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<blockquote data-quote="Orichin" data-source="post: 1809809" data-attributes="member: 25226"><p><strong>Sephiroth, if you're interested</strong></p><p></p><p>some friends and I played a FF spoof game shortly after d&d 3.5 came out, we started at level 10 and got to 17 (it was great, HEAL was the cleric from final fantasy, VIVI was an evoker from ff9, Cloud Strife the fighter/paladin, Sephiroth (me) a fighter/sorcerer, and Zindane the rogue) Anyway, if you're interested, here's what I ended up with as sephiroth at 17 (as a screw-around game we got some freebie skill points or feats from time to time through mystical quests and whatnot, so it doesn't quite match up with a 17th lvl character from the book)</p><p></p><p>Name: Sephiroth</p><p>Race: human</p><p>Class/lvl: fighter 10/sorcerer 7</p><p>Alignment: Neutral Evil</p><p>description: medium humanoid, male, 6'2", 190lbs, white hair, striking green eyes. Wears a fine black silk outfit with intricate silver threaded embroidery and carries a 9-foot long, single-edged 2handed sword. He is well spoken but quiet, aloof, imperious, and occasionally taken by bouts of insanity.</p><p>str 24 +7</p><p>dex 31 +10</p><p>con 18 +4</p><p>int 15 +2</p><p>wis 14 +2</p><p>cha 24 +7</p><p></p><p>Fort 13</p><p>Ref 15</p><p>Will 7</p><p></p><p>HP: 161</p><p>AC: 33 (10+5+10+5+3)</p><p></p><p>BA +13/+8/+3</p><p>full attack (Masamune) +26/+21/+16. Dmg 2d8+17+2d6(unholy)+2d6(vicious, +1d6 to wielder). Crit 15-20x2. ghost touch, unholy, vicious, ethereal.</p><p></p><p>relavant skills: balance+14 concentration+18 disguise+11 intimidate+15 knowledge(history)+7 spellcraft+12</p><p></p><p>feats: exotic weapon proficiency: masamune. weapon focus: masamune. weapon specialization: masamune. improved critical: masamune. item creation (magic arms and armor). spell focus: evocation. dodge. mobility. spring attack. combat expertise. whirlwind attack. leadership (bunch of failed clones). power attack. Soldier training (+4 str +4 dex +2 con -2 to all saving throws against spells or spell-like abilities, must make a will save DC equal to character level each week or be affected by an <em>insanity</em> spell)</p><p></p><p>spells known (save DC 17+spell level):0: <em>arcane mark, detect magic, flare, light, mage hand, prestidigitation, ray of frost</em> . 1: <em>charm person, expeditious retreat, shield, shocking grasp, true strike</em> . 2: <em>alter self, resist energy, scorching ray</em> . 3: <em>fly, lightning bolt</em> .</p><p>spells per day: 6/8/8/6</p><p></p><p>possessions: Masamune, dagger+2 with spell storing throwing and returning, bracers of armor +5, amulet of natural armor +3, gloves of dexterity +6, girdle of giant strength +4, cloak of charisma +4, heward's handy haversack, boots of striding and springing, ring of protection+5, ring of spell storing, crystal ball, potion of cure 3d8+5 x2, potion of bull's strength, scroll of (fireball 5th lvl, magic missile 3rd level), wand of dispel magic (8 charges left), assorted non-magical gear.</p><p></p><p>Masamune (minor artifact): as 2handed sword but exotic weaopn, 2d8 dmg. +5 enhancement bonus, ghost touch, vicious, unholy, wielder gains +2 insight bonus to charisma. wielder must have 24 str to wield and have the Soldier Training background feat. If wielder is Good, Masamune inflicts 3 negative levels (plus 1 for the unholy quality) that can't be healed or removed while he/she carries masamune, but dissapear when masamune is discarded. If wielder is Evil, Masamune allows them to <em>speak with the dead</em> at will, and gains the ethereal quality when drawn as per the armor special ability in the DMG.</p></blockquote><p></p>
[QUOTE="Orichin, post: 1809809, member: 25226"] [b]Sephiroth, if you're interested[/b] some friends and I played a FF spoof game shortly after d&d 3.5 came out, we started at level 10 and got to 17 (it was great, HEAL was the cleric from final fantasy, VIVI was an evoker from ff9, Cloud Strife the fighter/paladin, Sephiroth (me) a fighter/sorcerer, and Zindane the rogue) Anyway, if you're interested, here's what I ended up with as sephiroth at 17 (as a screw-around game we got some freebie skill points or feats from time to time through mystical quests and whatnot, so it doesn't quite match up with a 17th lvl character from the book) Name: Sephiroth Race: human Class/lvl: fighter 10/sorcerer 7 Alignment: Neutral Evil description: medium humanoid, male, 6'2", 190lbs, white hair, striking green eyes. Wears a fine black silk outfit with intricate silver threaded embroidery and carries a 9-foot long, single-edged 2handed sword. He is well spoken but quiet, aloof, imperious, and occasionally taken by bouts of insanity. str 24 +7 dex 31 +10 con 18 +4 int 15 +2 wis 14 +2 cha 24 +7 Fort 13 Ref 15 Will 7 HP: 161 AC: 33 (10+5+10+5+3) BA +13/+8/+3 full attack (Masamune) +26/+21/+16. Dmg 2d8+17+2d6(unholy)+2d6(vicious, +1d6 to wielder). Crit 15-20x2. ghost touch, unholy, vicious, ethereal. relavant skills: balance+14 concentration+18 disguise+11 intimidate+15 knowledge(history)+7 spellcraft+12 feats: exotic weapon proficiency: masamune. weapon focus: masamune. weapon specialization: masamune. improved critical: masamune. item creation (magic arms and armor). spell focus: evocation. dodge. mobility. spring attack. combat expertise. whirlwind attack. leadership (bunch of failed clones). power attack. Soldier training (+4 str +4 dex +2 con -2 to all saving throws against spells or spell-like abilities, must make a will save DC equal to character level each week or be affected by an [I]insanity[/I] spell) spells known (save DC 17+spell level):0: [I]arcane mark, detect magic, flare, light, mage hand, prestidigitation, ray of frost[/I] . 1: [I]charm person, expeditious retreat, shield, shocking grasp, true strike[/I] . 2: [I]alter self, resist energy, scorching ray[/I] . 3: [I]fly, lightning bolt[/I] . spells per day: 6/8/8/6 possessions: Masamune, dagger+2 with spell storing throwing and returning, bracers of armor +5, amulet of natural armor +3, gloves of dexterity +6, girdle of giant strength +4, cloak of charisma +4, heward's handy haversack, boots of striding and springing, ring of protection+5, ring of spell storing, crystal ball, potion of cure 3d8+5 x2, potion of bull's strength, scroll of (fireball 5th lvl, magic missile 3rd level), wand of dispel magic (8 charges left), assorted non-magical gear. Masamune (minor artifact): as 2handed sword but exotic weaopn, 2d8 dmg. +5 enhancement bonus, ghost touch, vicious, unholy, wielder gains +2 insight bonus to charisma. wielder must have 24 str to wield and have the Soldier Training background feat. If wielder is Good, Masamune inflicts 3 negative levels (plus 1 for the unholy quality) that can't be healed or removed while he/she carries masamune, but dissapear when masamune is discarded. If wielder is Evil, Masamune allows them to [I]speak with the dead[/I] at will, and gains the ethereal quality when drawn as per the armor special ability in the DMG. [/QUOTE]
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