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Author Topic: Character Sheets  (Read 3251 times)
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Hong Kong
Posts: 1028

« on: July 29, 2008, 08:12:00 AM »

Post your character sheets here.

I'm starting to type the various kingdom and religions in this world today, so expect some text to read tonight.
Organ Grinder
Posts: 5337

Walking that fine line between genius and insanity

« Reply #1 on: July 29, 2008, 09:12:38 AM »

Ling Ling

"Ling Ling into battle go!"

And some personal information:

Ling Ling's battle theme:

Race: Dark Beguiler
Type (Subtype): Magical Beast (Extraplanar)
Size: Small
Alignment: NE
Deity: -
ECL: 11
XP: 56420/66000

Rogue 1/Swashbuckler 1/Barbarian 1/Swashbuckler +2 (3)/Totemist 2/Swordsage 2/Soul Eater 1/Swordsage +1 (3)

Str  10 (+0)            (14 - 4 racial)  
Dex 24 (+7) 28 (+9) (16 + 6 racial + 2 level) (+4 enhancement)          
Con 12 (+1)
Int  18 (+4)            (16 + 2 racial)
Wis 14 (+2)
Cha  8 (-2)

- Bonding Ritual of Purity (+1 Adamantine Kukri): +1 bonus on Constitution checks and on Constitution-based skill checks.

HP: 1d6+1d10+1d12+2d10+2d8+2d8+1d8+1d8+11 = 67; 26/67
(low at even, high at uneven)

AC: 26 (10 base, +2 armor, +1 size, +9 Dex, +2 Wis, +1 natural, +1 deflection)
-Touch: 23
-Flat Footed: 18

50% miss chance if you are at least 10 feet away from the point where you started your turn (functions as Entropic Shield spell)(Ring of Entropic Deflection + Boots of Striding and Springing)

Immune to being pushed back as the result of a bull rush, including the effects of spells such as Bigby's Forceful Hand and Telekinesis (when used to perform a bull rush)
(Shedu Crown)

Initiative: +10 (+9 Dex, +1 Quick to Act)

Space/Reach:  5 ft./5 ft.

Senses: Darkvision 60 ft., Low-light Vision, True Sight

-True Seeing (Su): Beguilers always see as under the effect of a True Seeing  spell.

-Superior Low-light Vision: See four times as far as a human in low-light conditions.

- Listen: +16
- Spot: +16

Fort: 11 (10 base +1 Con)
Ref: 16 (9 base +9 Dex, +1 competence, -3 flaw)
Will: 8 (5 base +2 Wis, +1 Insight)

- Resistance to cold 11

- Shedu Crown bound to Crown Chakra
=> Competence bonus on saving throws against mind-affecting spell and effects equal to the number of points of essentia invested in the Shedu Crown: +0

- Bonding Ritual of Fire (Masterwork Dagger): +1 bonus on saves against spells or effects with the fire descriptor

Speed: 50 ft. (10 squares) (40 racial +10 Enhancement)

- Climb 30 ft. (6 squares) (20 racial +10 Enhancement)

Ability score adjustments: -4 Strength, +6 Dexterity, +2 Intelligence

Senses: Darkvision 60 ft., Low-light Vision, True Sight, Superior Low-light Vision

-True Seeing (Su): Beguilers always see as under the effect of a True Seeing  spell.

-Superior Low-light Vision: See four times as far as a human in low-light conditions.

+16 racial bonus on Hide checks (+8 while wet).
+8 racial bonus on Climb checks, can always choose to take 10 on a Climb check, even if rushed or threatened.
+6 racial bonus on Move Silently checks.

Special Attacks: Rake (Ex): attack bonus +14 melee, 1d3+4 damage.

Special Qualities:
Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a Daylight spell, or a similar effect).

Resistance to cold 10.

Level Adjustment: +1 (LA Buyback)

BAB/Grapple: +8/+4(+2) (+8 BAB, -4 size, (+2 Enhancement))(Girallon Arms)

Melee: Claw +17 melee (1d3+4)

Full Attack:
2 Claws +17 melee (1d3+4),
Bite +16 melee (1d4+4),
Kukri +18 melee (1d3+5, 18-20/x2)
Unarmed Strike +17 melee (1d4+4)
4 Claws +17 melee (1d4+4)(Girallon Arms)

-Rake (Ex): 2 attacks, bonus +19 melee, 1d3+4 damage.

New full attack routine:

1 Claw +19 melee (1d4+4)
3 Claws +17 melee (1d4+4)
Bite +16 melee (1d4+4)
Kukri +18 melee (1d3+5, 18-20/x2)
Unarmed Strike +17 melee (1d4+4)

-Rake (Ex): 2 attacks +19 melee, 1d3+4 damage.

-Energy Drain (Su): The touch of a Soul Eater bestows one negative level on it's target.

Ranged: Javelin +16 ranged (1d4, 30 ft.)

-Sneak Attack: 1d6+11 (Craven feat) (+2d6 Assassin's Stance)
-Whirling Frenzy 1/day

-Sneak Attack: Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

-Trapfinding: Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

-Rage Variant: Whirling Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

-Lion Totem: Pounce: You gain the Pounce special attack.

-Grace: A Swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

-Insightful Strike: Apply your Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus you might have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the Swashbuckler's Insightful Strike. A Swashbuckler cannot use this ability when wearing medium armor or when carrying a medium or heavy load.

-Wild Empathy: A totemis can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The totemist rolls 1d20 and adds her totemist 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 totemist 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 totemist 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.

You gain a +4 bonus on Wild Empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra.

-Totem Chakra Bind (+1 capacity): Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds.

-Quick to Act: You gain a +1 bonus on Initiative checks. This bonus increase by 1 at 5th, 10th, 15th and 20th level.

Discipline Focus (Tiger Claw)(Weapon Focus): Gain the benefit of the Weapon Focus feat for Tiger Claw weapons.

-AC bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

[-Energy Drain (Su): Beginning at 1st level, the touch of a Soul Eater bestows one negative level on it's target. At 7th level, the Soul Eater bestows two negative levels with a touch.]


X= level, R=Racial, F=Flaw, C=Class O=Organization bonus feat

1   - Craven
R   - Multiattack
F   - Darkstalker
F   - Alertness
O   - Soul Extraction (Ritual)*
2   x
C   - Weapon Finesse
3   - Battle Jump
4   x
5   x
6   - Open Least Chakra (Crown)
7   x
8   x
C   - Improved Unarmed Strike
C   - Weapon Focus (Tiger Claw)
9   - Mindsight
10 x
11 x

*Soul Extraction (Ritual):

You can extract Jumdee crystals from fallen enemies using a 30 minute long Incarnum ritual. The value of the crystals is determined by the DM.

-Shaky: You take a -2 penalty on all ranged attack rolls.
-Poor Reflexes You take a -3 penalty on Reflex saves.

Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.

=> Hide

You are illiterate.

You can eliminate the negative effect of this trait by spending 2 skill points to become literate. Unlike with the barbarian, you cannot become literate by taking a level in any class other than barbarian.

You can't select this trait if your character is already illiterate because of race, class, or any other reason.

You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.

You take a -1 penalty on all other grapple checks.

Skill points: 4x12+7x8+2x10 = 124 skill points

- +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.

- +2 on conscious spot checks, but not on reactive spot checks.

- +8 competence bonus on Hide and Move Silently checks
(Kruthik Claws: +4, +2 for every point of essentia invested: 2 => 4+2x2=8 total).

- +1 bonus on Constitution checks and on Constitution-based skill checks
(Bonding Ritual of Purity (Adamantine Kukri)).

total = ranks + ability modifier + miscellaneous modifier
Appraise (Int)                                                                              
Balance (Dex)                                  16 =  5 + 9 + 2                                  
Bluff (Cha)                              
Climb (Str)                                        8 =  0 + 0 + 8                      
Concentration (Con)                          18 = 14 + 1 + 3
Craft (Int)                                                                              
Decipher Script (Int)                                                                  
Diplomacy (Cha)                                 1 =  0 - 1 + 2
Disable Device (Int)                           17 =  8 + 4 + 2                              
Disguise (Cha)                                                                          
Escape Artist (Dex)                            23 =  12 + 9 + 2                                
Forgery (Int)                                                                          
Gather Information (Cha)                      1 =   0 - 1 + 2                                    
Handle Animal (Cha)                                                                  
Heal (Wis)                                                                              
Hide (Dex)                                        54 = 14 + 9 + 31              
Intimidate (Cha)                                  1 =   0 - 1 + 2
Jump (Str)                                        20 = 14 + 0 + 6                            
Know.(Arcana) (Int)                             6 =   2 + 4 + 0
Know.(Dungeoneering) (Int)                                                        
Know.(History) (Int)                                                              
Know.(Nature) (Int)                                                            
Know.(Nobility and Royalty) (Int)                                                            
Know.(Religion) (Int)                                                              
Know.(The Planes) (Int)                                                          
Know.(Psionics) (Int)                                                              
Listen (Wis)                                      16 =  12 + 2 + 2
Martial Lore (Int)                                                                      
Move Silently (Dex)                             39 = 14 + 9 + 16                                    
Open Lock (Dex)                                                                    
Perform (Cha)                                                                        
Profession (Wis)                                                                    
Ride (Dex)                                                                            
Search (Int)                                       14 =  8 +4 + 2                            
Sense Motive (Wis)                      
Sleight of Hand (Dex)                                        
Spellcraft (Int)                          
Spot (Wis)                                         16 = 12 + 2 + 2
Survival (Wis)
Swim (Str)                                  
Tumble (Dex)                                      25 = 14 + 9 + 2
Use Magic Device (Cha)                
Use Rope (Dex)

LITERACY                                           2 skill points

-Easy Escape [manipulation]: If your opponent is larger than medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table:

-Large:         +4
-Huge:          +8
-Gargantuan: +12
-Colossal:      +16  

-Quick Escape [manipulation]: This trick has two options, either of which can be used once per encounter.
-You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you already have used a standard action on your current turn to attempt the same escape.
-Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this option more than once per day against the same kind of restraint.

-Clarity of Vision [mental]: As a swift action, you can attempt a DC 20 Spot check. If succesful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 ft. This clarity lasts until the end of your turn.

-Listen to This [mental]: Whenever you make a succesful Listen check to hear a noise, you can describe that sound up to 1 hour later which such clarity that any individuals hearing the description are treated as if they had heard the sound themselves.
This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.

-Acrobatic Backstab [movement]: If you succeed on a tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn.

-Escape Attack [movement]: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.

-Nimble Charge [movement]: You can run or charge across a difficult surface without needing to make a Balance check.

-Nimble Stand [movement]: You can stand up from prone without provoking attacks of opportunity.

-Twisted Charge [movement]: When you charge, you can make one turn of up to 90 degrees during your movement. You can't move more than your speed during this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent during the start of your turn.


Telepathy 100 ft.: Communicate telepathically with any creature within 100 ft. that has a language. This is a mind-affecting effect.
(Shedu Crown bound to Crown Chakra)


- Girallon Arms
- Shedu Crown
- Kruthik Claws


Essentia Capacity: 2

- Girallon Arms: 0
- Shedu Crown: 0
- Kruthik Claws: 2

1 (class)

- Girallon Arms => Totem Chakra
- Shedu Crown => Crown Chakra (Feat)

- Maneuvers Known: 7
- Maneuvers Readied: 4
- Stances Known: 2

-Distracting Ember
-Moment of Perfect Mind
-Wolf Fang Strike
-Sudden Leap
-Cloak of Deception
-Shadow Jaunt
-Shadow Garrote
-Searing Blade

-Flame’s Blessing
-Assassin's Stance

-Cloak of Deception
-Distracting Ember
-Shadow Jaunt
-Sudden Leap
-Searing Blade

Assassin's Stance

Head: Occupied by Shedu Crown
Arms: Bracers:
- +2 Armor bonus to AC
- +4 Enhancement bonus to Dexterity
- +1 Enhancement bonus to Natural Armor

(22 000 gp)

Ring 1: Ring:
- Allows natural weapons to strike as if they were magic.
- Allows natural weapons to strike as if they were adamantine.
- +1 Deflection bonus to AC.

(9 687.5 gp)

Ring 2: Ring of Entropic Deflection
Feet: Boots of Striding and Springing + Anklets of Translocation (6 900 gp)
Weapon: +1 Adamantine Kukri (5 008 gp)

Total: 34 695.5 gp

Explorer's Outfit (free) (nothing more than a belt and maybe some straps to hold my belt pouches and stuff, no actual clothing or anything)

Bedroll (0.1 gp)
Winter Blanket (0.5 gp)
Candle x10 (0.1 gp)
Scroll Case x1 (1 gp)
Chalk x10 (0.1 gp)
Crowbar (2 gp)
Flask x10 (.3 gp)
Flint and Steel (1 gp)
Grappling Hook (1 gp)
Hammer (.5 gp)
Ink (1 oz. vial) x1 (8 gp)
Inkpen (.1 gp)
Small Steel Mirror (10 gp)
Parchment, sheet x5 (1 gp)
Piton (0.1 gp)
Belt Pouch x2 (2 gp)
Trail Rations (per day) x10 (5 gp)
Hempen Rope (50 ft.) x2 (2 gp)
Sack x10 (1 gp)
Sealing Wax (1 gp)
Sewing Needle (.5 gp)
Signal Whistle (.8 gp)
Soap (per lb.) (.5 gp)
Potion Vial x4 (4 gp)
Waterskin x1 (1 gp)
Whetstone (.02 gp)

Dagger x4 (8 gp)
Javelin x4 (4 gp)

Masterwork Tools:
-Thieves Tools (100 gp)
-Escape Artist (50 gp)
-Hide (50 gp)
-Move Silently (50 gp)
-Search (50 gp)
-Spot (conscious spot checks, not reactive)(50 gp)

-Diplomacy (free)
-Gather Information (free)
-Intimidate (free)

Alchemical Items:
-Acid x5 (50)
-Alchemist's Fire x5 (100)
-Holy Water x5 (125)
-Smokestick x5 (100)
-Sunrod x5 (10)
-Tanglefoot Bag x5 (250)

Total: 1 033.62 gp

- Bonding Ritual of Fire (Adamantine Kukri): +1 bonus on saves against spells or effects with the fire descriptor.

35 729.12/36 750 gp of starting budget spent

2 170.88 gp left
« Last Edit: December 26, 2009, 06:59:08 AM by BowenSilverclaw » Logged

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.  
Organ Grinder
Posts: 2660

Dulce et decorum est pro alea mori.

« Reply #2 on: July 29, 2008, 09:41:33 AM »

"Tylunth" (The Oppressor)

I've really been having some problems getting the pc done the way I want it. Do you think You might give me one more day? I'll post my build on the min/max baords and see what shakes up.
Otherwise Its looking like this.... 


Sorry I want much more out of the build but this is what I'v defaulted to run case of time consraints.
« Last Edit: August 15, 2008, 11:22:27 AM by Midnight_v » Logged

\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"
Hong Kong
Posts: 979

« Reply #3 on: July 29, 2008, 01:33:12 PM »

Changeling Wildshape Ranger 5/Master of Many Forms 6

LANGUAGES Common, Changeling,

AC 26 = 10 base + 4 armor + 11 natural + 1 stat + 1 deflection - 1 size; 25 flat-footed; 11 touch
HP 120 = 55 base + 44 Con + 22 Enhanced Con
FORT +19 = +9 base +10 stat; REF +10 = +9 base + 1 stat; WILL +13 = +3 base + 10 stat

SPEED 50 ft. (10 squares)

MELEE 2 claws +19 = +9 base + 10 stat + 1 enhancement -1 size   (2d6+10)
Special: If both claws hit, Rend 4d6+13.  If both claws hit, opponent must make DC 24 Fortitude save or be dazed for 1 round.
Bite +14 = +9 base + 10 stat + 1 enhancement -1 size  -5 (secondary attack)    (1d8+5)
Special: Improved Grab: If bite hits, initiate grapple as a free action without provoking attacks of opportunity.
2 rakes +19 = +9 base + 10 stat + 1 enhancement -1 size   (2d6+5)

RANGED Masterwork Composite Longbow (mighty +10) +8 = 9 base + 1 stat - 2 Shaky  -1 size +1 Masterwork(1d8+10/x3)

SPACE 10 ft; REACH 10 ft
BAB +9; GRAPPLE +22; TRIP +2/+3 (defend); DISARM +0


STR 14 [+2]...14 base
DEX 10 [+0]...10 base
CON 18 [+4]...16 base +2 level
INT 16 [+3]...16 base
WIS 10 [+2]...10 base
CHA 14 [+2]...14 base

ABILITIES (Combat Form)
STR 31 [+10]...29 base +2 Enhancement
DEX 13 [+1]...13 base
CON 31 [+10]...27 base +4 Enhancement
INT 16 [+3]...16 base
WIS 10 [+0]...10 base
CHA 14 [+2]...14 base

  • 1. Alertness
  • 1. Track (class)
  • 1. Power Attack (flaw)
  • 1. Improved Bull Rush (flaw)
  • 3. Steadfast Determination
  • 3. Endurance (class)
  • 6. Shock Trooper
  • 9. Leap Attack


1. Fast Movement: +10 to base movement
2. Favored Enemy: Arcane Spellcasters/Warlocks (+4,) Human (+2)
3. Wild Empathy: +7 to check
4. Distracting Attack (PHB2, 55)
5. Wildshape (6/day)
5a. Tiny, Small, Medium, Large, Huge
5b. Animal, Humanoid, Monstrous Humanoid, Giant, Fey, Vermin, Aberration
6. Shifter's Speech: Can speak normally in any form
7. Fast Wildshape: Use wildshape as a move action


+08 Climb .............................(00 ranks + 10 STR - 2 ACP)
+10 Concentration .....................(00 ranks + 10 CON)
+03 Craft .............................(00 ranks + 3 INT)
+17 Disguise ..........................(05 ranks + 2 CHA +10 Minor Change Shape)
+13 Hide ..............................(14 ranks + 1 DEX - 2 ACP)
+12 Intimidate ........................(00 ranks + 10 STR +2 racial)
+24 Jump ..............................(08 ranks + 10 STR +8 Speed - 2 ACP)
+16 Listen ............................(14 ranks + 0 WIS + 2 Alertness)
+13 Move Silently .....................(14 ranks + 1 DEX - 2 ACP)
+12 Search ............................(09 ranks + 3 INT)
+16 Spot ..............................(14 ranks + 0 WIS + 2 Alertness)
+14 Survival ..........................(14 ranks + 0 WIS)
+16 Diplomacy .........................(14 ranks + 2 CHA)
+06 Swim ..............................(00 ranks + 10 STR - 4 ACP)

+11 Knowledge (Nature) ................(08 ranks + 3 INT)

Standard Equipment Array (Max Dex +4, Armor Check Penalty 2)
 Head      -
 Eyes      -
 Throat    - Necklace of Animal Prowess (+4 Enhancement Bonus to Con, +2 Enhancement Bonus to Str)-20,000 gp
 Torso     - Chain Shirt
 Body      - Gi-like uniform with trenchcoat
 Waist     -
 Shoulders -
 Arms      -
 Hands     -
 Ring1     - Ring of Iron Claws (Ring of Adamantite Touch with added abilities of Protection +1 and Wyrmfang Amulet—allows natural weapons to strike as if they were magic and adamantite.)-9,662.5 gp
 Ring2     -
 Feet      - Boots (waterproof, boot blades, right has hollow heel)  (28 gp)

 R. Weapon – Masterwork Composite Longbow (Mighty +10) (3 lbs, 1,400 gold)
 Quiver    - Arrows (3 lbs, 1 gold)

Other Equipment

Backpack w/hidden flap (lbs, 3 gold)
Week's trail rations
Continual Flame cast on the interior of a cameo locket.  (I'm assuming the organization would have access to such things; if not, I could always "not notice" a Priest of the Ten in exchange for a casting of the spell.
Journal and inkpens
Disguise Kit (+2 to disguise)
2 handaxes
2 reversible explorer's outfits (one medium, one large)

Any description of Nym is subject to change; becoming different people is his specialty.  His most common form, though, is that of a massive, highly muscled warrior, nearly eight feet in height and close to four feet broad at the shoulders.  Although he's basically human in appearance, there is something about his appearance which suggests a great hunting cat--perhaps it's the mane of tawny hair, or the vaguely golden cast of his skin, or the vividly green eyes.  Despite his size, his voice is surprisingly soft, a velvety baritone.

Nym carries little in the way of equipment.  A few weapons, a light chain shirt that can be worn under his uniform, and a small sack containing provisions normally make up his inventory.  He seldom chooses to ride a mount--horses are out of the question in his normal form, and more exotic mounts are difficult to find and care for.  This has not been a great hardship to him, though, since he can keep pace with a trotting horse in his usual form, and can assume considerably faster forms if real speed is needed overland.
« Last Edit: July 05, 2009, 07:35:19 PM by Caelic » Logged
Organ Grinder
Posts: 3297

« Reply #4 on: July 30, 2008, 07:06:33 PM »

Logan's still a work in process, but you can at least reference him now:
« Last Edit: March 17, 2009, 03:54:16 PM by skydragonknight » Logged

It always seems like the barrels around here have something in them.
Hong Kong
Posts: 1430

« Reply #5 on: August 03, 2008, 06:34:23 PM »

Not complete yet, but here's the sheet that I'm working on: Beyden Vo -

H-Elf Ranger 4/Bloodhound 1/Occult Slayer 5

BAB 10
saves 9/1/6 (+3 vs spells or SLAs)

primary skills:
gather info, sense motive, survival, knowledge local, (all for tracking)
knowledge arcana, spellcraft (for the magic types)

urban tracking
wilderness tracking
favoured enemy: arcanists
wild empathy
distracting attack - shoot enemies to make them flanked (sneak attack enabler)

Swift Tracker: move at full speed while tracking
Mark: one humanoid or monstrous humanoid, add level as insight bonus to Gather Info, Listen, Search, Spot, Survival to find mark

-Occult Slayer-
weapon bond (+1d6 damage to casters or creatures with SLA)
magic defence +3 to saving throws vs spells/SLAs
mind over magic: rebound spell or SLA as free action, twice per day
vicious strike: readied action against caster deals double damage (basically used to disrupt casting)
aura vision: see magic auras 60'
nondetection - as the spell
blank thoughts - immune to mind effects
« Last Edit: February 21, 2009, 04:17:25 AM by Surreal » Logged

"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills
Domesticated Capuchin Monkey
Posts: 109

« Reply #6 on: August 14, 2008, 08:58:35 PM »

In Progress, updated parts are in bold.

Male Thri-Kreen Monstrous Humanoid 2 / Unarmed Swordsage 5 / Kensai 3
Lawful Neutral

XP: 42276

Strength    12    (+1)
Dexterity    24    (+7)
Constitution    16    (+3)
Intelligence    13   (+1)
Wisdom     18      (+4)
Charisma    4    (-3)

HP: 44/69
Size:    Medium
Height:    6'
Weight:    170 lb
Skin:    Yellow
Hair:    None

Wears his armor underneath the uniform, trench coat hood up, and a mask with the likeness of a tiger on it. Keeps his smaller arms under the coat, and gloves on his larger hands.

Speed: 50 feet

Armor Class: 28 = 10 +6 [dexterity] +3 [Natural] +4 [Swordsage] + 5 [Armor]

      Touch AC: 20
      Flat-footed: 23

Initiative modifier:   +14   = +7 [dexterity] +5 [Warning] +2 [Quick to Act]
Fortitude save:   +5   = 2 [base] +3 [constitution] (1 sage) (0 thri-kreen)
Reflex save:   +12   = 8 [base] +7 [dexterity] -3 [Poor Reflexes] (4sage) (3thri-kreen)
Will save:   +15   = 11 [base] +4 [wisdom] (4 sage) (3 thri-kreen) (3 kensai)
Attack (handheld):   +7/+2   = 7 [base] +1 [strength]
   Weapon Finesse:   +13/+9   = 7 [base] +7 [dexterity]
Attack (missile):   +11/+6   = 7 [base] +7 [dexterity] -2 [shaky]
Grapple check:   +9/+4   = 7 [base] +3 [strength]

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.
Carried: 34
Languages:   Common Thri-Kreen

4x +1 Martial adept (shadow hand) Unarmed attack, 1d8+2 (+7 in shadow hand stance), +15/10
1 +1 warning claw, 1d4+2, +15
3 claw, 1d4+1, +14
Bite, 1d4+1, +8 to hit
Full attack: 4 (5 with snap kick) unarmed attacks, 1 claw, 1 iterative unarmed attack

Longbow 1d8 +11/6, 100' RI.
      Shaky   [flaw]
      Poor Reflexes [Flaw]
      Cross-Class learning (From Flaw)
      Multi-weapon fighting (from flaw)       
      Deflect Arrows   [free to thri-kreen]
      Combat Expertise (MonHum)
      Snap Kick (9)   
      Weapon Finesse (1)
      Shadow Blade (3)
      Adaptive Style (6)
      Weapon Focus (Tiger Claw)
      Monk unarmed attack progression (swordsage unarmed variant)

Diplomacy: 2 = 5 [ranks] -3 [cha]
Jump: 57 = 10 [ranks] +7 [dex] +30 [race] +8 [50ft move] +2 [synergy]
Spot: 16 = 10 [ranks] + 4 [wis] +2 [tools]
Hide: 16 = 7 [ranks] + 7 [dex] +2 [tools]
Listen: 14 = 10 + 4 [wis]
Move Silently: 16 = 7 [ranks] +7 [dex] +2 [tools]
Tumble: 15 = 6 [ranks] +7 [dex] +2 [synergy]
Concentration 8 = 5 [ranks] +3 [con]
Ride 12 = 5 [ranks] +7 [dex]

Longbow (75gp)
+1 mithral chain shirt of blurring (5100gp)
Collar of Umbral Metamorphosis, Gloves of Dex, Necklace of natural attacks +1 warning (on primary claw), Heward's Handy Haversack, boots of agile leaping,  (10,800 + 5000 + 8600 +2500 +750) = 27650)
Masterwork Tools: Move Silently (slot: shoes) (50)
Masterwork Tools: Hide (Slot: cloak) (50)
Masterwork Tools: Spot (slot: eyes) (50)
Waterskin x2 (2gp)
Trail rations x5 (2.5gp)
bedroll (.1gp)
Arrows x40 (2gp)
3768.4gp (largely in gems, 50 SP, 50CP, 50GP in cash)
Known: 10 Readied: 6 Stances: 3

Island of Blades
Hunter's sense
Assassin's Stance
Cloak of Deception (readied)
Soaring Raptor Strike (3rd) (readied)
Sudden Leap (1st) (readied)
Death From Above (4th) (readied)
Flashing Sun (2nd)
Wind Stride (1st)
Distracting Ember (1st)
Counter Charge (1st)
Mind over body (3rd) (readied)
Shadow Jaunt (2nd) (readied)


Wek'tcha was born in a nomadic tribe of Thri-Kreen, but at a young age left for a Swordsage temple, where he trained as an unarmed fighter, using his natural advantages of speed and four arms. Once he was sent out as a Journeyman, he found that not many people like or trust his kind, but also found that the Harren'daen'kar were willing to employ him. Employ him, but not necessarily trust him, and he has no illusions about how expendable he is to them. Nonetheless, he has sworn to work for them.

Kensai Oath: To serve the Harren'daen'kar until they allow him to quit or betray him.
« Last Edit: May 28, 2009, 01:31:20 AM by Nodaisho » Logged

The more I see of people, the more I love my dog.
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