Author Topic: Sheets  (Read 3418 times)

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Ubernoob

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Sheets
« on: November 05, 2008, 04:40:33 PM »
Sheets (or links) go here.
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Tshern

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Re: Sheets
« Reply #1 on: November 05, 2008, 07:01:35 PM »
Laura Thembaren the Judge
Human Cloistered Cleric 7/Church Inquisitor 5/Paragnostic Apostle 1/Contemplative 1

Medium Humanoid (Human)
Hit Dice:
8d6+6d8+42 (97hp)
Initiative: +8 (Danger sense, Lightning reflexes, Trait)
Speed: 30ft
Armor Class: 28 Touch: 13 Flat-footed: 14
Base Attack/Grapple: +6/+5
Attack: Dagger +5 (1d4-1)
Full Attack: Dagger +5 (1d4-1)
Space/Reach: 5ft/5ft
Special Qualities: Detect good, Domains (Destiny, Inquisition, Knowledge [Knowledge devotion], Spell, Divine Magician ACF), Evasion, Immune to charms, compulsions and disease, Lore (1d20+11), Penetrating insight, Pierce disguise, Pierce illusion, Rebuke undead (14/day), Spellcasting
Saves: Fort: 15 (20 with Conviction) Refl: 12 (17 with Conviction) Will: 28 (33 with Conviction) (all saves count in Superior resistance)
Abilities: STR 8, DEX 10, CON 16, INT 12, WIS 25, CHA 14
Skills: Bluff 9, Concentration 22, Diplomacy 18 (20 with evil creatures), Intimidate 12 (14 with evil creatures), Knowledge (arcana) 18, Knowledge (architecture) 7, Knowledge (dungeoneering) 7, Knowledge (history) 6), Knowledge (nature) 2, Knowledge (nobility and royalty) 2, Knowledge (religion) 23, Knowledge (the planes) 23, Sense motive 17, Spellcraft 23, Spot 17, False theurgy skill trick, Speak language for Abyssal and Elven
Feats: Able learner, Chain spell, Chosen of Evil (Dispater), Danger sense, Divine defiance, Divine metamagic (Persistent), Evil brand, Extend spell, Iron will, Knowledge devotion, Lightning reflexes, Magical aptitude, Master's will, Persistent spell,
Flaws: Murky-eyed, Noncombatant
Traits: Aggressive
Environment:
Organization: Solitary (unique)
Challenge Rating: 14
Alignment: Lawful evil
Languages Spoken: Common, Abyssal, Dwarven, Elven, Infernal
Level Adjustment: -
 

Possessions: Amulet of Health+2, Anklet of Translocation, +1 Defending Ceremonial torture dagger, Dispelling cordx2, Everburning Torch, Everlasting Rations, Focus for Greater anticipate teleport, Gloves of Dexterity+2, Handy Haversack, Lesser Metamagic Rod of Extend, Masterwork Tools (Knowledge: the planes, Sense motive, Spellcraft, Spot), Masterwork Mithral Breastplate, Nightstickx2, Periapt of Wisdom+4, Permanent Darkvision, Reliquary Holy Symbol, Quarterstaff, Ring of Perseverance (Ring of Counterspells with Greater Dispel Magic and Ring of Enduring Arcana), Ring of Spell-Battle, Scrolls of Uncertain provenance, Silk rope (200ft), Spell component pouchx2, Wand of Ray of clumsiness, Wooden heavy shield (Extended Magic vestment active), Ironhorn extractx20, 1330gp (+component for a single Revivify)

Magical locations: Metamagic storm (Chain spell), Otyugh hole, Rainbow falls

Spells prepared (6/7/7/6/5/4/4/3+domain spells):
0: Amanuensis, Detect magic, Light, Light, No light, No light
1: Combat readiness, Combat readiness, Conviction, Conviction, Shield of faith, Shield of faith, Sign, Detect secret doors (D)
2: Arcane turmoil, Divine insight, Extended Conviction, Extended Conviction, Lesser Restoration, Tyche's touch, Undetectable alignment, Detect thought (D)
3: Dispel magic, Dispel magic, Dispel magic, Mass lesser Vigor (Persisted), Spellcaster's bane, Water breating, False life (D)
4: Assay spell resistance, Divine power, Extended Magic vestment, Planar tolerance, Slashing dispel, Bestow curse (D)
5: Extended Freedom of movement, Revivify, Righteous wrath of the faithful, Spell theft, Break enchantment (D)
6: Chained Magic vestment, Greater anticipate teleport, Greater dispel magic, Superior resistance, Overland flight (D)
7: Chained Greater Magic weapon, Extended Energy immunity, Radiant assault, Limited Wish
8:
9:

Divine magician:
1:
Combat readiness (DotU)
2: Arcane turmoil (CM)
3: Spellcaster's bane (CM)
4: Slashing dispel (PHB II)
5: Spell theft (CSc)
6: Greater anticipate teleport (SpC)
7: Greater dispelling screen (SpC)
8: Mind blank
9: Srinshee's Spell Shift (LEoF)

Character background:
[spoiler]Laura Thembaren is a beautiful woman in her late 30's. Her hair is of hazel colour and they are always on a very tight ponytail, she has deep brown eyes with a twist of red almost as if to emphasize her evil nature. She is also tall for a woman, standing at 5'11'' and in spite of her lack of brute strength her body is in nigh-perfect condition due to all the rigorous training she goes through daily.

From an early age Laura's mind was vile and her view of the world distorted, she grew up believing that every action that broke a law or a rule was to be punished. The main problem was that laws themselves were flawed and distorted, so Laura had to follow a code of her own instead of kneeling down and letting the world live with such ignorance.

She sought guidance from a temple of Hextor, but she never understood why should revere a god. After all, she could get towards her goals without the help from divine entities and they had left the world imperfect. Laura knew that she was to purify this imperfection from the entire Mortal Coil and he started from the lowliest scum available, prisoners. Whenever possible she lied or bribed her way into prisons and beat their inmates to submission and eventually breaking their minds and forcing them to submit to her will.

It took a few years, but in due time she had gained a lot of name. Some criminals even started calling her the Judge, a moniker she soon adopted after realizing there was no way of getting away from it. Several churches, government engines and nobles started using her services and she took great delight in finding anyone who did not stand up to her ideals and subsequently either force them to submit or kill them in process.

Laura's work made her move all over the world and she tried to access information about possible targets. To make her work easier, she used a cover identity to join the Paragnostic Assembly and she still uses that as a way to make more money and destroy infidels.

In combat she refrains from using melee tactics and flees if at all possible. She only fights with weapons when she is torturing a chained victim. Her minions and companions take care of foes and she stands in the back disabling enemy spellcasters whenever possible.

Lately Laura turned to the greatest entities of the Nine Hells to acquire more information about inquisition and eradication of chaos. She sacrificed her soul to get great powers from the Lord of the Second, Dispater, whose teachings are now the corner stone of her tactics.[/spoiler]

Fellow players: I have Chained GMW prepared, remember that. Also, Persistent Mass Lesser Vigor for all!
« Last Edit: December 16, 2008, 04:24:35 PM by Tshern »

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Kaelik

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Re: Sheets
« Reply #2 on: November 06, 2008, 11:23:45 AM »
Here is Rollanor the Brilliant.

He's a Beguiler Rainbow Servant Air Gensai.

Rollanor is small man at 5'3" he walks covered in a bright blue cloak that trails about a foot of fabric along the ground. His hood is pulled back to display a faint blue tint to his skin and white shoulder length hair that blows in an imperceptible wind, even inside. Glimpses beneath his cloak show a wiry corded look, despite his small stature.

Left alone in the street from an early age, Rollanor has held little respect for conventions of society, and quickly learned to survive on his wits. Not large enough to engage with most of the street urchins, he quickly developed a strategy of spying and reporting their actions for food from the guards.

One day he accidentally spied on a legitimate thieves guild rather then street urchins, and he was soon brought in and given an "understanding" of the situation. As he grew older, he came into touch with his nature a little more, and eventually began working for the guild of his understanding. Developing his talents quickly, he soon put aside enough money and ability to leave the city and guild forever.

Ashamed of what he had done to survive he fled into the jungles, searching for forgetfulness. What he found instead was the Coatul. They taught him much, not the least of which was that his true calling was to bring hope to those in his previous state, and so he set about championing the people. Recently he has become more and more blase about this goal, because he feels that while he is doing much to protect the property and safety of the rich, those in the gutters still fight for survival.

More recently, he has begun to feel himself pulled ever more north. Upon asking the Coatul for guidance, they informed him of the Elemental Separation, and instructed him to make his way to the council, and to aid them.


Rollanor is a well known champion of good, killing liches, diffusing hobgoblin hordes with a storm, but while he is known for popularity and showmanship, there has been very little recently that could be said to be worth of his talents.
« Last Edit: November 06, 2008, 10:04:12 PM by Kaelik »

woodenbandman

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Re: Sheets
« Reply #3 on: November 06, 2008, 01:56:51 PM »
getting a link up, stats finalized, now just feat choice and spending of 150k of gold. God I suck at shopping.

http://www.myth-weavers.com/sheets/view.php?id=83040

EDIT: So I'm choosing the spells now, and there are some obvious ones, but I'm thinking I could go for some persisting if you guys want (3/day for the win!). Which spells do you recommend for this? Twinning is also nice, as well, but I don't know if I want to use the 3 uses up on this.

He's a Gnome Binder1/Wizard3/Anima Mage 10. Was going to go SCM5/Anima Mage5, but I decided I wanted the best of both worlds at this level so I don't have to sit around and wait for my binding abilities to develop. I'm going the Focused Illusionist route, taking evocation(obv.), Necromancy, and Conjuration as banned schools. I guess I'll have to live with not having any of the non-summoning spells. Praying that this choice doesn't bite me later.

Just realized that I don't get earth spell benefits and flight, which sucks royally for me, but hey, one more feat, and the will DC is insane anyhoo.

EDIT: I just realized that all the great spells I want are from Conjuration, so I'm going to need to shuffle some levels. I'm assuming that this is okay since nothing's happened yet, but if not I guess I'll just revert back. New build is Binder1/Wiz3/Anima Mage7/SCM3 for a nice compromise.

EDIT2: New new build with flaws allowed is Precocious Apprentice Wizard2/Binder1/Anima Mage 6/Shadowcraft Mage 5. Can precocious apprentice be retrained? If so that's awesome.

EDIT3: Okay final final final build before anything is Wiz2/Binder1/Anima Mage7/SCM4. I don't know why I'm making such a big deal about this, we'll probably be leveling really fast anyway.

skydragonknight

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Re: Sheets
« Reply #4 on: November 06, 2008, 07:48:16 PM »
Edit: I'm out.
« Last Edit: November 07, 2008, 06:25:49 PM by skydragonknight »
It always seems like the barrels around here have something in them.

Judging Eagle

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Re: Sheets
« Reply #5 on: November 18, 2008, 05:27:37 PM »
          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 Drinker

Merhault 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 Drinker

The Spider

Merhault



Old 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]
  • Power Attack

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



Skills

Skills:

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 Breakdown

Weapons
  • +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

  • Mithral Breastplate (AC)
[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 ]


Other
    Head 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]
    « Last Edit: December 30, 2008, 09:23:42 PM by Judging Eagle »
    Name kept out of inertia. Thirteen years and counting.

    Prak, the Mad

    • Donkey Kong
    • ****
    • Posts: 648
      • Email
    Re: Sheets
    « Reply #6 on: November 20, 2008, 12:14:39 AM »
    Hope I'm not too late, shit happened, hardly had time to do anything this week.

    anyway, here's Mu-Xe's sheet.

    Mu-Xe is a humanoid goat. he was created by one of those crazy wizards everyone always hears so much about. He was abandoned when an adventuring party slew his creator, and, only a baby at the time, the monk of said party, Grandmaster Oogway, took pity on him and decided to raise him. As Mu's true (CE) nature came out, the monk grew worried, but before long those worries were, mostly, assuaged as it became very evident that though Mu had no pity for anyone else, he was fiercely loyal to his "father." Eventually Oogway passed on, not died, he literally passed away in a breeze, ascending to a higher state of being. Mu has since tried to train exactly one pupil, a young tiefling, but it became apparent very early on that the young bebilith-born placed no value on honor or loyalty, and so Mu threw him out, refusing to train his own end. Mu more or less retired then, having had grand adventures in his younger days, and having been on the verge of betrayal from his only pupil. He decided to spend his remaining years in solitude, meditating and training to keep his body in shape. Then came the call and he knew he could not sit idly by. He was nowhere near nirvana and the prime material is where he kept all of his stuff.

    Psychic Robot

    • Bi-Curious George
    • ****
    • Posts: 378
    Re: Sheets
    « Reply #7 on: November 20, 2008, 12:21:58 AM »
    Serase Theria
    Human Rogue 11 (Penetrating Strike)/Fighter 2/Lion Totem Whirling Frenzy Barbarian

    Ability Scores:

    STR: 14
    DEX: 23 (16 base + 4 gloves + 3 levels)
    CON: 14
    INT: 14
    WIS: 10
    CHA: 10

    HP: 6 + 10d6 (35) + 2d10 (11) + 1d12 (6) + 28 = 86.

    Saves: +12/+11/+10

    --Rogue: +3/+7/+3
    --Fighter: +3/+0/+0
    --Barbarian: +2/+0/+0
    --Cloak of Resistance: +4/+4/+4
    --Iron Will: +0/+0/+3

    Feats:

    1: TWF, Murderous Intent.
    3: Improved Initiative.
    6: Subtle Cut.
    9: Danger Sense.
    12: Savvy Rogue, Weapon Finesse (bonus).
    13: Iron Will (bonus).

    Murderous Intent [Combat]
    Benefits: You may make a coup de grace as a standard action.
    +1: When you kill an opponent, you gain a +2 Morale Bonus to your attack and damage rolls for 1 minute.
    +6: Once per round, you may take an attack of opportunity against an opponent who is denied their Dexterity bonus to AC.
    +11: You may take a Coup de Grace action against opponents who are stunned.
    +16: You may take a Coup de Grace action against opponents who are dazed.

    Subtle Cut [Combat]
    Benefits: 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 bonus.

    Two Weapon Fighting [Combat]
    Benefits: 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 off-hand.
    +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 while fighting with two weapons.
    +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]
    Benefits: 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.

    Danger Sense [Combat]
    Benefits: 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.

    Iron Will [Combat]think these are right, but I used a program to figure these out, so I may be incorrect.

    BackgroundDescription
    Serase Theria is a thin, middle-aged man with snowy hair.  He dresses in brown robes, and he has two short swords sheathed at his sides.

    EDIT:

    My sheet.

    Full attack with buffs (GMW, haste) is going to be eight attacks at +20.  Each attack will do 1d6+8 base damage, +6d6 sneak attack damage (+3d6 against creatures immune to sneak attack), +2 Strength damage (even against creatures immune to Strength damage), +1 Constitution damage.  AC is 29 when buffed.  Doesn't much matter, I suppose, given the +48 attack bonus.  20% miss chance.
    « Last Edit: December 12, 2008, 01:39:25 AM by Psychic Robot »

    Jaggyd

    • Guest
    Re: Sheets
    « Reply #8 on: November 20, 2008, 04:20:30 AM »
    « Last Edit: November 20, 2008, 04:22:15 AM by Jaggyd »

    Judging Eagle

    • Domesticated Capuchin Monkey
    • **
    • Posts: 90
    Re: Sheets
    « Reply #9 on: December 11, 2008, 03:07:06 PM »
      Jagged

      The Wolf

      Female "Half Elf" (aka. human) Barbarian 14 (!!!)
      Medium Humanoid - HD 14d12 (168) + 140 (14*10)= (HP: 308)
      Alignment: Chaotic Neutral
      Speed: 30 ft.(20ft +35' raging +30 Haste = 85')
      Swim: 60' (40' + 35' + 30' = 105')
      Initiative: +1 (-1 Dex, +2 Aggressive)

      Armour Class: 33; Touch: 7 ; Flatfooted: 34 [Huge-Sized]
      Armour Class: 35; Touch: 9 ; Flatfooted: 35 [Elf-Sized]
      Special: Affected by Blink, 50% miss chance on incoming attacks

      Damage Reduction:
      Rage: 9/ Adamantine (), - (9, Rage),
      Spell Resistance: -

      Note: For the Elemental Fight, Jaggyd can Power Attack for  (To-hit 46 or 44 - AC 25 (real AC = 24) = 14 (Could go to 21, but Jagged only has 14 BaB; +28 damage)
      7
      MediumPower Attack: for 14, Hit AC 30
      Attack: Take 10 +32  (14 (BaB)+ 15 (str) + 4 (magic) -1 (Reckless) +2 (Combat School)  +2 Rage [Elf-Sized] = To Hit of 46
      HugePower Attack: for 14, Hit AC 28
      Attack:  Take 10 +30  (14 (BaB)+ 15 (str) + 4 (magic) -1 (Reckless) - 2 (size) +2 (Combat School) +2 Rage[Huge-Sized] = To Hit of 42

      Medium Damage (use a big stiiick (Medium Guisarme))
      [spoiler]
      Damage: 1d6 [med Guisarme] + 22 (str) + 4 (magic) +2 Rage +2 (Combat School) +28 (Power Attack)
      Rage Damage: 7d6 + 48 [Note: Ignores DR/Hardness]
      Note: Armous Spikes deal the same damage as the Guisarme
      [/spoiler]
      Huge Damage (use a big stiiick (Huge Guisarme))

      [spoiler]
      Damage: 3d6 [Huge Guisarme] + 22 (str) + 4 (magic) +2 Rage +2 (Combat School) +28 (Power Attack)
      Rage Damage: 10d6 + 48 [Note: Ignores DR/Hardness]
      Note: Armous Spikes deal the same damage as the Guisarme
      [/spoiler]
      Special Considerations:
      Affected by Blink, 20% miss chance on outcoming attacks
      All Attacks Daze for 1 Round: Fort Save DC 32 (10 (base)+ 7 (1/2 HD) + 15 (Str mod))
      • Great Blows: All enemies hit must make a DC 27 Fort Save or be stunned for one round, can only be affected once per round. [DC:10 + 7 (1/2 lvl) + 10 (con mod)]
      • [Fighting Style]:
      [li[The Wolf that eats Worlds:
      • Slam attack ignore Hardness/DR,
        Fighting style affects weapons
      [/list]

      Grapple: +14 or +22
      Trip (Guisame): +22
      Reach: 5' or 15'
      Reach: 10' or 25' [Polearm]

      ((>_______> Jaggyd auto-hits things for fun.))



      Saves: Fort +22 Reflex +8 Will +8
      All: +24 when raging

      Need Scroll of Greater Resistance to be cast for an other +6
      +4 vs Spell/Spell Likes

      Can Re-Roll any save once
      Immune to: nonlethal damage, death effects, stunning, critical hits, negative levels, and ability damage (but not ability drain).

      Abilities:
      Abilities (32 Point Buy)
      S  16 (10) +16 (Large, Huge) +2 (lvl 8, 12) +6 (gloves) = 40 [+15]
      D  12 (4) -4 (Size) = 8 (-1)
      C  16 (10) +8 (Large, Huge) +6 (belt) = 30[+10]
      I    15 (8) +1 (lvl 4) 16 [+3]
      W 8 (0)
      Ch 8  (0)


      Saving Throws: [note: +2 when Raging to all]
      Fort +22 (10 base + 10 con +  resistance +2 Call the Horde)
      Ref  +8 (6 base - 1 dex +  resistance +2 Call the Horde )
      Will  +8 (6 base +wis + resistance +2 Call the Horde )

      +4 vs spells and Spell Like Abilites
      +6 vs all (Needs to still be cast on her though >_<)

      Levels/Feats:

      [list=1]
      • Barbarian 1 Rage, (Product of Infernal Dalliance[Yugoloth]), (Combat School: HIT SHIT HARD!)
      • Barbarian 2
      • Barbarian 3 Battle Hardened, (Whirlwind)
      • Barbarian 4
      • Barbarian 5 Sidestep Hazards
      • Barbarian 6 (Large Size)
      • Barbarian 7 Great Blows
      • Barbarian 8
      • Monk 1
      • Barbarian 9 Great Life, (Harmless Form)
      • Barbarian 10 Fast Healing 10
      • Barbarian 11 Call the Horde
      • Barbarian 12 (Huge Size) Rage Dice +6d6, Combat Movement +30’
      • Barbarian 13 Watched by Totems

      Flaws/Feats/Traits
      [Flaw]Kamikaze(Vulnerable) (-1 AC)
      [Flaw]Shaky (-2 to ranged attacks)
      [Feat]Keen Intellect
      [Feat]Power Attack
      [trait]Distinctive (Facial Tattoo, Scars) (+1 Reputation checks, -1 Disguise checks)
      [trait]Reckless (-1 to hit melee, +1 melee damage)
      [trait]Aggressive (-1 AC, +2 Initiative)

      Special Abilities
      [Yugoloth]:
      -Immune Poison & Cold
      -Acid, Fire, Electricity Resistance 20
      -Telepathy 100'

      [Fighting Style]:
      The Wolf that eats the world:
      -Slam Attacks Ignore Hardness and DR
      -Your Fighting Style affects your weapon attacks

      Skills
      4 + 3 + 1 * 17 , or 8 @ 17
      intimidate, survival, swim, handle animal and ride
      Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Nature (Int), Knowledge (Geography) Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

      Balance (Dex)
      23 =8 +15 Climb (Str) [7a]
      20 =17 +3 Craft [1]
      16 =17 -1 Hide (Dex) [4]
      7 =8-1 Handle Animal (Cha) [7b]
      16 =17-1 Intimidate (Cha) [2]
      15 =0+15 Jump (Str)
      11 =8+3 Knowledge (The Planes) [3a]
      11 =8+3 Knowledge (Geography) [3b]
      3 =0+3Listen (Wis)
      16 =17-1 Move Silently (Dex) [5]
      7 =8-1 Ride [8a]
      20 =17+3 Sense Motive (Wis) [6]
      3 =0+3 Spot (Wis)
      20 =17+3 Survival (Wis) [4]
      23 =8+15 Swim (Str) [8b]

      Languages: (4 base + 3)


      Gear Breakdown
      [spoiler]
      Weapons
      Mwk Greatsword 350 gp/3 =116.66
      +1 Sizing Adamantine Guisarme 8,103 (309/3 = 103)
      +1 Defending Armour Spikes (+4 AC, 8,050)
      [Subtotal:]16103

      Armour
      Adamantine Breastplate
      [AC +7 Dex +3 ACP -6 ASP -2]
      ACP -6 + 14 BaB = 8; 8/2 = +4
      [AC +7 Dex +(7) ACP -6 ASP -2 (-0)] ACP

      +0 Mithril Breastplate 4,200 gp/3 = 1,400
      [Normal:5 AC, 3 dex, -4 => AC 5, dex 6, ACP -0]


      +0 Mithril Full Plate AC check Dex 10,500/3 =3,500
      [Normal:8 AC, 1 dex, -6 => AC 8, dex 4, ACP -2]

      +1 Animated Tower Shield (180/3 = 60; 9,060)
      [Subtotal: ]

      Other
      Gauntlets of +6 Str 36,000 gp
      +Spell Strike 8,000 (Add Enh. Bonus to spell saves)
      Belt of +6 Con 36,000
      72000

      Cloak of the Manta Ray 7,200
      Blindfold of True Darkness 9,000 gp
      Ring of Blinking 27,000 gp
      43200

      -4,000 gp [Given to Woodenbandman's Character]

      Subtotal: 139810
      Gold Left: 2190
      Scroll of greater Spell resistance: 1,650
      [/spoiler]

      AC =
      10
      +8 Mith FP
      -1 Dex
      +5 Tower Sheild
      +5 Natural armour
      +4 Armoured in life
      31

      +4 MV (Armour)
      +3 MV (sheild)
      =+7 (38)

      -2 Rage
      -1 Kamikaze
      -1 Aggressive
      -2//-0  Size (huge or medium)
      =-6//-4 (32//34)

      +1 Haste
      = (33//35)

      ==========

      Dec 13: that should do it
      « Last Edit: December 13, 2008, 06:27:14 PM by Judging Eagle »
      Name kept out of inertia. Thirteen years and counting.