Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Sorry, been slacking on the NGA RPGs. I'll try and sure up my character sheet this weekend, though the majority is done. I think I have 1 evolution point to use, and then I need weaponry, a little gear and then I should be mostly done.
That... is an amazingly odd ability line up. Correct me if I'm wrong but wasn't your original stat-line 17, 12, 12, 11, 10, 7? Because you seem a lot weaker then that.
The abilities are a result of following correct rules for old age. My character is 57.
I thought it would add some extra urgency to his desire for immortality. Plus the +2 to Int, Wis, and Cha is fun.
The following post will contain my character sheet and various notes.
Its still heavily in works but best to start finding errors now before I muck up the math even further down the line.
Note: -I've not picked my lvl 8 stat point. -I picked HP at every level up. -I've not even looked at equipment, I simply have the base level weapons down for math to build on later. -I'm not done with my damage workspace yet.
I'll do my best to remember all the rules surrounding around the various bull rushes and extra attacks that I'll likely be needing to make.
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Armor Training 2 Reduce Armor Penalty By 2 // Increase Max Dex By 2 Move full speed while wearing Medium or Heavy armor
Weapon Training +2 Attack and Damage with Heavy Blades +1 Attack and Damage with Close Weapons
Feat Information
Feat Breakdown L1 : Power Attack F1 : Two Weapon Fighting H1 : Improved Shield Bash F2 : Weapon Focus [Scimitar] L3 : Iron Will F3 : Step Up L5 : Combat Reflexes F4 : Improved Two-Two Weapon Fighting L7 : Shield Slam F5 : Improved Bull Rush L9 : Greater Bull Rush
Feat Bonuses Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Shield Bash When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Weapon Focus [Scimitar] You gain a +1 bonus on all attack rolls you make using the selected weapon.
Iron Will You gain +2 on Will saving throws.
Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Two-Two Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Shield Slam Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Greater Bull Rush You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Attack Workspace
Standard Attack : Main Hand +9 Base Attack Bonus +4 Strength Modifier +2 Weapon Training +1 Weapon Focus -6 Dual Wielding +2 TWF Feat Total : +12
High BAB Extra Attack : Main Hand +4 Base Attack Bonus +4 Strength Modifier +2 Weapon Training +1 Weapon Focus -6 Dual Wielding +2 TWF Feat Total : +7
Standard Attack : Off Hand +9 Base Attack Bonus +4 Strength Modifier +1 Weapon Training -10 Dual Wielding +6 TWF Feat Total : +10
ITWF Extra Attack : Off Hand +9 Base Attack Bonus +4 Strength Modifier +1 Weapon Training -10 Dual Wielding +6 TWF Feat -5 Second Attack Total : +5
Damage Workspace
Standard Attack : Main Hand 1d6 Weapon Damage +4 Strength Modifier +2 Weapon Training Total : 1d6+6
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Looks good so far. Had to run back and find your non-powered armoured character to do some math but yeah everything seems to check out. I notice your strength is a little lower then it was previously. Any reason for the drop?
Also 6d6 Greataxe swings are going to sting.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Oct 30, 2013 Posts: 7305 Location: England
I hear ya. Taking into account the whole Fall of Amarath situation you probably won't have any followers to begin with but your cohort certainly will have survived. Of course once you get back on your feet followers will find you.
I'll need your final leadership score of course before I start work on your cohort. Any idea of what your looking for in a cohort? A bodyguard? Research assistant? Divine spellcaster to support your arcane power?
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Oct 30, 2013 Posts: 7305 Location: England
You'll be getting max possible hit points per level. So 5 hit points per level (d6 hit die -1 hit point/level due to your constitution penalty) comes to 45 hit points.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
You'll be getting max possible hit points per level. So 5 hit points per level (d6 hit die -1 hit point/level due to your constitution penalty) comes to 45 hit points.
I get an extra hit point per level because wizard is my favoured class, and then even more hit points because of toughness feat.
by my calculations, should have 63 hit points. correct me if I am wrong
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