Not a problem. That's why I've held off on working your stuff. We aren't going anywhere without you. I personally want to see how a Shugenja handles as I have not used one myself, so I have a vested interest in keeping you in the game.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Mithral Shirt This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Rapier, Masterwork x 2 You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Price 320g
Ring Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Protection +2 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Price 8,000 gp. (+2)
Amulet of Natural Armor +1 This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1)
Cloak of Resistance +2 These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 4,000 gp (+2), Weight 1 lb.
ABILITIES AND FEATS
Abilities Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge (Ex) Starting at 3rd level, the rogue gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 3rd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.) At 6th level , the rogue can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies other rogues the ability to use flank attacks to sneak attack her. The exception to this defense is that another rogue at least four levels higher than the character can flank her (and thus sneak attack her). At 11th level, the rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Traps Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
FEATS Ambidexterity Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Two-Weapon Fighting Benefit: Your penalties for fighting with two weapons are reduced by 2.
Weapon Finesse : Rapier Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus : Rapier Benefit: You add +1 to all attack rolls you make using the selected weapon.
Skills
Skills Appraise +3 Balance +19 - Synergy Bluff +15 Climb +1 Decipher Script +3 Diplomacy +17 -Synergy Disable Device +8 Disguise +3 - Synergy (+2 When you know that you’re being observed and you try to act in character) Escape Artist +10 Forgery +3 Gather Information +3 Hide +17 Innuendo +0 - Synergy (+2 When Sending/Recieving) Intimidate +5 - Synergy Jump +3 - Synergy Listen +12 Move Silently +17 Open Lock +10 Perform +3 Pick Pocket +13 Ride +5 Scry +3 Search +15 Sense Motive +15 Spot +10 Swim +1 Tumble +17 Use Magic Device +8 Use Rope +5 - Synergy (+2 when binding) Wilderness Lore +0
NOTES
Two Weapon Fighting Circumstance|Main Hand|Off Hand Normal|-6|-10 Amb Feat |-6|-6 TWF Feat |-4|-8 AMB+TWF Feats|-4|-4
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
You still have a lot of money lying around...were you going to add pluses to your armor or weapons? Or something like a Bag of Holding, Handy Haversack, Portable Hole, Everburning Torch, etc? You know, typical adventurer stuff?
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Yeah, no problem. I've seen enough physical description that you can intro your character. Your character is actually already in the tavern (can't have the same intro every person, you know?) So you've seen the whole frackus with the Moon Elf and his Human friend, and you saw Hobwink come in. Decent chance you saw him hand over one of the flyers to Lug. I leave that to you where you want to go from there.
I didn't see a description of what he looks like, but you can describe him in context, and fill your sheet in later.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Standing just over six feet tall, Terek has shoulder length black hair and an accompanying beard and mustache which he keeps neatly trimmed. His skin is well tanned and is littered with small scars from various sources.
He wears a set dark brown clothes, under which lies hidden a mithril shirt. A dark grey cloak with the hood down rests on his shoulders, and a belt lined with pouches at his waist. Along each hip hands a well cared for rapier.
Nothing spectacular yet. I'll hone it as I get a feel for him.
Backstory will flesh in as well.
Still cant decide if I should use my 15g on armor or weapons, I'm thinking weapons but I am quite fond of never getting hit.
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
@Bounty Hunter: Feedback on Terek - Two-Weapon Fighting penalty is correct. - Your AC is 2 too high because your equipment tabulated is wrong. You still have the bracers +2 listed in your AC line. - HP is correct - Saving Throws are correct - Your melee attack bonus should be +12 due to Weapon Finesse Feat and Weapon Focus feat with a rapier, though remember to also apply the -2 penalty due to two weapons (obviously only when you use both). - You get a 5th Feat because you are human,, so don't forget to assign it. - Double check your skills and make sure your non-rogue skills chosen are assigned as cross-class skills (2 points = 0nly 1 rank) as applicable. Thus, for 10 points hypothetically invested in Wilderness Lore, you would get a bonus of +5 ranks. - Your skill total points are: 48 for 1st level and human +96 for 2nd-9th level. I'm not adding them all up, just make sure they're assigned appropriately. Frickin' skill monkeys... - There is no Trap Sense or Improved Uncanny dodge in 3e that I know of...it might be 3.5 only. Both are covered under Uncanny Dodge but you don't start accruing bonuses vs traps until 11th level. Uncanny Dodge gives the AC bonus when flat-footed at 3rd level as normal. 6th level allows you to never be flanked unless by a rogue four levels higher. Thus, apparently, 3.5 broke out some of these abilities into separate abilities to further buff the Rogue. - Your synergies are giving me a headache. Just make sure if you use these skills this adventure that you have them tabulated correctly. Thanks. - Don't forget that you know 4 languages = 1 base + 3 due to Int. bonus
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
I just poured over this character...he's your meat shield/tank. I'm posting so you know I'm not making stuff up with him. With BH taking a rogue, the party is pretty balanced now (reasonably speaking) and I feel better about putting a melee character with little to no other role in. (I just like this guy, which is why you didn't get a different, optimized tank. He's been in my staple of characters for some time.)
Clipper Johanson
Name: Clipper Johanson Race: Human Age: 30 Height: 6'-6" Girth: His features are massively built. Round shoulders, barrel chest, trunks for legs, pythons for arms, and almost no neck from the bulging trapezius muscles.
His hands end in huge claws, almost lizard-like in appearance. His skin has a silverish glint to it in the late afternoon sun. And, when he opens his mouth to breathe, a semi-hiss escapes as though from a mouth filled with spiky teeth and a forked tongue. He has black hair, but a balding head. All over his skin, it looks like he has a rough leather with silver scales, and hair looks like it has been falling out in patches on his arms and legs. His eyes are grey, with a hint of silver flecks that catch the light and make his eyes seem to dance.
His voice is slurred with a slight hiss, and the reason is evident as he speaks. In addition to wicked looking claws, he also has razor-sharp reptilian shaped teeth and fangs in and amongst his normal human teeth. Overall, it looks like he is a human with some transformation slowly taking place into something else.
Hair: Black and balding Eyes: grey with silver flecks Class: Fighter 4/Sorceror 1/Dragon Disciple 4
STR 20 (+5) (gained +4 due to Dragon Disciple) DEX 15 (+2 to defensive AC/reflex save/and to hit on ranged attacks) CON 20 (+5 to each hit dice/fort save/concentration checks) (gained +2 due to stat increases) INT 11 (+0) WIS 14 (+2 to Will save) CHA 9 (-1)
Magic items: +1 Plate Armor of the Deep 16,500 +2 Greatsword 8,000 2 x everburning torch 90 ea Ring of Warmth 2,100 Heward's Handy Haversack 2,000 Ring of Sustenance 2,500 +2 Cloak of Resistance 4,000 (dark grey)
Initiative: 1d20 +2
BAB: +7/+2 Melee attack bonus: +14/+9 = BAB + 5 Str mod + 2 weapon enhancement Fort save: +15 = +8 base + 5 Con mod + 2 Item mod Ref save: +8 = +2 base + 2 Dex mod + 2 Item mod + 2 Feat mod Will save: +13 = +7 base + 2 Wis mod + 2 Item mod + 2 Feat mod
AC: 21 or 28 = 10 base + 1(nat armor) + 1(+2dex.-1platemail) + 9(plate mail+1 magic bonus) +7(when under Shield spell)
Languages: (Common) Feats: 8 (total = 3 from fighter, 1 from human, 4 from advancement in character levels) - Iron Will (+2 will saves) - Cleave (extra attack when you drop an opponent) - Lightning Reflexes (+2 refl. saves) - Power attack (-x to attacks, +x to damage) - Toughness x 4 = 12 add. hit points
HP: 100 (43 by roll + 45 CON bonus + 12 toughness points)
Mundane Items: Focus: Wooden Target for True Strike spell Mini-Cloaks: Material Component for Resistance spell Focus: Clear Crystal for Read Magic spell Phosphorescent Moss: Material Component for Light spell 12 Sunrods 4 Thunderstones Climber's Kit 2 x 50 ft silk ropes Whetstone Flint and Steel Tindertwigs (25 in a glass jar) Grappling Hook Tactical Shovel (sm) Heavy Winter Blanket Sleeping roll Spell Component Pouch
Character history - (in case anyone else's character originated in the Forgotten Realms)
Clipper Johanson was born a human into a well-placed family in Southport. It is a family secret, well-guarded, that a dragon consorted with one of his ancestors six generations ago. Up to now, no member of his family had changed.
His family wanted for him to be well-placed in society and saw that he was pretty charismatic as a child, even if not the brightest pupil in school. So, they sent him to the Southport Academy to learn sorcery following a random magic event that caused a tremendous crash in their dishes cabinet.
Of average intelligence, he still proved to have some talent for magic, but did not take to it well. Clipper much preferred physical labor, and spent as much time as he could learning martial skills within the Academy. He eventually graduated from the Academy (1st level), but did not pursue it further. Instead, he enlisted in the Southport Navy as a Marine and Sailor, much to his family's dismay. They disowned him almost immediately, which was fine by him, never really much liking their snobbery anyway.
He advanced quickly in basic fighting and armor wearing, taking to the greatsword. His already prodigious strength lent to such powerful weaponry well, and his long reach gave him an equal footing against those wielding swords. When his enlistment was over, he left the Navy to strike out on his own for adventuring.
It was on a cave exploration one day that he felt something awaken in him, a feeling he couldn't quite explain at the time. It was exciting anyways. Each night, he began having exhilirating dreams of flying through icy-cold clouds, swooping down and alighting upon distant peaks to survey the lands. At first, he began to shrug off injuries faster and his skin became tougher, with a slight silvery glint to it. He passed it off, though, as just a skin condition. He slowly began to see his skin take on the look, though, of having fine scales, too. Quite alarmed now, he sought out help in Southport, but was met with scorn and fear from those he once associated with.
He left for the northern lands of the Northern Realm and Western Spine. He had many adventures, and his powers expanded. He grew stronger, his muscle mass increasing all the while. His teeth began swiftly growing longer, sharper, as did his fingernails. In a while, some of this teeth fell out, replaced underneath by fangs. His nails became claws, hard and razor sharp. His hair began to fall out in areas and the silver glint increased.
Then, one day, shunned by all but his adventuring group, he screamed his rage at a rushing group of Goblins, and a frosty breath exploded from his mouth in a cone, causing them to fall back, killing some. They fled in fear, and his friends regarded him with new concern, albeit puzzled as well. They took him to a scholar in the capital city of the Northern Realm, who told him that a dragon had very likely consorted with someone from his family, giving him these talents that he had awoken.
He quickly headed back south to talk to this relatives, now undeniably taking on characteristics of his suspected progenitor. Confronting his father, the elder of his family admitted to the dark secret of the family, saying that it was really only suspected until now. Clipper's transformation proved the existence of dragon blood in his family.
At that point, Clipper embraced his heritage and went on adventuring. After participating as a merc in a war that engulfed Southport and most of the continent north of Southport, Clipper came south once more to his home and enlisted on the Sea Dragon as a mercenary.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
I was working on updating the sheet, and havent gone back through the actual text post yet.
Arcane Archer wrote:
- Your AC is 2 too high because your equipment tabulated is wrong. You still have the bracers +2 listed in your AC line.
Fixed on sheet already, editting in post.
Arcane Archer wrote:
- Your melee attack bonus should be +12 due to Weapon Finesse Feat and Weapon Focus feat with a rapier, though remember to also apply the -2 penalty due to two weapons (obviously only when you use both).
Yeah, I know. I just have a habit of annotating that type of stuff on the weapon itself, or adding in manually so that should it arrise that I'm not wielding that particular weapon, I dont accidentally apply the bonuses as a mistake. If I go to hit someone with a dagger or something for example.
Arcane Archer wrote:
- You get a 5th Feat because you are human,, so don't forget to assign it.
Its combat reflexes on my sheet, but I have a question mark next to it cause I never got much use out of it, and was thinking about swapping it out.
Arcane Archer wrote:
- Double check your skills and make sure your non-rogue skills chosen are assigned as cross-class skills (2 points = 0nly 1 rank) as applicable. Thus, for 10 points hypothetically invested in Wilderness Lore, you would get a bonus of +5 ranks.
Yeah I've gone over those skills like...nine friggin times... and prolly still have changes to make.
Arcane Archer wrote:
- Your skill total points are: 48 for 1st level and human +96 for 2nd-9th level. I'm not adding them all up, just make sure they're assigned appropriately. Frickin' skill monkeys...
I have 144 skills ranked currently and should be good I think.
Arcane Archer wrote:
- There is no Trap Sense or Improved Uncanny dodge in 3e that I know of...it might be 3.5 only. Both are covered under Uncanny Dodge but you don't start accruing bonuses vs traps until 11th level. Uncanny Dodge gives the AC bonus when flat-footed at 3rd level as normal. 6th level allows you to never be flanked unless by a rogue four levels higher. Thus, apparently, 3.5 broke out some of these abilities into separate abilities to further buff the Rogue.
Yeah I accidentally copied out of the 3.5 stuff. I had both up cause 3.5 is easier to navigate and read, and then I'd go back to the 3.0 stuff. Will fix.
Arcane Archer wrote:
- Your synergies are giving me a headache. Just make sure if you use these skills this adventure that you have them tabulated correctly. Thanks.
I had forgotten about them, I got done with skills and then was like...wait...dammit!
Arcane Archer wrote:
- Don't forget that you know 4 languages = 1 base + 3 due to Int. bonus
Already on sheet , just not included in the post
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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."
Since I'm purchasing an Explorer's outfit, which already includes things like a cloak, vest, boots, a hat, belt, etc., can I discount the weight of magic items such as a Cloak of Charisma — using those items' weights to overlap with what would normally be included in the Explorer's Outfit?
While I'd still like the above question answered, it's less important now. I decided to make room for a Handy Haversack by dropping the Spice Jar and just picking up 20lbs of assorted spices instead.
Since I'm purchasing an Explorer's outfit, which already includes things like a cloak, vest, boots, a hat, belt, etc., can I discount the weight of magic items such as a Cloak of Charisma — using those items' weights to overlap with what would normally be included in the Explorer's Outfit?
That logically makes sense to me.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
OK, then I believe this is the last thing I have to finish for Umiki:
Hit Points
PlaneShaper rolled 9d6 and got a total of 39:
With that, my character sheet should be complete. Please check it over; make sure there's nothing I missed. Let me get caught up on the in-game thread, but I am otherwise ready to begin. Tomorrow and Tuesday, I'll have limited posting time (I drive back home from Chicago on Tuesday). But after that, I will (finally) have more time again.
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