Travels through the Wild West: Dramatis Personae

wolff96

First Post
Lazybones said:
...the mostly-mage course means you can better use the Imbue Arrows ability of the class (but you don't get to start taking levels in the class until 12th level). I think you'll find that most AAs have 4 or fewer mage levels for this very reason.

Actually, you're better off with 11 levels of wizard, 1 level of fighter (that's an extra feat), and then Arcane Archer. I used this exact character build in the campaign where we converted from 2e to 3e.

There's nothing quite so impressive as Disintegrating someone, then putting four +5 arrows into the people around him.

Or nailing five people with arrows before tossing out a Quickened Magic Missile.

Maybe I'm in the minority, but I think the Arcane Archer rocks.
 

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LuYangShih

First Post
Delems level seems rather low for someone who was involved in the Blood War, and lasted more than one battle. I'd think, given that you indicated in your story that he spent a "lifetime" fighting in it, he would be at least two or three levels higher than the heroes.
 

Lazybones

Adventurer
Update 3/11/03 (beginning of Book VIII)
Party ECL: 13 for Benzan, Cal, and Lok; 12 for Dana



1) Lok, Earth Genasi fighter 9/dwarven defender 3
S20, D13, C18, I12, W8, Ch8
Fort +14, Ref +6, Will +8
Atk +20/+15/+10 melee (1d8+9 battleaxe), +14/+9/+4 ranged (1d8+4 composite longbow)
AC 24 (full plate armor, large shield, dex, class), hp125
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 2/day (+2 str, +4 con [+24 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), defensive awareness
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +14, Craft (weaponsmithing) +12, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +3, Speak Language (Undercommon)
Equipment: +2 battleaxe, mighty (+4) masterwork longbow, 6 +1 frost arrows, 20 arrows, +1 full plate armor, +1 large shield, +1 cloak of resistance, healing potions, standard adventuring pack

2) Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 9
S10, D14, C16, I17, W8, Ch14
Fort +9, Ref +11, Will +11
Atk +9/+3 melee (1d6+1 shortsword), +12 ranged (1d8 crossbow)
AC 16 (bracers, size, dex), hp72
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Wand, Improved Initiative, Scribe Scroll, Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +11, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +10, Knowledge (arcana) +12, Knowledge (geography) +8, Knowledge (religion) +9, Listen +7, Perform +13, Spellcraft +17
Spells known: (bard 3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
(illusionist 4/6/6/5/3/2, opposition evocation): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/shieldx2, 1/shocking grasp, 1/silent imagex2, 1/spider climb, 2/invisibility, 2/detect thoughts, 2/cat’s gracex2, 2/mirror image, 2/web, 3/dispel magic, 3/displacement, 3/hastex2, 3/major image, 4/improved invisibility, 4/stoneskin, 4/polymorph other, 5/greater shadow conjuration, 5/teleport
Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/identify, 1/jump, 2/claws of darkness, 3/flame arrow
Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), wands of color spray (17 charges), sleep (4 charges), and protection from evil (46 charges), ring of warmth, druidic amulet (as ring of minor fire resistance, plus barkskin 1/day), ring of telekinesis (usable 1/day), Instrument of the Bards (Mac-Fuirmidh Cithern), +1 shortsword, masterwork light crossbow, 12 masterwork bolts, bracers of armor +3, +1 cloak of resistance, assortment of minor scrolls, healing potions

3) Benzan, Tiefling Fighter 4/Rogue 5/Conjurer 3
S16, D18, C15, I16, W8, Ch10
Fort +8, Ref +11, Will +5
Atk +14/+9 melee (1d8+7/19-20x2, longsword), +14/+9 ranged or +12/+12/+7 ranged (1d8+3+1d6 mighty longbow), +1 attack/damage if within 30 feet
AC 22 (+1 chainmail, +1 small shield, dex), hp70
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, sneak attack +3d6, evasion, uncanny dodge
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Initiative, Point Blank Shot, Rapid Shot, Scribe Scroll, Still Spell, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Appraise +9, Balance +8, Bluff +9, Climb +13, Concentration +8, Disable Device +9, Hide +21, Jump +8, Listen +8, Move Silently +10, Open Lock +10, Pick Pocket +8, Profession (sailor) +2, Search +11, Spellcraft +6, Spot +9, Swim +0 (scores include -2 armor check penalty)
Spells (4/4/3): 0/acid splash*, 0/detect magic, 0/silent portal*, 0/read magic, 1/feather fall, 1/obscuring mist, 1/true strikex2, 2/blindness/deafness, 2/shield (stilled)x2
Spellbook: all cantrips, spells listed above, plus 1/change self, 1/grease, 1/hold portal, 1/shield, 1/summon monster I, 1/unseen servant
Opposition School: evocation
(note: 25% arcane spell failure for spells with a somatic component)
Equipment: +2 intelligent bronze longsword (Detect Metals, Levitate 3/day, I10, W10, Ch12, empathic communication, AL N, Ego6), +1 mithral chainmail, +1 small steel shield, gauntlets of ogre power, cloak of resistance +1, periapt of proof against poison, wand of magic missiles (1st level, 9 charges), ring of water walking, ring of shadows (+10 bonus to Hide checks in dim light), +1 mighty (+2) flaming composite longbow, 20 masterwork arrows, standard adventuring pack, obsidian statue, healing potions, masterwork thieves’ tools, spellbook


4) Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 7
S10, D14, C12, I10, W18, Ch14
Fort +8, Ref +8, Will +15
Atk +8/+3 melee (1d8+2+1d6 +2 shockspear), +7/+2 melee (1d6 unarmed or 1d6+1 kama), +11 ranged (1d8 light crossbow)
(under divine power: attacks +17/+12/+7, damage 1d8+6+1d6 shockspear, +7 hit points)
AC 23 (dex, wis, cha, bracers +3, ring +1, amulet +1), hp65
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Weapon Focus (unarmed), Alchemy +4, Balance +5, Concentration +10, Diplomacy +11, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Scrying +1½
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day, charm monster 1/day, greater potion
Domains: Moon, Travel
Spells: (6/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favor, 1/faerie fire**, 1/remove fear, 2/bull’s strength, 2/endurance, 2/lesser restoration, 2/locate object**, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magic, 3/fly**, 3/searing light, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine power, 4/greater magic weapon, 4/summon monster IV, 5/healing circle, 5/summon monster V, 5/teleport**
Equipment: moon mote*, boots of striding and springing, bracers of armor +3, amulet of natural armor +1, ring of protection +1, +2 shock longspear, +1 kama, +1 mithral manriki gusari of binding,*** masterwork light crossbow, 20 masterwork bolts, wand of cure light wounds (15 charges)

* class, item, or spell from Magic of Faerun
** domain spell
*** unique magic item (see d20 Modern SRD for basic item), exotic weapon that gives bearer a +4 to trip checks with the weapon, and power to make ranged trip attacks with a 10’ range increment. When a successful trip attack is made, the weapon pins the target’s legs, requiring a Str check (DC25) or Escape Artist check (DC20) to win free. The owner of the weapon may release the hold as a free action.
 

Lazybones

Adventurer
Fariq, Human Rogue 4/Sorcerer 6/Duelist 2
S12, D16*, C10, I16, W10, Ch16
Fort +3, Ref +12, Will +6
Atk +11/+6 melee (1d6+2+1d6/12-20 rapier)
AC16 (20 w/mage armor), hp42
Skills and Feats: Ambidexterity, Dodge, Improved Critical (rapier), Improved Initiative, Mobility, Weapon Focus (rapier), Balance +12, Bluff +12, Concentration +6, Diplomacy +12, Disguise +10, Escape Artist +5, Forgery +10, Gather Information +10, Innuendo +2, Knowledge (arcane) +9, Perform +10, Pick Pocket +12, Search +8, Sense Motive +4, Scry +5, Spellcraft +9, Spot +10, Tumble +12
Special Abilities: Canny Defense, Precise Strike +1d6, Sneak Attack +2d6, Evasion, Uncanny Dodge
Spells known (per day: 6/7/6/4): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/ghost sound, 0/mage hand, 0/read magic, 1/charm person, 1/comprehend languages, 1/mage armor, 1/spider climb, 2/cat’s grace, 2/invisibility, 3/haste
Equipment: +1 keen shapeshifting rapier (assumes dagger form on command), gauntlets of dexterity +2, small portable hole (5 feet across, 5 feet deep), ring of mind shielding, wand of magic missiles (3rd level caster, 14, charges), healing potions

Eloren and Valdis, Elven Rogue 4/Ranger 2/ Harper Scout 1
S10, D16, C10, I11, W12, Ch12
Fort +4, Ref +9, Will +3
Atk +3 melee (1d8+1 longsword) and +3 melee (1d4+1 dagger), or +10 ranged (1d8 longbow)
AC18, hp30
Skills and Feats: Ambidexterity, Point Blank Shot, Track, Two-Weapon Fighting, Weapon Focus (longbow), Bluff +6, Diplomacy +9, Disable Device +6, Hide +10, Knowledge (local) +4, Listen +9, Move Silently +10, Perform +6, Sense Motive +3, Spot +9, Wilderness Lore +4
Special Abilities: Evasion, Favored Enemies (Orcs, Zhentarim), Sneak Attack +2d6, Uncanny Dodge, Harper Knowledge
Spells (1): 1/change self
Equipment: elven chainmail, longsword +1, dagger +1, masterwork composite longbow, 20 masterwork arrows, traveling supplies
 

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