Post you character sheets here. and could someone skiky this please?
Light is chaos, darkness is order.
Light is chaos, darkness is order.
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Prince Yami |
Character sheets |
Lead | |
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Post you character sheets here. and could someone skiky this please?
Light is chaos, darkness is order. |
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LeadPal |
Re: Character sheets | ||
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Huzzah! Now I have the first spot!
At least some good has come out of this crap. First Draft of Character: Maeus FoebinderAlignment Neutral Good Deity Lord BendekarRace Tarati Class Cleric 4ECL 7 Experience 28,000Height 12' 2" Weight 1316 lb.Str 16 HP 35Dex 10 AC 9 Touch 9 Flat-footed 9Con 16 Initiative +0Int 12 BAB +3 Grapple +10Wis 18 (20) Speed 40 ft.Cha 16Saves: Melee Atk +5Fortitude +7 Ranged Atk +0Reflex +1 Bardiche +6 2d8+4 dmg 20 ft. reachWillpower +8 Javelin +0 1d8+3 dmg 30 ft. increment Greatsword +5 3d6+4 dmgSkills:Concentration +10 (7 ranks, +3 con)Knowledge (history) +4 (2 ranks, +1 int, +1 inborn)Knowledge (religion) +9 (7 ranks, +1 int, +1 inborn)Knowledge (other) +2 (+1 int, +1 inborn)Listen +1 (+5 wis, -4 inattentive)Spellcraft +6 (5 ranks, +1 int)Spot +1 (+5 wis, -4 inattentive)Languages Spoken: Common, Auran.Feats and Flaws:Inattentive - Great FortitudeShaky - EnduranceExtend SpellWeapon Focus (Bardiche)LeadershipSpecial Abilities and Qualities:Inborn KnowledgeProficient with all simple and martial weapons, armour, and shields (but not tower shields).Spells Active:None currentlyCurrent Spells Prepared:5/5+1/3+1DC: 14 + spell levelBold spells have been cast.0-level: 1st-level: 2nd-level: *Domain spell.Domains: Air and War. Granted Powers: 6/day, turn or destroy earth creatures as agood cleric turns undead. Rebuke, command, or bolster air creatures as an evilcleric rebukes undead.Equipment:104 pp472 gpMasterwork Greatsword (400 gp)10 Javelins (2 gp each)+1 Bardiche (2,318 gp)Periapt of Wisdom +2 (4,000 gp)Vest of Resistance +1 (1,000 gp)+1 Full Plate (4,150 gp)Ring of Protection +1 (2,000 gp)BackpackWaterskinThree day's trail rationsBedrollSackFlint and steelHoly symbol100 page diurnalInkInkpenSeveral sapphires (3500 gp altogether) History Not much, yet. Kind of sucks, eh? |
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RogueSavior |
Re: Character sheets | ||
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You suck.
Dibs on second! Name: Thamior Narimmiel Neutral Good Race: Elf Class: Warmage 5 / Ranger 2 STR 13 DEX 15 CON (12) (10 base + 2 Amulet of Health) INT 14 WIS 11 CHA 16 Hit Points (45) (38 +7 for new CON) AC 15 (10 + 2 DEX + 3 ARMOR ) BAB - +4 Fort +5 ( +1 WIZ +3 RAN + 1 CON) Ref +6 (+1 WIZ +3 RAN + 2 DEX) Will +4 (+4 WIZ +0 RAN +0 WIS) Melee - +5 Ranged - +6 Skills 16 ranks Ranger (RR) 35 ranks Warmage (WR) Hide +7 (5 RR +2 DEX) Concentration + 10 (1 RR + 8 WR + 1 CON) Survival +7 (5 RR + 0 WIS +2 feat) Spot +12 (5 RR + 0 WIS + 2 RACE +5 Eyes of the Eagle) Spellcraft +10 (8 WR + 2 INT) Knowledge (History) +10 (8 WR + 2 INT) Intimidate +6 (3 WR +3 CHA) Diplomacy +7 (8 WR x.5 Cross-class +3 CHA) Listen +2 (race) Search +5 (race +3 INT) Heal +2 (feat) Hide +12 (BoE + 2 DEX) Move Silently +12 (CoE + 2 DEX) Feats: Race: +2 Dexterity, 2 Constitution. Medium: Elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Languages: Common, Elven, Gnome, Goblin Favored Class: Wizard. Class: Armored Mage (light) Favored Enemy: Brind warmage edge Advanced Learning - Read Magic Track Wild Empathy Combat Style - Two Weapon (Two-Weapon Fighting feat) Proficient with All simple and Martial Weapons, and Light and Medium Armor Character: (Two-Weapon Fighting) (Track) Leadership Quick Draw Self-Sufficient Weapons - +1 Keen Longsword AB +4 Damage 1d8 +2 Crit - 18-20/x2 Cost: 4015 gp +1 Shortsword AB +4 Damage 1d6 +2 Crit - 10-20/x2 Cost: 2010 gp Composite Longbow AB +6 Damage 1d8 Crit - x2 range 110 ft Cost: 100 gp Two quivers of 20 arrows - 2 gp Armor - MW Studded Leather AC +3 max dex +5 ACP -0 arcane spell n/a Other Items Explorer's Clothes Boots of Elven Kind Cloak of Elven Kind Amulet of Health +2 Scrolls: Invisibility (2) Shield (5) Fly Disguise Self Spider Climb Haste (3) slow (3) Everburning Torch Eyes of the Eagle Money: 182 gold pieces Spells Known 0-LEVEL WARMAGE SPELLS (CANTRIPS) 6 per day Acid Splast Light Ray of Frost Disrupt Undead Read Magic 1ST-LEVEL WARMAGE SPELLS 6 per day Accuracy Burning Hands Chill Touch Fist of Stone Hail of Stone Magic Missile Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, lesser Orb of Sound, lesser Shocking Grasp True Strike 2ND-LEVEL WARMAGE SPELLS 4 per day Blades of Fire Continual Flame Fire Trap Fireburst Flaming Sphere Ice Knife Melf's Acid Arrow Pyrotechnics Scorching Ray Shatter Whirling Blade Background: Thamior is the 4th and youngest son of the ruling family Narimmiel in the Elven Citadel of [ ]. Excluded from the Court Life of his parents, Thamior was relegated to training in the best Academy the Elves offered - where he proved adequate at Swordplay, and showed great potential for the Art of Magic. Not desiring intricate, subtle spells, Thamior focused instead on the spells most suitable for warfare. At this point in his life, Thamior was overcome with Wanderlust, and the desire to prove himself. The soaring expanses of [ ] became as a prison, and Thamior collected his inheritance and left, swearing never to return again. On his maiden voyage, the ship his parents had given him was struck by lightning during a storm at sea; washed up on the shores of Gelnost, Thamior was startled to find the chest containing a small part of his belongings nearby - only a small part of the inheritance he received was located. Luckily, his spell components were among the small treasures found. Unarmed and in a distand land, Thamior bartered for the weapons he now carries using small trinkets located in the chest - magic rings, gems, and such. He has found the gnomes agreeable, and has found work in the North, defending farmers against raids by the vicious enemies of the Elves, the Brind. What awaits this lost prince? Only the gods know... |
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DakkonDarkBlade |
Re: Character sheets | ||
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just gettin a good spot for later
A true warrior enters battle victorius, while a false warrior enters combat seeking victory
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KrackerJ |
4th spot | ||
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Hope this character meets your approval yami. I'm using that race you posted a while ago, if you could repost it for me that would be great. If you need info on any of the war mage or swashbuckler abilities I can tell you about them. History and Items soon to come.
Swashbuckler 3/Warmage 2/ Dragon Disciple 2 Race: Sharrto (sp?) Hp: 51 BAB: 5 Stats str 12 con 12 dex 18 int 18 wis 8 cha 12 Saves Fort 7 = base 6 stat 1 Ref 6 = base 1 stat 4 grace 1 wil 6 = base 7 stat -1 Feats Practiced Spellcaster Dodge Weapon Finesse Combat Expertise Skills balance 11 = ranks 5 dex 4 synergy 2 jump 8 = ranks 5 str 1 synergy 2 tumble 13 = ranks 7 dex 4 synergy 2 sense motive 4 = ranks 5 wis -1 bluff 6 = ranks 5 cha 1 escape artist 14 = ranks 10 dex 4 diplomacy 11 = ranks 10 cha 1 climb 6 = ranks 5 str 1 concentration 11 = ranks 10 con 1 knowledge arcane 12 = ranks 8 int 4 languages Common (automatic?) Sharrto (automatic?) Draconic Gnome Abilities: grace 1 insightful strike armored mage (light) warmage edge natural armor 1 stat boost 2 str claws and bite 1d3, 1d4 bonus spells 2 level 1 spells per day: 0th - 6 1st - 7 spells known: (see complete arcane page 90) Equipment: TBA History: TBA |
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Fox Reeveheart |
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