Wrath of von Kittykiller Rogues Gallery.


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[sblock=Jeeves]
Name: Jeeves
Race: Half-Orc
Class: Fighter
Level: 10th
Alignment: LN
Size: Medium
Speed: 30 [40].

Str: 20 +5 [+2 Enhancement, +2 Racial] [10 Points]
Dex: 14 +2 [6 Points]
Con: 18 +4 [+2 Level, +2 Enhancement] [6 Points]
Int: 10 +0 [4 Points]
Wis: 10 +0 [2 Points]
Cha: 10 +0 [4 Points]

HP: 117 / 117 [Used 3/4 HD for d10]
AC: 20 [10 Base, +2 Dex, +7 Armor, +1 Deflection]
Initiative: +6
BAB: +10/+5

Saves:
Fort: +13 [7 Base, +4 Con, +2 Enhancement]
Refl: +7 [3 Base, +2 Dex, +2 Enhancement]
Will: +7 [3 Base, +0 Wis, +2 Feat, +2 Enhancement]

Attacks:
+1 Vicious Large Metal Cane (Heavy Mace): +15/+10 to hit for 2d6+8+2d6 dmg [+1d6 to me] (19-20x2 Crit)
Basic Ranged: +12/+7
Grapple: +15

Feats: (10)
1st: Weapon Focus (Heavy Mace)
Fighter 1st: Monkey Grip
Fighter 2nd: Iron Will
3rd: Power Attack
Fighter 4th: Weapon Spec. (Heavy Mace)
6th: Cleave
Fighter 6th: Great Cleave
Fighter 8th: Greater Weapon Focus (Heavy Mace)
9th: Improved Initiative
Fighter 10th: Improved Critical (Heavy Mace)

Skills: (26)
Climb: +11 [6 Ranks, +5 Str]
Intimidate: +7 [7 Ranks, +0 Cha]
Jump: +12 [7 Ranks, +5 Str]
Ride: +8 [6 Ranks, +2 Dex]

Magic Items:
+1 Vicious Large Metal Cane (Heavy Mace) [8,312 gp]
+2 Elven Chainmail (Worn Under the Tux) [8,150 gp]
Tux of Resistance +2 (As Cloak/Vest of Resistance) [4,000]
Tophat of Comprehend Lang. and Read Magic. (As Helm) [5,200 gp]
Monocle of the Eagle (As Eyes of the Eagle) [2,500 gp]
Pennyloafers of Striding and Springing (As Boots of) [5,500 gp]
Dress Golves of Orge Power (As Gauntles) [4,000 gp]
Bowtie of Health (As Amulet of) [4,000 gp]
Ring of Protection +1 [2,000 gp]
Ring of Sustenance [2,500 gp]
Pocket Watch of Shielding (As Broach of) [1,500 gp]
[/sblock]
 

Tao Shihong, Anthropomorphic Siamese Cat
Bard 5/Warlock 5

STR: 9 [4 pts.] (12-4 racial+1 8th level stat increase)
DEX: 16 [6 pts.] (14+2 racial)
CON: 12 [4 pts.]
INT: 14 [6 pts.]
WIS: 14 [4 pts.] (12+2 racial)
CHA: 18 [8 pts.] (15+1 4th level stat increase+2 cloak of charisma)

Height: 3' 2"
Weight: 35 lbs.
Sex: male
Age: 23
Alignment: Chaotic Good
Hair: seal point Siamese (cream body; dark brown face, ears, hands, feet, and tail)
Eyes: blue

Languages: Common, Elven, Sylvan

Racial Benefits:
Stats: -4 Str, +2 Dex, +2 Wis
Level Adjustment: +1
Type: Monstrous Humanoid
Size: Small - A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. A Small character must use smaller weapons than a Medium character.
Speed: 30 feet
Natural Attacks: Claws 1d3-1, Bite 1d4-1
Special Qualities: Darkvision 60'
Bonus Feat: Weapon Finesse
Favored Class: Rogue

BAB: +6/+1
Fort: +3 [1+1+1]
Ref: +8 [1+4+3]
Will: +10 [4+4+2]

HP: up to 70 (max possible 5d6+5d6+10)
AC: 18 = 10+4 [chain shirt]+3 [Dex] +1 [Size]

Feats: Weapon Finesse (bonus); Extra Music, Point Blank Shot, Lyric Spell, Precise Shot

Skills*: Bluff +11 [8+3], Diplomacy +15 [8+3+2 Bluff+2 Sense Motive], Gather Information +13 [8+3+2 Know: Local], Knowledge: Arcana +15 [8+5 lok+2], Knowledge: Local +10 [8+2], Perform (oratory) +11 [8+3], Sense Motive +15 [8+5 lok+2], Spellcraft +9 [5 lok +2+2 know: arcana, +11 scrolls], Use Magic Device +16 [8+5 lok+3]

* not yet adjusted for +2 cloak of charisma or circlet of persuasion

Class Abilities
Eldritch blast 3d6 (+1 Point Blank), Ranged Touch +10 (+11 Point Blank)
Detect magic at will
Damage reduction 1/cold iron
Deceive Item: Take 10 on Use Magic Device checks

Bard spells: 3/4/2 (spells known 6/4/3)

0: dancing lights, lullaby, mage hand, mending, message, prestidigitation
1: charm person, expeditious retreat, grease, silent image
2: glitterdust, enthrall, tongues

Invocations known:
baleful utterance: as the shatter spell plus possible dazed and deafened
breath of the night: as the fog cloud spell
summon swarm: summons bats, rats, or spiders

Phat Lootz:
broom of flying [17000], circlet of persuasion [4500], wand of cure light wounds [750], cloak of charisma +2 [4000], rod of python [13000], serpentine owl figurine [9100], chain shirt [100], 550 gp
 

Name: Squee “Stinkbomb” Spleenmaster

Race: Goblin
Class: Binder 10
XPs: 45,000 current/55,000 next level

Patron God: None
Alignment: Neutral
===================================
Str: 13 (8 points -2 racial)
Dex: 18 (6 points +2 racial +2 item)
Con: 14 (6 points)
Int: 10 (2 points)
Wis: 8 (0 points)
Cha: 18 (10 points -2 racial +2 level +2 item)
===================================
HP: 68 (8+20 (4*5)+20 (5*4)+20; 10d8+10*CON)
AC: 22 (+4 Dex, +1 Size, +5 Armor, +0 Shield, +2 Deflection) (AC 24 with Savnok’s Bound Armor)
Init: +7
Speed: 30 feet
BAB: +7
Mel: +7+1+1
Rng: +7+1+3
Fort: +7+2
Refl: +3+3
Will: +7-1
===================================
Special Abilities
Race: -2 STR, -2 CHA, +2 DEX, Small size, dark vision 60 ft, +4 racial bonus on Move Silently and Ride checks

Class: Soul Binding (+14 on binding check, 2 vestiges), pact augmentation (3 abilities), soul guardian (immune to fear, slippery mind)

Other:

===================================
Feats: Expel Vestige (1st), Improved Initiative (3rd), Ignore Special Requirements (bonus), Improved Binding (6th), Power Attack (9th)

===================================
Languages: Common, Goblin

===================================
Skills (2 + INT skills at max, 26 + 10*INT points)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Bluff +11 (=7+4+0)
Diplomacy +10 (=6+4+0)
Hide +8 (=0+4+4)
Intimidate +8 (=4+4+0)
Move Silently +8 (=0+4+4)
Ride +8 (=0+4+4)

Trained Only: +X (=Rank + Stat Mod + Other)
Decipher Script +5 (=5+0+0)
Knowledge (arcana) +1 (=1+0+0)
Knowledge (history) +1 (=1+0+0)
Knowledge (religion) +1 (=1+0+0)
Knowledge (the planes) +1 (=1+0+0)
===================================
Magic Items (location, weight): +1 Mithral Chain Shirt (2,100 GP, chest, 6 lbs), Ring of Sustenance (2,500 GP, left middle finger), Cloak of Charisma +2 (4,000 GP, shoulders, 1 lb), Gloves of Dexterity +2 (4,000 GP, hands), handy haversack (2,000 GP, back, 3 lbs), Bottle of Air (7,250 GP, in haversack, 1 lb), Ring of Protection +2 (8,000 GP), Winged Boots (16,000 GP, feet, 1 lb)
Potions (all in haversack): 5 potions of Cure Light Wounds, CL 1 (250 GP total), 3 potions of Cure Moderate Wounds, CL 3 (900 GP total), 2 potions of Lesser Restoration (600 GP total)

===================================
Other Equipment:
Weapons: none visible, Air Blast +9 melee touch (2d6 damage, B, 20/x2, 10 ft. reach)

Armor, Clothes: Peasant Outfit, +1 Mithral Chain Shirt (+5 AC, +6 max Dex, 0 ACP)

-----------------------------------
Container: Haversack Main (ignore weights)

Contents: Bedroll: 1 SP, 1.25 lbs
Blanket, winter: 5 SP, .75 lbs
Crowbar: 2 GP, 5 lbs
Rope, silk (50 ft.): 10 GP, 5 lbs
10 chunks of meat: 3 GP, 5 lbs
10 hunks of cheese: 1 GP, 5 lbs
10 loaves of bread: 2 SP, 5 lbs
2 bottles of fine wine: 20 GP, 3 lbs
3 gallons of ale (in clay jugs): 7 SP, 29 lbs
5 waterskins: 5 GP, 5 lbs



Container: Haversack Left Pocket (ignore weights)

Contents: 4 flasks of Acid: 40 GP, 4 lbs
2 flasks of Alchemist’s Fire: 40 GP, 2 lbs
5 potions of Cure Light Wounds, CL 1 (250 GP total),
3 potions of Cure Moderate Wounds, CL 3 (900 GP total),
2 potions of Lesser Restoration (600 GP total)



Container: Haversack Right Pocket (ignore weights)

Contents: all coins



-----------------------------------
Money
PP: 125
GP: 16
SP: 6
CP: 10
Gems/Other: 0
-----------------------------------
Load
Light: 0-37 lbs.
Medium: 38-75 lbs.
Heavy: 76-113 lbs.
Current: 0 lbs.
===================================
Soul Binding
Effective Binder Level & Binding Check: 10 (12 for determining available vestiges) & +14
Save DCs for any Vestige Abilities: 19
Vestiges Bound: 2
Maximum Vestige Level: 5/6
Vestige(s) Typically Bound: Otiax and Tenebrous or Savnok
Typical Pact Augmentations: +2 insight bonus on damage rolls, +2 insight bonus on Initiative checks (not included in statistics above)
===================================
Description (include Age, gender, height, weight, physical description):
Squee is very strange, even by goblin standards. His skin is of a dirty yellow color, with eyes of dark red hue. He’s a little on the small side, standing at 3’3” though he usually hunches, and he weighs a plain 40 pounds. Despite these nondescript first appearances, it is quickly obvious to anyone that Squee is unusually perceptive for a goblin, and his odd face has a peculiar charm to it. His face is somewhat rounded, unlike the more-commonly hard and angular features of the goblinoids. His ears are a little less pointed than others of his kind and tend to flare out further from his head, making him look something closer to a bat. His eyes are also a bit larger and rounder than other goblins, as if giving him an appearance of “puppy-dog eyes” at almost all times.

But even with these parts of his appearance being even slightly beguiling, that is all shattered when the observer gets within about twenty feet. The reason for this is that Squee stinks. He earned his old nickname of “Stinkmaster.” He is constantly surrounded by a faint repugnant odor, at the very least off-putting to anyone. But after he eats, or if anyone pulls one of his fingers, the smell gets a lot worse as Squee releases the pent-up gas in his bowels. It has been known, in the past, to actually pop him into the air from a sitting position, much to his consternation and the disgust of everyone around.

===================================
History:
Who cares? All that matters is that Squee smells. Do you really want to know how he got to stink so badly? I thought not…
 

El Gato Loco, enlightened fist and protector of los gatos.

Male Human Lawful Neutral monk 3/scorcerer 6/enlightened fist 1

work in progress

El Gato, Wizard 10
Code:
[B]STR[/B] 14 ( 6 pts) 16 +3
[B]DEX[/B] 14 ( 6 pts) 16 +3
[B]CON[/B] 14 ( 6 pts) 16 +3
[B]INT[/B] 18 (10 pts) 20 +5
[B]WIS[/B] 12 ( 4 pts) 12 +1
[B]CHR[/B] 8  ( 0 pts) 08 -1
Adjsutments: +1 Int at lv 4; +1 Int at lev 8
magic enhancements: +2 each to Str, Con, Dex and Int

Hd: 10d4+30 Hp: 58
BAB: +5    Init: +7
  
[B][U]SAVE   BASE  ABIL  MISC  TOTAL[/U][/B]
[B]FORT[/B]    +3    +3    +3    +9
[B]REF[/B]     +3    +3    +3    +9
[B]WILL[/B]    +7    +1    +3    +11

Proofs: 
hp: [url=http://invisiblecastle.com/roller/view/2452477/] 9d4=24 [/url] 

[b]Defense[/b]
[B]Item   Bonus   Type[/B]
Amulet  +2    Natral
self    +3    dex

A/C: xx  Touch: xx  FF:  xx

Attack:
Melee +8
Ranged +8
Grapple +8

Skills and feats

[B]Class Features[/B]

[B]Race Features[/B]

[B]Feats[/B]
[B][U]HUMAN:[/U][/B] Improved Inititive
[B][U]CL 1:[/U][/B] Improved Unarmed strike
[B][U]CL 3:[/U][/B] Craft Wonderous Item
[B][U]WIZARD 5:[/U][/B] Sudden silent
[B][U]CL 6:[/U][/B] Improved Grapple
[B][U]CL 9:[/U][/B] 2 weapon fighting
[B][U]WIZARD 10:[/U][/B] Energy substituion (CA)


[B][U]Skills     Ranks abil misc total  notes[/U][/B]
Conc        12   +3         +15
Craft Armor 10   +5         +15  (1)
Craft Wpns    7   +5         +12  (2)
Decr Script  1   +5         +6
Knowledge:
Arcana      10   +5         +14  (3)
Arch/Eng     5   +5         +10  (4)
Dungeon      5   +5         +10  (5)
Geog         3   +5         +8   (6)
History      3   +5         +8  
Local        5   +5         +10  (7)
Nature       8   +5         +17   (8)
Nob/Royal    5   +5         +10  (9)
Religon      3   +5         +8  
Planes       3   +5         +8  (10)
Spellcraft  12   +5  +2  +19  (11)
Spot (cc)    8   +1         +9  (12)
Search (cc)  5   +3           +8 (13)
(1)[size=2]syn: +2 appr armor[/size]
(2)[size=2]syn: +2 appr wpns[/size]
(3)[size=2]Syn: +2 Spellcraft checks[/size]
(4)[size=2]Syn: search (secret doors) and such[/size]
(5)[size=2]Syn: survival (underground)[/size]
(6)[size=2]Syn: survival to avoid hazrds/not get lost[/size]
(7)[size=2]Syn: Gather info[/size]
(8)[size=2]Syn: survival (above ground-natral)[/size]
(9)[size=2]Syn: Diplomacy[/size]
(10)[size=2]Syn: survival( extra-planer)[/size]
(11)[size=2]Syn: Use magic device (scrolls)[/size]
(12)[size=2]Syn: survival (tracking)[/size]
(13)[size=2]Syn: survival (tracking)[/size]


Equipment:
[B][u]Item                            Cost:    Weight:[/u][/B]
Infinite Scrollcase             2800.00      3.0 (MIC 162)
Bacobb's blessed book          12500.00      (DMG 249)
Boots striding and springing    5500.00     (DMG 250) 
Amulet of natral armor +2       8000.00      (DMG 246)
Belt of hidden pouches          5000.00      1.0 (MIC 74)
Everlasting rations              350.00      1.0 (MIC 160)
Heward's Handy Haversack        2000.00         (DMG 259)
Pearl of Power                  4000.00      (DMG 263)
Shirt of Phisical prowess       8000.00      +2 str/con (MIC 234)
bracers of nimble body and mind 8000.00      +2 Dex/Int (MIC 234)
Cloak of resistance +3          9000.00      (DMG 253)


Spells: orsn 1st 2nd 3rd 4th 5th
[B]Base[/B]     4    4   4   3   2   1
[B][u]bonus[/u][/B]    0   +2  +1  +1  +1  +1
[B][U]item[/B]             +1                                   X[/u]
[B]Total[/B]    4   6  5+1  4  3  2

[sblock=Item Information]
Belt of hidden pouches: has 10 hidden pockets each can hold
5 lb or 1/2 ft ^3 no one side cna be alrger then 6 inches
total cap: 30 pockes and 150 lb

Creates food for 1 med creature at the start of each sunrise


Code:
[spell book 491 pages used]
work in progress

Wizard Spells

[b]0-Level Sorcerer/Wizard Spells (Cantrips)  14 pages[/b]

Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, 
    + 5-ft. square/2 levels beyond 1st (max 5).
Detect Poison: Detects poison in one creature 
    or small object.
Detect Magic: Detects spells and magic items 
    within 60 ft.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Amanuensis: Copy nonmagical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Stick: Glues an object weighing 5 pounds or less to 
    another object.
Arcane Mark: Inscribes a personal rune (visible 
    or invisible).
Prestidigitation: Performs minor tricks.
 
[b]1st-Level Sorcerer/Wizard Spells 29 pages[/b]

Endure Elements: Exist comfortably in hot or cold 
    environments.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, 
    counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Corrosive Grasp: 1 touch/level deals 1d8 acid Damage
Grease: Makes 10-ft. square or one object slippery.
Hail of StoneM: Stones deal 1d4 points of damage/level 
    to creatures in the area (max 5d4).
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Orb of Acid, Lesser: Ranged touch attack deals 1d8 
    acid damage + 1d8/2 levels beyond 1st (max 5d8).
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken 
    and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in 
    illuminated area.
Ice Dagger: Grenade like weapon deals subject 1d4/level 
    cold damage, plus area damage
Magic Missile: 1d4 +1 damage; +1 missile per two 
    levels above 1st (max 5).
Ray of Flame: Ray deals 1d6/2 levels fire damage, 
    ignites subject
Chill Touch: One touch/level deals 1d6 damage and possibly 
    1 Str damage.
Spirit Worm: Subject takes 1 point Con damage every 
    round for 1 round/level
Accelerated Movement: Balance, Climb, or Move Silently 
    at norm speed with no penalty on skill check
Animate RopeS: Makes a rope move at your command.
Cutting Hand: Your hand gains a +2 enhancement bonus 
    and deals 1d6 damage
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Low-Light Vision: See twice as far as a human in 
    poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Reduce Person: Humanoid creature halves in size.

[b]2nd-Level Sorcerer/Wizard Spells 82 pages[/b]

Arcane LockM: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of  
    damage/attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round 
    +1 round/three levels.
Ice Knife: Magical shard of ice deals 2d8 cold damage 
    plus 2 Dex damage, or deals 1d8 cold damage in 
    10-ft.-radius burst.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object 
    (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and 
    Cha damage.
Battering Ram: Deals 1d6 damage plus bull rush.
Continual FlameM: Makes a permanent, heatless torch.
Fire burst: Creatures within 10 feet take 1d8/lv fire dam
Force LadderF: Creates an immobile ladder of force.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Veil of Shadow: Darkness grants you concealment
Dark Way: Creates temporary unbreakable bridge supporting 
    up to 200 lb./level
Invisibility: Subject is invisible for 1 min./level or until 
    it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 
    +1 per three levels, max 8).
Phantasmal Assailants: Nightmare creatures strike subject for 
    8 Wis damage, 8 Dex damage
Blindness/Deafness: Makes subject blinded or deafened.
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round
Ghoul Glyph: Glyph wards area, paralyzes victims
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to 
    deliver touch attacks.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level
Belker Claws: Touch attack deals 2d12 damage and lingers 
    +1 round/3 levels
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Ghost Touch Armor: Armor works normally against 
    incorporeal attacks
Infernal Wound: Weapon deals persistent, bleeding wounds
Knock: Opens locked or magically sealed door.
Lively Step: You and allies gain +10 increase to speed
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Razor fangs: Your bite or claw attack threatens a critical 
    hit on a 19 or 20
Rope Trick: As many as eight creatures hide in 
    extra-dimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Surefooted Stride: You can move over rubble as easily as 
     you can over open ground
Swim: Subject gains swim speed, +8 bonus on Swim checks
Wraithstrike: Your melee attacks strike as touch attacks 
    for 1 round

[b]3rd-Level Sorcerer/Wizard Spells 108 pages[/b]

Dispel Magic: Cancels magical spells and effects.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of 
    damage from one kind of energy
Sign of SealingM: Magical sigil protects door or chest, 
    deals 1d4/level damage (max 10d4) if opened
Acid Breath: Cone of acid deals 1d6 dam/level (max 10d6).
Mage Armor, Greater: Gives subject +6 armor bonus.
Phantom SteedS: Magic horse appears for 1 hour/level.
Regal Procession: As mount, but you summon several mounts
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 
    1 min./level.
Tongues: Speak any language.
Hold Person: Paralyzes one humanoid for 1 round/level.
Mesmerizing Glare: Your gaze fascinates creatures
Chain Missile: Multiple missiles deal 1d4+1 damage each, 
    then strike secondary targets
Fireball: 1d6 damage per level, 20-ft. radius.
Glowing OrbF: Creates permanent magical light; you 
    control brightness
Hailstones: Frigid globes deal 5d6 cold damage
Scintillating Sphere: 20-ft.-radius burst deals 1d6 
    electricity/lvl
Wind Wall: Deflects arrows, smaller creatures, and gases.
Claws of Darkness: Claws deal 1d8 cold damage and 
    have reach
Displacement: Attacks miss subject 50% of the time.
Disrupt Undead, Greater: As disrupt undead, but 1d8 dam/level
Gentle Repose: Preserves one corpse.
Air Breathing: Subjects can breathe air freely
Beast Shape I: You take the form of a Small or Medium animal.
Deeper Darkvision: Subject can see 90 ft. in magical dark
DiamondsteelM: Metal armor provides damage reduction
Dolorous Blow: Weapon’s threat range is doubled and 
    threats are automatically confirmed
Dragonskin: You gain a bonus to natural armor plus 
    energy resistance 10
Flame Arrow: Arrows deal +1d6 fire damage.
Haste: One creature/level moves faster, +1 on attack rolls, 
    AC, and Reflex saves
Magic Weapon, Greater: +1/four levels (max +5).
Secret PageS: Changes one page to hide its real content.
Slow: One subject/level takes only one action/round, 
    –1 to AC, Reflex saves, and attack rolls.
Steeldance: Blades hover around you and attack foes

[/sblock]
Item description:
Belt, Monk’s

This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.

Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.
 

In the blue corner, from parts unknown, Its El Gato LOCO!!!!


El Gato Loco, enlightened fist and protector of los gatos.

Male Human Lawful Neutral monk 3/scorcerer 6/enlightened fist 1

work in progress

member of the ASPCA (Arcane Spell Casters for the Prevention of the Cruelty to Animals) and WWWF (World Wrestleling Wizards and scorcerers Federation)

Code:
[B]STR[/B]  16 +3   Hd: 8+(2d8)+(6d4)+(1d8)+10
[B]DEX[/B]  14 +2   Hp: 46
[B]CON[/B]  12 +1   BAB: +5  Grapple: +8
[B]INT[/B]  14 +2   AC: 20  Touch: 18  FF: 17
[B]WIS[/B]  16 +3   Inititive:+2
[B]CHR[/B]  18 +4
Level Adjsutments: Lv 4: +1 Cha; Lv 8 +1 Cha
Magic Enhancements: +2 each to Str, Dex, Wis and Cha

 [B] Saves: [/B]  
[B][U]SAVE   BASE  ABIL TOTAL[/U][/B]
[B]FORT[/B]    +5    +1     +6 (M: +3; S: +2; E +0)
[B]REF[/B]     +7    +2     +9 (M: +3; S: +2; E +2)
[B]WILL[/B]   +10    +3     +13 (M: +3; S: +5; E +2)
Special: +2 Vs Enchantment school

Proofs: 
hp: [url=http://invisiblecastle.com/roller/view/2474837/]3d8=14, 6d4=14[/url] 

[b]Defense[/b]
[B]Source amount type[/B]
Amulet  +2    Natural
Self    +2    Dex
Ring    +2 Deflection
Class   +3 Wisdom
Class   +1 Dodge

A/C: 20  Touch: 18  FF:  17

[B]Offense[/B]
Attack:
Melee +8
Ranged +7 
Grapple +8

Unarmed: +8 Att  2d6+3 Dam crit: 20/*2

Skills and feats

[B]Class Features[/B]
Monk:
Stunning fist
Improved Unarmed strike
Combat Reflexes
Evasion
Fast Movement
Still Mind

Scorcerer:
Summon Familiar
Spells (arcane)

Enlightened Fist:
Ki- Strike(Magic)
[B]Race Features[/B]

[B]Feats[/B]
[B][U]HUMAN:[/U][/B] Practised Spell Caster
[B][U]CL 1:[/U][/B] Combat Casting
[B][U]CL 3:[/U][/B] Improved Grapple
[B][U]CL 6:[/U][/B] Superior Unarmed Strike (BO9S pg 33)
[B][U]CL 9:[/U][/B] 


[B][U]Skills     Ranks abil misc total  notes[/U][/B]
Balence       6     +2          8
Climb         5     +3          8
Conc          8   +1         9
Escape Artist 5     +2          7
Hide          6     +2          8
Jump          6     +3          9
Knowledge:
Arcana        5   +2         +7  (3)
Religon       1   +2         3  
Listen        6     +2          8
Move Silent   6     +2          8
Sense Motive  5     +3          8
Spot          6     +3          9
Swim          1     +3          4
Tumble        10     +2          7
Spellcraft    12   +5  +2  +19  (11)


(3)[size=2]Syn: +2 Spellcraft checks[/size]
(11)[size=2]Syn: Use magic device (scrolls)[/size]



Equipment:
[B][u]Item                            Cost:    Weight:[/u][/B]
Cape of Fey's blessing        8000.00      
natral armor +2 (DMG 246)
Belt, Monk's                 13,000     1.0 Lb
(DMG )
Everlasting rations             350.00      2.0 lb
(MIC 160)
Heward's Handy Haversack        2000.00         5.0 Lb
(DMG 259)
Bracers of Phisical prowess      8000.00      
+2 str/dex (MIC 234)
Mask of Wise Leadership      8000.00      1.0 Lb
wrestler's mask gives +2 to Wis and cha (MIC 234)
Ring of Deflecting Blows    8000.00     ---
+2 Deflection to AC (MIC 234)
Magic Bedroll          500.00     6.0 Lb
100 ft Silk Rope          20.00     10.0 Lb
Scroll Tube               1.0     0.5 Lb
   Pen X 10               1     ---
   Ink X5               40.0     ---
Scroll Tube               1.0     0.5 Lb
   paper X 50               20      ---
Flint and steel               1.0     ---
Oil flask X 4               0.4     4.0 Lb
Water Skin X2     2.0     8.0 Lb
Acid, Flask X 2     20.0     2.0 lb
Alchemist's Fire X 2     40.0     2.0 Lb
EverBurning Torch     110.0     1.0 Lb
Sun Rod X 10     20.0     10.0 Lb
Scroll tube      1.0     0.5 Lb
   Tinder Twig X 50     50.0     ---
Climber's Kit     40.0     5.0 Lb
Spell Comp pouch X2     10.0     2.0 Lb

Spells: orsn 1st 2nd 3rd 4th 5th
[B]Base[/B]     6    6   5   1   --   --
[B][u]bonus[/u][/B]    0   +1  +1  +1  +1

[B]Total[/B]    6    7   6   2  --  --

[sblock= class feature info]
Flurry of Blows: A monk must use a full attack action to strike with a flurry of blows.When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Improved Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks.

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.


[/sblock]

[sblock=Item Information]
shirt of hidden pockets: has 10 hidden pockets each can hold
5 lb or 1/2 ft ^3 no one side cna be alrger then 6 inches
total cap: 30 pockes and 150 lb
Everlasting rations: Creates food for 1 med creature at the start of each sunrise

Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers
great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as
a monk of five levels higher. If donned by a character with the Stunning Fist feat, the
belt lets her make one additional stunning attack per day.


[/sblock]

[sblock=Spells]

0-Level Sorcerer/Wizard Spells (Cantrips)

Acid Splash:
Detect Poison: Detects poison in one creature
or small object.
Detect Magic: Detects spells and magic items
within 60 ft.
Dancing Lights: Creates torches or other lights.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells

Mage Armor: Gives subject +4 armor bonus.
Blood Wind: Subject uses natural weapons at range.
Magic Missile: 1d4 +1 damage; +1 missile per two
levels above 1st (max 5).
Low-Light Vision: See twice as far as a human in
poor illumination.

2nd-Level Sorcerer/Wizard Spells 82 pages

Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

3rd-Level Sorcerer/Wizard Spells

Magic Weapon, Greater: +1/four levels (max +5).

[/sblock]
 
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