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bearsarebrown
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« on: November 12, 2010, 11:52:01 AM »

Rules and stuff reposted for ease.

Here are the rules:
-Strictly three players. This is to avoid bog down, speed up posts and to balance the play by using Tome rules. Encounters will be reworked for Tome.
-Level 1. Don't worry, you'll get powerful fast.
-Utilizing all Tome rules, as found here. Please only players already familiar with the system.
-I am emphasizing speed of posting. Do it as often as you can. I understand, real life is real.
-Existing 3.5e prestige classes with at least partial progression are full progression.
-Existing 3.5e prestige classes with no progression do not exist. If a niche class you'd like is missing, ask.
-Homebrew, designed for Tome or not, will probably be allowed. Just ask first. Remember that you're level 1, it's awhile before you'll PrC anyways. We can work out the specifics on those later.
-Flaws, traits, bloodlines, whatever. Go for it. If it's too stupid for this game I'll tell you.
-Make up your ability scores. I trust you.
-Unless there are exceptions among the other players, roll at home. I trust you.
-We're Playing With Fire. Necromancy is not evil. But it is gross.
-Any bonus 3.5 feats become they're respective Tome feat if it exists. For example, Alertness granted by Familiar becomes the Tome feat Alertness.
-I have every 3.5e book and damn near every issue of Dragon. Go fucking wild.
-Dragon 348 contains Affiliations based around this adventure. Pick one  Smile (not required)


These aren't rules but things I'd like you to consider:
-Refluff anything and everything you want.
-When designing how your character will act in combat, be considerate. Builds based around AoO are not kosher. I'm tempted to just flat ban Immediate actions. I won't do it for now but I might if they slow combat down too much.
-Players Guide to Savage Tide. Please read it. Yes, you get a bonus feat from the respective part of the city. If you think the feat sucks and would like a Tome version, present me with one. Also, you may substitute a Regional Feat from another source if you'd like.
-You don't need to be Good. But you need to look Good and have a motivation for doing Good things.
-Backstory expectations are low. I understand it's level 1 and this is an Adventure Path. No more then a paragraph or two. Seriously, don't write more then two paragraphs.
-Include with your character sheet a loose write-up of your expected progression over the next two levels. There is absolutely no penalty for breaking this.
-Sheets on Mythweavers are fine, so is Tangled Web and so is a well formated post. As you level up I expect your bookkeeping to level up as well.
-I like themed adventure parties.

No deadline. I'll pick people when I see three good entries that will work together. Should be pretty fast though, it's only a level 1 character. Looking at end of the week.

I'm positive I forgot something. I'll be editing this post accordingly, including answers to general questions asked in the thread.

EDITS:
@Wealth By Level and Consumables
Anyone oppose to just using standard 3.5 WBL? I must admit I'm still confused on by how Tome Items are supposed to work. And generous refluffing avoids Magical Christmas Tree. And a rule that oslecamo uses that I really like, You can't cast from Scrolls. They're for learning only. Potions aren't really that bad, even with an infinite amount. They're never over 3rd level and you won't be breaking into a Wish economy until at least 5th level spells. Will update OP.

@Monk's Belt
It exists but refrences 3.5e Monk's AC Bonus
Logged
Nanshork
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« Reply #1 on: November 12, 2010, 01:11:33 PM »

Hargoth

Race: Orc   Align: NG   Size: M   Speed: 30', swim 30'
Classes: Shadow Warrior 1
XP Have: 0     Need:

Type: Humanoid   Subtype: Orc, Demodand
  
HD: 1d8 + 3
HP: 11


Stats

Ability Scores                   Saving Throws
   Score Mod    Temp Mod        Total = Base + Mod + Magic + Misc     Other
Str: 22   +6                Fort:  5  =  2   +  3  +   0   +   0     +2 saves versus Disease
Dex: 14   +2                 Ref:  4  =  2   +  2  +   0   +   0      
Con: 16   +3                Will:  2  =  2   +  0  +   0   +   0    
Int: 10   +0                      Initiative
Wis: 10   +0                  Total = Dex + Misc
Cha: 10   +0                     2  =  2  + 0  



Special: Radiate Faint Evil
Cold Resistance 5
Immunity to all Poisons
Freedom of Movement
Can see perfectly in darkness of any kind, even that created by the darkness or deeper darkness spells.

Combat

  Total          Armor Shield Dex  Size   Nat  Defl  Misc
AC :  15 = 10 +  4  +  0  +  2  +  0  +  0  +  0  -  1    
Touch: 11    Flat-Footed: 13

         Total  Base  Str  Misc                Total  Base  Dex  Misc
Melee :  7  =  1  +  6   + 0        Ranged :  3  =  1  +  2  +  0

WEAPON        AB       DAM      CRIT       RNG   WGHT   SIZE  TYPE  PROPERTIES
2 Claws          9        1d8+8  19-20(x2)    -        -         -        S      Strike as magical weapons
Bite               7        2d6+8     X2           -        -         -        P

                                            ARMOR   CHECK    MAX  SPELL
ARMOR                        TYPE    BONUS  PENALTY  DEX   FAIL  SPEED  WGHT  PROPERTIES
Camouflaged Clothing     N/A         -          -         +8      -        30'      -    
Shadow Shroud             N/A        +4         -          -       -        30'      -

Camouflaged Clothing bonuses
Hide Ranks Benefit
4: Opponents do not get a +4 bonus for spotting you for knowing what to look for.
8: You may hide while being observed without taking a special action.
13: You gain a +2 circumstance bonus on Hide checks.
18: You gain concealment.


Languages
 Common
  Orc

Feats
 1) Improved Natural Weapons
  Flaw) Product of Infernal Dalliance
  Flaw) Combat School "Savage Fury" (Natural weapons)
  Bonus) Swim Like a Fish

Flaws
 Bestial Instinct: You suffer a -2 penalty to hit while using anything other than unarmed strikes or natural weapons.
  Vulnerable: You take a -1 penalty to Armor Class.

Racial Abilities
  Darkvision 60'
   Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), an Orc suffers the dazzled condition and is thus at a -1 penalty to attack rolls and precision-based skill checks.
   +2 bonus to saving throws vs. Poison and Disease.
   Immunity to ingested poisons.
   +2 to Jump and Survival checks.

Class Abilities
 Proficient with all simple weapons.
 
  Claws of Darkness (Su): As a free action, a Shadow Warrior can weave shadows to form a pair of horrific claws for themselves. These claws are treated as any other natural weapons, deal damage as appropriate for a creature of the Shadow Warriors size (1d6 for Medium creatures), and have a critical threat range of 19-20. These claws strike as magical weapons, allowing them to bypass some damage reduction and to hurt incorporeal creatures (though they still suffer the 50% miss chance). The claws can be dismissed as a free action, and last until  dismissed.

  Shadow Shroud (Su): A Shadow Warrior is surrounded by a cloak of darkness that offers them protection. The Shadow Shroud gives them an Armor bonus to AC equal to 4 plus 1/2 their level. As an armor bonus, this does not stack with any armor that they might wear. The Shadow Shroud absorbs the light around it, causing the area within 60 feet of the Shadow Warrior to be dim. This does not interfere with vision, but it does allow creatures with light blindness to function normally. Shadow Shroud also suppresses any Light effects within 60 feet of the Shadow Warrior, but stronger spells such as Daylight are not affected. This ability can be turned off and on as a free action.

  See the Shadows (Su): A Shadow Warrior can see perfectly in darkness of any kind, even that created by the darkness or deeper darkness spells.

Skills
SKILLS                   Max Ranks(6)  CC Max Ranks(3)

                       Key     Skill Ability       Misc
CC Name               Ability   Mod   Mod   Ranks  Mod
   Hide                 Dex       8 =  2  +   4   +  2
   Jump                 Str       8 =  6  +   0   +  2
   Listen               Wis       4 =  0  +   4   +
   Move Silently        Dex       8 =  2  +   4   +  2
   Search               Int       0 =  0  +   0   +
   Spot                 Wis       4 =  0  +   4   +
   Survival             Wis       2 =  0  +   0   +  2
   Swim                 Str      21 =  6  +   4   + 11
   Tumble               Dex       6 =  2  +   4   +


Equipment

Mundane Gear
Masterwork Tool: Hide (cloak is mottled and dark)
Masterwork Tool: Move Silently (soft soled shoes)
Backpack

Magical Gear


Valuables
56gp

Description/Personality
Hargoth is 6'3" and weighs 228 pounds.  He grew up in the poorest area of the Azure district of Sasserine.  He took to the sea as if he was made for it, enjoying the freedom it gave him.  He made some friends, those who cared more for the work he could do than for what he was, but mostly he was shunned for his race.  Hargoth learned to embrace and control the shadows, they allowed him privacy and solitude.  Hargoth is a friendly caring person, but distrustful and always expecting racial prejudice.



Feat Information

Swim Like a Fish
Swim ranks:
0: You gain +3 to your Swim checks.
4: You gain a swim speed equal to your base land speed, with the attendant benefits. You don't take armor check penalties to your Swim checks.
9: You can breathe water, and you can attack through water as if under the effects of freedom of movement.
14: While under water, you can substitute Swim checks for Reflex saves, and you gain a +4 bonus to attack and damage rolls.
19: As a swift action, you can add your ranks in Swim as a dodge bonus to your Armor Class while under water.

Improved Natural Weapons
Your natural weapons deal damage as though one size category larger,
BAB:
+1: All of your primary natural weapons can be used in one round without penalty. The secondary ones can be used with a mere -2 penalty, and deal damage like primary weapons.
+6: Your natural weapons tear at muscle, dealing 2 Strength damage each time they strike. Additionally, secondary weapons no longer receive a penalty to hit. In effect, all of your natural weapons are always primary.
+11: The reach of all of your natural weapons increases by 5 feet. Additionally, any time you successfully damage a foe with a natural weapon, they must make a Fortitude save (DC 10 + 1/2 your level + STR) or be Nauseated for one round.
+16: Your natural weapons all deal damage as though yet another size category larger, and gain bonus damage equal to half your Strength modifier again - if they dealt damage normally, it is now 1.5, if it was previously 1.5, it is now x2. Additionally, they all count as adamantine weapons and gain a +1 bonus per 5 character levels (round down) to hit and damage. Finally, if all of your natural weapons strike one foe at least once in the same round, the foe takes an additional 4d6 damage plus double your Strength modifier.

Product of Infernal Dalliance
Benefits: You may take any feat with the [Fiend] subtype. In addition, you radiate faint evil, have either two claws or one bite natural weapon, and have Cold Resistance 5 or Fire Resistance 5. When this feat is gained, you also gain the [Baazetu], [Tanar'ri], [Yugoloth], or [Demondand] subtype.

Combat School
+0: First, name your fighting style (such as "Hammer and Anvil Technique" or "Crescent Moon Style", or "Way of the Lightning Mace"). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
+1: Your immersion in your technique gives you great martial prowess, you gain a +2 to damage rolls in melee combat.
+6: When you strike your opponent with the signature moves of your fighting school in melee, they must make a Fortitude Save (DC 10 + 1/2 your level + your Strength bonus) or become dazed for one round.
+11: You may take 10 on attack rolls while using your special techniques. The DC to disarm you of a school-appropriate weapon is increased by 4.
+16: You may add +5 to-hit on any one attack you make after the first each turn. If you hit an opponent twice in one round, all further attacks this round against that opponent are made with The Edge.

Future progression is more Shadow Warrior up to 20 if the game goes that far.
« Last Edit: December 15, 2010, 02:19:31 PM by Nanshork » Logged

My babies - A thread of random builds I've come up with over the years.
Notes to self
PhaedrusXY
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« Reply #2 on: November 12, 2010, 01:30:26 PM »

Queequeg


Male Wild (Drg306) Lizardfolk (+2 Wis, -2 Cha)
Type: Humanoid
Subtype: Aquatic, Reptilian
Size: M
Alignment: TN
Deity:
ECL: 1
XP:

Stormlord 1

Stats
Str:12 {+1}
Dex:14 {+2}
Con:16 {+3}
Int:12 {+1}
Wis:20 {+5}
Cha:6 {-2}

Combat Stats
Hit Dice: 1d8+3
Hit Points: 11
Armor Class: 16 (10 +5 Armor +2 Dex -1 trait) (1st 5 points of non-lethal damage negated by armor)
Touch AC: 11
Flatfooted AC: 14
Initiative: +7 (+2 Dex, +3 feat, +2 trait)
Base Attack Bonus: 0
Grapple: +X (0 BAB +1 Str)
Speed: 30' land; 10' climb; 40' swim

Senses and Resistances/Immunities
Listen +11
Spot +11
Scent

Saves
Fort: +3 (+2 Class, +3 Con)
Ref: +2 (+0 Class, +2 Dex)
Will: +7 (+2 Class, +5 Wis)

Attack Options
Melee: 0 BAB +1 Str
Ranged: 0 BAB +4 Wis

Single Attack:
+1 Bite (1d8+1) 20/x2 or +5 sling (1d4+1, 50' increment) 20/x2 or

Angry Hands
+5 ranged touch (short range) (1d4 electrical and entangle till end of Stormlord's next turn) 20/x2

Skills
Languages: Common, Draconic, Aquan
Total Skill Points: 20
Listen +11 (4+5wis+2race)
Spot +11 (4+5wis+2race)
Spellcraft +5 (4+1int)
Sense Motive +9 (4+5wis)
Survival +10 (1+5wis+4race)
Craft: +3 (2+1int)(used his Shapesand as a MW armorsmithing tool when making his armor)(Evidently all the craft skills are rolled into one, which requires a rank in Profession.)
Profession (Sailor) (works like Speak Language in Tome)
Swim +5 (+1str+8race-4ACP, can always take 10)
Climb +5 (+1str+8race-4ACP, can always take 10 and retains Dex to AC)

Feats
(1) Zen Archery - Races of War; Use Wis for ranged attacks
(F1) Two Weapon Fighting (Tome, Combat)
(F2) Energy Specialization (Electricity)

Danger Sense [Combat](regional bonus)
Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.

Benefits: This is a combat feat that scales with your Base Attack Bonus.

    * +0: You get a +3 bonus on Initiative checks.
    * +1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge.
    * +6: You may take 10 on Listen, Spot, and Search checks.
    * +11: You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60' of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.
    * +16: You are never surprised and always act on the first round of any combat.
Flaws
Special Attachment (his soothsayer bones are his "focus")
Reincarnated Misfortune (I want to refluff this to say that he's having a "vision" when this happens, and gets so caught up in it that he loses touch with the present.)

Trait
Aggressive (+2 init, -1 AC)

Racial Traits
Lizardfolk
# +2 Wis, -2 Cha
# Amphibious (Ex): Despite being aquatic, lizardfolk are able to survive indefinitely on land.
# Scent (Ex).
# Swim speed (+8 racial bonus to swim, can always take 10)

Wild
# Loses all Racial bonuses & penalties to skill checks. (I don't think this affects his +8 racial to swim, as that's from having a swim speed.)
# +1 Racial bonus to the number of skill points per level (this does
not stack with the extra skill point received by Humans).
# +4 Racial bonus on Survival checks.
# +2 Racial bonus on Listen checks.
# +2 Racial bonus on Spot checks.

Class Abilities
Stormlord
Weapon and Armor Proficiency: Storm Lords are proficient with Tridents, Simple Weapons, Martial Weapons, and Anything made out of Lightning. He is also Proficient with Light Armor

Call of the Storm (Su): A Storm Lord may cast Message, Sending, Whispering Wind, and Ghost Sound as SLAs at will. He also treats anything with the [Earth], [Water], [Air], or [Electricity] descriptors as being on his class list for the purposes of items.

Angry Hands (Su): As an attack action the Storm Lord throws Lightning from his fists. This is a Ranged Touch Attack within Short Range. It strikes for 1d4 Lightning Damage per Storm Lord level and entangles the target until the end of your next turn.

Approaching Doom (Sp): The Storm Lord may cast Omen of Peril at will.

Equipment
Total Wealth: 191.77/200 gp spent
Sling and 20 stones (10 lbs, 1 sp)
1/3rd owner of a partially charged wand of CLW (10 charges, 50 gp)
Brigandine armor (125 41.67 gp, 25 lbs?)
Jug of Shapesand (100 gp, 12 lbs)
50' of hemp rope (1 gp, 10 lbs)

57 lbs total (medium encumbrance, light if he drops the sack with his rope and shapesand in it)

Background
Driven from his homeland as a weakling and soft-hearted fool, Queequeg decided to sell his services as an oracle to the humans that often passed through his homeland in ships of various sorts. After initial skepticism, his talents soon made him appreciated among them, if not welcomed. When not out to sea or trying to find work at the docks, he normally spends his time in the Shadowshore, as that's the only district where he can go and not be constantly stared at and/or and harassed by the watch.

Appearance
If a crocodile could stand on two legs and smile, it would look like Queequeg.

Personality
Just being a lizardman would make Queequeg difficult to read for most warm-blooded humanoids. On top of that, he's an outcast lizardman, and a bit of a recluse at that (although any who know him quite well might suspect that this is out of a desire to avoid the constant discrimination that he normally has to put up with, and perhaps a bit of shame at being outcast from his own society, but a lack of desire for friendship). Toss in his penchant for speaking in riddles and acting as an oracle, and he becomes downright inscrutable to most people, even those who might call him a friend.

Party Role
Diviner, blaster, BFC, tracker/scout (though not the sneaky kind)

Daily Buffs
Omen of Peril, used constantly. And just so we don't have to look it up:

OMEN OF PERIL
Divination
Level: Cleric 1, druid 1, Liberation 1, ranger 1
Components: V, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous

A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger.

The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you get one of three visions, which lasts just a second or two.
• Safety: You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
• Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
• Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour. If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly.

Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses
of action and what dangers they’re likely to face. The exact form that an omen of peril takes depends on whether you worship
a specific deity, venerate nature as a druid, or simply uphold abstract principles.
A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.

Unlike the more powerful augury spell (PH 202), an omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.
Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.
« Last Edit: December 19, 2010, 06:14:22 PM by PhaedrusXY » Logged

A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
RelentlessImp
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« Reply #3 on: November 12, 2010, 02:33:07 PM »

Deiiu Astian, aka Dast

Tell you what; if you want to save a fuckwit, go ahead. I'll be over here, introducing myself to his sister. Which means I'll wind up doing the rescuing anyways. Gods damn it.
Magic-Blooded Aasimar Thaumaturge 1
Short and Sweet
Perception: Listen +7*, Spot +7, Darkvision 60ft.
*-Increases to +10 when within 5ft. of Muninn.
Resistances/Immunities: None. Sad
Neutral Evil Medium Outsider (native, human, air)
Hit Dice: 1d4 (4) [6]
Initiative: +2
Speed: 30ft, 15' Fly with Good maneuverability.
Armor Class: 11 Touch: 11 Flat-footed: 9
Base Attack/Grapple: +0/+0
Attack:
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: Spellcasting, SLAs
Special Qualities: Low-Light Vision
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 12, Dex 14, Con 15, Int 16, Wis 16, Cha 22
Skills: Bluff +7, Concentration +6, Craft (weaving) +6, Knowledge (arcana) +7, Knowledge (nature) +5, Listen +7*, Spellcraft +11, Spot +7
-Includes +2 Spot/Listen for Aasimar, +2 Knowledge (arcana) for Magic Blooded,+4 Spellcraft for Knack for Magic and Magic-Blooded
*Increases to +10 when within 5ft of Muninn
Feats: Greenbound Summoning (Lost Empires of Faerun), Versatile Spellcaster (Races of the Dragon), Ashbound (Eberron Campaign Setting), Knack for Magic (Air Sphere)
Environment:  Wherever bastards roam
Organization: Crazy 88s
Challenge Rating: WTFPwn
Alignment: Neutral Evil
Languages Spoken: Common, Sylvan, Celestial, Auran
Level Adjustment: +0, baby, cause that's how we rollin' and they be hatin', tryin' to catch us ridin' dirty.
 

Possessions:
1/3rd owner in a partially-charged wand of cure light wounds (10 charges, 50gp), signet ring bearing the Astian coat of arms, spell component pouch, 0gp
100gp paid for a familiar.
Whatever the DM lets me get away with for being a noble with living parents. Assumingly at least free room and board so long as in Sessarine.

Spell-Like Abilities:
Deiiu has Basic Access to the Air Sphere. As a Fiend (Evil Outsider), this grants him 15' (Good) Fly speed and the (air) subtype. It also grants him access to the following SLAs, 1/day, Caster Level equals Hit Dice.
Expeditious Retreat (functions on fly speed)

In addition, Deiiu can cast the following spell-like abilities for being a Magic-Blooded Aasimar. Caster Level = possibly Hitdice for each.
1/day: detect magic, light, magical aura, read magic undetectable aura

Spells known: (2/2)
All Core Cleric, Druid, Sorcerer/Wizard spells, Charisma-based spontaneous casting. Highest level spells take a full-round action to cast, if they don't already take longer than that.

Familiar
Muninn, a Raven
Tiny Magical Beast
HP: 3 (1 effective HD)
Initiative: +2
Speed: 10ft (2 squares), fly 40ft. (average)
BAB: +1
SQ: Low-Light Vision, Alertness, Improved Evasion, Share Spells, Empathic Link
Skills: As Deiiu.

Speaks Common as its one language known.

Background:
Eldest son of a house of minor nobility, Deiiu had a cozy little life in the noble district. Brought up from a young age to be a proper gentleman, he found the trappings of his class rather restrictive. He managed to escape them for a time by dint of being magically gifted, and gaining a tutelage at Witchwarden Tower. Unfortunately, a penchant for laziness and daydreaming soon had his apprenticeship ended.

In the last year or so, however, he's been hiring out his talent with magic to the district's Watch to aid in helping them with crime - when he's not wenching, at least. Most recently, his talent at summoning helped end a stalemate between a small group of violent smugglers and a smaller group of Watch, earning him a bit of respect amongst the Watch, if not the other nobles of the district. Perhaps that's what's drawn attention...

Personality:
Amoral, devious, and slightly self-important. Has a minor streak of altruism that bothers him at times, and an almost irresistible urge to show off whenever the opportunity presents itself. The two often interact, leading to an effect he describes as the 'Big Goddamn Hero Syndrome'. Loquacious and lascivious, though rarely the two at the same time (obviously, there's not enough blood for both), and has been known to stop and stare at a particularly fine piece of body art.

Feats
Greenbound Summoning (Lost Empires of Faerun): Any Animal summoned by Summon Nature's Ally spells has the Greenbound template applied to it.
Ashbound (Eberron Campaign Setting): Automatically extends any Summon Nature's Ally spell, and grants any creature summoned via them a +3 luck bonus to attack rolls.
Knack for Magic (Player's Guide to Savage Tide, modified for Tome): +2 Spellcraft, basic access to a Sphere.
Versatile Spellcaster (Races of the Dragon): Trade 2 lower-level slots to cast a spell 1 level higher.
« Last Edit: December 20, 2010, 05:27:31 AM by RelentlessImp » Logged

Solo on Essentials
I prepared irresistible phantasmal killer today... as a 4th level spell.
"He hit me with a flaming garbage can...and then the god damn hobo next to it!"
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