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Mister_Sinister

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Do not read this - unconnected
« on: August 23, 2008, 11:54:59 PM »
Akanishi Reio

Human fighter 12

Initiative: +14
BAB: +12
Saves: Fort +19
Ref +22
Will +23

Attack: +4 spinning sword +30 melee (1d8+18 plus 1 Con, 17-20/x3, 10ft reach)
Full Attack: +4 spinning swords +30/+30/+30/+30/+25/+25/+25/+25 melee
AC: 35 (10 +7 Dex, +8 armour, +2 shield, +6 assorted, +2 Dodge feat)
HP: 121 (117 currently)

Str 15
Dex 24
Con 16
Int 15
Wis 26
Cha 15

Class stuff

1: Combat School (swords), Iron Will, combat focus, weapons training
2: Danger Sense
3: Elusive Target, Great Fortitude, pack mule, problem solver
4: Horde Breaker
5: Logistics mastery, active assault
6: Lightning Reflexes, Mage Slayer
7: Forge lore, improved delay
8: Weapon Finesse
9: Foil action
10: Subtle Cut
11: Lunging attacks
12: Two Weapon Fighting, Insightful Strike

Skills

Balance +23 (15 ranks, +7 Dex, +1 luck)
Intimidate +18 (15 ranks, +2 Cha, +1 luck)
Knowledge (arcana) +18 (15 ranks, +2 Int, +1 luck)
Knowledge (nature) +18 (15 ranks, +2 Int, +1 luck)
Knowledge (religion) +18 (15 ranks, +2 Int, +1 luck)
Listen +23 (15 ranks, +7 Wis, +1 luck)
Sense Motive +24 (15 ranks, +8 Wis, +1 luck)
Spot +24 (15 ranks, +8 Wis, +1 luck)
Tumble +23 (15 ranks, +7 Dex, +1 luck)

Items

Above Wish Economy Stuff

Pair of 4th level pearls of power (16k each, for a total of 32k)
+3 mithral breastplate of stamina (15, 500)

Other Stuff

Pair of Large +1 spinning swords
Heward's handy haversack
Bag of holding type 2
Two of every weapon crystal
One of every armour crystal
Boots of striding and springing
Strongarm bracers
Goggles of night
Gloves of Dex +2
Amulet of Wis +2
Ring of awesome defence (+2 deflection, +1 sacred, +1 insight, +1 luck to AC)
Cloak of awesome protection (+1 resistance, +1 sacred, +1 insight, +1 luck to saves)
Belt of battle
Rod of cancellation x2

Buffs (all included above)

Aura stuff
+3 morale bonus to hit and damage in melee, bonus attack as haste
Fast healing 1
Luck bonus to AC, attack, saves.  +3 if worship mystra +2 otherwise
+2 morale bonus to ranged attacks
+1 luck bonus attack, damage, saves, and skill checks. 
Enemies take -1 penalty to hit, damage, saves, and skill checks.

WTS my feats do

Combat School: +2 bonus on attack rolls with swords (included), +2 damage bonus with swords (included),
whenever I hit someone with swords they make a DC 18 check or be dazed for 1 round,
I can take 10 on attack rolls with swords, DC to disarm me of a sword is 4 higher than normal

Danger Sense: +3 to initiative (included), always considered 'actively searching' for Search, Spot and Listen,
anything with hostile intent within 60ft calls for Sense Motive checks opposed by their Bluff to know their
location, can take 10 on Search, Spot and Listen

Elusive Target: +2 dodge bonus to AC (included), opponents do not gain flanking or higher ground bonuses,
opponents do not get extra damage from PA, as an immediate action, redirect an attack against me to any
thing in my threatened range except the thing which is hitting me

Great Fortitude: +3 bonus on Fort saves (included), die at -20, +1 hp/level, DR 5/-

Horde Breaker: 7 extra AOOs each round, Cleave (basically), bonus 5' step whenever I cleave, before or after,
generate a fear aura each time I drop someone, DC 10+dropped thing's HD

Insightful Strike: Use Wis instead of Str on attack rolls, I have the edge against anything with less Wis and Dex
than my Wis, doubled thread range, doubled crit multiplier (both included)

Iron Will: +3 on Will saves (included), gain slippery mind, dazed instead of stunned, no penalties from fear or
pain

Lightning Reflexes: +3 on Ref saves (included), evasion, replace Ref saves with Balance checks, +3 initiative
(included)

Mage Slayer: SR 5+ character level (17), all my damage is considered ongoing for Concentration checks,
and all attacks in one round are considered one source, nothing can cast defensively within my threat area,
ignore deflection bonuses to AC

Subtle Cut: +1 damage (included), as a standard action make an attack with reduces movement by 5ft per 5 damage,
stays until healed, as a standard action, make a weapon attack that deals 2d4 Dex damage, any attack I make
has the wounding property (included)

Two-Weapon Fighting: No penalties for stuff with my offhand, get additional attacks with my offhand the same as
my on-hand, extra AOOs equal to extra attacks off BAB, +2 shield bonus when using two weapons and not flat-
footed (included), feint as a swift action

Weapon Finesse: Dex on attack rolls (superceded by Insightful Strike), I have the edge against anyone with a
smaller Dex mod than me, can use Dex for tripping, can use Dex for damage
« Last Edit: August 24, 2008, 08:36:16 PM by Mister_Sinister »

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