View Full Version : Gladiator Tournament II - Sign Up
Black Plauge
25th of August, 2006, 23:06
Sign-ups are closed.
Full Tournament Rules. Please read before entering. (http://online-roleplaying.com/forums/showthread.php?t=6545)
Characters are to be posted here. All submissions are public.
For convenience the Character Creation Rules are duplicated below.
Character Creation
32 Point Buy
ECL 17
Familiars, animal companions, and special mounts are permitted, but cohorts are not.
Characters must be medium or small in size. Note: Using alternate form or similar effects to assume the form of a creature outside of this size range for the duration of the match is considered to be the same as being large or larger and therefore not allowed (an individual using such tactics would be promoted to the appropriate size class). Size change effects are limited to five rounds in duration.
HP will follow the RPGA standard (max on first HD, half die size +1 for rest).
Spellcasters with a spellbook or similar artifact must submit a list of spells in their spellbook with their character. Characters should have a reasonable number of spells, listings of “all spells of 2nd level and lower” and the like will be disqualified.
Templates are prohibited.
The point of this match is for all participants to have fun, as such, participants are encouraged to build varied and interesting characters, and not simply try to build to win. To encourage this, any board member can raise an objection to a participant on the grounds of them being overpowered and an unfair match up for the other opponents. This objection is subject to review by me. If I deem the objection to have merit I can, at my sole discretion, either force the participant be revised to fix the violation or outright disqualify them. Objections can be raised through the end of the qualifying round. I also reserve the right to force revisions or disqualify competitors I deem unfair even without a board member objecting. Once the bracketed matches begin, the contestants are set and objections will no longer be entertained. (What is happening IC when a character is disqualified in this manner is that the character is being reassigned to a different class.)
In addition to a full character sheet, participants are encouraged to select a miniature representation for their character from the D&D Miniatures line (http://www.wizards.com/default.asp?x=dnd/mix/gallery), the Dreamblade Minatures line (http://www.wizards.com/default.asp?x=dbm/gallery&page=1), or the D&D Chainmail line (http://www.wizards.com/dnd/article.asp?x=minis/ch20010823b, with the links on the side enabling access to the rest of the collection). When selecting a miniature, please indicate which series it is from so that I can double check it online to make sure I’ve got the right one. Participants can also supply a small bitmap file from another source if they prefer. If supplying your own image, please bear in mind the resolution limits of the maps.
All characters must have maximum ranks in either Perform (Weapon Drill) or Profession (Gladiator). Characters for this round are supposed to be professional gladiators.
All characters must have a “signature” which is unique to them. A signature can consist of an unusual armament set, a tactical feat, a weapon style feat, or a PrC fighting style. Signatures must be declared when characters are submitted. Signatures are subject to review for visibility and uniqueness and, in the case of two persons requesting the same signature, granted on a first come first serve basis.
Allowed Resources
Player's HandBook, Dungeon Master's Guide, Monster Manual, eXpanded Psionics Handbook, Complete Arcane, Complete adVenturer, Complete Divine, Complete Warrior, Complete Psionic, Draconomicon, Libris Mortis, Planar Handbook, Races of Stone, Races of Destiny.
While the Book of Exalted Deeds is not an allowed resource, the feats Resounding Blow and Subduing Strike, and the nonlethal weapons which appear in that book, will be permitted.
"Reserved spots" are of absolutely no value. The only thing that matters is that an actual character is posted by the deadline. As of right now, the deadline if floating, contingent on the end of the Duel Arcana. Once that tournament is over the deadline will have a fixed date and anyone who doesn't submit a character by then, regardless of "reserving" a spot, will not be in the tournament.
Also, for the purposes of claiming a signature, "first come first served" means the the first player to submit a full character with the desired signature gets it. Partial submissions, or other form of reservations, do not get you priority on your signature choice.
generaljimX
26th of August, 2006, 02:14
Character Approved.
http://wizards.com/dnd/images/war_drums_gallery/Steelheart_Archer.jpg steelheart archer; 22 of 60, Wardrums
CHARACTER SUMMARY (see details at the end of this post)
Character: Charmaine Thornleaf
Campaign: Gladiator Tournament II
Player: GeneraljimX Alignment: Lawful Good
Size/Type: Small Female Halfling Paladin 7/Halfling Outrider 10 (ECL 17)
Hit Dice: 7d10+10d8+51 = 46 + 50 + 51 = 147
Initiative: +7
Speed: 20' (walk)
Armor Class: 27 (7 dex, 7 armor, 2 ring of protection, 1 size)[32 while mounted], touch 20[25 while mounted], flat-footed 20 DR: NA
BAB: +17/+12/+7/+2 Grapple: +15 (17 bab + 2 str - 4 size)
Attack: Greatsword +21 [1d10 + 1d6 electricity + 4, 19-20/x2] OR composite longbow +25 [1d6+2 + 1d6, all subdual, x3 critical, range inc 110']
Full Attack: Greatsword +21/+16/+11/+6 OR composite longbow +25/+25/+20/+15/+10 (W/Improved Rapid Shot)
Special Attacks: Leap from the Saddle; Full Mounted Attack
Saves: Fort +15, Ref +20, Will +8
Abilities (with gear)[modifier]: Str 10 (14)[+2], Dex 20 (24)[+7], Con 14 (16)[+3], Int 12[+1], Wis 14 [+2], Cha 14 (16)[+3]
Skills: Handle Animal +8(5 ranks), Hide +8(0 ranks), Listen +17(6 cc, 10 ranks), Move Silently +7(0 ranks), Profession(gladiator) +19(10 ranks, 13 cc), Ride +39(20 ranks), Spot +17(6 cc, 10 ranks)
Feats: Mounted Combat, Mounted Archery, Point Blank Shot, Alertness(HOR), Many Shot, Rapid Shot, Improved Rapid Shot
Languages: Common, Halfling, Elven
Favored Class: Rogue
Signature: Stand on Mount(Halfling Outrider Class Ability)
http://wizards.com/dnd/images/dk_gallery/x20.jpggriffon; 20 of 60, Deathknell series
Name: Thornbeak
Type: Hippogriff (Special Mount)
Hit Dice: 11d10 + 33 = 99 HP
Initiative: +2
Speed: 60' (walk), 110' (fly;average)
Space/Reach: 10'/5'
Armor Class: 25 (-1 size, 2 dex, 14 natural), touch 11, flat-footed 23
BAB: +11 Grapple: +22
Attack: Claw +22 (1d6+7)
Full Attack: 2 Claws +22 and Bit% +17 (1d8+3)
Special Qualities: Darkvision 60',low light vision, scent
Saves: Fort +11, Ref +11, Will +6
Abilities [modifier]: Str 24 [+7], Dex 15 [+2], Con 16[+3], Int 9[-1], Wis 13[+1], Cha 8
Feats: Dodge, Wingover, Hover, Improved Natural Attack(claw)
Halfling Traits:
+2 Dex, –2 Str
Small Size
20’ Movement
+2 Climb, Jump, and Move Silently
+1 racial on all saving throws
+2 moral bonus on saves against fear
+1 on attack rolls with thrown weapons and slings
+2 Listen
Paladin Traits:
Aura of Good:
Detect evil:
Smite evil 2/day:
Divine Grace:
Lay on Hands:
Aura of courage:
Divine Health:
Turn Undead:
Special Mount:
Remove disease 1/week:
Halfling Outrider Traits:
Alertness:
Ride bonus:
Defensive riding:
Unbroken charge:
Stand on mount:
Leap from the saddle:
Evasion:
Full mounted attack:
Quick turn:
Spells/day (DC)
1 - 2 (12)
Equipment:
+3 Mithral Chain Shirt (10,250 gp, 6.25 lbs)
+1 Seeking Merciful Composite(+2 Str) Longbow (13,950 gp, 1.5 lbs) Don' for get your signature discount for your bow and the arrows below.
...40 Arrows (2 gp, 3 lbs)
Belt of Giant Strength +4 (16,000 gp, 1 lb)
+2 Shock Greatsword (18,350 gp, 4 lbs)
Ring of Protection +2 (8,000 gp, -lb)
Bag of Tricks[rust] (3,000 gp, -lb)
Cloak of Charisma +2 (4,000 gp, 2 lbs)
Gloves of Dexterity +4 (16,000 gp, -lb)
Amulet of Health +2 (4,000 gp, -lb)
Backpack ( gp, lb)
...Potion cure light wounds x10 (2,500 gp, -lb)
...Caltrips x2 (10 gp, 4 lbs)
...Oil[2 pints] (1 gp, 2 lbs)
...Tindertwig x2 (10 gp, -lb)
Value: 97,188 gp
Disposable funds remaining: 100,000gp
Weight carried: 22-3/4 lb (light load)
carrying capacity:
light load: 43.5 lb
medium load: 44.25-87 lb
heavy load: 87.75-131.25 lb
Feats
lvl 1: Mounted Combat
lvl 3: Mounted Archery
lvl 6: Point Blank Shot
Hor 1: Alertness
lvl 9: Many Shot
lvl 12: Rapid Shot
lvl 15: Improved Rapid Shot
Atributes (start/points)[racial]{lvls}<gear>
Str 14(12/4)[-2]<+4>
Dex 24(14/6)[+2]{+4}<+4>
Con 16(14/6)<+2>
Int 12(12/4)
Wis 14(14/6)
Cha 16(14/6)
Boomlaor
29th of August, 2006, 06:25
Character Approved.
Ok, I'm pretty sure I did this right, (and go me, first character posted!!!)
http://www.wizards.com/dnd/images/ab_gallery/318.jpg
CHARACTER SUMMARY (see details at the end of this post)
Character: Gork, son of Gork
Gladiator Name: Blind Justice
Campaign: Gladiator Tournament II
Player: Boomlaor Alignment: Lawful Neutral
Size/Type: Medium Male Goliath Ranger 8/Justicar 8 (ECL 17) (Monstrous Humanoid)
Hit Dice: 8d8+8d10+ = 91 + 48 = 139
Initiative: +1
Speed: 30' (walk)
Armor Class: 20 (1 dex, 7 armor, 2 ring of protection), touch 13, flat-footed 19 DR: 1/-
BAB: +16/+11/+6/+1 Grapple: +33 (16 bab + 9 str + 4 powerful build + 4 improved grapple) (+35 with mancatcher)
Attack: mancatcher +27 [ 1d6 + 15 all subdual, x2, reach, free grapple attempt on hit] OR dagger +26 [1d6 + 9, 19-20x2] OR manacles +26 [1d8+1d6+10, all subdual, x2] OR manacles +24 and dagger +24 OR composite longbow +18 [1d10+1, range inc 110']
Full Attack: mancatcher +27/+22/+17/+12 OR dagger +26/+21/+16/+11 OR manacles +26/+21/+16/+11 OR mannacles +24/+19/+14/+0 and dagger +24/+19
OR composite longbow +18/+13/+8/+3
Special Attacks: hog-tie
Saves: Fort +13, Ref +11, Will +12
Abilities (with gear)[modifier]: Str 24 (28)[+9], Dex 12 [+1], Con 16 [+3], Int 12[+1], Wis 14 [+2], Cha 8 [-1]
Skills: Climb +8, Concentration +4, Gather Information +4, Handle Animal +10, Hide +1, Jump +18, Knowledge +1, Listen +15, Move Silently 0, Perform: Weapon Drill +22, Ride +9, Search +6, Sense Motive +14, Spot +12, Survival +7, Swim +7, Tumble +11, Use Rope +11
Feats: exotic weapon proficientcy: mancatcher, track, two weapon fighting, endurance, power attack, skill focus: gather information, improved two weapon fighting, improved grapple, improved sunder, weapon focus: mancatcher, quickdraw
Languages: Common, Giant
Favored Class: Barbarian
Signature: Hog-tie attack
http://www.legendgames.co.uk/acatalog/Dire_Ape_tn%5B1%5D.jpg
Name: Gus
Type: Ape (Animal Companion)
Hit Dice: 4d8 + 8 + 3 = 33
Initiative: +2
Speed: 30' (walk), 30' (climb)
Space/Reach: 10'/10'
Armor Class: 14 (-1 size, 2 dex, 3 natural), touch 11, flat-footed 11
BAB: +3 Grapple: +12
Attack: claws +7 (1d6+5)
Full Attack: 2 claws +7 and bite +2 (1d6+2)
Special Qualities: low light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities [modifier]: Str 21 [+5], Dex 15 [+2], Con 14 [+2], Int 2 [-4], Wis 12 [+1], Cha 7 [-2 ]
Skills: Climb +14, Listen +6, Spot +6
Feats: Alertness, Toughness
Tricks known: assist attack, attack, down, hold, stay, subdue, come
Goliath Traits:
+4 Str, –2 Dex, +2 Con
Medium Size
30’ Movement
+2 Racial bonus on Sense Motives checks.
Level Adjustment +1
Powerful Build – treated as one-size larger for opposed checks when beneficial and may use weapons designed for creatures on size larger.
Mountain Movement – treat standing long jumps and high jumps as if there was a running start –and– may make an accelerated climb without penalty.
Ranger Traits:
Favored enemy (dwarf, human) [ex]: +2 to bluff, listen, sense motive, spot, and survival checks vs dwarves or humans, and +2 to damage vs dwarves or humans.
Track: A ranger gains track as a bonus feat.
Wild empathy [ex]: A ranger may make a diplomacy type check to improve the attitude of an animal, 1d20 + ranger lvl + cha bonus.
Two weapon fighting: a ranger may choose two weapon fighting as a bonus feat at lvl 2.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Improved Combat Style (Ex): Treated as having Improved two weapon fighting when in light or no armor.
Woodland Stride: a ranger at lvl 7 may move through any sort of undergrowth at normal speed without damage or impairment.
Swift Tracker: At 8th lvl a ranger can move at normal speed while following tracks without a penalty.
Justicar Traits:
Bring ‘em back alive: Whenever a justicar attacks with a melee weapon, he can deal nonlethal damage with the weapon instead of lethal damage with no penalty on the attack roll.
Nonlethal Strike +3d6: Any time a Justicar uses the bring ‘em back alive ability and his target would be denied her dex bonus to AC the justicar’s attack does an additional 3d6 nonlethal damage.
Improved Grapple: At lvl 2 a Justicar recieves Improved Grapple as a bonus feat.
Crippling Strike: When a Justicar damages an opponent with a Nonlethal strike the opponent takes 1 str damage also.
Exotic Weapon Proficiency (manacles): Manacles can be used in 1 hand as if they are a club with no penalty, Masterwork Manacles can be used as a masterwork flail with no penalty.
Street Savvy: +4 bonus to gather information checks made while in pursuit of a criminal.
Hog-tie: When a Justicar of 5th lvl or higher successfully pins an opponent while grappling he can attempt to hog tie his opponent, opposed check, Justicar uses either use rope or grapple, opponent uses either grapple or escape artist. Justicar must have rope or manacles at hand. A hog-tied opponent is bound and helpless.
Improved Hog-tie: A Justicar of 8th lvl or higher can attempt to hog-tie an opponent without first pinning him. Any time a grapple is established, the Justicar can use attack actions to make hog-tie attempts. If the Justicar has the quickdraw feat, he does not need to be holding the rope or manacles.
Spells/day (DC)
1 - 2 (13)
2 - 1 (14)
Equipment:
Large Masterwork dagger 302 gp [1 lb]
+1 Merciful Masterwork Manacles (+2 bonus, as flail +2 on disarm checks and can be used to trip) 8,025gp -25% = 6,019gp
Large +1 adamantine mancatcher of deflection (+2 bonus) 11,020gp -25% = 8,265gp [8 lb]
Large Masterwork composite longbow (+1 str to damage 500gp) [3 lb]
Large arrows x100 (5gp) [15 lb]
Hand of Glory (8,000gp)
Winged Boots (16,000gp)
Belt of Giant Strength +4 16,000gp [1 lb]
Armbands of Might (4,100gp) (+2 to str and str based skill checks, +2 bonus on power attacks of at least -2)
Gloves of titan's grip 14,000gp
+3 adamantine chain shirt 14,100gp [7 ac, dr 1/-, ac penalty -1, 25lb]
ring of protection +2 (8,000gp) [+2 deflection bonus to AC]
cloak of resistance +2 (4,000gp)
masterwork manacles (50gp – 25% = 33gp) [slipped in belt, 2 lb]
small masterwork manacles (50gp – 25% = 33gp) [slipped in belt, 2 lb]
50' silk rope (10gp -25% = 8gp) [hanging coiled from belt, 5 lb]
backpack (2gp) ½ lb, contains:
…smokestick x5 [fills a 10’ cube with opaque smoke] (500gp) [2.5 lb]
…50’ silk rope x4 (40gp – 25% = 30gp) [20 lb]
…tindertwig x5 (25gp) [-]
…caltrops x10 (50gp) [20 lb]
total value: 99,959gp
disposable funds remaining: 100,000gp
weight carried: 78 lb (light load)
carrying capacity:
light load: 306 lb
medium load: 307-613 lb
heavy load: 614-920 lb
Character Advancement Notes:
Skill Breakdown:
[Ranger: 77] (max 11) <Justicar: 40> (max 11)
Climb (Str) +8 = +9 str -1 ac penalty
Concentration (Con) = +4 con
Gather Information (Cha) +4 = -1 cha [+5]
Handle Animal (Cha) +10 = -1 cha [+11]
Hide (Dex) +1 = +1 dex
Jump (Str) +18 = +9 str -1 ac penalty [+10]
Knowledge (dungeoneering/geography/nature) (Int) +1 = +1 int
Listen (Wis) +15 = +2 wis [+2]<+11>
Move Silently (Dex) 0 = +1 dex -1 ac penalty
Perform: weapon drill (Cha) +22 = -1 cha +2 weapon focus: mancatcher +2 quickdraw +2 two weapon fighting +8 BaB [+5]<+4.5>
Ride (Dex) +9 = +1 dex +2 handle animal syn [+6]
Search (Int) +6 = +1 int [+5]
Sense Motive (Wis) +14 = +2 wis +2 racial <+10>
Spot (Wis) +12 = +2 wis [+7]<+3>
Survival (Wis) +7 = +2 wis [+5]
Swim (Str) +7 = +9 str -2 ac penalty
Tumble (Dex, crossclass) +9 = +1 dex -1 ac penalty [+4.5]<+4.5>+2 jump synergy
Use Rope (Dex) +11 = +1 dex [+7]<+1> +2 silk rope
Proficient with:
simple weapons, martial weapons, mancatchers, manacles, light armor, medium armor, shields
Feats:
lvl 1: exotic weapon proficientcy: mancatcher
Rng 1: track
Rng 2: two weapon fighting
Rng 3: endurance
lvl 3: power attack
lvl 6: skill focus: gather information
Rng 6: improved two weapon fighting
Jst 2: improved grapple
lvl 9: improved sunder
lvl 12: weapon focus: mancatcher
lvl 15: quickdraw
fort: +13 (8 base [6 rng, 2 jst] 2 cloak 3 con)
ref: +11 (8 base [6 rng, 2 jst] 2 cloak 1 dex)
wil: +12 (8 base [2 rng, 6 jst] 2 cloak 2 wis)
Atributes (start/points)[racial]{lvls}<gear>
Str 28(16/10)[+4]{+4}<+4>
Dex 12(14/6)[-2]
Con 18(14/6)[+2]<+2>
Int 12(12/4)
Wis 14(14/6)
Cha 8(8/0)
Reserve Expenditures
Heal at CL 15 - 900 gp
Heal x2 - 1320 gp
Cure Critical Wounds at CL 7 - 280 gp
Cure Critical Wounds at CL 7 - 280 gp
Noocytx
2nd of September, 2006, 07:24
Character Approved.
Should be good to go I believe.
http://www.wizards.com/dnd/images/Dragoneye/06_Lion_Falcon_Monk_tn.jpg
General Information
Name: James Stone “Magic Fist”
Player: Noocytx
Race: Human
Class: Monk 2 / Sorcerer 4 / Swashbuckler 1 / Enlightened Fist 10
Size/Type: Medium Humanoid
Str: 10
Dex: 22 (Base 16 Enhancement 4 Level 2)
Con: 14
Int: 12
Wis: 8
Cha: 22 (Base 16 Enhancement 4 Level 2)
Signature: Enlightened Fist Style of Fighting (Combining Unarmed Fighting and Magic as one)
Physical Description
Age: 28
Sex: Male
Height: 5’8”
Weight: 138 lbs
Eyes: Black
Hair: Brown
Skin: White / Pale
Combat Related Information
HD: 10d8 + 6d4 + 1d10 + 34 (111 hp)
Initiative: +6
Speed: 70 ft
Armor Class: 33 (Base 10 Dex +6 Cha +6 Deflection +3 Natural Armor +3 Insight +1 Monk +4)
Flat footed: 21 (Base 10 Deflection +3 Natural Armor +3 Insight +1 Monk +4)
Touch: 30 (Base 10 Dex +6 Cha +6 Deflection +3 Insight +1 Monk +4)
Fort: +12 (Base 9 Con 2 Resistance +1)
Ref: +18 (Base 11 Dex 6 Resistance +1)
Will: +13 (Base 13 Wis –1 Resistance +1)
BAB: +11
Melee: +11
Ranged: +17
Grapple: +11
Unarmed Strike +17, 2d8
Light Crossbow +17, 1d8, 80 ft range, 19-20/x2
Shuriken +17, 1d2
Full Attacks @ +17/+12/+7 or +15/+15/+10/+5 w/ Monk Weapons
Class Traits
Bonus Feat (Stunning Fist)
Flurry of Blows
Unarmed Strike
Bonus Feat (Deflect Arrows)
Evasion
Fast Movement
AC Bonus
Sorcerer Spells
Bonus Feat (Weapon Finesse)
Ki Strike (Magic)
Fist of Energy (Burst)
Arcane Fist
Arcane Rejuvination
Hold Ray
Diamond Soul (SR 22)
Racial Traits
Extra Feat
Extra Skill
Feats
Improved Unarmed Strike (Bonus)
Stunning Fist(Bonus)
Deflect Arrows (Bonus)
Weapon Finesse (Bonus)
Dodge (Human)
Combat Casting (1st Level)
Ascetic Mage (3rd Level)
Arcane Strike (6th Level)
Mobility (9th Level)
Empower Spell (12th Level)
Spring Attack(15th Level)
Skills
Concentration +11 (Ranks 8 Con +2)
Jump +43 (Ranks 20 Speed +16 Competence +5 Synergy +2)
Knowledge (Arcana) +8 (Ranks 5 Int +1)
Profession (Gladiator) +19 (Ranks 20 Wis -1)
Spellcraft +8 (Ranks 5 Int +1 Synergy +2)
Sense Motive +19 (Ranks 20 Wis -1)
Tumble +27 (Ranks 19 Dex +6 Synergy +2)
Total Skill Points (106 Skill Points)
*Sense Motive - 11 Skill points spent as class skills, 18 skill points spent as cross class
Spells
Spells Per Day 6/8/8/7/7/6/4
Spells Known
0(9)-Light, Prestidigitation, Arcane Mark, Mage Hand, Dancing Lights, Read Magic, Detect Magic, Touch of Fatigue, Ghost Sound
1(5)-Ray of Enfeeblement, Shield, Shocking Grasp, True Strike, Reduce Person
2(5)-Scorching Ray, See Invisibility, Scent, Wraithstrike, Mirror Image
3(4)-Mage Armor (Greater), Fly, Haste, Dragonskin
4(3)-Dimension Door, Fire Shield, Greater Invisibility
5(2)-Permanency, Wall of Force
6(1)-Tenser’s Transformation
Items
Gloves of Dexterity (+4) (16,000 gp) (-)
Cloak of Charisma (+4) (16,000 gp) (2 lb)
Ring of Protection +3 (18,000 gp) (-)
Wand of Invisibility (10 Charges) (4,500 gp)
Amulet of Natural Armor +3 (18,000 gp)
Ring of Jumping (2,500 gp)
Dusty Rose Ioun Stone (5,000 gp)
Monk’s Belt (13,000 gp - 25% Discount = 9,750 gp) (1 lb)
Vest of Resistance +1 (1,000 gp)
12 Plantinum Shields worth 25 gp each (1,500 gp) (-)
Light Crossbow (35 gp) (4 lb)
Bolts (20) (2 gp) (2 lb)
Shuriken (100) (20 gp) (10 lb)
Monk’s Outfit (5 gp) (2 lb)
Spell Component Pouch (5 gp) (2 lb)
Pouch, Belt x2 (2 gp) {1 lb)
1 Potion of Remove Blindness / Deafness (3,750 gp)
1 Potion of Lesser Restoration (1,500 gp)
Total Spent 97,569 gp
SlagMortar
2nd of September, 2006, 13:55
Character Approved.
--------------------------
http://www.wizards.com/dnd/images/war_drums_gallery/Ogre_Warhulk.jpg
Name: Rakesh
Gladiator Name: The Towering Inferno
Race: Human (Dragon)
Size: Medium
Type: Dragon
Subtype: Augmented Humanoid (Human)
Class: Barbarian 2, Bard 4, Red Dragon Disciple 10, Fighter 1
Hit Dice: 12d12 + 4d6 + 1d10 + 51 (162)
Initiative: +3
Speed: 40’
Armor Class: 30 (Armor +7, Shield +3, Natural +5, Dex +3, Deflection +2) (+1 against dodge target)
Touch: 15, Flat-Footed: 30
Base Attack: +13/+8/+3
Grapple: +25
Attack: +27 (2d4+18+1d6 Merciful spiked chain +2, all non-lethal)
or +16 (1d6+12 Javelin)
or +17 (1d8+10 Composite Longbow)
Full Attack: +27/+22/+15 (2d4+18+1d6 Merciful spiked chain +2, all non-lethal)
or +17/+12/+7 (1d8+10 Composite Longbow)
Space/Reach: 5’/5’
Racial Abilities: Bonus Feat, 4 Skill Points at 1st level and +1 Skill point per additional level
Class Abilities:
Fast movement (+10 feet)
Rage 1/day
Uncanny dodge
Bardic music, countersong, fascinate
Inspire courage +1
Spell casting (4th level bard with caster level 8)
Natural armor 4
+8 Strength, +2 Constitution, +2 Intelligence, +2 Charisma
Bite 1d6 damage, Claw 1d4 damage
Breath weapon once per day (6d8 cone of fire, DC 23)
Blindsense 60 ft
Low-light vision, darkvision 60 feet
Wings: Fly speed 40, average maneuverability
Immune to sleep, paralysis effects, and fire
Saves: Fort +16, Ref +10, Will +10
Base Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Current Abilities: Str 28(34), Dex 14(16), Con 16, Int 14, Wis 8, Cha 16
Skills: Concentration +14(11r), Perform +6(3r), Profession (Gladiator) +18(19.5r), Knowledge (Arcana) +10(8r), Jump +22(6r), Listen +5(6r), Move Silently +16(13r), Sense Motive +5(6r), Tumble +20(15r)
Note: Cross class purchases: 1 rank Concentration, 2.5 ranks Profession, 6 ranks Move Silently, 2 ranks Sense Motive, 8 ranks Tumble
Armor check penalty: -3 (2 armor and 1 shield), not included above
Feats: Power Attack, Dodge, EWP (spiked chain), Mobility, Spring attack, Practiced Spellcaster (bard), Expertise, Improved Trip
Languages: Common, Giant
Alignment: Neutral
Level Adjustment: 0
Signature: Pack take down. (Springing trip attack with mirror images)
Spells per day / spells known
0th: 3 / Dancing Lights, Flare, Ghost Sound, Mage Hand, Prestigitation, Resistance
1st: 3 / Cure light wounds, Expeditious Retreat, Grease
2nd: 8 / Invisibility, Mirror Image
Items:
Adamantine Merciful Spiked Chain +2 (21,350 gp) - 25% discount = 16,012.5 gp
Chain shirt +3 (9250 gp)
Gloves of Dex +2 (4000 gp)
Belt of Giant Strength +6 (36,000 gp)
Masterwork Spiked Chain (350 gp) - 25% discount = 262.5 gp
Masterwork Guisarme (308 gp)
Ring of Prot +2 (8,000 gp)
Amulet of Natural Armor +1 (2,000 gp)
Animated Heavy Steel Shield +1 (9,170 gp)
Boots of Haste (12,000 gp)
Masterwork composite longbow (+10 str) (1400 gp)
Javelin (x10) (10 gp)
100 arrows (5 gp)
Tanglefoot bag x4 (1000 gp)
Spell component pouch x2 (10 gp)
Locked gauntlet (normally wear gloves of dex, I'll state when locked gauntlet is in use) (8 gp)
Total spent: 99436
100,000gp in reserve
Reserve Expenditures:
Cure Light Wounds - 10gp
Boomlaor
2nd of September, 2006, 16:40
Character Approved.
Slight wardrobe malfunction, for which I appoligize.
http://www.wizards.com/dnd/images/war_drums_gallery/Hill_Giant_Chieftain.jpg
CHARACTER SUMMARY (see details at the end of this post)
Character: Brunhilda the Beautiful
Campaign: Gladiator Tournament II
Player: Boomlaor Alignment: Chaotic Good
Size/Type: Medium Female Half-Giant Barbarian 7/ Warmage 1/Pyrokinetecist 8 (ECL 17)
Hit Dice: 7d12 + 1d6 + 8d8 + 80 = 178 hp
Power points: 2
Initiative: +1
Speed: 40' (walk)
Armor Class: 20 (1 dex, 8 armor, 1 ring) touch 12, flat-footed 19 DR: 1/-
BAB: +14/+9/+4 Grapple: +26
Attack: magic rock +24 (ranged, 2d6+1d6+9, all subdual, 80’ range inc, x2) rock +23 (ranged, 2d6+8, 80' range inc, x2) or javelin +22 (ranged, 1d8+8, 30' range inc, x2) or fire lash +22 (ranged touch, 1d8 fire) or scythe +23 (melee, 2d6+12, x4)
Full Attack: rock +24/+18 and javelin +12 or scythe +23/+18/+13
Special Qualities:
Saves: Fort +18, Ref +11, Will +8
Abilities (with gear)[modifier]: Str 22 (26)[+8], Dex 10 (12)[+1], Con 18 (20) [+5], Int 14[+2], Wis 10 [+0], Cha 8 [-1]
Skills: climb +13, Concentration +19, Craft: Alchemy +4, jump +31, knowledge: psionics +4, listen +12, perform: weapon drill +17, spot +5, swim +4
Feats: brutal throw, power attack, rock hurling, reckless rage, power throw, improved rock hurling
Languages: Common, Giant
Signature: Flaming Boulder Attack
When Raging:
+48 hp (total of 226 hp if uninjured)
Attacks: magic rock +27 (3d6+12 subdual) rock +26 (2d6+11), javelin +25 (1d8+11), scythe +26 (2d6+16)
Grapple: +29
AC: 16 (8 touch, 15 flat footed)
Will save: +10
Half-Giant Traits:
+2 Str, –2 Dex, +2 Con
Medium Size
30’ Movement
+2 Racial bonus on Saves vs fire.
Level Adjustment +1
Powerful Build – treated as one-size larger for opposed checks when beneficial and may use weapons designed for creatures on size larger.
Naturally Psionic - 2 power points.
Barbarian Traits:
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write.
Rage (Ex): 3/day
Uncanny Dodge (Ex): At 2nd level, a barbarian retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized.
Trap Sense +3 (Ex): +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked.
Damage Reduction (Ex): 1/-
Warmage Traits:
Armored Mage: No arcane spell failure in light armor.
Warmage Edge: Add int bonus to hp dmg done by spells.
Spells: Spontaneous casting, Cha based: able to cast only when under the effect of a charasma bonus effect (e.g. nimbus)
Spells/day (DC):
-0th: 5 (9)
-1st: 3 (10)
Spells known:
-0th lvl: Acid Splash; Disrupt Undead; Light; Ray of Frost
-1st lvl: Accuracy; Burning Hands; Chill Touch; Fist of Stone; Hail of Stone; Magic Missile; Orb of Acid, Lesser; Orb of Cold, Lesser; Orb of Electricity, Lesser; Orb of Fire, Lesser; Orb of Sound, Lesser; Shocking Grasp; True Strike
Pyrokineticist Traits:
Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. The whip remains in existence as long as the pyrokineticist holds it.
Hand Afire (Ps): A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist’s hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.
Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.
Weapon Afire (Ps): At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.
Nimbus (Ps): Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body, increasing CHA by 4, granting the ability to melee touch for 2d6 fire dmg, gains dr 5/magic, anyone striking her in melee takes 2d6 fire dmg. 1/day, lasting 1 min/pyro lvl.
Firewalk (Su): Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.
Fear No Fire (Ex): At 7th level, a pyrokineticist gains a +8 bonus on all saving throws against fire and heat spells and effects and resistance to fire 20.
Greater Weapon Afire (Ps): At 8th level, hand of fire, weapon affire, and nimbus all increase to 4d6.
Equipment:
Masterwork Scythe (318gp) [10 lb]
Merciful Seeking +1 rock of returning (36,300gp -25% = 24,225gp)
Bag of Holding type III (7,400gp) [35 lb]
...contains 23 stones of approx 45 lb weight each
Hand of Glory (8,000gp) [2 lb]
Belt of Giant Strength +4 (16,000gp) [1 lb]
Gloves of dexterity +2 (4,000gp)
Ring of protection +1 (2,000gp)
Ioun Stone: +2 Con (8,000gp)
Celestial Armor (22,400gp) [20 lb, +3 chainmail, max dex +2, ac penalty -2, fly 1/day]
Cloak of resistance +2 (4,000gp)
Efficient Quiver (1,800gp) [2 lb]
18 javelins (18gp) [36 lb, weightless in quiver]
6 shortspears (6gp) [18 lb, weightless in quiver]
Spell component pouch (5gp) [on belt]
total value: 98,172gp
disposable funds remaining: 100,000gp
weight carried: 95 lb (light load)
Character Advancement Notes:
Skill Breakdown: (italics denotes crossclass skill ranks)
(max 10) <Warmage: 4> (max 4){Pyrokineticist: 28} (max 11)
Climb (Str) +13 = +8 str -2 ac penalty [+6]{+1}
Concentration (Con) +19 = +5 con [+4]<+4>{+6}
Craft (alchemy) (Int) +4 = +2 int [+2]
Jump (Str) +31 = +9 str -2 ac penalty +4 speed [+10]{+10}
Knowledge: psionics (Int) +4 = +2 int [+2]
Listen (Wis) +12 = [+10]{2}
Perform: weapon drill (Cha) +17 = -1 cha +2 weapon focus +7 BaB [+5]{+4.5}
Spot (Wis) [B]+5 =[+5]
Swim (Str) +4 = +8 str -4 ac penalty
Proficient with:
simple weapons, martial weapons, 40-50 lb rocks, light and medium armor, shields
Feats:
lvl 1: brutal throw
lvl 3: power attack
lvl 6: rock hurling
lvl 9: reckless rage
lvl 12: power throw
lvl 15: improved rock hurling
fort: +18 (11 base [5 bar, 0 wmg, 6 pyr] 2 cloak, 5 con)
ref: +11 (8 base [2 bar, 0 wmg, 6 pyr] 2 cloak, 1 dex)
wil: +8 (6 base [2 bar, 2 wmg, 2 pyr] 2 cloak, 0 wis)
Atributes (start/points)[racial]{lvls}<gear>
Str 26(16/10)[+2]<+4>{+4}
Dex 12(12/4)[-2]<+2>
Con 20(16/10)[+2]<+2>
Int 14(14/6)
Wis 10(10/2)
Cha 8(8/0)
Reserve Expenditures:
2x Heal at CL 15 - 1800 gp
Cure Moderate Wounds at CL 12 - 360 gp
Heal - 660 gp
Restortation - 380 gp
Lord Twig
2nd of September, 2006, 17:53
Character Approved.
1084
War of the Dragon Queen - Tordek, Dwarf Champion 08/60
Name: Yarden “The Rock” Lutgehr
Race: Dwarf
Size: Medium
Type: Humanoid
Class: Fighter 7, Dwarven Defender 10
Hit Dice: 7d10+10d12+105 (221 hp)
Initiative: +1
Speed: 20’
Armor Class: 32 (+10 armor, +1 Dex, +5 shield, +2 deflection, +4 dodge)
Base Attack: +17/+12/+7/+2
Grapple: +24
Attack: +27 (1d10+11 Adamant Dwarven Waraxe +2, x3) OR +25 (2d4+11 Guisarme +1, x3) OR +19 (1d8+8 Comp. Longbow +1, x3)
Full Attack: +27/+22/+17/+12 (1d10+11 Adamant Dwarven Waraxe +2, x3) OR +25/+20/+15/+10 (2d4+11 Guisarme +1, x3) OR +19/+14/+9/+4 (1d8+8 Comp. Longbow +1, x3)
Space/Reach: 5’/5’
Racial Abilities: Darkvision 60’, Stonecunning, Weapon Familiarity (Dwarven Waraxe, Urgrosh), Stability (+4 vs. bull rush or trip attacks), +2 save vs. poison, +2 save vs. spells, +1 attack vs. Orcs and Goblinoids, +4 dodge vs. Giants, +2 Appraise and Craft checks with stone and metal
Class Abilities: Fighter bonus feats (4), AC Bonus +4 (dodge), Damage Reduction (6/-), Defensive Stance 5/day, Uncanny Dodge, Improved Uncanny Dodge, Mobile Defense, Trap Sense +2
Saves: Fort +20, Ref +8, Will +12
Abilities: Str 20(24), Dex 12, Con 18(22), Int 14, Wis 10, Cha 6
Skills: Climb +13 (-5 armor, -1 shield = +7) (6r), Intimidate +8(10r), Jump +17 (-6 speed, -5 armor, -1 shield = +5) (10r), Listen +5(5r), Perform (Weapon Drill) +20(10r cc), Sense Motive +20(20r), Spellcraft +4(2r cc), Spot +5(5r)
Feats: Blind-Fight, Close-Quarters Fighting, Combat Expertise, Dodge, Endurance, Mage Slayer, Pierce Magical Concealment, Toughness, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe)
Languages: Common, Dwarven, Giant, Goblin
Alignment: Lawful Neutral
Level Adjustment: 0
Signature: Defensive Stance (Dwarven Defender Style)
Items: 100,000
Belt of Giant Strength +4 (16,000)
Amulet of Health +4 (16,000)
Vest of Resistance +2 (4,000)
Full Plate (Masterwork Spikes) +2 (6,000)
Winged Shield +3 (17,257*.75=12,942.75) 25% discount
Adamant Tower Shield +1 (4,180*.75=3,135) 25% discount
Ring of Protection +2 (8,000)
Glove of Storing (10,000)
Adamant Dwarven Waraxe +2 (11,330)
Guisarme +1 (2,309)
Longspear +1 (2,305)
Masterwork Sap (301)
Composite Longbow +1 (+7 Str) (3,100)
20 Cold Iron Arrows (2)
20 Alchemical Silver Arrows (401)
60 Arrows (3)
18 Javelins (18)
Efficient Quiver (1,800)
Potion of Lesser Restoration (1,500)
853.25
100,000 in reserve
Note: Stout doesn’t even begin to describe Yarden. He is built like a rock and has the personality to match. A gladiator for many years, Yarden disdains those who cast spells in their matches. His natural Dwarven resilience and years of training has allowed him to counter most spellcaster’s tricks. He also keeps some magical tricks of his own for those situations where pure Dwarven stubbornness will not help.
Reserve Expenditures:
Heal x2 - 1320 gp
Tashalar
3rd of September, 2006, 08:27
Character Approved.
Edited according to request (attack and damage) - please check once though.
Edited again to correct jump skill and correct the monk bonus to AC (+4 not +3)
Edited further to correct the jump skill (again?!) and the DR entry.
1088
Doomfist Monk - War of the Dragon Queen
General Information
Name: unknown
Gladiator Name: “Spikey”
Player: Tashalar
Race: Spiker
Class: Monk 11 / Psionic Fist 5 / Reaping Mauler 1
Size/Type: Medium Humanoid (Extraplanar)
Alignment: Lawful Neutral
Languages: Common, Infernal
Str: 16
Dex: 14
Con: 12/16
Int: 10
Wis: 20/24
Cha: 8
Signature: “Squeezing foes until they succumb” (Reaping Mauler style – grapple)
Physical Description
Age: 33
Sex: Male
Height: 6’2”
Weight: 166 lbs
Eyes: grey
Hair: none… spikes…
Skin: dark grey
Combat Related Information
HD: 11d8 + 5d6 + 1d10 + 51 (135 hp)
Initiative: +2
Speed: 80 ft (30 base + 50 enhancement)
Armor Class: 26 (Base 10 Dex +2, Deflection +2, Natural armor +1, Wis +7, Monk +4)
Flat footed: 24 (Base 10 Deflection +2, Natural armor +1, Wis +7, Monk +4)
Touch: 25 (Base 10 Dex +2, Deflection +2, Wis +7, Monk +4)
Fort: +13 (Base 10 Con +3)
Ref: +15 (Base 13 Dex +2)
Will: +18 (Base 11 Wis +7)
BAB: +12
Melee: +15
Ranged: +14
Single attack w/kama: +17 (+12 BAB +2 enchantment +3 STR); damage 1d6+5 x2/20 (+2 enchantment +3 STR).
Single unarmed attack: +15 (+12 BAB +3 STR); damage 2d10+3 (+3 STR)
Full attack w/kama (greater flurry): +17/+17/+17/+12/+7
Full attack unarmed (greater flurry): +15/+15/+15/+10/+5
Grapple: +27 (+12 BAB + 3 Str + 4 Impr. Grapple +8 Gloves); damage 2d10+3 +1d6 (Natural spikes)
Note: attacks, damage and AC differ greatly during combat depending on use of boots and psionic powers.
Class Traits
Bonus feats (see below)
Greater flurry of blows
Improved evasion
Still mind
Ki strike (magic, lawful)
Slow fall 60 ft
Purity of body
Wholeness of body
Diamond body
Improved Grapple
Mobility
Racial Traits
Darkvision 60’
Natural Armor +1
DR 2 / piercing or slashing
Resistance acid 5
Martial weapon proficiency (armor spikes)
Natural spikes
Feats (6 + 1 psionic fist bonus + 4 monk bonus)
Clever Wrestling (1st)
Improved Unarmed Strike (monk bonus 1st)
Stunning Fist (monk bonus 1st) DC 25
Combat Reflexes (monk bonus 2nd)
Wild Talent (3rd)
Improved Trip (monk bonus 6th)
Improved Natural Attack (6th) (Unarmed Strike)
Rapid Stunning 2x (9th, 12th)
Freezing the Lifeblood (15th)
Practiced Manifester (16th – bonus pf)
Skills (78 skill points – 56 monk, 20 psionic fist, 2 reaping mauler)
Concentration +15 (13r +2 Con)
Escape Artist +7 (5r +2 Dex)
Jump +50 (20r +3 Str +5 enhancement +20 speed +2 synergy)
Perform (Weapon Drill) + 22 (17r(20) -1 Cha +6 BAB)
Psicraft +4 (4r)
Tumble +20 (16r +2 Dex +2 synergy)
Psionic Powers
Power Points: 34 (15 pf +17 Wis +2 Wild Talent)
1st: Expansion; Precognition, offensive
2nd: Animal Affinity; Hustle
3rd: Concealing Amorpha, greater
Items
Adamantine Kama +2 (11,302 gp)
Periapt of Wisdom (+4) (16,000 gp)
Monk’s Belt (13,000 gp)
Boots of Speed (12,000 gp)
Gloves of Titan’s Grip (11,500 gp – 25% discount)
Ring of Jumping (2,500 gp)
Potion of See Invisibility (1,500 gp)
Potion of Fly 2x (7,500 gp)
Bracers of Health (+4) (16,000 gp)
Ring of Protection +2 (8,000 gp)
Potion of CLW (2) (500 gp)
Sap (1 gp)
Explorer’s Outfit (potions are in pockets of the outfit) (10 gp)
99709 gp
Replacement Expenditures
Cure light wounds at CL 2 - 20 gp
Cure light wounds x27 - 270 gp
Lesser restoration - 60 gp
Benicus
3rd of September, 2006, 14:14
Character Approved.
Here is my entry, I am sorry that it is not entirely done but I think it is ready for you to pick out general mistakes.
Plus, what do you think?
http://img220.imageshack.us/img220/8107/18uq6.jpg
Character Name: Achiliene "Death Dancer" Odieon
Player Name: Benicus
Class: Scout-7/Dervish-10
Total ECL: 17
HP: 132 (7d8+10d10+34)
AC: 24 [+7 Dex+3 Dervish AC Bonus+2 Deflection (Ring of Protection)+2 Bracers of Armor] (+1 Dodge would make it AC 25 against one target, Skirimish would bring it up +2 every time Skirmish hits lasting for one round the Skirmish bonus to AC is a competence bonus.) Flat Footed:17, Touch:22
Initiative: +10 [+7 Dex +3 Class Features]
Speed: 45 Feet (30 Base, 15 Class Feature)
Signature: Dancing Death Blades (Dervish Dance+Skirmish Damage)
Race: Human
Alignment: Chaotic Neutral
Deity: None, hates the gods
Size: Medium
Age: 23
Gender: Male
Height: 6'
Weight: 200lbs.
Eyes: Blue
Hair: Red
Skin: White
Abilities:
Strength: 12 (+1)
Dexterity: 26 [+4 Gloves, 22 normal, 18 buy+4 stat increases] (+7)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 8 (-1)
Charisma: 8 (-1)
Saving Throws:
Fort: 10 [+5 Base +2 Ability +1 Battle Fortitude +2 Resistance]
Ref: 21 [+12 Base +7 Ability +2 Resistance]
Will: 10 [+9 Base -1 Abilty +2 Resistance]
BAB: +15/+10/+5
Spell Resistance: 0
Grapple: +16 [+15 BAB +1 Str]
Attacks:
+4 Merciful Keen Scimitar +27/+23/+16 [+1 Weapon Focus, +4 Magical, +7 Dex, +15/+10/+5 Base] (1d6+1d6+5{if Dervish Dancing}+1 Str+4 Magic+2d6 on every attack that hits when skirmishing. Nonlethal Damage, 15-20X2 Crit {+4 on Confirm Crit attempts})
+1 Shortbow with 20 Arrows +23/+17/+13 [+1 Magic, +9 Dex, +15/+10/+5 Base]
Feats:
Combat Expertise
Dodge
Mobility
Weapon Focus (Scimitar)
Spring Attack
Weapon Finesse
Elusive Target
Improved Disarm
Power Critical (Scimitar)
SA:
2 Bonus Feats
Dervish Dance 5/day Lasting 10 rounds each
A thousand cuts 1/day
Tireless Dance
Elaborate Parry
Dance of Death
Improved Reaction
Movement Mastery
Slashing Blades
Skirimish (+2d6 on all attacks made when moved 10ft. and +2AC)
Flawless Stride
Evasion
Trackless Step
Uncanny Dodge
Battle Fortitude +1
Trapfinding
Languages:
Common
Dwarven
Elven
Gear:
+4 Merciful Keen Scimitar (320+72,000=72,320-25% discount(18,080)=54,240)
Shortbow w/ 20 arrows (31)
Ring Of Protection +2 (8,000)
Gloves of Dexterity +4 (16,000gp)
Boots of Speed (12,000gp)
Bracers of Armor +2 (4,000gp)
Cloak of Resistance +2 (4,000gp)
[54,240+31+1155+8000+16000+12000+4000+4000=99416]
100,000 GP in Reserve
Skills(191 Points, *=Class Skill):
*Balance (20 Ranks+8 Dex)=+28
Bluff (10 Ranks-1 Cha)=+9
*Climb(20 Ranks+1 Str)=+21
*Escape Artist (20 Ranks+8 Dex)=+28
*Hide (11 Ranks+8 Dex)=+19
*Perform Weapon Drill (20 Ranks-1 Cha+7 BAB+2 Weapon Focus+2 Combat Expertise)=+30
*Perform Dance (20 Ranks-1 Cha)=+19
*Sense Motive (20 Ranks-1 Wis)=+19
*Tumble (20 Ranks+8 Dex)=+28
*Swim (20 Ranks+1 Str)=+21
Lune
9th of September, 2006, 13:11
Character Approved.
For Moniker himself you could use this mini:
http://home.comcast.net/~lune55/Moniker.JPG
However, unless any PC can discern what he looks like (either because of the smoke cloud or if he is invisible at the time) then I would prefer a graphic be used for just the cloud of smoke effect. This should help to avoid meta-gaming as the player would know where Moniker is but their character would not.
Medium Monstrous Humanoid
Name: Moniker
Gladiator Name: Cloud of Death
Player: Lune
Race: Grimlock
Class: Grimlock 2 / Barbarian 1 / Fighter 2 / Rogue 1 / Assassin 7 / Exotic Weapon Master 2
Alignment: Neutral Evil
Str 27 (16 base +4 race +4 enhancement +3 levels) +8 (31 when raging)
Dex 16 (14 base +2 race) +3
Con 18 (14 base +2 race +2 enhancement) +4
Int 18 (16 base +2 enhancement) +4
Wis 6 (8 base -2 race) -2
Cha 4 (8 base -4 race) -3
AC: 25 (10 +4 nat +8 armor +3 Dex)
Speed: 40
Initiative: +5 (+3 dex +2 quick reconnoiter)
HP: (132) 2d8 +4d10 +1d12 +7d6 +60
BAB: 12/7/2
Grapple: 20 (12 +8 Str)
Saves:
Fort: 17 = 0(race) +3(fgt) +2(barb) +2(assassin) +3(ewp) +3(res) +4(con)
Ref: 16 = 3(race) +2(rog) +5(assassin) +3(res) +3(dex)
Will: 6 = 3(race) +2(assassin) +3(res) -2 (wis)
Full attack: 12 +1(magic) +8(str) +1(WF) = 22/17/12 2d4+13 (+7d6 SA) 20/x2
With Flurry: 20/20/15/10 2d4+13 (+7d6 SA) 20/x2
Trip check: 16 (+8 Str +2 armbands +4 Imp. Trip +2 Trip attack)
Signature: Being the Cloud of Death - The cloud that none return from.
Abilities:
Sneak Attack: 5d6 (7d6 w/chain)
Death Attack: DC21 Fort save: die or paralyzed for 1d6+7 rounds (10 +7 assassin +4 Int)
Improved Uncanny Dodge
+3 save vs. poison
Trapfinding
Fast Movement
Rage 3/day
Scent
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Feats: (1Grim, 2 Fgt, 6 levels)
EWP: Spiked Chain
Weapon Focus: Spiked Chain
Combat Expertise
Improved Trip
Power Attack
Staggering Strike
Quick Reconnoiter
Track
Extra Rage
Tricks:
Flurry of Strikes
Trip attack (+2 trip)
Skills: Grimlock (5* 2+3) 25 + Barbarian (1* 4+3) 7 + Fighter (2* 2+3) 10 + Rogue (1* 8+3) 11 + Assassin (7* 4+3) 49 + Exotic Weapon Master (2* 2+3) 10 = 112
Tumble: 25 = 20 ranks +2 synergy +3 dex
Jump: 13 = 5 ranks +2 synergy +6 str
Move Silently: 23 = 15 ranks +3 dex +5 boots
Hide: 15 = 12 ranks +3 dex (+10 mountainous/underground)
Profession (gladiator): 8 = 20 cross class ranks -2 wis
Spot: 18 = 20 ranks -2 wis
Listen: 18 = 20 ranks -2 wis
Equipment:
*************************************************
Death's grip: (typically in hand if not worn around chest)
*dyed a dull shade of black to match the shade of the smoke, Moniker's skin tone and the rest of his attire
+1 Dwavencraft Deadly Precision Adamantine Spiked Chain
21325gp (masterwork spiked chain 325 +3000 adamantine, 18,000+3 weapon bonus = 21325)
********************************************
Death's haze: (each fastened in a special case on a black leather bandoleer across his chest)
*each outfitted with a valve to only allow a 20' radius cloud to spread forth at the behest of the lords of the arena
Eversmoking Bottle x2 (signature)
8640gp (5400 *.75 = 4320 *2 = 8100)
********************************************
Hauberk of Pain: (worn) (all in matched set):
*dyed a dull shade of black to match the shade of the smoke, Moniker's skin tone and the rest of his attire
+3 Spiked Mithril Chainmail
13650gp (300 masterwork chainmail +50 spikes, +9000 +3 armor, +4000 mithril +300 masterwork spikes= 13650)
2x masterwork spiked gauntlets (worn)
610gp
Armbands of Might (+2 str checks, +2 damage if power attack for at least -2) (worn)
4100gp
Red Dragonhide Mantle of Resistance +3 (fire resistance 5) (worn)
12800gp
Belt of Giant Str +4 (worn)
16000gp
********************************************
+1 teleporting javelin (in quiver on back)
8301gp (301 masterwork javelin +8000 +2 weapon bonus)
masterwork spiked chain (worn around waist like a belt)
325
battle axe (in axe sheath on back just above his hips)
10gp
masterwork dagger (sheathed on right thigh)
302gp
masterwork sap (fastened on left thigh)
301gp
Net x3 (fastened on belt)
60gp
bolas x3 (fastened on belt)
15
Headband of Intellect +2 (worn)
4000gp
Boots of Elvenkind (worn)
2500gp
Amulet of Health +2 (worn)
4000gp
potion - enlarge person (strapped to belt)
1250gp (250 *5)
spell component pouch (fastened on belt)
5gp
spellbook (kept in backpack)
15gp
backpack (worn)
2gp
Explorer's outfit (worn)
10gp
Poison: (kept in pockets)
Large scorpion venom (Injury DC 18, 1d6 Str/1d6 Str) 1000 (200 *5)
Giant wasp poison (Injury DC 18, 1d6 Dex/1d6 Dex) 1050 (210 *5)
total: 99,971gp, 89gp left
reserve: 100,000gp
Spell list:
1st: 4
obscuring mist
Critical Strike
Distract Assailant
Truestrike
2nd: 4
darkness
Wraithstrike
invisibility
spiderclimb
3rd: 3
deeper darkness
false life
magic circle vs. good
4th: 1
freedom of movement
greater invisibility
Background: Moniker was raised by a family of grimlocks whom were more successful than normal. Eventually, he ended up being the leader of a band of them which sustained themselves by working as night bandits. On a rather successful raid he found an eversmoking bottle. Not understanding how it impaired the vision of others at first, he quickly found out when implying it's use on another raid. Thus ended the practice of only raiding at night. Now, the country side outside the very city in which this arena is held would learn the fury of the Cloud of Death. Feared by many, worshiped by his clan as some sort of savior/deity.
At first his name was just a legend - a story told to scare children. None ever knew what learked inside the cloud. But eventually it became more than just story. As reality set in guards were sent to discover the truth of the Cloud of Death. When they didn't return the city knew that they had a bit of a problem on their hands. Not having enough resources to devote to hiring mercenaries the idea was brought forth to use the gladiators to retrieve this menace. But then they thought, why use the gladiators to retrieve him? If the survival and wealth of his clan was the interest of the Cloud of Death why not offer him the same deal that the gladiators get? The Cloud of Death would benefit and so would the arena. After all...who wouldn't come to see the Cloud of Death "fight"?
Reserve Expenditures:
Cure Minor Wounds - 5 gp
Cure Light Wounds x31 - 310 gp
Cure Moderate Wounds - 60 gp
Cure Critical Wounds - 280 gp
Meat for the crowd - 600 gp
Blood in a skin - 10 gp
Eversmoking bottle - 4320 gp
Things the Cloud of Death has ate since the start of the tournament:
Cow
Grindle (Elgin's weasel familiar) - all but the head
Lord Twig
10th of September, 2006, 17:40
Character Approved.
1135
Wardrums - Wood Elf Ranger 26/60
Name: Del Holimion
Race: Elf
Size: Medium
Type: Humanoid
Class: Ranger 17
Hit Dice: 17d8+34 (122 hp)
Initiative: +5
Speed: 30’(40’)
Armor Class: 24 (+7 armor, +5 Dex, +2 deflection)
Base Attack: +17/+12/+7/+2
Grapple: +21
Attack: +22 (1d8+1d6+5 (non-leathal) Merciful Adamant Longsword +1, 19-20x2) OR +24 (1d8+1D6+6 (non-leathal Merciful Comp. Longbow +2, x3)
Full Attack: +22/+17/+12/+7 (1d8+1d6+5 (non-leathal) Merciful Adamant Longsword, 19-20x2) OR +20/+15/+10/+5 (1d8+1d6+5 (non-leathal) Merciful Adamant Longsword, 19-20x2) and +20/+15/+10 (1d6+1d6+3 (non-leathal) Merciful Adamant Shortsword, 19-20x2) OR +24/+19/+14/+9 (1d8+1d6+6 (non-leathal) Merciful Comp. Longbow +2, x3)
Space/Reach: 5’/5’
Special Attacks:
Special Qualities: Animal Companion, Camouflage, Evasion, Favored Enemy (Dwarf +2(+5), Human +4(+7), Giant +4(+7), Orc +4(+7)), Hide in Plain Sight, Swift Tracker, Wild Empathy, Woodland Stride
Saves: Fort +14, Ref +17, Will +11
Abilities: Str 14(18), Dex 18(20), Con 14, Int 10, Wis 16(18), Cha 10
Skills: Balance +7(0r), Concentration +22(20r), Handle Animal +20(20r), Hide +10(5r), Jump +20(5r), Knowledge: Nature +5(5r), Listen: +6(0r), Move Silently +10(5r), Perform (Weapon Drill) +12(0r), Profession (Gladiator) +24(20r), Search +2(0r), Spot +6(0r), Survival +24(20r), Tumble +17(10r cc)
Feats: Endurance(b), Greater Two-Weapon Fighting(b), Improved Favored Enemy, Improved Two-Weapon Fighting(b), Natural Bond, Precise Shot, Point Blank Shot, Quick Draw, Ranged Disarm, Track(b), Two-Weapon Fighting(b)
Languages: Common, Elven
Alignment: Chaotic Good
Level Adjustment: 0
Signature: Ranged Disarm
Spells per Day: 3/3/3/2
Spells Saves: 14 + Spell Level
Items:
Belt of Giant Strength +4 (16,000)
Gloves of Dexterity +2 (4,000)
Periapt of Wisdom +2 (4,000)
Vest of Resistance +2 (4,000)
Mithral Chainshirt +3 (9,250)
Ring of Protection +2 (8,000)
Merciful Adamant Longsword +1 (11,315)
Merciful Adamant Shortsword +1 (11,310)
Masterwork Dagger (302)
Masterwork Longspear (305)
Merciful Composite Longbow +2 (mighty +4) (18,1800*.75=14,100) 25%
Quiver of Ehlonna, (1,800)
20 Cold Iron Arrows (2*.75=1.5) 25%
20 Alchemical Silver Arrows (401*.75=300.75) 25%
80 Arrows (4*.75=3) 25%
18 Javelins (18)
Boots of Striding and Springing (5,500)
Holly and Mistletoe (0)
Spell Component Pouch (5)
Heward’s Handy Haversack (2,000)
Potion of See Invisible x2 (3,000)
Potion of Lesser Restoration x2 (3,000)
Smokesticks x5 (500)
Tindertwigs x5 (25)
Tanglefoot bag x4 (1000)
Universal Solvent x2 (500)
264.75gp
100,000gp in reserve
Note: Del is of average height for an Elf (5 foot), is lean but muscular and very clean cut for a ranger. He keeps his black hair cropped short and his piercing green eyes look cheerful until he is roused, then they burn with a fierce flame. He generally dresses in greens, grays and browns; a simple tunic covers his shinning silver armor.
Quote: “I missed his hand…”
1134
Harbinger - Wolf 37/80
Fu
WOLF (Medium Animal)
Hit Dice: 8d8+24 (67 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: Bite +10 melee (1d8+3)
Full Attack: Bite +10 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Devotion, Evasion, Link, Low-light vision, Scent, Share spells
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 16, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +4, Listen +5, Move Silently +5, Spot +5, Survival +3* [color=red]
Feats: Track(b), Improved Natural Attack (bite), Multiattack(b), Improved Toughness, Weapon Focus (bite)
Tricks: Assist Attack, Assist Track, Attack, Come, Defend, Down, Guard, Stay, Subdue, Warn
Combat
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
[b]Reserve Expenditures:
Lesser Restoration - 60 gp
Lesser Restoration - 60 gp
Tashalar
11th of September, 2006, 03:42
Character Approved.
1095
Chainmail series - sneak peek part 5, Gray Elf Duelist
General Information[/B]
Name: Coravel Auvrearretyn
Gladiator Name: “The Untouchable”
Player: Tashalar
Race: Gray Elf
Class: Swashbuckler 3 / Fighter 2 / Barbarian 2 / Duelist 10
Size/Type: Medium Humanoid
Alignment: Lawful Neutral
Str: 10
Dex: 22/26
Con: 12
Int: 18/20
Wis: 10
Cha: 8
Signature: “Hits exactly where he wants to” (Duelist feature – precise strike)
Physical Description
Age: 167
Sex: Male
Height: 5’9”
Weight: 108 lbs
Eyes: amber
Hair: dark silver
Skin: pale
Combat Related Information
HD: 15d10 + 2d12 + 17 (125 hp)
Initiative: +12
Speed: 40 ft (30 base + 10 Fast Movement)
Armor Class: 29 (Base 10 Dex +13 (+5 from Canny Defense), Deflection +2, Natural armor +2, Armor +2)
Flat footed: 29 (Base 10 Dex +13 (+5 from Canny Defense), Deflection +2, Natural armor +2, Armor +2)
Touch: 25 (Base 10 Dex +13 (+5 from Canny Defense), Deflection +2)
Fort: +14 (Base 12 Con +2)
Ref: +18 (Base 8 Dex +8 Dex Grace +2)
Will: +4 (Base 4)
BAB: +17
Melee: +17 (Finesse melee: +25)
Ranged: +25
Grapple: +17
Full Attack Melee +17/+12/+7/+2
Full Attack Rapier +27/+22/+17/+12
Class Traits
Bonus Feat (Weapon Finesse)
2 Bonus Feats (Fighter)
Fast Movement 10 feet
Rage 1/day
Uncanny Dodge
Grace (+2 on Reflex saves)
Insightful strike
Canny defense
Improved reaction +4
Enhanced mobility
Precise strike +2d6
Acrobatic charge
Elaborate parry
Bonus Feat (Deflect arrows)
Racial Traits
+2 Dex/Int, -2 Str/Con
Medium size, 30 feet movement
Immunity to sleep and a +2 bonus against enchantments
Low-light vision
+2 to Listen/Spot/Search and check for secret doors
Feats (6 + 2 fighter bonus)
Dodge (1st)
Mobility (3rd)
Combat Expertise (fighter bonus 4th)
Spring Attack (fighter bonus 5th)
Close-Quarter Fighting (6th)
Improved Disarm (9th)
Improved Combat Expertise (12th)
Elusive Target (15th)
Skills (156 skill points – 48 swashbuckler, 12 fighter, 18 barbarian, 80 duelist)
Balance +26 (16r + 8 Dex + 2 synergy)
Climb +15 (15r (20))
Escape Artist +26 (18r(20) +8 Dex)
Jump +27 (20r +5 enhancement +2 synergy)
Listen +6 (4r +2 elf)
Perform (Weapon Drill) +27 (18r(20) -1 Cha +8 BAB +2 Combat Expertise)
Tumble +28 (18r(20) +8 Dex +2 synergy)
Sense Motive +18 (18r(20))
Spot +11 (9r +2 elf)
Use Rope +13 (5r +8 Dex)
Items
Adamantine Rapier of Puncturing (39,745 gp – 25% discount)
Rapier (15 gp - 25% discount)
Gloves of Dexterity (+4) (16,000 gp)
Headband of Intellect (+2) (4,000 gp)
Ring of Protection +2 (8,000 gp)
Boots of Speed (12,000 gp)
Amulet of Natural Armor (+2) (8,000 gp)
Ring of Jumping (2,500 gp)
Bracers of Armor +2 (4,000 gp)
Potion of See Invisibility (in left belt pouch) (1,500 gp)
Potion of Fly (in right belt pouch) (3,750 gp)
Noble’s Outfit (75 gp)
Traveler’s Outfit (1 gp)
Signet ring and jewelry (worth 100 gp)
2 Belt pouches (2 gp)
99918 gp
Character: Coravel is an arrogant elf who considers himself superior to the other gladiators. Because of his defensive fighting style with which he often makes opponents look like the clumsy brutes they are in his opinion, some of the spectators admire and others despise him. Those matches he has lost he has always accused his opponents of trickery and of using illicit means by which they managed to defeat him. His arrogance often leads to risky actions - disarming an opponent and then granting him the opportunity to pick up his weapon again wasn’t always a good idea after all…
Reserve Expenditures
Cure Moderate Wounds - 60 gp
250 gallons of ale for the crowd - 50 gp
Restoration - 280 gp
Chris Chandler
12th of September, 2006, 02:04
Character Approved.
http://www.wizards.com/dnd/images/Dragoneye/20_Half-Elf_Sorceror_tn.jpg
Name: Elgin Falwealth
Race: Human
Size: Medium
Type: Humanoid
Class: Fighter 2 Sorcerer 4 Spellsword 7 Kensai 4
Hit Dice: 2d10+2 + 4d4+4 + 7d8+7 + 4d10+4 (104 HP)
Initiative: +4
Speed: 30’
Armor Class: 18 (+4 Dex,+2 Natural, +2 deflection)
Base Attack: +14/+9/+4
Grapple: +21
Attack: +25 (1d10+13 Keen Adamant Halberd +3, 19-20x3) OR +19 (1d8+7 Masterwork Mighty Comp. Longbow, x3)
Full Attack: +25/+20/+15 (1d10+13 Keen Adamant Halberd +3, 19-20x3) OR +19/+14/+9 (1d8+7 Masterwork Mighty Comp. Longbow, x3)
Space/Reach: 5’/5’
Special Attacks: Spells, Channel Spell
Special Qualities: Signature Weapon (Keen, +3 Enhancement to Attack and Damage [total of +4 enhancement = 32,000 gp, 16,000 gp subtracted from total tournament allotment) Power Surge, Ki Projection, Ignore Spell Failure (subtract 25% from total spell failure chance), Channel Spell, Familiar
Saves: Fort +11 (10 base +1 Con), Ref +10 (4 Base +4 Dex +2 Familiar), Will +13 (13 Base)
Abilities: Str 18(24), Dex 15(19), Con 12, Int 14, Wis 10, Cha 14
Skills: Balance +8(4r), Concentration +20(19r), Diplomacy +9 (5 ranks), Jump +21(14r), Knowledge: Arcana +15(13r), Perform (Weapon drill) +25(10r+7BaB+8 [various]), Spellcraft +16(12r), Use Magic Device +7(5rcc)
Feats: Combat Expertise, Improved Trip, Combat Reflexes, Dodge, Mobility, Two-Weapon fighting, Weapon focus (halberd), Elusive Target, Spinning Halberd, Karmic Strike
Languages: Common, Elven, Orc
Alignment: Lawful Neutral
Level Adjustment: 0
Signature: Spinning Halberd
Spells per Day: 7/7/7/5/3
Spells Saves: 12 + Spell Level
Sorcerer Spells Known:
0 level: Dancing Lights, Detect Magic, Ghost Sound, Light, Message, Prestidigitation, Resistance, Touch of Fatigue
1st level: Enlarge Person, Expeditious Retreat, Ray of Enfeeblement, Shield, True Strike
2nd level: Glitterdust, Mirror Image, Wraithstrike
3rd level: Mage Armor, Greater, Vampiric touch
4th level: Dimension Door
Items:
Grindle, Weasel familiar (coat pocket or ground[100])
Belt of Giant Strength +6 (36,000)
Boots of Speed (12,000)
Gloves of Dexterity +4 (16,000)
Ring of Protection +2 (8,000)
Amulet of Natural Armor +2 (8,000)
Adamant Halberd (2482 gold, 5 silver, 3310 gold original price), 25% discount on Base weapon
Masterwork Mighty Composite Longbow (+2) (1,100)
120 Arrows (6)
Caltropsx5 (25)
Spell Component Pouch (Bit of web, small bottle of spirits, pouch of powdered iron, 6x (3 used) small platinum shield [125 gp], bit of wool, ground mica, miniature cloak [all other spells, 5gp])
31 gold, 5 silver remaining from base of 84,000 gp.
100,000gp in reserve
Note: Elgin is a quiet ascetic who would rather practice the art in the tranquility of the Bright Valley, but has reached the limits of his own merit. He has traveled from arena to arena not for the sake of victory, but for the opportunity to better himself. He is plain spoken and polite, and honorable in battle, though he will make what tactical decisions are necessary for a successful competition. He is tall and broad shouldered, long-limbed, and powerfully built. His is shaved bald, though he sports a full, trimmed beard of black, with the first flecks of white along the jawline.
Quote: "You fight well. I shall enjoy this lesson."
Grindle, Weasel Familiar (Tiny Animal)
Hit Dice: 4d4(52 hp)
Initiative: +2
Speed: 20 ft. (20 climb)
Armor Class: 16 (+2 Dex, +2 natural, +2 size), touch 14, flat-footed 14
Base Attack/Grapple: +14/+2
Attack: Bite +18 melee (1d4-3)
Full Attack: Bite +18 melee (1d4-3)
Space/Reach: 0 ft./0 ft.
Special Attacks:
Special Qualities: Improved Evasion, Share Spells, Empathetic Link, Deliver Touch Spells, Weapon Finesse, Agile, Low-Light vision, Scent
Saves: Fort +10 (master's base), Ref +6 (master's base +2 Dex), Will +14 (master's base +2 Wis) [color=red]Your familiar can use your base saves if they are higher than your own. Check your base Ref save to see if it's higher than +2.
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Jump +4, Listen +1, Move Silently +8, Spot +3, Survival +1*
Feats: Weapon finesse, agile
[b]Reserve Expenditures:
Lesser Restoration - 60 gp
True Ressurection x2 - 53,060 gp
Geisha
16th of September, 2006, 03:35
Character Approved.
http://www.wizards.com/dnd/images/af_gallery/12.jpg
GRODEN THE SHIFTER
Human [shapechanger] Druid 5 / Master of Many Forms 10 / Warshaper 2
Alignment: Neutral Good
Strength 10
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 14
Charisma 12
Hit Dice: 17D8 + 51 (139 Hit Points)
druid 5D8 + 15
master of many forms 10D8 + 30
warshaper 2D8 + 6
INITIATIVE: +8 (+4 dex +4 improved initiative)
BAB: +11/+6/+1 (+3 druid +7 master of many forms +1 warshaper)
ARMOR CLASS: 22 (10 + 4 [dex] + 8 [+5 hide armor])
flat-footed: 18
touch: 14
SAVES
Fort +17 (+4 druid +7 master of many forms +3 warshaper +3 con)
Ref +13 (+1 druid +7 master of many forms +1 warshaper +4 dex)
Will +10 (+4 druid +3 master of many forms +1 warshaper + 2 wis)
+4 on saves vs Fey spell-like abilities
GEAR: Back of Tricks (Tan), Feather Tolken (tree) x5, Ring of Freedom of Movement, Hide Armor +5, Barkskin +5 Potion x3
SIGNATURE: Lion's Pounce
FEATS
Alertness (+2 on Listen and Spot checks)
Endurance (+4 on various saves)
Improved Initiative (+4 to initiative)
Lion's Pounce (Spend a wild shape, make full attack when charging)
Serpent's Venom (Spent a Wild Shape, gain secondary bite attack at -5 and add 1/2 strength to damage). Deals damage of a dagger of your size plus poison (Fort save vs. 10 + 1/2HD + con, 1d6/1d6 Con damage. If bite attack, it just adds the toxin).
Grizzly's Claws (Spend a wild shape, gain two primary claw attacks at base BAB, deals short sword damage for your size)
Elephant's Hide (Spend a wild shape, gain +7 natural armor bonus for 10 minutes)
SKILLS
Escape Artist +13
Handle Animal +10
Hide +13
Knowledge (nature) +20
Listen +20
Profession (gladiator) +22
Spellcraft +20
Spot +20
WEAPON PROFICIENCIES: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear. All natural attacks of any form he assumes.
ARMOR PROFICIENCIES: Light and medium armor, but not metal: padded, leather, or hide armor. Wooden shields allowed.
HUMAN ABILITIES
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
DRUID ABILITES
Animal Companion (Ex) (None taken.)
Nature Sense (Ex): +2 on Knowledge (nature) and Survival checks.
Bonus Language: Druidic
Wild Empathy (Ex): 1d20 + 5 (druid) + 1 (cha)
Woodland Stride (Ex)
Trackless Step (Ex): Leaves no trail/cannot be tracked.
Resist Nature's Lure (Ex): +4 on saves against spell-like abilities of Fey
Wild Shape (Su): See below.
Spontaneous Casting: A druid may convert any prepared spells into Summon Natures Ally spells of the same or lower level
DIVINE SPELLCASTING
CL: 5th (10th Level Ranger)
1/1 (Daily Allotment)
1/1 (Wis Bonus)
---
2/2 Total
MASTER OF MANY FORMS ABILITIES
Shifter's Speech (Ex): Can speak normally in wild shape form (including verbal components of spells)
Improved Wild Shape (new forms) (Su): Can assume the form of humanoids, giants, monstrous humanoids, fey, vermin, aberration, plant, ooze, elemental, dragon.
Improved Wild Shape (size categories) (Su): Large, Tiny, Huge, Diminutive, Gargantuan.
Improved Wild Shape (frequency) (Su): A master of many forms also gains one additional daily use of her wild shape ability per class level gained.
Improved Wild shape (errate) (Su): The master of many forms' class levels stack with other class levels that grent wild shape for the purpose of determining the maximum Hit Dice of a form. (Complete Adventurer Errate: http://www.wizards.com/default.asp?x=dnd/er/20040125a)
Fast Wild Shape (Ex): A master of many forms can use her wild shape ability as a move action rather than a standard action.
Extraordinary Wild Shape (Ex): A master of many forms gains the extraordinary special qualities of any form she assumes with wild shape.
Evershifting Form: Gains shapechanger subtype, immune to any transmutation effect unless she is willing to accept it.
WARSHAPER ABILITIES
Morphic Immunities (Ex): A warshaper is adept at distributing her form's vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.
Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allow a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5-1 on pg296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. If the warshaper's form already has a natural weapon of that type, the weapon deals damage as if it were on category larger. A warshaper can change morphic weapons as often as it likes, even if using a shapechanging technique such as polymorph or wild shape.
Morphic Body (Su): A warshaper can use it's precise control over it's form to make itself stronger and heartier. It gains +4 to strength and constitution
WILD SHAPE
11/day (1 druid + 10 master of many forms)
Types: Animal, Humanoid, Giant, Monstrous Humanoid, Fey, Vermin, Aberration, Plant, Ooze, Elemental, Dragon
Sizes: Diminutive, Tiny, Small, Large, Huge, Gargantuan
Max HD: 15
Time 1 move action
Special:
-Gain all extraodrinary special qualities of new form
-Can speak normally in wild shape form
-+4 to strength and constitution while in wild form
-Immune to stunning and critical hits in wild form
-Morphic Weapons while in wild form
CHARACTER CREATION
STR 10 (2pts)
DEX 16 (10pts)
CON 14 (6pts)
INT 12 (4pts)
WIS 14 (6pts)
CHA 12 (4pts)
Ability Increases:
4th: Constitution
8th: Constitution
12th: Dexterity
16th: Dexterity
Feat Selection:
Human: Alertness (+2 on Listen and Spot checks)
1st: Endurance (+4 on various saves)
3rd: Improved Initiative (+4 to initiative)
6th: Lion's Pounce (Spend a wild shape, make full attack when charging)
9th: Serpent's Venom (Spent a Wild Shape, gain secondary bite attack at -5 and add 1/2 strength to damage). Deals damage of a dagger
for your size plus poison (Fort save vs. 10 + 1/2HD + con, 1d6/1d6 Con damage. If bite attack, it just adds the toxin).
12th: Grizzly's Claws (Spend a wild shape, gain two primary claw attacks at base BAB, deals short sword damage for your size)
15th: Elephant's Hide (Spend a wild shape, gain +7 natural armor bonus for 10 minutes)
SKILLS:
5 druid levels: (4 + 2 int + 1 human) = 7 per level. 7x4 + 7x4 = 56 ranks.
10 master of many forms levels: (5 + 2 int + 1 human) = 7 per level. 7x10 = 70 ranks
2 warshaper (2 + 2 int + 1 human) = 5 per level. 5x2 = 10 ranks
Concentraction (18 ranks)
Escape Artist (10 ranks)
Handle Animal (8 ranks)
Hide (10 ranks)
Knowledge (nature) 16 ranks
Listen (18 ranks)
Profession (gladiator) (20 ranks)
Spellcraft (18 ranks)
Spot (18 ranks)
GEAR PURCHASED
6,300 Bag of Tricks (Tan)
10,000 5x Feather Token (tree)
40,000 Ring of Freedom of Movement
25,165 +5 Hide Armor
18,000 3x Barkskin +5 Potion
99,465 spent
Darius
21st of September, 2006, 11:39
Character Approved.
General Information
Name: Foom Fang Fing
Player: Darius
Race: Human
Class: Monk 12/Tattooed Monk 5
AL: LN
Str: 14 (+2)/18 (+4) with belt
Dex: 14 (+2)/16 (+3) with gloves
Con: 14 (+2)
Int: 10 (+0)
Wis: 20 (+5)/24 (+7) with periapt
Cha: 10 (+0)
Signature: Sun School
Physical Description
Age: 30
Sex: Male
Height: 5’5”
Weight: 125 lbs
Eyes: Grey
Hair: None
Skin: Tanned
Combat Related Information
HD: 12d8+5d8+34= 8+(5*16)+34= 122 hps
Initiative: +3
Speed: 80 ft/ 60 ft flight
Armor Class: 30 =3(monk)+7 (Wis)+3 (Dex)+5 (bracers)+2 (ring)+10 base
Flat footed: 27
Touch: 25
Fort: 17=12 base+ 2 Con+ 3 cloak
Ref: 18=12 base +3 Dex+3 cloak
Will: 22 =12 base+7 Wis+ 3 cloak
BAB: +12
Melee: 16=+12 base+4 Str
Ranged: 15=+12 bse +3 Dex
Grapple: 20=+12 base +4 Str+4 Feat
Full Attacks =+16/+16/+16/+11/+9 w/ Monk Weapons or unarmed
Class Traits
Monk
Bonus Feats
AC Bonus: +3 plus Wis
Unarmed strike: 2d8
Flurry of blows
Improved Evasion: Ref save negates damage; Failed save means ½ damage
Fast movement: +50’
Sill mind: +2 on all spells and effects of the enchantment school
Ki strike: magic and lawful
Slow Fall: 60’
Purity of body: immune to all non-magical diseases
Wholeness of body: restore 24 hit points/day
Diamond body: immune to all poisons
Greater Flurry
Abundant step: dimension door 1/day at 6th level of effect
Tattooed Monk
Monk abilities: tattooed monk’ class levels stack with monk levels for unarmed damage, AC bonus, and unarmored speed.
Tiger Tattoo: as a move action, can activate for a +1 bonus to all attack rolls and +1d6 damage for 5 rounds. Can be used 3 times per day.
Wasp Tattoo: as a move action, can activate to cast haste on self. Lasts for 5 rounds. Can be used 3 times per day.
Lion Tattoo: can smite a foe 3 times a day; +4 to hit; +5 damage. Must declare the mit before making the attack.
Racial Traits
Extra Feat at 1st level
Extra Skill Point per level
Feats
Endurance- 1st level
Improved Grapple- Bonus Human
Improved Unarmed Attack- bonus monk
Stunning Fist- Bonus Monk 1st (DC: 25 Fort, usable 13 times a day)
Deflect Arrows- Level 2 bonus monk
Blindfight- 3rd level
Weakening Touch- 6th level
Improved Trip- 6th level bonus monk
Rapid Stunning- 9th level
Close Quarter Fighting- 12th level
Sun School- 15th level.
Skills (Total=ranks+mod+misc)
Perform (weapon drill) 26 = 20 ranks+0 Cha+6 (1/2 BAB)
Listen 18= 11 +7 Wis
Jump 37=11+4 Str +2 synergy+ 20speed bonus
Escape Artist 22=20+3 Dex
Balance 15= 10+3 Dex+2 synergy
Tumble 25 =20 +3 Dex+2 synergy
Knowledge (religion) 8=8+0 Int
Skill Breakdown
Monk at 1st level: 20 ranks
Monk 2 through 12= 55 ranks
Tattooed monk 13-17=25 ranks
Total ranks: 104
Max rank (class/cross-class)= 20/10
Items
Winged Boots- 16,000
Belt of Giant Strength +4- 16,000
Periapt of Wisdom +4 – 16,000
Cloak of Reistance +3- 9,000
Bracers of Armor +5 25,000
Gloves of Dexterity (+2 Dex) 4,000
Ring of Protection +2 8,000
Total cost- 94,000
http://www.wizards.com/dnd/images/dk_gallery/x12.jpg
Deathknell 12/60
Recovery Costs:
Cure Light Wounds - 10 gp
Cure Moderate Wounds x2 - 120 gp.
Noocytx
30th of September, 2006, 08:22
Character Approved.
Last minute entry. I was finally able to get the build to do what I want it to do.
http://www.wizards.com/dnd/images/af_gallery/24.jpg
Talenta Halfling
Angelfire Set 24/60
General Information
Name: Thea
Gladiator Name: UrEssel (Halfling for Deadly Arrow)
Player: Noocytx
Race: Halfling
Class: Ranger 2 / Wizard 6 / Fighter 1 / Eldritch Knight 3 / Master Thrower 5
Size/Type: Small Humanoid (Halfling)
Str: 10 (Base 12 Racial –2)
Dex: 28 (Base 18 Racial +2 Level +4 Enhancement +4)
Con: 12
Int: 14
Wis: 10
Cha: 8
Signature: Weak Spot
Physical Description
Age: 34
Sex: Female
Height: 3’0”
Weight: 30 lbs
Eyes: Brown
Hair: Black
Combat Related Information
HD: 7d8 + 6d4 + 1d10 + 3d6 + 17 (91 hp)
Initiative: +13 (+9 Dex +4 Improved Initiative)
Speed: 30 ft (20 Base +10 Enhancement)
Armor Class: 21 (Base 10 Dex +9 Armor +1 Size +1)
Flat footed: 12 (Base 10 Armor +1 Size +1)
Touch: 20 (Base 10 Dex +9 Size +1)
Fort: +15 (Base 11 Con +1 Resistance +2 Racial +1)
Ref: +22 (Base 10 Dex +9 Resistance +2 Racial +1)
Will: +10 (Base 7 Wis +0 Resistance +2 Racial +1)
BAB: +14
Melee: +15 (Size +1)
Ranged: +24 (Dex +9 Size +1)
Grapple: +9
Attack: Merciful Dagger of Spellstoring +1 +27 (Ranged) or +17 (Melee), 1d3+1d6, 17-20/x2
Full Attack: +27/+27/+22/+17 (Ranged) or +17/+12/+7 (Melee)
20 ft range on dagger
+1 hit / damage if within 30 ft
Class Traits
Track
Wild Empathy
Favored Enemy: Humanoid (Human)
Combat Style: Archery (Rapid Shot)
Fighter Bonus Feats
Wizard Bonus Feats
Arcane Spells
Eldritch Knight Bonus Feat
Quick Draw
Thrown Weapon Tricks (Defensive Throw, Palm Throw, Weak Spot)
Evasion
Snatch Arrows
Critical Throw
Racial Traits
+2 dex, -2 str
Small (+1 AC, +1 hit, +4 hide)
20 ft base speed
+2 climb, jump, move silently
+1 saving throws
+2 morale bonus on saving throws vs. fear
+1 attack bonus on thrown weapons and slings
+2 listen
Feats
Scribe Scroll (Wizard Bonus)
Track(Ranger Bonus)
Rapid Shot(Ranger Bonus)
Point Blank Shot(HD 1)
Weapon Focus: Dagger(HD 3)
Empower Spell(Wizard 5)
Precise Shot(HD 6)
Far Shot(Fighter 1)
Improved Initiative(HD 9)
Danger Sense(HD 12)
Manyshot(Eldritch Knight 1)
Improved Rapid Shot(HD 15)
Skills
110- Skill Points
Bluff +2 (Ranks 3 Cha -1)
Concentration +11(Ranks 10 Con +1)
Hide +18 (Ranks 5 Dex +9 Size +4)
Jump +9 (Ranks 5 Racial +2 Synergy +2)
Move Silently +20 (Ranks 9 Dex +9 Racial +2)
Perform (Weapon Drill) +28 (Ranks 20 Cha -1 BAB +7 Weapon Focus +2)
Spellcraft +11 (Ranks 9 Int +2)
Tumble +31 (Ranks 20 Dex +9 Synergy +2)
Sleight of Hand +13 (Ranks 4 Dex +9)
Skill Breakdown
Ranger(40) 5 Ranks in Bluff (cc), Concentration, Hide, Jump, Move Silently, Spellcraft (cc), Sleight Of Hand (cc), Tumble (cc)
Wizard(24) 9 Ranks into Spellcraft, 8 Ranks into Move Silently (cc), 5 Ranks into Concentration, 2 Ranks in Tumble (cc)
Fighter(4) 1 Rank in Bluff (cc), Spellcraft (cc), Sleight of Hand (cc), Tumble (cc)
Eldritch Knight(12) 10 Ranks in Perform (Weapon Drill) (cc), 2 Ranks in Tumble (cc)
Master Thrower(30) 15 Ranks in Tumble and Perform (Weapon Drill)
Spells
Spells Per Day 4/5/4/3/2
Spellbook
0-Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1-Ray of Enfeeblement, Shield, True Strike, Reduce Person, Mage Armor, Guided Shot, Identify
2-Scent, Mirror Image, Invisibility, See Invisibility
3-Fly, Haste
4-Dimension Door, Fire Shield, Greater Invisibility
Items
Merciful Daggers of Spell Storing +1 x5 (91,510 gp – 25% Discount = 68,632 gp 5 sp) [2.5 lbs]
10 daggers (20 - 25% Discount = 15 gp) [5 lb]
Gloves of Dexterity +4 (16,000 gp)
Cloak of Resistance +2 (4,000 gp)[1/2 lb]
Boots of Striding and Springing (5,500 gp) [1/2 lb]
Bracers of Armor (1,000 gp) [1/2 lb]
Spell Component Pouch (5 gp) [2 lb]
Extra Spells for Spellbook (1,200 gp) [-]
Spellbook (15 gp) [3 lb]
Spellcasting (for spellstoring daggers)
3rd Level Spells at CL 8 x 5 (1080 gp)
Non-lethal substituted Scorching Ray
Total Spent 97,447 gp and 5 sp
Black Plauge
30th of September, 2006, 22:54
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