to danger from traps, granting a +3 bonus on Reflex saves and a +3 dodge bonus to AC against attacks by traps.
Dwarf Traits (Ex): Move at normal speed in heavy armor; 60 foot darkvision; weapon familiarity: dwarven waraxe, dwarven urgrosh; stonecunning; stability; +2 save vs. poison; +2 save vs. spells or spell-like abilities; +1 attack vs. goblinoids or orcs; +4 dodge vs. giants; +2 craft with stone or metal; +2 appraise with stone or metal.
Possessions: +3 adamantine greataxe, +2 breast plate with masterwork spikes, 2 masterwork throwing axes, gauntlets of ogre power +2 as 2 masterwork spiked gauntlets, ring of protection +1, cloak of fortification +1, 2 potions of cure moderate wounds, potion of bear's endurance, potion of barkskin +3, backpack, crowbar, 4 days trail rations, 50' rope, sledge, flint and steel, grappling hook, miner's pick, belt pouch, bed roll, 10' pole, sack, whetstone, 10 pp, 145 gp, 95 sp, 50 cp, obsidian gem (15 gp).

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END BARBARIAN
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Human Monk: Probably high-dexterity and -wisdom, uses tactical feats to shape the battlefield to his liking. Tends to take opponents out of the fight with non-lethal means (trips, stuns, etc.), letting the tank fighters or blast-mages eliminate the opponent afterwards. "Kick 'em while they're down, they're easier to reach."
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Level 1
Karen Micah: Female Human Mnk 1; CR 1; Medium Humanoid; HD 1d8+1; hp 9; Init +3; Spd 30 ft.; AC 15 ,Flatfooted 11, Touch 15; Base Atk +0; Grp +0; Atk +0 melee (1d6, unarmed) or +0 (1d6, quarterstaff); Full Attack +0 melee (1d6, unarmed) or -2/-2 melee (1d6, unarmed) or +0 melee (1d6, quarterstaff) or -2/-2 melee (1d6, quarterstaff); SA flurry of blows; SQ --; AL LN; SV Fort +3, Ref +5, Will +4; Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 8.
Skills and Feats: Climb +3 [3], Hide +7 [4], Jump +3 [3], Listen +5 [3], Move Silently +7 [4], Spot +5 [3], Tumble +7 [3]; Blind Fight, Dodge, Stunning Fist.
Flurry of Blows (Ex): This monk may use a full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, but this attack and each other attack made that round take a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. If armed with a kama, nunchaku, quarterstaff, sai, or siangham, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for her regular attack(s) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
Possessions: Quarterstaff, 2 sunrods, signal whistle, sack, belt pouch, bed roll, 4 trail rations, backpack, 50' hemp rope, 40 sp.
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Level 3
Karen Micah: Female Human Mnk 3; CR 3; Medium Humanoid; HD 3d8+3; hp 16; Init +3; Spd 40 ft.; AC 16 ,Flatfooted 12, Touch 16; Base Atk +2; Grp +2; Atk +5 melee (1d6, unarmed) or +3 (1d6, masterowrk quarterstaff); Full Attack +5 melee (1d6, unarmed) or +3/+3 melee (1d6, unarmed) or +1 melee (1d6, masterwork quarterstaff) or -1/-1 melee (1d6, masterwork quarterstaff); SA flurry of blows; SQ evasion, still mind; AL LN; SV Fort +4, Ref +6, Will +5; Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 8.
Skills and Feats: Climb +5 [5], Hide +8 [5], Jump +7[5], Listen +7[5], Move Silently +8[5], Spot +7[5], Tumble +11[6]; Blind Fight, Combat Reflexes, Dodge, Stunning Fist, Weapon Finesse (unarmed strike).
Flurry of Blows (Ex): This monk may use a full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, but this attack and each other attack made that round take a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. If armed with a kama, nunchaku, quarterstaff, sai, or siangham, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for her regular attack(s) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
Evasion (Ex): If this monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successsful save, she instead takes no damage.
Still Mind (Ex): This monk gains a +2 bonus on saving throws against spells and effects from the enchantment school.
Possessions: Bracers of armor +1, potion of jump, potion of mage armor, potion of magic fang, potion of cat's grace, potion of blur, masterwork quarterstaff, 2 sunrods, signal whistle, sack, belt pouch, bed roll, 4 trail rations, backpack, 50' silk rope, 20 gp.
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Level 6
Karen Micah: Female Human Mnk 6; CR 6; Medium Humanoid; HD 6d8+6; hp 36; Init +4; Spd 50 ft.; AC 20 ,Flatfooted 16, Touch 19; Base Atk +4; Grp +4; Atk +8 melee (1d8, unarmed) or +5 (1d6, masterwork quarterstaff); Full Attack +8 melee (1d8, unarmed) or +7/+7 melee (1d8, unarmed) or +5 melee (1d6, masterwork quarterstaff) or +4/+4 melee (1d6, masterwork quarterstaff); SA flurry of blows; SQ evasion, still mind, ki strike (magic), slow fall 30 ft., purity of body; AL LN; SV Fort +6, Ref +9, Will +7; Str 10, Dex 19, Con 12, Int 13, Wis 14, Cha 8.
Skills and Feats: Climb +7 [7], Hide +12 [8], Jump +9 [7], Listen +9 [7], Move Silently +12 [8], Spot +10 [8], Tumble +15 [9]; Blind Fight, Combat Reflexes, Dodge, Improved Trip, Mobility, Stunning Fist, Weapon Finesse (unarmed strike).
Flurry of Blows (Ex): This monk may use a full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, but this attack and each other attack made that round take a -1 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. If armed with a kama, nunchaku, quarterstaff, sai, or siangham, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for her regular attack(s) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
Evasion (Ex): If this monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successsful save, she instead takes no damage.
Still Mind (Ex): This monk gains a +2 bonus on saving throws against spells and effects from the enchantment school.
Slow Fall (Ex): A monk within arm's reach of a wall can use it to slow her descent while falling. This monk takes damage as if the fall were 30 feet shorter than it actually is.
Ki Strike (Su): This monk's unarmed strike can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus.
Possessions: Gloves of dexterity +2, bracers of armor +1, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, brooch of shielding, potion of blur, 2 potios of cure moderate wounds, potion of invisibility, oil of shillelagh, masterwork quarterstaff, 2 sunrods, signal whistle, sack, belt pouch, bed roll, 4 trail rations, backpack, 50' silk rope, 20 gp.
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Level 9
Karen Micah: Female Human Mnk 9; CR 9; Medium Humanoid; HD 9d8+9; hp 53; Init +5; Spd 60 ft.; AC 23 ,Flatfooted 18, Touch 23; Base Atk +6; Grp +6; Atk +11 melee (1d10, unarmed) or +7 (1d6, masterwork quarterstaff); Full Attack +11/+6 melee (1d10, unarmed) or +11/+11/+6 melee (1d10, unarmed) or +7/+2 melee (1d6, masterwork quarterstaff) or +7/+7/+2 melee (1d6, masterwork quarterstaff); SA flurry of blows; SQ evasion, improved evasion, wholeness of body, still mind, ki strike (magic), slow fall 40 ft., purity of body; AL LN; SV Fort +9, Ref +13, Will +11; Str 10, Dex 20, Con 12, Int 13, Wis 16, Cha 8.
Skills and Feats: Climb +10 [10], Hide +15 [10], Jump +12 [10], Listen +13 [10], Move Silently +15 [10], Spot +13 [10], Tumble +19 [12]; Blind Fight, Combat Reflexes, Dodge, Improved Trip, Mobility, Spring Attack, Stunning Fist, Weapon Finesse (unarmed strike).
Flurry of Blows (Ex): This monk may use a full attack action to make two extra attacks per round with an unarmed strike or a special monk weapon at her highest base attack.
Improved Evasion (Ex): If this monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successsful save, she instead takes no damage. In addition, she takes only half damage on a failed save.
Still Mind (Ex): This monk gains a +2 bonus on saving throws against spells and effects from the enchantment school.
Slow Fall (Ex): A monk within arm's reach of a wall can use it to slow her descent while falling. This monk takes damage as if the fall were 30 feet shorter than it actually is.
Ki Strike (Su): This monk's unarmed strike can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus.
Wholeness of Body (Su): This monk can cure up to 30 hit points of her own wounds each day, and she can spread this healing out over several uses.
Possessions: Gloves of dexterity +2, headband of wisdom +2, bracers of armor +3, ring of protection +2, cloak of resistance +2, potio of cure moderate wounds, oil of shillelagh, masterwork quarterstaff, 2 sunrods, signal whistle, sack, belt pouch, bed roll, 4 trail rations, backpack, 50' silk rope, 4 pp.

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END MONK
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orbitalfreak said:
I could tackle the Dwarf Barbarian and the Human Monk, each at all three levels of course.

For the Dwarf Barbarian, I'm thinking about something similar to the Gutbuster Brigade from Salvatore's dark elf books; all offensive, from his weapons to his odor! Total disregard for safety of himself (and others!). Spikey armour abounds!

Human Monk: Probably high-dexterity and -wisdom, uses tactical feats to shape the battlefield to his liking. Tends to take opponents out of the fight with non-lethal means (trips, stuns, etc.), letting the tank fighters or blast-mages eliminate the opponent afterwards. "Kick 'em while they're down, they're easier to reach."

Great!

Thats four levels though : 1st, 3rd, 6th, and 9th.
 


elf cleric of corellon

high stats: cha, dex and int (yup, not powergaming)

those would work best if there was a standard feat (core) for finessing a longsword. (not unlike the 'elven swordsmastery' feat in the netbook of feats) alas, he will have to use a short sword (no rapier for him, and no thinblade in the core either)

he will be a bit cliche, arrogant, snooty in your face, type of elf. (kind of abrasive personality in some respects, higher int than wis) he will basicaly think that he is the ultimate at what he feels elves are the best at. (sword fighting ability, though no full bab, etc)

wears elven chainmail (if he can afford it . . .?), and takes quite a few elfy cross class skills (perform, hide, move silently . . .).
 

Amrynn Moonshadow said:
elf cleric of corellon

high stats: cha, dex and int (yup, not powergaming)

Not power gaming, but I'm a little concerned about his effectivness. He seems like he will be hamstrung pretty early.

At best, he will have a Wisdom of 12 at 1st level. How will he ever be able to cast higher level spells? He'll have to be VERY reliant on Magical Items to boost his Wisdom.

I don't think this is very typical of most clerics and the further the character diverges from the "norm" the less useful it will be.

;)
 

I'll take the Elf fighter. Hope you don't mind if she's an archer! :D

I'm working from the 3.5 SRD (don't have the books) so feel free to correct me. Probably going for Dex and Int as high stats to make a very mobile archer type.

That sound OK by you Ash?
 

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