What If... Character Thread


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Elf, Ghost, Rogue 7. (ecl 12)

Str: 8 /-1
Dex: 24/+7 (17 +2(elf) +5(item))
Con: --/--
Int: 12/+1
Wis: 10/+0
Cha: 29/+9 (18 +4(ghost) +1(level) +6(item))

HP: 66 (12 +12*0,75*6)
AC: 31 (10 +7(dex) +9(cha) +5(bracers) (50% miss chance for attacks from corporeal sources)
Init: +7
Speed: 30, Fly 30 (perfect maneuverability)
Bab: 5
Attack: +14, Touch attack
Full Attack: +12/+12 (two weapon fighting) Touch attack
Damage: 1d6 +1d4 ability damage +4d6 Sneak attack
Fort: +2 (+2+0)
Refl: +9 (+5+4) (50% miss chance for spells from corporeal sources)
Will: +2 (+2+0)
Feats: Two-Weapon Fighting, Weapon Finesse (touch attack), Weapon Focus (touch attack)

Skillpoints: 90
Bluff (Cha):..........19 (10+9)
Diplomacy (Cha):......23 (10+9+0+0+2+2)
Disguise (Cha):.......21 (10+9+0+0+2)
Hide (Dex):...........25 (10+7+0+8)
Intimidate (Cha):.....21 (10+9+0+0+2)
Listen (Wis):.........20 (10+0+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):.........18 ( 7+1+2+8)
Sense Motive (Wis):... 7 ( 7+0)
Spot (Wis):...........20 (10+0+2+8)
Speak language: Abyssal, Celestial, Infernal: 6 sp.

Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal.

Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +2, Sneak attack +4d6

Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Ghost Special Qualities:
*Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

* Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon.
A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost Special Attacks:
* Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.


88000gp

Ghostly equipment:
Gloves of Dex +5, 25000gp
Cloak of Cha +6, 36000gp
Bracers of armor +5, 25,000 gp
Noble's Outfit, 75gp

Grave:
A small pit, under a large unremarkable rock under a lot of other unremarkable and unmarked rocks, on the bottom of a deep crevice in a desolate area of the underdark.
 

Human Ghost, Shaper 7. (ecl 12)

Str: 8 /-1
Dex: 12/+1 (4 points)
Con: --/--
Int: 25/+7 (16 points, +1 level, +6 item
Wis: 10/+0 (2 points)
Cha: 27/+8 (13 points +4 ghost +6 item)

HP: 66 (12 +12*0.75*6)
AC: 23 (10 +1(dex) +8(cha) +4 (feat)(50% miss chance for attacks from corporeal sources)
Init: +1
Speed: 30, Fly 30 (perfect maneuverability)
Bab: 3
Attack: +4, Touch attack
Full Attack: +4 Touch attack
Damage: 1d4 ability damage
Fort: +2 (+2+0)
Refl: +3 (+1+2) (50% miss chance for spells from corporeal sources)
Will: +5 (+5+0)
Feats: Inertial Armor, Psionic Focus (Metacreativity), Greater Psionic Focus (Metacreativity), Trigger Power (Detect Thoughts)

Skillpoints: 90
Concentration: +10 (10 skill points)
Diplomacy: +5 (10 skill points, cross-class)
Knowledge: (psionics) +17 (10 skill points, +7 Int)
Knowledge: (arcana) +12 (10 skill points cross-class, +7 Int)
Knowledge: (the planes) +12 (10 skill points cross-class, +7 Int)
Psicraft: +17 (10 skill points, +7 Int)
Perform: + 18 (10 skill points, +8 Cha)
Sense Motive: +7 (10 skill points cross-class, +2 psicrystal)
Speak Abyssal, Auran, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orcish, Sylvan, Terran (10 skill points, 4 bonus from Int)

Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal.

Psion features: Psicrystal (Sympathetic, sighted, empathic link, telepathic link, self-propulsion, speak with other creatures), all attack modes, Tower of Iron Will, Mind Blank, Intellect Fortress)

Psionics: 42 pp/day
0 Detect Psionics, Far Hand, Finger of Fire, Missive, Telempathic Projection
1 Charm Person, Identify, Lesser Metaphysical Weapon, Matter Agitation
2 Augury, Detect Thoughts, Ectoplamsic Cocoon
3 Lesser Domination, Whitefire

Ghost Special Qualities:
*Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

* Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon.
A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost Special Attacks:
* Corrupting Gaze (Su): A ghost can blast living beings with a glance, ata ragne of up to 30 feet. Creatures that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.


88000gp

Ghostly equipment:
Headband of Intellect +6, 36000gp
Cloak of Cha +6, 36000gp

Grave: a carefuly concealed tomb, secured with 16000 gp worth of Walls of Stone and Nondetection spells, in a remote corner of an otherwise uninhabited archipelago.
 

Code:
Human Monk
Level 12

Str 16 +3 (6 pts) +2 belt
Dex 18 +4 (10 pts) +2 gloves
Con 19 +4 (10 pts) +3 lvls
Int 10 +0 (2 pts)
Wis 16 +3 (6 pts) +2 periapt
Cha  9 -1 (1 pts)

AC 30, Touch 23, Flat-Footed 25
  +3 Armor (bracer) 
  +2 Natural Armor (robe) 
  +2 shield (ring) 
  +5 Dodge (4 dex, 1 dodge) 
  +3 Deflection (3 ring)
  +5 Unnamed (3 Wis, 2 Monk)]

Speed 70 ft (30 +40 Monk)

hp 134  (hd 12d8+48+12 Improved Toughness)

Attacks
BAB +9
Unarmed Flurry (Greater Magic Fang):  +17/+17/+17/+12 (2d6+8, x2)

Fort +13 (+8 +4 con +1 vest)
Ref  +13 (+8 +4 dex +1 vest)
Will +12 (+8 +3 wis +1 vest)

Feats
Improved Initiative (Human)
Dodge (1st)
Mobility (3rd)
Defensive Throw (6th)
Improved Toughness (9th)
Elusive Target (12th)

Monk Bonus Feats
Stunning Fist (1st lvl)
Combat Reflexes (2nd lvl)
Improved Trip (6th lvl)

Skill Points 75 ((4+1 human)x15): 
Balance: 8 (4+4)
Climb: 8 (5+3)
Diplomacy 4 (5-1)
Hide: 14 (5+4+5)
Jump: 13 (10+3)
Listen: 14 (11+3)
Move Silently: 14 (5+4+5)
Sense Motive: 5 (2+3)
Spot: 14 (11+3)
Swim: 5 (2+3)
Tumble:  19 (15+4)

Equipment (88,000gp):
Hat of Disguise, 1,800gp
Goggles of Night, 12,000gp
Periapt of Wisdom +2, 4,000gp
Vest of Resistance +1, 1,000gp
Robe of Natural Armor +2, 8,000gp
Belt of Ogre Strength +2, 4,000gp
Cloak of Elvenkind, 2,500gp
Bracers of Armor +3, 9,000gp
Gloves of Dexterity +2, 4,000gp
Ring of Protection +3, 18,000gp
Ring of Force Shield, 8,500gp
Boots of Elvenkind, 2,500gp
Heward's Handy Haversack, 2,000gp
Permanent Greater Magic Fang +5
  Greater Magic Fang: 3rd lvl spell at caster lvl 20 - 600gp
  Permanency: 5th lvl spell at caster lvl 20 - 1000gp
  Permanency XP Cost: 1500xp - 7500gp
  Total:  9100gp
1600 gp

Monk Abilities:  As level 12 Monk

This is core only (except for some feats from Complete Warrior), so it's pretty standard. Some may think it's boring, but that's what I would want to be if I were a D&D character in the world today :) Not in a D&D world though!
 
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Joe “Argent” Leven
Half Celestial Elf, 4th Level Paladin/4th level Sorcerer.
Medium Outsider (Angel-Elf)
Hit Dice: 4d10+4d4+24 ( hp)
Initiative: +3
Speed: Run: 30 ft. (6 squares) Fly: 60 (12 Squares) Average
Armor Class: 14 (+3 Dex, +1 Natural.), touch 13, flat-footed 11
Base Attack/Grapple: +6/+1 Grapple: +10
Attack: Longsword +10 melee (1d8+1/19–20) or longbow +9 ranged (1d8/x3)
Full Attack: Longsword +10/+5 melee (1d8+1/19–20) or longbow +9/+4 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: See special.
Special Qualities: Elven traits, Celestial traits
Saves: Fort +13, Ref +10, Will +14*
Abilities: Str 18, Dex 17, Con 16, Int 16, Wis 18, Cha 20
Skills: Listen +6, Search +5, Spot +6, Diplomacy +16, Sense Motive +13, Concentration +14, Heal +11, Knowledge Religion +10, Spellcraft +8, Knowledge Arcana +8, Bluff +9, Profession: guide +8
Feats: Negotiator, Hover, fly by attack.
Alignment: Lawful Good
Paladin and Sorcerer Gifts: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands, Aura of courage, divine health, Turn undead (1st level cleric), Summon Familiar
––—— Spells per Day ——–—
0 1st 2nd
6 7+1* 4
Table: Sorcerer Spells Known
————— Spells Known —————
Level 0 1st 2nd
4th 6 3 1
* He has 1 first level paladin spell
Appearance: Joe stands 5’10” and weighs 130 pounds. He has long white hair and sapphire blue eyes. Tattoos on his body are tribal in design and of varying shades of blue and huge white angel’s wings.

Half Celestial-Elf Traits (Ex): Possess the following racial traits.
· Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +4.
· Medium size.
· An elf ’s base land speed is 30 feet. Fly speed is 60 (good maneuverability)
· Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
· (Not reflected in the saving throw modifiers given here.)
· Low-light vision.
· Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
· +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
· Automatic Languages: Common, Elven, and Celestial.
· Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
· Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
· Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
· Darkvision out to 60 feet.
· Immunity to disease.
· Resistance to acid 10, cold 10, and electricity 10.
· Damage reduction: 5/magic.
· A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
· Spell resistance 18.
· +4 racial bonus on Fortitude saves against poison.
Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease

More to come as I have the time.
 

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