Sheets for Jagged and Merhault are over
here[edit: Character sheet is at Myth-Weaver's represents him currently; at large size]
Merhault is pretty much done, he just needs auditing and buying of some wands; I need to talk to Jagg about gear.
okay, I'm going to write a background for Merhault, up to when he was lvl 7, and then up to 'now'. Jagged.... will do her own background. Which is a quantum proposition. It will either be entirely terse, or it will include all of Jagged's history. In the few short months that she was played in my Tome campaign, I could easily write a few hundred words, mostly b/c she was the only person who showed up to nearly every session that I ran.
Background:
Merhault D'Guy Innards DrinkerMerhault was always a bit of a scamp. A mischevious child who was adopted and educated by a wizard when his impovrished family wanted to repay the sage by making Merhault his bondsman and servant. The sage didn't really need a servant of any kind, but he didn't want to seem ungrateful to the family, and he would be removing a hungry mouth from their table every evening. So instead, Merhault began his apprenticeship as a scholar's reasearch assistant.
With his keen intellect and a voracity for books that even made his instructor suggest that he go outside and not read history or arcane texts Merhault was able to learn many things about not only the world, but how to allow his exceptional perceptive abilities to replace his youthful nature to overlook things.
Branching out from his formerly sneaky ways, Merhault began to explore various forms of ways to live. For a short while he fully immersed himself entirely in social endeavors, and while his terse nature kept people at arm's length, he learned that he could keep himself from starving while away from his adoptive father by singing for his soup or playing a simple flute's tune.
Not satisfied with this, Merhault returned to the solidary tower he called a home and began to research more phsyical and martial aspects and read dozens of books on unarmed and armed combat before returning to explore the world. Clad in heavy armour and wielding massive swords, few people expected a warrior that was so knowledgable about the anatomies of living creatures that he could make them bleed to death without having to actually hack them apart.
His 'father' was reluctant to have Merhault waste his intelligence on purely martial efforts, but Merhault's constant insistence on more and more study to be combined into his martial efforts made his 'father' give him the benefit of the doubt.
[Fast Forward]
Merhault met a band of adventurers while soley exploring a dungeon. He was in the middle of a fight with a Fiendish Tyrannosaurus Rex, and while he might have survived, the appearance of more adventurers decidedly turned the tide in that battle. This was the first time that Merhault and Jagged met. Truth be told, neither Jagged, nor her allies, really liked Merhault. Partly because he wasn't an employee of the same patron as themselves, and partly because much of Merhault's previous work alone made his methods not mesh so well with groups of adventurers. He was effective, but he wasn't likeable.
He then kept adventuring with this group and was offered recruitment by the mage that kept his new-found allies on retainer, but turned the offer down because of his own ties with an other powerful wizard, his adoptive father.
Eventually he went seperate ways from these adventureres, and continued to do more work alone, or perform tasks or accomplish quests for his father.
During one such mission in a Drow city, Merhault was captured and his mind was destroyed and his memories and personality were casually by the Drow Wizard that decided that Merhault should believe that he was what he looked something like, a man-shaped spider, now made to think that he was an actual arachnid.
When his 'father' came to invesitgate his 'sons' dissapearance, he issued an ulitmatum for his son to be given to him. When the house's Matron refused, his 'father' began to obliterate the Drow Manor. During the confusion Merhault escaped the leash that marked him as the guard-pet for one of the higher-ranked daughters of the Drow family.
Since then, Merhault has kept both the skills and knowledge that he once possesed, however his mind has been shattered and replaced with what most people would consider a terrible madness. Merhault, now renamed Innards Drinker for his more messy eating habits, wanders as an adventurer who has no idea of his past.
Unfortunately, the fact that he is always masked and made to look like what he thinks he should look like, Innards Drinker has never encountered anyone who has been able to help him realize that he was once an actual human.
==========
Merhault //Innards DrinkerThe SpiderMerhaultOld notes:
[spoiler]Human Rogue 1/Bard 1/Monk 1/Fighter 11
Medium Humanoid - HD 1d6+2d8+11d10 (124) - 14 [frail] + 14 (Imp Toughness) = (HP: 124)
Alignment: Neutral
Speed: 30 ft. Swim 60 ft.
Initiative: +8 (+3 Danger Sense,
+3 Lighting Reflexes, +5 Dex)
Armour Class:
Total AC: (S 38) 36 (L 34);
Touch AC : (S 21) 19 (L 17) ;
Flatfooted: (S 31) 29 (L 27)
Damage Reduction: 5/-
Spell Resistance:
Attack: Hit AC 31 x2; Hit AC 29 x4
Main attacks: Take 10 + 13 (BaB) + 4 (dex) + 2 (Comb Sch) + 4 (Magic) - 2 (Wrong Sized Weapon)
Secondary/Tertiary Attacks: Take 10 + 10 (BaB) + 4 (dex) + 2 (Comb Sch) + 4 (Magic) - 2 (Wrong Sized Weapon)
[Note: Ignore Deflection Bonuses to AC]
Damage: 3d6 + 33 +3 Con Damage [x2] // 3d6 + 31 + 3 Con Damage [x4]
3d6 + 4 (Dex) + 2 (Combat School) + 4 (Magic) + 1 (Subtle Cut) + 14 (Blitz) + ( 7 Primary Attacks, 5 Secondary attacks)
To-Hit 31 VS AC 24 (+7 damage)
To-Hit 29 VS AC 24 (+5 damage)
Other Attack EffectsMonk Fighting Styles]:
"Bloody Blades"
-Your Slam attacks deal Piercing damage & 2 Con damage
-Your Fighting Style applies to any weapons that you use
Breakdown of abilities:
Abilities (
32 Point Buy)
S 13
D 16 +4 Glove = 20 (+5 Mod)
C 8 +2 BoDK = 10 (+0 mod)
I 17 +3 (lvl 4, 8, 21) 20 + 6 Item = 26 (+8 Modifier)
W 8
Ch 12 +2 = 14 (+2 Modifier)
Init +9 (3 dex, 3 Danger Sense, 3 Lighting Ref)
BAB: +14
Grapple: +14 + 0
Fort +19 (+21) (base +8, con +1, Resistance +0, Great Fort +3)
Ref +23 (+25) (base +10, dex +3, Resistance +0, Lighting Ref+3)
[Evasion, Balance check (+28)]Will +19 (+21) (base +9, wis +0, Resistance +0, Iron Will +3)
+6 Resistance bonus
+1 vs Spells, Spell-Likes (Nymphs Kiss)
+2 vs all except Mechanical Traps
Base Saves: F +8 R +10 W +9
Fighter: Good all (+7 all)
Rogue: +1 Ref
Bard: +1 Ref, +1 Will
Monk: +1 All
Levels/Feats:
[list=1]
- (Variant Feat Rogue) Rogue 1 [Bonus Feat], [Feat]
- Frank's Bard 1
- Fighter 1 Weapons Training, Combat Focus, [Feat]
- Monk 1
- Fighter 2 [Bonus feat]
- Fighter 3 Problem Solver, Pack Mule, [Feat]
- Fighter 4 [Bonus feat]
- Fighter 5 Logistics Mastery, Active Assault
- Fighter 6 [Bonus feat], [Feat]
- Fighter 7 Forge Lore, Improved Delay
- Fighter 8 [Bonus feat]
- Fighter 9 Foil Action, [Feat]
- Fighter 10 [Bonus feat],
- Fighter 11 Lunging Attacks
[Feats Flaws Traits]:
[list=1]
- Danger Sense
- Great Fort
- Iron Will
- Subtle Cut
- Combat School
- TWF, for... TWF
- Blitz
- Horde Breaker
- Weapon Finesse [Replace with Intelligent Fighter?]
- Whirlwind
Flaw-Derived Feats:
[list=1]
- Nymph's Kiss, +2 to Cha, +1 vs Spells/Spell-Likes, +1 Skill pt/Lvl, Count as Fey
- Keen Intellect; Int to Will saves, and Wis Based Skills
Feat-Rogue:
[list=1]
Flaws/Traits:
Flaw: Frail (-1 HP per HD)
Flaw: Reckless(aka. Vulnerable) (-1 to AC)
Trait: Absent-Minded (+1 to all knowledge Checks, -1 to Spot/Listen)
-Insightful Strike (crit range, crit multiplier, wish, not a need)
-Muderous Intent (Jagged Stuns with Great Blows, Merhault kills: it`s a winning combination. :3)
-Ghost Hunter (seeing invisible targets mostly)
-Stand Still, If you AoO and don't deal damage, enemies that you hit make a DC (10+Damage you would have dealt) Reflex Save. If they fail they can't move any more this round.
-Subtle Cut (Wounding Weapons + 2 Con dmg from a Monk fighting style = 3 con dmg per attack; times 6 attacks per round...18 con dmg per round)
-Point Blank Shot
SkillsSkills:
56 =[8 + 1 + 5 = 14] * 4 [Rogue 1]
20 =[4 + 1 + 5 = 10 ] * 2 [Bard 1, Monk 1]
132 =[6 + 1 + 5 = 12] * 11
Total = 208
Max ranks = 17
= ~12 skills @ 17 Ranks +4 remaining +1 Per level [14](Nymph's Kiss)
Total = Ranks + Ability + Modifiers + Synergies
+15 = 5 + 6 +2 +3 Balance (Dex), [Skill 0]
Bluff (Cha),
Climb (Str),
+19 =11 + 8 Craft (Int), [Skill 2a]
+13 =5 + 8 Decipher Script (int)
+7 =0 + 2 + 5 Diplomacy (Cha),
Escape Artist (Dex),
Handle Animal (Cha),
8 = 0 + 8 Heal (Wis)
+29 =17 + 7 + 5 Hide (Dex) [Skill 3]
+24 =17 + 2 + 5 Intimidate (Cha) [Skill 2b + Nymphs Kiss]
+6 =3 + 1 + 2 Jump (Str)
Knowledge (all skills individually) (Int), [51 skill pts, 22 spent so far] [Skills 4, 5 & 6] [Each gains: a
+14 modifier [+8 (int), +3 (Skill Focus (Bard)), +2 (Kraken Bracelet), +1 (Absent-Minded)]
21 =7+14 Arcana
21 =7+14 Dungeoneering
21 =7+14 Nature
21 =7+14 Religion
21 =7+14 The planes
15 =1+14 History
15 =1+14 Geography
15 =1+14 Nobility and royalty
15 =1+14 Architecture and engineering
15 =1+14 Local
(39) +29 =17+ 8 + 5 -1 Listen (Wis), [Skill 7] [Take 10]
+29 = 17+ 5 + 7 Move Silently (Dex), [Skill 8]
Profession (Wis),
Perform
Ride (Dex)
+25 =17+ 8 Sense Motive (Wis), [Skill 9]
(45) +35 =17+ 8 + 10 Search [Skill 10] [Take 10]
(44) +34 =17+ 8 + 10 -1 Spot (Wis), [Skill 11] [Take 10]
=0 +8 Survival (Wis),
+ = + 1 Swim (Str),
+13 =5 + 8 Spellcraft (int)
+24 =17 + 5 + 2 Tumble (Dex),
Use Rope (Dex).
+24 = 17 + 2 + 5 Use Magic Device (Cha) [Skill 12]
[Note: +28 to UMD when using Scrolls due to Dec. Script and Spellcraft Synergy bonuses; Innards//Merhault can use any Scroll with a caster level of 9 automatically]
Languages: Common, Draconic, Celestial, Aquan, Auran, Ignan, Terran
Gear BreakdownWeapons- +1 Extending Adamantine Kusari-Gama [1] ((3,305 gp +8,000)) 11,405 gp -2203.33
(+Wand Chamber +100 gp) [Crafted 3305/3 = 1101.66]
- Adamantine Kusari-Gama [2] ((3,305 gp ,000)) 5,405 gp -2203.33
(+Wand Chamber +100 gp)
- 6 Silver Mwk. Light Hammers [6 base mwk 1,800, silver 120] 1,926 gp
[2lbs each, 12 total]
- 6 Steel Mwk. Throwing Axes [48 base, mwk 1,800] 1,848
[2lbs each, 12 total]
- 6 Wooden Mwk. Javelins [6 gp, mwk 1,800] 1,806 gp
[2lbs each, 12 total]
- Craft the above 18 weapon = 5,580/3 = 1,860
- Worn and slightly rusted Kukri 8 gp /3 = 2.66
- X Adamantine Shuriken (Amount = Elipsis)
- X Steel Shuriken (Amount = Elipsis)
- X Silver Shuriken (Amount = Elipsis)
- X Obsidian (stone) Shuriken (Amount = Elipsis)
X Bronzewood (Wood) Shuriken (Amount = Elipsis)
[subtotal base - crafing: 22,472 - 8129.3333333333333333333333333307]
[Subtotal: 12,342.66]
Armour[Crafted 4,200 / 3 = 1400]
[AC 5, max Dex 5]
+1
Defending Armour Spikes 16.66 (50/3) gp +8,000
- Mwk Tower Shield (+4 AC, +4 Cover, -2 to hit) 120 gp (180-60 Gp ,crafted)
[subtotal: 9,536.67 ]
OtherHead 42,750
- Headband of Intellect [+6] 36,000
- Circlet of Persusasion [+3 Comp Bonus to Cha-based skill checks] 6,750 (4,500*1.5)
Hands 16,000
- Gloves of Dexterity [+4] 16,000
Eyes 4,375
- Eyes of the Eagle [+5 Competence Spot] 2,500
- Goggles of Minute of Seeing [+5 Competence Search] 1,875 (1,250*1.5)
Waist 14,900 gp
- Belt of Dwarvenkind [DV 60', +2 Con, +2 Saves vs spells, poison, and spell-like effects; +4 Dip w/ Dwarves, +2 Dip with Gnomes/Halflings, -2 Dip with all others] 14,900
Back 13,200
- Cloak of the Manta Ray [+3 Nat Ac, Water Breathing, Swim 60'] 7,200
- Cloak of Charisma +2 6,000 (4,000*1.5)
Feet 2,500
- Boots of Elvenkind [+5 Competence Move Silently] 2,500
Other 19,000
- Bracelet of the Kraken [+2 Insight bonus on all Intelligence-based Skill checks. Able to make untrained Knowledge checks. (DR340 p69)] 8,000
Hand [
Must be held]
- Sentry's Eye [+5 Enhancement bonus to Listen, Search, & Spot checks when held. Holder automatically knows the current time and the direction to true north. (DR334 p72)] 9,000
- Earring of the Wolf 2,000 gp [Cell phone, 1 mile range, 1 inch of lead/steel, 10 feet of stone/dirt]
[Subtotlal: 112,725]
[running total: 128,604.33]
Consmable Magic Items 15375
- Wand of Detect Magic 375 gp [surriously, it bones anything with magical effects that tries to hied. :3]
- Wand of Magic Aura (Nystul's Magic Aura*) 750 gp
- Wand of Enlarge Person 750 gp
- Wand of Reduce Person 750 gp
- Wand of Invisiblity 4,500 gp
- Wand of Web 4,500 gp
- Scroll of Greater Invisibility [x3] 2,100
- Scroll of Greater Resistance [Slvl 6] 1,650
*:[
Note: I am
HIDING all of the magical auras of my character's gear. So detect magic and the like won't notice me]
[Running total: 143,979.33]
[Remaining: 20.67]
Mundane gear:
[spoiler]
Camoflauge Netting 50gp (+2 Circumstance to Hide)
Padded Boots 50gp (+2 Circumstance to Move Silently)
Silk Rope: 200 feet (40gp) [10 gp per 50']
Pitons: 30 (3 gp) [1 sp per; 10 per 1gp]
[Total: ]
Maybe later:
- Hat of Disguise 2,700 (1,800*1.5)
- Gloves of The Hulking Hurler [Distance, Returning] 10,000 (+5,000)
AC breakdown:
[spoiler]10
+5 Armour
+5 Dex
+3 Cloak of Manta ray
+2 TWF (sheild Bonus)
=26
+4 GMV
+4 Defending Armour spikes
+4 Armoured In Life
= 36
-1 Size
-1 Less Dex
=34
T: 19 (17)
FF: 29 (28)
[Feat Summaries]
[spoiler]
Blitz [Combat]
You go all out and try to achieve goals in a proactive
manner.
+0: While charging, you may opt to lose your Dexterity
Bonus to AC for one round, but inflicting an extra
d6 of damage if you hit.
+1: You may go all out when attacking, adding your
Base Attack Bonus to your damage, but provoking
an Attack of Opportunity.
+6: Bonus attacks made in a Full Attack for having a
high BAB are made with a -2 penalty instead of a
-5 penalty.
+11: Every time you inflict damage upon an opponent
with your melee attacks, you may immediately use
an Intimidate attempt against that opponent as a
bonus action.
+16: You may make a Full Attack action as a Standard
Action.
Combat School [Combat]
You are a member of a completely arbitrary fighting
school that has a number of recognizable signature
fighting moves.
+0: First, name your fighting style (such as “Hammer
and Anvil Technique” or “Crescent Moon Style”, or
“Way of the Lightning Mace”). This fighting style
only works with a small list of melee weapons that
you have to describe the connectedness to the DM
in a half-way believable way. Now, whenever you
are using that technique in melee combat, you gain
a +2 bonus on attack rolls.
+1: Your immersion in your technique gives you great
martial prowess, you gain a +2 to damage rolls in
melee combat.
+6: When you strike your opponent with the signature
moves of your fighting school in melee, they must
make a Fortitude Save (DC 10 + 1/2 your level
+ your Strength bonus) or become dazed for one
round.
+11: You may take 10 on attack rolls while using your
special techniques. The DC to disarm you of a
school-appropriate weapon is increased by 4.
+16: You may add +5 to-hit on any one attack you make
after the first each turn. If you hit an opponent
twice in one round, all further attacks this round
against that opponent are made with The Edge.
Danger Sense [Combat]
Maybe Spiders tell you what’s up. You certainly react
to danger with uncanny effectiveness.
+0: You get a +3 bonus on Initiative checks.
+1: For the purpose of Search, Spot, and Listen, you
are always considered to be “actively searching”.
You also get Uncanny Dodge.
+6: You may take 10 on Listen, Spot, and Search
checks.
+11: You may make a Sense Motive check (opposed by
your opponent’s Bluff check) immediately whenever
any creature approaches within 60’ of you
with harmful intent. If you succeed, you know the
location of the creature even if you cannot see it.
+16: You are never surprised and always act on the first
round of any combat.
Great Fortitude [Combat]
You are so tough. Your belly is like a prism.
+0: You gain a +3 bonus to your Fortitude Saves.
+1: You die at -20 instead of -10.
+6: You gain 1 hit point per level.
+11: You gain DR of 5/-.
+16: You are immune to the fatigued and exhausted
conditions. If you are already immune to these
conditions, you gain 1 hit point per level for each
condition you were already immune to.
Horde Breaker[Combat]
You kill really large numbers of people.
+0: You gain a number of extra attacks of opportunity
each round equal to your Dexterity Bonus (if positive).
+1: Whenever you drop an opponent with a melee attack,
you are entitled to a bonus “cleave” attack
against another opponent you threaten. You may
not take a 5’ step or otherwise move before taking
this bonus attack. This Cleave attack is considered
an attack of opportunity.
+6: You may take a bonus 5’ step every time you are
entitled to a Cleave attack, which you may take either
before or after the attack.
+11: You may generate an aura of fear on any opponents
within 10’ of yourself whenever you drop an opponent
in melee. The save DC is 10 + the Hit Dice of
the dropped creature.
+16: Opponents you have the Edge against provoke an
attack of opportunity from you by moving
Iron Will [Combat]
You are able to grit your teeth and shake off mental
influences.
+0: You gain a +3 bonus to your Willpower saves.
+1: You gain the slippery mind ability of a Rogue.
+6: If you are stunned, you are dazed instead.
+11: You do not suffer penalties from pain and fear.
+16: You are immune to compulsion effects.
Lightning Reflexes [Combat]
You are fasty McFastFast. It helps keep you alive.
+0: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion,
that stacks to Improved Evasion.
+6: You may make a Balance Check in place of your
Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your
level to your AC.Mage Slayer [Combat]
You have trained long and hard to kill magic users.
Maybe you hate them, maybe you just noticed that
most of the really dangerous creatures in the world
use magic.
+0: You gain Spell Resistance of 5 + Character Level.
+1: Damage you inflict is considered “ongoing damage”
for the purposes of concentration checks made before
the beginning of your next round. All your attacks
in a round are considered the same source of
continuing damage.
+6: Creatures cannot cast defensively within your
threat range.
+11: Your attacks ignore Deflection bonuses to AC.
+16: When a creature uses a [Teleportation] effect
within medium range of yourself, you may choose
to be transported as well. This is not an action.
Subtle Cut [Combat]
You cut people so bad they have to ask you about it
later.
+0: Any time you damage an opponent, that damage is
increased by 1.
+1: As a standard action, you can make a weapon attack
that also reduces a creature’s movement rate.
For every 5 points of damage this attack does, reduce
the creature’s movement by 5’. This penalties
lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack
that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts
as if the weapon had the wounding property.
+16: As a standard action, you may make an attack that
dazes your opponent. This effect lasts one round,
and has a DC of 10 + half your level + your Intelligence
Two Weapon Fighting [Combat]
When armed with two weapons, you fight with two
weapons rather than picking and choosing and fighting
with only one. Kind of obvious in retrospect.
+0: You suffer no penalty for doing things with your
off-hand. When you make an attack or full-attack
action, you may make a number of attacks with
your off-hand weapon equal to the number of attacks
you are afforded with your primary weapon.
+1: While armed with two weapons, you gain an extra
Attack of Opportunity each round for each attack
you would be allowed for your BAB, these extra attacks
of opportunity must be made with your offhand.
+6: You gain a +2 Shield Bonus to your armor class
when fighting with two weapons and not flat
footed.
+11: You may Feint as a Swift action.
+16: While fighting with two weapons and not flat
footed you may add the enhancement bonus of either
your primary or your off-hand weapon to your
Shield Bonus to AC.
Weapon Finesse [Combat]
You are incredibly deft with a sword.
+0: You may use your Dexterity Modifier instead of
your Strength modifier for calculating your melee
attack bonus.
+1: Your special attacks are considered to have the
Edge when you attack an opponent with a Dexterity
modifier smaller than yours, even if your Base
Attack Bonus is not larger.
+6: You may use your Dexterity modifier in place of
your Strength modifier when attempting to trip an
opponent.
+11: You may use your Dexterity modifier in place of
your Strength modifier for calculating your melee
damage.
+16: Opportunist – Once per turn, when an opponent is
struck, you may take an attack of opportunity on
that opponent.
Whirlwind [Combat]
You are just as dangerous to everyone around you as
to anyone around you.
+0: As a full round action, you may make a single attack
against each opponent you can reach. Roll
one attack roll and compare to each available opponent’s
AC individually.
+1: You gain a +3 bonus to Balance checks.
+6: As a full round action, you may take a regular
move action and make a single attack against each
opponent you can reach at any point during your
movement. Roll one attack roll and compare to
each available opponent’s AC individually.
+11: Until your next round after making a whirlwind
attack, you may take an attack of opportunity
against any opponent that enters your threatened
area.
+16: As a full round action, you take a charge action,
overrunning any creature in your path, and may
make a single attack against each opponent you
can reach at any point during your movement. Roll
one attack roll and compare to each available opponent’s
AC individually.
[/spoiler]
old post
[/spoiler]