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Unread 6th of December, 2007, 18:30
Linklegacy77's Avatar
Linklegacy77
Spectral Savant of the Aether. [Epic GM]

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[CRC] Challenge Rating.... Challenge? Sign-ups!

Welcome to the Challenge Rating.... Challenge? Sign-ups!

For further information, go here: http://online-roleplaying.com/forums...ead.php?t=8812

You may post your characters here in this thread. There is not yet a deadline for character creation. Do not ask questions here, an available thread will be made. Simply post characters.

The Concept:

Using core rules (3 core books only, no SRD), build a level 20 character to face off against a series of increasingly powerful foes! Enemies begin as a randomly selected CR 1 foe, and slowly move up the CR list. You fight until you drop. No resting or recovery time is given in between fights: next fight is immediate. If you can somehow recover during a fight, more power to you. No resources will be restored. You have only what you go in with.

He (or she) who lasts the longest (not in terms of time, but in terms of beating the most foes) wins!

Character Creation:
  • One entry per player only.
  • There is no rule on difference. Even if you have very similar characters, each player has a different method or different strategy.
  • 25 point buy. It’s supposed to be challenging.
  • 190k XP – enough for 20th level.
  • Monstrous races and template are permitted – but only from the Monster Manual I and only those with a specified LA. No cloakers, for example.
  • No class restrictions other than core.
  • 20th level gold for everyone – no matter the race/template/class combination.
  • Crafting is allowed but will mean a drop in levels due to the XP spent.
  • No custom-made items other than potions, wands and spells created with the rules described in the DMG.
  • No partially charged items (ex: wands/staffs).
  • No juggling of body slots – use the items exactly as in the DMG.
  • One-use magic items cost double (including ammunition).
  • When using a manual to increase your intelligence, you gain the increase in skill points at the level that you can first afford the item.
  • Banned: Gate (along with all items which cast it), Mnemonic Enhancer, Leadership feat, extra-dimensional travel (etherealness, plane shift, teleport)
  • Reminder: Only PHB, DMG, MM 1.
Spirit Rules:

If I find any loopholes or similar rules to be banned like the gate trick, then I most likely will. It would be against the spirit of the competition to use one.
Characters will be posted openly, and other players may review them and voice concerns. Of course, I'll have the final say.
Metagaming is NOT permitted. Knowledge checks of 10+ 2*hit dice will be permitted to decide if your character knows anything about the creature.

The Arena:
  • The arena will be a square area of the dimensions 100’x100’ and flight is allowed up to a height of 500’.
  • The player and the monster will begin 80 feet away at the start of the challenge. This may change based on the monsters or the players size, or as random locations change during the battle.
  • Terrain will change with each fight and will resemble the terrain where the current monster is most commonly found in (beware underwater terrain) – see below how the transfer from one terrain to another is managed.
  • The arena is on the Material Plane.
The Road to Fame and Despair:

You lose when...
  • ...your character leaves the arena at all
  • ...you have no chance of vanquishing your foe (your character is dead / petrified / you cannot get a winning situation no matter what – see below)
You win when...
  • ...the monster is dead or in any condition that will not permit it to act at all anymore (petrification, permanent paralysis...)
  • ...the monster leaves the arena for more than 3 rounds (be that on purpose or due to some action by your character) – note that monsters will never willingly leave the arena unless they are using their 3 rounds for a tactical advantage (trying to force them to leave counts as an action against their nature)
  • ...the monster is disabled (read: unable to act in an offensive manner) for more than three rounds (paralysis counts, blindness or the monster simply unable to reach you does not)
Special Rules + Procedure:

As soon as one fight ends, all spell effects from the previous fight vanish, both negative and positive. So, if you're under the effects of a flight spell and an enervate spell, those negative levels vanish but you float to the ground the moment the battle ends. If for some reason having the spell end immediately would cause you damage, sorry, but you're taking the damage. That's part of this tournament. Only spell effects end after each fight. Poisons, diseases, and the like will continue to affect your character. Instantaneous effects from spells will remain as well, as will damage from spells. Permanent spells vanish as well.
The barbarian's rage will treat each fight as a single battle, and once that particular fight is over, the fatigue from rage will be gone. Also, after each battle, the rage effects will be gone. No carrying over rounds. You are of course, still limited in the number of rages you have. Same concept applies for similar abilities.

Monsters will be chosen randomly from any books that I have access to. Whether all characters will face the same monsters or I’ll roll separately for each has yet to be decided.
In case the monsters are randomly chosen, the lists for possible monsters will be put up for each CR.

The moment a winning condition is met, the next round starts immediately. Effects vanish as described above, terrain simply switches to the new terrain, all equipment carried/lost by vanquished monsters vanishes (your own equipment stays wherever it was at the end of the last fight) and initiative is rolled (this means that the one who loses initiative is flatfooted).
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Last edited by Linklegacy77; 24th of April, 2008 at 09:38.
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  #2  
Unread 7th of December, 2007, 12:08
Doombot's Avatar
Doombot
Spirit of the Spartan Nation [Epic]

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Will flesh this out later; for now, putting this here gives me a good base to work with.

************************************************* ******
Right Hand:
Left Hand:
AC: (list what your AC will be during your turn, and at the end of your turn, just in case you provoke an AoO and your AC changes due to another ability)
HP: ###/###

Spells Prepared (if preparing spells). Spells that have been cast should be changed to the color red to show that.

Spell slots remaining (if you cast but don't prepare) list level and number remaining.

Current effects: list all beneficial effects and negative effects. I will make sure to keep track of the negative effects as well, this is as much for your benefit as it is for mine.
************************************************** ******

Example:

************************************************** ******
Right Hand: +5 flaming rapier
Left Hand: +3 mithril light shield
AC: during- 36 (37 against gnoll due to dodge feat), end- 36 (37 against gnoll due to dodge feat)
HP: 215/221

Spell Slots Remaining:
0 level: 6
1 level: 5
2 level: 4
3 level: 4

current effects: haste (from spell), poison (failed initial fort, -2 dex)
************************************************** ******


Name: Aziraphale
Class/Level: Trumpet Archon (12 HD + LA 8)
Exp: 190000
Race: Outsider (Archon)
Alignment: LG
Religion: Anihilation of all things foul
Hit Dice: 12d8+120 (183) (RPGA standard)
Initiative: +11 (Dex +7, Improved Initiative +4)
Speed: 40', fly 90' (good)
Age: As old as the cosmos
Height: 6'7"
Weight: 327 lbs.

AC*: 49 (base 10 +7 Dex, +14 natural, +8 Bracers, +5 Ring of Prot, +1 Ioun Stone, +4 Shield)
Touch: 23 (10 base + 7 dex + 5 defl + 1 insight ), (31 vs. incorporeal touch [+8 bracers])
Flat-footed: 42 (10 base + 14 natural + 8 Bracers +5 Ring of Protection + 1 Ioun Stone + 4 shield)
ACP: 0

*Constant Magic Circle Against Evil in effect: +2 to AC and Saves against evil creatures, hedges out summoned creatures and mind control

Base Attack/Grapple: 12/21
Full Attack: +4 adamantine greatsword +26/+21/+16 melee (2d6+17/19-20) Or Unarmed Strike +22/+17/+12 (1d6+9)

Special Attacks: Trumpet at will (Fort DC 21) -- Non-archons within 100' save or be paralyzed for 1d4 rounds
Attacks made by Aziraphale are treated as good-aligned and lawful-aligned for purposes of overcoming damage reduction.

Special Qualities: Aura of menace (Will DC 25)**, DR 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, SR 29, teleport, tongues
Evasion, Fire resistance 30, Freedom of Movement

** All Archons gain a +2 racial bonus to the DC for their Aura of Menace ability.

Spell-like Abilities: At will - Continual Flame, Detect Evil, Message

Saves:
Fort: +24 (+28 vs. poison)
Ref: +21
Will: +18

Abilities:
Str: 28 | +9 (12 base +10 racial +2 enhancement +4 inherent)
Dex: 24 | +7 (12 base +6 racial +6 enhancement)
Con: 30 | +10 (13 base +12 racial +5 inherent)
Int: 16 | +3 (10 base +6 racial)
Wis: 18 | +4 (12 base + 6 racial)
Cha: 20 | +5 (14 base +6 racial)

Feats:
Ability Focus: Aura of Menace
Flyby Attack
Improved Sunder
Improved Initiative
Power Attack


Skills:
Concentration +26 (15 ranks +10 con +1 competence)
Diplomacy +23 (15 ranks +5 cha +2 synergy[sense motive] +1 comp.)
Escape Artist +23 (15 ranks +7 dex +1 comp.)
Intimidate +21 (15 ranks +5 cha +1 comp.)
Knowledge (Religion) +19 (15 ranks +3 int +1 comp.)
Knowledge (The Planes) +19 (15 ranks +3 int +1 comp.)
Listen +20 (15 ranks +4 wis +1 comp.)
Move Silently +23 (15 ranks + dex +1 comp.)
Perfom (wind instruments) +21 (15 ranks +5 cha +1 comp.)
Sense Motive +20 (15 ranks +4 wis +1 comp.)
Spot +20 (15 ranks +4 wis +1 comp.)
Use Rope +8 (+9 with bindings[+2 synergy from escape artist] +1 comp.)

Languages Spoken
All

Items: (total wealth 758,770 GP)
-50,020 (+2 Moderate Fortification Animated Mithril Heavy Shield)
-25,000 (Ring of Evasion)
-40,000 (Ring of Freedom of Movement)
-12,000 (Boots of Speed) (Haste 10 rounds/day)
-25,000 (Cloak of Resistance +5)
-125,000 (Helm of Brilliance)
-30,000 (Pale green ioun stone) (+1 to attacks, saves, skills, ability checks)
-5,000 (dusty rose ioun stone) (+1 insight AC)
-8,000 (pale blue ioun stone) (+2 Str)
-36,000 (Gloves of Dex +6)
-2,500 (Golembane Scarab) (det golems, bypass DR)
-137,500 (Manual Con +5)
-110,000 (Manual Str +4)
-50,000 (Ring Prot +5)
-8,000 (Hand of Glory) (extra ring, daylight, see invis)
-27,750 (Staff of Healing)
-64,000 (Bracers of Armor +8)
-3,000 (adamantine quality for Trumpet/Sword)


Light Load: <400 lbs.
Medium Load: 401-800 lbs.
Heavy Load: 801-1200 lbs.
Push/Drag: 6000 lbs.

Class Spells/Day: 6/6/6/5/5/3/3/2
Level: 0/1/2/3/4/5/6/7


Level (number): Spell Name
0 - (DC 14)
Guidance x3
Resistance x3

1 - (DC15)
Entropic Shield x2
Divine Favor x2
Remove Fear x2
Inflict Light Wounds (D)

2 - (DC 16)
Owl's Wisdom
Eagle's Splendor
Bull's Strength
Resist Energy x2
Silence
Shatter (D)

3 - (DC 17)
Dispel Magic x 2
Searing Light x2
Remove Blindness/Deafness
Magic Vestment (D)

4 - (DC 18)
Dismissal x 2
Spell Immunity
Death Ward x2
Divine Power (D)

5 - (DC 19)
Dispel Evil
Plane Shift
Righteous Might
Flame Strike (D)

6 - (DC 20)
Banishment x2
Heal
Harm (D)

7 - (DC 21)
Greater Restoration
Destruction
Disintegrate (D)


Wealth:
PP:
GP: 1230
SP:
CP:

Treasures:

Appearance/Description: Aziraphale is an ancient being of the cosmos, draped in glory and radiating a fierce pride. His flowing silver hair is surmounted by a glittering crown of glory, and his trumpet of adamant, engraved with sacred text, marks his station as chief herald of the celestial powers. Haughty and stern, Aziraphale takes it upon himself to judge those of lesser race, and mete out his judgment if they fail to live up to his exacting standards (an accomplishment which few are able to achieve). He has been proven a fierce warrior in his hardships against foul creatures of the lower planes, and seeks to root out such base and treacherous beings and destroy them.

Artwork: (If you have a picture or mini that resembles your character)

Mannerisms:


Other notes: Yea, though Aziraphale walks through the valley of the shadow of death, he fears no evil, for he carries a big stick, and is the meanest motherfucker in the valley.
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The Gold Standard for Creepy - .9999 pure.

Last edited by Doombot; 24th of January, 2008 at 23:45.
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  #3  
Unread 7th of December, 2007, 13:01
Lord Twig's Avatar
Lord Twig
Nightwing

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Location: Temecula, CA
Posts: 1,481 (0.31 per day)
Name: Seraphiel
Race: Astral Deva
Size: Medium
Type: Outsider (Angel, Extraplanar, Good)
Class: Astral Deva (12 HD + 8 LA)
Hit Dice: 12d8+120 (183 hp)
Initiative: +8
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 44 (10 +15 natural, +8 armor, +2 shield, +8 Dex, +1 insight)
*Touch: 19 (10 +8 Dex, +1 insight)
*Flatfooted: 36 (10 +15 natural, +8 armor, +2 shield, +1 insight)
Base Attack: +12/+7/+2
Grapple: +24
Attack: +29 (1d8+15 Adamant Heavy Mace of Smiting +3, 19-20x2)
OR +28 (2d6+21 Cold Iron Holy Great Sword +3, 19-20x2)
OR +27 (1d8+19 Alchemical Silver Holy Ghost Touch Long Spear +2, x3)
OR +25 (1d8+18 Slam, x2)
OR +25 (1d8+16 Holy Composite Longbow +4, x3)
Full Attack: +29/+24/+19 (1d8+15 Adamant Heavy Mace of Smiting +3, 19-20x2)
OR +28/+23/+18 (2d6+21 Cold Iron Holy Great Sword +3, 19-20x2)
OR +27/+22/+17 (Alchemical Silver Holy Ghost Touch Long Spear +2, x3)
OR +25 (1d8+18 Slam, x2)
OR +25/+20/+15 (1d8+16 Holy Composite Longbow +4, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrifaction, protective aura, resistance to electricity and fire 10, spell resistance 30, tongues, uncanny dodge
Saves: Fort +20, Ref +18, Will +14 (+4 vs. poison)
Abilities:
Str 34 : +12 (14 base +12 race +2 inherent +6 enhancement)
Dex 26 : +8 (12 base +8 race +6 enhancement)
Con 30 : +10 (13 base +8 race +3 inherent +6 enhancement)
Int 18 : +4 (10 base +8 race)
Wis 18 : +4 (10 base +8 race)
Cha 30 : +10 (14 base +10 race +6 enhancement)
Skills: Concentration +26(15r), Escape Artist +10(1r), Knowledge (Arcana, Religion, The Planes) +20(15r each), Diplomacy +28(15r), Hide +24(15r), Intimidate +26(15r), Listen +20(15r), Move Silently +24(15r), Sense Motive +20(15r), Spot +20(15r), Tumble +16(7r cc)
Feats: Ability Focus: Stun, Fly-by Attack, Improved Critical: Heavy Mace, Power Attack, Weapon Focus: Heavy Mace
Alignment: Neutral Good
Level Adjustment: +8
Carrying Capacity: Light 932lbs., Medium 1864lbs., Heavy 2800lbs.

Combat
Seraphiel’s natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): Seraphiel can assume the form of any Small or Medium humanoid.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Seraphiel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Seraphiel’s HD). This aura can be dispelled, but Seraphiel can create it again as a free action on her next turn. (The defensive benefits from the circle are not included in Seraphiel’s statistics block.)
Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.
At will - aid, continual flame, detect evil, discern lies (DC 24), dispel evil (DC 25), dispel magic, holy aura (DC 28), holy smite (DC 24), holy word (DC 27), invisibility (self only), plane shift (DC 27), remove curse (DC 23), remove disease (DC 23), remove fear (DC 21);
7/day - cure light wounds (DC 21), see invisibility;
1/day - blade barrier (DC 26), heal (DC 26).
Stun (Su): If Seraphiel strikes an opponent twice in one round with her mace, that creature must succeed on a DC 30 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Tongues (Su): Seraphiel can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Uncanny Dodge (Ex): Seraphiel retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 16th level. She can flank characters with the uncanny dodge ability as if she were a 12th-level rogue.

Items:
Amulet of Health +6 (36,000)
Belt of Giant Strength +6 (36,000)
Cloak of Charisma +6 (36,000)
Gloves of Dexterity +6 (36,000)
Manual of Bodily Health +3 (82,500)
Manual of Gainful Exercise +2 (55,000)
Bracers of Armor +8 (64,000)
Boots of Speed (12,000)
Ring of Freedom of Movement (40,000)
Ring of Force Shield (8,500)
Ioun Stone, Dusty Rose Prism (+1 insight bonus to AC) (5,000)
Ioun Stone, Pale Green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (30,000)
Adamant Heavy Mace of Smiting +3 (+5 and destroys on critical hit vs. constructs, x4 critical vs. outsiders) (75,312)
Cold Iron Holy Great Sword +3 (52,400)
Alchemical Silver Holy Ghost Touch Long Spear +2 (50,485) (in quiver)
Luck Blade Short Sword +2 (+1 luck bonus to saves, good fortune (re-roll) 1/day, 0 wishes) (22,060)
Dagger +1 (2,302)
Scabbard of Keen Edges (Keen Edge 3/day, currently holding Great Sword) (16,000)
Holy Composite Longbow +4 (+12 Str) (73,600) (in quiver)
20 Cold Iron Arrows (4) (10 in quiver, 10 wrapped and in haversack)
20 Alchemical Silver Arrows (42) (10 in quiver, 10 wrapped and in haversack)
20 Adamant Arrows (122) (10 in quiver, 10 wrapped and in haversack)
60 Arrows (6) (30 in quiver, 30 wrapped and in haversack)
18 Javelins (18) (in quiver)
Quiver of Ehlonna (1,800)
Heward’s Handy Haversack (2,000)
Potion of Cure Light Wounds, x14 (1,400) (in haversack)
Potion of Cure Moderate Wounds, x5 (3,000) (in haversack)
Potion of Cure Serious Wounds, x4 (6,000) (in haversack)
Potion of Lesser Restoration, x5 (3,000) (in haversack)
Potion of Neutralize Poison, x2 (3,000) (in haversack)
Potion of Remove Blindness/Deafness, x2 (3,000) (in haversack)
Potion of Water Breathing, x2 (3,000) (in haversack)
Acid, flask x7 (140) (in haversack)
Alchemist Fire x5 (200) (in haversack)
Total: 759,991gp

9gp

Note:
While traveling around as a young Angel, doing good deeds and undoing evil beings, Seraphiel was betrayed by an incubus that she foolishly attempted to redeem. She was captured and tormented until she was rescued by an extremely well equipped adventuring group.

Seeing the power and effectiveness of the adventuring group’s items Seraphiel decided she would not make the same mistakes twice. She started collecting anything valuable (and not Evil) from those she thwarted and either sold them or used them herself. She sought out powerful Good-aligned spell casters to have her items enchanted with holy power to ensure that they would not be used by Evil beings.

Seraphiel is seven feet tall with flowing silver hair, piercing ice blue eyes and brilliant, white feathery wings; her supple and lithe body glows with an inner power. The large sword strapped to her back glows with holy light and she has traded the mace of disruption, favored by her race, with a powerful mace of smiting. She wears numerous items of power, enhancing her already formidable appearance.
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Last edited by Lord Twig; 26th of January, 2008 at 20:22.
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  #4  
Unread 7th of December, 2007, 20:20
Majik
Skeleton

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Member: #2760
Posts: 45 (0.01 per day)
Kul

Race: Half Red Dragon Troll (type: dragon)
Level: 6 Dragon HD (d10) / Barb1 / Fighter 4 / Ranger 1 / +8 LA
Alignment: Neutral evil

Abilities:
Str: 46 / +18 (16 base +12 race +8 template + 6 enhancement +4 inherent)
Dex: 32 / +11 (16 base +4 race +6 enhancement +4 inherent +2 level-ups)
Con: 30 / +10 (13 base +12 race +2 template +2 enhancement +1 inherent)
Int: 06 / -2 (08 base -4 race +2 template)
Wis: 08 / -1 (08 base -2 race +2 enhancement)
Cha: 06 / -2 (06 base -4 race +2 template)

Saves:
Fortitude: +30 (+5 HD +2 barb +4 fighter +2 ranger +10 Con +5 resis +1 luck +1 comp)
Reflex: +23 (+2 HD +1 fighter +2 ranger +11 Dex +5 resis +1 luck +1 comp)
Will: +9 (+2 HD +1 fighter -1 Wis +5 resis +1 luck +1 comp)

HP: 10 +30(5*6) +7 +24(4*6) +5 +120 = 196
Initiative: +15 (+11 Dex +4 feat)
AC: 49 (10 +13 natural +8 armor +7 shield +1 insight +11 Dex -1 size)
T: 21 (10 +11 Dex +1 insight -1 size)
F: 38 (AC -11 Dex)
Movement: 40' / 80' fly (average)

Attack:
BAB: +10
Spiked chain attack: +34 (+10 BAB +18 Str +4 enhancement +1 comp. +1 WF)
OR Claw attack: +29 (+10 BAB +18 Str +1 comp.)

Full attack:
Spiked chain: +34/+29
OR Claw +29 / Claw +29 / Bite +24 (1d8+9)

Damage:
Large Spiked chain: 2d6+33 +1d6 (+27 Str +4 enhancement +2 specialization +1d6 cold)
Claw: 1d6+18 (+18 Str)
Bite: 1d8+9 (+9 Str)

Racial and template abilities:
darkvision, low-light vision regeneration 5, large size, natural armor +9 (+5 troll +4 half-dragon), claw (1d6) & bite (1d8) attacks, scent, rend (2d6+27), breath weapon (30' cone of fire 1/d), immunity to fire, sleep and paralysis

Class abilities:
Fast movement, rage 1/d, favored enemy (undead), wild empathy, track

Feats (5 +3 bonus fighter):
Track (bonus ranger)
Exotic WP Spiked Chain
Combat Reflexes
Improved Initiative
Power Attack
Fly-by attack
Weapon Focus (spiked chain)
Blindfight
Weapon Specialization (spiked chain)

Skills ((6-2)x9+2+4*1+4=46 ranks):
Jump +25 (5 ranks +2 synergy +18 Str)
Tumble +18 (5 ranks +2 synergy +11 Dex)
Listen +14 (15 ranks -1 Wis)
Spot +2 (3 ranks -1 Wis)
Spellcraft +3 (5 cc ranks -2 Int)

Magic items:
Inherited bonus to Str/Dex/Con - total +9 (247,5k gp)
Items of Dex/Str +6 (72k gp)
Ring of Evasion (25k)
Ring of FoM (40k)
Cloak of Resistance +5 (25k)
Bracers of Armor +8 (64k)
Boots of Speed (12k)
Pale green ioun stone - +1 comp (30k)
Dusty rose ioun stone - +1 insight AC (5k)
Ioun stones +2 Con/Wis (16k)
Animated Heavy steel shield +5 (49,17k)
Restorative Ointment (4k)
8x Potion of CMW (4,8k)
Eversmoking Bottle (5,4k)
Handy Haversack (where all potions and the like are in) (2k)
2x Potion of SoF+5 (3,6k)
Amulet of Natural Armor +4 (32k)
Large adamantine ghost touch Spiked Chain +5 (78,05k)
2xLuck blade - 0 wishes (44,12k)

Total: 759640 gp (I'll think about the rest)

Done!!

Last edited by Majik; 21st of January, 2008 at 07:58.
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  #5  
Unread 8th of December, 2007, 15:39
SlagMortar
Wraith

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Posts: 699 (0.16 per day)
Atila the Hun

Name: Attila the Hun
Race: Human
Size: Medium
Type: Humanoid
Class: Barbarian 20
Hit Dice: 245 (20d12+100)
Initiative: +9
Speed: 40 ft.
Armor Class: 38 (10, +10 armor, +7 shield, +5 Dex, +5 Deflection, +1 insight)
*Touch: 21 (10, +5 Dex, +5 Deflection, +1 insight)
*Flatfooted: 38 (improved uncanny dodge)
*No Dex AC: 33 (10, +10 armor, +7 shield, +5 Deflection, +1 insight)
Base Attack: +20/+15/+10/+5
Grapple: +28
Melee attack bonus: +29 (+20 base, +8 Str, +1 Competence)
Ranged attack bonus: +26 (+20 base, +5 Dex, +1 Competence) (+1/+1 within 30')
Attack: +34 (2d6+17 (+2d6 vs evil) Cold Iron Holy Great Sword +5, 19-20x2)
OR +30 (1d8+13 Adamantine Ghost Touch Heavy Mace +1, x2)
OR +33 (1d8+14 (+1d6 cold, +1d6 shocking) Mighty (+8) Darkwood Freezing Shocking Composite Longbow +5, x3)
OR +27 (1d4+9 Adamantine Returning Light Hammer +1, x2) (thrown)
Full Attack: +34/+29/+24/+19 (2d6+17 (+2d6 vs evil) Cold Iron Holy Great Sword +5, 19-20x2)
OR +30/+25/+20/+15 (1d8+13 Adamantine Ghost Touch Heavy Mace +1, x2)
OR +33/+28/+23/+18 (1d8+14 (+1d6 cold, +1d6 shocking) Mighty (+8) Darkwood Freezing Shocking Composite Longbow +5, x3)
OR +31/+31/+26/+21/+16 (1d8+14 (+1d6 cold, +1d6 shocking) Mighty (+8) Darkwood Freezing Shocking Composite Longbow
+5, x3)
OR +27 (1d4+9 Adamantine Returning Light Hammer +1, x2) (thrown)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mighty Rage 6/day
Special Qualities: Damage reduction 5/-, improved uncanny dodge, trap sense +6, Freedom of Movement
Saves: Fort +24, Ref +18, Will +17
Abilities:
Str 26 : +8 (15 base +5 levels +6 enhancement)
Dex 20 : +5 (14 base +6 enhancement)
Con 20 : +5 (14 base +6 enhancement)
Int 09 : -1 (09 base)
Wis 14 : +2 (12 base +2 enhancement)
Cha 08 : -1 (08 base)
Skills: Intimidate (+0, 1r), Jump +38(23r), Listen +26(23r), Ride +29(23r), Tumble +19(11r cc)
Feats: Power Attack, Quickdraw, Blindfight, Point blank shot, Rapid shot, Improved Initiative, Weapon focus (longbow),
Iron Will
Alignment: Neutral Good
Level Adjustment: +0
Carrying Capacity: Light 306 lbs., Medium 613 lbs., heavy 920 lbs.
Items:
Spiked (masterwork) Mithral Breastplate +5 (29550)
Ring of protection +5 (50000)
Dusty rose ioun stone (+1 AC) (5000)
Animated heavy steel shield +5 (49170)
Gloves of Dex +6 (36000)
Belt of Strength +6 (36000)
Incandescent blue ioun stone (+2 wisdom) (8000)
Cloak of Resistance +5 (25000)
Pale green ioun stone (+1 to attack rolls, saves, skill checks, and ability checks) (30000)
Luck blade (0 wishes) x3 (66180)
Cold Iron Holy Greatsword +5 (100450)
Adamantine Ghost Touch Heavy Mace +1 (11012)
Bag of Holding Type I (2500)
1500 arrows (150) *in second bag of holding
400 cold iron arrows (80) *in haversack
100 silver arrows (300) *in haversack
Mighty (+8), darkwood, freezing, shocking, composite long bow +5 (99230)
Greater Bracers of Archery (25000)
Silversheen x5 (2500)
Adamantine Returning Light Hammer +1 (11001)
Pearl of the Sirines (15300)
Ring of Freedom of Movement (40000)
Carpet of Flying (medium) (35000)
Handy Haversack (2000)
Boots of Speed (12000)
Everburning Torch (110) *in haversack
Potion of Haste x5 (7500) *in haversack
Potion of Invisibility x5 (3000) *in haversack
Potion of Mage Armor x3 (300) *in haversack
Bag of Holding Type I (2500)
Potion of Cure Light Wounds x200 (20000) *in first bag of holding
Potion of Barkskin CL 12 x5 (12000) *in haversack
Potion of Protection from Evil x5 (500) *in haversack
Potion of Restoration x5 (1500) *in haversack
Oil of Darkness x5 (1500) *in haversack
Oil of Align Weapon x5 (3000) *in haversack
Potion of Heroism (CL 4th bard) x8 (6400) *in haversack
Restorative Ointment (4000) *in haversack
Potion of Resist Energy (type 10) (CL 2 Ranger) x5 (1000) *in haversack
Potion of Delay Poison (CL 2 Ranger) x5 (600) *in haversack
Oil of Bless Weapon (CL 2 Paladin) x5 (1000) *in haversack
Potion of Displacement x2 (3000) *in haversack
Potion of Enlarge Person x3 (300) *in haversack
Total: 759,633gp
Remaining: 367 gp

Last edited by SlagMortar; 31st of January, 2008 at 01:36. Reason: fixed a left over reference to acid damage on bow
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  #6  
Unread 8th of December, 2007, 21:51
Tashalar's Avatar
Tashalar
Ghastly Thread Necromancer [Epic GM]

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Join Date: Jul 2006
Member: #1799
Location: Castle Korvosa
Posts: 5,971 (1.32 per day)
Note: Supposedly finished!!

Name
: RED ('cause he's got red hair!!)
Race: Human
Size: Medium
Alignment: Lawful Evil
Class: Transmuter 9 / Red Wizard 10
Hit Dice: 4+18*3+95 = 153
Initiative: +7
Speed: 30 ft.
Experience: 171975 (171k is 19th level)

Armor Class
: 19 (10 +5 armor +3 Dex +1 insight)
*Touch: 14 (10 +3 Dex +1 insight)
*Flatfooted: 15 (10 +5 armor)

Base Attack
: +9/+4
Grapple: +11

Attack
:
+13 with +1 Staff of Transmutation (+9 BAB +2 Str +1 enh. +1 comp.)
+14 with Longbow +1 (+9 BAB +3 Dex +1 enh. +1 comp.)
Full Attack:
+13/+8 with +1 Staff of Transmutation
+14/+9 with Longbow +1

Space/Reach
: 5 ft./5 ft.

Racial abilities:
Extra feat and skill points, favored class 'any'

Class abilities:
Wizard: Familiar (rat), scribe scroll, bonus feat (5th)
Transmutation spec: prepare one additional transmutation spell per level per day, +2 to Spellcraft checks to learn transmutation spells; prohibited schools: illusion and necromancy
Red Wizard: Enhanced specialization - additional prohibited school (evocation - cannot use evocation spells of 6th level or higher), defense against transmutation spells +5, spell power (transmutation) +5, bonus feat, circle leader, scribe tattoo, great circle leader

Saves:
Fort +19 (+3 wiz +3 red +5 Con +1 luck +1 comp +4 resis +2 familiar)
Ref +15 (+3 wiz +3 red +3 Dex +1 luck +1 comp +4 resis)
Will +19 (+6 wiz +7 red +1 luck +1 comp +4 resis)

Abilities:
Str 14 : +2 (8 base +6 enhancement)
Dex 16 : +3 (14 base +2 enhancement)
Con 20 : +5 (14 base +6 enhancement)
Int 32 : +11 (17 base +4 levels +6 enhancement +5 inherent)
Wis 10 : - (8 base +2 enhancement)
Cha 8 : -1 (8 base)

Skills
: Concentration +28 (22r), Knowledge (Arcana, Religion, The Planes, Nature) +34(22r each), Knowledge (Dungeoneering) +32 (20r), Jump +10 (5r cc) Tumble +15 (9r cc), Spellcraft +28 (14r)
Ranks: 172 (6 points level 1-3, 7 points 4-11, 8 points 12-13, 10 points 14-15 (+5 inherent bonus at level 14), 11 points 16-19)

Feats: Tattoo Focus (1st), Empower Spell (human bonus), Craft Wondrous Item (3rd), Quicken Spell (5th - bonus wizard), Spell Penetration (6th), Spell Focus: Transmutation (9th), Greater Spell Focus: Transmutation (12th), Craft Staff (14th - bonus red wizard), Greater Spell Penetration (15th), Improved Initiative (18th)

Items:
Tome of clear thought +5 (137,5k) - used
Belt of strength +6 (18k + 1,44k XP) (Bull's Strength) - worn
Robe of the archmagi (37,5k + 3k XP) (Mage armor, anti-magic shield) - worn
Ring of FoM (40k) - worn
Ring of evasion (25k) - worn
Cube of force (65k) - belt pouch
2x Luck Blade w/0 wishes (44,12k) - in sheathes on belt
Headband of intellect +6 (18k +1,44k XP) (Fox' Cunning) - worn
Amulet of health +6 (18k +1,44k XP) (Bear's Endurance) - worn
Orange ioun stone - +1 CL (15k + 1,2k XP) - orbiting
2x Glove of storing (20k) - worn
Pearl of the sirines (15,3k) - belt pouch
Dusty rose ioun stone - +1 insight AC (2,5k + 200 XP) - orbiting
Pale green ioun stone - +1 comp. (15k + 1,2k XP) - orbiting
Rod of absorption (50k) - in hand, in glove or in haversack, see below
Haversack (2k) - worn
Boots of speed (12k) - worn
2x Pearl of power I (1k + 80 XP) - belt pouch
Wand of acid arrow (4,5k) - fastened to belt
Rod of quicken spell (75,5k) - fastened to belt
Rod of silent spell (11k) - fastened to belt
Ioun stone +2 Dex (4k + 320 XP) - orbiting
Ioun stone +2 Wis (4k + 320 XP) - orbiting
Goggles of night (6k + 480 XP) (Darkvision) - worn
Longbow +1 (+2 mighty) (2575) - on back
Efficient Quiver (1,8k) - worn
60 Arrows (3) - efficient quiver
Dart (0,5 gp - focus for acid arrow) - spell component pouch
Component for True Seeing 2x (1k) - spell component pouch
Focus for Shapechange (1,5k) - spell component pouch
Eversmoking Bottle (5,4k) - fastened to belt

Extra spells learned (200 gp - 4 levels*50gp)
Enter extra spells in spellbook (400 gp for 4 levels)

Potions & the like:
40x Potion of CLW (4k) - haversack
10x Potion of CMW (6k) - haversack
5x Potion of Restoration, lesser (3k) - haversack
Restorative ointment (4k) - haversack

Staff of Transmutation, greater (60579,5 gp + 4846 XP) - held or in glove, see below
Quarter staff +1 (2,3k)
Polymorph any Object (2 charges) (187,5*8*17/2 = 12750 gp)
Maze (2 charges) (281,5*8*17/2 = 19142 gp)
Shapechange (2 charges) (375*9*17/2= 28687,5 gp)

Staff of Flexibility (25740 gp + 2059 XP) - held or in glove, see below
Quarterstaff, mw (300)
Lightning Bolt (1 charge) (187,5*3*9 = 5062,5)
Baleful Polymorph (2 charges) (375*5*9/2 = 8437,5 gp)
Teleport (2 charges) (281,5*4*9/2 = 5067 gp)
Fly (2 charges) (187,5*3*9/2 = 2531,25 gp)
Solid Fog (2 charges) (187,5*4*9/2 = 3375 gp)

Total: 759721 gp (279 left - should be enough for the standard equipment)
Total XP spent: 18025

Spells (* indicates Transmutation):
0th: all except illusion/necromancy spells
1st: Expeditious Retreat*, Feather Fall*, Jump*, Reduce Person*, Shield, Obscuring Mist, Magic Missile, Burning Hands, Mage Armor
2nd: Darkvision*, Bull's Strength*, Fox's Cunning*, Bear's Strength*, Acid Arrow, Glitterdust, See Invisibility
3rd: Fly*, Haste*, Lightning Bolt, Protection from Energy
4th: Polymorph*, Solid Fog, Black Tentacles
5th: Baleful Polymorph*, Telekinesis*, Mind Fog, Teleport
6th: Disintegrate*, Flesh to Stone*, True Seeing, Greater Dispel Magic, Antimagic Field
7th: Reverse Gravity*, Statue*, Limited Wish, Banishment, Summon Monster VII
8th: Polymorph any Object*, Iron Body*, Power Word Stun, Maze
9th: Shapechange*, Time Stop*, Prismatic Sphere, Disjunction
(4th level transmutation spell used for a 2nd level spell; 2 extra spells at 19th level used for one 7th and one 6th level spell => only 2 2nd level spells are extra spells beyond the normal number of spells learned)

Barred Schools: Illusion, Necromancy + Evocation (6th level and above)

Spells memorized [save DC (transmutation spell)]:
1st (4+3b): Feather Fall, Reduce Person, Obscuring Mist, Magic Missile 2x, Burning Hands 2x [22 (25)]
2nd (4+3b): Acid Arrow, Glitterdust 3x, See Invisibility 3x [23 (26)]
3rd (4+3b): Fly, Protection from Energy 2x, Lightning bolt, Empowered MM 3x [24 (27)]
4th (4+2b): Solid Fog 4x, Black Tentacles 2x [25 (28)]
5th (4+2b): Mind Fog 2x, Teleport 2x, Empowered Lightning bolt 2x [26 (29)]
6th (4+2b): Disintegrate 2x, True Seeing 2x, Greater Dispel Magic, Antimagic Field [27 (30)]
7th (4+2b): Limited Wish 2x, Summon Monster VII, Quickened Fly 3x [28 (31)]
8th (3+1b): Power Word, Stun, Maze, Quickened Solid Fog 2x [29 (32)]
9th (3+1b): Time Stop, Prismatic Sphere, Disjunction, Quickened Teleport [30 (33)]

Info on spells:
DCs: See spells memorized.
Caster levels: 20 (19 levels +1 ioun stone) / 25 (transmutation spells - +5 spell power from Red Wizard)
SR checks: d20 +26 {19 levels +1 ioun stone +2 enhancement (robe) +4 greater spell penetration}
SR checks (transmutation spells): d20 +32 (see above +5 spell power +1 tattoo focus)

Info needed at the start of each match:
(all under the condition that one can see the relevant details due to light or distance issues)
  • Type, abilities, special qualities, etc. of each monster (if visible and knowledge check is high enough).
  • Size
  • Tall or long
  • currently flying/levitating - has/doesn't have wings
  • weapons wielded / natural weapons at disposal
  • coloring
Shapechanging forms and corresponding abilities:
************************************************** ********
Leonal – intent: use Lay on Hands ability to heal full hp and Roar as a CL20 holy word effect without SR

Items working (medium-sized bipedal creature):
All except gloves (and whatever is stored in them) and boots.

Ability scores:
Str: 33 (27 +6 enh.); Dex: 19 (17 +2 enh.); Con: 26 (20 +6 enh.)

Attack (staff +1): +22 (+9 BAB +1 competence +11 Str +1 enh.)
Damage: 1d6+17 (+16 Str +1 enh.)
Attack (claw/claw/bite): +21/+21/+16
Damage: 1d6+11/1d6+11/1d8+5

Saves:
For: 22 (+3 due to Con) / 26 vs. poison; Ref: +16 (+1 due to Dex); Will +19

Hp: 153

SA: Roar, pounce, improved grab, rake; natural weapons count as good for DR purposes
SQ: DR 10 / evil and silver, darkvision 60’, immunity to electricity and petrification, lay on hands, low-light vision, protective aura, resis. to cold/sonic 10, speak with animals, SR 28

Speed: 60 feet

AC: 34 (10 + 14 natural +5 armor +1 insight +4 Dex) / 38 vs. evil

************************************************** ********

Avoral – intent: use Lay on Hands ability to heal full hp

Items working (medium-sized bipedal creature):
All except gloves (and whatever is stored in them) and boots.

Ability scores:
Str: 21 (15 +6 enh.); Dex: 25 (23 +2 enh.); Con: 26 (20 +6 enh.)

Attack (staff +1): +16 (+9 BAB +1 competence +5 Str +1 enh.)
Damage: 1d6+8 (+7 Str +1 enh.)
Attack (claw/claw or wing/wing): +15/+15
Damage: 2d6+5/2d6+5 or 2d8+5/2d8+5


Saves:
For: 22 (+3 due to Con) / 26 vs. poison; Ref: +19 (+4 due to Dex); Will +19

Hp: 153

SA: fear aura, natural weapons and weapons wielded count as good for DR purposes
SQ: DR 10 / evil or silver, darkvision 60’, immunity to electricity and petrification, lay on hands, low-light vision, resis. to cold/sonic 10, speak with animals, SR 25, true seeing

Speed: 40 feet / fly 90 feet (good)

AC: 31 (10 + 8 natural +5 armor +1 insight +7 Dex)

************************************************** ********

Pit fiend – intent: being overall bad-ass

Items working (large-sized bipedal creature):
Ioun stones only + whatever is held in hands.

Ability scores:
Str: 37; Dex: 29 (27 +2 enh.); Con: 27

Attack (staff +1): +21 (+9 BAB +1 competence +13 Str +1 enh. -2 wrong size -1 size)
Damage: 1d6+20 (+19 Str +1 enh.)
Attack (2 claws/2 wings / bite / tail slap): +22 / +17 /+17 / +17
Damage: 2d8+13/2d6+6/4d6+6/2d8+6


Saves:
For: 22 (+3 due to Con); Ref: +21 (+6 due to Dex); Will +19

Hp:
Hp: 153

SA: Constrict, fear aura, improved grab, poison, disease,
SQ: DR 15 / good and silver, darkvision 60 ft., immunity to fire/poison, resis acid/cold 10, regen 5, see in darkness, SR 32, telepathy 100 ft.

Speed: 40 ft. / fly 60 ft. (average)

AC: 42 (10 + 23 natural +1 insight +9 Dex -1 size)

************************************************** **********

Balor – intent: being overall bad-ass

Items working (large-sized bipedal creature):
Ioun stones only + whatever is held in hands.

Ability scores:
Str: 35; Dex: 27 (25 +2 enh.); Con: 31

Attack (staff +1): +20 (+9 BAB +1 competence +12 Str +1 enh. -2 wrong size -1 size)
Damage: 1d6+19 (+18 Str +1 enh.)
Attack (2 slams): +21
Damage: 1d10+12?

Saves:
For: 24 (+5 due to Con); Ref: +20 (+5 due to Dex); Will +19

Hp: 153

SA: none available (no whip for entangle, no vorpal sword)
SQ: DR 15 / good and cold iron, darkvision 60 ft., flaming body, immunity to fire/poison/electricity, resis acid/cold 10, SR 28, telepathy 100 ft., true seeing

Speed: 40 ft. / fly 90 ft. (good)

AC: 42 (10 + 23 natural +1 insight +9 Dex -1 size)

************************************************** **********

Angel, solar – intent: being overall bad-ass

Items working (large-sized bipedal creature):
Ioun stones only + whatever is held in hands.

Ability scores:
Str: 28; Dex: 22 (20 +2 enh.); Con: 20

Attack (staff +1): +17 (+9 BAB +1 competence +9 Str +1 enh. -2 wrong size -1 size)
Damage: 1d6+14 (+13 Str +1 enh.)
Attack (slam): +18
Damage: 2d8+13


Saves:
For: 19 / 23 vs. poison; Ref: +18 (+3 due to Dex); Will +19

Hp: 153

SA: none available
SQ: DR / epic and evil, darkvision 60 ft., low-light vision, immunity to acid/cold/petrification, protective aura, regen 15, resis electricity/fire 10, SR 32, tongues

Speed: 50 ft. / fly 150 ft. (good)

AC: 37 (10 + 21 natural +1 insight +6 Dex -1 size)

************************************************** **********

Choker – intent: being able to perform two standard actions per round

Items working (small-sized bipedal creature):
Ioun stones only + whatever is held in hands (I guess? Maybe the belt and amulet works as well?).

Ability scores:
Str: 16; Dex: 16 (14 +2 enh.); Con: 13

Saves:
For: 15 (-4 due to Con); Ref: +15; Will +19

Hp: 153

SA: improved grab, constrict
SQ: darkvision 60 ft., quickness

Speed: 20 ft. / climb 10 ft.

AC: 19 (10 + 4 natural +1 insight +3 Dex +1 size)

************************************************** **********

Greater shadow – intent: strength drain

Items working (medium-sized incorporeal creature):
Ioun stones only.

Ability scores:
Str: - ; Dex: 17 (15 +2 enh.); Con: -

Attack (touch): +13 (+9 BAB +1 competence +3 Dex)
Damage: 1d8 Str


Saves:
For: 14 (-5 due to Con); Ref: +15; Will +19

Hp: 153

SA: create spawn, strength damage (1d8, touch attack +13)
SQ: darkvision 60 ft., incorporeal traits, undead traits, +2 turn resistance

Speed: fly 40 ft. (good)

AC: 15 (10 +1 insight +3 Dex +1 deflection)

************************************************** **********

12-headed pyro or cryo hydra – intent: having fun rolling attacks

Items working (huge-sized creature):
Ioun stones only.

Ability scores:
Str: 23; Dex: 14 (12 +2 enh.); Con: 20

Saves:
For: 19; Ref: +14 (-1 due to Dex); Will +19

Hp: 153

SA: breathe fire/cold
SQ: darkvision 60 ft., low-light vision, fast healing 22, scent

Speed: 20 ft. / swim 20 ft.

AC: 25 (10 + 13 natural +1 insight +3 Dex -2 size)

************************************************** **********

Allip – intent: wisdom drain

Items working (medium-sized incorporeal creature):
Ioun stones only.

Ability scores:
Str: - ; Dex: 14 (12 +2 enh.); Con: -

Saves:
For: 14 (-5 due to Con); Ref: +14 (-1 due to Dex); Will +19

Hp: 153

SA: babble, madness, Wisdom drain (+12 touch attack, 1d4 Wis damage)
SQ: darkvision 60 ft., incorporeal traits, undead traits, +2 turn resistance

Speed: fly 30 ft. (perfect)

AC: 15 (10 +1 insight +3 Dex +1 deflection)

************************************************** **********

Pixie – natural invi, flight, SR

Items working (small-sized bipedal creature):
Ioun stones only.

Ability scores:
Str: 7; Dex: 20 (18 +2 enh.); Con: 11

Saves:
For: 14; Ref: +17; Will +19

Hp: 153

SA: none available
SQ: DR 10 / cold iron, greater invisibility, low-light vision, SR 34

Speed: fly 60 ft. (good)

AC: 17 (10 +1 natural +1 insight +5 Dex)

************************************************** **********

Nightcrawler – being undead badass

Items working (gargantuan creature):
Ioun stones only.

Ability scores:
Str: 48 ; Dex: 12 (10 +2 enh.); Con: -

Attack (bite / sting): +25/20 (+9 BAB +1 competence +19 Str -4 size)
Damage (bite / sting): 4d6+21 / 2d8+11+ poison
Grapple: +40 (+9 BAB +19 Str +12 size)

Saves:
For: 14 (-5 due to Con); Ref: +13 (-2 due to Dex); Will +19

Hp: 153 +38 temporary hp

SA: desecrating aura, energy drain, poison, swallow whole, summon undead
SQ: aversion to daylight, DR / silver and magic, darkvision 60 ft., immunity to cold, SR 31, telepathy 100 ft., tremorsense 60 ft., undead traits

Speed: 30 ft. / burrow 60 ft.

AC: 37 (10 +29 natural +1 insight +1 Dex – 4 size)

************************************************** **********
__________________

Last edited by Tashalar; 18th of July, 2008 at 21:00. Reason: Inserted different shapechanging forms, fixed nightcrawler
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  #7  
Unread 12th of December, 2007, 07:31
Icebird's Avatar
Icebird
Bodak

User is offline
 
Join Date: May 2004
Member: #731
Location: In LaLa Land
Posts: 914 (0.17 per day)
Name: Milo Darken
Race: Halfling
Size: Small
Type: Humanoid
Class: Rogue 3/Sorcerer 6/Arcane Trickster 9/Archmage 2
Hit Dice: 3d6+17d4+20 (85)
Initiative: +16
Speed: 20ft
Armor Class: 44 (10 + 12 dex, +8 armor, +2 shield, +5 deflection, +1 insight, +5 natural, +1 size)
*Touch: 28 (10 +12 dex, +5 deflection, +1 size)
*Flatfooted: 26 (10 +5 natural, +8 armor, +2 shield, +1 insight)
Base Attack: +10/+5
Grapple: +5
Attack: +24 (1d6+0 Holy +1 Composite Shortbow)
OR +24 (1d6+0 Unholy Composite Shortbow)
OR +23 (Any Ray)
OR +10 (1d4-1 Masterwork Rapier)
Full Attack: +24/+19 (1d6+0 Holy or Unholy +1 Shortbow)
+10/+5 (1d4-1 Masterwork Rapier)
Space/Reach: 5 ft./5 ft.
Saves: Fort +9 (+6 base, +1 racial, +1 luck, +1 competence, +1 ability)
Ref +26 (+11 base, +1 racial, +1 luck, +1 competence, +12 ability)
Will +18 (+15 base, +1 racial, +1 luck, +1 competence, +0 ability), +2 vs. fear
Abilities:
Str 8 : -1 (8 base -2 race +2 enhancement)
Dex 34 : +12 (17 base, +2 race, +6 enhancement, +5 inherent, +4 level)
Con 12 : +1 (10 base, +2 enhancement)
Int 14 : +2 (8 base, +6 enhancement)
Wis 10 : +0 (8 base, +2 enhancement)
Cha 28 : +9 (16 base, +5 inherent, +6 enhancement, +1 level)
Skills: Bluff +27 (16r), Concentration +10 (7r), Decipher Script +11 (7r), Disable Device +11 (7r), Escape Artist +21 (7r), Hide +41 (23r) Jump +3 (0r), Knowledge (Arcana) +19 (15r), Move Silently +42 (23r), Spellcraft +22 (15r), Tumble +19 (5r), Use Magic Device +27 (16 ranks)
Feats: Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Enchantment), Improved Initiative, Quickdraw, Spell Penetration, Blindfight
Alignment: Neutral Good
Level Adjustment: +0
Carrying Capacity: Light 20 lbs., Medium 40 lbs., Heavy 60 lbs.

Combat
+6d6 Sneak Attack
Trapfinding
Evasion
Trap Sense +1
Ranged Legerdemain 3/day
Impromptu Sneak Attack 2/day
Arcane Reach (-7th level spell slot)
Mastery of Elements (-8th level spell slot)

Caster Level: 18 (20 vs. spell resistance)
Saves: 19+spell level (20+level for enchantments and transmutations

Spells Known (Per day):
0th (6): Ray of Frost, Light, Detect Magic, Resistance, Prestidigitation, Read Magic, Mage Hand, Disrupt Undead, Ghost Sound
1st (6+3): Magic Missile, Shocking Grasp, True Strike, Feather Fall, Grease
2nd (6+2): Scorching Ray, Mirror Image, Resist Energy, Spider Climb, See Invisibility
3rd (6+2): Protection From Energy, Daylight, Fly, Water Breathing
4th (6+2): Freedom of Movement, Dimension Door, Greater Invisibility, Solid Fog
5th (6+2): Break Enchantment, Cone of Cold, Baleful Polymorph, Hold Monster
6th (6+1): True Seeing, Greater Dispel Magic, Disintigrate
7th (6+1-1): Reverse Gravity, Insanity, Prismatic Spray
8th (4+1-1): Otto's Irresistible Dance, Polymorph Any Object

Items:
Cloak of Charisma +6 (36,000)
Gloves of Dexterity +6 (36,000)
Headband of Intellect +6 (36,000)
Manual of Quickness in Action +5 (137,500)
Tome of Clear Thought +5 (137,500)
Bracers of Armor +8 (64,000)
Boots of Speed (12,000)
Amulet of Natural Armor +5 (50000)
Ring of Protection +5 (50,000)
Ring of Force Shield (8,500)
Stone of Good Luck (20,000)
Masterwork Rapier (315)
+1 Holy Composite Shortbow (18,330)
+1 Unholy Composite Shortbow (18,330)
40 Cold Iron Arrows (4) (5 in quiver, 35 in haversack in covered quivers)
40 Alchemical Silver Arrows (42) (5 in quiver, 35 in haversack in covered quivers)
40 Adamant Arrows (122) (5 in quiver, 35 in haversack in covered quivers)
60 Arrows (6) (5 in quiver, 55 in haversack in covered quivers)
Heward’s Handy Haversack (2,000)
Ioun Stone, Pink Rhomboid (+2 constitution) (8,000)
Ioun Stone, Pale Blue Rhomboid (+2 strength) (8,000)
Ioun Stone, Incandescent Blue Sphere (+2 wisdom) (8,000)
Ioun Stone, Orange Prism (+1 caster level) (30,000)
Ioun Stone, Dusty Rose Prism (+1 insight bonus to AC) (5,000)
Ioun Stone, Pale Green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (30,000)
Staff of Life and Death (2 charge Heal, 2 charge Harm) (43,629)
Total: 759,278 gp

722 gp

Note:
Last survivor of a raid on his clan he can hardly even remember, Milo adventures with reckless boldness, seeking redemption or death. He expects the find the second shortly.
__________________
If you call a tail a leg, how many legs does a dog have? Four: a tail is not a leg no matter what you call it.

Last edited by Icebird; 1st of February, 2008 at 05:38.
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  #8  
Unread 29th of December, 2007, 05:32
Boomlaor's Avatar
Boomlaor
Devourer

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Join Date: Oct 2005
Member: #1478
Location: St. George, UT
Posts: 1,151 (0.24 per day)
CHARACTER SUMMARY (see details at the end of this post)
Character: Boaz Bogwyrm
Campaign: CR Challenge
Player: Boomlaor Alignment: True Neutral
Size/Type: Small Male Pixie Druid 16 (ECL 20) (Fey)
Hit Dice: 16d8 = 83 + 80 = 163 hp
Initiative: +9
Speed: 20' (walk), 60’ (fly, good)
Armor Class: 43 (5 dex, 1 nat, 15 belt, 7 bracers, 4 ring of protection, 1 size), touch 35, flat-footed 38 DR: 10/cold iron SR: 31
BAB: +12/+7/+2 Grapple: +7 (12 bab - 1 str - 4 small)
Attack: +3 defending shortbow +20 [1d4 + 2, 70’ range inc.] OR +1 sickle +18 [1d4] OR by wild shape
Full Attack: shortbow +20/+15/+10 OR sickle +18/+13/+8 OR by wild shape
Saves: Fort +20, Ref +15, Will +29
Abilities (with gear)[modifier]: Str 8 (8)[-1], Dex 16 (20)[+5], Con 20[+5], Int 17[+3], Wis 32 (38)[+14], Cha 18 [+4]
Skills: Concentration +28, Handle Animal +21, Heal +14, Hide +5, Knowledge (nature) +26, Listen +20, Move Silently 5, Ride +18, Sense Motive +14, Spot +20, Survival +14, Swim +9
Feats: dodge, weapon finesse, improved initiative, martial weapon proficiency: shortbow, natural spell, point blank shot, eschew materials, rapid shot.
Languages: Common, Sylvan, Elvan, Gnome, Druidic
Favored Class: Sorcerer



Name: Addanc
Type: Giant Crocodile (Animal Companion, Huge)
Hit Dice: 13d8 = 68 + 78 = 146
Initiative: +2
Speed: 20' (walk), 30' (swim)
Space/Reach: 15'/10'
Armor Class: 30 (-2 size, 2 dex, 13 natural, 7 armor), touch 10, flat-footed 28
BAB: +9/+4 Grapple: +30
Attack: bite +25 (-2 size +9 bab +13 str +1 feat +4 spell) (3d8+23) or tail slap +20 (1d12+19)
Full Attack: bite +25/+20/+15 or tail slap +20/+15/+10
Special Qualities: low light vision, improved grab, hold breath
Saves: Fort +14, Ref +6, Will +9
Abilities [modifier]: Str 30(36)[+13], Dex 15 [+2], Con 19(23)[+6], Int 1 [-4], Wis 12 [+1], Cha 2 [-4 ]
Skills: Climb +17, Listen +6, Spot +6
Feats: Alertness, Weapon Focus (bite), power attack, improved natural attack (bite)
Tricks known: assist attack, attack, down, hold, stay, fetch, come



Pixie Traits:
-4 Str, +8 Dex, +6 Int, +4 Wis, +6 Cha
Small Size
20’ Walk, 60’ Fly (Good)
Low-light vision
+2 racial bonus on Listen, Search, and Spot checks.
Dodge and Weapon Finesse as bonus feats.
+1 natural armor bonus.
Spell-like abilities: 1/day each
--lesser confusion, dispel magic, entangle (DC 14)
--dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15)
--permanent image (DC 22; visual and auditory elements only). Caster lvl 8th, Cha based.
Damage reduction 10/cold iron
greater invisibility (permanent, can suppress or resume as free action)
spell resistance 15 + class levels = 31
Automatic Languages: Common, Sylvan Bonus Languages: Elven, Gnome, Halfling.
Level adjustment +4

Druid Traits:

Spells: casts prepared divine spells, wisdom based, can spontaneously cast summon nature’s ally.
Animal Companion [Ex]: Super spiffy pet.
Nature Sense [Ex]: +2 bonus on Knowledge (nature) and Survival
Wild Empathy [Ex]: Druid lvl cha check to diplomacy animals.
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. Does not apply to magically manipulated thorns or briars.
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]: +4 bonus to saves vs. spell-like abilities of fey.
Wild Shape [Su]: Wildshape 5/day animals or plants tiny through huge and 1/day elemental small through large (+1 to either from vestment), max 16 hd.
Venom Immunity [Ex]: At 9th level, a druid gains immunity to all poisons.
A Thousand Faces [Su]: At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body [Ex]: After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.


Spells/day (DC)
0 - 6 (24)
Resistance, Read Magic, Create Water, Detect Magic, Guidance, Flare
1 - 9 (25)
Magic Fang, Magic Fang, Magic Fang, Magic Fang, Speak with Animals, Speak with Animals, Charm Animal, Cure Light Wounds, Faerie Fire
2 - 9 (26)
Lesser Restoration, Lesser Restoration, Bull's Strength, Bull's Strength, Resist Energy, Bear’s Endurance, Bear’s Endurance, Barkskin, Barkskin
3 - 8 (27)
Wind Wall, Call Lightning, Protection from Energy, Poison (DC 32), Poison (DC 32) Poison (DC 32), Poison (DC 32), Poison (DC 32)
4 - 7 (28)
Flame Strike, Flame Strike, Cure Serious Wounds, Cure Serious Wounds, Cure Serious Wounds, Spike Stones, Ice Storm
5 - 7 (29)
Animal Growth, Animal Growth, Baleful Polymorph, Baleful Polymorph, Death Ward, Call Lightning Storm, Cure Critical Wounds
6 - 6 (30)
Greater Dispel Magic, Fire Seeds, Fire Seeds, Wall of Stone, Anti-Life Shell, Anti-Life Shell
7 - 5 (31)
Heal, Heal, Firestorm, Creeping Doom, Creeping Doom
8 - 4 (32)
Finger of Death, Finger of Death, Sunburst, Sunburst


Equipment:


small +3 defending shortbow (32,330gp) [1 lb]
small +1 sickle (2,306gp) [1 lb]
bracers of armor +7 (49,000gp)
Strand of Prayer Beads missing bead of smiting (has bead of healing and bead of karma) (29,000gp)
Gloves of Dexterity +4 (16,000gp)
Periapt of Wisdom +6 (36,000gp)
Cloak of Resistance +5 (25,000gp) [1 lb]
Druid's Vestment (10,000gp)
Monk's Belt (13,000gp) [1 lb]
Tome of Understanding +5(137,500gp)
Manual of Bodily Health +4 (110,000gp)
Ring of Freedom of Movement (40,000gp)
Ring of Protection +4 (32,000gp) [+4 deflection bonus to AC]
Efficient Quiver (1,800 gp) [2 lb], contains
…20 small alchemical silver arrows (3 gp) [1.5 lb, weightless in quiver]
…20 small cold iron arrows (2 gp) [1.5 lb, weightless in quiver]
…40 small arrows (2 gp) [3 lb, weightless in quiver]
...Lesser Metamagic Rod of Maximize (14,000gp) [5 lb, weightless in quiver]
…Metamagic Rod of Maximize(54,000gp) [5 lb, weightless in quiver]
…Metamagic Rod of Quicken (75,500gp) [5 lb, weightless in quiver]
...small +1 quarterstaff(3,300gp) has spellstaff cast on it to store Heal [2 lb, weightless in quiver]
Scroll of "Heal" (3,300gp)
Scroll of True Seeing (3,800gp)
Small pouch full of acorns

Gear for Animal Companion

Collar (Amulet) of Health +4
(16,000gp)
Saddlebelt (Belt) of Giant Strength +6 (36,000gp)
Huge +3 chain barding (10,600gp) [100 lb]
Exotic riding saddle (30gp)
Permanancy cast on Greater Magic Fang (5,050gp) [greater magic fang cast by me, cl 16 = +4 bonus)

total value: 755,523 gp
weight carried (Boaz): 6 lb (light load)
weight carried (Addanc): 125 lb (light load)

carrying capacity:
light load: 19 lb
medium load: 20-39 lb
heavy load: 40-60 lb

Character Advancement Notes:

Skill Breakdown:
[Druid: 115] {int was 14’till after aging which occurred between lvl 15 and 16}
(max 23 class / 11.5 crossclass)

Concentration (Con) +28 = [+23]+5 con
Handle Animal (Cha) +21 = [+17]+4 cha
Heal +14 = +14 wis
Hide (Dex) +5 = +5 dex
Knowledge (nature) (Int) +26 = [+23]+3 int
Listen (Wis) +20 = +14 wis [+4]+2 racial
Move Silently (Dex) 5 = +5 dex
Ride (Dex) +18 = [+11]+5 dex +2 handle animal syn
Spellcraft (Int) +26 = [+23]+3 int
Sense Motive (Wis) +14 = +14 wis
Spot (Wis) +20 = +14 wis [+4]+2 racial
Survival (Wis) +14 = +14 wis
Swim (Str) +9 = [10]-1 str


Proficient with:
club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, shortbow, all natural attacks of any form assumed with wild shape, light and medium armor, shields, metal armor or shields prohibited.


Feats:
pixie bonus: dodge
pixie bonus: weapon finesse
lvl 1: improved initiative
lvl 3: martial weapon proficiency: shortbow
lvl 6: natural spell
lvl 9: point blank shot
lvl 12: eschew materials
lvl 15: rapid shot

fort: +20 (10 base, 5 cloak, 5 con)
ref: +15 (5 base, 5 cloak, 5 dex)
wil: +29 (10 base, 5 cloak, 14 wis)

Atributes (start/points)[racial]{lvls}<gear>!age!
Str 8(12/4)[-4]
Dex 20(8/0)[+8]<+4>
Con 20(16/10)<+4>
Int 17(8/0)[+6]!+3!
Wis 38(16/10)[+4]{+4}<+11>!+3!
Cha 18(9/1)[+6]!+3!
Attached Files
File Type: xls Boaz Gear.xls (16.5 KB, 0 views)
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Last edited by Boomlaor; 30th of January, 2008 at 07:25.
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  #9  
Unread 7th of January, 2008, 16:17
Darken's Avatar
Darken
Mohrg [GM]

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Member: #1476
Posts: 967 (0.20 per day)
Character Name: Skippy Billy
Character Race: Halfling
Character Class/Level: Cleric18/Heirophant1
Alignment: True Neutral

Str: 10 (+0) (-2 Racial +2 Enhancement)
Dex: 26 (+8) (+2 Racial +6 Enhancement +5 Inherent)
Con: 20 (+5) (+2 Enhancement +4 Inherent)
Int: 10 (+0)
Wis: 30 (+10) (+4 Level +6 Enhancement +4 Inherent)
Cha: 8 (-1)

HP: 192
Speed: 20ft
Initiative Modifier: +12 (+8 Dex +4 Improved Initiative)
AC: 44 (+8 Dex +1 Belt +10 Wis +8 Armor +5 Deflection +1 Size +1 Insight)
[Flatfooted: 36 / Touch: 36]
Saving Throws:
Fort: 28 (+13 Base +5 Con +5 Resistence +1 Luck +1 Racial +1 Competence +2 Feat)
Refl: 21 (+6 Base +8 Dex +5 Resistence +1 Luck +1 Racial +1 Competence)
Will: 31 (+13 Base +10 Wis +5 Resistence +1 Luck +1 Racial +1 Competence)

Attacks
Quarterstaff: +15/+10/+5, 1d6 (+1 Competence, +1 Size)
Spells: Touch Attack +15, Ranged Touch Attack +23
Spell-like ability: 4/day - Heal

Caster Level vs SR: +24 (+1 Ioun stone, +4 Feats)
Spells: [DC: 20 + Spell level]
Cleric Domains: Luck, Magic

Spell Prepared:
Level 0 (6): Create Water (2/2), Detect Magic (4/4)
Level 1 (5+3+D): Cure Light Wounds (3/3), Divine Favor (3/3), Sanctuary (2/2), Entropic Shield (1/D)
Level 2 (5+3+D): Cure Moderate Wounds (4/4), Lesser Restoration (2/2), Spiritual Weapon (2/2), Aid (1/D)
Level 3 (5+2+D): Deeper Darkness (1/1), Invisibility Purge (2/2), Magic Circle against Evil (2/2), Protection from Energy (3/2+D)
Level 4 (5+2+D): Cure Critical Wounds (4/4), Divine Power (2/2), Deathward (1/1), Freedom of Movement (1/D)
Level 5 (5+2+D): Flamestrike (3/3), Righteous Might (2/2), Slay Living (2/2), Spell Resistence (1/D)
Level 6 (4+2+D): Heal (5/5), Greater Dispel Magic (1/1), Mislead (1/D)
Level 7 (4+1+D): Destruction (3/3), Repulsion (2/2), Spell Turning (1/D)
Level 8 (3+1+D): Firestorm (3/3), Greater Spell Immunity (1/1), Moment of Prescience (1/D)
Level 9 (3+1-1+D): Implosion (2/2), Mass Heal (1/1), Mordenkainen's Disjunction (1/D)

Skills:
Concentration: +27 (22 Ranks +3 Con +1 Luck +1 Competence)
Knowledge (Religion): +24 (22 Ranks +1 Luck +1 Competence)

Feats:
Improved Initiative (Level 1)
Craft Wonderous Items (Level 3)
Great Fortitude (Level 6)
Scribe Scroll (Level 9)
Forge Ring (Level 12)
Spell Penatration (Level 15)
Greater Spell Penatration (Level 18)

Gear and items:

Purchased:
Quarterstaff 0
Holy Symbol focus 500
Tome of Clear Thoughts +4 110000
Manual of Quickness of Action +5 137500
Manual of Gainful Exercise +4 110000
Bag of Holding 2500 x5
Heward's Handy Haversack 2000
Mirror of Opposition 92000

Crafted:
Ioun Stone (Dusty Rose Prism) 2500
Ioun Stone (Pale Blue Rhomboid) 4000
Ioun Stone (Pink Rhomboid) 4000
Ioun Stone (Pale Green Prism) 15000
Ioun Stone (Orange Prism) 15000
Portable Hole 10000 x5
Dimensional Shackle 14000
Pearl of Sirines 7650
Luckstone 10000
Monk's Belt 6500
Periapt of Wisdom +6 18000
Glove of Dexterity +6 18000
Cloak of Resistence +5 12500
Bracer of Armor +8 32000
Ring of Freedom of Movement 20000
Ring of Deflection +5 25000
Scroll of Mass Heal (CL20) x2
Scroll of Greater Magic Weapon (CL20) x2
Scroll of Heal (CL15)
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Light, is the lack of darkness.

Last edited by Darken; 31st of May, 2008 at 06:16.
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  #10  
Unread 8th of January, 2008, 11:19
Thanos's Avatar
Thanos
Famine Spirit [Epic GM]

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Join Date: Aug 2004
Member: #894
Location: Las Vegas
Posts: 3,437 (0.66 per day)
SHOULD BE COMPLETE

Character Name: Mysticar
Character Race: Human
Character Class/Level: Wizard 14, Arch-mage 5
Alignment: Chaotic-Good

Str: 10
Dex: 11
Con: 10 +4 Amulet = 14 (+2)
Int: 18 +4 levels +4 Inherent +6 Headband = 32 (+11)
Wis: 10
Cha: 8 (-1)

HP: 96
Speed: 30ft
Initiative Modifier: +0
AC: 15
[Flatfooted: 15 / Touch: 10]
Saving Throws:
Fort: 11 (+5 Base +2 Con + 4 Robes)
Refl: 9 (+5 Base +0 Dex + 4 Robes)
Will: 17 (+13 Base +0 Con + 4 Robes)

Attacks
Quarterstaff: +9/+4, 1d6
Spells: Touch Attack +9, Ranged Touch Attack +9

Caster Level vs SR: +25 (+1 Ioun stone, +5 Archmage)
Spells: [DC: 21 + Spell level (+ 1 for Conjuration and +2 Abjuration)]

Spell Known: 7+ 2 for First Level. 4 for each level after that + **
Level 0 ALL
7 Level 1 Magic Missiles, Shield, Mage Armor, Identify, Summon Monster I, True Strike, Ray of Enfeeblement, Featherfall, Magic Weapon.
7 Level 2 Melf’s Acid Arrow, Mirror Image, Flaming Sphere, False Life,
7 Level 3 Protection from Energy, Halt Undead, Displacement, Hold Person
6 Level 4 Freedom of Movement, Phantasmal Killer, Charm Monster, Stoneskin
1 Level 5 Wall of Stone, Dismissal, Hold Monster, Cone of Cold
6 Level 6 Summon Monster VI, Dispel Magic Greater, Undeath to Death, Disintegrate, *Repulsion
6 Level 7 Summon Monster VII, Reverse Gravity, Spell Turning, Limited Wish
4 Level 8 Maze, Otiluke’s Telekinetic Sphere, Summon Monster VIII, Sunburst
4 Level 9 Time Stop, Summer Monster IX, Wish, Weird, *Meteor Swarm
**2 spells for 19th.

Skills: 182 Total (noted as ‘##Skill‘)
24 Concentration: 22Skill + 2 Con
22 Craft Stone: 11Skill +11Int
33 Knowledge (Religion):22Skill + 11
33 Knowledge (Arcana): 22Skill + 11
28 Knowledge (Architecture):17Skill + 11
33 Knowledge (Nature): 22Skill + 11
33 Knowledge (Dungeoneering): 22Skill + 11
33 Knowledge (The Planes):22Skill + 11
38 Spellcraft 22Skill + 11Int + 3Focus + 2Knowledge

Feats:
Skill Focus - Spellcraft (Human)
Eschew Materials (1st Level)
Summon Familiar
Scribe Scroll
Wizard Weapons
Spell Focus: Conjuration (3rd Level)
Craft Wondrous Items (Level 5 Bonus)
Augmented Summoning (6th Level)
Spell Penetration (9th Level)
Spell Focus: Abjuration (Level 10 Bonus)
Greater Spell Focus Abjuration (12th Level)
Craft Staff (15th level)
Greater Spell Penetration (18th Level)


Gear and items:
Salt Water - In Hoversack #1, filling one main compartment.
Incense - 100 Unites (2000 gold)
6 Ever Burning Torches 660gc.
Spy Glass 1000gc
Repulsion Focus 50gc
Small Silver Mirror 5gc
Diamond Dust 250gc

Purchased:
Tome of Clear Thought +4 110,000 (Already Used)
Flying Carpet 5x5 20,000
Headband of Intellect +6 36,000
Quiver of Ehlonna 1800
Orange Prism Ioun Stone 30,000
Heward’s Handy Hoversack 2,000 #1 (Salt Water main compartment, Incense left, spell comp right)
Ring of Invisibility 20,000
Mirror of Opposition 92,000
Robe of the Arch-Magi 75,000
Amulet of Health +4 16000
Potion: Cure Serious Wounds 1500
Potion: Neutralize Poison 1500
10 Potion: Cure Light Wounds 1000
Staff of Disintegrate 49500
Wand of True Strike 750


Crafted:
Staff of Monster Summoning IX 57375gc + 2295xp
Staff of Wall of Stone 8438gc + 675xp
Staff of Wall of Stone 8438gc + 675xp
Staff of Time Stop 57375gc + 2295xp
Staff of Dismissal 4219gc + 675xp (2 Charges)
Stone of Controlling Earth Elementals 50,000 + 4000xp
Bowl of Commanding Water Elementals 50,000 + 4000xp
Censor of Controlling Air Elementals 50,000 +4000xp

Total XP 18615
Total Gold 755860

Memorized
4 Level 0 Acid Splash x4
7 Level 1 Magic Missiles x3, True Strike x2, Ray of Enfeeblement, Featherfall
7 Level 2 Melf’s Acid Arrow, Mirror Image, Flaming Sphere, False Life, Arcane Lock
7 Level 3 Protection from Energy x2, Halt Undead x2, Displacement, Hold Person
6 Level 4 Freedom of Movement x2, Phantasmal Killer, Charm Monster x2, Stoneskin
1 Level 5 Hold Monster
6 Level 6 Dispel Magic Greater, Disintegrate x3, Repulsion, Move Earth
6 Level 7 Reverse Gravity, Spell Turning, Limited Wish x4
4 Level 8 Maze, Otiluke’s Telekinetic Sphere, Sunburst x2
4 Level 9 Wish, Weird, Meteor Swarm x2

{EDIT: replaced Evocation with Abjuration to reflect the actual feats he has.)

Last edited by Thanos; 16th of April, 2008 at 06:47.
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  #11  
Unread 12th of January, 2008, 12:20
Beidamon
Vampire Spawn

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Join Date: Jan 2002
Member: #9
Posts: 489 (0.08 per day)
Character: Krok the Whirling Waters
Campaign: CR Challenge
Player: Beidamon
Alignment: Lawful Evil
Size/Type: Half Dragon (Blue) Mutant Sahuagin (Large) (6HD) + (ECL 6) + 8 Fighter
Hit Dice: 6d10 (Race) + 8d10 (Class) + 5x14 = 158 HP

STR: 46 +18 (16 (Base) + 12 (Racial) +8 (Large) +3 (Levels) +6 (Belt) +1 (Book))
DEX: 23 +6 (16 (Base) +2 (Racial) -2 (Size) +4 (Gloves) + 3 (Book))
CON: 20 +5 (11 (Base) + 4 (Racial) +4 (Large) +1 (Book))
INT: 16 +3 (10 (Base) + 6 (Racial))
WIS: 12 +1 (8 (Base) + 2 (Racial) +2 (Stone))
CHA: 8 -1 (8 (Base) + 0 (Racial))

Initiative: +9
Speed: 30 Feet, 60 Feet (Swimming), 60 Feet (Flying)
Armor Class: 46 (+ 10 (Base) + 9 (Armor) + 4 (Shield) + 6 (Dex) + 9 (NAB) +1 (NAB Feat) +2 (NAB Large) +4 (Deflection) +1 (Dodge) +1 (Ioun Stone) -1 (Size)
Touch: 21 (+ 10 (Base) + 6 (Dex) + 4 (Deflection) + 1 (Dodge) + 1 (Ioun Stone) - 1 (Size))
Flat Footed: 39 (+ 10 (Base) + 9 (Armor) + 4 (Shield) + 9 (NAB) + 1 (NAB Feat) + 2 (NAB Large) + 4 (Deflection) + 1 (Ioun Stone) - 1 (Size))
SR: 0
Grapple: +36 (+14 (BAB) + 18 (Strength) +4 (Size))
BAB: +14/+9/+4
Reach: 10 Feet
Attack: +36 (17-20/x2) (+14 (BAB) + 18 (Strength) + 4 (Enhancement) +1 (Competence) +1 (Weapon Focus) +1 (Greater Weapon Focus) -1 (Large) -2 (Duel Wielding)) +4 Large Shortsword of Speed
1d8 + 25 +1d6 (fire) (+ 4 (Enhancement) + 18 (Strength) + 2 (Weapon Specialization)

Full Attack: +36/+36/+31/+26 17-20/x2 (1d8 + 1d6 (Fire) + 24) +4 Large Shortsword of Speed
AND +36/+36/+31/+26 17-20/x2 (1d8 + 1d6 (Fire) + 15) +4 Large Shortsword of Speed
AND 2 +30 20/x2 Talons 1d6 + 1d6 (Fire) + 9 (+14 (BAB) + 18 (Strength) + 1 (Competence) -1 (Large) -2 (Multiattack))
AND 1 +30 20/x2 Bite 1d6 + 1d6 (Fire) + 9 (+14 (BAB) + 18 (Strength) + 1 (Competence) -1 (Large) -2 (Multiattack))

Saves
F - +19 (+6 +5 +1 +2 +5)
R - +19 (+2 +6 +1 +5 +5)
W - +14 (+2 +1 +1 +5 +5)

Fire Resistance (30/round)

Languages:
Favored Class: Sahuagin Mutant

Half Dragon Traits:
Darkvision (60 Feet)
Low Light Vision
Immunity to sleep and Paralysis
Immune to Electricity
Breath Weapon 1/Day (60-Foot Lightning Line)
Flight

Sahuagin Traits:
Darkvision (60 Feet)
Blindsense
Blood Frenzy
Rake
Freshwater Sensitivity
Light Blindness
Speak with Sharks
Water Dependant

Feats (3 Sahuagin, 3 Class Levels, 5 Warrior, 1 Bonus)
Level 1: Multiattack (Bonus)
Level 1 (Class): Improved Natural Armor
Level 3 (Class): Dodge
Level 6 (Class): Two Weapon Fighting
Level 7 (Fighter): Weapon Focus (Shortsword)
Level 8 (Fighter): Improved Initiative
Level 9 (Class): Improved Two weapon Fighting
Level 10 (Fighter): Weapon Specialization (Shortsword)
Level 12 (Class): Greater Two Weapon Fighting
Level 12 (Fighter): Improved Critical (Shortsword)
Level 14 (Fighter): Greater Weapon Focus (Shortsword)


Skills Total (Sahuagin (Dragon) - 81, Fighter - 40)

+ 34 Jump 12 Ranks +1 (Ioun Stone) + 2 (Tumble) + 19 (Strength)
+ 42 Swim 14 Ranks +1 (Ioun Stone) + 19 (Strength) + 8 (Sahuagin)*
+ 32 Climb 12 Ranks +1 (Ioun Stone) +19 (Strength)
+ 12 Hide 9 Ranks +1 (Ioun Stone) + 6 (Dex) - 4 (Large)
+ 11 Listen 9 Ranks +1 (Ioun Stone) + 1 (Wis)
+ 11 Spot 9 Ranks +1 (Ioun Stone) + 1 (Wis)
+ 11 Survival 9 Ranks +1 (Ioun Stone) + 1 (Wis)
+ 11 Move Silently 4 Ranks +1 (Ioun Stone) + 6 (Dex)
+ 13 Balance 4 Ranks +1 (Ioun Stone) + 2 (Tumble) + 6 (Dex)
+ 14 Tumble 5 Ranks +1 (Ioun Stone) + 2 (Jump) + 6 (Dex)
+ 8 Knowledge(Nature) 4 Ranks +1 (Ioun Stone) + 3 (Int)
+ 8 Spellcraft 4 Ranks +1 (Ioun Stone) + 3 (Int)
+ 7 Profession(Hunter) 5 Ranks +1 (Ioun Stone) + 1 (Wisdom)


Magical Items

Decanter of Endless Water (9000 Gold)
Ring of Protection (+4) 32,000 Gold
Belt of Giant Strength (+6) 36,000 Gold
Ring of Evasion (25,000)
Ring of Freedom of Movement (40,000)
Gloves of Dexterity +4 (16,000)
Dusty rose ioun stone (+1 AC) (5,000)
Pale green ioun stone (+1 to attack rolls, saves, skill checks, and ability checks) (30,000)
Hand of Glory (8,000 gp)
Cloak of Resistance (25,000 gp)
Ioun stone of wisdom (8,000 GP)

Manual of Quickness of Action (+3) 82,500 gp
Manual of Gainful Exercise (+1) (27,500 gp)
Manual of Bodily Health (+1) (27,500 gp)

+4 Large Shortsword of Speed (98,320gp)
+4 Large Shortsword of Speed (98,320gp)

Animated Steel Small Shield +3 (25,159 gp)
Mithral Chain Shirt +5 (26,100 gp)
Helm of Brilliance (125,000 gp)

Bag of holding (I) - 2,500 gp
Cure serious wounds (potion) (17)(In Bag) - 12750

Gold - 351
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Last edited by Beidamon; 24th of January, 2008 at 10:44.
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  #12  
Unread 14th of July, 2010, 01:56
Draconius Barrett's Avatar
Draconius Barrett
Unanimated Corpse

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Join Date: Jul 2010
Member: #8330
Location: The middle of nowhere
Posts: 7 (0.00 per day)
Name: Drake Otharson
Class/Level: Rogue 10
Exp: 190000
Race: Werewolf
Alignment: Chaotic Neutral
Religion: -

Hit Dice: 1d8+1 + 2d8+6 (+9d6) (+10d8)
Initiative: +6
Speed: 30 feet (8.3 M, 6 sq)
Age: 25
Height: 7'2", 2 M
Weight: 180 Lbs, 81.81 Kg

AC*: 16 (+2Dex, +4Nat)
Touch: 12
Flat-footed: 14

Base Attack/Grapple: +22/+4
Full Attack: 2 Claws +4 melee (1d4+2) and bite +0 melee (1d6+1)

Special Attacks: Curse of Lycanthropy, Sneak Attack

Special Qualities: Alternate form, Wolf Empathy, Damage Reduction 10/silver, Low-Light vision, scent

Saves:
Fort: +20
Ref: +23
Will: +14



Abilities:
Str: 20
Dex: 19
Con: 16
Int: 20
Wis: 21
Cha: 8
Feats:
Improved Initiative x2, Iron Will, Stealthy, Track, Weapon Focus (Bite), Evasion, Uncanny Dodge, Trap Sense +2, Improved Uncanny Dodge, Weapon Proficiency (Simple), Endurance, Exotic Weapon Proficiency (Sword, Bastard), Armor Proficiency (Light, Medium), Terrain Mastery (Aquatic, Desert x3, Forest, Hills, Marsh, Mountains, Plains, Underground) (+3 feats)


Skills:
Balance +20

Climb +22

Handle Animal +9

Hide +6

Intimidate +21

Knowledge (Geography) +30

Listen +29

Move Silently +20

Spot +29

Survival +20

Swim +28

Languages Spoken
English

Items: (total wealth 23,089.5 gp/ 760,000 gp)


2x Gauntlet (4 gp) (2lb)

2x Adamantine Sword, Bastard (6,070 gp) (12lb)

Adamantine Chainmail Armor (10,150 gp) (20lb)

50x Dagger (100 gp) (50lb)

Backpack (2 gp) (2lb)

Belt Pouch (1 gp) (.5lb)

2x Caltrops (2 gp) (4lb)

2x Oil Flask (1 gp) (2lb)

10x Healers kit (500 gp) (10lb)

Cold Weather Outfit (8 gp) (7lb)

Peasants Outfit (1 gp) (2lb)

Everburning Torch (110 gp) (1lb)

4x Whetstone (8 gp) (4lb)

Heavy Repeating Crossbow (400 gp) (12lb)

5x Repeating Crossbow Magazine (2.5 gp) (2.5lb)

10x Trailbar (10 gp) (-lbs)

Silk Rope (10 gp) (5lb)

20x Piton (20 gp) (10lb)

Cart (15 gp) (200lb) -not carried
250x Healers Kit (12500 gp) (250lb)


Current Load: 148lb /450lbs (cart)
Light Load: 133lb
Medium Load: 134-266lb
Heavy Load: 267-400lb
Push/Drag: 2000lb

Treasures: None

Appearance/Description: In half-wolf form Drake is just over 7 feet tall and has shoulder length grey hair and blue eyes. He tends to stay in this form because it is the most comfortable for him. He wears cold weather clothing over peasants clothing, leaving the cold weather gear open when it is warm out and shedding everything but his chainmail when it gets hot out.

Artwork:



Mannerisms: Tends to be quiet and let his actions speak for him. Makes points with one of his many daggers that fill his cloak.


Other notes: Carries all of his gear in his pack with the exception of his gauntlets and Bastard swords, the former on his hands at all times, the latter in a special sheath on the back of the pack, against his own back. His Caltrop bags hang off the bottom of the pack, where he can get to them easily. The oil flasks are in slots on the sides of the pack. His healers kits are stacked up inside the main pocket of the pack. Total weight in pack is 28lb, total weight in belt pouch is negligible as it is full of trail rations. Daggers are hung inside his cold weather cloak. Rope is coiled around his shoulder and Pitons are stored in his peasant Clothes pockets.
Most of Drake’s wealth is immaterial, being in the form of knowledge from his travels.

Last edited by Draconius Barrett; 14th of July, 2010 at 02:04. Reason: Incomplete
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  #13  
Unread 14th of July, 2010, 02:20
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Gralhruk
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You realize that nobody has posted in the challenge forum for over a year, right?
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  #14  
Unread 14th of July, 2010, 05:41
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Tashalar
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Hey - I'm the ghastly thread necromancer around here!

Alas, I've not been true to my name for quite a while... will have to remedy that!
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  #15  
Unread 14th of July, 2010, 06:48
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A couple days ago someone responded to a thread that had been inactive for 6 years, iirc. This one's nothing.
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  #16  
Unread 14th of July, 2010, 06:54
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Explosive Cheese
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Also, that other one had never seen any action at all. I'm still giggling over it.
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  #17  
Unread 14th of July, 2010, 11:50
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Draconius Barrett
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Seriously. All that hard work just to bring a thread back to life?

Can I still try the challenge?
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  #18  
Unread 14th of July, 2010, 14:42
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Well, if you find someone to DM it for you? Why the hell not?

Link's not around any longer though. And I don't really have the time, sorry.
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  #19  
Unread 15th of July, 2010, 08:17
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Draconius Barrett
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Ok. No big deal. Saved the character, I'll just use them for something else.
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