Author Topic: Character sheets  (Read 7538 times)

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Tshern

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Character sheets
« on: June 09, 2008, 04:52:30 PM »
Post yours here.

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Llochlyn

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Re: Character sheets
« Reply #1 on: June 09, 2008, 07:36:36 PM »
Llyd Archeim Ability Scores
http://invisiblecastle.com/roller/view/1620252/

Str 21 +5 (17 + 2 levels + 2 enhancement)
Dex 10 +0 (12 - 2 racial)
Con 16 +3 (13 + 1 levels + 2 racial)
Int 14 +2
Wis 12 +1
Cha 20 +5 (16 + 2 roll bonus + 2 enhancement)

Vital Statistics

HP : 1d6 + 11d10 + 36 con (102)
AC : 29 = 10 + 12 armor + 5 shield + 1 deflection + 1 natural [+2 dodge against dragons]

Saves :
+10 Reflex (3 base + 5 cha + 2 resistance)
+17 Fortitude (7 base + 3 con + 5 cha + 2 resistance - 3 flaw)
+17 Will (9 base + 1 will + 5 cha + 2 resistance)

+5 cha against spells and spell like abilities

Movement speeds

Ground - 20 Ft
Flight - 20 Ft
Gliding - check if I fall

Traits

Immunity to Frightful presence

Attack

BBA/Grapple : +11/+16

+1 Stunning Surge Scimitar : +17/+12 (1d6+5, 18-20/X2)

Option : Dive attack (double Damage on 30 ft move/10 feet descending charge)

Class Features
[spoiler]Cleric
  • Rebuke Undead (15/day)
  • Lore +3
  • Domains : Protection, Knowledge, Wrath
Paladin of Tyranny
  • Detect Good (at will)
  • Aura of Evil (3)
  • Smite good -> +cha attack roll, +3 damage, 1/day
  • Divine Grace -> Cha to saves
  • Deadly touch -> ChaX3 damage/day, standard action touch, save 15
  • Aura of Despair -> 10ft, -2 to all enemy saving throws
Hexblade
  • Hexblade's curse : free action, 60ft, -2 attacks, saves, ability checks, skill checks, weapon damage for 1hour. Will DC 19
  • Arcane Resistance : Cha to saves against spells and spell like abilities
  • Mettle : Ignore the effect on a will of fort save that would only have it's effect reduced.
  • Dark Companion : Companion's speed = mine. Adjacent enemies take -2 saves and AC (PHB2 P47 for more)
Crusader
  • Steely Resolve 10 - Delayed damage pool up to 10 damage/round
  • Furious Counterstrike - +1/+2 bonus on attack and damage if steely resolve was activated
  • Zealous Surge - 1/day, reroll a saving throw.
[/spoiler]

Feats

[spoiler]X = level, H = human bonus, F = Flaw, C = Cloistered cleric

1  Able Learner       
H  Bind Vestige (Focalor's Aura of Sadness)      
F  Improved Bind Vestige   
F  Dreadful Wrath (DC 23)
C  Knowledge Devotion
C  Protection Devotion
3  Extra turning attempts
6  Imperious Command
9  Stone Power
12 Battle Jump

Flaws : Shaky, Meager Fortitude[/spoiler]

Skills

[spoiler]
Code: [Select]
+10 Bluff 5 + 5 cha
+11 Diplomacy 4 + 5 cha + 2 synergy
+25 Intimidate 15 + 5 cha + 2 synergy + 3 circlet of persuasion (Never Outnumbered)
+ 6 Jump 0 + 5 Str + 10 racial - 9 armor penalty

Knowledges, Collector of stories (+5 1/encounter)

+21 Planes 12 + 2 int + 5 competence + 2 circumstance
+21 Nature 12 + 2 int + 5 competence + 2 circumstance
+21 Dungeon. 12 + 2 int + 5 competence + 2 circumstance
+21 Arcana 12 + 2 int + 5 competence + 2 circumstance
+19 Religion 8 + 2 int + 5 competence + 2 circumstance
 

[reminder : knowledge devotion chart]
15 or below +1
16-25 +2
26-30 +3
31-35 +4
36 or higher +5
[/spoiler]

Spells

Level 0
  • Meh...
  • I mean...
  • seriously...
Level 1
  • Updraft
  • Protection from Good
  • Rhino's Rush
Maneuvers

Stances : Iron Guard's Glare, Leading the charge (default)

  • Crusader's Strike (not prepared)
  • White Raven Tactics
  • Battle Leader's Charge
  • Revitalizing Strike
  • Divine Surge
  • White Raven Strike
Equipment

Face: Veil of Allure (14000 GP, MIC 145)
Head: Circlet of Persuasion (4500 GP)
Throat: Amulet of Natural Armor +1 (2000)
Shoulders: Cloak of Charisma +2 (4000)
Body: +3 heavy plate 11150 (Races of Stone)
Torso: Vest of Resistance +2 (4000)
Hands: Gauntlets of Ogre Power (4000 GP)
Arms: Hexbands (3100 GP, MIC 112)
Waist:   
Ring 1: Ring of protection +1 (2000)
Ring 2:   
Feet : Anklet of Translocation (1400, MIC)   
Weapon: +1 Stunning Surge (MIC 44) Rapier 8320
Shield: +3 Heavy Shield 9170

Unslotted: Scrolls of Uncertain Provenance (8000 GP, MIC 183), Knowledge tools (250GP), Nightstick (7500 GP), 4 pearls of Power (1st, 1000 GP each)

87 310/88 0000 GP spent.




TODO List : Some money left to spend, chose the few spells I can, maybe swap one domain to Wrath (Rhino's rush is just hot, but limits the options I get from devotions...) but given Llyd's name is somewhat linked to wrath/anger/grawr in Gaellic... Gosh, I'm trying to flavor this monstrosity... I'm a bad person.
« Last Edit: June 16, 2008, 05:56:31 PM by Llochlyn »

BowenSilverclaw

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Re: Character sheets
« Reply #2 on: June 10, 2008, 07:54:41 AM »
http://invisiblecastle.com/roller/view/1622142/
Quote
Rolled on: 2008-06-10 02:46:44.849664

4d6 ? [4,6,3,1] = (14)
4d6 ? [4,5,6,6] = (21)
4d6 ? [6,2,4,6] = (18)
4d6 ? [2,5,5,4] = (16)
4d6 ? [1,6,5,3] = (15)
4d6 ? [6,3,4,5] = (18)

So, my stats will be:
Str 13 (+1) (ROLL 1: 14, drop the 1 => 13)
Dex17 (+3) (ROLL 6: 18, drop the 3 =>15)(15 +2 (racial))
Con 17 (+3) (ROLL 2: 21, drop the 4 => 17)
Int 24 (+7) (ROLL 3: 18, drop the 2 => 16)(16 +2 (free) +2 (racial) +2 (template) +2 (level))
Wis 16 (+3)) (ROLL 5: 15, drop the 1 => 14)(14 +2 (template))
Cha 16 (+3) (ROLL 4: 16, drop the 2 => 14)(14 -2 (racial) +4 (template))


~Bowen



« Last Edit: September 23, 2008, 04:09:16 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

BowenSilverclaw

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Re: Character sheets
« Reply #3 on: June 12, 2008, 05:58:18 AM »
Morthos,
Arcane Implement of Dispater

Race: Phrenic Tiefling (F&K version)
Type (Subtype): Outsider (Native, Human, Psionic)
Size: Medium
Alignment: LE
Deity: Dispater
ECL: 11
XP: 55 000/66 000

Wizard 5/Incantatrix 3/Mindbender 1/Incantatrix +2

ABILITY SCORES
[spoiler]
Str  13 (+1)
Dex 17 (+3)            (15 + 2 racial)
Con 17 (+3)
Int  24 (+7) 28 (+9) (16 + 2 free +2 racial +2 template +2 levels) (+4 enhancement)
Wis 16 (+3)            (14 + 2 template)
Cha 16 (+3)            (14 - 2 racial +2 template)

- Bonding Ritual of Purity (Cloak): +1 on Constitution checks and Constitution-based skill checks[/spoiler]

VITAL STATISTICS
[spoiler]HP: 4+5x2+5x3+33-6=56 +20 temporary hit points (-6 Legacy)
(2 hp at even levels, 3 hp at odd levels)

AC: 27 (10 base, +7 armor, +2 shield, +3 Dex, +5 natural)(+5 vs. ranged)
-Touch: 18 (+5 vs. ranged)
-Flat Footed: 24 (+5 vs. ranged)

PR/SR: 21

Resistances and immunities:
-Resistance to cold, electricity and fire 5, resistance to acid and fire 20
(total resistance to fire 20)

- Dragonskin (Black): +5 natural armor, resistance to acid 20
- Ray Deflection: immune to ray attacks
- Heart of Air/Earth/Fire/Water: Immune to critical hits and sneak attacks
- Greater Blink: 50% miss chance
- Heart of Earth: +8 to resist bull rush, overrun and trip attacks, 20 temporary hit points
- Heart of Fire: resistance to fire 20

Initiative: +8 (+3 Dex, +1 Bonding Ritual of Honor (Masterwork Dagger), +4 Hummingbird Familiar)

- Bonding Ritual of Honor (Masterwork Dagger): +1 Initiative

Space/Reach:  5 ft./5 ft.

Senses: Darkvision 60 ft.

Telepathy 100 ft.
Mindsight

- Listen: +2
- Spot: +2[/spoiler]

SAVES
[spoiler]Fort: +13 (4 base, +3 Con, +6 resistance)
Ref: +9 (2 base, +3 Dex, +6 resistance, -2 Legacy)
Will: +20 (11 base, +3 Wis, +6 resistance)

- Cha bonus on saves for 5 rounds per day (+3) (Free action)
- Take 1 Con damage to add a bonus to one save equal to the number of Vile Feats you have (+3) (Immediate action)
- Take 1 Wis damage to deflect mind-affecting spell or ability to new target

- Superior Resistance: +6 resistance bonus

- Bonding Ritual of Fire (Masterwork Dagger): +1 bonus on saves against spells or effects with the fire descriptor[/spoiler]

MOVEMENT MODES
[spoiler]Speed: 40 ft. (8 squares)(Persisted Heart of Fire)

- Fly 70 ft. (14 squares)(good maneuverability) (Persisted Swift Fly and Persisted Heart of Air)
- Swim 40 ft. (8 squares)(including ability to breathe water)(Persisted Heart of Water)
- Teleport 10 ft. (2 squares) as a swift action 2/day (Anklet of Translocation)[/spoiler]

RACIAL TRAITS
[spoiler]Ability score adjustments: +2 Dexterity, +4 Intelligence, +4 Wisdom, +2 Charisma

Senses: Darkvision 60 ft.

Skills: +2 racial bonus on Bluff and Hide checks

Special Attacks:
Spell-Like Abilities (CL equal to class levels):
1/day:
Darkness 


Psi-like Abilities (ML equals HD, DC's are Charisma-based): 
3/day:
Defensive Precognition (+1 AC)
Empty Mind (+2 Will)
Mind Thrust (1d10 damage)
Intellect Fortress (All damage halved, 20 ft. radius spread)

1/day:
Force Screen (+4 AC (+2 increase)
Body Adjustment (Heal 1d12 damage)
Brain Lock (Humanoid loses use of mental actions)
Aversion (Subject avoids object/action of aversion)
Psychic Crush (Will save (+4) or unconscious at -1 HP)
Psionic Dominate (as Dominate Person)


Special Qualities: Resistance to cold 5, electricity 5 and fire 5.
Naturally Psionic: 1 bonus power point.
Power Resistance: Power resistance equal to HD+10.

Automatic Languages: Common, Infernal

Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc

Level Adjustment: +2 (LA buyback)[/spoiler]

ATTACK
[spoiler]BAB/Grapple: +4/+5 (4 BAB, +1 Str)

Melee: Masterwork Dagger +5 (4 BAB, +1 Str, +1 Masterwork, -1 Legacy), 1d4+1, 19-20/x2
Ranged: Masterwork Dagger +7 (4 BAB, +3 Str, +1 Masterwork, -1 Legacy),
             1d4+1, 19-20/x2, 10 ft.
             Masterwork Composite Longbow (+1 Str) +7 (4 BAB, +3 Dex, +1 Masterwork, -1 Legacy),
             1d8+1, 20/x3, 110 ft.

- Bonding Ritual of Magic (Cloak): +1 on caster level checks[/spoiler]

CLASS FEATURES
[spoiler]-Summon Familiar

-Domain Wizard (Transmutation Domain)

-Spontaneous Divination: You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level.

-Telepathy 100 ft.: Communicate telepathically with any creature within 100 ft. that has a language.

-Focused Studies: Give up access to a school of magic.
    -Prohibited School: Enchantment

-Cooperative Metamagic: Apply a metamagic feat to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the Incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the Incantatrix can use the Concentration skill as though she were casting defensively. The Incantatrix must ready an action to us cooperative metamagic when her ally begins casting and must be adjacent to the caster. The Incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. This ability is usable 3 + Int modifier times per day. Total: 12/day

-Metamagic Effect: Apply a metamagic feat to a persistent spell effect that is already in place. The Incantatrix must be adjacent to or within the spell effect and make a succesful Spellcraft check (DC 18 + [3 x modified spell level]). This ability is usable 3 + Int modifier times per day. Total: 12/day

-Metamagic Spell Trigger: Apply a metamagic feat to the effect of a spell trigger item. Must have appropriate item creation feat. Expend a number of additional charges equal to the number of effective spell levels the metamagic feat would add to the spell.[/spoiler]

FEATS
[spoiler]Elder Evils Vile Feats

X= level, F=Flaw, C=Class bonus feat, E=Elder Evil Devotion, M=Magical Location

1  Cloudy Conjuration
F  Extend Spell
F  Collegiate Wizard
C  Scribe Scroll
E  Evil's Blessing
2  x
3  Item Familiar
M Iron Will
4  x
5  x
E  Chosen of Evil
6  Diversified Casting (Enchantment)
C  Persistent Spell
7  x
8  x
9  Mindsight
10 x
C  Quicken Spell
E  Insane Defiance[/spoiler]

FLAWS
[spoiler]-Murky-Eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
-Noncombatant: You take a -2 penalty on all melee attack rolls.[/spoiler]

TRAITS
[spoiler]-Focused:
Benefit
You gain a +1 bonus on Concentration checks.

Drawback
You take a -1 penalty on Spot checks and Listen checks.[/spoiler]

SKILLS
[spoiler]Skill points: 11x8+4x9 (after level bumps) = 124 skill points

- Item Familiar: 124 skill points invested => +14 bonus on Concentration, Knowledge(Arcana, Dungeoneering, Religion, The Planes) Spellcraft, Tumble, Use Magic Device; +6 bonus on Knowledge(Nature, Psionics)

- Githcraft Armor: +1 on Concentration checks

- Bonding Ritual of Purity (Cloak): +1 on Constitution checks and Constitution-based skill checks

- Persisted Heart of Air: +10 Enhancement bonus on Jump checks

total = ranks + ability modifier + miscellaneous modifier (total skill point spent)
                             
------------------------------------------------------------------------------------
Appraise (Int)                                                                               
Balance (Dex)                         10 =    5 + 3 +  2                ( 10 )       
Bluff (Cha)                               9 =    4 + 3 +  2                 ( 8 )
Climb (Str)                                                                         
Concentration (Con)                 36 =  14 + 3 +  19                 ( 13 )
Craft (Int)                                                                             
Decipher Script (Int)                                                                 
Diplomacy (Cha)                        9 =    6 + 3 +  0                 ( 8 )
Disable Device (Int)                                                               
Disguise (Cha)                                                                         
Escape Artist (Dex)                                                               
Forgery (Int)                                                                         
Gather Information (Cha)                                                           
Handle Animal (Cha)                                                                   
Heal (Wis)                                                                               
Hide (Dex)                                 5 =   0 + 3 +  2                 ( 0 )                         
Intimidate (Cha)                         7 =   4 + 3 +  0                 ( 8 )
Jump (Str)                               11 =   0 + 1 + 10                 ( 0 )              
Know.(Arcana) (Int)                  39 =  14 + 9 +  16               ( 13 )
Know.(Dungeoneering) (Int)        12 =    1 + 9 +  2                 ( 2 )                     
Know.(History) (Int)                                                             
Know.(Nature) (Int)                   18 =   1 + 9 +  8                  ( 0 )                     
Know.(Nobility and Royalty) (Int)                                             
Know.(Religion) (Int)                  29 =   6 + 9 +  14                 ( 0 )                           
Know.(The Planes) (Int)             30 =   5 + 9 +  16                ( 10 )                  
Know.(Psionics) (Int)                 18 =   1 + 9 +  8                  ( 0 )    
Listen (Wis)                               2 =   0 + 3 -   1                  ( 0 )
Martial Lore (Int)                       23 =   0 + 9 +  14                 ( 0 )                               
Move Silently (Dex)                                                                   
Open Lock (Dex)                                                                     
Perform (Cha)                                                                       
Profession (Wis)                                                                   
Ride (Dex)                                                                             
Search (Int)                                                                           
Sense Motive (Wis)                      7 =   4 + 3 +   0                 ( 8 )
Sleight of Hand (Dex)                                         
Spellcraft (Int)                           46 = 14 + 9 + 23                ( 13 )
Spot (Wis)                                  2 =   0 + 3 -   1                 ( 0 )
Survival (Wis)
Swim (Str)                                  9 =   0 + 1 +   8                 ( 0 )
Tumble (Dex)                              17 =   0 + 3 +  14                ( 0 )
Use Magic Device (Cha)                17 =   0 + 3 +  14(+2 scrolls) ( 0 )
Use Rope (Dex)
[/spoiler]

SKILL TRICKS
[spoiler]-Swift Concentration [mental]: Maintain concentration on a spell or similar effect as a swift action.[/spoiler]

LANGUAGES
[spoiler]Common
Infernal
Abyssal
Infernal
Draconic
Giant
Elven
Dwarven
Gnome[/spoiler]

SPELLS
[spoiler]Save DC   LEVEL    Spells/Day    Bonus Spells
    19          0              4              0+1
    20          1              4              3+1
    21          2              4              2+1
    22          3              3              2+1
    23          4              3              2+1+1
    24          5              2              2+1
    25          6              1              1+1
[/spoiler]
   
SPELLBOOK
[spoiler]Level 1:
Buff:
Quote
-Protection From Chaos/Evil/Good/Law
-Shield
-Mage Armor
-True Strike
-Enlarge Person
-Feather Fall
-Ectoplasmic Armor
-Resist Planar Alignment
-Deep Breath
-Blood Wind
-Ebon Eyes
-Nerveskitter

Debuff:
Quote
-Color Spray
-Ray of Enfeeblement
-Ray of Clumsiness

Battlefield Control:
Quote
-Grease
-Obscuring Mist
-Silent Image
-Benign Transposition
-Wall of Smoke

Damage:
Quote
-Magic Missile
-Orb of Acid, Lesser

Movement:
Quote
-Expeditious Retreat

Scrying/Information:
Quote
-Alarm

Miscellaneous:
Quote
-Identify
-Familiar Pocket


Level 2:
Buff:
Quote

Debuff:
Quote
-Curse of Impending Blades
-Ray of Ice
-Ray of Sickness
-Ray of Weakness
-Earthbind
-Arcane Turmoil
-Luminous Swarm
-Escalating Enfeeblement
-Suppress Magic

Battlefield Control:
Quote

Damage:
Quote
-Scorching Ray
-Seeking Ray

Movement:
Quote
-Spider Climb
-Fly, Swift

Scrying/Information:
Quote
-Alarm, Greater

Miscellaneous:
Quote
-Levitate
-Pyrotechnics
-Rope Trick


Level 3:
Buff:
Quote

Debuff:
Quote
-Dispel Magic
-Ray of Exhaustion
-Slow
-Curse of Impending Blades, Mass
-Mind Poison
-Demon Dirge
-Devil Blight
-Tenacious Dispelling
-Prickling Torment
-Halt
-Vertigo Field
-Shivering Touch

Battlefield Control:
Quote
-Sleet Storm
-Stinking Cloud
-Wind Wall
-Major Image
-Contagious Fog
-Dimension Step
-Great Thunderclap
-Shadow Binding
-Regroup

Damage:
Quote
-Explosive Runes

Movement:
Quote
-Fly

Scrying/Information:
Quote
-Anticipate Teleportation

Miscellaneous:
Quote
-Nondetection
-Tongues
-Shrink Item
-Rust Ray


Level 4:
Buff:
Quote

Debuff:
Quote
-Bestow Curse
-Enervation
-Wingbind
-Horrid Sickness
-Slashing Dispel
-Crushing Grip
-Baleful Blink

Battlefield Control:
Quote

Damage:
Quote
-Orb of Cold
-Orb of Fire
-Orb of Force

Movement:
Quote
-Dimension Door

Scrying/Information:
Quote

Miscellaneous:
Quote

-Remove Curse
-Force Chest


Level 5:
Buff:
Quote
-Contingent Energy Resistance
-Duelward
-Ironguard, Lesser
-Blink, Greater
-Draconic Polymorph
-Dragonsight
-Heart of Fire
-Sonic Shield
-Etherealness, Swift

Debuff:
Quote
-Dismissal
-Cloudkill
-Baleful Polymorph
-Wrack
-Channelled Lifetheft
-Flesh to Ice
-Trait Removal

Battlefield Control:
Quote
-Wall of Stone
-Wall of Force
-Persistent Image
-Transmute Mud to Rock
-Transmute Rock to Mud
-Refusal
-Spiritwall
-Dimension Shuffle

Damage:
Quote

Movement:
Quote
-Teleport
-Fly, Mass
-Xorn Movement
-Dimension Jumper

Scrying/Information:
Quote

Miscellaneous:
Quote


Level 6:
Buff:
Quote
-True Seeing
-Globe of Invulnerability
-Superior Resistance

Debuff:
Quote
-Dispel Magic, Greater

Battlefield Control:
Quote
-Acid Fog

Damage:
Quote
-Disintegrate

Movement:
Quote

Scrying/Information:
Quote

Miscellaneous:
Quote
[/spoiler]

SPELLS PREPAREDBUFFS
[spoiler]Spells Persisted:
- Dragonskin (Black)
- Heart of Air
- Heart of Earth
- Heart of Fire
- Heart of Water
- Ray Deflection
- Greater Blink
- Swift Fly

Other long duration spells:
- Superior Resistance (24 hours)[/spoiler]

MAGIC ITEMS
[spoiler]Face:
Head:
Throat:
Shoulders:
Body: +1 Twilight Githcraft Mithral Chain Shirt (5 100 gp), Mithral Chahar-Aina (575 gp), Mithral Dastana (275 gp)
Torso:
Hands:
Arms:
Waist: Belt of Battle (12 000 gp)
Ring 1: Ring of Enduring Arcana (6 000 gp)
Ring 2: 
Feet: Anklet of Translocation (1 400 gp)
Weapon:

Shield: +1 Death Ward Mind Armor Mithral Buckler (8 015 gp) with Lesser Crystal of Arrow Deflection (2 500 gp)

Unslotted:
-Heward's Handy Haversack (2 000 gp)
-Lesser Metamagic Rod of Sculpting (3 000 gp)
-Aureon's Spellshard (6 500 gp)

Magical Locations:
-Otyugh Hole legendary location (3 000 gp)

Item Familiar & Legacy Item:
Tooth of Dahlver-Nar: Ipos (+4 Enhancement to Intelligence) (16 000 gp)

Omen: Auditory: Laughter at start of combat

Legacy Abilities:
Quote
5   -Feather Falling (A)
6   -Metamagic, Lesser (A)
7   -
8   -
9   -Empower Spell, Lesser (C)
10 -Magical Cipher (A)
11 -Cunning (D)
12 -Obscurity (D)
13 -
14 -Magic Invulnerability (E)
15 -
16 -Maximize Spell, Lesser (E)
17 -
18 -Moment of Prescience (H)
19 -
20 -Mind Black (H)

Personal Costs:
Quote
5 -
6   -1 attack penalty
7   -1 Reflex saves; -2 HP
8   -2 HP
9   -2 Reflex saves
10 -2 HP
11 -
12 -2 attack penalty
13 -
14 -2 HP
15 -3 Reflex saves
16 -2 HP
17 -
18 -3 attack penalty
19 -
20 -4 Reflex saves

Total: 66 355 gp[/spoiler]

ADVENTURING GEAR
[spoiler]Explorer's Outfit (free)

Bedroll (0.1 gp)
Winter Blanket (0.5 gp)
Candle x10 (0.1 gp)
Scroll Case x2 (2 gp)
Chalk x10 (0.1 gp)
Crowbar (2 gp)
Fishhook x10 (1 gp)
Fishing net, 25 sq. ft. (5 gp)
Flask x10 (.3 gp)
Flint and Steel (1 gp)
Grappling Hook (1 gp)
Hammer (.5 gp)
Ink (1 oz. vial) x10 (80 gp)
Inkpen (.1 gp)
Small Steel Mirror (10 gp)
Parchment, sheet x100 (20 gp)
Piton (0.1 gp)
Belt Pouch x10 (10 gp)
Trail Rations (per day) x10 (5 gp)
Hempen Rope (50 ft.) x10 (10 gp)
Sack x10 (1 gp)
Sealing Wax (1 gp)
Sewing Needle (.5 gp)
Signal Whistle (.8 gp)
Signet Ring (5 gp)
Soap (per lb.) (.5 gp)
Shovel (2 gp)
Tent (10 gp)
Potion Vial x10 (10 gp)
Waterskin x2 (2 gp)
Whetstone (.02 gp)

Masterwork Tools:
-Concentration (50 gp)
-Spellcraft (50 gp)
-Balance (50 gp)
-Knowledge (Arcana) (50 gp)
-Knowledge (Dungeoneering) (50 gp)
-Knowledge (The Planes) (50 gp)

Finely crafted Cloak (100 gp)

Masterwork Dagger with Wand Chamber (402 gp)
Masterwork Composite Longbow with Wand Chamber (+1 Str) (300 gp)
2 Quivers with 20 Arrows each (40 total) (2 gp)

Total: 1335.62 gp[/spoiler]

BONDING RITUALS
[spoiler]- Bonding Ritual of Fire (Masterwork Dagger): +1 bonus on saves against spells or effects with the fire descriptor
- Bonding Ritual of Honor (Masterwork Dagger): +1 Initiative
- Bonding Ritual of Magic (Cloak): +1 on caster level checks
- Bonding Ritual of Purity (Cloak): +1 on Constitution checks and Constitution-based skill checks[/spoiler]

SPELLBOOK COSTS
[spoiler]Start with 11 1st level spells (6+Int mod)(Collegiate Wizard feat)
Gain 4 per level (Collegiate Wizard feat)
Free Domain spell for each spell level (Domain Wizard ACF)

Total gp spent on additional spells: 20 300 gp[/spoiler]

87 940.62/88 0000 gp spent

59.38 gp left


IDEAS FOR EQUIPMENT:
[spoiler]Magic Items:

Weapons:
Quote
- +1 Eager Initiative Warning Feycraft Adamantine Spiked Gauntlet with Wand Chamber
- +1 Spellblade (Targeted Dispel Magic; Targeted Greater Dispel Magic; Reciprocal Gyre) with Wand Chamber
- +1 Composite Longbow with Wand Chamber

Shield:
Quote
- +1 Death Ward Mindarmor Mithral Buckler

- Lesser Crystal of Arrow Deflection

Head:
Quote
- Headband of Intellect +6
- Headband of Conscious Effort
- Circlet of Mages
- Circlet of Rapid Casting
- Hat of Disguise
- Circlet of Persuasion

Face:
Quote
- Third Eye Dampening
- Third Eye Freedom
- Third Eye Penetrate
- Dragon Mask
- Artificer's Monocle
- Horizon Goggles
- Goggles of the Golden Sun

Throat:
Quote
- Amulet of Health +6
- Amulet of Armor +5
- Torc of Displacement
- Spellsink Scarab
- Chronocharm of the Grand Master
- Chronocharm of the Horizon Walker
- Chronocharm of the Uncaring Archmage
- Brooch of Stability
- Periapt of the Sullen Sea

Shoulders:
Quote
- Cloak of Elemental Protection
- Mantle of Second Chances
- Starmantle Cloak

Body:
Quote
- +1 Twilight Nimbleness Icemail Githcraft Breastplate

- Thistledown Suit

Torso:
Quote
- Dispelling Cord
- Daazzix's Vest

Arms:
Quote
- Deathguardian Bracers
- Bracers of Arcane Freedom
- Bracers of the Entangling Blast
- Vambraces of Warding

Hands:
Quote
- Gloves of Dexterity +6
- Arcanist's Gloves
- Gloves of the Starry Sky

Waist:
Quote
- Healing Belt
- Belt of Battle
- Belt of the Wide Earth

Ring 1:
Quote
- Ring of Protection +5
- Shield Ring (continued Shield spell)
- Ring of Entropic Deflection
- Ring of Evasion

Ring 2:
Quote
- Ring of Anticipation
- Ring of Enduring Arcana
- Ring of Sustenance
- Ring of Counterspells (Dispel Magic; Greater Dispel Magic; Reciprocal Gyre)

Feet:
Quote
- Boots of Striding and Springing
- Anklet of Translocation
- Horseshoes of Flame

Slotless:
Quote
- Dusty Rose Prism Ioun Stone
- Pearl of Power 1,2,3,4,5,6,7,8,9
- Metamagic Rods (including Lesser and Greater Metamagic Rods) of Sculpt, Extend, Chain, Quicken, Twin, Maximize, Empower, Enlarge, Silent
- Quaal's Feather's Token, Tree
- Dust of Sneezing and Choking

Containers:
Quote
- Heward's Handy Haversack
- Bag of Holding
- Belt of Hidden Pouches
- Infinite Scrollcase

Various:
Quote
- Murlynd's Spoon
- Everfull Mug
- Everlasting Feedbag
- Everlasting Rations
- Field Provisions Box
- Horn of Plenty
- Replenishing Skin
- Heward's Fortifying Bedroll
- Magic Bedroll
- Spool of Endless Rope
- Survival Pouch
- Decanter of Endless Water

Healing and Restoration:
Quote
- Rod of Bodily Restoration
- Orb of Mental Renewal

Eternal Wands:
Quote
- Benign Transposition
- Extended Protection From Chaos/Evil/Good/Law
- Extended Silent Image
- Extended Enlarge Person
- True Strike
- True Casting
- Extended Magic Circle Against Chaos/Evil/Good/Law
- Extended Improvisation
- Cure Light Wounds
- Vigor
- Extended Mass Lesser Vigor
- Extended Wraithstrike
- Extended Fist Of Stone
- Gust of Wind
- Extended Fly
- Extended Familiar Pocket


Symbionts:
Quote
2x Tentacle Whip (ECS)
2x Psionic Sinew (FF)
1x Fiendish Familiar (FF)
1x Soul Tick (FF)
1x Ghostly Visage (FF)
[/spoiler]
« Last Edit: June 17, 2009, 02:41:44 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

Irthos Levethix

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Re: Character sheets
« Reply #4 on: June 18, 2008, 08:57:43 PM »
Still a work in progress.

Syris, Dispater's Sting
http://www.myth-weavers.com/sheetview.php?sheetid=60558

Spellbook
[spoiler]
Spell name [Subtype] - [Components](action) Save; SR; range; Target/Effect/Area; duration; description
Domain
[spoiler]0th - Mage Hand - [V,S](standard); No save; SR no; Close; One nonmagical object >= 5lbs; Concentration; Move it around 15ft as a move action
1st - Expeditious Retreat - [V,S](standard); Personal; 1 min/lvl; +30 enhancement on base land speed
2nd - Levitate- [V,S,f](standard); No save; SR No; Personal or Close; You or one willing creature or object = 100lbs/CL; 1 minute/level; Move shit up and down
3rd - Haste - [V,S,m](standard); Fort negates; SR Yes; Close; 1 creature/lvl, no two farther than 30ft; 1 round/level; one extra attack /w full attack, +1 Attack rolls, +1 AC (dodge), +1 Reflex, +30 movement
4th -Polymorph - [V,S,m](standard) No save; SR No; Touch; Willing creature; 1 min/level; Changes form, HD = CL (max 15) PH pg263
5th - Baleful Polymorph - [V,S](standard); Fort negates, Will partial; SR Yes; Close; One creature; Permanent; turns creature into 1HD small animal.  If polymorphed, make a Will save or loses abilities and gains Int, Wis, and Cha of new form.
Disintegrate - [V,S,m](standard) Fort partial; SR Yes; Medium; Ray; Instant; 2d6/lvl = 24d6 untyped dmg; Save for 5d6 dmg [/spoiler]
0th
[spoiler]Abjuration:
Resistance - +1 saves
Conjuration:
Acid Splash - RTA, 1d3 acid damage
Caltrops -
Divination:
Detect Poison
Detect Magic
Read Magic
Enchantment:
Daze
Evocation:
Dancing Lights
Flare
Light
Ray of Frost
Electric Jolt
Sonic Snap
Illusion:
Ghost Sound
Silent Portal
Necromancy:
Disrupt Undead
Transmuation:
Mage Hand
Mending
Message
Open/Close
Amanuensis
Launch Bolt
Launch Item
Repair Minor Damage
Stick
Universal:
Arcane Mark
Prestidigitation
[/spoiler]
1st
[spoiler]
Abjuration: 
Shield [Force] - [V,S](standard); Personal; 1 min/lvl; Tower-sized shield of force, blocks magic missile, +4 to AC
Protection from Good/Evil/Law/Chaos - [V,S,m](standard); Will negates; SR No; Creature touched; 1 min/lvl; +2 deflection to AC; +2 res on saves; Blocks possession
Conjuration:
Mage Armor - [V,S,F](standard); Will Negates; SR No; Touch; 1 Creature; 1 hour/lvl; +4 bonus to AC
Orb of Acid, Lesser - [V,S](standard); No Save; SR No; Close; One orb; Instant; 5d8 acid damage
Orb of Sound, Lesser - [V,S](standard); No Save; SR No; Close; One orb; Instant; 5d6 sonic damage
Benign Transposition - [V](standard); No Save; SR No; Medium; 2 Large< creatures; Instant; Switch places
Divination:
Sniper's Shot - [V,S](swift); Personal; 1 round; No range limit on SA
Enchantment:
Evocation:
Illusion:
Silent Image - [V,S,F](standard); Will disbelief; SR No; Long; 4 10ft cubes+1 cube /lvl; Concentration; Creates illusion
Necromancy:
Ray of Enfeeblement - [V,S](standard); No save; SR Yes; Close; Ray; 1 min/lvl; 1d6+5 Str penalty
Transmutation:
Reduce Person -
Nerveskitter - [V,S](immediate); No save; SR Yes; Close; One creature; 1 round; +5 bonus on initiative
Ray of Clumsiness - [V,S](standard); No Save; SR Yes; Close; Ray; 1 min/lvl; 1d6+5 Dex penalty
Universal:[/spoiler]
2nd
[spoiler]Abjuration:
Resist Energy - (standard), 10min/lvl, 30 pts of damage
Conjuration:
Divination:
Enchantment:
Evocation:
Ray of Ice [Cold] - (standard); Reflex partial; SR Yes; Close range; Ray; Instant; 5d6 cold damage, Reflex or no dex and -2 Attacks, DC 18 Strength check or 15 pts of damage to ice escapes
Scorching Ray [Fire] - (standard); No Save; SR Yes; Close Range; Ray; Instant; 3 rays for 4d6 damage apiece;
Illusion:
Shadow Mask -
Mirror Image - (standard); Personal; 1 min/lvl; 1d4+1/3lvls = 1d4+4 max 8 figments
Necromancy:
Transmutation:
Fly, Swift -
Heart of Air -
Universal:[/spoiler]
3rd
[spoiler]Abjuration:
Dispel Magic - [V,S](standard); No save; SR No; Medium; One caster, creature, or object or 20ft radius burst; Instant; +10 on dispel check
Conjuration:
Greater Mage Armor -
IcelanceF -
Divination:
Arcane Sight - [V,S](standard); Personal; 1 min/lvl; Discern magical auras within 120 ft, Standard action to determine highest lvl spell available.
Enchantment:
Evocation:
Illusion:
Necromancy:
Greater Disrupt Undead -
Ray of Exhaustion - [V,S,M](standard); Fort partial; SR Yes; Close; Ray; 1 min/lvl;  Save for fatigue, fail for exhaustion
Transmutation:
Spell Vulnerability -
Heart of Water -
Universal:[/spoiler]
4th
[spoiler]Abjuration:
Ray of Deanimation -
Conjuration:
Evard's Black Tentacles -
Orb of Force -
Divination:
Assay Spell Resistance -
Enchantment:
Evocation:
Illusion:
Greater Invisibility (Glamer);[V,S](standard); Will negates, SR Yes, Touch; You or Creature; 1 round/level; Invisiblity + attacking
Necromancy:
Enervation - [V,S](standard); No save; SR Yes; Close; Ray; 1d4 Negative levels (-1 attacks, saves, skill checks, ability checks, and effective level)/HD.  Also, 1 highest level spell/spell slot.
Transmutation:
Heart of Earth -
Universal:[/spoiler]
5th
[spoiler]Abjuration:
Reciprocal Gyre -
Conjuration:
Divination:
Prying Eyes - [V,S,M](standard); No save; SR No; One Mile; 1d4+CL eyes, Vision 120 ft, fly 30ft, Hide +16, Spot +CL
Rary's Telepathic Bond - [V,S,M](standard); No save; SR No; Close; You + 1/3lvls; 10 mins/lvl;  Creates a telepathic link for everyone involved.
Enchantment:
Evocation:
Cacophonic Burst [Sonic]; (standard); Reflex half; SR Yes; Long; 20ft Burst (warpable); Instant; 1d6/lvl, max 15d6
Cyclonic Blast -
Illusion:
Necromancy:
Transmutation:
Lesser Spell MatrixF -
Heart of Fire -
Universal:[/spoiler]
6th
[spoiler]Abjuration:
Superior Resistance - [V,S,m](standard); Will negates; SR Yes; Touch; Creature touched; 24 hours; +6 to all saves
Ruby Ray of ReversalF - [V,S,F](standard) No Save; SR No; Medium; One Natural or Magical hazard; Instant; Lots of cool effects, see SpC pg 177
Conjuration:
Divination:
Probe Thoughts -
Enchantment:
Evocation:
Ray of Light [light]; [V,S](standard); No save; SR Yes; Close; Ray; Hit and blinded 1d4 rounds
Illusion:
Veil [Glamer] - [V,S](standard); Will negates; SR Yes; Long; One creature/lvl; Concentration + 1 hour/lvl;  Changes the look, feel, smell of a group of creatures
Necromancy:
Transmutation:
Universal:[/spoiler][/spoiler]

Equipment
[spoiler]Face: Eyes of the Eagle; 2,500; +5 (Competence) to Search checks
Head: Headband of Intellect +4; 16,000; +4 (Enhancement) to Intelligence
Throat: Collar of Umbral Metamorphosis; 10,800; 10min/day, +10 movement, Hide in Plain Sight, Resist Cold 10, Superior Low-Light vision, +8 (Racial) to Hide, +6 (Racial) to Move Silently
Shoulders: Mantle of the Predator; 8,000; +5 (Competence) Hide & Move Silently, +1d6 dmg to Flat-Footed enemies
Body:
Torso: Tunic of Steady Spellcasting; 2,500; +5 (Competence) Concentration checks
Hands: Braces of the Hunter; 8,500; +5 (Competence) to Hide, +2 (Competence) to Initiative, +1d6 Sneak Attack
Arms: Hellcat Gauntlets; 3,200; +1d6(Slashing)/spell level 3/day; (Swift Action)
Waist: Belt of Hidden Pouches; 5,000; 150 lbs storage in 30 pockets; (Move Action)
Ring 1: Ring of Sustenance; 2,500; No food/water, sleep 2 hours a day
Ring 2: Ring of Counterspells; 4,000; Counterspell 1-6th (Greater Dispel Magic); (Immediate Action)
Feet: Slippers of Spider Climb; 4,800; Spider Climb @ 20ft 10mins/day; (Swift Action)
Weapon:
Shield:
Unslotted:
Arcane Thieves' Tools; 1,400; +2 (Competence) to Open Lock/Disable Device, spend spell to gain +5
Aureon's Spellshard; 6,500; 500 pages of spellbook, no cost to add
Wand of Spontaneous Search; 750; 50 Charges

86505/88000 spent, 1595 left[/spoiler]

Gear
[spoiler]
Spell Component Pouch
[/spoiler]

Background
[spoiler]Conceived during an infernal experiment in the bowels of the Iron Tower, Syris is the product of an Assassin Devil and a female elven woman.  He was created with a fine mix of Shadow, magic, and Hate, boiled in the blood of matricide, and wrapped in the enchanted carcass of an Arrow Demon.  The project was widely considered a success by the insidious minds that spawned him, with interesting side effects.  Due to the raw amount of power embedded within the Iron Tower, the child was born with its father's capacity for Teleportation.  They shackled the infant by the neck, chaining it and began its training immediately.

Beaten at the slightest insolence, he was created to serve in the shadows, and proved quite good at it.  His innate connection to magic allowed him to learn it rapidly, and he excelled at tasks given him.  He grew introverted, shying away from contact, seeking the comfort of darkness.  As he grew more powerful, Syris learned to use his connection with time and space to warp his spells, and focus their energies.  Haunted by unseen eyes constantly probing him, he looked farther into shadow's security, and began to toy with it.

During a particularly savage "lesson" from his masters, a moment of clarity came upon him.  As the devil overlord lifted him by his collar, he saw into the eye that had been on him since birth, buried inside the collar placed on his throat as he let out his first breath.  He jumped to it, and sucked his overlord into the warp with the ferocity of its force.  He landed changed, deformed by his fusion with the devil, and standing in the presence of the Iron Throne.  Dispater sat before him, a slight smirk upon his face.  He clapped, thrice, and said, "Congratulations, your formal training is complete.  Now, you have work to do..."

[/spoiler]
« Last Edit: April 30, 2009, 12:16:33 AM by Irthos Levethix »
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AfterCrescent

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Re: Character sheets
« Reply #5 on: June 24, 2008, 09:17:47 PM »
Talsor: Ur-Knight of Dispater

[spoiler]http://www.myth-weavers.com/sheetview.php?sheetid=59929[/spoiler]
« Last Edit: March 17, 2009, 04:31:20 PM by AfterCrescent »
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Mister_Sinister

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Re: Character sheets
« Reply #6 on: June 28, 2008, 10:42:43 PM »
Klovis, Knight of Lixer


Male F&K Vampire (originally human)
Type: Undead
Subtype: Augmented Humanoid, Dark-Minded, Unliving
Size: Medium
Alignment: LE
Deity: Lixer
ECL: 12
XP: 66, 000

F&K knight 8/bone rider 1/dragon lancer 1/death knight 1/dragon lancer +1

Stats
[spoiler]Str:20 {+5}
Dex:18 {+4}
Con:18 {+4}
Int:17 {+3}
Wis:19 {+4}
Cha:15 {+2} [/spoiler]

Combat Stats
[spoiler]Hit Dice: 9d12+36 plus 3d10+12
Hit Points: 128
Current Hit Points: 128
Armor Class: 39 (+13 armour, +8 shield, +4 Dex, +1 deflection, +1 insight, +1 profane, +1 luck)
Touch AC: 30
Flatfooted AC: 35
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Base Attack Bonus: +12
Grapple: +17 (+5 Str)
Speed: 30' land (20' in armour)[/spoiler]

Saves
[spoiler]
Fort: +13 (+6 Class, +4 Con, +3 resistance)
Ref: +13 (+6 Class, +4 Dex, +3 resistance)
Will: +14 (+7 Class, +4 Wis, +3 resistance)[/spoiler]

Attack Options
[spoiler]
12 BAB +5 Str +0 Size
Single Attack:
+20 Lance of the Stars (1d8+7+2d6 unholy) 19-20/x3, triple damage when charging
Full Attack:
+20/+15/+10 Lance of the Stars (1d8+7+2d6 unholy) 19-20/x3
Reach
Lance of the Stars: 5ft[/spoiler]

[spoiler]Languages: Common, Draconic, Infernal
Total Skill Points: 88 (Class: 73; Race: 15) (14 left)
+6 Appraise (0 ranks, +3 Int, +3 dragon)
+16 Concentration (12 ranks, +4 Con)
+13 Diplomacy (11 ranks, +2 Cha)
+11 Handle Animal (5 ranks, +2 Cha, +4 speak to animals)
+18 Knowledge (religion) (15 ranks, +3 Int)
+18 Knowledge (the planes) (15 ranks, +3 Int)
+3 Perform (dance) (1 rank, +2 Cha)
+3 Perform (sing) (1 rank, +2 Cha)
+22 Ride (12 ranks, +4 Dex, +2 synergy, +4 speak to animals)
+18 Sense Motive (11 ranks, +4 Wis, +3 dragon)

Dismount Attack (skill trick)[/spoiler]

Feats
[spoiler]Flaw: Inattentive - -4 on Perception checks
Flaw: Shaky - -2 penalty on all ranged attacks

(HB) Education - PGTF; All Knowledge skills are class skills
(B) Mounted Combat - SRD; Use Ride check to avoid mount being hit
(F) Power Attack - SRD; Trade attack bonus for damage
(F) Ride-By Attack - SRD; Move before and after a mounted charge
(1) Spirited Charge - SRD; Double damage on a mounted charge, triple with a lance.
(3) Shield Specialisation (heavy) - PHB2; +1 bonus to the shield bonus of any heavy shield
(6) Improved Initiative - SRD; +4 bonus on initiative
(9) Improved Critical (lance) - SRD; Threat range of lance doubles.
(12)Shield Ward - PHB2; Add shield bonus to touch AC, and a bunch of other stuff[/spoiler]

Racial Traits
[spoiler]- +2 Str and Cha
- Can drain blood from a willing or helpless target, at the rate of 2 points/round. Heals 5hp for each point drained this way, and 4 points is enough food for one day. Humanoids slain this way become vampires or spawn.
- +2 turn resistance
- Is staggered and takes 2d6 damage per round in direct sunlight. This damage cannot be healed except in a place with no light (such as a coffin)[/spoiler]

Class Abilities
[spoiler]Knight
Bastion of defence - constant, all adjacent allies receive a +2 dodge bonus to AC and Reflex saves (but not me)
Code of conduct - cannot benefit from aid another actions, cannot use poison, cannot change shape, may not sell magic items
Defend others - constant, any adjacent ally gains evasion (but not me)
Designate opponent (+8d6) - swift action, opponent that can hear me and is in Medium range (220ft), if it does not deal damage to me before next round, I deal an extra 8d6 damage to it
DR 4/-
Draw fire - swift action, Medium range (220ft), Will DC 23 or spend all its actions moving towards and attacking me, mindless targets only, lasts 8 rounds
Energy resistance 15 (7+shield bonus) - swift action, resistance to one chosen energy type, lasts until changed
Fear immunity
Knightly spirit 1/day - move action, remove any amount of ability damage or drain
Mettle
Speak to animals (+4) -  constant, get this bonus on Handle Animal and Ride checks, no limit to how many tricks i can teach an animal, no penalty for getting an animal to perform a trick it does not know
Spell resistance 25 (17 + shield bonus)
Quick recovery - constant, if i am stunned or dazed during my turn, the condition ends at the end of that turn

Bone Rider
Mount the dead - get an undead steed, summoning or dismissing it is a standard action, appears within close range (55ft), if it is destroyed, cannot summon for 24 hours, mount has a minimal Int of 10, immune to any harmful effects of touching or being near his mount, mount gains turn resistance equal to my class level (+1)

Death Knight
Sword (or rather, lance) of death - all my weapon attacks deal an extra 2d6 unholy damage
Life and death - vampire template acquired

Dragon Lancer
Dragon armour (+4) - have armour made from scales of my dragon, has an enhacement bonus equal to my character level/3
Dragon mount - always have a dragon to ride on, CR must be 2 below my character level (used to get a dracolich in conjuction with Mount the dead)
Dragon resistance (12) - resistance to the same element as my mount breathes equal to my BAB
Dragon skills (Appraise, Sense Motive) - receive a +3 bonus on dragon skills
[/spoiler]

Spells Known/Prepared
[spoiler]Caster Level: 12th
Cantrips/Orisons (0 known) (X/day) -
1st (all known) (2/day) - divine sacrifice, golden barding (assume used on dragon)
2nd (X known) (X/day) -
3rd (X known) (X/day) -
4th (X known) (X/day) -
5th (X known) (X/day) -
6th (X known) (X/day) -
7th (X known) (X/day) -
8th (X known) (X/day) -
9th (X known) (X/day) - [/spoiler]

Equipment
[spoiler]Total Wealth: 88k gp

Belt of the One True Emperor (belt of magnificence +2)
Cloak of Resistance +3 (SRD)
Defender Unto Death (+5 heavy steel shield) (SRD)
Lance of the Stars (+2 impaling lance) (SRD and MIC)
Scales of the Eternal Ally (+4 ghost ward dragonscale) (SRD and MIC)
Ring of Perfect Defence (ring of deflection, luck, insight and profane +1 each) (SRD)
302 gp
[/spoiler]

Background
[spoiler]Klovis was born in the city of Steel, on the continent of Jerrah some seven hundred years ago. His father was one of the Twelve Knights of St. Clovis, and his mother was a cleric of St. Cuthbert. Klovis' name was a small shift from the legendary founder of the city, as his name is considered sacred, and thus cannot be placed on a person.

As a young boy, Klovis was put through a lot more than most - his father expected him to become a skilled knight and horseman, whereas his mother wished him to be well-educated. On top of all this, Klovis was also expected to behave as fitting the son of one of the Twelve Knights, which made growing up a challenge in the extreme. As a result, he became shy and introverted, speaking rarely, a trait which has only become worse with age. He preferred martial to academic fields, which led to his education being somewhat narrow.

Once he had grown to maturity, it was expected that he would join one of the Orders of St. Clovis, more likely the Wardens, given his martial bent. However, instead of this, Klovis expressed a desire to join the Watchers instead. While he was accepted, it was found that he lacked the attention to detail and the ability to see things that were required of a Watcher, leading to him leaving the Order after just five years. Shortly after this, Klovis left the city of his birth, suddenly, leaving behind very confused parents, who, despite wanting to, for some reason could not find him. His family still believe that he had died back then, and his (empty) grave can still be found in Steel, near the High Cathedral of St. Cuthbert.

The truth, however, is much darker - Klovis was not introverted only because of the pressures put upon him. He had a secret to hide; a secret of such monumental proportions, that he had to keep his tongue tied in case he let anything slip. He had discovered this when he had just learned to read. He was curious back then - he did not yet know what purpose reading had. As he wandered through his mother's private library, he suddenly saw a book upon the table. He had never seen that book before, and did not know what purpose it could have had. Its dark cover and bale runes should have scared away any child, but Klovis was drawn to it, for a reason he could not imagine. Being barely able to read, Klovis still took the book, and began to read it.

At first, nothing made sense - nothing seemed in place. However, something compelled him to keep reading, forced his eyes to scan over each word, the meanings of which he hardly understood: undeath; torture; imprisonment; tyranny; Lixer...

As soon as he turned the last page, day had turned to night. As his tired, innocent child-eyes passed over the last word, suddenly, it was as if the world shifted. He saw, for the briefest moment, the truth of what he had read. Everything, all the horror contained within, suddenly flooded his mind, breaking any defences he may have had, and showed him that, in truth, all are slaves to death, and those who are not, are slaves to undeath. Slaves to Lixer, the True Lord of the Undead. He also knew that Lixer was watching him now, in every shadow, from every dead place, every dark place, every cold place.

As can be imagined, this was distressing to his young mind, but he knew, somewhere deep inside, that none but himself could help him. It was because of this that he threw himself into martial training and the study of religion and beings of other places and other worlds - he had to be ready for when they would come for him. He kept his eyes away from the shadows, away from the darkness, and toward the light - he had to be ready. But somewhere, deep inside, he was afraid - that when they came, he would fail.

And come for him they did. The night after his twentieth birthday, a severe storm, the likes of which Steel had never seen, struck. Klovis awoke, or rather, was awoken, at the stroke of midnight, by a cold voice in his mind. "Come. You have seen it."

Klovis stepped outside. There, in the rain, stood none other than Lixer, or rather, an image of him. Klovis was armoured and armed, but his steed was far. Nonetheless, drawing his sword, Klovis yelled that he would rather die than submit. Lixer laughed. "That is precisely what I require," he sneered "Now die quietly." One spell was all it took.

When Klovis awoke, it was still raining, more heavily this time, and Lixer was gone. He was armoured, armed, and sprawled on the ground. But he saw that, on his arms, there were cuts, shaped like letters. To his horror, he saw that his own sword was bloodied in his hand. The message was simple, but deadly, like a poison to his mind.
"Resist, and serve. Submit, and serve. That is the only truth. Shall I lead you, or shall you go willingly? Your soul is mine, for eternity."

Klovis picked himself up, rushing back to his mother's library. He knew that he had seen this before, somewhere in that volume, buried in his mind, in its deepest recesses. He had to find it again, he had to know why it was there, why it was scarred onto his arms. However, despite digging through the library for the rest of the night, he could not find what he sought. The book was no longer there.

It was that night, of which none else but him knew, that drove him to join the Watchers, as he hunted the book desperately. He had to know what this meant, why it was there that time. In his increasing desperation, he went to more and more extreme measures, resorting to  acts that would have caused his expulsion from the Watchers, including torture of suspects (and eventually, innocents too), killing of hundreds, secretly, as part of a campaign of threats and blackmail against the leading scholars of Steel, and, on the day before he left, his break-in of the Inner Vaults, where too, he found nothing.

All of these crimes only came to the surface after Klovis left Steel. Outraged, the Twelve Knights and both Orders stepped up their efforts to find him, but failed. Because Lixer did not want him to be found.

As Klovis travelled, living by his wits and his lance, he became increasingly desperate to know why, and what, this message could mean. He continued, growing more and more extreme in his pursuit of his goal, and his growing frustration grew into anger and paranoiia. He began to feel that everyone knew his secret, and simply refused to tell him. As he grew more and more angry and paranoid, he began to change. His naturally fair skin became paler, his hair grew lighter, and his eyes darker. His beauty, already startling, became more and more artificial, like a porcelain mask. He grew to shun the light, and travel by night, swathed in dark clothes. His searches brought him much infamy and treasure, and he had even deigned himself to work with several groups of like-minded adventurers during this time, gaining more and more notoriety, under a different name - the Searcher. Despite hundreds of years, he never found what he was seeking.

One night, as he was wandering the night, he heard that voice again, the voice he had almost forgotten. "Come. You have seen it." Stepping out into a clearing, Klovis saw Lixer, once again, the same as he was back then. He once again yelled back, saying that he could destroy him now. Lixer, once again, laughed. "I have not spared you. You were already mine." With this, Lixer held up the book, that same book that Klovis had sought all this time. "In this book are all your crimes. You did not know it, but they are yours. I could give this to anyone, who would give it to those who pursue you. Do you really think I protected you for nothing? I gift nothing."

And then, suddenly, Klovis understood. All that he had read were all these things he had done. All his searching, everything he did since reading... it was all there, his whole life story. He had made it true by seeking it; by seeking it, it all became true. His mind began to snap with the realisation of what he had done, or what he had failed to prevent.

Lixer smiled again. "Resist and serve. Submit and serve. That is the only truth. Shall I lead you, or shall you go willingly? Your soul is mine, for eternity." Klovis knew now, and wept.

"So, what shall it be? You have no choice."

Klovis kneeled. "You are all choices, every path I walked. I swear myself to you, Lord Lixer. I submit."
[/spoiler]

Appearance
[spoiler]Klovis retains much of the aristocratic appearance that he possessed while he was alive, as well as his looks, typical of someone born in Steel. However, everything is much starker than it had been - his eyes are darker, his hair paler, his skin lighter, and everything has the appearance of porcelain or a painting - something unreal.[/spoiler]

Personality
[spoiler]Klovis is quiet, rarely speaking much. Even as for a vampire, Klovis is calm. His only true bond is with his dragon, Hellborn, granted to him by Lixer upon swearing an oath of servitude, and even that is closer to two slaves or servants than true friends. At the same time, however, Klovis works well with others, largely by following the group and not getting in the way.[/spoiler]

Party Role
[spoiler]Klovis is a charger first and foremost, his jousting paying off even in undeath. Thanks to his (somewhat involuntary) education, he is also well-versed in the ways of religion and other planes, as well as an accomplished rider, with some minor ability in dancing and singing.[/spoiler]

Daily Buffs
[spoiler]golden barding on the dragon[/spoiler][/spoiler]
[/quote]
« Last Edit: July 17, 2008, 10:30:43 AM by Mister_Sinister »

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Mister_Sinister

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Re: Character sheets
« Reply #7 on: July 17, 2008, 02:08:17 AM »
Hellborn


Female young red dracolich
Type: Medium undead
Subtype: Fire
Size: Large
Alignment: LE
Deity: Lixer
ECL: Something inflated
XP: Something irrelevant

Stats
[spoiler]Str:25 {+7}
Dex:10 {+0}
Con:- {+0}
Int:12 {+1}
Wis:13 {+1}
Cha:14 {+2} [/spoiler]

Combat Stats
[spoiler]Hit Dice: 13d12
Hit Points: 97
Current Hit Points: 97
Armor Class: 33 (10 +8 force, +14 natural, +2 dodge, -1 size)
Touch AC: 21
Flatfooted AC: 29
Initiative: +0 (+0 Dex)
Base Attack Bonus: +13
Grapple: +24 (13 BAB +7 Str +4 Size)
Speed: 40' land; 150' flight (poor)[/spoiler]

Saves
[spoiler]
Fort: +10 (+8 base, +2 Cha)
Ref: +10 (+8 base, +0 Dex, +2 dodge)
Will: +9 (+8 base, +1 Wis)[/spoiler]

Attack Options
[spoiler]
13 BAB +7 Str -1 Size
Single Attack:
+20 bite (2d6+8+1d6 cold) x2
Full Attack:
+20 bite (2d6+8+1d6 cold) x2, and 2 claws +15 (1d8+4+1d6 cold) x2, and 2 wings +15 (1d6+4+1d6 cold) x2, and tail slap +15 (1d8+11+1d6 cold) x2
Reach
All but bite: 5'
Bite: 10'[/spoiler]

[spoiler]Languages: Draconic
Total Skill Points: 128 (Race: 128)
+17 Appraise (16 ranks, +1 Int)
+18 Intimidate (16 ranks, +2 Cha)
+17 Knowledge (arcana) (16 ranks, +1 Int)
+17 Knowledge (the planes) (16 ranks, +1 Int)
+17 Perception (16 ranks, +1 Wis)
+17 Search (16 ranks, +1 Int)
+17 Sense Motive (16 ranks, +1 Wis)
+18 Use Magic Device (16 ranks, +2 Cha)
[/spoiler]

Feats
[spoiler]Flaw: Shaky - -2 on ranged attack rolls

(F) Power Attack - SRD; Take penalty on attack rolls to do more damage
(1) Improved Sunder - SRD; Just read it!
(3) Improved Bull Rush - SRD; Easy enough.
(6) Combat Brute - Complete Warrior; Variety of charge options
(9) Shock Trooper - Complete Warrior; Variety of charge options
(12)Improved Toughness - Complete Warrior; Gain 1 hp/HD[/spoiler]

Racial Traits
[spoiler]Immune to sleep and paralysis, blindsense 60ft, superior low-light vision, darkvision 120ft, immune to fire, vulnerability to cold, turn resistance (from Klovis), evasion (from Klovis), dodge bonuses (from Klovis), DR 5/bludgeoning, immune to cold, polymorph, electricity, invulnerability, SR 16, undead traits

Breath weapon: 40ft cone, 6d10 fire damage, Ref DC 18 half
Control undead: Once every 3 days, CL 15th, cannot cast other spells while this is in effect.
Paralysing gaze: 40ft, Fort DC 18 or be paralysed for 2d6 rounds, one passed save makes you immune forever
Paralysing touch: As gaze, except transmitted via touch, a passed save does not give immunity[/spoiler]

Spells/Powers Known/Prepared
[spoiler]Caster Level: 1st
Cantrips/Orisons (4 known) (5/day) - ghost sound, mage hand, mending, resistance
1st (2 known) (4/day) - benign transposition, mighty wallop
2nd (X known) (X/day) -
3rd (X known) (X/day) -
4th (X known) (X/day) -
5th (X known) (X/day) -
6th (X known) (X/day) -
7th (X known) (X/day) -
8th (X known) (X/day) -
9th (X known) (X/day) - [/spoiler]

Equipment
[spoiler]Total Wealth: Whatever Klovis feels like giving me

Amulet of mighty fists+1 (SRD)[/spoiler]

Background
[spoiler]Hellborn was bargained away by a red dragon who desired the secret of dracolichdom. Lixer granted it, in exchange for the young dragon he would name Hellborn. Having made her into a dracolich, Lixer gave her to Klovis, to use as a mount, a role she takes upon with mixed feelings.[/spoiler]

Appearance
[spoiler]While dracolichdom at such an early age has not helped her appearance, Hellborn looks quite impressive nonetheless, with her scales only beginning to flake and look dead.[/spoiler]

Personality
[spoiler]Unlike Klovis, Hellborn is rather talkative, more than willing to say what's on her mind, and how much she disagrees (a common sentiment for her)[/spoiler]

Party Role
[spoiler]Hellborn serves as Klovis' mount, but is a capable charger in her own right.[/spoiler]

Daily Buffs
[spoiler]golden barding from Klovis[/spoiler]
« Last Edit: July 23, 2008, 10:42:48 AM by Mister_Sinister »

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Dictum Mortuum

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Re: Character sheets
« Reply #8 on: August 03, 2008, 05:49:19 PM »
http://www.myth-weavers.com/sheets/view.php?id=60310

yay!

//going to make it pretty later.
« Last Edit: August 03, 2008, 05:52:29 PM by Dictum Mortuum »
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Llochlyn

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Notes
« Reply #9 on: November 03, 2008, 09:59:52 PM »
Llochlyn's notes :

I'll use this post for notes, stuff to get for Llyd, etc.

A) I realized my low initiative and turtle like movement speed didn't mesh well with my need to be first in melee to help my fellow casters.

Stuff to get :

Initiative :

Eager weapon (+1) -> +2 initiative, quick draw
Warning weapon (+1) -> +5 initiative

Movement :

Crystal of Alacrity -> +5 Ft

Maybe swap my Anklets of Translocation with Boots of striding and springing.

Ideas ?

PhaedrusXY

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Re: Character sheets
« Reply #10 on: January 25, 2009, 02:35:33 PM »
Gabriel Lightbringer, Jr.

Male Human (possessing war troll)
Sorcerer 1/Binder 1/Anima Mage 7/Ur-Priest 1/Contemplative 1/Stranger with the Burning Eyes 1


Stats
[spoiler](huge) (humanoid/monstrous humanoid)
Hit Dice: 8+8d4+3d8 (HP 245/184 for Thogg, 47 for Gabriel)
Initiative: +16
Speed: 40 (70)
Armor Class: 49 Touch: 18Flat-footed: 46
(+9 Armor, +6 Shield, +3 Dex, -2 Size, +16 Natural, +3 Deflect, +2 insight, -1 trait, +3 luck)
Base Attack/Grapple: 12(4)/+39
Attack: cold iron longspear (+5)  +39/+39/+34/+29 ((2d6) 3d6+36, 20/x3)
or morning star (+5) +39/+39/+34/+29 ((2d6) 3d6+36, 20/x2)
or MW composite longbow (+5) +22/+22/+17/+12 ((2d6) 3d6+18)
  and bite  +26/+26 ((1d6) 1d8+9, 20/x2)
  Special Attacks: Dazing Blow Fort save DC 27 or be stunned for 1 round after he hits someone, Magic Jar (Su) DC 20
Space/Reach: 15/30
Special Qualities: Immune to disease, poison, fear, Regen 9 (acid), SR 20, DR 9/good and 5/adam, Scent, Darkvision 90', Low light vision.
Saves: Fort +34, Ref +26, Will +46
Abilities: Str 49, Dex 16, Con 33, Int 18, Wis 30, Cha 20
Skills: Bluff +16, Concentration +21, Diplomacy +20, Know: Rel +21(26), Know: Arcana +9 (14), Know: Planes +9 (14), Knowledge: Local (Dalelands), Nature, Dungeoneering, and History +5(10), Listen +12(14), Spot +12(14), Sense Motive +15, Spellcraft +21, Use Magic Device +9
Feats:
Still Spell (flaw), Spell Focus: Evil (flaw), Improved Binding (h. bonus), Practiced Spellcaster: Ur-Priest (1), Silent Spell (3), Chain Spell (6), Domain Spontaneity (9), Mother Cyst (12), Evil's Blessing (EE1), Dark Speech (EE5), Dark Whispers (EE10), Least Legacy (bonus), Lesser Legacy (bonus), Weapon Finesse (Balam bound), Combat Reflexes (Heroics), Power Attack (Heroics)
Alignment: LE
Languages Spoken: Common, Infernal, Draconic, Abyssal, Celestial
Level Adjustment: none[/spoiler]

Conditions and effects
Vestigal Awareness (+2 ini w/good pact)(failed today)
Traits and flaws: Agressive (+2 init, -1 AC), Murky Eyed, Shaky (-2 ranged)

Vestiges Bound: Balam and Tenebrous (See later post for effects)

Long duration buffs (all CL 20 unless noted):
[spoiler]-Consumptive Field
-Divine Power
-Righteous Might
-Righteous Wrath of the Faithful
-Magic Vestment (x2)
-Greater Magic Weapon
-Superior Resistance
-Heroes Feast
-Shield Other (on Max and Imp)
+2 insight to AC, Reflex, and Init from Balam
Expeditous Retreat (CL 4)[/spoiler]

Short term buffs:
[spoiler]-Sign (+4 initiative)
-Eyes of the Avoral (cast on our scout with the highest Spot check)
-Persistent Mass Lesser Vigor (Fast Healing 1 for everyone)
-Blindsight
-Mass Conviction (+5 on everyone's saving throws)
-Freedom of Movement
-Death Ward
-Air Walk
-True Seeing
-No Light (BoVD)
-Heroics (CL4, gain Power Attack)
-Heroics (CL4, gain Combat Reflexes)
-Death Knell
-Recitation
-Message[/spoiler]

Initiative boosters: Nerveskitter +5 (unnamed), Balam bound +2 (insight), Aggressive trait +2(unnamed), Dex +3, Sign +4 (unnamed)(duration 200 minutes)

-Contingency (CL21)(cast via Limited Wish) [triggered to go off when Heartening shield is activated (immediate action)], casts Plane Shift (Astral Plane)
-Temp HP: 7d8+(1d8+10)+20+1d8 (rolled 61)

Possessions: [spoiler](*= self-crafted, using dark sacrifice or souls for XP)(82,200 total spent)
1 vial of silversheen (in Haversack) 125*
large cold iron longspear with wand chamber (in hand) 136
Enveloping Pit (MIC 159)(in Haversack) 3600
MW large composite longbow (+10 str)(on back) 500*
large chain shirt (crafted) 67
+1 mithril heartening (im. act 5 HP, 2xday) light animated shield 6670*
Belt +2 Con 2000*
Tiny Staff of Heal* (10 charges)(in Haversack)  3600*
Ring of Darkhidden and Sustenance (r. finger) 4500
Ring of Counterspells (Gr. Disp. Magic)(l. finger) 4000
Handy Haversack (back) 1000
Artificer's Monocle (in Haversack) 750
Helmet of Perception (head)(MW tool for Listen) and Periapt of Wisdom +4 8050*
Goggles of Persuasion (eyes)(as Circlet) +1 Charisma and +1 Int and MW tool for Spot 3300*
Wand of Wraithstrike (in weapon WC, 20 charges) 1800
The Eye of the Traveler (neck)(Legacy Item, +3 defl., Cunning, Still Spell 3/day up to 6th level, Feather Fall) It is also a Hand of the Mage, his Divine Focus, and his Trinket. (Hardness 18, Hit points 65, reforms if broken...) 15900
Dedicated Wright (in Pit) 2100
Tuning forks for at least one level of all the major planes (in Haversack)
1 scroll of Comprehend Languages (in Haversack) 25
1 scroll Revenance and Revivify, 2 scrolls of Silent Image (in Haversack) 2075
Lesser MM Rod of Extend (in Haversack) 3000
2 Anklets of Translocation (feet) 1400*
Vestige Phylactery (in Haversack) 7500*
Otyugh Hole (Iron Will) 3000
Permanent Effects 7150
    Alarm (500 xp + 25 gp), Clone (4500 gp), Private Sanctum (2500 xp + 1125 gp), Forbiddance (1500 gp), Least and Lesser Legacy founding rituals (1600 xp total)[/spoiler]

Items by slot:
[spoiler]Head: Helmet of Perception (MW tool for Listen) and Wisdom +4
Eyes: Goggles of Persuasion (as Circlet) +1 Charisma and +1 Int and MW tool for Spot
Neck: Eye of the Traveler (Legacy item, Trinket, Holy Symbol)
Torso: None
Body: Chain shirt
Belt: +2 Con
Cloak: None
Bracers: None
Gloves: None
Right Ring: Ring of Darkhidden and Sustenance 
Left Ring: Ring of Counterspells (Gr. Disp. Magic)
Feet: 2 Anklets of Translocation[/spoiler]

Wish list/things to buy later:
[spoiler]Steadfast Boots (MiC, 1400 gp)
Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing
An Eager, Smoking, Initiative, Sudden Stunning weapon (DMG 2 or PHB 2, OA, and...)
Ring of Arming (MiC 122, 5,000 gp)
A Hand of Glory
Some mithril twilight magical armor... or maybe a Monk's belt :p
A Belt of Battle (MiC)
Mantle of Second Chances (MiC)
Spellguard Rings (Complete Mage 127, 4,000 gp for 2) (Would this work for Antimagic Field?...) (MiC)
Slotless Chronocharm of the Horizon Walker (why didn't I add this to my necklace...  :banghead) (MiC)
Heward's Fortifying Bedroll (even evil possessing intelligences need to sleep...) (MiC)
Gloves of the Starry Sky (MiC)
Counterstrike Bracers (MiC)
A Dispelling Cord (MiC)
...and some kind of intelligent item (maybe an Item Familiar), so I can use it as a "fallback" in case whoever I'm possessing bites the bucket.[/spoiler]

Spells prepared:[spoiler]
0: Detect Magic (x2), No Light (x3), Amaneunsis (copies up to 250 words/min, 10 min/lvl)
1: Obscuring Mist, Summon Monster I, Sign (x2), Omen of Peril (x2), Eyes of the Avoral
2: Augury, Death Knell, [Necrotic Cyst (odd) or Necrotic Scrying (even)], Guidance of the Avatar, [Shield Other (even) or Lesser Restoration (odd)], (alternatives: Detect Law/Evil, Undetectable Alignment, Living Undeath, Divine Insight)
3: Magic Vestment (Extended via Rod), Mass Resist Energy, Mass Lesser Vigor, Blindsight, Mass Conviction
4: Dimensional Anchor, Freedom of Movement, Death Ward, Air Walk, (alternatives: Divination, Delay Death)
5: Plane Shift, True Seeing, Extended Persistent [Consumptive Field (odd) or Divine Power (even)], Extended Greater Magic Weapon, (alternative: Commune)
6: Extended DMM: Persistent [Righteous Might (even) or Righteous Wrath of the Faithful (odd)], Greater Dispel Magic, Heal, (alternative: Find the Path)
7: Extended Heroes Feast, Extended Superior Resistance, (alternatives: Dictum, Blasphemy, Necrotic Tumor)
(I can add 1 (or more) spell slots via Exploit Vestige, but I'll have to choose a vestige with a low DC and probably use a reroll from Balam to get it to work. Malphas'  Poison Use  would be a good one.)[/spoiler]

Spells known (battle sorcerer)(per day):[spoiler]
0 (5): Prestidigitation, Dancing Lights, Ghost Sound, Message, Launch Item
1 (6): Expeditous Retreat, Nerveskitter
2 (2): Heroics[/spoiler]

Buffing routine:[spoiler]
I'm assuming Consumptive Field caps at +10 CL, +20 Str, and +10d8 temp. hit points. Only the CL cap is explicitly stated. I also assume it can't bootstrap off itself with multiple castings, but that you can boost your  quot;starting caster level quot; via other means.

On odd days
-Death Knell on something (CL 13)
-He uses Dark Speech for another +1 CL while casting Consumptive Field. This adds +7 CL, 7d8 temporary hit points, and +14 Str. He makes this Persistent, and Extends it. His total CL is now 20.
-Lesser Restoration or bind Naberius to get rid of the Cha damage from Dark Speech.
-DMM: Persistent Righteous Might (Extended)
-Magic Vestment (Extended via Lesser Rod) on armor
-Greater Magic Weapon on his guisarme (Extended)
-Superior Resistance on himself (Extended)
-Heroes Feast (Extended)
-Shield Other (on Max)(Extended via MM Rod)
-CL 19 for the next two days.

On even days:
-Death Knell on something (CL 20)
-Magic Vestment (Extended via Lesser MM Rod) on shield (lasts 2 days)
-DMM: Persistent Righteous Wrath of the Faithful (extended)
-Superior Resistance on someone else  (extended)
-DMM: Persistent Divine Power  (extended)
-Greater Magic Weapon on someone else's weapon  (extended)
- Heroes Feast (Extended)
-Shield Other (on Max)(extended via rod) [/spoiler]

Bound Vestiges: (Binding check is 1d20+16 vs the vestige DC)[spoiler]
Balam Bind DC 25, Sign: hollow, guttural voice, Influence: causes you to distrust clerics and curse and spit if you enter a(n) (un)holy place, Granted Abilities: reroll 1/5 attack, save, skill; 2d6 cold gaze (will negates); Prescience (+1/4lvls insight to Ref, AC, and Initiative); Weapon Finesse
Tenebrous (binds every day) (dead divine part of Orcus)(DC21, always in shadow; can't act first in combat): Deeper Darkness (centered on him, can change radius at will in increments of 10'), See in Darkness (as devil), Touch of the Void (+1d8 cold damage to melee attacks), Rebuke Undead 1/5 rnds (as EBL), Vessel of Emptiness 1xday (as Flicker shadow mystery, similar to Greater Blink: can teleport 5'/2EBLs as an immediate action each round for the 1 rnd/EBL duration)[/spoiler]

Progression:[spoiler]
1 Battle Sorcerer 1 Toughness (retrained to Imp Binding at ECL2), Practiced Spellcaster: Ur-Priest (flaw1), Precocious Apprentice (flaw2)(retrained to Still Spell at ECL 5), Silent Spell (human)
2 Binder 1 (Improved Binding)
3 Anima Mage 1 Spell Focus: Evil
6 Ur-Priest 1 Chain Spell
9 AM4 Domain Spontaneity (retrained from Craft Staff)
11 Contemplative1
12 SwBE1 Mother Cyst[/spoiler]

Ability score allocation (final, but not original. He "rebuilt" them, per PHB 2, after he began using other peoples bodies exclusively)[spoiler]
Ability         Base      Points  Racial    Levels       Magic   Aging   Total
Str                8          0         --                            +18    -6   2(-4)
Dex                8            0           --                            -6   2(-4)
Con                8            0            --                      +4    -6   2(-4)
Int                14    6         --                      +1   +3   18(+4)
Wis                20    16                     +3              +4     +3   30(+10)
Cha               16            10          --                      +1   +3   20(+5)[/spoiler]

Raven familiar (Max), as 4th level sorcerer [spoiler]
Max   Tiny Magical Beast (includes group buffs)
Hit Dice:   12 (23 hit points +14 temp)(did not count master's Con, as he doesn't have a body)
Initiative:   +2
Speed:   10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +2 Dex, +2 Nat), touch 14, flat-footed 13
Attack: +8 (1d2-5)
Saves: Fort +4, Ref +4, Will + 17
Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Spot +9, Listen +7, Hide +10, Move Silently +2, otherwise as master
Feats:  Alertness, Weapon Finesse
Special Abilities: Improved Evasion, Deliver Touch Spells, Share Spells, Alertness, Empathic Link, Speak Language (common)
Immune: Fear, Poison

Gabriel possessing Max

Max   Tiny Magical Beast
Hit Dice:   12 (23 hit points +14 temp)
Initiative:   +15 (with Nerveskitter)
Speed:   10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 20 (+2 size, +2 Dex, +2 Nat, +3 defl, +2 insight, -1trait), touch 18, flat-footed 16
Attack: +11 (1d2-2)
Str 1, Dex 15, Con 10, Int 17, Wis 26, Cha 19
Saves: Fort +10, Ref +12, Will + 24
Skills: Spot +10, Listen +10, Hide +10, Move Silently +2, otherwise as master
Feats: as master
Immune: Disease, Fear, Poison
Note: Casting Nerveskitter requires using the Eye of the Traveler Still spell ability[/spoiler]

Background
[spoiler]Gabriel no longer has a body of his own. With the Stranger with the Burning Eyes PrC (see spoiler tag), Gabriel is alot like the demon Azazel from the movie Fallen with Denzel Washington. His original body has been destroyed, and he has to possess other creatures to survive. He has a Clone of his original body (at age 77) in his "lair", in case he is killed (which happens if he finds himself unable to possess something). (See below for details of the lair.)

He has always valued political power and maintaining a public presence (to keep up with what's going on, get blackmail material, manipulate people into doing his dirty work, etc). However, now that he has no identity of his own, he maintains a "presence" in different major cities on the prime by enslaving and periodically possessing various lackeys. He travels around in his raven familiar to "visit" them.

Backstory
Gabriel Lightbringer Jr. was the only son of a Palladin of Pelor, his father, and Anastasia Farseer, a cleric of Pelor. As their only child, he was quite spoiled by his parents. Although he's always been disposed to selfishness and cruelty, his parents had a hard time believing that their son could be "bad". So he found it quite easy to lie to them, trick them, etc, when he needed to cover up some "bad" thing he'd done.

He took his parents' excessive piety, obedience, and charity as weakness, foolishness, and naivety. However, he did learn the value of appearing good to the public eye from them. Their "irrational" faith and altruism was evidence to him that they were completely brain-washed by their church. He has never believed in the "goodness" of Pelor, or any other god. He was always sure that the gods had some selfish motives for wanting more followers, and as an adult he's convinced he's solved that mystery with his discovery of the power inherent in souls.

Although his parents at times suspected his unsavory nature, as he got older he became more and more adept at hiding it. Ultimately, they were convinced that their moral guidance had ultimately prevailed over his inherent selfishness, molding him into a decent and good man. His peers and teachers were not always as easily fooled, but over time any that he couldn't eventually win over have had unfortunate "accidents".

Gabriel showed promising sorcerous power early on in life, which his parents encouraged. However, he soon found texts hidden away in the church library describing ancient but powerful souls which had either been purposely bound outside of "reality" by the gods as punishment, or had wound up there for other reasons. The texts described how some mortals had learned to call and "bind" these souls, to gain power from them. This was the highest form of heresy, as far as the church of Pelor was concerned, but that only whetted Gabriel's thirst for this power. He soon learned to call and bind these souls himself, and later to use them to empower his own spellcasting.

Later he learned how to "steal" spells from the gods, which he sees as a source of ironic amusement as well as great power. He keeps a collection of holy symbols from various good gods (including his mother's holy symbol of Pelor), and sometimes passes himself off as a cleric when traveling. He has more recently learned to grow a Mother Cyst, and begun to experiment with the Necrotic Cyst line of spells. He thinks perhaps this cyst is his soul's way of marking his presence in the bodies he possesses. The powers (spells) he has learned to use as a result of this seem quite promising, especially for enslaving creatures to serve as his ever-faithful "thralls". He enslaves physically powerful creatures like this and possesses them when he needs to go into battle himself. The one he uses most currently as a "battle body" is a war troll named "Thogg".

He also has a few other thralls placed strategically in most of the major cities on the prime, who run "business" operations for him (spy networks, and organized crime rings). He has placed dormant cysts in countless other people spread through the major and minor cities and towns of the prime, many of whom are close to powerful individuals. He keeps a list of these encysted individuals, and methodically scries through them to keep up with events, and make sure his machinations haven't been discovered. He doesn't really trust anyone fully, except his raven familiar Max, and will always look for ways he could blackmail everyone he deals with, or get some "insurance" on them, or advantage over them, if they were to ever betray him.

Gabriel was never a physically powerful man, and although what he lacked in physical attributes was more than made up for by his charisma and perceptiveness, he still often coveted those with stronger and more healthy physiques. As he aged and his own body began to fail, he became even more envious, and began researching magical ways with which to strengthen himself. The easiest way seemed to simply steal someone else's body, so he bought the necessary scrolls and managed to permanently steal the body of a younger and stronger adventurer (scrolls of Magic Jar + Imprison Possessor). He kept his own frail body and the adventurer's trapped soul hidden in secret rooms beneath his home, and assumed a new identity. The adventurer was from a distant land, and that coupled with his dangerous occupation assured that no one ever came looking for him.

Although Gabriel is selfish, cruel, greedy, petty, ruthless, and very distrustful of religion, he is a consummate liar, and knows well the value of a good "public face". He has always strived to be perceived as a respected member of his community wherever he resides, publicly giving to charities, beggars, attending to his civic duties, making appropriate and often useful suggestions at town meetings and sometimes even holding minor public offices. Although he is almost completely amoral by most peoples' standards, he has always went to great lengths to appear on the surface to be an upstanding citizen and genuinely "nice guy".

He has always tried to both obscure his own identity, and make sure there is someone he can easily blame for his crimes: a "second in command" who is actually a "scape goat", whom he himself will implicate when necessary, if the authorities get too close to his "business operations". His "operations" have always been conducted in secret, and he always maintained disguises when interacting with any of his associates in "unseemly business transactions". These "transactions" can and do include every kind of horror imaginable, as long as some profit or personal power can be gained from it. He uses bribe, blackmail, kidnapping, and murder to keep authorities away from his operations, and increase his own wealth and political power. Of course, this has all changed a bit with the loss of his physical form. Since he no longer has his own physical body, he is basically always "disguised". He maintains several operations and identities in different major cities on the prime by enslaving and periodically possessing various lackeys. He travels around in the body of his raven familiar to visit them.

He ritually tortures and kills people and monsters (he is an equal opportunity mass murderer) in order to extract liquid pain and souls from them. He sometimes makes deals with evil outsiders, mainly devils and night hags since they are more "trustworthy" than demons, and has recently begun to offer sacrifices to powerful evil outsiders for the boons they can grant him (Dark craft XP, etc). He is careful to try to make sure any such deals are "win-win" situations for both him and the fiends. He is in fact quite scrupulous when dealing with fiends. He feels he can "be himself" more with them, as he knows what to expect from them, and they are not appalled by his own "lack of humanity". He also fears risking the retribution of outsiders, some of which would be both capable of understanding his nature, and powerful enough to permanently destroy him.

He aquired the Helping Hand from a kindly old mage that he once befriended. When the mage mentioned some of the item's unique powers, Gabriel decided that he must have it for himself. He invited the mage to his own home and ambushed him, eventually winning the battle. However his real body was destroyed in the process, and he is now forced to live permanently in the bodies of others. This was something he'd been doing for some time even before that, but now he has become a master of it.

After researching the item, he's managed to awaken many of its powers, and even imbue it with some of his own, but he is sure it has more secrets to reveal. He has linked his soul permanently to it so that it always magically appears on whatever body he is currently possessing (Trinket ability from SwtBE PrC). He also uses it as his Divine Focus for spellcasting. Since attuning itself to him, it has changed its appearance. He now calls it the Eye of the Traveler, as it looks like a locket with a brilliant tiger eye gem as the setting. When he first possesses a creature, this locket also magically appears on that creature, and the eye glows briefly. If the locket is physically removed from the body he is possessing, he is immediately expelled from it. He then automatically tries to return to the last creature he possessed. If he is unable to, he dies. If he is ever trapped within a body and it is killed, he dies.

Gabriel has lived years past what should have been the limit for his mortal lifespan, but since his own body was destroyed decades ago, this has meant little to him. The clone which he's kept hidden for 50 years looks like he did at age 77. Although his magical prowess is now immense, he is still cautious, as he feels that he can likely live forever in his current form, and he has plenty of time to let plans unfold. He also knows that if he is ever killed, he will likely be unable to return from death. So he still carefully maintains his hidden clone, and also zealously hides his own true identity.

Recently Gabriel's dealings with devils has taken on a more serious nature. His affinity for them has grown, and he has devoted himself to Dispater. This was done mostly for personal power (as is everything he does), but he also genuinely admires the old paranoid fiend. He has been "called" to serve Dispater's minions in Hell.

Gabriel's secret lair on the Prime.
Gabriel's has a secret underground chamber that houses his clone. It is below the dirt floor of a small cave in the middle of nowhere, but the chamber itself has no entrances at all to the surface. Inside the sanctum, there is a Permanent Alarm spell on the area around the clone. The entire area also has Forbiddance and a permanent Private Sanctum cast inside it.

There is a small underground cubbyhole (fits 1 tiny creature) that acts as an entry chamber. It has no permanent connections to the surface, but it is possible to stab or dig a hole down to it from the cave floor above the hidden chamber, if you know where it is. A tiny or smaller creature could then enter the main chamber via a tiny lead door. The cubbyhole itself is not included in the Forbiddance or Private Sanctum effects.

There is an awakened red dragon zombie there as a guardian (haven't made stats up. It just stays there to guard the clone). About every month and a half, Gabriel returns there to cast an Extended Gentle Repose on the Clone. [/spoiler]

Thogg unpossessed but buffed: Same stats, except for feats and skills and mental buffs (Thogg has Righteous Wrath of the Faithful, though)
« Last Edit: April 09, 2009, 02:07:22 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

skydragonknight

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Re: Character sheets
« Reply #11 on: January 25, 2009, 11:29:28 PM »
Jarkar, Hellfire Disciple of Mephistopheles:
http://www.myth-weavers.com/sheetview.php?sheetid=104946

Spells are next and then I'm done. Sending questions to OOC thread so as to not clutter this thread.
« Last Edit: March 17, 2009, 04:45:21 PM by skydragonknight »
It always seems like the barrels around here have something in them.

bogsnes

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Re: Character sheets
« Reply #12 on: January 26, 2009, 10:46:06 AM »
Dareidor: http://www.myth-weavers.com/sheets/view.php?id=104746

[Spoiler=Backstory]
His father got killed when Dareidor was very young since he stole some food from a store and got caught. His mother got killed of some guards that wanted to have fun. Dareidor was underestimated a lot when he grew up in his school, because of his race, and because of his parents, and was bullied with a lot, so he spent a lot of time on learning to show that he was not inferior to the others, but superior. After a while, he started to get crazy. He wanted to be superior to the other kids in all possible ways.

So he found a Factotum master to teach him, but his master was also secretly a Death Knight. His master tricked him slow and steady into being evil. After a while Dareidor realized what was happening, and surprisingly, he liked it. And as his master always said: "Evil wins, because Good is stupid". But due to his superior intellect, after a while, Dareidor felt superior even to his new master, so he decided to find someone that he actually could learn something from, so he left his master to go on new adventures.

Often when he got to cities, he got bullyed by people because of his race, but those that did that were captured by him, bound in ropes, and then first he proved himself to be much smarter (and if there was something they knew that he didn't, he had even learned something new), then he tortured them a while, before he killed them. This happened in many towns before he found Duke of Logic, Caim, and he was willing to take him to Dis. Dareidor wanted to go to Dis because of that there hopefully was someone in the city that was at least almost as smart as him.

He liked being in Dis, and he used some time on crafting, and he learned to throw Shurikens very effectively with his tail. He did also show everyone that Beguilers aren't stupid, but instead smarter than regular humanoids. He liked the way Dispater was, and started to worship him. The thing he has missed most in Dis, though, is toruring people. But he does still think that it is worth it, and he will do almost anything Dispater says to him. He does also talk a lot, and likes to learn new stuff in any possible subject. He hasn't got any last name that he can remember, and even if he had, he would prefer to hold it a secret.
[/spoiler]
« Last Edit: January 29, 2009, 09:22:31 AM by bogsnes »

PhaedrusXY

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Re: Character sheets
« Reply #13 on: January 26, 2009, 04:14:01 PM »
http://www.wizards.com/default.asp?x=dnd/we/20070307a
Bardic Knowledge, Stinking Cloud breath; +4 Dipl, Bluff, and Intimidate; all crafting feats if I meet prereqs (CL=EBL), Suggestion 1/5 rnds

Astaroth* (demon lord)(DC 20, stench, cloudy eyes; MUST ATTACK DEVILS): Blackflame (fire damage is half vile), Divination (as spell, CL=EBL), + EBL to bluff and disguise, and another +4 bluff and disguise vs evil outsiders, attacks count as silver

Ahazu* (DC 20, void mouth; kleptomaniac): Blindsight (5 ft/EBL)!, Ahazu's Abduction (remove enemy from play for 1 round, at will, Will negates), Unholy Blight touch 1/5 rnds, Void Mind (Mindblank + immunity to soulbind, magic jar, etc)

Balam (DC 25, hollow, guttural voice; hates deities and mistrusts clerics): reroll an attack, save, or skill check once every 5 rounds; 2d6 cold gaze (will negates); Prescience (+1/4lvls insight to Ref, AC, and Initiative); Weapon Finesse

Buer (DC 20, hooves; forgetful, hates to kill): healing touch, fast healing, disease and poison immunity (30 foot RADIUS), Track, +4 Know (nature, untrained), +4 survival

Cabiri*  (Dragon 357)(third eye; wants to see everything) - Arcane Eye (as spell, 1 sensor, at will), Far-seeing Gaze (+10 Scrying DCs), Seer in Darkness (add 60 ft to darkvision range, gain low-light vision), Visons of Terror (Phantasmal Killer 3/day); +4 insight vs figments, -4 vs patterns, cannot avert eyes from Gaze attack

Dantalion (DC 25, face on torso; must read thoughts of leaders): Sanctuary, Read Thoughts, teleport 10'/EBL 1/5 rnds, +8 knowledge

Geryon (DC 25, eyes around head; become overly trusting)(former Lord of the 9): +4 spot and search, swift fly 60' 1/5 rnds, see in darkness, all-around-vision, acidic gaze (30', 2d6, will negates)

Malphas (DC 15, black teeth and tongue; overly romantic, must use poison if possible): Std action invisibility, summon dove/raven that I can see/hear through, Poison Use, Sudden Strike (3d6 to foes denied Dex to AC)

Naberius (DC 15, gravelly voice; loves to give speeches): take 10 bluff and dipl, rushed, Command (as spell), heal ability damage 1/round, Disguise Self at will, gain use of (Con mod) trained-only skills you have no ranks in

Otiax (DC 25, blue fog; nervous around closed doors and must open locks): Combat Reflexes, Concealing Mist (personal concealment), Open Portal (swift action), Unlock (up to DC 16), Air Blast (2d6 touch attack, 10 ft range)

Paimon (DC 25, stretched mouth; lascivious and bold, must dance if hear music): Whirlwind Attack, pseudo-dervish dance, +4 dex, tumble +4

Tenebrous (dead divine part of Orcus)(DC21, always in shadow; can't act first in combat): Deeper Darkness (centered on him, can change radius at will in increments of 10'), See in Darkness (as devil), Touch of the Void (+1d8 cold damage to melee attacks), Rebuke Undead 1/5 rnds (as EBL), Vessel of Emptiness 1xday (as Flicker shadow mystery, similiar to Greater Blink: can teleport 5'/2EBLs as an immediate action each round for the 1 rnd/EBL duration)
[/spoiler]
« Last Edit: May 22, 2009, 04:02:43 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]