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Post by Rainbow Rage on Apr 30, 2010 11:58:48 GMT -5
Post Characters here, please be very detailed.
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Post by Duskwalker on May 1, 2010 13:13:56 GMT -5
Name: Torinn Bloodspiller Class: Fighter 7/Barbarian 5 Race: Half-Elf Age: 20 Height: 6'6-6'10 Weight: 290-350 Skin: White Hair: Black Eyes: Blue Alignment: Chaotic Neutral Deity: Talromm Speed: 40 [50 while raging]
Stats
HP:165[189] AC:28 Rage: 17 Rounds
Base(Magically Modified) Str: 23(27)[31] Dex:14 Con:16(20)[24] Int:13 Wis:10 Cha:8
BAB:+12/+7/+2 Grapple: +20 Trip: +31[+33]
Attack Flail +3 (+24/+19/+14) 1d8+14 {Crit range: x2}
Raging: (+26/+21/+16) 1d8+16 {Crit range: x2}
Fort:+13 =+7+5+1 Ref: +6=+3+2+1 Will: +4(+5)=+3+0+1(+1 against fear)
Feats: Toughness Combat Expertise Fury's Fall Improved Trip Greater Trip Cleave Weapon Focus(Flails) Weapon Specialization(Flails) Skill Focus (Craft:Weapon) Power Attack Combat Reflexes
Abilities: Weapon Training(Flails) Armor training(+2 reduction to armor penalty and Dex allowance) Rage Rage Powers:Swift Footx2 Fast Movement Uncanny Dodge Trap Sense +1 Improved Uncanny Dodge
Skills: Climb +22[24]=+12+8+3-1 Swim +21[23]=+11+8+3-1 Ride +15=+11+2-1+3 Craft(Weapon) +19=+12+3+1+3
Inventory: 405 Gold Mithral Fullplate +4 Mithral Heavy Shield Flail +3 Amulet of Natural Armor +1 Belt of Physical Might +4 (Strength, Constitution) Cloak of Resistance +1 x6 Cure Serious Wounds Potions
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Post by Valree on May 1, 2010 15:24:16 GMT -5
ATTACHED PDF is not complete. no name or back story yet. I'll read about Kellryia and finish up after your advice. Attachments:
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Post by DEATH PONY on May 29, 2010 18:32:36 GMT -5
====== Created Using Wizards of the Coast D&D Character Builder ====== Daisy Brandyswill, level 3 Halfling, Ranger Fighting Style: Hunter Fighting Style Ranger: Prime Shot Versatile Expertise: Versatile Expertise (Bow) Versatile Expertise: Versatile Expertise (Light Blade)
FINAL ABILITY SCORES Str 11, Con 10, Dex 20, Int 10, Wis 14, Cha 10.
STARTING ABILITY SCORES Str 11, Con 10, Dex 18, Int 10, Wis 14, Cha 8.
AC: 18 Fort: 12 Reflex: 17 Will: 13 HP: 32 Surges: 6 Surge Value: 8
TRAINED SKILLS Dungeoneering +8, Perception +8, Nature +8, Acrobatics +13, Stealth +11, Thievery +14
UNTRAINED SKILLS Arcana +1, Bluff +1, Diplomacy +1, Endurance +1, Heal +3, History +1, Insight +3, Intimidate +1, Religion +1, Streetwise +1, Athletics +1
FEATS Level 1: Halfling Short Bow Hunter Level 2: Sneak of Shadows Feat User Choice: Versatile Expertise
POWERS Ranger at-will 1: Nimble Strike Ranger at-will 1: Twin Strike Ranger encounter 1: Two-Fanged Strike Ranger daily 1: Hunt's End Ranger utility 2: Far Sight Ranger encounter 3: Parting Strike
ITEMS Adventurer's Kit, Short sword, Shortbow, Arrows (60), Point Blank Shortbow +1, Leather Armor, Dagger, Eagle Eye Goggles (heroic tier), Burglar's Gloves (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Post by Madscotsman on Feb 2, 2011 13:09:05 GMT -5
Name: Kieran Halcyon Class: Wizard 12 Race: Elf Age: 150 Sex: Male Height: 5'7" Weight: 130 Hair: Pale Blonde Eyes: Violet
11,14,15,18,15,10 Str: 9 -1 Con: 12 +1 Dex: 17 +3 21 +5 Int: 27 +8 Wis: 15 +2 Chr: 10 +0
HP: 90
AC: 18(22 with mage armor) Touch: 16 FF: 12(16 with mage armor)
Fort: +11 Ref : +11 Will: +14
Initiative: +7
Items: Rod of Quickening: Lesser(3/day) Headband of Vast Intelligence +4(created) Ring of Protection +3 Amulet of Natural Armor +2 Wand of Magic Missile(9th) Cloak of resistance +4 Scroll of Hallucinatory Terrain Scroll of Banishment Scroll of Cloudkill Staff of Abjuration [40 charges] Lord's Banner of Victory Ring of Wizardry II Belt of Incredibly Dexterity +4 Tourmaline worth 60 gp Silver Pearl worth 130 gp Violet Garnet worth 400 gp Silver Anklet worth 30 gp Life-size statue of a camel worth 230 gp Crystal bowl and pitcher worth 300 gp Mithral Wind Chimes worth 400 gp Silver Brooch inscribed 'To my beloved Anthea' worth 800 gp Holy vestments of samite bearing symbols of Ellis worth 1000 gp Golden pendant with a flawless ruby worth 1700 gp
5050 gold
Quest Stuff: Map to the Barrol Tower
Feats: Scribe scroll(Bonus) Improved Initiative(1) Toughness(3) Spell Focus(Evocation)(5) Craft Wondrous Item(Bonus) Combat Casting(7) Augment Summoning(9) Extend Spell(Bonus) Spell penetration(11)
Skills: Appraise: 23 = (12) + 8 + 3 Fly: 16 = 5 + 8 + 3 Knowledge(Arcana): 23 = 12 + 8 + 3 Knowledge(Nature): 23 = (12) + 8 + 3 Knowledge(Planes): 23 = 12 + 8 + 3 Knowledge(Nobility): 23 = 12 + 8 + 3 Knowledge(History): 23 = 12 + 8 + 3 Knowledge(Religion): 18 = 7 + 8 + 3 Spellcraft: 23 = 12 + 8 + 3
Languages: Common, Elven, Infernal, Abyssal, Celestial, Giant, Draconic, Goblin
Spells: Specialization: Conjuration Summoning spells get +1/2 level to duration 30' per level teleport per day Acid Dart 11/day (d6+Half Level, 30' ranged touch)
Banned Schools: Necromancy, Enchantment Spells Known:
1: Shield Mage Armor Identify Burning Hands Magic Missile Disguise Self Enlarge Person Grease Feather Fall
2: Glitterdust Resist Energy Flaming Sphere Acid Arrow Invisibility Rope Trick Levitate Fox's Cunning See Invisibility
3: Summon Monster 3 Haste Dispel Magic Fireball Phantom Steed Fly Slow
4: Black Tentacles Resilient Sphere Dimension Door Scrying Summon Monster 4 Confusion Arcane Eye
5: Summon Monster 5 Cone of Cold Teleport Baleful Polymorph Wall of Stone Wall of Force Overland Flight Telekinesis Permenancy
6: Summon Monster 6 Disintegrate Chain Lightning Getaway Flesh to Stone
Spells Prepared 0: Light Detect Magic Diet Wish Mage Hand
1:6+1 slots Mage Armor(Conjurer) Mage Armor Shield Shield Grease Grease Disguise Self
2:6+1 slots Glitterdust(Conjurer) Invisibility Invisibility Resist Energy See Invisibility Rope Trick Flaming Sphere
3:6+1 slots Phantom Steed(Conjurer) Haste Fireball Fireball Fly Slow Dispel Magic
4:5+1 slots Summon Monster 4(Conjurer) Summon Monster 4 Black Tentacles Black Tentacles Resilient Sphere Arcane Eye
5:4+1 slots Summon Monster 5(Conjurer) Summon Monster 5 Baleful Polymorph Wall of Force Cone of Cold
6:3+1 slots Summon Monster 6(Conjurer) Chain Lightning Disintegrate Flesh to Stone
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Post by Rarity on Feb 3, 2011 12:48:11 GMT -5
Zyara ?? Half-elf Druid 12 38 years old 5'11'' 150 lbs Speed: 30' Neutral
Str: 9 Dex: 16 Con: 14 Int: 15 Wis: 27 Cha: 11
HP: 87 AC: 22=6+3+1+1+1 Base Attack +9/+4 Initiative: +7
Longbow +1 +12/+7 to hit. D8+0 dmg
Fort: 12=8+2+3 Ref: 9=4+3+3 Will: 18=8+8+3
Nature Bond (Ex)
At 1st level, a druid forms a bond with nature. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.
Skills: Climb: 14=12-1+3 Handle Animal: 27=12+8+4+3 Knowledge Geography: 16=12+2+3 Knowledge Nature: 19=12+2+2+3 Perception: 25=12+8+2+3 Ride: 21=12+2+4+3 Survival: 25=12+8+2+3
Feats: Animal Affinity Improved Initiative Spell Focus: Evocation Combat Casting Natural Spell Spell Penetration
Spells:
Level 0 - 4/day Stabilize Detect Magic Detect Poison Light
Level 1 - 6/day Cure Light Wounds Entangle Speak w/ animals Charm Animal Calm Animals Endure Elements
Level 2 - 6/day Bear's Endurance Bull's Str Cat's Grace Flaming Sphere Owl's Wisdom Resist Energy
Level 3 - 6/day Call Lightning Cure Moderate Wounds Protection from Energy Hurricane Blast Daylight Poison
Level 4 - 5/day Cure Serious Wounds Icestorm Ball Lightning Dispel Magic Flame Strike
Level 5 - 4/day Baleful Polymorph Call Lightning Storm Cure Critical Wounds
Level 6 - 3/day Sirocco Bear's Endurance, Mass
Items: +3 Hide w/ Wild Ring of Protection +1 +1 Longbow Headband of Inspired Wisdom +4 Dusty Rose Ioun Stone Amulet of Natural Armor Bag of Holding 1 Cloak of Resistance +3 Belt of Mighty Constitution +2 Efficient Quiver
Gold: 3200
Languages: Sylvan Druidic Shallysian Kellryian Draconic
--------------------------------------------- Animal Companion Bear Size: Large HD: 9
Str: 27 Dex: 15 Con: 18 Int: 2 Wis: 12 Cha: 6
AC: 20=7+2+1 HP: 83
Fort: 10= 6+4 Reflex: 8=6+2 Will: 4=3+1
Base attack bonus: +6 Bite: 1d10+8 dmg 2 Claws: 1d8+8 dmg
Abilities Link Share Spells Evasion Ability Score Increase x2 Devotion Multiattack Low light vision Scent +3 Str/Dex
Tricks Attack Heel Track Stay
Skills Climb: 20=9+8+3
Feats: Dodge Improved Bull Rush Power Attack Improved Natural Armor Improved Natural Attack
------------------------------------- Wild Shape
Large Fire Elemental
N Large outsider (elemental, extraplanar, fire) Init +9; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC: 21, touch 15, flat-footed 16 (+3 armor, +5 Dex, +4 natural, –1 size)
HP: 91
Fort: 13=7+3+3 Ref: 13=3+7+3 Will: 18=7+8+3
DR 5/—; Immune elemental traits, fire Weaknesses vulnerability to cold
OFFENSE
Speed 50 ft. Melee 2 slams +12 (1d8+2 plus burn) Space 10 ft.; Reach 10 ft. Special Attacks burn (1d8, DC 16)
STATISTICS Str 14 Dex 25 Con 16 Int: 15 Wis: 26 Cha: 11
Base Atk +8/+3
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
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Post by Valree on Feb 20, 2011 12:45:14 GMT -5
Darah Cleric 11 Half-Elf 29 5’ 10” 150 Lawful Good Raethor 30' speed 16, 15, 13, 12, 12, 11 WIS up at 4 WIS up at 8 Str: 11 + 0 Dex: 12 + 1 Con: 12 + 1 Int: 13 + 1 Wis: 20 + 5 Cha: 15 + 2 HP: 69 AC: 11 (Flatfooted: 10, Touch: 11) Fort: +8 Ref: +4 Will: +12 Init: +1 BAB : +8 Feats:Extra Channel : Channel energy two additional times per day Fleet : Your base speed increases by 5 feet Improved Initiative : +4 bonus on initiative checks Lightning Reflexes : +2 bonus on all reflex saving throws Scribe Scroll : Create magic scrolls COST: spell level x caster level x 25 gp Selective Channeling : Choose whom to affect with channel energy Racial Traits:Low-light Vision Skill Focus (+3) Elf Blood Immune to magic sleep effects, +2 bonus to saving throws against enchantment spells and effects Keen Senses (+2 bonus on Perception skill checks) Multitalented (+1 HP or skill each level) Languages: Common, Elven, Celestial Aura (Ex)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). SpellsA cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su)Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Equipment:Mithril Breastplate +3 Mithril Shield +3 Longsword Headband of Inspiration +4 Wis Ring of Protection +3 Boots of Striding & Springing Skills: Diplomacy Knowledge Religion Sense Motive Spellcraft Domains: Protection : Resistant Touch Aura of Protection Good: Touch of Good Holy Lance Lvl 1 Protection from Evil (good) Lvl 2 Align weapon (good) ? Lvl 3 Protection from energy (protection) Lvl 4 Holy smite (good) Lvl 5 Spell resistance (protection) Lvl 6 Blade barrier (good) Spells:Level 0: Light Detect Magic Read Magic Level 1: Bane Bless Cause Fear Doom Sanctuary Shield of Faith Level 2: Darkness Grace Hold Person Inflict Moderate Wounds Shield Other Resist Energy Level 3: Blindness/Deafness Bestow Curse Dispel Magic Sacred Bond Searing Light Wrathful Mantle Level 4: Blessing of Fervor Dismissal Holy Smite Spiritual Ally Level 5: Breath of Life Pillar of Life Spell Resistance Level 6: Heal x2
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