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Oct 30, 2009 17:43:08 GMT -5
Post by Rabbit on Oct 30, 2009 17:43:08 GMT -5
Could everyone post their Character Info here after they update them? I would prefer that you make them as complete as you can.
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Oct 30, 2009 18:08:22 GMT -5
Post by reefwood on Oct 30, 2009 18:08:22 GMT -5
Almost have 6th-level complete. Still need to use 2 skill points (which could be placed in sign language if the group decides to do that) and will probably switch to a new animal companion. Thinking a hawk. Also, I need to buy equipment with the gold from sold items.
Darven Prell - Ran6 [Human] Alignment: N Hit Dice: 6 Exp: 15,000
Age: 26 Sex: M Height: Weight: Eyes: Hair: Other Features:
ABILITY SCORES Str 18 (+4) Dex 16 (+3) Con 17 (+3)* Int 15 (+2) Wis 15 (+2) Cha 9 (-1) *Endurance
SAVES [Ability + Class + Misc] Fortitude: 3+5+0 = +8* Reflex: 3+5+0 = +8 Will: 2+2+0 = +4 *Endurance
COMBAT STATS Hit Points: 51 Initiative: +3 Speed: 30 ft AC: 17 (14f, 13t) +1 shield = 18 (15f, 13t) {+2 shield for fighting d or total d. = 21 or 23} BA/G: +6 / +10
Weapon #1a: Throwing Axe +11/+6 melee (1d6+4; x2) Weapon #1b: Throwing Axe +11 melee/+5 ranged (1d6+4; x2) @ 10 ft Weapon #1c: Throwing Axe +10 ranged (1d6+4; x2) @ 10 ft Weapon #2: Short Sword, MW +11/+6 melee (1d6+4; 19-20/x2) Weapon #3: Quarterstaff +10/+5 melee (1d6+4; x2) or (1d6+6 two-handed) Weapon #4: Shortbow +9/+4 ranged (1d6; x2) @ 60 ft Weapon #5: Guisarme +10/+5 melee (2d4+6; x3) w/ 10-ft reach -w/bs- Guisarme +12/+7 melee (2d4+9; x3) w/ 10-ft reach
Two-Weapon #1a: Throwing Axes +9/+4 melee (1d6+4; x2) & +9/+4 melee (1d6+2; x2) Two-Weapon #1b: Throwing Axes +9 melee/+3 ranged (1d6+4; x2) & +9/+3 ranged (1d6+2; x2) Two-Weapon #2: Short Sword, MW +9/+4 melee (1d6+4; 19-20/x2) & +9/+4 melee (1d6+2; 19-20/x2) -w/bs- Short Sword, MW +11/+6 melee (1d6+6; 19-20/x2) & +11/+6 melee (1d6+3; 19-20/x2) Two-Weapon #3: Quarterstaff +8/+3 melee (1d6+4; x2) & +8/+3 melee (1d6+4; x2)
Trip: Guisarme +10 melee touch (1d20+4 Str) w/ 10-ft reach -w/bs- Guisarme +12 melee touch (1d20+6 Str) w/ 10-ft reach
SKILLS [Abil+Ranks+Syn+Misc]: 6+2 Int +1 human = 9 *Denotes Trained Only ^Apply Armor Check Penalty: -1 Appraise 2+0+0+0 = +2 ^Balance 3+0+0-1 = +2 Bluff -1+0+0+0 = -1 // +2 goblinoid/+4 human ^Climb 4+8+0-1 = +11 Concentration 3+0+0+0 = +3 Craft (______) 2+0+0+0 = +2 *Decipher Script 2+0+0+0 = n/a Diplomacy -1+0+0+0 = -1 *Disable Device 2+0+0+0 = n/a Disguise -1+0+0+0 = -1 ^Escape Artist 3+0+0-1 = +2 Forgery 2+0+0+0 = +2 Gather Info -1+0+0+0 = -1 *Handle Animal -1+5+0+0/4 companion = +4/+8 companion Heal 2+0+0+0 = +2 ^Hide 3+8+0-1 = +10 Intimidate -1+0+0+0 = -1 ^Jump 4+6+0-1 = +9 *Knowledge (dungeoneering) 2+6+0+0 = +8 *Knowledge (geography) 2+1+0+0 = +3 *Knowledge (nature) 2+5+0+2 = +9 Listen 2+8+0+0 = +10 // +2 goblinoid/+4 human ^Move Silently 3+8+0-1 = +10 *Open Lock 3+0+0+0 = n/a Perform (______) -1+0+0+0 = -1 Profession (______) 2+0+0+0 = n/a Ride 3+1+0+2 = +6 Search 2+0+0+0 = +2 Sense Motive 2+0+0+0 = +2 // +2 goblinoid/+4 human *^Sleight of Hand 3+0+0-1 = n/a *Spellcraft 2+0+0+0 = n/a Spot 2+8+0+0 = +10 // +2 goblinoid/+4 human Survival 2+8+0+0/2 above/2 under = +10/+12 above or underground // +2 goblinoid/+4 human ^Swim 4+0+0-2 = +2 *^Tumble 3+0+0-1 = n/a *Use Magic Device -1+0+0+0 = n/a Use Rope 3+0+0+0 = +3
FEATS 1) Weapon Focus: Throwing Axe [1st-level] 2) Quick Draw [Human bonus] 3) Track [Ran1 bonus] 4) Two-Weapon Fighting [Ran2 bonus] 5) Two-Weapon Defense [3rd-level] 6) Endurance [Ran3 bonus] 7) Combat Expertise [6th-level] 8) Improved Two-Weapon Fighting [Ran6 bonus]
CLASS ABILITIES 1) Favored Enemy: Humanoid (goblinoid) +2, Humanoid (human) +4 2) Wild Empathy 1d20+7 3) Animal Companion - Heavy Horse 4) Spells (3rd-level caster; two 1st-level – calm animals & resist energy)
RACIAL TRAITS (Human) 1) Bonus feat 2) Bonus skills 3) Favored Class: Any [Ranger]
LANGUAGES 1) Common 2) Sylvan 3) Goblin
EQUIPMENT Throwing Axe x4 (8 lb) - 32 gp Quarterstaff (4 lb) Ranseur (12 lb) - 9 gp Shortbow (2 lb) - 30 gp Arrows x20 (3 lb) - 1 gp Buckler (5 lb) - 15 gp Backpack (2 lb) - 2 gp Sunrod x2 (2 lb) - 4 gp Caltrops (2 lb) - 1 gp Signal Whistle (-) - 8 sp Short Sword, MW x2 (4 lb) Chainshirt, MW (25 lb)
LOAD Light: 100 lb Medium: 200 lb Heavy: 300 lb Current: 83 lb
COIN PP: GP: 126 SP: 14 CP: 5
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Oct 30, 2009 21:30:25 GMT -5
Post by michael on Oct 30, 2009 21:30:25 GMT -5
Ziff Gnome, Level 7 Druid Alignment: NG Height: 3' Weight: 37 lbs
STR: 8 DEX: 14 CON: 15 INT: 14 WIS: 17 CHA: 8
FORT: 5+2=7 REF: 2+2=4 WILL: 5+3=8
HP: 44 50 Initiative: +2 Speed: 20 ft 15 ft AC: 18 (flat-footed 15, touch 13) 22 (flat-footed 20, touch 13) BA/G: +4 (+1 size) = 5 / -1 +5 (+1 size) = 6 / -0 Armor Check penalty: -3
EQUIPMENT
Short Spear of Returning
+1 Leather Armor
Heavy Wooden Shield +1 Dragonhide Breastplate - 15 lbs +1 Darkwood Shield - 2.5 lbs +1 Amulet of Natural Armor - n/a Darkwood Tower Shield - 11.25 lbs Gnome Hooked Hammer - 3 lbs Short Spear - 1.5 lbs Healer's kit - 1 lb Spell Pouch - 1 lb Signal Whistle - n/a Military Saddle - 30 lbs (not counted towards Ziff's encumbrance) Leather Barding - 15 lbs (not counted towards Ziff's encumbrance) +1 Cloak of Resistance - 1 lb 5933g, 9s
SPELLS PER DAY lv 0: 5 6 lv 1: 3+1 4+1 lv 2: 3+1 lv 3: 2+1 lv 4: 1
SKILLS Concentrate: 11 12 Handle Animal: 5 (9 w/ animal companion) Heal: 10 (12 w/ medkit) Hide: 6 Knowledge Nature: 13 15 Listen: 5 7 Ride: 16 17 (-3 armor check) = 14 Spellcraft: 8 Survival: 13 (15 in above ground natural environments)
FEATS Mounted Combat Skill Focus (Ride) Natural Spell
Gnome: * Small * Low-light vision * +2 racial bonus on saves vs. illusions * +1 on DC of opponent's save vs. gnomish illusions * +1 racial bonus to hit kobolds and goblinoids * +4 dodge bonus on AC against giants * +2 bonus on listen checks * Speak with burrowing animals once per day
Druid: * Spontaneous Casting (summoning) * Animal Companion * Wild Empathy * +2 on Knowledge (nature) and Survival * Woodland Stride * Trackless Step * Resist Nature's Lure * Wild Shape (2x per day)
Light Load: <21 lbs Medium Load: 21-40 lbs Heavy Load: 41-60 lbs
Total load - 35.25 lbs (This is without gold factored in. I'm not sure what weight to give my gold, or if it matters. I know 6k gold coins must weigh a lot, and if it's something you want us to keep track of, I imagine I'd be carrying it in platinum or gems, whatever I could find that would weigh the least.)
Brass Riding Dog, Animal Companion
STR: 17 DEX: 17 CON: 16 INT: 2 WIS: 12 CHA: 6
FORT: 8 REF: 8 WILL: 3/7 (+4 bonus to enchantments from Devotion ability)
HP: 52 Initiative: +3 Speed: 40 ft AC: 21 (flat-footed 18, touch 13) 22 (flat-footed 19, touch 13) BA/G: +4 / +7 +5/+8 Bite: 1D6+4, Trip attempt on successful hit
FEATS Alertness Track (+4 racial bonus when tracking by scent) Dodge Mobility
ABILITIES Scent Low Light Vision Trip Share Spell Devotion
TRICKS Combat Riding (Attack, Come, Defend, Down, Guard, Heel) Work Fetch Track
SKILLS Listen: 5 Spot: 5 Swim: 3 Survival: 9/13 (+4 when tracking by scent) Jump: 9
Light Load - 129 lbs Medium Load - 130 - 260 lbs Heavy Load - 261 - 390 lbs
Brass's total load (w/ Ziff) 117.25 lbs
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Nov 9, 2009 0:35:31 GMT -5
Post by michael on Nov 9, 2009 0:35:31 GMT -5
A very minor correction to Brass's skills; He should have 3 in swim, not 5, and a 9/13 in survival.
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Nov 9, 2009 9:02:05 GMT -5
Post by Enric on Nov 9, 2009 9:02:05 GMT -5
Brother Marle - Cleric 6 [Human] Alignment: NG Hit Dice: 6
Age: 40 Sex: M Height: 5'11'' Weight: 170 lbs Eyes: blue Hair: gray Other Features:
ABILITY SCORES Str 12 (+1) Dex 10 (+0) Con 13 (+1) Int 13 (+1) Wis 17 (+3) Cha 17 (+3)
SAVES Fortitude: +6 Reflex: +2 Will: +8
COMBAT STATS Hit Points: 35 Initiative: +0 Speed: 20 ft (in armor) AC: 22 (flat-footed 22, touch 10) BA/G: +4 / +5
Weapon #1: Mace of Majesty +7 melee (1d8+4; x2)
SKILLS ^Apply Armor Check Penalty: -6 Appraise +1 Bluff +3 Concentration +3 Diplomacy +14 Disguise +3 Forgery +1 Gather Information +3 Heal +14 Intimidate +3 Jump +1 Knowledge (Arcana) +4 Knowledge (History) +4 Knowledge (Religion) +8 Knowledge (Planes) +6 Listen +3 Profession (Brewer) +7 Search +1 Sense Motive +5 Spot +3 Survival +3 Swim +1
FEATS 1) Combat Casting 2) Negotiator 3) Brew Potion 4) Weapon Focus: Heavy Mace
CLASS ABILITIES 1) Turn/Rebuke Undead 6/day 2) Cast healing spells at +1 caster level 3) Greater Turning 1/day 4) Aura (Good)
SPELLS: Domains: Sun, Healing Level 0: 4/day Level 1: 4+1/day Level 2: 4+1/day Level 3: 3+1/day
RACIAL TRAITS (Human) 1) Bonus feat 2) Bonus skills 3) Favored Class: Any [Cleric]
LANGUAGES 1) Common 2) Celestial
EQUIPMENT Mace of Majesty Full plate armor Amulet of Natural Armor +1 Ring of Protection +1 Wooden holy symbol Healer's kit Explorer's outfit Signal whistle Backpack Bedroll Candles Flint & steel Torches Waterskin Rations
ANIMAL: Light Horse
COIN PP: GP: 581 SP: 21 CP: 10
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Nov 10, 2009 13:57:07 GMT -5
Post by Rabbit on Nov 10, 2009 13:57:07 GMT -5
Brother Marle ! smooth talker!
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Nov 11, 2009 14:01:45 GMT -5
Post by icnivad on Nov 11, 2009 14:01:45 GMT -5
Kuvpax Drolwaph Kobold Rogue 4, Fighter 1, Swordsage 2, Ranger 1 HP: 47 (39 class +8 con)
Stats Str: 11: +0 Dex: 21: +5 Con: 12: +1 Int: 17: +3 Wis: 13: +1 Cha: 8: -1
Saves Fort: +6 Reflex: +14 Will: +5
Quickness Initiative: +5 dex +1(swordsage class feature) = +6 Speed: 30 ft(base) +30 (boots) = 60
AC Normal: 23 (5 armor, 5 dex, 1 size, 1 natural, 1 wis) Flat Footed: 17 (5 armor, 1 size, 1 natural) Touch: 17 (5 dex, 1 size, 1 wis)
Common Attacks (off hand gets a -1 from buckler) Glove of shocking grasp: +12/+7 touch (1d6 electricity + 2d6 sneak +2d6 sneak(when in assasin's stance)) Dual Gloves of shocking grasp: +10/+10/+5 touch (1d6 electricity + 2d6 sneak +2d6 sneak(when in assasin's stance)) Cold Iron Dagger: +13/+8 (1d3 + 2d6 sneak +2d6 sneak(when in assasin's stance)) Dual Cold Iron Daggers: +11/+11/+6 (1d3 + 2d6 sneak +2d6 sneak(when in assasin's stance))
Skills Balance: +9 Bluff: +6 Climb: +6 Hide: +25 Jump: +19 Listen: +12 Move Silently: +16 Search: +11 Sense Motive: +9 Sleight of hand: +11 Spot: +11 Survival: +6 Tumble: +18
Languages Common Draconic Sign Language
Class Features Sneak Attack +2d6 Trapfinding Evasion Trap Sense +1 Weapon Focus: Dagger, Sai, Short Sword, Spiked Chain, Saingham, Unarmed Attack Quick to Act +1 Favored Enemy (Kobold) Track Wild Empathy Uncanny Dodge AC Bonus (Wis to ac when lightly armored with no shield)
Feats Weapon Finesse Two Weapon Fighting Skill Focus (Gather Information) Staggering Strike [foe is staggered for 1 rnd with a successful sneak attack]
Items (I have not updated this) Load: 24.99 lbs Capacity: 28.75 / 57.5 / 86.25 pp, gp, sp, cp: 233.94 [10] Cold iron daggers [2] Gloves of shocking grasp Mithril Chain Shirt +1 [1] Masterwork Buckler [1] Boots of Expeditious Retreat (1 pair) [1] Chalk [1] mirror, small steel [10] Oil [1] Signal whistle [1] Mst Thieves Tools [1] small iron key [1] kobold journal [1] cloak of Elvenkind with Lead Lined hidden pocket [2] Wooden Dice [1] ledger of activities
Maneuvers: (Can only have 4 prepared) *Distracting Ember (Boost, create small fire elemental for 1 rnd, swift action, 30 ft) Wind Strike (Boost, +10 ft speed for 1 rnd) Burning Brand (Boost, +5 ft reach for 1 rnd) Flashing Sun (Make extra attack. All attacks at -2) *Cloak of Deception (Boost, Turn invisible for 1 rnd, swift action) *Shadow Jaunt (Teleport 50 ft, standard action) *Fan of Flames (6d6 damage with a ranged touch attack (30 ft))
Stances (can only use 1 at a time) Islands of Blades (Can flank from any angle) *Assassin's Stance (+2d6 sneak attack)
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Nov 11, 2009 23:31:10 GMT -5
Post by reefwood on Nov 11, 2009 23:31:10 GMT -5
At first I didn't realize that Kuvpax picked up a cohort but saw the whip feats and wondered why the whip didn't come out last night, but now it makes sense.
And sweet!
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Nov 12, 2009 12:21:41 GMT -5
Post by icnivad on Nov 12, 2009 12:21:41 GMT -5
Still not 100% sure about taking a cohort. upon closer inspection of the math, he would actually just be fighter 2. not 3 because of Kuvpax's -1 charisma. gonna remove him for the time being till I fully decide what to do.
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Dec 16, 2009 12:20:09 GMT -5
Post by Rabbit on Dec 16, 2009 12:20:09 GMT -5
Everyone, please post your updated 7th Level Characters here. If Jan 5th is our next session I would like to have these posted by Dec 29th to give me time to review them.
Include your weight and load info, too.
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Dec 16, 2009 13:03:28 GMT -5
Post by reefwood on Dec 16, 2009 13:03:28 GMT -5
Here is updated Darven. Not much changed for him at 7th level... +1 BAB, Woodland Stride, and skill points. May still move the skill points around but will have that set by the Dec 29 deadline. Also, to help explain his plethora of attack numbers:
Melee 7 BAB +4 Str = +11 attack bonus * +1 bonus on throwing axes for Weapon Focus * +1 enhancement bonus on masterwork weapons
Ranged 7 BAB +3 Dex = +10 * +1 bonus on throwing axes for Weapon Focus * +1 enhancement bonus on masterwork weapons
Damage +4 w/ light or one-handed weapon in primary hand +6 w/ two-handed weapon (or one-handed weapon in two hands) +2 w/ weapon in off-hand
Full Attack Darven has a Base Attack Bonus of +7/+2 which grants him two attacks when making a full-attack. The Two-Weapon Fighting feat lessens the penalties for fighting with two weapons. He always uses a light weapon (or the equivalent) in his off-hand, so the penalties are reduced to -2 on each hand. The Improved Two-Weapon Fighting feat grants him a second attack with the off-hand at a -5 penalty.
7 BAB +4 Str -2 for first attack with weapon in primary hand = +9 attack 7 BAB +4 Str -2 for first attack with weapon in off-hand hand = +9 attack 2 BAB +4 Str -2 for second attack with weapon in primary hand = +4 attack 7 BAB +4 Str -2 -5 for second attack with weapon in off-hand = +4 attack
This gives him a standard attack bonus set of primary hand +9/+4 and off-hand +9/+4, and things like Weapon Focus and masterwork weapons improve these attacks. Additionally, there is this rule:
So the order of attack can be this "+9 primary, +9 secondary, +4 primary, +4 secondary" or this "+9 secondary, +9 primary, +4 secondary, +4 primary" or even this, I think "+9 primary, +9 secondary, +4 secondary, +4 primary" since it seems like as long as highest bonuses go first, the order of the weapons doesn't matter.
Anyway, here is Darven Ranger 7. Currently, I put 2 skill points in Tumble to gain 1 rank since it is a cross-class skill (figured it would be good to have incase of a fall or to try avoiding an attack of opportunity), 5 in Search to gain the +2 synergy bonus on Survival checks for tracking, and 1 into Listen & Spot. Oh, and rolled poorly on hp, again! At least this time it wasn't a 1.
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Dec 17, 2009 2:43:41 GMT -5
Post by michael on Dec 17, 2009 2:43:41 GMT -5
I updated Ziff's info for 7th level. Things new to this level I put in red. I put Ziff's total load in red as well. There were also a couple changes since I first posted unrelated to my level increase (like my dragonhide armor). Those are in green.
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Dec 17, 2009 12:26:13 GMT -5
Post by icnivad on Dec 17, 2009 12:26:13 GMT -5
I updated Kuvpax as well. Level 7 changes are red. I also added his maneuvers and stances for easy reference.
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Feb 7, 2010 22:50:44 GMT -5
Post by michael on Feb 7, 2010 22:50:44 GMT -5
Ziff Gnome, Level 8 Druid Alignment: NG Height: 3' Weight: 37 lbs
STR: 8 = -1 DEX: 14 = +2 CON: 15 = +2 INT: 14 = +2 WIS: 18 = +4 CHA: 8 = -1
FORT: 8 (6+2) REF: 4 (2+2) WILL: 10 (6+4)
HP: 54 Initiative: +2 Speed: 20 ft/15 ft AC: 22 (flat-footed 20, touch 13) BA: 6/1 +1 size = 7/2 Grapple: 1 = 6 + -1 (strength) + -4 (size) Armor Check penalty: -3
EQUIPMENT +1 Dragonhide Breastplate - 15 lbs +1 Darkwood Shield - 2.5 lbs +1 Amulet of Natural Armor - n/a Darkwood Tower Shield - 11.25 lbs Gnome Hooked Hammer - 3 lbs Short Spear - 1.5 lbs Healer's kit - 1 lb Spell Pouch - 1 lb Signal Whistle - n/a 1 Potion of Cure Medium Wounds - .1 lb Military Saddle - 30 lbs (not counted towards Ziff's encumbrance) Leather Barding - 15 lbs (not counted towards Ziff's encumbrance) +1 Cloak of Resistance - 1 lb 5933g, 9s
SPELLS PER DAY lv 0: 6 - DC 14 lv 1: 4+1 - DC 15 lv 2: 3+1 - DC 16 lv 3: 3+1 - DC 17 lv 4: 2+1 - DC 18
SKILLS Concentrate: 12 Handle Animal: 5/9 (6 ranks + -1 CHA / + 4 animal companion) Heal: 13 (7 ranks + 4 WIS + 2 medkit) Hide: 6 (2 DEX + 4 small) Knowledge Nature: 17 (11 ranks + 2 INT + 2 for 5 Survival ranks +2 Druid) Listen: 8 (2 ranks + 4 WIS + 2 Gnome) Profession Sailor: 5 (1 rank + 4 WIS) Ride: 15 (11 ranks + 2 DEX + 3 Skill Focus + 2 for 5 Handle Animal ranks + -3 armor check) Spellcraft: 8 (6 ranks + 2 INT) Survival: 17/19 (11 ranks + 4 WIS + 2 Druid / + 2 in above ground natural environments from 5 ranks in Knowledge Nature. Wild Empathy: 9 (8 Druid Level + -1 CHA + 2 for 5 Handle Animal ranks) ALL OTHER SKILLS = ABILITY MODIFIER
FEATS Mounted Combat Skill Focus (Ride) Natural Spell
LANGUAGES Common Druidic Gnome Dwarven Goblin Sign Language
Gnome: * Small * Low-light vision * +2 racial bonus on saves vs. illusions * +1 on DC of opponent's save vs. gnomish illusions * +1 racial bonus to hit kobolds and goblinoids * +4 dodge bonus on AC against giants * +2 bonus on listen checks * Speak with burrowing animals once per day
Druid: * Spontaneous Casting (summoning) * Animal Companion * Wild Empathy * +2 on Knowledge (nature) and Survival * Woodland Stride * Trackless Step * Resist Nature's Lure * Wild Shape (3/day, large)
Light Load: <21 lbs Medium Load: 21-40 lbs Heavy Load: 41-60 lbs
Total load - 35.35 lbs
Brass Riding Dog, Animal Companion 6 HD
STR: 17 = +3 DEX: 17 = +3 CON: 16 = +3 INT: 2 = -4 WIS: 12 = +1 CHA: 6 = -2
FORT: 8 (5+3) REF: 8 (5+3) WILL: 3/7 (2 + 1 / + 4 bonus to enchantments from Devotion ability)
HP: 52 Initiative: +3 Speed: 40 ft AC: 22 (flat-footed 19, touch 13) BA/G: +4 / +7 Bite: 1D6+4, Trip attempt on successful hit
FEATS Alertness Track (+4 racial bonus when tracking by scent) Dodge Mobility
ABILITIES Scent Low Light Vision Trip Share Spell Devotion
TRICKS Combat Riding (Attack, Come, Defend, Down, Guard, Heel) Work Fetch Track
SKILLS Listen: 5 Spot: 5 Swim: 3 Survival: 9/13 (+4 when tracking by scent) Jump: 9
Light Load - 129 lbs Medium Load - 130 - 260 lbs Heavy Load - 261 - 390 lbs
Brass's total load (w/ Ziff) 117.35 lbs
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Feb 8, 2010 16:55:07 GMT -5
Post by icnivad on Feb 8, 2010 16:55:07 GMT -5
Updated most of my character. I took another level of Swordsage. There are three major changes: 1) Wis is added to AC when wearing light armor and no shield. This does not actually affect my AC, because I was using a shield before, that I can now discard and still get the +1 from my wis. 2) New stance: Assassin's Stance. +2d6 sneak attack. I can only use one stance at a time, so I have to chose between this and the one that lets me flank from any angle. 3) New maneuver: Fan of Flames. 6d6 fire damage with a ranged touch attack (30 ft range)
Edit: 4) And my BAB finally got big enough to grant an extra attack
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