Author Topic: Character Sheets  (Read 3260 times)

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Amechra

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Character Sheets
« on: September 23, 2010, 08:30:47 PM »
Post 'em, guys, or at least link them. Write your backstory in the same post too.
[spoiler]Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".
[/spoiler]

My final project for my film independent study course. It could do with a watching and critiquing

ShadowViper

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Re: Character Sheets
« Reply #1 on: September 23, 2010, 08:51:37 PM »
Ssejvaex Poison Dusk Swirft Hunter.
I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-Kiri rock! I need scissors! 61!

" 'Giving up' kills people. When a person refuses to give up, he earns the right to walk down the road of humanity." - Alucard

Mixster

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Re: Character Sheets
« Reply #2 on: September 23, 2010, 09:02:42 PM »
Angakog, Desert half-Orc Druid, speaking in Brown

Angakog is a big broad-shouldered man, or rather half-orc.
His early days were spent in a small village near the desert, known simply to Angakogs people as "World" most of his people knew nothing of the outside world and was quite content with that. Angakog was quite different though, he was adventurous from the get go, he was also talented, at an age of 12 he killed an eagle with a sling, gripping the feathers and putting them in his hair, he received his first name, Stands with feathers.
Stands with feathers was an honorary name, and though Stands with feathers was looked down upon since it was not allowed for the orcs and the human of the tribe to mix, he was a proud person. It wasn't until the old Angakog, the village shaman decided he someone to succeed him, while there was certain predecence for the wisest of the warriors of the serpent clan to be chosen as Angakogs of the tribe, the Angakog could always choose his own successor. And due to the wisdom of the Angakog, he was impressed with stands with feathers.
He started teaching him everything he knew, and when the Angakog proclaimed to the tribe that he had chosen Stands with feathers as his apprentice. The warriors of the serpent clan were outraged. The chieftain of the time, being married to Speaks with Two-Tongues, of the serpent clan, sent Angakog and his pupil to the death of the desert. However, Angakog knew of lands beyon the desert and taking his apprentice there he taught him how to commune with the spirits of nature. Stands with feathers learned well and one day he left his mentor, and the mentor granted him the name of Angakog, so that he could be known as a shaman wherever he went.
He travelled to the great jungles, it was here much of his existance was formed, he learned to speak with the plants, and he learned that plants can be shaped like animals, and be better fighters for it. He also found his trusted companion, who he named Surfs like a Bird (Or just surfingbird for short), a Male fleshraker always looking for food or causing trouble. After living in the jungle for some time, Angakog decided he wanted to see all that the world has, and found out that adventuring might a good idea for what he wants to do.
« Last Edit: September 28, 2010, 10:10:30 PM by Mixster »
Monks are pretty much the best designed class ever.

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Stormcrow

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Re: Character Sheets
« Reply #3 on: September 23, 2010, 09:17:52 PM »
Rob PenDragion the Thrallheard


http://www.myth-weavers.com/sheetview.php?sheetid=237966



Fluff

Rob Left the Enclave early (one of the first for his Generation)  and started out on his own to improve his power and skill through new experiences as a natural telepath he uses his skills to the fullest then one night a armoured warrior a woman came to his room in the inn demanding only that she my serve him in any way she can that is when Robert realised what he has become A thrall herd seeing that carrier as a mercenary and soon to be commander as a new possibility to pay the bills either that try to make a rich young noble woman(see his thrall Sophitia )his pet (maybe he would realise that he already has that ?) he sees the offer by the guild as a way to grow stronger and get rich at the same time.
« Last Edit: September 23, 2010, 09:19:54 PM by Stormcrow »

Radmelon

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Re: Character Sheets
« Reply #4 on: September 23, 2010, 09:44:24 PM »
Issyeld Thervor, catburglar extrodinare
Speaking in orange.
Issyeld was asked by the exploration and aquisition department of the CB guild to join the Drunken Cartographers Association, as an alliance may be useful.
« Last Edit: September 28, 2010, 09:09:34 PM by Radmelon »

PhaedrusXY

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Re: Character Sheets
« Reply #5 on: September 23, 2010, 10:38:24 PM »
Imu-di Jefesab Xurwkar
(which means Clan of the Mapmakers in draconic), and is usually abbreviated to Xurwkar by most... He doesn't give his real name out to anyone.

I'll take PURPLE I guess.
[spoiler][spoiler][/spoiler]

Male Venerable Desert Dragonwrought (blue) Kobold
Type: Dragon
Subtype:
Size: Small (counts as Tiny for some things with Slight Build)
Alignment: LN
Deity: Kurtulmak
ECL: 6
XP:

Wiz (Focused Diviner, banned Enchantment and Necromancy) 4/Rogue 1/Unseen Seer 1
Order: Wiz 1-3, Rogue 1, Wiz 4, US 1

Future Advancement: Wiz 5 eventually, enough Unseen Seer to get Hunter's Eye, then probably Incantatrix 3 for Persistent Spell craziness. Maybe Magelord, if I can get the Evasion prereq w/o losing a CL.


Stats
[spoiler]Str:4 {-3}
Dex:16 {+3}
Con:14 {+2}
Int:24 {+7}
Wis:13 {+1}
Cha:11 {+0}


Racial+Age stat mods: -4 Strength, +2 Dexterity, +1 Wisdom, +3 Charisma, +3 Intelligence

32PB: Str 4 (0pts-4race), Dex 16 (6pts+2race), Con 14 (6pts), Int 22 (16pts+1 level+3age, +2enh), Wis 13 (4pts+3age-2race), Cha 11 (0pts+3age)[/spoiler]

Combat Stats
[spoiler]Hit Dice: 4+4d4+1d6+12 (rearranging the order should not change the average, so I'd rather not re-roll)
Hit Points: 5d4+18=32
Armor Class: 17 w/Mage Armor (10 (+4 Armor) +3 Dex +1 Size +1 Nat -1 Trait -1 Flaw)
Touch AC: 12 (16 Incorporeal w/Mage Armor)
Flatfooted AC: 14
Initiative: +14 (+3 Dex +4ImpInit +2trait+5warning)(+19 with Nerveskitter)
Base Attack Bonus: 3.25 (0.5x5+0.75)
Grapple: -3 (3 BAB -2 Str -4 Size)
Speed: 30' land, 30' swim with Heart of Water[/spoiler]

Ongoing effects:
[spoiler]Alter Self (498 rounds left)
Freedom of Movement (Heart of Water) (1-2 rounds left, none by the time the door opens)
Deeper Darkness (? days left)
Unseen Servant (5 hours left)
Toothed Tentacle (shared with familiar) 5 rounds left (3 rounds by the time the red door opens)
[/spoiler]

In Shadow Dragon Wyrmling form:
[spoiler]Hit Points: 5d4+18=32
Armor Class: 20 (24 w/Mage Armor) (10 (+4 Armor) +3 Dex +2 Size +7 Nat -1 Trait -1 Flaw)
Touch AC: 13 (17 Incorporeal w/Mage Armor)
Flatfooted AC: 17
Initiative: +14 (+3 Dex +4ImpInit +2trait+5warning)(+19 with Nerveskitter)
Base Attack Bonus: 3.25 (0.5x5+0.75)
Grapple: -7 (3 BAB -2 Str -8 Size)
Speed: 60' land, 120 (avg) fly, 30'? swim with Heart of Water[/spoiler]

Saves
[spoiler]
Fort: +5 (+3 2/3 Class, +2 Con)
Ref: +7 (+4.166 Class, +3 Dex)
Will: +7 (+6.833 Class, +1 Wis)[/spoiler]

Attack Options
[spoiler]
3 BAB +3 Dex +1 Size
Single Attack:
+7 Light X-bow (1d6) 19-20/x2
+7 Thrown weapons
Full Attack:
same
Reach
Toothed Tentacle (spell): 30'

Toothed Tentacle:
Standard Action Attack:
Attack (CL5+7int+1size) +14 (2d6 dmg), 30' reach
Sneak Attack for +2d6 dmg when applicable

Full Round Attack:
3 tentacles, all as above. Targets must be within 10' of each other.[/spoiler]

Skills
[spoiler]Languages: Draconic, Common, Infernal, Celestial, Abyssal, Auran, Dwarven, Gnome

Total Skill Points: 76 (28w1+14w2&3+14r1+8w4+12US1 skill points)(Old age starting out, and Venerable at 4+)(Have to redo skills.)

Hide +23 (5cc+3, +3dex, +2blue dragonwrought, +2circ, +8size)
Search +20 (5cc+3+1, +7int, +2circ, +2race)
Spot +11* (4cc+4, +1wis, +2circ)
Sense Motive +5 (0+4+0, +1wis)
Spellcraft +11 (4, +7int)

Listen +1* (0, +1 wis)
Move Silently +5 (0, +3dex, +2circ)(will use Silence to cover this as needed)
Disable Device +10 (2cc, +7int, +2circ)
Knowledge (Nature, Geography, Arc&Eng, Loc, Dun, Rel, Arc, His) +8 (1+0+0, +7int)
Know (Planes) +15 (0+0+8, +7int)
Concentration +6 (2, +2con, +2circ)
Craft: Traps +9 (0, +7int, +2race)
Craft: Basketweaving +7
Profession: Cartography +4 (0+0+1, +1wis, +2circ)
Survival +3 (+2race, +1wis)
Use Magic Device +1 (0+0+1cc)
Open Locks +4 (1cc+3dex)

*+3 Spot in Shadowy Illumination, +2 Spot and Listen when familiar is within 10 feet.

Skill Trick: Collector of Stories (+5 to ID creatures)[/spoiler]

Feats & Traits
[spoiler]Flaw: Vulnerable: -1 Armor Class penalty
Flaw: Hot-blooded (Dragon 324): Automatically fail saves vs. cold environmental effects, +2 damage from cold-based effects.
Trait: Aggressive: +2 Initiative, -1 AC

Improved Initiative (Martial Wizard (fighter bonus feats))
Dragonwrought (RotD)(1)
Spell Mastery (flaw 1)
Mercantile Background (flaw 2)
Uncanny Forethought (Exemplars of Evil)(3)
Planar Touchstone (Catalogues of Enlightenment, PlH166)(6)
[/spoiler]

Racial Traits
[spoiler]Small size
30' movement
Darkvision 60'
Low-light vision
Immune to paralysis and magic sleep
Slight build
Martial weapon proficiency with light and heavy pick
Two claws and a bite (1d3 dmg)
+1 NA
Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
No light sensitivity.
+2 racial bonus on Survival, Craft (trapmaking), and Search checks.
+2 to Hide from blue dragon heritage (Dragonwrought feat, RotD).[/spoiler]

Class Abilities
[spoiler]Base Classes
Rogue: Trapfinding, +1d6 Sneak Attack
Wizard: Summon familiar, spellcasting

Prestige Class
Unseen Seer: +1d6 sneak attack[/spoiler]

Alternate Features
[spoiler]Martial Wizard (fighter bonus feats)
Desert kobold
Focused Specialist (CMage, ban another school and lose 1 spell slot per level, gain two more specialist bonus slots for a total of 3)[/spoiler]

Spells Known/Prepared
[spoiler]
Wizard Caster Level: 5

Spellshard: (Mastered, Prepared, Spells prepared in specialist slots denoted by asterisks*, Cast)
Per day: 0th: 3+3 1st: 4+3 2nd: 3+3  3rd: 2+3

Not counting cantrips, he's used 236/500 "pages" in his spellbook/spellshard. Since he has ALL cantrips, per the PHB... I don't know how the hell to do them... I guess he could have his "old" spellbook, with all the spells he gets for free every level put in it, and only put "new" spells in the spellshard.

DC= 17+level

0th: KNOWS ALL
Detect Magic (x3*)
No Light(BoVD): 20' radius area of magical darkness that creatures with darkvision can see through.
Mage Hand
Dancing Lights
Prestidigitation
Launch Item: "Throw" fine-sized item up to medium range with no range penalty.
Caltrops (SC): Creates caltrops in 5 squares within short range, and they get a +4 to hit (ignores armor, shield, deflection, +2 AC if wearing shoes or armor).
Ghost Sound
Message
Acid Splash
Open/Close
Ray of Frost

1st: Knows 39, got 10 for free, and 24 from domains (Catalogues of Enlightenment).
Alarm (Wealth D)
Benign Transposition(SC): Two allies within medium range trade places
Comprehend Languages* (Commerce D.)
Cure Light Wounds (Healing D.)
Darkvision (Vile Darkness D.)
Endure Elements (Sun D.)
Enlarge Person (Strength D.)
Eyes of the Avoral
Faerie Fire (Moon D.)
Feather Fall
Grease (Slime D.)
Hide from Undead (Repose. D)
Hoard Gullet(DrM): creates a bag of holding in your "stomach" that holds up to 100 lbs/CL and/or 10 ft3/CL for 1 hr/lvl. Can put anything you can swallow in it (objects 3 size catagories smaller than you). With a FRA you can disgorge all of its contents.
Instant Diversion (RotD, swift action, creates 1 illusory double +1/4lvls (max 5), 1rnd dur)
Lesser Orb of Acid(SC): 5d8 acid damage, short range.
Longstrider (Travel D.)
Magic Fang (Dragon D.)
Magic Weapon (Dwarf 1)
Mage Armor (Force D.)
Magic Missile
Mighty Wallop (RotD, +1 size to bludg. wpn for 1 min/lvl)
Mount
Nerveskitter(SC): Immediate action +5 to initiative
Obscuring Mist (Air D.)
Omen of Peril (Destiny D.)
Power Word Fatigue (RotD, affects 100 hp or less creature w/in close range, duration varies, but at least 1d4+1 rnds (51-100 hps)
Repair Light Damage (Warforged D.)
Protection from Evil (Good D.)
Reduce Person
Shield
Shield of Faith (Retribution D.)
Silence (Spell D.)
Silent Image (Illusion D)
Spider Climb (Spider D.)
Summon Monster I (Summoner D.)
True Strike (Fate D.)
Unseen Servant
Wall of Smoke
Uncanny Forethought (x2 1*)

2nd: Knows 35, got 4 for free, and 23 from domains
Alter Self (Transf. D)
Barkskin (Plant D.)
Blade of Pain and Fear (Deathbound D)
Cure Mod. Wounds (Healing D.)
Bear's Endurance (Retribution D.)
Bull's Strength (Str. D)
Cat's Grace (Celerity D.)
Fox's Cunning (Baator D.)
Cloud of Bewilderment (basically mini-Stinking Cloud, SC)
Darkness (Baator D.)
Dark Way (SC, creates shadowy bridge of force)
Dimension Hop (PHB2, short range teleport)
[spoiler]Conjuration (Teleportation)
Level: Duskblade 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Pale motes of light dance and swirl about your fingertips. When you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.
You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line
of sight.[/spoiler]
Detect Thoughts* (Knowledge D.)
Ghoul Glyph (Hunger D.)
Glitterdust
Gust of Wind (Storm D.)
Heroics (SC, 10 min/lvl, gain [Fighter] feat)
Invisibility (Trickery D.)
Knock
Mirror Image
Protection from Arrows
Resist Energy (Dragon D.)
Lesser Restoration (Renewal D.)
Rope Trick
See Invisible
Secret Page (Rune D.)
Shatter (Destruction D.)
Shield Other (Protection D.)
Silence (Spell D.)
Summon Monster II (Summoner D.)
Summon Swarm (Spider D.)
Toothed Tentacle
Web
Wood Shape (Craft D.)
Uncanny Forethought (x2 1*)

3rd: Knows 40, got 2 for free, 30 from domains
Arcane Sight
Anticipate Teleport(SC): 24 hr duration, range touch, anyone teleporting into a 5'/level radius is delayed 1 round, and target knows they're coming
Blacklight (Darkness D)
Clairvoyance/Clairaudience (Knowledge D.)
Control Water (Watery Death D.)
Cure Ser. Wounds (Healing D.)
Dispel Magic (Magic D.)
Delay Death (Destiny D.)
Deeper Darkness (Shadow D.)
Dimensional Anchor (Portal D.)
Divination (Oracle D.)
Fly (Travel D.)
Gaseous Form (Transformation D.)
Greater Magic Fang (Dragon D.)
Ghost Lantern (CMage, 10 min/lvl, creates a torch that only the spell's targets can see!!)
Fireball
Haste (Time D.)
Haboob (Sand D.)
Heart's Ease (Pleasure D., BoED)(removes a lot of status effects and cures Wis damage)
Heart of Water (Swim speed = land speed, Water Breathing, +5 Escape Artist, can discharge as Swift action for FoM for 1rnd/lvl)
Invisibility Sphere
Magic Circle vs. Evil (Good D.)
Magic Vestment (Strength D.)
Meld Into Stone (Cavern D.)
Nondetection (Trickery D.)
Protection from Energy (Luck D.)
Phantom Steed (Spider D.)
Remove Curse (Exorcism D., Eberron)
Shrink Item
Sleet Storm (Cold D.)
Stone Shape (Earth D.)
Summon Monster III (Summoner D.)
Telepathic Bond, Lesser (Mind D.)
Tongues (Commerce D.)
Vertigo Field (PHB2, area debuff vs. nausea w/selective targetting, also difficult terrain and 20% miss chance (no save on last two))
Water Breathing (Water D.)
Wind Wall (Air D.)
Uncanny Forethought (x3*)

4th:
Evard's Black Tentacles

Get Resiliant Sphere and Divine Power off domain lists before entering Incantatrix

5th: Get WoF off domain lists before entering Incantatrix

6th:
Contingency

To get later:
2nd: Crystalline Memories (CMage, subjects memories extruded into crystal, requires 3 rounds of study)[/spoiler]

Costs for spellbook:
[spoiler]
Ways I've "cheesed" the cost of this:
1) Take Mercantile Background feat (this will decrease the costs of all of his major items by 25%, freeing up more for spells),
1a) Take the Collegiate Wizard feat (doubles "free" spells learned at every level)(retrained this before starting).

2) Instead of buying scrolls, I'll pay another mage to let me copy his spellbook for all spells above 1st level. This only costs 50 gp per spell level, which is awesome!

3) Craft an Aureon's Spellshard to save on scribing costs. This will cost half the buying price, so 3125 gp, and 250 XP. I'm assuming that I can cooperate with someone who has the Craft Wonderous Item feat. I also haven't had a chance to look up the prereqs for crafting this yet.

4) Take the Planar Touchstone feat, and pick Catalogues of Enlightenment. This lets him cast spells from any specific domain, so presumably he could also scribe them into his spellbook.

Now all I pay are costs to copy from another's spellbook for spells that don't appear on any domain list.

Costs of spells copied from others' spellbooks:
1-25x4=100
2-100x8=800
3-150x6=900
4-200
6-300

Total: 2300+3125(spellshard)+250gp(Planar Touchstone)=5495 gp.
This also costs 260 XP in total for crafting the spellshard and activating the Touchstone feat.[/spoiler]

Good domain abilities he can access via Planar Touchstone (Catalogues of Enlightenment) (Currently active in Bold)
[spoiler]Baator (See perfectly in all darkness)
Fate (Uncanny Dodge)
Inquisition (+4 to Dispel checks)
Oracle (+2 CL on Divination)
Ocean (Water Breathing, as needed, for 1 min)
Pestilence (immunity to all diseases)
Luck (reroll 1/day)
Planning (Extend Spell)
Time (Improved Initiative)
Renewal (insta-cure if dropped below 0, but not -10)
Rune (Scribe Scroll)
Storm (Resist Electricity 5)
Summoner (+2 CL for Calling and Summoning)[/spoiler]

Equipment
[spoiler]Total Wealth: 7413.34gear+5495spellbook= 12908.34/13,000 gp

    * Handy Haversack (2000 1500 gp)
    * Headband of Intellect +2 (4,000 3,000)
    * Ring of Darkhidden (2,000 1,500, MiC)
    * Healing Belt (worn by familiar) (750 562.5 gp)
    * Chronocharm of the Horizon Walker (500 375 gp, 1xday move 1/2 speed as a swift action)(on neck)
    * a +1 warning shuriken (hung around his neck on a leather thong, gives +5 to Initiative)(160 gp)
    * 6-slot potion belt (6 gp, FRCS, Retrieve a potion as a free action 1/round)
    * Aureon's Spellshard (Eberron book, as half of a Boccob's Blessed Book, self-crafted for 3125 gp, and 250 XP)(included in spells section)

    * Many more miscellaneous items which are detailed in the spoiler below (424.17 gp total for all of them)
[spoiler]    * Extra clothes including a hooded cloak, and some sticks, that he uses to make a "decoy". He has an Unseen Servant drag this around as "bait", or to set off traps.
    * 2 granite boulders (340 lbs each), shrunken down to <1 lb each (these are 10 cubic feet when unshrunk, so a bit over 2 feet in diameter)
    * 740 gallons of water, shrunk into a "cloth" square
    * a large bonfire (10 cubic feet), shrunk into a "cloth" square
    * a giant wooden basket that is 10 feet on each side, which he shrinks, turns upside down, and wears as a hat. [spoiler]The "bars" are an inch and a half thick and run in both horizontal and vertical directions, leaving holes through the basket that are 9 inches across when it is unshrunk. So it looks kind of like this. It weighs about 100 lbs when unshrunk, has 15 hit points per side and hardness 5. He crafted this himself out of small trees that he cut down (+9 craft: basketweaving if he turns his Shapesand into a MW tool :P ).[/spoiler]
    * Light x-bow, 20 bolts, and a dagger (38 12.67 gp)
    * Wand of Lesser Vigor (10 charges, 150 112.5 gp)
    * 2 spell component pouches (10 gp, 2lbs each)
    * MW tools for Hide (cloak is mottled and dark), Move Silently (soft boots), Spot and Search (eyeglasses), Disable Device (toolkit), Craft: Cartography (fine quills, parchment, and inks; ruler, compass, protractor, etc), and Concentration (prayer beads) (350 self-crafted for 116.67 gp)
    * 3 candles, 2 pieces of chalk, 5 pieces of parchment, 1 vial of ink (<~9 gp)
    * 2 days rations, 1 waterskin (2 gp)

4 flasks of acid (40 13.33 gp, 2 in potion belt)

Torchbug paste (2 bladders, crafted for 16.67 total, CScoundrel p120, both in potion belt)
Splash weapon, ranged touch attack, 10' range increment. Targets in square and adjacent squares are affected as if by Faerie Fire for 1 hour. Not magical. Can be washed off as a full round action with at least 1 gallon of water.

Antitoxin
Price: 50 16.67 gp
Weight: --
(PHB)
Where else are you going to find a +5 alchemical bonus on saves for only 50 GP? Chug one of these vials when you know you're up against a creature using poison, and you've got a good chance to save yourself the cost of a neutralize poison potion or scroll. Lasts 1 hour.
Craft (Alchemy) DC: 20

Auran Mask
Price: 60 20 GP
Weight: --
(Complete Mage p. 134)
Provides a +5 circumstance bonus against inhaled toxins (which stacks with Antitoxin), but this is easily overshadowed by 10 minutes of water breathing. Requires less upkeep than Air Plants. For longer durations, consider a potion of water breathing for 750 GP, which lasts for 10 hours.
Craft (Alchemy) DC: 25

Lasso
Price: 1 GP
Weight: 3#
(Book of Exalted Deeds p. 34)
Exotic weapon but ranged touch attack to partially entangle a creature (-2 attack penalty, -4 Dex penalty), but unlike the net there is no size restriction. Check with your DM if the Dex penalty from multiple sources stack (net, tanglefoot, etc.).

Liquid Smoke x3 (1 in potion belt)
Price: 60 20 gp (20 GP each)
Weight: 1#
(Oriental Adventures p. 78)
Same price as a smokestick, but reacts with air and thus does not need to be lit. Provides concealment, blocks LOS, or a cheap theatrical effect.
Craft (Alchemy) DC: 20

Marbles (x5, 2 SP ea.)
Price: 1 gp
Weight: 8#
(Arms & Equipment Guide p. 24)
Standard action to spread. Basically a 5' x 5' square of non-magical grease. Dump them under an opponent without 5 ranks of Balance to deny his Dex bonus and make the party rogue happy. (My familiar will be using these for me. And the Lasso.)

Stonebreaker Acid (x2, 20 GP each) (1 in potion belt)
Price: 40 13.33 GP
Weight: 1#
(Arms & Equipment Guide p. 35)
Thrown as grenade-like weapon. Against stone objects/creatures, 5d10 damage over 2 rounds that ignores hardness. While Delver Slime (150 GP, Savage Species) may deal more damage per application, Stonebreaker Acid is a lot cheaper.
Craft (Alchemy) DC: 20

Wick, Candle (x5, 2 SP ea.)
Price: 1 GP
Weight: --
(Arms & Equipment Guide p. 27)
Can be used anywhere you would use Twine (Dungeonscape p. 33), such as tripwires, improvised alarm systems, fishing lines, signal kites, or hang from the ceiling to detect invisible flying creatures. In addition, you can use it as a timing device: it takes 30 seconds (5 rounds) to burn 1 inch. Comes in 50' rolls.

Jug of Shapesand, to cover anything I forgot ;)
Price: 100 75 gp
Weight: 12 lbs
(Sandstorm p. 102)[/spoiler]
Wish List (things he'd like to buy/get later)
[spoiler]Steadying Robe (CMage, 1000 gp): Negates the unsteadying effect of vigorous, violent, or extremely violent motion on your spellcasting; you need not make a concentration check  to cast a spell under circumstances like riding a mount or even being on a boat for that matter.
Cloak of Elemental Protection (1,000 750 gp, MiC, resist energy 10 as an immediate action 1xday)
Chronocharm of the Uncaring Archmage (500 375 gp, 1xday cast full round spell as a std action)
Anklet of Translocation (1,400 gp, MiC 71, 2xday teleport 10' as a swift action)[/spoiler]

Encumbrance: 9.5 lbs (light Shared Toothed Tentacle attacks:
Attack (CL5+7int+2size) +15 (2d6 dmg), 30' reach

3 tentacles as full attack, all as above[/spoiler]

Background
[spoiler]Xurwkar's parents were very disappointed that although he had obviously been blessed with a healthy dose of dragon-blood in his veins, he displayed no innate talent for sorcery. He was also even more weak than most of his kobold brethren, and so had no use as a warrior. So he spent most of his life as a typical kobold miner, although he wasn't very good at that either, due to his pitiful physique. He thought himself cursed, as his draconic blood gave him a longevity far greater than most of the other kobolds of his generation, but he seemed destined to squander those long years digging in rocks, which he somehow knew was beneath him.

Things changed dramatically when his home warren was invaded by a group of adventurers. Although the kobolds' traps and cunning ambushes eventually managed to fell the invaders, many of his brethren were also killed in the battle. Most of them fell to the powerful magics of the robe-wearing wizard. Having grown up in a culture that revered sorcerer, but with no tradition of wizardry at all, Xurwkar had known nothing of wizardry before this. He managed to get his hands on the fallen wizard's spellbook, and after long hours of study to decipher some of the weaker spells contained in it. He was ecstatic when he managed to produce his first cantrip, and decided that he must leave the warren to learn more of this strange form of magic that he seemed to have an affinity to.

Already being an old kobold, even with his draconic blood, his tribe didn't begrudge him his desire to leave. He was mostly useless to them, anyway. He'd never been a good miner, and in his wizened state he hardly managed to dig out any useful ore anymore. So he set out into the world above ground. He had a hard time those first few years, but he managed to eventually make his way to the Free City of Greyhawk and apprentice himself to an old human wizard there, who had been around enough to have developed a tolerance for races that many others might consider strange or barbaric.

Xurwkar displayed an amazing aptitude for wizardry, and soon decided that he'd learned all that his old master could offer, and set off again to seek even more knowledge of the intricacies of arcane magic. He eventually learned of a vast library, on a plane of existence dominated by strange constructs, where it was claimed that the secrets of creation itself were being compiled. After adventuring for a while, he managed to save up enough money to purchase passage there. He spent many months pouring over the enormous tomes he found there, and in return he served as a librarian, organizing the knowledge and even occasionally correcting errors when he found them.

After spending several years there, he felt like he'd amassed as much knowledge as he could for the moment, and he also felt he'd been divinely inspired by Kurtulmak on what to do with the rest of his life: He would design and build the perfect warren. It would be an impenetrable underground fortress with everything a kobold could ever want, a recreation of the legendary Darastrixhurthi. Then he would return to his homeland and recruit members of his old clan to migrate to it. There he would found a kobold school of wizardry, and found his legacy. No more would the talents of those kobolds inclined more towards studious magic rather than sorcery be overlooked. Having heard of the insane places the guild sends its members, he decided that he could join it to gain some ideas for the "dungeon" he plans to build. [/spoiler]

Appearance
[spoiler]He's a small kobold, withered with age and covered in blue scales. A snowy owl accompanies him wherever he goes. [/spoiler]

Personality
[spoiler]He's a know-it-all, and has a short temper and distinct intolerance for stupidity. He doesn't actually like most other people, especially those of mammalian descent. If treated with respect by someone he deems "worthy", he will respond accordingly, though.[/spoiler]

Party Role
[spoiler]Sneak/scout, trapfinder/springer, BFC and utility[/spoiler]

Buffs
[spoiler]Heart of Water, Deeper Darkness (cast every 5 days on a small bead hanging from a tassel on his sleeve)[/spoiler][/spoiler]
« Last Edit: February 03, 2011, 10:11:17 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]

ShadowViper

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Re: Character Sheets
« Reply #6 on: September 24, 2010, 01:58:53 AM »
I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-Kiri rock! I need scissors! 61!

" 'Giving up' kills people. When a person refuses to give up, he earns the right to walk down the road of humanity." - Alucard

something random

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Re: Character Sheets
« Reply #7 on: September 24, 2010, 07:25:56 AM »
Brottor Dwarf Soulborn
Speaking in red
Am I the only one who's mind was broken when they realized the implication of the existence of the aberration bloodline.

jameswilliamogle

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Re: Character Sheets
« Reply #8 on: September 24, 2010, 04:37:32 PM »
Fel VornSpeakin' in maroon

PhaedrusXY

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Re: Character Sheets
« Reply #9 on: September 24, 2010, 04:43:42 PM »
Fel VornSpeakin' in maroon
That's some nice damage reduction he has.  :lmao
[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]

jameswilliamogle

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Re: Character Sheets
« Reply #10 on: September 24, 2010, 05:30:04 PM »
Fel VornSpeakin' in maroon
That's some nice damage reduction he has.  :lmao
You wouldn't believe how many times stuff overcomes it.

Praef

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Re: Character Sheets
« Reply #11 on: September 25, 2010, 01:58:20 PM »
Introducing Ark, the Metal Man Menagerie

http://www.myth-weavers.com/sheetview.php?sheetid=237568

Backstory:

Towards the end of the last Great War, a group of evil halfling hartificers began experimenting with combinations of magic, technology, and nature in their bunker deep in the jungle.  Their intentions were to create an army of robotic monsters, completely under their control, and would turn the tide of battles to come in their favor. Ark was their first success.  Able to channel the powers of the beasts that surrounded the lab, Ark represented the meld of magic, nature, and technology the artificers sought.  
Though brutish, Ark was created with some intelligence and a streak of independence.  Realizing that his creators would never allow him freedom, he decided to escape.  And so, in a night filled with fire and the roar of magical beasts, Ark blew that taco stand.  
Now Ark's free (or so he thinks) and he wants to do some adventuring (because thats what every redblooded warforged does, right?)

Stormcrow

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Re: Character Sheets
« Reply #12 on: September 25, 2010, 04:22:09 PM »
gee that is next calling any and all organics Meat Bags ?