Prefer not to see ads? Become a Community Supporter.
+ Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 15 of 21

Thread: Character Collection

  1. #1
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Character Collection

    Prefer not to see ads?
    Become a Community Supporter.
    We commented about doing this once. Well, here is a collection of a few PC/NPC I had written up. I personally have a habit of designing characters to levels 8, 12 or 20 from the start. I try to layout them so it's easy to make them the proper level. I do not include equipment, varies too much. Anyone else if free to add theirs. I'll just put up 3 today, and then I'll add many 1 a day unless people are eager for more, or for a specific character class. (I've probably already got one made). A few may have backgrounds, but not too many. I only write them up when I know the setting.

  2. #2
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Simple Knight

    Human Knight
    Str: 17, Dex: 12, Con: 14, Int: 10, Wis: 10, Cha: 13

    Level 1: Knight 1
    Feats: Exotic Weapon Proficiency – Dire Pick, Shield Specialization-Heavy
    Skills: (2+1) Handle Animal 4, Ride 4, Intimidate 4
    Class Features: Knight’s Code, Knight’s Challenge, Fighting Challenge +1
    Level 2: Knight 2
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Class Features: Shield Block +1, Mounted Combat
    Level 3: Knight 3
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Feat: Shield Ward
    Class Features: Bulwark of Defense
    Level 4: Knight 4 (+1 STR)
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Class Features: Armor Mastery (Medium)
    Level 5: Knight 5
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Class Features: Test of Mettle, Vigilant Defender
    Feat: Endurance
    Level 6: Knight 6
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Feat: Improved Shield Bash
    Class Features: Fighting Challenge +2, Shield Ally
    Level 7: Knight 7
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Class Features: (none)
    Level 8: Knight 8 (+1 CHA)
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Class Features: Call to Battle
    Level 9: Knight 9
    Skills: Handle Animal +1, Ride +1, Intimidate +1
    Feat: Improved Critical – Dire Pick
    Class Features: Armor Mastery (Heavy)

    This character uses material from: PHB & PHB II
    Last edited by InfoStorm; Tuesday 08-07-2007 at 01:05 PM.

  3. #3
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Barbarian Wrestler to Bear Warrior

    Human Barbarian -> Bear Warrior
    Str: 16, Dex: 14, Con: 14, Int: 12, Wis: 10, Cha: 12

    Level 1: Barbarian 1

    Feats: Improved Unarmed Strike, Improved Grapple
    Skills: (4+1+1)
    Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: Illiterate, Rage, Fast Movement (+10’)
    Level 2: Barbarian 2
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: Uncanny Dodge (Keep Dex)
    Level 3: Barbarian 3
    Skills Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Feat: Superior Unarmed Strike
    Class Features: Trap Sense (+1 to Ref Saves)
    Level 4: Barbarian 4 (+1 Str)
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: +1 Rage/day
    Level 5: Barbarian 5
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: Improved Uncanny Dodge (cannot be flanked (except by rogue +4 level))
    Level 6: Barbarian 6
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Feat: Power Attack
    Class Features: Trap Sense (+1 to Ref Saves)
    Level 7: Barbarian 7
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: DR 1/-
    Level 8: Bear Warrior 1 (+1 STR)
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: Bear form – Whenever rages, can transform into a Black bear.
    Instead of normal rage bonus gain: +2 to Will saves, -2 to AC,
    +8 to STR, +2 to DEX, +4 to CON, Speed 40’, Natural Armor +2,
    2 Claw attacks (1d4) & 1 Bite Attack (-5) Melee (1d6)
    Level 9: Bear Warrior 2
    Skills: Climb, Jump, Handle Animal, Ride, Intimidate, Survival
    Class Features: (none?)
    Feat: Extra Rages

    This character uses material from: PHB, Complete Warrior, & Tome of Battle
    Last edited by InfoStorm; Tuesday 08-07-2007 at 01:05 PM.

  4. #4
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Hot-Headed Sorceress

    Female Human, Sorceress
    Str: 10 Dex: 14 Con:12 Int: 12 Wis: 10 Cha: 16

    Level 1: Sorceress 1
    Skills: (2+1+1) Bluff +7, Craft-Alchemy +5, Heal +5, Concentration +5
    Class Abilities: Summon Familiar, Spells
    Spells Known: (4/2) 0- Prestidigitation, Arcane Mark, Detect Magic, Read Magic
    1- Summon Monster I, Force Wave
    Spells per Day: 5/4
    Feats: Draconic Heritage-Gold, Spell Focus-Conjuration, Augment Summoning + FLAW: Feeble
    Level 2: Sorceress 2
    Skills: Bluff +8, Craft-Alchemy +6, Heal +6, Concentration +6
    Spells Known: +1 0-level: Mage Hand
    Spells per Day: 6/5
    Level 3: Sorceress 3
    Skills: Bluff +9, Craft-Alchemy +7, Heal +7, Concentration +7
    Spells Known: +1 1st-level: Lesser Orb of Fire
    Spells per Day: 6/6
    Feat: Draconic Power
    Level 4: Sorceress 4 (+1 CHA)
    Skills: Bluff +10, Craft-Alchemy +8, Heal +8, Concentration +8
    Spells Known: +1 0-Level, +1 Second Level (Disrupt Undead, Summon Monster II)
    Spells per Day: 6/7/4
    Level 5: Sorceress 5
    Skills: Bluff +11, Craft-Alchemy +9, Heal +9, Concentration +9
    Spells Known: +1 1st-level +1 2nd-level (Snilloc’s Snowball, Scorching Ray)
    Spells per Day: 6/7/5
    Level 6: Sorceress 6
    Skills: Bluff +12, Craft-Alchemy +10, Heal +10, Concentration +10
    Spells Known: +1 0-level +1 3rd level (Mending, Summon Monster III)
    -1 1st-level +1 1st level (-Summon Monster I, +Shelgarn’s Persistent Blade)
    Spells per Day: 6/7/6/4
    Feat: Fiery Burst
    Level 7: Sorceress 7
    Skills: Bluff +13, Craft-Alchemy +11, Heal +11, Concentration +11
    Spells Known: +1 1st: Mage Armor
    +1 2nd: Resist Energy
    +1 3rd: Fireball
    Spells per Day: 6/7/5/5
    Level 8: Sorceress 8 (+1 CHA)
    Skills: Bluff +15, Craft-Alchemy +12, Heal +12, Concentration +12
    Spells Known: + 1 0-Level, +1 4th level: Open/Close, Summon Monster IV
    - 2 2nd level: Summon Monster II, +1 2nd level: Cloud of Knives
    Spells per Day: 6/7/7/6/4
    Level 9: Sorceress 9
    Skills: Bluff +16, Craft-Alchemy +13, Heal +13, Concentration +13
    Feat: Summon Elemental
    Spells Known: +1 2nd Level: Protection from Arrows
    +1 3rd level: Dispel Magic
    +1 4th level: Channeled Pyroblast
    Spells per Day: 6/7/7/7/5


    This character uses material from: PHB, PHB II, Complete Mage, Dragon Magic, & Unearthed Arcana
    Last edited by InfoStorm; Tuesday 08-07-2007 at 12:57 PM.

  5. #5
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    The "Mini-Dragon" - Kobold Dragon Adept/Fighter

    "Mini-Dragon Kobold" – Dragon Warrior (Dragon Adept/Fighter)
    Str: 13 Dex: 16 Con: 12 Int: 10, Wis: 9, Cha: 12

    Level 1: Dragon Adept 1 -- Feat: Dragonwrought, Flaw: Murkey Eyed, +Feat: Dragon Tail
    Class Features: Fire Breath, Invocation: Endure Exposure
    Skills: Use Magic Device 4, Spot 4, Listen 4, Sense Motive 4
    Level 2: Fighter 1 – Fighter Feat: Weapon Focus: Long Sword
    Skills: Climb +2
    Level 3: Dragon Adept 2 -- Feat: Dragon Wings
    Class Ceatures: Breath Effect - Lightning Breath, Scales +2
    Skills: Use Magic Device +2, Sense Motive +2
    Level 4: (+1 Str) Fighter 2 – Fighter Feat: Shield Specialization-Heavy
    Skills: Climb +2
    Level 5: Dragon Adept 3
    Class Features: Breath Weapon 2d6, Invocation: See the Unseen
    Skills: Use Magic Device +2, Sense Motive +2
    Level 6: Fighter 3 -- Feat: Improved Dragon Wings
    Skills: Swim +2
    Level 7: Dragon Adept 4 Class Abilities: Dragonkin
    Skills: Use Magic Device +2, Sense Motive +2
    Level 8: (+1 Str) Fighter 4 – Fighter Feat: Weapon Specialization- Longsword
    Skills: Swim +2
    Level 9: Dragon Adept 5 -- Feat: Reinforced Wings
    Class Abilities: Breath Weapon 3d6, Breath Effect-Weakening Breath
    Skills: Use Magic Device +2, Sense Motive +2
    Level 10: Fighter 5 -- Skills: Swim +2
    Level 11: Dragon Adept 6 Class Abilities: Damage Reduction 2/Magic, Invocation: Voracious Dispelling
    Skills: Use Magic Device +2, Sense Motive +2
    Level 12: (+1 Str) Fighter 6 – Fighter Feat – Melee Mastery-Slashing – Feat: Flyby Attack
    Skills: Swim +2

    Notes: Dragon Tail allows an optional secondary attack, and allows attack if completely unarmed or grappled, being a natural attack. Climb taken at first on fighter levels as the kobold cannot fly yet, and then switch over to swim, for just in case issues. Sense Motive a good skill in a fighter type to oppose bluffs, and Use magic device always useful. Weapon focus feats can always be designed around a different, non-exotic weapon. AC will be good with Natural Armor, Scales class feature, Dex, & Size, even with light armor and a shield and can upgrade to medium armor at 9th level. Also has the option of going to the Draconscale Husk substitution to fighter heavy armor proficiency, but cannot fly with it until 9th level as it counts as medium armor, but it has no arcane spell failure to hinder the dracon breaths or invocations.

    This character uses materials from: PHB, PHB II, Dragon Magic, Races of the Dragon, & Unearthed Arcana
    Last edited by InfoStorm; Wednesday 08-08-2007 at 02:50 PM.

  6. #6
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Dwarven Crossbowman

    Dwarf Crossbowman
    Str: 14, Dex: 17, Con: 16, Int: 10 Wis: 10, Cha: 9

    Level 1: Fighter 1 -- Exotic Weapon Proficiency – Great Crossbow, Weapon Focus – Great Crossbow
    Level 2: Fighter 2 -- Crossbow Sniper
    Level 3: Fighter 3 -- Rapid Reload
    Level 4: Fighter 4 -- Weapon Spec – Great Crossbow (+1 Dex)
    Level 6: Fighter 6 -- Point Blank Shot, Far Shot
    Level 8: Fighter 8 -- Improved Critical – Great Crossbow (+1 Str)
    Level 9: Fighter 9 -- Greater Weapon focus – Great Crossbow
    Level 10: Fighter 10 – Ranged Weapon Mastery-Piercing
    Level 12: Fighter 12 – Greater Weapon Spec – Great Crossbow, Penetrating Shot (+1 Str)

    Notes: Future levels would work best with some focus added to a melee weapon, should foes survive closing, hence the STR increases. While a mighty composite longbow would give better rate of fire, the crossbow is better for role playing. Skills not listed because they really don't matter for this build, and can be chosen for play style. (levels 5,7,11 not listed as they have nothing but skill & hp increases)

    This character uses materials from PHB, PHBI & Complete Warrior,

  7. #7
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    The Fey Ranger

    Human Ranger
    Str: 1? Dex: 1? Con: 12 Int: 10 Wis: 14 Cha: 12
    (Melee rangers will be Str 16 & Dex 14, while Ranged rangers will be Str 14 & Dex 16)

    Level 1: Ranger 1 Feats: Fey Heritage, Fey Skin
    Class Abilities: Favored enemy-(choose), Track, Wild Empathy
    Skills (7) Survival 4, Handle Animal 4, Knowledge-Nature 4, Climb 4, Use Rope 4, Spot 4, Listen 4
    Level 2: Ranger 2 - Class Features: Combat Style - (choose)
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 3: Sorcerer 1 - Feat: Few Power
    Spells Known: True Strike, Hypnotism, Daze, Detect Magic, Detect Poison, Prestidigitation
    Sorcerer Spells/day: 5/4
    Skills: Bluff +3
    Level 4: Ranger 3 (+1 Str of Dex (whichever was 16 above))
    Class Features: Feat: Endurance
    Skills: Survival +2, Handle Animal +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 5: Ranger 4 - Class Features: Animal Companion, Spells: 1-1st level spell/day
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 6: Ranger 5 - Feat: Fey Presence
    Class Features: 2nd Favored Enemy
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 7: Ranger 6 - Class Features: Improved Combat Style, Spells: 2-1st level spells/day
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 8: Ranger 7 - (+1 Str or Dex (as above))
    Class Features: Woodland Stride
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 9: Ranger 8 Feat: Fey Legacy
    Class Features: Swift Tracker, Spells: 2-1st & 1-2nd level spell/day
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 10: Ranger 9 - Class Features: Evasion
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 11: Ranger 10 - Class Features: 3rd Favored Enemy, Spells: 2-1st & 2-2nd level spell/day
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1
    Level 12: Ranger 11 - Feat: (any) - (+1 Str of Dex (as above))
    Class Features: Combat Style Mastery
    Skills: Survival +1, Handle Animal +1, Knowledge-Nature +1, Climb +1, Use Rope +1, Spot +1, Listen +1

    Notes: the benefits of the class are DR at 1st level, improving up through 9th, some minor spells from the sorcerer dip, and multiple spell like abilities not expected from a ranger. The Fey heritage also opens some roleplaying options. Build works equally well for Melee vs Ranged rangers and feat above 12th are completely open, though ones aiding preferred combat style are suggested. Sorcerer spells are completely optional, ones listed merely suggested. (This feat progression works well for a fighter).

    This character uses materials from: PHB, & Complete Mage.

  8. #8
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Horse Master

    Human Horse Master
    Str: 15, Dex: 14, Con: 15, Int: 12, Wis: 10, Cha: 12

    Level 1: Knight 1 -- Feats: Animal Affinity, Run
    Class Features: Knight’s Code, Knight’s Challenge, Fighting Challenge +1
    Skills: Handle Animal- 4, Ride - 4, Knowledge Nature - 2*, Jump – 4
    Level 2: Knight 2 -- Class Features: Shield Block +1, Mounted Combat
    Skills: Handle Animal +1, Ride +1, Knowledge: Nobility/Royalty +1, Jump +1
    Level 3: Knight 3 – Feat: Ride-by-Attack
    Class Features: Bulwark of Defense
    Skills: Handle Animal +1, Ride +1, Knowledge: Nobility/Royalty +1, Jump +1
    Level 4: Knight 4 – (+1 Str)
    Class Features: Armor Mastery (Medium)
    Skills: Handle Animal +1, Ride +1, Knowledge: Nobility/Royalty +1, Jump +1
    Level 5: Knight 5 – Class Features: Test of Mettle, Vigilant Defender, Bonus Feat: Spirited Charge
    Skills: Handle Animal +1, Ride +1, Knowledge: Nobility/Royalty +1, Jump +1
    Level 6: Horselord 1 -- Feats: Trample
    Class Features: Bonuses with Horses, Wild Empathy, Animal Bond, Detect Horses, Stacks with Animal Companion
    Skills: Handle Animal +1, Jump +1, Survival +4
    Level 7: Horselord 2
    Class Features: First totem: +4 bonus to Jump checks, Low-Light Vision
    Skills: Handle Animal +1, Jump +1, Survival +4
    Level 8: Beastmaster 1 -- (+1 Con)
    Class Features: Animal Companion, WIld empathy
    Skills: Ride +3, Handle Animal +1, Spot +1, Listen +1
    Level 9: Horse Lord 3 -- Feat: Calvary Charger
    Class Features: Wild Aspect: +10' to speed for 1 hour - 1 / day
    Skills: Handle Animal +1, Jump +2, Spot +1, Listen +1, Survival +1
    Level 10: Horse Lord 4
    Class Features: Speak with Animals - Horses only - 1/day
    Skills: Handle Animal +1, Jump +1, Spot +2, Listen +1, Survival +1
    Level 11: Beastmaster 2
    Class Features: Bonus Feat: Alertness
    Skills: Ride +3, Handle Animal +1, Spot +1, Listen +1
    Level 12: Horselord 5 -- Feat: Leadership -- (+1 Str)
    Class Features: Summon Horses - 1/day
    Skills: Handle Animal +1, Jump +2, Spot +1, Listen +1, Survival +1
    Level 13: Horselord 6
    Class Features: Second totem: Skill foces: Ride, Wid Aspect 2/day - +20' Movement Rate
    Skills: Handle Animal +1, Jump +1, Spot +1, Listen +2, Survival +1
    Level 14: Beastmaster 3
    Class Features: Speak with Animals 1/day
    Skills: Ride +3, Handle Animal +1, Spot +1, Listen +1
    Level 15: Horselord 7 -- Feat: Skill Focus: Handle Animal
    Class Features: Animal Growth 1/day
    Skills: Handle Animal +1, Jump +2, Spot +1, Listen +1, Survival +1
    Level 16: Horselord 8 -- (+1 Str)
    Class Features: Animal Telepathy
    Skills: Handle Animal +1, Jump +1, Spot +1, Listen +1, Survival +2
    Level 17: Beastmaster 4
    Class Features: Extra Animal Companion (-3)
    Skills: Ride +3, Handle Animal +1, Spot +1, Listen +1
    Level 18: Horselord 9 -- Feat: Leadership
    Class Features: Wild Aspect 3/ day
    Skills: Handle Animal +1, Jump +2, Spot +1, Listen +1, Survival +1
    Level 19: Horselord 10
    Class Features: Third Totem: +2 Constitution
    Skills: Handle Animal +1, Jump +1, Spot +1, Listen +1, Survival +2
    Level 20: Beast Master 5 -- (+1 Str)
    Class Features: Low-light Vision (3x as far as human)
    Skills: Handle Animal +1, Ride +3, Spot +1, Listen +1

    Notes: This is a knight who REALLY likes horses, almost to extreme, specializing in mounted combat. He took Horselord to get close to the horses he likes so much and Beastmaster to improve his relations with horses even more, and to keep up his ride skill (as Ride is not a class skill for horselord).

    This character uses materials from: PBH, PBH II, Complete Warrior & Complete Adventurer.
    Last edited by InfoStorm; Monday 08-13-2007 at 08:27 AM. Reason: Filled ??? values

  9. #9
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Fighting Rogue

    Human
    Str: 15 Dex: 15 Con: 12 Int: 14, Wis: 8, Cha: 14

    Level 1: Rogue 1 Improved Unarmed Strike, Combat Expertise
    Skills (all at 4): Bluff, Disable Device, Pick Locks, Search, Escape Artist, Tumble, Use Magic Device, Appraise, Swim, Climb, Balance
    Level 2: Fighter 1 Fighter Feat: Improved Feint
    Skills: Swim +1, Climb +1, Jump +2
    Level 3: Rogue 2 -- Feat: Improved Disarm
    Skills: Bluff +2, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +2, Use Magic Device +1, Appraise +1, Balance +1
    Level 4: Rogue 3 -- (+1 Dex)
    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    Level 5: Fighter 2 -- Fighter Feat: Superior Unarmed Strike
    Skills: Swim +1, Climb +1, Jump +2
    Level 6: Rogue 4 -- Feat: Throw Anything
    Skills: Bluff +2, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +2, Use Magic Device +1, Appraise +1, Balance +1
    Level 7: Rogue 5

    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    Level 8: Rogue 6 -- (+1 Str)

    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    Level 9: Rogue 7, Feat: Deflect Arrow

    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    level 10: Rogue 8

    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    Level 11: Rogue 9

    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1
    Level 12: Rogue 10 -- (+1 Str), Feat: Snatch Arrows
    Skills: Bluff +1, Disable Device +1, Pick Locks +1, Search +1, Escape Artist +1, Tumble +1, Use Magic Device +1, Appraise +1, Swim +1, Climb +1, Balance +1

    Notes: This rogue, due to some militant training is able to use almost any weapons is gets his hands on, and even his own hands if need be. Also good with ranged attacks, both incoming and attacking.

    This characters uses materials from PBH, Complete Warrior, & Tome of Battle
    Last edited by InfoStorm; Friday 08-17-2007 at 01:09 PM. Reason: typo

  10. #10
    Join Date
    Mar 2007
    Location
    Edmonton
    Posts
    83

  11. #11
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Thanks & Goliath Fighter

    Quote Originally Posted by Argent View Post
    I like them. As soon as I get a moment, I'll post some of my own...
    Thank you, and feel free to contribute.

    Is the format I'm using understandable ot too complex? I know I understand it, I designed it.

    Any requests for characters, like ones you might need as NPC Villians or local leaders etc?

    -----------------------------------------------------------------------

    Goliath

    Str: 22, Dex: 12, Con: 16, Int: 12, Wis: 10, Cha: 10

    Level 1: Fighter 1 – Feat: Improved Unarmed Strike
    Fighter Feat: Exotic Weapon: Goliath Great Hammer
    Skills: Swim 4, Climb 4, Jump 4
    Level 2: Fighter 2 – Fighter Feat: Improved Grapple
    Skills: Swim +1, Climb +1, Jump +1 (same for all future levels)
    Level 3: Fighter 3 - Feat: Rock Hurling
    Level 4: Fighter 4 – (+1 STR), Fighter Feat: Improved Rock Hurling
    Level 6: Fighter 6 – Feat: Fling Enemy
    Fighter Feat: Brutal Throw
    Level 8: Fighter 8 – (+1 STR), Fighter Feat: Point Blank Shot
    Level 9: Fighter 9 – Feat: Far Shot
    Level 10: Fighter 10 – Fighter Feat: Close-Quarters Fighting
    Level 12: Fighter 12 – (+1 STR), Feat: Weapon Focus: Grapple
    Fighter Feat: Greater Weapon Focus: Grapple

    Notes: Just a simple example of what a Goliath can do focused on his cultural areas of fighting, plus flinging your enemies about would be fun. While he may not need Close-Quarters Fighting, it allows him to easily avoid those grapples he does not want. Future progress would be Weapon specialization is grapple and maybe even the Goliath great hammer.

    This character uses materials from PBH, Complete Warrior, & Races of Stone.

  12. #12
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Evil Cleric -> Master of Shrouds

    Human Cleric
    Str: 14, Dex: 12, Con: 12, Int: 12, Wis: 15, Cha: 14

    Level 1: Cleric 1 – Feats: Profane Lifeleech, Extra turning
    Skills: Concentration 4, Diplomacy 4, Knowledge: Religion 4, Spellcraft 4
    Class Features: Spontaneously cast Inflict Spells, Rebuke Undead 9/day, Domains, Spells
    Level 2: Cleric 2 – Skills: Concentration +1, Diplomacy +1, Knowledge: Religion +1, Spellcraft +1 (same for all future levels)
    Level 3: Cleric 3 – Feat: Spell Focus (Conjuration)
    Level 4: Cleric 4 – (+1 Wis)
    Level 6: Cleric 6 – Feat: Augment Summoning
    Level 7: Master of Shrouds 1 - Bonus Feat: Extra Turning, Rebuke Undead 13/day (stack with Cleric levels)
    Level 8: Master of Shrouds 2 - (+1 Wis), Class Features: 5/day Summon Incorporeal Undead, +1 Caster Level
    Level 9: Master of Shrouds 3 - Feat: Necromantic Presence, Class Feature: +1 Caster Level
    Level 10: Master of Shrouds 4 – Class Feature: +1 Caster Level
    Level 11: Master of Shrouds 5 - Class Features: Improved Summoning, +1 Caster Level
    Level 12: Master of Shrouds 6 - (+1 Wis) Feat: Necromantic Might, +1 Caster Level


    Notes: Your simple pure evil cleric, totally willing to drain the life from anyone living creature nearby to keep himself alive. An expert in summoning creatures, specifically undead, but corporeal and incorporeal. Strong enough to wear heavier armor for protection and cause fair damage in combat, they may not be the wisest cleric out there, but with dedication will still be able to cast 9th level spells when the come around. There are a couple class features missing from the Master of Shrouds levels, specifically the improvement steps of the undead summoning ability.

    This character uses materials from PBH, & Libris Mortis

  13. #13
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Example of Overkill Powergaming – The Poor Fighter

    Minmax - The VoP DragonSpawn
    Human
    Str: 15, Dex: 14, Con: 14, Int: 12, Wis: 10, Cha: 14

    Level 1: Fighter 1
    Feats: Dragonborn, Sacred Vow
    Class Abilities: Dragonscale Husk (+6 AC), Bonus Feat: Weapon Focus-Quarterstaff
    Skills: Intimidate 4, + 3 more that are irrelevant to the build, Suggest: Climb 4, Jump 4, Swim 4,
    Level 2: Fighter 2
    Class Abilities: Bonus Feat: Draconic Power Attack
    Skills: Intimidate +1, (remainder till irrelevant but suggest same at 1st level, all remaining levels the same)
    Level 3: Fighter 3
    Class Abilities: (Dragonscale Husk +7)
    Feats: Vow of Poverty
    Vow of Poverty Bonuses: Exalted Bonus to AC +5, Endure Elements
    Level 4: Fighter 4 (+1 STR)
    Class Abilities: Bonus Feat: Weapon Specialization - Quarterstaff
    Vow of Poverty: +1 to Attack & Damage Rolls (Counts as Magic vs DR)
    Bonus Exalted Feat: Nimbus of Light
    Level 5: Crusader 1
    Class Abilities: Steely Resolve 5, Furious Counterstrike
    (Dragonscale Husk +7)
    Maneuvers Known: (5) Crusader's Strike, Vanguard Strike, Foe Hammer,
    Mountain Hammer, Douse the Flames
    Stances Known: (1) Martial Spirit
    Vow of Poverty: Sustenance (need not eat or drink)
    Skills: again, specific skills irrelevant to the build, suggest some Martial Lore
    Level 6: Fighter 5
    Class Abilities: (Dragonscale Husk +8)
    Feat: Leadership
    Vow of Poverty: +6 exalted bonus to AC, +1 Deflection bonus to AC
    Bonus Exalted Feat: Touch of Golden Ice
    Level 7: Fighter 6
    Class Abilities: Bonus Feat: Resounding Blow
    Vow of Poverty: +2 Bonus to Ability Score 1 - STR
    Level 8: Crusader 2 (+1 STR)
    Class Abilities: Indomitable Soul
    Stances Known: (2): + Thicket of Blades
    Vow of Poverty: +1 Natural Armor Bonus, Mind Shielding
    Bonus Exalted Feat: Quell the Profane
    Level 9: Crusader 3
    Feat: Melee Weapon Mastery-Bludgeon
    Class Abilities: Zealous Surge (Dragonscale Husk +9)
    Maneuvers Known: + Revitalizing Strike
    Vow of Poverty: +7 Exalted Bonus to AC
    Level 10: Crusader 4
    Class Abilities: Steely Resolve 10
    Vow of Poverty: +1 to all Saves, +2 to Attack and Damage Rolls, DR
    5/Magic
    Bonus Exalted Feat: Vow of Abstinence
    Level 11: Crusader 5
    Maneuvers Known: + Divine Surge
    Vow of Poverty: +4 to Ability Score #1-STR, +2 to Score #2-CON
    Level 12: Crusader 6 - (+1 STR)
    Feat: Vital Recovery
    Class Abilities: Smite 1/day (Dragonscale Husk +10)
    Vow of Poverty: +8 Exalted Bonus to AC, +2 Deflection Bonus to AC,
    Greater Sustenance (need not breathe)
    Bonus Exalted Feat: Stigmata

    Notes: This Goody-Goody character is here just for fun as an example of what min-max’ing fun can be had with the different materials. This Fighter, who eventually turns Crusader as his devotion grows. This Fighter’s min-maxing comes in the form of Armor Class & Strength Scores. By 12th level, STR is 22 and his AC is 33.

    This character uses materials from PBH, PBHII, Book of Exalted Deeds, Tome of Battle, & Dragon Magic.

  14. #14
    Join Date
    Oct 2006
    Location
    Florissant
    Posts
    187

    Stormy Wizard

    Human
    Str: 11, Dex: 14, Con: 14, Int: 17, Wis: 10, Cha: 10

    Level 1: Evoker 1 – Feats: Spell Focus: Evocation, Extend Spell, Flaw: Feeble, Bonus Feat: Collegiate Wizard
    Class Features: Scribe Scroll, Familiar, Spells (3+1/2+1), Specialization: Evocation, Banned Schools: Necromancy & Enchantment
    Skills: Concentration, Knowledge: Arcane, Knowledge: Nature, Spellcraft, Decipher Script, Craft: Alchemy
    Spell Book: Magic Missile, Horizikaul’s Boom, Ice Dagger, Snilloc’s Snowball, Comprehend Language, Magic Aura, Mount, Shield, Identify, & All 0-level spells not banned.
    Level 2: Evoker 2 – Class Features: Spells/day (4+1/3+1)
    New spells for Spell book: Low-Light Vision, Summon Monster I, Silent Image, Hold Portal
    Level 3: Evoker 3 – Feat: Energy Substitution-Electricity
    Class Features: Spells/day (4+1/3+1/2+1)
    New spells for Spell book: Cloud of Knives, Snilloc’s Snowball Swarm, Rope Trick, Body of the Sun
    Level 4: Evoker 4 – (+1 INT), Class Features: Spells/day (4+1/4+1/3+1)
    New spells for Spell book: Arcane Lock, Sonic Weapon, See Invisibility, Acid Arrow
    Level 5: Evoker 5 – Class Features: bonus Feat: Born of the Three Thunders, Spells/day (4+1/4+1/3+1/2+1)
    New spells for Spell book: Regal Procession, Lightning Bolt, Fireball, Dispel Magic
    Level 6: Evoker 6 – Feat: Combat Casting
    Class Features: Spells/day (4+1/4+1/4+1/3+1)
    New spells for Spell book: Explosive Runes, Chain Missile, Reverse Arrow, Leomund’s Tiny Hut
    Level 7: Evoker 7 - Class Features: Spells/day (4+1/5+1/4+1/3+1/2+1)
    New spells for Spell book: Wall of Fire, Channeled Pyroblast, Explosive Cascade, Blistering Radiance
    Level 8: Evoker 8 – (+1 INT), Class Features: Spells/day (4+1/5+1/4+1/4+1/3+1)
    New spells for Spell book: Leomund’s Secure Shelter, Polymorph, Scrying, Summon Monster IV
    Level 9: Evoker 9 – Feat: Greater Spell Focus – Evocation
    Class Features: Spells/day (4+1/5+1/5+1/4+1/3+1/1+1)
    New spells for Spell book: Mass Fire Shield, FireBrand, Wall of Force, Persistent Image
    Level 10: Evoker 10 - Class Features: bonus Feat: Non-Lethal Substitution(electricity), Spells/day (4+1/5+1/5+1/4+1/4+1/2+1)
    New spells for Spell book: Permanency, Leomund’s Hidden Lodge, Break Enchantment, Greater Fireburst
    Level 11: Evoker 11 - Class Features: Spells/day (4+1/5+1/5+1/5+1/4+1/2+1/1+1)
    New spells for Spell book: Chain Lightning, Contingency, Summon Monster VI, Dragonshape
    Level 12: Evoker 12 – (+1 INT), Feat: Arcane Mastery
    Class Features: Spells/day (4+1/6+1/5+1/5+1/4+1/4+1/2+1)
    New spells for Spell book: Permanent Image, Legend Lore, Acid Fog, Greater Dispel Magic

    Notes: The wizard progression is relatively straight forward for an evoker specialist with a couple exceptions. The key feat to this character’s idea isn’t acquired until 5th level, that of Born of the Three Thunders. This feat is best used with the rest of the party, being relatively useless alone. The best spells to use it on are those evocations who’s durations are > 1 round. Wall of Fire, Fire shield, & Blistering Radiance are much deadlier once electricity substituted so BotTT can be used on them. This wizard should definitely make good use of the scribe scroll feat to keep utility spells handy. This wizard also makes use of my personal favorite camping spell combination: Extended Rope Trick.

    This character uses materials from PBH, PBHII, & Complete Arcane, as well as spells from Spell Compendium, & Dragon Magic.

  15. #15
    Join Date
    Jul 2006
    Location
    Bellevue
    Age
    35
    Posts
    2,867
    Blog Entries
    28
    Heya, Info. These would be great to put into the new Articles/Blogs section.
    Robert A. Howard
    Pen & Paper Games
    Follow us on Facebook and Twitter.

+ Reply to Thread
Page 1 of 2 1 2 LastLast

Similar Threads

  1. NEWS: Updated Character Sheets
    By PnP News Bot in forum News
    Replies: 0
    Last Post: Tuesday 04-03-2007, 01:50 AM
  2. Character Class: Dead Levels II
    By PnP News Bot in forum News
    Replies: 0
    Last Post: Monday 02-26-2007, 11:03 PM
  3. Replies: 0
    Last Post: Tuesday 01-09-2007, 12:00 AM
  4. Dungeons & Dragons Light Rules
    By ronpyatt in forum Fantasy Discussion
    Replies: 1
    Last Post: Monday 10-23-2006, 12:04 AM
  5. NEWS: Game Day Character Sheets
    By PnP News Bot in forum News
    Replies: 0
    Last Post: Monday 09-11-2006, 12:16 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts