The IR Aftermath Campaign Characters


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Draco when I said you could increase the HD of a Ghaele I meant as a PC that is not acceptable for a cohort. I'm not going through the whole mess that would open with certain people. Sorry.
 

Seems to me that the biggest munchkin is not causing the most trouble (and not the biggest rulesbreaker either)...


:rolleyes: ;) :D

And Kal, what about the HH?
 
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Thanks for the compliment, O'skoteinos :)

I have to post my unfinished versions of my char/cohort right now since I'm going to Arizona, hopefully I can finish up the rest on the plane.

Sollir, male strongheart halfling Wizard 5/Incantrix 10/Archmage 4: CR 19; ECL 19; Small Humanoid (halfling); HD 19d4+95; hp 142; Init +5; Spd 20 ft; AC 27 (+3 Dex, +8 Full Plate, +1 Enchantment, +4 haste,+1 size); Melee unarmed strike +12/+7 (1d3+3); SA spells; SQ halfling traits, summon familiar; AL N; SV Fort +15, Ref +13, Will +24; Str 13 (17), Dex 13, Con 16 (20), Int 26 (32), Wis 15, Cha 15 (19).
Skills and Feats: 134 Skill Points; Empower Spell, Extend Spell, Iron Will, Improved Counterspell, Improved Dispel, Improved Initiative, Maximize Spell, Persistant Spell, Reactive Counterspell, Scribe Scroll, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus (Enchantment), Spell Focus (Evocation).
SQ–Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.

Chosen Archmage Special Abilities: Spell Power +1, +2, and +3, Mastery of Counterspelling

Wizard Spells Prepared (4/7+1/7+1/7+1/7+1/5+1/6+1/4+1/5+1/3+1): (Conjuration Banned at 5th level)
0-
1-
2-Create Magic Tattoo
3-
4-Ghost Dweomer, Extended Phantom Steed
5-Maximized Dispel Magic
6-Quickened Haste, Mass Haste, Maximized Otiluke's Dispelling Screen
7-
8-Devestate Undead, Maximized Greater Dispel Magic, Persistant Kiss of the Vampire, Protection from Spells
9-Elminister's Effulgent Espuration, Foresight

Wizard Spells Known (Base) (All/8/4/4/4/4/4/4/4/2)
1-Detect Secret Doors, Erase, Featherfall, Know Protections, Magic Missile, Repair Light Damage, Shield, True Strike
2-Arcane Lock, Create Magic Tattoo, Fox’s Cunning, Mirror Image, Owl's Wisdom, Rope Trick
3-Arcane Sight, Dispel Magic, Greater Magic Weapon, Fly, Haste, Nondetection, Phantom Steed, Repair Serious Damage
4-Dimensional Anchor, Ghost Dweomer, Otiluke's Dispelling Screen, Phantasmal Killer, Polymorph Other, Repair Critical Damage
5-Dimensional Lock, Dismissal, Dominate Person, Feeblemind, Ghost Form, Kiss of the Vampire, Mordekainen's Private Sanctum, Permanancy, Wall of Force
6-Greater Dispelling, Hardening, Imbue Familiar with Spell Ability, Mass Haste, Repulsion, True Seeing
7-Banishment, Delayed Blast Fireball, Energy Immunity, Otiluke's Greater Dispelling Screen, Simulacrum, Spell Turning, Teleport Without Error
8-Devestate Undead, Discern Location, Iron Body, Mind Blank, Prismatic Wall, Protection from Spells
9-Chain Contingency, Elminister's Effulgent Espuration, Foresight, Hide Life, Imprisonment, Prismatic Sphere, Time Stop
Amount spent in extra spells: 43,215 (4 9th, 2 8th, 4 7th, 2 6th, 5 5th, 2 4th, 4 3rd, 2 2nd)

Sollir has the following spells permanencied on him: Arcane Sight (-1500 Experience)

Sollir also has casted Hide Life (-5000 Experience)

Sollir has read and benefited from a Tome of Clear Thought +5 (137,500)
Equipment: Adamantine Claw Bracer of Spellblade (Antimagic Aura, Energy Drain, Greater Dispel Magic, Temporal Stasis) (35,030), Adamantine Claw Bracer of Spellblade (Dispel Magic, Disintegrate, Harm, Imprisonment, Trap the Soul) (53,030), Adamantium Full Plate of Ease, Speed, and Spellcasting (111,800), +1 Light Mace of Disruption (18,300), Amulet of Health +4 (16,000), Belt of Giant Strength +4 (16,000), Boccob’s Blessed Book x3 (28,500), Cloak of Resistance (25,000), Glove of Storing x2 (4,400), Headband of Intellect +6 (36,000), Phylactery of Faithfulness (1,000), Ring of the Free (Functions as a Ring of Freedom of Movement, a Ring of Sustenance, and the User does not need to breathe) (60,000), Enhanced Ring of Spell Battle (Functions as Ring of Spell Battle and gives a +20 bonus to Spellcraft checks) (83,600)

670,485 spent

or

Gray Slaad Shifter 10
Medium-size Outsider (Chaotic)
Hit Dice: 20d8+140 (94 base hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft
AC: 24 (+3 Dex, +11 natural)
Attacks: Bite +12 melee, 2 claws +14 melee
Damage: Bite 2d8+2, claw 2d4+4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Fast healing 5, damage reduction 10/+1, resistances, alternate form
Saves: Fort +14, Ref +10, Will +11
Abilities: Str 19, Dex 17, Con 24, Int 19, Wis 19, Cha 22
Skills: Class Skills: Climb, Hide, Jump, Knowledge (Arcana), Listen, Move Silently, Search, Spot
Feats: Multiattack, Alertness, Blindsight (Hearing Version), Endurance, Leadership
Spell-Like Abilities: At will-animate objects, chaos hammer, deeper darkness, detect magic, dispel law, fly, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, and power word blind. These abilities are as the spells cast by a 15th-level sorcerer (save DC 16+spell level).
Alternate Form (Su): A gray salad can shift between its natural and any humanoid form at will as a standard action. A gray salad whose personal treasure includes useful equipment or magic items will use these when in humanoid form. A gray salad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 10th-level sorcerer.
Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1-2 red slaadi or 1 blue salad with a 40% chance of success, or 1 green slaad with a 20% chance of success.

Cohort:

Human Psychic Weretiger (No Extra HD) Fighter 1/Psychic Warrior 7/Weapon Master 7 (ECL 17)
Hit Dice: 1d10+7d8+7d10+120 (83+120=203)
Initiative +6
AC: 18 (10+6 Dexterity, +2 Natural Armor)
BAB: +13/+8/+3
(Stats and Attack Bonus in Hybrid Form)
Attack Bonus: +28/+23/+18/+28/+23 (With Greater Magic Weapon) +32/+27/+22/+32/+27
Damage: 2d6+17 (With Greater Magic Weapon) 2d6+21 Crit on 10-20
Str 32 (38) Dex 19 (23) Con 22 (26) Int 13 Wis 11 Cha 12
Alignment: CN

Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Critical (Lightsaber), Improved Two Weapon Fighting, Mobility, Multiattack, Power Attack, Two Weapon Fighting, Weapon Focus (Lightsaber), Weapon Specialization (Lightsaber), Whirlwind Attack
Items:
+1 Keen Light Saber of Body Feeding-Greater Magic Weapon 1/day as a 15th level caster.
300+300+18,000+16,200= 34,800x.7 (CN Only)=24,360 x2 (48,720)
Belt of Giant Strength +6 (CN Only) (25,200)
Amulet of Health +4 (16,000)
Headband of Dexterity +4 (16,000)
Cloak of Major Displacement (CN Only) (35,000)
Bracers of Resistance +3 (9,000)
Boots of Striding and Springing (6,000)
Total Gold Spent: 155,920 Gold
 
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Sollir, that character seems much like the first one in this thread. :D Thanks for using my ideas. When someone who is know as the ultimate munchkin uses my strategies, they must be quite good...:)

Also, your Mithral Fullplate has a +11 enhancement:

+1 = 1
Ease = 1?
Haste = 7
Spellcasting = 2

Total = 11.
 


this is my dwarf cleric, if there's no problems i'll just post him into the finished characters section:

Male dwarf Cleric (Pholtus) 5 / Harper Priest 2 / Sacred Exorcist 10 / Heirophant 3; medium size humanoid; HD 20d8 + 100; hp 213; init +1; speed 20ft (15ft); AC 41 (touch 16, flat-footed 40); attack +16/+11/+6 melee (surestriking, holy, lawful, flaming burst, +1 morning star of disruption - d8+3); AL LG; saves fort +24, ref +12, will +34; str 12(14), dex 12, con 20, int 18, wis 22(28), cha 14(20); height 4'6", weight 319lb;

skills -

concentration +19
diplomacy +14
spellcraft +21
knowledge(religion) +23
knowledge(arcana) +21
knowledge(planes) +19
heal +23(+25 with kit)
scry +18
spot +14
listen +14
sense motive +14
intimidate +13
craft(stone) +17
profession(artisan) +18

feats -

alertness
iron will
extend spell
extra turning
master of energy
divine reach
empower turning
heighten turning
spell power
empower spell

special attacks -

divine spells
turn undead 24/day
turning lvl: 15 (19 with amulet)
sun(domain) - greater turning 1/day

special qualities -

knowledge (domain) - casts divinations at +1 caster lvl
exorcism (domain) - use a turning to drive out possessing spirits
chosen foe +3 (undead)
concecrated presence
detect evil at will
dispel evil 3/week
dwarf racial abilities
90% chance to comprehend any language
80% chance to read any magic

magic -

divine spells per day: 6/8+1/8+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1
DC: 21 + spell lvl, divination 22 + spell lvl
divine caster lvl: 20 (number of spells as if lvl 17)

prepared spells -

0th lvl-
create water
detect magic x2
detect poison
mending
purify food & drink

1st lvl-
detect secret doors
sanctuary
invisibility to undead
doom
divine favour
detect undead x2
protection from evil

2nd lvl-
detect thoughts
inflict moderate wounds x2
zone of truth
silence
hold person
spiritual weapon
make whole
resist elements

3rd lvl-
searing light
daylight
magic vestment
windwall
magic circle against evil
remove curse
remove disease
protection from elements

4th lvl-
fire shield
status
neutralize poison
restoration
death ward
dimensional anchor
dismissal
freedom of movement

5th lvl-
true seeing
spell resistance
break enchantment
wall of stone
flame strike x2
plane shift

6th lvl-
fire seeds
blade barrier
greater dispelling
harm
windwalk
banishment

7th lvl-
sunbeam
holy word
greater scrying
regenerate
greater restoration

8th lvl-
sunburst
holy aura
firestorm x2

9th lvl-
prismatic sphere
storm of vengeance
summon monster 9

equipment -

heavily fortified +5 full plate
+5 large steel shield of reflection
surestriking, holy, lawful, flaming burst, +1 morning star of disruption
heward's handy haversack
murlynd's spoon
bowl
boots of adaption
decanter of endless water
luckstone
amulet of turning
ring of regeneration
ring of protection +5
belt of natural armour +5
cloak of wisdom +6
vest of resistance +5
gauntlets of ogre power
lenses of charisma +6
helm of comprehend and read languages
bedroll
winter blanket
2 scrollcases
10 pieces of chalk
chest
amazing lock
crowbar
3 flasks
flint & steel
5 ounces of ink
5 quills
20 pieces of paper
40 pieces of parchment
small steel mirror
sack
signet ring
sealing wax
sledge
shovel
tent
10 vials
waterskin
3 spell component pouches
belt pouch
portable ram
masterworked artisan tools
silver holy symbol
healer's kit
magnifying glass
merchant's scale
4 explorer's outfits
2 cold weather outfits
2 cleric's vestments
2 artisan's outfits
5000 gp worth of diamonds

1796 gp
6 sp
1 cp
 
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I haven't gone over it with a fine tooth comb, but it looks ok rule wise. I do have a couple of comments though:

Do you follow a specific deity? You don't list one.
Your spellcaster lvl is 20 even though you only have spells as if you were lvl 17..(read the hierophant description)
Why take faith healing? It is rather limited..as it only works if we follow your unlisted deity ;p Spell-like ability or spell power +2 might be a good substitute.
I think you are shorting yourself a feat: I see only six listed and you should have 7 (one at 1,3,6,9,12,15,18)
I dont recomment taking true resurrection every day...hopefully we don't need it that much...*watches Kal crack up with laughter*...if anything else, take a scroll or two of it or have the deceased wait a day to come back...I also see a noticable lack of 5k gp diamonds that will be necessary for you to cast the spell...
 
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It would be nice if people bought at least one diamond for themselves(500gp for resurrection, 5000 for true res...take your pick...I'll pay the xp occasionally to bring people back...but I don't want to be slowed down a lot on growth...not to mention if I bring you back it may be VERY difficult to continue your character as is...you get 2 rolls on the following chart:

01-03 badger
04-09 black bear
10-13 brown bear
14-17 boar
18-25 centaur
26-28 dryad
29-32 eagle
33-42 elf
43-46 gnome
47-48 hawk
49-58 halfling
59-78 human
79-80 leopard
81-82 owl
83-85 pixie
86-88 satyr
89-90 sprite
91-96 wolf
97-99 wolverine
100 Kal gets to pick...OUCH!

do note that there are several things on here that would competely wreck you..animals do not make good spellcasters without the natural spell feat...pixies and sprites do not a fighter make...and a dryad would end your adventuring career as your home just became that local oak..buy your diamonds or play the wheel of new bodies...
 
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Anabstercorian: Just looking through your character in the final thread, and it might make things easier if you included things like attack bonuses, et all.
 

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