Character Management

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deadDMwalking
deadDMwalking's picture
Character Management

Let's get this back up and running.

You can review the old threads here: http://forum.dndarchive.com/index.php?option=com_kunena&func=showcat&catid=72&Itemid=50

I'm going to move over relevant bits. I'll take your reposting a character here as your interest in continuing from where we left off.

Oogmach

Nasim Vhal
Male xeph Monk 5
SZ M; HD 5d10; hp 32
Init +9; Spd 40 ft
AC 22 (+2 armor, +4 Dex, +1 monk, +5 Wis), touch 20, flat-footed 18
BAB/Grp +3/+8
Atk Unarmed +8 (1d8+5) or mwk kama +9 (1d6+5)
Full Atk Flurry +7/+7 (1d8+5) or +8/+8 (1d6+5)
Space/Reach 5 ft / 5 ft
SA flurry of blows, ki strike (magic); SQ burst (+20 ft speed for 3 rounds) 3/day, darkvision 70 ft, evasion, purity of body, slow fall 20 ft, still mind
AL NG
SV Fort +4, Ref +8, Will +9; +2 vs. enchantment, +1 vs. spells and SLAs
Str 8, Dex 18, Con 10, Int 10, Wis 19(21), Cha 8
Skills Jump +14 (e), Knowledge (arcana) +5 (t), Perception +15 (j), Stealth +14 (j), Tumble +14 (j); Languages Common, Xeph
Feats Combat Reflexes, Improved Initiative, Improved Trip (+9 bonus), Stunning Fist (DC 17, 5/day), Weakening Touch*
Equipment bracers of armor +2, periapt of Wisdom +2, 2 potions of cure moderate wounds, mwk kama, explorer's outfit, backpack, 50 ft silk rope, grappling hook, 4 smokesticks, waterskin, 3 days' trail rations (total weight carried: 23 lbs); 5 gp
Flaw Shaky (-2 on ranged attacks); Trait Nightsighted (+10 ft darkvision, -1 Spot in bright light)
*from Complete Warrior; spend stunning fist attempt to do no unarmed damage and impose -6 Str penalty

Bahamut Omega

Lt. Nivor Frostleaf
Male Wood Elf Fighter 5
SZ M; HD 5d12+5; hp 43
Init +3; Spd 30 ft
AC 22 (+9 armor, +3 Dex), touch 13, flat-footed 19
BAB/Grp +5/+8
Atk +11 Gnome Hooked Hammer (1d8+8) [Bludgeoning] x3 or +11 Gnome Hooked Hammer (1d6+8) [Piercing] or +10 Composite Longbow (1d8+6) 20/x3 110' or +10 Throwing Axe (1d6+6) 10'
Full Atk +9 Gnome Hooked Hammer (1d8+6/4) and/or +9 Gnome Hooked Hammer (1d6+4/6) or +8/+8 Two Throwing Axes (1d6+4/6)
Space/Reach 5 ft / 5 ft
SA Weapon Focus (All), Mettle, Weapon Specialization (All), Double 5' Step, Elf Traits
AL NG
SV Fort +6 (+4 Base, +1 Con, +1 Cloak), Ref +5 (+1 Base, +3 Dex, +1 Cloak), Will +5 (+4 Base, +0 Wis, +1 Cloak); +2 vs. enchantment effects
Str 17 [18], Dex 16, Con 12, Int 12, Wis 10, Cha 14
Skills Craft (Armorsmithing) +13 (2 ranks, +1 Int, +2 Tools), K: Arcane +11 (2 ranks, +1 Int), Perception +7 (1 ranks, +2 Racial), Search +2 (+2 Racial), Stealth +11 (2 ranks, +3 Dex, -2 ACP), Use Magic Device +17 (3 ranks, +2 Cha);
Languages Common, Elven, Gnome
Feats Two-Weapon Fighting (1st), Exotic Weapon Proficiency (Gnome Hooked Hammer) (2nd), Power Critical (4th) [Currently trained to Hooked Hammer]
Equipment +1 Mithral Full Plate (4,500 gp, 25 lbs), Lesser Gauntlets of Ogre Power (1,000 gp)*; Masterwork Tools (55 gp, 5 lbs), Masterwork Gnome Hooked Hammer (620 gp, 6 lbs), x5 Throwing Axes (10 gp, 10 lbs), Masterwork Composite Bow (+4 Str) (800 gp, 3 lbs), x112 Arrows (1 gp, 3 lbs), x20 Arrows Cold Iron (2 gp, 3 lbs), x20 Arrows Silvered (40 gp, 3 lbs), x2 Acid (20 gp, 2 lbs), Artisan's Outfit (1 gp, -), Backpack (2 gp, 2 lbs), Winter Blanket (0.5 gp, 3 lbs), +1 Cloak of Resistance (1,000 gp), Grappling Hook (1 gp, 4 lbs), Flint and Steel (1 gp, -), Silver Holy Symbol of Olidammara (25 gp, 1 lbs), x4 Rations (2 gp, 4 lbs), Silk Rope (10 gp, 1 lbs), x3 Sunrods (6 gp, 3 lbs), x24 charges Wand of Cure Light Wounds (375 gp), Waterskin (1 gp, 4 lbs), Whetstone (0.02 gp, 1 lbs).

83 lbs/100 lbs (light load)

527.48 gp

*Customized magic item based on the rules for creating magic items in the DMG pg. 285. As opposed to a +2 bonus, these provide a +1 bonus.

Board Rider
Board Rider's picture

Fashderaik "Fash" Tymento
Whisper Gnome Rogue 3/Warlock 1/Cleric of Baravar Cloakshadow 1
SZ S; HD 4d8+1d6+15; hp
Init +7 Spd 30
AC 20 (+4 Dex, +1 size, +5 armor) Touch: 15 FF: 15
BAB/Grap +3/+4
Atk Eldritch Blast +8 (+9 30'), MW Morningstar +4
Full Atk Eldritch Blast +8 (+9 30') 1d6 (1d6+1) or MW Morningstar +4 (1d6+1x2) or Gnome Hooked Hammer +3 (1d6+1x3 or 1d4x4)
Space/Reach 5 ft./5 ft.
SA Eldritch Blast, Sneak Attack +2d6, Detect Magic, Spell Like Abilities, Spells, Turn Undead
SQ Evasion, Trapfinding, Trapsense +1, Invocations, Darkvision 60', Low-Light vision, Gnome Traits
AL CG
SV Fort +5 (+1 Base, +3 Con. +1 Vest) Ref +8 (+3 Base, +4 Dex, +1 Vest) Will +5 (+4 Base, +1 Vest)

Str 12, Dex 18, Con 16, Int 12, Wis 11, Cha 10

Skills: (16) Balance +9 (+5, +4 Dex), Decipher Script +6 (+5, +1 Int), Disable Device +6 (+5, +1 Int), Escape Artist +9 (+5, +4 Dex), Gather Information +5 (+5), Knowledge Arcana +6 (+5, +1 Int), Knowledge Religion +6 (+5, +1 Int), Listen +12 (+10, +2 Racial), Open Lock +14 (+10, +4 Dex), Spot +7 (+5, +2 Racial), Stealth +17 (+5, +4 Racial, +4 Size, +4 Dex), Survival +5 (+5), Tumble +11 (+5, +4 Dex, +2 Boots), Use magic Device +5 (+5)
Languages: Common, Gnome
Feats: Improved Initiative(flaw), Point Blank Shot(1st), Precise Shot(2nd), Track(4th)

Possessions: (8,945/9,000gp) Handy Haversack (2000gp/2.5lbs) {Everlasting Rations*(350gp), MW Thieves Tools (100gp), x2 Alchemists Fire (40gp)} Mithril shirt +1 (2100gp/5lbs), Vest of Resistance +1*(1000gp/.5lbs), Wand of CLW (CL1) (750gp), Acrobat Boots* (900gp), Shiftweave* [Cleric's Vestment, Explorer's Outfit, Royal Outfit, Scholar's Outfit, Traveler's Outfit] (500gp), Silver Holy Symbol (25gp), Gnome Hook Hammer (20gp/3lbs), MW Morningstar (308gp/3lbs). Dagger (2gp/.5lbs), Healing Belt*
Total weight generally carried: 15.5 lbs.

Cleric spells Per Day: CL 1 3/1+1-(save DC 10 + spell level)
Domains: Travel, Magic
Commonly Prepared Spells:
0 (3) - Detect Magic, Detect Poison, Purify Food and Drink
1st (1+1) - Protection From Evil, Longstrider

Invocations:
Least - See The Unseen: Gain See Invisibility as the spell and Darkvision for 24 hours
Least - Spiderwalk: Gain [i]Spider Climb[/i] as the spell and immune to magical and non magical webs
Spell Like Abilities: 1/day - Silence (on body), Ghost Sound, Mage Hand, Message
Gnome Traits: Weapon familiarity (hooked hammer), +1 to attack against goblinoids and kobolds, +4 dodge bonus to AC against giant type monsters, skill bonuses to listen, spot and stealth skills
Turn Undead 3/day: 1d20+2/2d6+1
Domain Power - Magic: Fash can use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half his cleric level.
Domain Power - Travel: 1 round per day Fash can act normally regardless of magical effects that impede movement as if affected by the spell freedom of movement.
Flaw: Noncombatant - -2 to melee attack rolls
*Everlasting Rations can be found in the Heroes of Battle supplement
*Items can be found in the Magic Item Compendium supplement

Description
Fash stands at a compact and lean three feet and four inches tall. Weighing in at a 46 pounds, Fash is muscular and narrow. Fash has deep set emerald eyes, high cheekbones and raven black hair featuring a streak of emerald matching his eyes. Fash speaks in slow, measured sentences with a deep, gravelly voice.

Fash typically favors earth colored tones and various shades of blacks in his clothing. When "dressed" in his royal outfit his colors are bright blue, yellow and light green.

Fash has an almost insatiable curiosity. But he is cautious. While he certainly loves adventure, he loves it on his own terms and conditions. Not overtly against contractual agreements, Fash prefers to take jobs that he finds interesting to those that may pay more.

Background
Fash's mother and father were what many considered utterly ordinary. Fash's father, Doono, however was a small time thief in his younger days. Settling down with a small lock shop, Doono and his wife had Fash and lived life.

A life Fash didn't like. It was boring.

Fash found the magical enclave in his mid forties and never looked back. Studying with various wizards, warlocks and clerics it was here where Fash met Humphrey. While the cleric was a bit of an oddity to the young gnome, Fash, ever the free spirit, marveled at the dedication to a dogma.

Self learning, a small amount of devotion and tutelage found Fash in the scattered ranks of the Baravar clergy.

During these developmental years Fash would study with Humphrey from time to time, running errands for the old human when something was needed.

When the old human was ready to see the world, Fash offered to go with him. While the human was winding down his life, Fash sought to begin his.

Darker

**Under Construction**

Humphrey Tomegiest

Human Monk 1 / Cleric of Lirr 4:

SZ Medium; HD 1d8 + 4d6; hp 22; Init -7 (-1 Dex, -6 flaw); Spd 30 ft.; AC 14 (-1 Dex, +5 Wis), touch 14, flat-footed 14; BAB/Grap +2/+7;

Atk +8 melee (1d6+5 MW Staff) or Atk +7 melee (1d6+5 unarmed strike);
Full Atk +6/+6 melee (1d6+5 MW Staff) or Atk +5/+5 melee (1d6+5 unarmed strike);

Space/Reach 5 ft./5 ft.;

SA flurry of blows (-2/-2), unarmed strike;
SQ None;
AL CG;

SV Fort +6 (6 base, +0 Con), Ref +2 (3 base, -1 Dex), Will +11 (6 base, +5 Wis);
Str 8, Dex 8, Con 10, Int 14, Wis 20*, Cha 12.

*Modified by +2 Periapt of Wisdom.

Skills: [All skills are considered trained] (Class 10 + 2 Human + 2 Int + 4 Level)
Bluff +11 (2), Knowledge (the planes) +12 (2), Knowledge (Arcana) +12 (2), Knowledge (History) +7 (1), Knowledge (Local) +7 (1), Knowledge (Nature) +7 (1), Knowledge (Religion) +7 (1), Knowledge (Dungeoneering) +7 (1), Appraise +7 (1), Spot +10 (1), Search +12 (1), Sense Motive +10 (1), Concentration +10 (2), Decipher Script +7 (1)

Lore (Bardic Knowledge) +10 (+4 level, +2 int, +4 feat)

Feats: (1 Human, 2 Flaw, 2 Monk, 3 Character)
Improved Unarmed Strike (M), Augment Summoning, Spell Focus (Conjuration), Beckon the Frozen, Jack of All Trades, Communicator, Obscure Lore, Cloudy Conjuration

Flaws: Feeble, Unreactive

Cleric spells Per Day (5/5+2/3+2; save DC 15 + spell level) CL 4, CL 5 (divination), CL 6 (conjuration), or CL 2 (Wizard item activation):
Domains: Travel, Magic, Knowledge (Bonus), Summoner (Bonus)
Commonly Prepared Spells:
0 (5) - Detect Magic, Detect Poison, Read Magic, Candlelight, Light
1st (5+2)- Sanctuary, Protection from Evil, Scholar's Touch, Wieldskill, Summon Monster I, Summon Monster I (D), Detect Secret Doors (D)
2nd (3+2)- Deific Vengeance, Lore of the Gods, Summon Monster II, Summon Monster II (D), Detect Thoughts(D)

Spell-like abilities as a 1st-level caster: 1/day--arcane mark, comprehend languages, message.

Possessions: MW Staff (300 gp), Scholar’s Outfit (5 gp), Backpack (2 gp), Holy Water (25 gp), A Brief History of the Realms - Knowledge (History) +2, Encyclopedia Magika - Knowledge (Arcana) +2, Jaksaz's Guide to Wherever You Are - Knowledge (Local) +2, Tyriel's Field Guide - Knowledge (Nature) +2, Deities and Demigods - Knowledge (Religion) +2, Ellibur's Tome of the Planes, Abridged Edition - Knowledge (the planes) +2, The Dungeoneer's Guide to Tombs, Catacombs, and Caverns - Knowledge (Dungeoneering) +2.

Magic Items: Glasses of Minute Seeing (1,250 gp), Periapt of Wisdom +2 (4,000 gp), Ring of Sustenance (2,000 gp), Potion of Invisibility (300 gp), Potion of Mage Armor (50 gp), Universal solvent (50 gp), Scroll with bless, detect undead, hide from undead, locate water, and magic weapon (150 gp), scroll with make whole and zone of truth (300 gp), scroll with detect secret doors x2, disguise self x2, true strike, and hold portal (150 gp), 68 gold left.

Description: x.
Background: x