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Linklegacy77
24th of January, 2008, 13:26
Due to request, here is the thread you wanted!

Post the character ideas/concepts or even completed characters you considered using and decided against, or figured out too late.

Boomlaor
24th of January, 2008, 13:46
I have a half done Bearded Devil Blackguard. Would've had nice offense, but I decided he didn't have enough healing/staying power.

edit: I also considered a lycanthropic troll of some sort and a lizardman were-dinosaur. These were also rejected for a lack of healing.

Darken
24th of January, 2008, 14:10
- Drow Drd9 with Awaken cast on himself 540 times.

- Half-Elf Brd20 that can use Rush Diplomacy/Intimidate/Bluff anything with Int score of 1 or higher to concede with some luck.

- Wizard with kind of combo involving Clone, Simulacrum, Sequster, and something else that disallows enemies win conditions. I forgot how to work this combo, nor am I sure whether the other crucial components are core or not, so this was given up in short order.

Beidamon
24th of January, 2008, 14:11
Ironically, though not the character I was working on most recently, I did have an almost done were bear monk that I might as well post.

Race : Human Were Bear
Class 6 HD Were Bear, (+2 ECL (Afflicted)) + 12 Levels Monk
Alignment: Lawful Good
Speed: 70 Feet (80 Feet Hybrid)

Saves(Werebear)
Fort - +20(+24) (+8 (Monk) +5 (Werebear) + 2(6) (Con) +5 (Cloak))
Ref - +26(+27) (+8 (Monk) +5 (Werebear) + 8(9) (Dex) +5 (Cloak))
Will - +22(+22) (+8 (Monk) +2 (Werebear) +2 (Iron Will) + 5(5) (Wis) +5 (Cloak))

Stats - Noraml(Hybrid)
STR - 26(42) (15 (Base) +4 (Levels) +5 (Book) +2 (Stone))(+ 16 Racial)
DEX - 26(28) (15 (Base) + 5 (Book) +6 (Gloves))(+ 2 Racial)
CON - 14(22) (14 (Base))(+ 8 Racial)
WIS - 20(20) (14 (Base) + 2 (Racial) +2 (Book) +2 (Stone))
INT - 11(11) (11 (Base))
CHA - 8(8) (8 (Base)

AC 43 (10(Base) + 9 (Dex) +8 (Armor) + 8 (Natural) +5 (Wisdom) + 3 (Monk) +1(Insight) -1 (Size))

BAB - 13

Attacks
Unarmed - +35 (+13 (BAB) + 1 (Ioun Stone) + 16 (Strength) +5 (Enhancement) +1 (Weapon Focus) -1 (Large))

Full Attack Action +33/+33/+33/+28/+23 Unarmed 3d8+21 19-20/x2 (+16(Strength) + 5 (Enhancement))
+33/+28/+23 Unarmed 3d8+13 (+8 (Strength) + 5(Enhancement))


Feats

Bonus: Iron Will
Bonus : Track
Monk(1) Bonus: Stunning Fist
Human(1): Two-Weapon Fighting
Class(1): Blind Fighting
Monk(2) Bonus: Deflect Arrows
Class(3): Weapon Focus (Unarmed)
Monk(6) Bonus: Improved Trip
Class(6): Improved Natural Attack (Unarmed)*
Class(9): Improve Natural Armor
Class(12): Improved Two-Weapon Fighting
Class(15): Improved Critical (Unarmed)
Class(18): Greater Two-Weapon Fighting

Racial Skills:
Alternate Form
Bear Empathy
Curse of Lycanthropy
Improved Grab (Bear form only)
+4 to swim checks (Hybrid or Bear form)
Damage Reduction 5/Silver
Low-Light Vision
Scent

Class Skills:
Unarmed Strike
Flurry of Blows
Greater Flurry
Evasion
Improved Evasion
Still Mind
Ki Strike (magic)
Ki Strike (Lawful)
Purity of Body
Wholeness of Body
Diamond Body
Abundant Step
Slow Fall (60 ft)


Skills

Magical Items
Amulet of Mighty Fists (+5) - 150,000 GP
Bracers of Armor (+8) - 64,000 GP
Manual of Bodily Health (+5) - 137,500 gp
Manual of Quickness of Action (+5) - (137,500)
Tome of Understanding (+2) - 55,000 GP

Total - 599,000
Left Over - 161,000

Ring of Freedom of Movement - 40,000 GP
Ring of Invisibility - 20,000 GP

Monks Belt - 13,000 GP
Gloves of Dexterity +6 - 36,000 GP
Cloak of Resistance (+5) - 25,000 GP
Pale Green Ioun Stone - 30,000 GP
Dusty Rose Ioun Stone - 5,000 Gold
Incandescent Blue Ioun Stone (+2 Wis) - 8,000 GP
Pale Blue Ioun Stone (+2 Str) - 8,000 GP

Quarterstaff +1/+1 - 4600 GP

Bag of Holding I - 2500
Potion of Enlarge Person x 20 - 6000

733,600 + 8500 GP Spent

Thats how far I got, but decided not to finish him. Mainly because with enlarge person and improve natural weapon(unarmed) on, it would increase his size category two from his already large hybrid form. I didn't really want to calculate what his unarmed attack base damage would be then. He actually would of done pretty well I think.

Tashalar
24th of January, 2008, 17:53
Well, if anyone recalls, I wanted to make a straight monk at first...

Rejected that idea due to the unflexibility of item slots which really kills the monk... amulet/belt anyone?

SR would have been nice and the 'timeless body' trick that the druid can use to get +3 to Int/Wis/Cha works for the monk as well - rather nifty.
Unarmed damage would've been nice as well - 4d8+X like Spikey.

AC could've also been high - but as I said, not really with those item slots.


Another rejected concept I started out first was the revival of Yarden - or rather Yarden's son (which I asked LT's permission for). A dwarven defender can get rather high AC and saves, but in the end he wasn't flexible enough for my tastes.

The lycanthrope troll also crossed my mind - but only in the last days when I had a look at the half-dragon troll and the lycanthrope entry... can be added to giant as well? Nice! Too bad it doesn't work with monstrous humanoids...

Finally I built a Moniker version for the CR challenge just yesterday - just to see how he'd roll. Lots of sneak attack damage and enough strength to deal with non-sneakable opponents. Would've been interesting, but Lune did not feel like playing in another Challenge/Tournament when I asked him at the time this got started.

Edit:
edit: I also considered a lycanthropic troll of some sort and a lizardman were-dinosaur. These were also rejected for a lack of healing.
I understand this about the were-dinosaur, but the troll? He's got regeneration!
I even considered a lycanthropic half-dragon troll of some sort. I think it was half-dragon were-boar troll or something. It would've worked out with the levels, but I was rather unsure what bonuses he'd have in what form... would he get all bonuses to ability scores in hybrid form?

Beidamon
24th of January, 2008, 23:38
I had thought of something like that as well, but wasn't sure how the two templates would mesh. The lycanthrope can only be applied to a humanoid or giant, but taking the half dragon template makes you dragon type. So not sure if you can take the two for a character.

Tashalar
25th of January, 2008, 00:49
Oh... right. Dragon type... grrrr. Today I thought of a dwarven were-rhino half dragon fighter dwarven defender. Only downside (I thought) was that dwarf would be the race and he'd therefore not get wings (due to not being large). Well, it would not work out after all with the dragon type issue...

SlagMortar
25th of January, 2008, 01:05
I toyed a bit with a Succubus Paladin 2 / Something with use magic device X with ~46 Charisma. DC 32 Charm Monster at will + some staffs of polymorph any object. Ultimately I couldn't figure out a good way to deal with spell resistance as the caster level on anything isn't very good.

Tashalar
25th of January, 2008, 01:34
Oh, right! Remembered another one.... the rakshasa. Always wanted to make one, but had the same problem that you had, Slag. How the hell is one supposed to beat the SR of creatures later on?

Red is the result of these thoughts and some research into how high the SR really gets. He should be able to beat almost anything's SR until rather late in the challenge (I'm alway only talking CR1 - CR 20, not something ridiculous as CR 58 or so... ;) ) - I guess I'll lose when I'm not careful enough and something beats its save against one of my spells.

Boomlaor
25th of January, 2008, 01:58
Maybe I don't understand how regeneration works. Does it heal that many hp per round? I.e. regeneration 5 heals 5 hp/round?

Tashalar
25th of January, 2008, 02:00
Exactly. And since you could arrange for some way or another to get a few rounds 'to yourself' every now and then, you'd easily heal up.

You'd even heal when dropped below 0 hp. Obviously only -4 to -1 would save you though as you'd otherwise still be below 0.

A regenerating creature cannot die - only if it is dealt lethal damage (which means fire or acid for a troll). All other damage is non-lethal.

I just thought about a troll were-bear. Strength 54 anyone? In the end it's not good enough though. Being more flexible is important in this challenge imo.

Beidamon
25th of January, 2008, 02:18
I'm going to try to finish up making the character who could of been tonight. I just wish I had thought him up sooner since I think I would of won this competition for sure ;)

Tashalar
25th of January, 2008, 02:28
Well, now I am curious. If you are lucky, you can still win with the one you have now - but you really need to get lucky. ;)

exdemon1120
25th of January, 2008, 04:51
I have one. It's not that I don't want to play it. I do a bunch. Just no one will let me.

An Ewok Sith named Darth Gachnar.

For some reason because of this any time any of my friends run Star Wars they set it in an era before the Ewoks were discovered and tell me sorry.

I think it would be great. He'd be all like “I am the dark lord of nightmares! The bringer of terror! Tremble before me. Fear me!”

It would be great.

--- Best part is half my friends would catch the reference and half of them wouldn't. Did you?

Lord Twig
25th of January, 2008, 07:15
I have a few that I worked on just for fun. Here is the first.

Name: Toshina
Race: Aasimar
Size: Medium
Type: Outsider (Native)
Class: Paladin 19
Hit Dice: 19d10+95 (213 hp)
Initiative: +3
Speed: 30’
Armor Class: 33 (10 +9 armor, +6 shield, +3 Dex, +4 deflection, +1 insight)
Base Attack: +19/+14/+9/+4
Grapple: +26
Attack: +33 (1d8+12 Cold Iron Holy Avenger Longsword +5, 17-20x2)
OR +30 (1d8+9 Alchemical Silver Holy Lance +3, x3)
OR +30 (1d8+10 Adamant Construct Bane Warhammer +3, x3)
OR +26 (1d8+10 Holy Composite Longbow +3, x3)
Full Attack: +33/+28/+23/+18 (1d8+12 Cold Iron Holy Avenger Longsword +5, 17-20x2)
OR +30/+25/+20/+15 (1d8+9 Alchemical Silver Holy Lance +3, x3)
OR +30/+25/+20/+15 (1d8+10 Adamant Construct Bane Warhammer +3, x3)
OR +26/+21/+16/+11 (1d8+10 Holy Composite Longbow +3, x3)
Space/Reach: 5’/5’
Special Attacks: Daylight 1/day, Smite Evil 4/day (+7 to hit, +19 damage), Turn Undead 10/day (16th level)
Special Qualities: Aura of Courage, Aura of Good, Darkvision 60’, Detect Evil, Divine Grace, Divine Health, Lay on Hands (133pts), Remove Disease 5/week, Resistance to Acid 5, Cold 5 and Electricity 5, Special Mount
Saves: Fort +25, Ref +18, Will +17
Abilities: Str 18(24), Dex 10(16), Con 14(20), Int 10, Wis 14, Cha 18(24)
Skills: Concentration +20(14r), Handle Animal +13(5r), Knowledge: Religion +4(3r), Listen +5(0r), Ride +28(22r), Spot +5(0r) (ACP -1)
Feats: Blind-Fight, Improved Critical (Longsword), Mounted Combat, Ride-by Attack, Spirited Charge, Trample, Weapon Focus (Longsword)
Languages: Common, Celestial, Elven
Alignment: Lawful Good
Level Adjustment: +1

Aura of Courage (Su): Toshina is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while Toshina is conscious, but not if she is unconscious or dead.
Aura of Good (Ex): The power of Toshina’s aura of good (see the Detect Good spell) is equal to 19th level.
Daylight (Sp): Toshina can use daylight once per day as a 9th-level caster.
Detect Evil (Sp): At will, Toshina can use detect evil, as the spell.
Divine Grace (Su): Toshina gains a bonus equal to her Charisma bonus (+7) on all saving throws.
Divine Health (Ex): Toshina is immune to all diseases, including supernatural and magical diseases.
Lay on Hands (Su): Toshina can heal wounds (her own or those of others) by touch. Each day she can heal 133 hit points of damage. Toshina may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, Toshina can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Toshina decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Remove Disease (Sp): Toshina can produce a remove disease effect, as the spell, five times per week.
Smite Evil (Su): Four times per day, Toshina may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (+7) to her attack roll and deals 19 extra points of damage. If Toshina accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used.
Special Mount (Sp): Toshina has the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil.
Once per day, as a full-round action, Toshina may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a 6th level spell. The mount immediately appears adjacent to the paladin and remains for 38 hours; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though Toshina may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should Toshina’s mount die, it immediately disappears, leaving behind any equipment it was carrying. Toshina may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, Toshina takes a –1 penalty on attack and weapon damage rolls.
Turn Undead (Su): Toshina may Turn Undead nine times per day as a 16th level cleric.

Spells per Day: 4/4/3/2
Spells Saves: 12 + Spell Level
Caster Level: 9th
Prepared Spells:
1st – Protection from Evil x2, Restoration (Lesser) x2
2nd – Delay Poison, Resist Energy x3
3rd – Heal Mount, Remove Blindness/Deafness, Remove Curse
4th – Break Enchantment, Death Ward

Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.

Items:
Amulet of Health +6 (36,000)
Belt of Giant Strength +6 (36,000)
Cloak of Charisma +6 (36,000)
Gloves of Dexterity +6 (36,000)
Manual of Gainful Exercise +1 (27,500)
Tome of Leadership and Influence +2 (55,000)
Mithral Breastplate of Moderate Fortification +4 (53,200)
Mithral Heavy Shield +4 (17,020)
Cold Iron Holy Avenger Longsword +5 (120,630) (Spell Resistance 24 for Toshina and anyone adjacent to her. Greater dispel magic (once per round as a standard action) as a 19th level caster. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.))
Alchemical Silver Holy Lance +3 (50,490)
Adamant Construct Bane Warhammer +3 (35,012)
Luck Blade Short Sword +2 (+1 luck bonus to saves, good fortune (re-roll) 1/day, 0 wishes) (22,060)
Dagger +1 (2,302)
Holy Composite Longbow +3 (+7 Str) (51,100)
Arrows (60) (6)
Boots of Levitation (7,500)
Ring of Freedom of Movement (40,000)
Ring of Protection +4 (32,000)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5000)
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (30,000)
Quiver of Ehlonna (1,800)
Heward’s Handy Haversack (2,000)
Spell Component Pouch (5)
Potion of See Invisibility x2 (1,200)
Potion of Water Breathing x2 (3,000)
Scroll of Break Enchantment (1,400)
Scroll of Cure Serious Wounds x2 (1,500)
Scroll of Death Ward (1,400)
Scroll of Neutralize Poison x2 (1,500)
Scroll of Remove Blindness/Deafness (750)
Scroll of Remove Paralysis x2 (600)
Scroll of Restoration x2 (3,200)
Wand of Cure Light Wounds 50ch (750)
Ringman’s Equipment (46,422)
758,347

760,000

Note: Standing six feet tall, Toshina has golden blonde hair that has been cut short and unnaturally silver eyes. She travels around helping the weak and downtrodden, but she also has a personal quest to find her parents killers.

Toshina’s mother was the proverbial farm girl when a passing adventurer managed to get her pregnant. When the adventurer found out he was a father he was determined to do the right thing and marry the girl, leaving his adventuring days behind him. Things went well for a couple years until old enemies of Toshina’s father tracked him down.

They were demons of the vilest sort and they targeted Toshina’s mother first. They captured her and ran off. Toshina’s father took Toshina to an abbey of his order, then set off in pursuit and was never heard from again.

When Toshina grew up she embraced her heritage and became a force for Law and Good. She eventually discovered that her mother had been killed and that her father had been captured and sold to an illegal gladiator circuit. She believes that her father was later killed for refusing to fight, but she is not certain. She now joins gladiator contests whenever she can in the hopes of finding out about the illegal gladiator circuit and ultimately who is responsible for her parents’ deaths.

Ringman
Warhorse, Heavy
Large Animal
Hit Dice: 12d8+60 (123 hp)
Initiative: +1
Speed: 60 ft. (Over any surface)
Armor Class: 32 (–1 size, +1 Dex, +14 natural, +8 armor)
Base Attack/Grapple: +9/+19
Attack: Hoof +14 melee (1d6+6)
Full Attack: 2 hooves +14 melee (1d6+6) and bite +9 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Command Horses (9/day DC 26)
Special Qualities: Empathic Link, Improved Evasion, Improved Speed, Low-Light Vision, Scent, Share Spells, Spell Resistance 24
Saves: Fort +19, Ref +11, Will +16
Abilities: Str 22, Dex 13, Con 18(20), Int 9, Wis 14, Cha 6
Skills: Listen +10, Spot +9
Feats: Blind Fight, Endurance, Great Fortitude, Iron Will, Run

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Equipment:
Amulet of Health +2 (4,000)
Saddle Blanket (Cloak) of Resistance +4 (16,000)
Mithral Barding (Chain Shirt) +4 (20,400)
Horseshoes of a Zephyr (6,000)
Bit and Bridle (2)
Military Saddle (20)

Note: Ringman is a noble white stallion of the finest bloodline and knows it. Named after a famous, by-the-book, 9th level Paladin, Ringman is arrogant and condescending to those it feels are inferior. This is almost everybody except Toshina, particularly the barbarian whom Ringman enjoys playing tricks on. Ringman views Toshina as an equal at best.

Lord Twig
25th of January, 2008, 07:17
And the second.

Name: Iris Moonshade
Race: Elf
Type: Humanoid
Size: Medium
Alignment: Neutral Good
Deity: None
Class: Wizard 5, Fighter 1, Eldritch Knight 10, Archmage 3
Hit Dice: 8d4+10d6+1d10+76 (147 hp)
Initiative: +6
Speed: 30ft
AC: 27 (10 +5 armor, +6 Dex, +5 deflection, +1 insight)
BAB: +14/+9/+4
Grapple: +16
Attack: +19 (1d8+4 Vampiric Staff of Spell Storing +2, x2)
OR +19 (1d6+4 +2 Luck Blade, 19-20x2)
OR +25 (1d8+6 Holy Seeking Darkwood Composite Longbow +3, x3)
Full Attack: +19/+14/+9 (1d8+4 Vampiric Staff of Spell Storing +2, x2)
OR +19/+14/+9 (1d6+4 Luck Blade +2, 19-20x2)
OR +25/+20/+15 (1d8+6 Holy Seeking Darkwood Composite Longbow +3, x3)
Space/Reach 5 ft./5 ft.
Saves:
Fort +21 (+ 11 base, +4 Con, +4 resistance, +1 competence, +1 luck)
Ref +17 (+5 base, +6 Dex, +4 resistance, +1 competence, +1 luck)
Will +16 (+10 base, +4 resistance, +1 competence, +1 luck) (+2 vs. enchantment)
Abilities:
Str 14 : +2 (8 base +6 enhancement)
Dex 22 : +6 (14 base +2 racial +6 enhancement)
Con 18 : +4 (14 base -2 racial +6 enhancement)
Int 32 : +11 (17 base + 4 level +5 inherent +6 enhancement)
Wis 10 : +0 (8 base +2 enhancement)
Cha 8 : -1

Racial Abilities: +2 racial bonus to Listen, Search and Spot, +2 vs. Enchantment spells or effects, Immune to Sleep, Low-Light Vision, Notice secret doors with Search roll within 5’

Class Abilities: Summon Familiar, High Arcana: Spell Power, Mastery of Elements, Spell-like Ability 2/day (Summon Monster IX)

Feats: Craft Wondrous Item, Empower Spell, Greater Spell Focus (Evocation), Greater Spell Penetration, Point Blank Shot, Rapid Shot, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration

Skills: Concentration +27(22r), Craft: Alchemy +17(5r), Decipher Script +17(5r), Knowledge: Arcana +34(22r), Knowledge: Dungeoneering +18(6r), Knowledge: Nature +17(5r), Knowledge: Religion +17(5r), Knowledge: The Planes +32(20r), Listen: +4(0r), Search +19(5r), Speak Language 2(2r cc), Spellcraft +37(22r), Spot +4, +7 in shadow(0r) Tumble +15(8r cc)

Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal

Equipment:
Amulet of Health (+6) (18,000+1,440xp)
Belt of Giant Strength (+6) (18,000+1,440xp)
Gloves of Dexterity (+6) (18,000+1,440xp)
Headband of Intellect (+6) (18,000+1,440xp)
Tome of Clear Thought (+5) (68,750+5,500xp)
White Robe of the Archmagi (37,500+3000xp) (+5 Armor, +4 resistance to Saves, +2 enhancement to Spell Penetration, Spell Resistance 18) (already added in)
Boots of Levitation (3,750+300xp)
Bracers of Archery, Greater (12,500+1,000xp)
Cloak of Displacement, Minor (12,000+960xp) (20% miss chance)
Ring of Protection +5 (50,000)
Ring of Wizardry IV (100,000)
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks) (15,000+1,200xp)
Orange Prism Ioun Stone (+1 caster level) (30,000)
Incandescent blue Sphere Ioun Stone (+2 enhancement bonus to Wisdom) (8,000)
Dusty Rose Prisim Ioun Stone (+1 insight bonus to AC) (2,500+200xp)
Metamagic Rod, Maximize (54,000)
Metamagic Rod, Silent (11,000)
Elemental Staff (50 charges, 13th level) (68,850)
*Cone of Cold (1 charge)
*Chain Lightning (1 charge)
*Delayed Blast Fireball (1 charge)
Staff of Force (50 charges, 9th level) (17,475)
*Magic Missile (1 charge)
*Shield (1charge)
*Resilient Sphere (2 charges)
*Wall of Force (2 charges)
Vampiric Staff of Spell Storing +2 (50charges, 8th level) (33,600)
*Ray of Enfeeblement (1 charge)
*Spectral Hand (1 charge)
*Vampiric Touch (1 charge)
Holy Seeking Darkwood Composite Longbow (Mighty +2) +3 (72,610)
Adamant Glaive (3,008)
+2 Luck Blade (short sword) (+1 luck bonus on all saves, one re-roll per day, 0 wishes) (22,060)
Quiver of Ehlonna (1,800)
20 Cold Iron Arrows (4)
20 Alchemical Silver Arrows (42)
20 Adamant Arrows (122)
Quiver of Ehlonna (1,800)
Arrows, 60 (6)
Heward’s Handy Haversack (1,000+80xp)
Boccob’s Blessed Book (12,500)
Pearl of Power, 5th (12,500+1,000xp)
Pearl of the Sirines (15,300)
Potion of Cure Light Wounds, x10 (1,000)
Potion of Cure Moderate Wounds, x10 (6,000)
Potion of Cure Serious Wounds, x2 (3,000)
Potion of Lesser Restoration, x5 (3,000)
Potion of Neutralize Poison, x2 (3,000)
Potion of Remove Blindness/Deafness, x2 (3,000)
758,677gp, 19,000xp

760,000gp, 19,000xp

Familiar: Hooter (Owl)
Tiny Animal
Hit Dice: 19 (73 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +14/+3
Attack: Talons +17 melee (1d4–3)
Full Attack: Talons +17 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Deliver Touch Spells, Empathic Link, Improved Evasion, Low-light vision, Share Spells, Speak with Master
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon FinesseB
Level Adjustment: —

The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Caster level: 19 (25 vs. Spell Resistance)
Spells per Day: 4/7/7/7/10/4/6/5/2/1
Spells Saves: 21 + Spell Level (22 + spell level for Enchantment, 23 + spell level for Evocation spells)

Spells Prepared:
0th – Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
1st – Expeditious Retreat, Feather Fall, Magic Missile x2, Shield, True Strike x2
2nd – Invisibility, Mirror Image x2, See Invisibility, Scorching Ray, Spectral Hand, Web
3rd – Deep Slumber, Fireball, Flame Arrow, Fly, Haste, Lightning Bolt, Magic Weapon (Greater)
4th – Charm Monster, Dimension Door x3, Globe of Invulnerability, Polymorph, Scorching Ray (Empowered), Stoneskin, Wall of Fire, Wall of Ice
5th – Cone of Cold, Feeblemind, Hold Monster, Wall of Force
6th – Antimagic Field, Chain Lightning, Disintegrate, Dispel Magic (Greater) x2, True Seeing
7th – Cone of Cold (Empowered), Delayed Blast Fireball x2, Mordenkainen's Sword, Prismatic Spray
8th – Chain Lightning (Empowered), Polar Ray
9th – Time Stop

Spellbook:
0th – All Core
1st – Charm Person, Comprehend Languages, Expeditious Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Sleep, True Strike
2nd – Bull’s Strength, Cat’s Grace, Continual Flame, Darkvision, Fox’s Cunning, Invisibility, Melf’s Acid Arrow, Minor Image, Mirror Image, Scorching Ray, See Invisibility, Spectral Hand, Web
3rd – Deep Slumber, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Haste, Lightning Bolt, Magic Circle against Evil, Magic Weapon (Greater), Tongues, Vampiric Touch
4th – Charm Monster, Dimension Door, Dimensional Anchor, Evard’s Black Tentacles, Globe of Invulnerability (Lesser), Polymorph, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice
5th – Baleful Polymorph, Bigby’s Interposing Hand, Cone of Cold, Dominate Person, Feeblemind, Hold Monster, Summon Monster V, Teleport, Wall of Force
6th – Antimagic Field, Bigby’s Forceful Hand, Chain Lightning, Disintegrate, Dispel Magic (Greater), Globe of Invulnerability, Stone to Flesh, Summon Monster VI, True Seeing
7th – Bigby’s Grasping Hand, Delayed Blast Fireball, Hold Person (Mass), Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Prismatic Spray, Summon Monster VII, Teleport (Greater)
8th – Bigby’s Clenched Fist, Horrid Wilting, Maze, Otto’s Irresistible Dance, Polar Ray, Power Word Stun, Summon Monster VIII, Sunburst
9th – Bigby’s Crushing Hand, Dominate Monster, Mordenkainen's Disjunction, Summon Monster IX, Time Stop, Wish

Lord Twig
25th of January, 2008, 07:21
And finally this one. (This was made before we thought of making custom staffs, so I would probably have redone those.)

Name: Avery Willowby
Race: Halfling
Type: Humanoid
Size: Small
Alignment: Neutral
Deity: None
Class: Wizard 15, Archmage 5
Hit Dice: 20d4+103 (164 hp)
Initiative: +6
Speed: 20ft
AC: 27 (+5 armor, +6 Dex, +1 size, +5 deflection)
BAB: +9/+4
Grapple: +5
Attack: +10 (1d6 Staff, x2) OR +17 (1d6+1 Longbow +1, x3)
Full Attack: +10/+5 (1d6 Staff, x2) OR +17/+12 (1d6+1 Longbow +1, x3)
Space/Reach 5 ft./5 ft.
Saves: Fort +17, Ref +18, Will +18 (+2 vs. fear)
Abilities: Str 6(10), Dex 16(22), Con 14(20), Int 26(32), Wis 8, Cha 8

Racial Abilities: +2 on Climb, Jump, Listen and Move Silently, +1 on all saves, +2 morale bonus against fear, +1 on attack rolls with thrown weapons and slings

Class Abilities: Summon Familiar, High Arcana: Mastery of Elements, Mastery of Shaping, Spell-like Ability 2/day (Greater Dispel Magic, Time Stop), Spell Power

Feats: Augment Summoning, Empower Spell, Greater Spell Focus (Evocation), Greater Spell Penetration, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration

Skills: Concentration +29(23r), Craft: Alchemy +17(5r), Decipher Script +17(5r), Hide +11(0r), Knowledge: Arcana +35(23r), Knowledge: Dungeoneering +25(13r), Knowledge: Nature +25(13r), Knowledge: Religion +25(13r), Knowledge: The Planes +32(20r), Listen: +2(0r), Move Silently +9(0r), Search +17(5r), Speak Language 3(3r cc), Spellcraft +38(23r), Tumble +15(8r cc)

Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Halfling, Infernal

Equipment:
Amulet of Health (+6) (36,000)
Belt of Giant Strength (+4) (16,000)
Gloves of Dexterity (+6) (36,000)
Headband of Intellect (+6) (36,000)
Tome of Clear Thought (+4) (110,000)
Gray Robe of the Archmagi (75,000) (+5 Armor, +4 resistance to Saves, +2 enhancement to Spell Penetration, Spell Resistance 18) (already added in)
Boots of Levitation (7,500)
Bracers of Archery, Lesser (5,000)
Cloak of Displacement, Minor (24,000) (20% miss chance)
Ring of Protection +5 (50,000)
Ring of Wizardry III (70,000)
Pearl of Power, 5th (25,000)
Pearl of the Sirines (15,300)
Stone of Good Luck (20,000) (+1 luck bonus on saving throws, ability checks, and skill checks) (already added in)
Metamagic Rod, Maximize (54,000)
Metamagic Rod, Silent (11,000)
Staff of Abjuration 50ch (65,000)
Shield (1 charge)
Resist energy (1 charge)
Dispel magic (1 charge)
Lesser globe of invulnerability (2 charges)
Dismissal (2 charges)
Repulsion (3 charges)
Staff of Evocation 50ch (65,000)
Magic missile (1 charge)
Shatter (1 charge)
Fireball (1 charge)
Ice storm (2 charges)
Wall of force (2 charges)
Chain lightning (3 charges)
Quiver of Ehlonna (1,800)
Longbow +1, small (2,375)
Arrows, 60 (3)
Heward’s Handy Haversack (2,000)
Boccob’s Blessed Book (12,500)
Potion of Cure Light Wounds, x10 (1,000)
Potion of Cure Moderate Wounds, x10 (6,000)
Potion of Cure Serious Wounds, x2 (3,000)
Potion of Lesser Restoration, x5 (3,000)
Potion of Neutralize Poison, x2 (3,000)
Potion of Remove Blindness/Deafness, x2 (3,000)
758, 478gp

760,000gp

Familiar: Croaker (Toad)
Diminutive Animal
Hit Dice: 20 (82 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 23 (+4 size, +8 Natural Armor, +1 Dex)
Base Attack/Grapple: +9/–8
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Amphibious, Deliver Touch Spells, Empathic Link, Improved Evasion, Low-Light Vision, Share Spells, Speak with Amphibians, Speak with Master, Spell Resistance 25
Saves: Fort +6, Ref +7, Will +15
Abilities: Str 1, Dex 12, Con 11, Int 13, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

Caster level: 21 (27 vs. Spell Resistance)
Spells per Day: 4/7/7/11/6/3/4/6/4/4
Spells Saves: 21 + Spell Level (22 + spell level for Conjuration and Enchantment, 23 + spell level for Evocation spells)

Spells Prepared:
0th – Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
1st – Expeditious Retreat, Feather Fall, Magic Missile x2, Shield, True Strike x2
2nd – Invisibility, Mirror Image x2, See Invisibility, Scorching Ray, Spectral Hand, Web
3rd – Deep Slumber, Displacement, Fireball, Flame Arrow, Fly x2, Haste, Lightning Bolt, Magic Circle against Evil, Magic Missile (Empowered), Vampiric Touch
4th – Dimension Door x2, Globe of Invulnerability, Polymorph, Scorching Ray (Empowered), Wall of Fire
5th – Cone of Cold, Feeblemind, Hold Monster
6th – Antimagic Field, Chain Lightning, Disintegrate, True Seeing
7th – Cone of Cold (Empowered), Delayed Blast Fireball, Fireball (Quickened), Mordenkainen's Sword, Prismatic Spray, Vampiric Touch (Quickened)
8th – Chain Lightning (Empowered), Horrid Wilting, Polar Ray, Summon Monster VIII
9th – Bigby’s Crushing Hand, Delayed Blast Fireball (Empowered), Summon Monster IX x2

Spellbook:
0th – All Core
1st – Charm Person, Comprehend Languages, Expeditious Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Sleep, Summon Monster I, True Strike
2nd – Bull’s Strength, Cat’s Grace, Continual Flame, Darkvision, Fox’s Cunning, Invisibility, Melf’s Acid Arrow, Minor Image, Mirror Image, Scorching Ray, See Invisibility, Spectral Hand, Summon Monster II, Web
3rd – Deep Slumber, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Haste, Lightning Bolt, Magic Circle against Evil, Summon Monster III, Tongues, Vampiric Touch
4th – Charm Monster, Dimension Door, Dimensional Anchor, Evard’s Black Tentacles, Globe of Invulnerability (Lesser), Polymorph, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice
5th – Baleful Polymorph, Bigby’s Interposing Hand, Cone of Cold, Dominate Person, Feeblemind, Hold Monster, Summon Monster V, Teleport, Wall of Force
6th – Antimagic Field, Bigby’s Forceful Hand, Chain Lightning, Disintegrate, Dispel Magic (Greater), Globe of Invulnerability, Stone to Flesh, Summon Monster VI, True Seeing
7th – Bigby’s Grasping Hand, Delayed Blast Fireball, Hold Person (Mass), Mordenkainen's Magnificent Mansion, Mordenkainen's Sword, Plane Shift, Prismatic Spray, Summon Monster VII, Teleport (Greater)
8th – Bigby’s Clenched Fist, Horrid Wilting, Maze, Otto’s Irresistible Dance, Polar Ray, Power Word Stun, Summon Monster VIII, Sunburst
9th – Bigby’s Crushing Hand, Dominate Monster, Mordenkainen's Disjunction, Prismatic Sphere, Summon Monster IX, Time Stop, Wish

Beidamon
25th of January, 2008, 10:35
Here it is, the creature I ment when I said I wish I had thought of him sooner. The meanest greenest monsterous creature to ever roll down some stairs. I think this guy could of cleared extremely far into the competition

Name: Log TimBerg
Levels 7 HD (Plant) + 8 (ECL Half Gold DragonTreant) + 3 Paladin, 2 Rogue
HD : 7D10 + 3D10 + 2D6 + 12*7 = 168 HP
Size: Huge (Gargantuan with Rightous Might)
Reach: 30 Feet (40 Feet with Rightous Might)
Speed: 40 Feet, 60 Flying (Average)
Battlecry: I'm Loooog, Loooog, I'm big, I'm heavy, I'm wood!


Stats:
STR 54 +22 (14 base + 18 (Racial) +8 (Racial) +6 (Belt) +5 (Book) +3 (Class))
DEX 20 +5 (14 base - 2 Dex (Racial) + 6 (Gloves) +2 (Book))
CON 26 +8 (14(Base) + 10 (Racial) +2 (Racial))
INT 12 +0 (8 (Base) + 2 (Racial) +2 (Racial))
WIS 15 +2 (9 (Base) + 6 (Racial))
CHA 18 +4 (14 (base) +2 (Racial) +2 (Racial))

Armor 51 (10 (Base) + 9 (Armor) + 17 (Natural) +7 (Shield) +5 (Dex) +5 (Deflection) - 2 (Size))
Armor (Rightous Might) 52 (+2 Natural Armor, -1 Size)

DR 10/Slashing
DR (Rightous Might) 3/Evil

Touch 18 (+5 (Dex) +5 (Deflection))
Touch (Rightous Might) 17 (-1 Size)

Flat Footed 46 (10 (Base) + 9 (Armor) + 17 (Natural) +7 (Shield) +5 (Deflection) - 2 (Size))
Flat Footed (Rightous Might) 47 (+2 Natural Armor, -1 Size)

Saves (Rightous Might)
Fort: +27(+28) (+3 +0 +5 +8 +4 +1 +5)
Reflex: +23 (+1 +3 +2 +5 +4 +1 +5)
Will: +16 (+1 +0 +2 +2 +4 +1 +5)

Attack +35 (+9 (BAB) +22 (Strength) +5 (Enhancement) +1 (Ioun Stone) - 2 (Huge))
Attack (Rightous Might) +36 (+2 Strength, -1 Size)

Damage Noraml - 3d6 + 38, 20/x2 (+33 Strength, +5 Enhancement)
Damage Rightous Might - 4d6 + 41, 20/x2 (+36 Strength, +5 Enhancement)

Full Attack +35/+35/+30
Full Attack (Rightous Might) +36/+36/+31

Special Qualities
Darkvision
Low Light Vision
Darkvision
Plant Traits-
*Immune to mind affecting effects (charms, compulsions, phantasms, patterns, morale effects)
*Immune to poisen, sleep effects, paralysis, polymorph, and stunning
*Not subject to critical Hits
Vulnerability to Fire
Immune to fire

Feats
Class 1: Power Attack
Class 3: Improved Bull Rush
Class 6: Hover
Class 9: Awesome Blow
Class 12: Exotic Weapon Proficiency (Spiked Chain)

Skills (70 Tree, 9 Paladin, 18 Rogue)
Decipher Script 5 Ranks
Hide 10 ranks
Spellcraft 5 Ranks
Knowledge (Nature) 10 ranks
Listen 10 ranks
Sense Motive 10 ranks
Spot 10 ranks
9 Ranks Concentration
+24 Use Magic Device 15 ranks +4 (Skills) +1 (Stone) +4 (Charisma)

Magic Items

Mithral Chain shirt +5 - 34,950 gold
Animated Large Steel Shield +5 49,310 GP
+5 Spiked Chain of Speed (128,400)

Belt of Giant Strength (+6) (36,000 gp)
Gloves of Dexterity (+6) (36,000 gp)
Cloak of Resistance (+5) (25,000 gp)
Pale green Ioun Stone (30,000)
Boots of Springing and Striding (5,500 gp)
Lantern of Revealing (30,000 gp)
Helm of Underwater Action (24,000 GP)

Ring of Freedom of movement (40,000 GP)
Ring of Inbisibility (20,000 GP)
Ring of Protection (+5) (50,000 GP)
Hand of Glory (8,00 GP)

Book of Strength (+5) (137,500 gp)
Book of Dexterity (+1) (27,500 gp)

Staff of Healing

Bag of Holding I
MW Spiked Chain x3 - 1200 Gold

Bag of Holding I - 2500
30 Scrolls of Rightious Might - 33750 Gold
Staff of Healing - 27,750 gp

746,160 Gold Spent

Background: A wizard did it

This is the mostly done version which I would of played if I had thought it up in time. Only things that might be wrong are the cost for huge weapons, and if a half dragon treant keeps its plant traits (Since a half dragon keeps the creatures special qualities, and plant traits is one for a treant)

SlagMortar
25th of January, 2008, 12:13
Wow, that's a stack of immunities! I'm not sure if half-dragon overwrites the plant traits, or not, but it's a pretty great idea anyway. I think my favorite part is the ring of invisibility. The Gargantuan invisible treant is just terrific. :)

Beidamon
25th of January, 2008, 12:15
The best part is awesome blow. He attacks at -4, so +32 to hit with an attack. If he hits, he does 45 to 67 or so damage, this is using awesome blows. The opponent then has to roll a DC 45-67 reflex save to not get knocked prone.

With a reach of 40 feet with his chain in gargantuan mode, its pretty deadly, and effects enemies up to huge size.

Tashalar
25th of January, 2008, 17:50
That's indeed a very nifty entry, Bei - as Slag said, the dragon type issue might pose a problem concerning the immunities though. Same problem as with the half-dragon lycanthropes...

Awesome blow is nice - only downside is that it's a standard action. Not possible as an AoO, but possible when you move up to someone and attack him but once at least.

Majik and I discussed awesome blow for his troll as well - especially concerning 'blowing' an opponent outside the arena and then tripping him when he tries to re-enter. By managing this for three rounds, he'd achieve victory conditions. In the end Majik decided against it - the fact that Link posted at some point that there will be a 10' high wall around the arena (which I never really understood - is that still the current ruling, Link?) negated that tactic as well.

The 'righteous might' trick is neat though.

Edit: Oh, one more character (I did not put much thought at all into though) was an arcane archer. Or... at least some kind of archer using spell storing arrows. A bunch of them. Scorching Ray for good fire damage, lightning bolt for electricity (or shocking grasp if lb does not work), acid arrow for acid, ray of enfeeblement - empowered maybe is a neat one as well, searing light vs. undead, magic missile against anything, really... maybe empowered...

Hrhm... grey elf ranger 2 / Wizard 11 / AA 7, maybe drop a level somewhere to be able to craft.

Boomlaor
26th of January, 2008, 03:41
Seeing all these characters posted me to finish up my troll lycanthrope. He's done all except for his skills, which seemed kind of pointless to me since he only gets 19 skill points.

CHARACTER SUMMARY (see details at the end of this post)
Character: Grunk
Campaign: CR Challenge
Player: Boomlaor Alignment: Neutral Evil
Size/Type: Large Male Troll Were-Giant Crocodile Fighter 2 (ECL 20) (Giant [Shapechanger]) {Troll Form}
Hit Dice: 6d8 + 7d8 + 2d10 = (33 + 35 + 12) + 210 = 290 hp
Initiative: +8
Speed: 30’ walk
Armor Class: 31 (4 dex, 7 nat, 8 armor, 3 ring of protection, -1 size), touch 16, flat-footed 28 DR: 5/silver SR: 20
BAB: +11/+6/+1 Grapple: +29 (11 bab + 14 str + 4 large)
Attack: claw +25 (1d6+14) OR
large +2 cold iron guisarme +27 (2d6+23, x3) OR
large +2 adamantine glaive +27 (2d8+23, x3) OR
large +2 greatsword of wounding +27 (3d6+23, 19-20 x2, and con damage) OR
large mace of smiting +28(+30 vs constructs) (2d6+17(+19 vs constructs), x2, x4 vs outsiders, crit destroys constructs (no save)) OR
large +1 composite longbow +15 (2d6+10, x3, 110’ range inc)
Full Attack: 2 claws +25 (1d6+14) and bite +20 (1d8+7) OR
large +2 cold iron guisarme +27/+22/+17 (2d6+23, x3) OR
large +2 adamantine glaive +27/+22/+17 (2d8+23, x3) OR
large +2 greatsword of wounding +27/+22/+17 (3d6+23, 19-20 x2, and con damage) OR
large mace of smiting +28/+23/+18(+2 vs constructs) (2d6+17(+19 vs constructs), x2, x4 vs outsiders, crit destroys constructs (no save)) OR
large +1 composite longbow +15/+10/+5 (2d6+10, x3, 110’ range inc)
Special Attacks: rend (2d6+21)
Special Qualities: low light vision, hold breath, regeneration 5, scent
Saves: Fort +32, Ref +16, Will +11
Abilities (with gear)[modifier]: Str 32(38)[+14], Dex 18 [+3], Con 32(38)[+14], Int 4[-3], Wis 14 [+2], Cha 4 [-3]
Skills:
Feats: improved initiative, power attack, quick draw, dodge, mobility, blind fight, spring attack, improved sunder
Languages: Giant
Favored Class: Fighter



Size/Type: Huge (Giant [Shapechanger]) {Hybrid Form}
Hit Dice: 6d8 + 7d8 + 2d10 = (33 + 35 + 12) + 270 = 350 hp
Initiative: +9
Speed: 20' (walk), 30’ (swim)
Armor Class: 31 (5 dex, 7 nat, 8 armor, 3 ring of protection, -2 size), touch 16, flat-footed 28 DR: 5/silver SR: 20
BAB: +11/+6/+1 Grapple: +39 (11 bab + 20 str + 8 huge)
Attack claw +31 (1d6+20) OR
Bite +31 (1d8+20) OR
large +2 cold iron guisarme +33 (2d6+32, x3) OR
large +2 adamantine glaive +33 (2d8+32, x3) OR
large +2 greatsword of wounding +33 (3d6+32, 19-20 x2, and con damage) OR
large mace of smiting +34(+2 vs constructs) (2d6+23(+25 vs constructs), x2, x4 vs outsiders, crit destroys constructs (no save)) OR
large +1 composite longbow +16 (2d6+10, x3, 110’ range inc)
Full Attack: 2 claws +31 (1d6+20) and bite +26 (1d8+10) OR
large +2 cold iron guisarme +33/+28/+23 (2d6+32, x3) OR
large +2 adamantine glaive +33/+28/+23 (2d8+32, x3) OR
large +2 greatsword of wounding +33/+28/+23 (3d6+32, 19-20 x2, and con damage) OR
large mace of smiting +34/+29/+24(+2 vs constructs) (2d6+23(+25 vs constructs), x2, x4 vs outsiders, crit destroys constructs (no save)) OR
large +1 composite longbow +16/+11/+6 (2d6+10, x3, 110’ range inc)
Special Attacks: rend (3d6+30)
Special Qualities: low light vision, hold breath, regeneration 5, scent
Saves: Fort +38, Ref +17, Will +11
Abilities (with gear)[modifier]: Str 44(50)[+20], Dex 20[+5], Con 40(46)[+18], Int 4[-3], Wis 14[+2], Cha 4 [-3]
Skills:
Feats: improved initiative, power attack, quick draw, dodge, mobility, blind fight, spring attack, improved sunder

Size/Type: Huge (Humanoid [Reptilian][Shapechanger]) {Animal Form}
Hit Dice: 6d8 + 7d8 + 2d10 = (33 + 35 + 12) + 270 = 350 hp
Initiative: +9
Speed: 20' (walk), 30’(swim)
Armor Class: 31 (5 dex, 7 nat, 8 armor, 3 ring of protection, -2 size), touch 16, flat-footed 28 DR: 5/silver SR: 20
BAB: +11/+6/+1 Grapple: +39 (11 bab + 20 str + 8 huge)
Attack: bite +31 (2d8+30) OR tail slap +31 (1d12+31)
Full Attack: bite +31 (2d8+30) or tail slap +31 (1d12+31)
Special Attacks: improved grab
Special Qualities: low light vision, hold breath, regeneration 5, scent
Saves: Fort +38, Ref +17, Will +11
Abilities (with gear)[modifier]: Str 42 (8)[-1], Dex 20 (20)[+5], Con 35[+5], Int 4[+3], Wis 13 (36)[+13], Cha 4 [+3]
Skills:
Feats: improved initiative, power attack, quick draw, dodge, mobility, blind fight, spring attack, improved sunder




Troll Traits:
+12 Str, +4 Dex, +2 Con, -4 Int, -2 Wis, -4 Cha
Large Size
30’ Walk
6 hd of giant
Darkvision 60’
proficient with simple weapons and shields
+5 natural armor bonus
Natural weapons claw (1d6) and bite (1d6)
special attack: Rend (2d6+1 ½ str modifier)
regeneration 5
scent
Automatic Languages: Giant
Level adjustment +5

Lycanthrope Traits:
Base animal: Giant Crocodile
Huge size when in hybrid or animal form
Natural armor increases by +2 in all forms
In animal form can Pounce (full attack on a charge)
+16 str +2 dex +8 con when in animal or hybrid form
+2 wis
Low light vision
Scent
DR 5/silver


Fighter Traits:

Proficient with all simple and martial weapons and with armor and shields
2 bonus feats



Equipment:


large +2 cold iron guisarme (10,309gp) [24 lb]
large +2 adamantine glaive (11,009gp) [20 lb]
large +2 greatsword of wounding (32,350gp) [16 lb]
large mace of smiting (75,312gp) [16 lb]
large +1 composite longbow (10 str bonus) (3,400gp) [6 lb]
large arrows x60 (3gp) [9 lb]
large spiked +3 mithral breastpate of intermediate fortification of improved acid resistance of improved fire resistance (152,250gp) [50 lb]
belt of giant strength +6 (36,000gp)
amulet of health +6 (36,000gp)
cloak of resistance +5 (25,000gp)
ring of invisibility (20,000gp)
ring of protection +3 (18,000gp)
ring of evasion (25,000gp)
scarab of protection (38,000gp)
glove of storing x2 (20,000gp)
golembane scarab (2,500gp)
manual of gainful exercise +4 (110,000gp)
manual of bodily health +5 (137,500gp)
potion of fly x2 (3,000gp)
potion of heroism x3 (4,500gp)
potion of lesser restoration x2 (1,200gp)
potion of enlarge person x2 (1,000gp)


total value: 759,833 gp
weight carried: 142 lb (light load)

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

Character Advancement Notes:

Skill Breakdown:
[Troll: 9] {Lycanthrope: 7}(fighter 2)
(max 23 class / 11.5 crossclass)





Proficient with:
simple and martial weapons, armor, shields


Feats:
lvl 1: improved initiative
lvl 3: power attack
lvl 6: quick draw
lvl 9: dodge
lvl 12: mobility
Fighter 1: blind fight
lvl 15: spring attack
Fighter 2: improved sunder

fort: +32 (13 base, 5 cloak, 14 con)
ref: +16 (7 base, 5 cloak, 4 dex)
wil: +11 (4 base, 5 cloak, 2 wis)

Atributes (start/points)[racial]{lvls}<gear>
Str 38(14/6)[+12]{+2}<+10>
Dex 18(14/6)[+4]
Con 38(15/8)[+12]<+11>
Int 4(8/0)[-4]
Wis 14(13/5){+1}
Cha 4(8/0)[-4]

LeeCHeSSS
26th of January, 2008, 22:55
The treant would also cause a saving roll due to massive damage every attack it does (if it hits)...

Tashalar
27th of January, 2008, 02:16
True - but at the CR level where it gets interesting, the monsters will have no problem making a DC 15 Fortitude save. Still, a 5% chance with every hit might win a fight or two over the course of the tournament.

Linklegacy77
27th of January, 2008, 09:47
The 10' wall there is there specifically to make forcing your foe out a less valid tactic. I was hoping people would try to win by defeating their foes, not using a loophole through the tournament rules.

Tashalar
27th of January, 2008, 19:01
Ah, okay. I just thought that you deliberately wanted this to be a possibility at first. Furthermore, now casters are the only ones who can win by forcing opponents out of the arena while others are deprived of that possibility.

Can't say I really care, just thought I'd mention it. :)


Boom -
I spent some time juggling with troll/were/half-dragon combinations as well...
Your doesn't quite work because you forgot the LA of the lycanthrope. An afflicted lycanthrope has a LA of +2, a natural one a LA of +3. So without any class levels, you'll have an ECL 21 creature with that were-croc-troll. A were-bear troll might work as it has one less HD.

Just one other thing I saw when looking over the sheet really quickly - enlarge person would not work with this character since a troll is not a humanoid creature.

Linklegacy77
28th of January, 2008, 23:37
Had I been permitted to participate, I probably would have gone with an ex-paladin/blackguard or possibly a ranger/horizon walker.

Crazy Eben
29th of January, 2008, 00:25
If I had seen this earlier (and had had the idea earlier), I would have liked a Succubus Blackguard/Paladin/Rogue. After a Helmet of Opposite Alignment, you would count as Lawful Good thanks to your actual alignment and qualify for Paladin and you would also count as evil thanks to your [Evil] subtype and remain qualified for Blackguard's "any evil" requirement.

That'll take care of saves, luckblades help with natural 1s, and a maxxed out UMD should guarantee caster levels of around d20+29 with ability scores of d20+34 when using a staff. An all around fun girl, albeit a tad item-dependant. Of course, there's always Charm Monster and Suggestion at will for backup :)

SlagMortar
29th of January, 2008, 00:43
That'll take care of saves, luckblades help with natural 1s, and a maxxed out UMD should guarantee caster levels of around d20+29 with ability scores of d20+34 when using a staff.
Actually, I asked Link about how Use Magic Device worked with caster levels. He ruled that a spell from the staff would only be cast at the minimum caster level to cast the spell, not at the highest level emulated by the use magic device check since the check does not actually give you a caster level. I was thinking of a similar character at the time.

Crazy Eben
29th of January, 2008, 01:49
Aww...that would take all the fun out of abusively high Use Magic Device checks. :)

Oh well, you'd still have insane save DCs. You'd just need to pick spells that don't allow SR.

Icebird
29th of January, 2008, 05:55
Ack, I didn't know that about staves. Milo is not nearly as powerful as I had thought, then. Oh well, heal is certainly still useful, since at minimum caster level it heals more than he has HP. ;)

Tashalar
29th of January, 2008, 05:58
I was wondering why you have not taken any staff, Icebird. Too bad... you probably missed the few times we discussed staff issues in the discussion thread as it did come up at one point and I entirely remade Red's equipment due to this.

With his DCs and SR rolls staves are the way to go. Now if he also were invisible like the pixie and had an AC like the half-dragons and the angels and the saves of Skippy, then all would be well. :roll:

Icebird
29th of January, 2008, 06:02
What do you mean, why I didn't take a staff? I certainly did take a staff, and intended on using it for my main offensive power, via Harm. I just realized that it'll do 90 damage, rather than 150, though. Unless he gets to use his sorcerer caster level on the cleric spells stored, which I doubt.

Tashalar
29th of January, 2008, 06:07
Ah, k. My bad. I mixed two things up there...

I was just wondering why not more people took staves in general.

Tashalar
29th of January, 2008, 18:00
I just realized that it'll do 90 damage, rather than 150, though.
Oh, I just remembered that Heal/Harm are both 6th level so they'll heal/harm 110 hp not 90 - which is much better already.