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Post by reefwood on Mar 25, 2010 19:06:23 GMT -5
Character #4
Still working on several details, but my next character will be an 8th-level Fighter with a spiked chain and Whirlwind Attack (Combat Expertise, Dodge, Mobility, Spring Attack). Leaning toward a +5 Dex elf with Weapon Finesse over a +4 Str human with Weapon Focus/Specialization. The elf would have mithral breastplate to make full use of Dex toward AC and avoid penalties to speed or armor check, and Combat Expertise would further boost AC. The human would probably have full-plate and use Power Attack to hopefully cut down enemies before they can take advantage of the lower AC since using Combat Expertise in conjunction with Power Attack would probably have him missing most of the time.
Since he is a Fighter, I'll probably gear any background toward someone invested in battling the horde. One angle that came to mind is a Purple Dragon. Maybe a squad was finally sent to Nightfall and he winds up tasked with helping the other PCs accomplish a certain goal against the horde. Or he could just be a Nightfall guard, which I guess would essentially be the same as my first character. Although, if he is an elf, I'm not sure how well he would fit into Nightfall or the Purple Dragons, so he could easily be part of another faction on the continent. Or a mercenary would probably work too, but he would expect some sort of payment.
Other ideas I had but have abandoned were... a celestial character that was part of the graveyard protectors... or a werebear, but this wouldn't work for the numbers because even with just 1 PC level, a werebear starts out as a 10th level character (6 HD for the bear +1 HD for the humanoid +3 Level Adjustment = ECL 10).
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Post by reefwood on Mar 26, 2010 0:28:22 GMT -5
Here is a rough draft of the spiked chain whirlwind attack elf. It's copied straight off a spreadsheet, so the formatting is kind of wonky.
Fighter 8
Ability Scores Str: 14 +2 Dex: 20 +5 Con: 12 +1 Int: 13 +1 Wis: 10 +1 Cha: 11 +0
Vitals Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 61 8 10 10 6 3 7 7 9 1 Nonlethal: 0 Damage: 0
Initiative: 5 Speed: 30 ft
DEFENSE Saves Cla Mod Misc Fortitude: 1 0 1 0 Reflex: 5 0 5 0 Will: 1 0 1 0 * * +2 racial vs enchantment and immune to magic sleep
Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 21 10 5 6 0 0 0 0 0 0 ff 16 t 15
OFFENSE BAB 8 Str Size Grapple 10 2 0
Melee 10 +1 Spiked Chain 14 (2d4+4) / 9 (2d4+4) +1 Greatsword 11 (2d6+4) / 6 (2d6+4)
Ranged 13 MW Composite Longbow Str+2 14 (1d8+2) / 9 (1d8+2)
Skills Class +Int +Misc xLvl Skill Points 33 2 1 0 8 Skills Rnk Mod Misc ACP Appraise 1 1 Balance* 1 1 0 Bluff 0 0 Climb* 10 8 2 0 Concentration 1 1 Craft(_____) 1 1 Diplomacy 0 0 Disable*^ 5 5 0 Disguise 0 0 Escape* 5 5 0 Handle^ 0 0 Heal 1 1 Hide* 5 5 0 Intimidate 11 11 0 Jump* 10 8 2 0 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 3 1 2 Move Silently* 5 5 0 Perform(_____) 0 0 Prof(_____)^ 1 1 Ride* 5 5 0 Search 3 1 2 Sense Motive 1 1 Sleight^* 5 5 0 Spellcraft^ 1 1 Spot 3 1 2 0 Survival 1 1 Swim* 2 2 0 Tumble^* 8 3 5 0 UMD^ 0 0 ^trained, *ACP 30
Languages 1) Common 2) Elven 3) Goblin
Feats 1) Exotic Weapon Proficiency: Spiked Chain [1st] 2) Weapon Finesse: Spiked Chain [Ftr1] 3) Dodge [Ftr2] 4) Combat Expertise [3rd] 5) Mobility [Ftr4] 6) Spring Attack [6th] 7) Whirlwind Attack [Ftr6] 8) Combat Reflexes [Ftr8]
Load Lgt Med Hvy Current 31.2 100 200 300
Wealth GP SP CP PP Gems Remaining 73 Spent 12927
Equipment Protection Lbs GP AC Dex ACP ASF +1 Mithral Breastplate 15 5350 6 5 0 10%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Spiked Chain 10 2325 2d4 20 x2 P 10 ft reach +1 Greatsword 2350 2d6 19-20 x2 S MW Composite Longbow Str+2 600 1d8+2 20 x3 P
Items Lbs GP Potion of cure light wounds 0.1 50 Arrows x40 6 2
Items Sold Wand of bear's endurance - 4,500 gp sold for 2,250 gp
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Post by reefwood on Mar 26, 2010 0:38:39 GMT -5
And since one of my random magic items was a +1 greatsword, I decided to tweak the original human build to see what this weapon could do:
Human Fighter 8
Ability Scores Str: 18 4 Dex: 14 2 Con: 14 2 Int: 13 1 Wis: 10 1 Cha: 11 0 Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 69 16 10 10 6 3 7 7 9 1 Nonlethal: 0 Damage: 0 Dex Misc Initiative: 2 2 0 Speed: 20 ft DEFENSE Saves Cla Mod Misc Fortitude: 2 0 2 0 Reflex: 2 0 2 0 Will: 1 0 1 0 Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 19 10 1 8 0 0 0 0 0 0 ff 18 t 11 OFFENSE BAB 8 Str Size Dex Def Dod Grapple 12 4 0 -- -- -- Melee 12 +1 Greatsword: 15 (2d6+9+1d6 elec) / 10 (2d6+9+1d6 elec) -power attack 3: 12 (2d6+15+1d6 elec) / 7 (2d6+15+1d6 elec) -power attack 5: 10 (2d6+19+1d6 elec) / 5 (2d6+19+1d6 elec)
Ranged 10 Ranged 10
Class +Int +Misc xLvl Skills Rnk Mod Misc ACP Appraise 1 1 Balance* -2 2 -4 Bluff 0 0 Climb* 11 11 4 -4 Concentration 2 2 Craft(_____) 1 1 Diplomacy 0 0 Disable^ 1 1 Disguise 0 0 Escape* -2 2 -4 Handle^ 0 0 Heal 1 1 Hide* -2 2 -4 Intimidate 11 11 0 Jump* 11 11 4 -4 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 1 1 Move Silently* -2 2 -4 Perform(_____) 0 0 Prof(_____)^ 1 1 Ride 2 2 Search 1 1 Sense Motive 1 1 Sleight^* -2 2 -4 Spellcraft^ 1 1 Spot -3 1 -4 Survival 1 1 Swim* -4 4 -8 Tumble^* -2 2 -4 UMD^ 0 0 ^trained, *ACP
Languages 1) Common 2) Goblin
Feats 1) Power Attack [1st] 2) Weapon Focus: Greatsword [Human] 3) Dodge [Ftr1] 4) Combat Expertise [Ftr2] 5) Mobility [3rd] 6) Weapon Specialization [Ftr4] 7) Cleave [6th] 8) Great Cleave [Ftr6] 9) Greater Weapon Focus [Ftr8]
Load Lgt Med Hvy Current 58.1 100 200 300
Wealth GP SP CP PP Gems Remaining 600 Spent 12400
Equipment Protection Lbs GP AC Dex ACP ASF MW Full-Plate 50 1800 8 1 -4 35%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Shocking Greatsword 8 8350 2d6 19-20 x2 S Items Lbs GP
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Post by michael on Mar 26, 2010 2:47:31 GMT -5
I love the idea of the spiked chain with whirlwind attack. That's a great visual.
I also think it might be fun if you were a mercenary. That could cause a lot of tension between you and Ragnar, which would be fun. As far as payment for your mercenary skills, we were offered a reward when we were sent to investigate Arathex's crypt. The same guy (Duke Akerman?) will probably offer a reward for whatever our next mission is, too.
Alternatively, Ragnar's got a decent amount of respect for the Purple Dragons, if you chose to go that route.
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Post by icnivad on Mar 26, 2010 11:11:58 GMT -5
Nice. I like this guy. With all that reach, whirlwind is going to decimate. I could enlarge person on him to give him a 20' reach. Trip attack could work well with this guy, too, tripping anything that you get an attack of opportunity on to keep them down. I'm not 100% sure, but I see no reason that trip attack could not be used with whirlwind, as well.
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Post by reefwood on Mar 26, 2010 12:02:04 GMT -5
Nice. I like this guy. With all that reach, whirlwind is going to decimate. I could enlarge person on him to give him a 20' reach. Trip attack could work well with this guy, too, tripping anything that you get an attack of opportunity on to keep them down. I'm not 100% sure, but I see no reason that trip attack could not be used with whirlwind, as well. I looked into both of these too! Enlarge person will give him great reach but because Weapon Finesse is based on Dex, it'll drop his attack bonus by 2 (-1 Dex mod, -1 size). Although, the damage die increase is nice and being Large gives a +4 to Trip, and tripping enemies far away with attacks of opportunity would mean it could take longer for enemies to even reach him since an action would be needed for them to stand and another to continue movement to reach my guy, and both actions would provoke additional attacks of opportunity. Trip looks good for Whirlwind Attack as far as I can see because Whirlwind says "When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach." and Trip says "Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity." Not all special attacks can be used as melee attacks, but Trip is one that can. I have a human build with spiked chain/Whirlwind Attack that also has Improved Trip, but the elf doesn't have enough feats to spare for it and still be this good at the spiked chain. I could switch out Combat Reflexes, but I feel like that may be more useful at this point, and he will get another feat at the next level. Although, if I played with the elf's stats to improve Str (which would drop Dex), I could get by without Weapon Finesse and replace that slot with Combat Reflexes, and then, take Improved Trip as the last feat. That would also make tripping more effective since it is based on Str. AC would drop by 2, but a wand with some charges of cat's grace could bump it back up if one of the casters uses it. Hmm...maybe I will look into this.
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Post by reefwood on Mar 26, 2010 13:08:45 GMT -5
Combat ExpertiseEarlier, I asked a question about using this feat with multiple attacks. Is each attack an action? Well, I should have read more closely because the answer is NO. It says that "When you use the attack action or the full attack action in melee," so the multiple attacks would all be lumped into the single full-attack action, which means you pick the amount of base attack to use before rolling any attacks, and it applies to all the attacks. Then, it resets when you use another action, and that is where my next question lies... What counts as the "next action" that resets Combat Expertise? I'm not going to bother with swift actions because they don't exist in Core, and I won't be doing anything that requires a swift action, or even an immediate action (but feel free to rule on them too if you wish). Also, it seems pretty cut and dry that any move action will reset Combat Expertise, but what about free actions and a 5-ft step? The reason I am unsure about a 5-ft step is because it can be used as part of a full-attack. You can "attack, 5-ft step, attack," and I can't imagine that this 5-ft step would reset Combat Expertise in the middle of the full-attack, especially since this 5-ft step is essentially part of this full-attack action... kind of like the second attack is also part of the full-attack action, so this is all lumped together as one action that takes an entire turn as opposed to 3 separate actions. Oh, wait, I see it now... there is a table in the combat section ( Table: Misc Actions) that lists a 5-ft step as "no action" so I guess it wouldn't reset Combat Expertise. Cos what I was going to ask next is... what if you take the 5-ft step before or after the attacks in a full-attack, as opposed to in between the attacks? But since a 5-ft step isn't considered an actual action, then I guess it doesn't have any effect. But I do have two more questions about what point during an attack Combat Expertise actually kicks in. More specifically, how does it relate to attacks of opportunity on the Combat Expertiser. If my guy makes a grapple attack, it requires a melee attack, so he can use Combat Expertise and would have to do so when declaring the attack, but before making the actual roll, the target gets an attack of opportunity, so... 1) Is the boost to AC from Combat Expertise in effect right away to help against the attack of opportunity? The melee touch attack technically started before the attack of opportunity, even though the attack of opportunity gets resolved first, and the AoO would not exist without the grapple attempt. Or does it not kick in until the actual attack roll is rolled? Because... 2) If the attack of opportunity succeeds, the grapple attempt is nullified, so what happens to Combat Expertise in this instance? If it kicked in right away, it seems like it would stay in effect because with a regular melee attack, it still boosts your AC even if you miss. But if didn't kick in right away, does it even go into effect? This question becomes even more important when a high enough BAB gives multiple attacks because even if the first attack fails on a grapple, you can still use the other attack for more grapple attempts (and the target probably won't have another attack of opportunity to nullify the attempt). A couple examples to help illustrate each point for question #2. I will use Bob the Fighter who has an AC 18 and have an example from his early days and later days. Combat Expertise kicks in right away:Bob at an early level has an attack of +7. He puts 2 points of BAB into CE for an attack +5 and AC 20. Pretty cut and dry for most attacks. But let's look at grapple. Bob makes a grapple attempt against Jason (touch AC 12) but is thwarted by the attack of opportunity. At least Bob's AC is now 20 to help better defend against ungrappled Jason. Older Bob has an attack of +12/+7. He puts 2 points of BAB into CE for an attack +10/+5 and AC 20. Bob uses the first attack make a grapple attempt against Jason (touch AC 12) but is thwarted by the attack of opportunity. Then, he uses his second attack to make another grapple attempt against Jason. Bob rolls 6 +5 for second attack = 11 which misses Jason but at least Bob's AC is bumped up to 20. Combat Expertise DOES NOT kick in right away:Bob at an early level has an attack of +7. He puts 2 points of BAB into CE for an attack +5 and AC 20. Pretty cut and dry for most attacks. But let's look at grapple. Bob makes a grapple attempt against Jason (touch AC 12) but is thwarted by the attack of opportunity and sadly, his AC remains at 18. Older Bob has an attack of +12/+7. He puts 2 points of BAB into CE for an attack +10/+5 and AC 20. Bob uses the first attack make a grapple attempt against Jason (touch AC 12) but is thwarted by the attack of opportunity and his AC remains at 18. But Bob still has a second attack and since Combat Expertise never took affect, it won't apply to the second attack unless he wants to try using it again with the next attack. He opts not to use CE, so his second attack bonus is +7 instead of +5, and then, Bob uses his second attack to make another grapple attempt against Jason. Bob rolls 6 +7 = 13 which hits Jason, so now they make opposed grapple rolls and Bob's AC is still 18. As you can see, either way it works has potential benefits. The first favors AC while the other favors attack and flexibility. I feel like it should kick in right away but wanted to show both sides and am fine with either ruling.
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Post by Rabbit on Mar 26, 2010 13:37:21 GMT -5
It kicks in right away. Because 1) the melee attack technically started and 2) the attack of opportunity was triggered by actions taken by your character. And in that heart beat of motion that, to me, includes your character adjusting his stance or whatever to gain the Combat Expertise effects.
Once triggered the Combat Expertise remains in effect as usual, even if attempted actions (such as a grapple) are nullified.
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Post by reefwood on Mar 26, 2010 17:14:38 GMT -5
Here's a slightly updated and more detailed Dex elf and the enlarged version too:
Medium Elf Fighter 8
Ability Scores Str: 14 2 Dex: 20 5 Con: 12 1 Int: 13 1 Wis: 10 0 Cha: 11 0
Vitals Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 61 8 10 10 6 3 7 7 9 1 Nonlethal: 0
Dex Misc Initiative: 5 5 0 Speed: 30 ft
DEFENSE Saves Cla Mod Misc Fort: 7 6 1 0 Reflex: 7 2 5 0 Will: 2 2 0 0 * * +2 racial vs enchantment and immune to magic sleep
Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 21 10 5 6 0 0 0 0 0 0 ff 16 t 15
OFFENSE BAB 8 Str Size Grapple 10 2 0
Melee 10 +1 Spiked Chain: 14 (2d4+4) / 9 (2d4+4) -trip (touch) 14 (Str +2) / 9 (Str +2) -disarm 20 / 15 +1 Greatsword: 11 (2d6+4) / 6 (2d6+4) Cold Iron Spiked Chain: 13 (2d4+3) / 8 (2d4+3) -trip (touch) 13 (Str +2) / 8 (Str +2) -disarm 19 / 14
Ranged 13 MW Composite Longbow Str+2: 14 (1d8+2) / 9 (1d8+2)
Skills Class +Int +Misc xLvl Skill Points 33 2 1 0 8 Skills Rnk Mod Misc ACP Appraise 1 1 Balance* 5 5 0 Bluff 0 0 Climb* 10 8 2 0 Concentration 1 1 Craft(_____) 1 1 Diplomacy 0 0 Disable^ 1 1 Disguise 0 0 Escape* 5 5 0 Handle^ 0 0 Heal 0 0 Hide* 5 5 0 Intimidate 11 11 0 Jump* 10 8 2 0 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 2 0 2 Move Silently* 5 5 0 Perform(_____) 0 0 Prof(_____)^ 0 0 Ride 5 5 Search 3 1 2 Sense Motive 0 0 Sleight^* 5 5 0 Spellcraft^ 1 1 Spot 2 0 2 0 Survival 0 0 Swim* 2 2 0 Tumble^* 8 3 5 0 UMD^ 0 0 ^trained, *ACP
Languages 1) Common 2) Elven 3) Goblin
Feats 1) Exotic Weapon Proficiency: Spiked Chain [1st] 2) Weapon Finesse: Spiked Chain [Ftr1] 3) Dodge [Ftr2] 4) Combat Expertise [3rd] 5) Mobility [Ftr4] 6) Spring Attack: 30 ft [6th] 7) Whirlwind Attack [Ftr6] 8) Combat Reflexes: 6 AoO/round [Ftr8]
Class Features 1) All simple/martial weapons 2) All armor/shields 3) Bonus fighter feat at 1st level and every even level
Racial Traits 1) +2 Dex, -2 Con 2) Medium / 30 ft 3) Immune to magic sleep and +2 racial vs enchantment 4) Low-light vision 5) +2 racial to Listen, Search, Spot and receives a Search check w/in 5 ft of concealed door 6) Proficient w/ longsword, rapier, longbow, shortbow Load Lgt Med Hvy Current 52.1 58 116 175
Wealth GP SP CP PP Gems Remaining 23 Spent 12977
Equipment Protection Lbs GP AC Dex ACP ASF +1 Mithral Breastplate 15 5350 6 5 0 10%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Spiked Chain 10 2325 2d4 20 x2 P 10 ft reach +1 Greatsword 8 2350 2d6 19-20 x2 S MW Composite Longbow Str+2 3 600 1d8+2 20 x3 P Cold Iron Spiked Chain 10 50 2d4 20 x2 P 10 ft reach
Items Lbs GP Wand of Bear's Endurance (x50) 4500 SOLD FOR 2250 Potion of cure light wounds 0.1 50 Arrows x40 6 2
Enlarged Elf Fighter 8
Ability Scores Str: 16 3 Dex: 18 4 Con: 12 1 Int: 13 1 Wis: 10 0 Cha: 11 0
Vitals Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 61 8 10 10 6 3 7 7 9 1 Nonlethal: 0
Dex Misc Initiative: 4 4 0 Speed: 30 ft DEFENSE Saves Cla Mod Misc Fortitude: 7 6 1 0 Reflex: 6 2 4 0 Will: 2 2 0 0 * * +2 racial vs enchantment and immune to magic sleep
Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 20 10 4 6 0 0 0 0 0 0 ff 16 t 14
OFFENSE BAB 8 Str Size Grapple 15 3 4
Melee 10 +1 Spiked Chain: 12 (2d6+5) / 7 (2d6+ 5) -trip (touch) 12 (Str +3) / 7 (Str +3) -disarm 18 / 13 +1 Greatsword: 11 (3d6+5) / 6 (3d6+5) Cold Iron Spiked Chain: 11 (2d6+4) / 6 (2d6+4) -trip (touch) 11 (Str +3) / 6 (Str +3) -disarm 17 / 12
Ranged 11 MW Composite Longbow Str+2: 12 (2d6+2) / 7 (2d6+2)
Skills Class +Int +Misc xLvl Skill Points 33 2 1 0 8 Skills Rnk Mod Misc ACP Appraise 1 1 Balance* 4 4 0 Bluff 0 0 Climb* 11 8 3 0 Concentration 1 1 Craft(_____) 1 1 Diplomacy 0 0 Disable^ 1 1 Disguise 0 0 Escape* 4 4 0 Handle^ 0 0 Heal 0 0 Hide* 4 4 0 Intimidate 11 11 0 Jump* 11 8 3 0 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 2 0 2 Move Silently* 4 4 0 Perform(_____) 0 0 Prof(_____)^ 0 0 Ride 4 4 Search 3 1 2 Sense Motive 0 0 Sleight^* 4 4 0 Spellcraft^ 1 1 Spot 2 0 2 0 Survival 0 0 Swim* 3 3 0 Tumble^* 7 3 4 0 UMD^ 0 0 ^trained, *ACP 30
Languages 1) Common 2) Elven 3) Goblin
Feats 1) Exotic Weapon Proficiency: Spiked Chain [1st] 2) Weapon Finesse: Spiked Chain [Ftr1] 3) Dodge [Ftr2] 4) Combat Expertise [3rd] 5) Mobility [Ftr4] 6) Spring Attack: 30 ft [6th] 7) Whirlwind Attack [Ftr6] 8) Combat Reflexes: 6 AoO/round [Ftr8]
Class Features 1) All simple/martial weapons 2) All armor/shields 3) Bonus fighter feat at 1st level and every even level Racial Traits 1) +2 Dex, -2 Con 2) Medium / 30 ft 3) Immune to magic sleep and +2 racial vs enchantment 4) Low-light vision 5) +2 racial to Listen, Search, Spot and receives a Search check w/in 5 ft of concealed door 6) Proficient w/ longsword, rapier, longbow, shortbow
Load Lgt Med Hvy Current 104.2 152 306 460
Wealth GP SP CP PP Gems Remaining 23 Spent 12977
Equipment Protection Lbs GP AC Dex ACP ASF +1 Mithral Breastplate 30 5350 6 5 0 10%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Spiked Chain 20 2325 2d6 20 x2 P 10 ft reach +1 Greatsword 16 2350 3d6 19-20 x2 S MW Composite Longbow Str+2 6 600 2d6+2 20 x3 P Cold Iron Spiked Chain 20 50 2d6 20 x2 P 10 ft reach
Items Lbs GP Wand of Bear's Endurance (x50) 4500 SOLD FOR 2250 Potion of cure light wounds 0.2 50 Arrows x40 12 2
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Post by reefwood on Mar 26, 2010 18:37:07 GMT -5
The Str-based elf. This build includes disarm and trip stats, and I added them to the Dex elf too.
Medium Elf Fighter 8
Ability Scores Str: 18 4 Dex: 16 3 Con: 12 1 Int: 13 1 Wis: 10 0 Cha: 11 0 Vitals Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 61 8 10 10 6 3 7 7 9 1 Nonlethal: 0
Dex Misc Initiative: 3 3 0 Speed: 30 ft
DEFENSE Saves Cla Mod Misc Fort: 7 6 1 0 Reflex: 5 2 3 0 Will: 2 2 0 0 * * +2 racial vs enchantment and immune to magic sleep
Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 19 10 3 6 0 0 0 0 0 0 ff 16 t 13
OFFENSE BAB 8 Str Size Grapple 12 4 0
Melee +12 / +7 +1 Spiked Chain: 13 (2d4+7) / 8 (2d4+7) -trip (touch) 13 (Str +8) / 8 (Str +8) -disarm 19 / 14 +1 Greatsword: 13 (2d6+7) / 8 (2d6+7) Cold Iron Spiked Chain: 12 (2d4+6) / 7 (2d4+6) -trip (touch) 12 (Str +8) / 7 (Str +8) -disarm 18 / 13
Ranged 11 Composite Longbow Str+4: 11 (1d8+4) / 6 (1d8+4)
Skills Class +Int +Misc xLvl Skill Points 33 2 1 0 8 Skills Rnk Mod Misc ACP Appraise 1 1 Balance* 3 3 0 Bluff 0 0 Climb* 14 10 4 0 Concentration 1 1 Craft(_____) 1 1 Diplomacy 0 0 Disable^ 1 1 Disguise 0 0 Escape* 3 3 0 Handle^ 0 0 Heal 0 0 Hide* 3 3 0 Intimidate 11 11 0 Jump* 14 10 4 0 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 2 0 2 Move Silently* 3 3 0 Perform(_____) 0 0 Prof(_____)^ 0 0 Ride 3 3 Search 3 1 2 Sense Motive 0 0 Sleight^* 3 3 0 Spellcraft^ 1 1 Spot 2 0 2 0 Survival 0 0 Swim* 4 4 0 Tumble^* 4 1 3 0 UMD^ 0 0 ^trained, *ACP 32
Languages 1) Common 2) Elven 3) Goblin
Feats 1) Exotic Weapon Proficiency: Spiked Chain [1st] 2) Combat Reflexes: 4 AoO/round [Ftr1] 3) Dodge [Ftr2] 4) Combat Expertise [3rd] 5) Mobility [Ftr4] 6) Spring Attack: 30 ft [6th] 7) Whirlwind Attack [Ftr6] 8) Improved Trip [Ftr8]
Class Features 1) All simple/martial weapons 2) All armor/shields 3) Bonus fighter feat at 1st level and every even level
Racial Traits 1) +2 Dex, -2 Con 2) Medium / 30 ft 3) Immune to magic sleep and +2 racial vs enchantment 4) Low-light vision 5) +2 racial to Listen, Search, Spot and receives a Search check w/in 5 ft of concealed door 6) Proficient w/ longsword, rapier, longbow, shortbow
Load Lgt Med Hvy Current 52.1 100 200 300
Wealth GP SP CP PP Gems Remaining 123 Spent 12877
Equipment Protection Lbs GP AC Dex ACP ASF +1 Mithral Breastplate 15 5350 6 5 0 10%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Spiked Chain 10 2325 2d4 20 x2 P 10 ft reach +1 Greatsword 8 2350 2d6 19-20 x2 S Composite Longbow Str+4 3 500 1d8+4 20 x3 P Cold Iron Spiked Chain 10 50 2d4 20 x2 P 10 ft reach
Items Lbs GP Wand of Bear's Endurance (x50) 4500 SOLD FOR 2250 Potion of cure light wounds 0.1 50 Arrows x40 6 2
Oh, and here's the enlarged version. This formating is pretty sloppy of here, but you can probly decipher it by referencing the above one.
Enlarged Elf Fighter 8
Ability Scores Str: 20 5 Dex: 14 2 Con: 12 1 Int: 13 1 Wis: 10 0 Cha: 11 0
Con Misc Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Hit Points: 61 8 10 10 6 3 7 7 9 1
Dex Misc Initiative: 2 2 0 Speed: 30 ft DEFENSE Saves Cla Mod Misc Fortitude: 7 6 1 0 Reflex: 4 2 2 0 Will: 2 2 0 0 * * +2 racial vs enchantment and immune to magic sleep
Armor Class Base Dex Arm Nat Shi Def Dod Size Misc Total: 18 10 2 6 0 0 0 0 0 0 ff 16 t 12
OFFENSE BAB 8 Str Size Dex Def Dod Grapple 17 5 4 -- -- --
Melee +12 / +7 +1 Spiked Chain +13 (2d6+8) / +8 (2d6+8) -trip (touch) +13 (Str 13) / +8 (Str 13) -disarm +23 / +18 +1 Greatsword +13 (3d6+8) / +8 (3d6+8) Cold Iron Spiked Chain +12 (2d6+7) / +7 (2d6+7) -trip (touch) +12 (Str 13) / +7 (Str 13) -disarm +22 / +17
Ranged +9 / +4 Composite [Str+4] Longbow +9 (2d6+4) / +4 (2d6+4)
Class +Int +Misc xLvl Skill Points 33 2 1 0 8 Skills Rnk Mod Misc ACP Appraise 1 1 Balance* 2 2 0 Bluff 0 0 Climb* 15 10 5 0 Concentration 1 1 Craft(_____) 1 1 Diplomacy 0 0 Disable^ 1 1 Disguise 0 0 Escape* 2 2 0 Handle^ 0 0 Heal 0 0 Hide* 2 2 0 Intimidate 11 11 0 Jump* 15 10 5 0 K(arc)^ 1 1 K(dun)^ 1 1 K(eng)^ 1 1 K(geo)^ 1 1 K(his)^ 1 1 K(loc)^ 1 1 K(nat)^ 1 1 K(nob)^ 1 1 K(pla)^ 1 1 K(rel)^ 1 1 Listen 2 0 2 Move Silently* 2 2 0 Perform(_____) 0 0 Prof(_____)^ 0 0 Ride 2 2 Search 3 1 2 Sense Motive 0 0 Sleight^* 2 2 0 Spellcraft^ 1 1 Spot 2 0 2 0 Survival 0 0 Swim* 5 5 0 Tumble^* 3 1 2 0 UMD^ 0 0 ^trained, *ACP
Languages 1) Common 2) Elven 3) Goblin Feats 1) Exotic Weapon Proficiency: Spiked Chain [1st] 2) Combat Reflexes: 4 AoO/round [Ftr1] 3) Dodge [Ftr2] 4) Combat Expertise [3rd] 5) Mobility [Ftr4] 6) Spring Attack: 30 ft [6th] 7) Whirlwind Attack [Ftr6] 8) Improved Trip [Ftr8]
Class Features 1) All simple/martial weapons 2) All armor/shields 3) Bonus fighter feat at 1st level and every even level
Racial Traits 1) +2 Dex, -2 Con 2) Medium / 30 ft 3) Immune to magic sleep and +2 racial vs enchantment 4) Low-light vision 5) +2 racial to Listen, Search, Spot and receives a Search check w/in 5 ft of concealed door 6) Proficient w/ longsword, rapier, longbow, shortbow Load Lgt Med Hvy Current 104.2 200 400 600 Wealth GP SP CP PP Gems Remaining 123 Spent 12877 Equipment Protection Lbs GP AC Dex ACP ASF +1 Mithral Breastplate 30 5350 6 5 0 10%
Weapons Lbs GP Damage Crit Threat Crit Multiplier Type Misc +1 Spiked Chain 20 2325 2d6 20 x2 P 10 ft reach +1 Greatsword 16 2350 3d6 19-20 x2 S Composite Longbow Str+4 6 500 1d8+4 20 x3 P Cold Iron Spiked Chain 20 50 2d4 20 x2 P 10 ft reach
Items Lbs GP Wand of Bear's Endurance (x50) 4500 SOLD FOR 2250 Potion of cure light wounds 0.2 50 Arrows x40 12 2
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Post by reefwood on Mar 29, 2010 23:56:09 GMT -5
Just a little update... my guy will be from an elven warrior clan in the southern deserts of Kenden (? the first continent) who is currently part of the Purple Dragons in a squad/division/battalion that recently arrived on Salas. He will probably be Neutral Good with maybe a tilt toward Lawful since he is sort of in the military right now.
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Post by Rabbit on Mar 30, 2010 10:55:52 GMT -5
Just a little update... my guy will be from an elven warrior clan in the southern deserts of Kenden (? the first continent) who is currently part of the Purple Dragons in a squad/division/battalion that recently arrived on Salas. He will probably be Neutral Good with maybe a tilt toward Lawful since he is sort of in the military right now. I have reefwood's new character's intro set up for the begining on the next session. What is his name? Your rank in the Purple Dragons is "Private First Class."
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Post by reefwood on Mar 30, 2010 12:10:46 GMT -5
I have reefwood's new character's intro set up for the begining on the next session. What is his name? Your rank in the Purple Dragons is "Private First Class." Let me consult the Elven translator: Forceful = Thysaerer Sandstorm = Malys South = Myr Southern = Myraes Desert = Paeraes Wind = Shol Links = Jhol Clan = Tal How about Thysmalys Paer'shol which translates roughly to "Forceful Sandstorm of the Desert Wind" with the nickname Jholmyr for "Southern Links" which is a joint reference to his use of the spiked chain and that his clan comes from the south. His clan is the Desert Wind Clan, so Tal Paer'shol. And by clan, I'm thinking more like the family name and dozens or scores of clans make up the city or society in the desert where he is from.
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Post by Rabbit on Mar 30, 2010 12:56:41 GMT -5
I have reefwood's new character's intro set up for the begining on the next session. What is his name? Your rank in the Purple Dragons is "Private First Class." Let me consult the Elven translator: Forceful = Thysaerer Sandstorm = Malys South = Myr Southern = Myraes Desert = Paeraes Wind = Shol Links = Jhol How about Thysmalys Paer'shol which translates roughly to "Forceful Sandstorm of the Desert Wind" with the nickname Jholmyr for "Southern Links" which is a joint reference to his use of the spiked chain and that his clan comes from the south. His clan is the Desert Wind Clan, so Tal Paer'shol. And by clan, I'm thinking more like the family name and dozens or scores of clans make up the city or society in the desert where he is from. That all works for me.
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Post by michael on Apr 1, 2010 23:20:38 GMT -5
The History of the Hammerdays
The Hammerday clan hails from the continent to the north of Salas. They'd enjoyed some limited trade with the city of Hawk's Rest, but knew most trade happened farther south on the continent. 50 years ago, Durzh Hammerday and his brother Durgan decided to set up a stronger presence on the continent. They set up a shop in the city of Hawk's Rest, and carved out a role in the merchant's guild. Their long term goal was always to get their goods on the market in the southern half of the continent, particularly the major trade cities of Airenel and Night Falls. So about 10 years after they first came to Salas, they established Stone Crow Keep. Durgan ran the business in Hawk's Rest, and Durzh ran Stone Crow. Over the years, however, Durzh became increasingly isolated from his brother and jaded with the mercantile world. He focused more and more on his alchemical work, much to the dismay of the business-oriented Durgan.
Ragnar himself is the son of Durgan Hammerday, and nephew to Durzh. He was born a few years after they arrived on Salas. At first, Durgan tried to teach Ragnar how to forge armor, but Ragnar had little aptitude for it. (Little for a dwarf, at least.) Finally, Durgan decided to send his son to Night Falls to be a cleric. Ragnar had always had a strong desire to serve Moradin, and Durgan, businessman that he is, also saw two opportunities in the move; Having his son serving in Night Falls could strengthen ties with the bustling trade city, and have a Ragnar closer to Durzh might reestablish bonds with the original colony, and the business end of things.
Of course, Ragnar ended up serving as a Paladin, not a cleric. While it's a role he's much better suited for, it's also one less tied to the businesses of Night Falls than the clerics are, something that greatly disappoints his father. And while Ragnar did forge a strong relationship with his uncle, it did little to change Durzh's outlook.
Recently, Durgan decided to move to Airenel and set up shop there. (This was before Lord Baron Ellston came to power.) Unfortunately, Royalists, a political faction that believes the Ellston family has a divine right to rule, wanted to limit the power of the merchant's guild as much as possible. As a foreign born dwarf with few connections in the city, Durgan proved an easy target. They made an excuse, and had him forcibly deported back to his own continent.
This event prompted Durzh to invite Ragnar to stay at Stone Crow Keep to protect them from the worsening political climate. He accepted, and it was his home for some time. Then, while Ragnar was in Night Falls gathering supplies, Stone Crow was attacked. All but one of its residents were slaughtered, including Durzh.
The Quick Version
Ragnar's dad was a member of the Merchant's Guild. Just before the war started the political faction that supports Lord Baron Ellston had him deported. Then Ragnar went to Stone Crow. Then everyone else at Stone Crow was killed.
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