I Wanna Cast a Spell...
Would you like to react to this message? Create an account in a few clicks or log in to continue.

I Wanna Cast a Spell...

Tabletop RP forum of true awesomeness
 
HomeLatest imagesSearchRegisterLog in

 

 Sanity is Relative (Guild of Martyrs)

Go down 
AuthorMessage
Zak
Horse Eater
Horse Eater
Zak


Aquarius Posts : 1187
Join date : 2011-12-06
Age : 206

Sanity is Relative (Guild of Martyrs) Empty
PostSubject: Sanity is Relative (Guild of Martyrs)   Sanity is Relative (Guild of Martyrs) Icon_minitimeSat Dec 17, 2011 6:35 am

Cien The Insane
Male Weretiger Gray Elf Hexblade 2
Chaotic Neutral
Representing Zak

Strength 14 (+2)
Dexterity 17 (+3)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 5' 6"
Weight: 125 lb
Skin: Light
Eyes: Violet
Hair: Gold Straight
Total Hit Points: 71 [includes 50 for lycanthropy]

Speed: 30 feet

Armor Class: 18 = 10 +3 [studded] +3 [dexterity] + 2 [Bracers of Protection]

Touch AC: 13
Flat-footed: 13
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +7 = 6 [base] +1 [constitution]
Reflex save: +8 = 5 [base] +3 [dexterity]
Will save: +14 = 8 [base] +4 [wisdom] +2 [iron will]
Attack (handheld): +8 = 6 [base] +2 [strength]
Attack (unarmed): +8 = 6 [base] +2 [strength]
Attack (missile): +9 = 6 [base] +3 [dexterity]
Grapple check: +8 = 6 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Celestial Common Draconic Spiritfolk Elven Goblin Sylvan

Battleaxe of SandWyrms [1d8, crit x3, slashing, one handed 6 lb. Summons wyrms upon death of enemy]

Dagger of Paralysis [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing, ten percent chance of paralyzing.]

Rusty Short Sword [1d6, crit 19-20/x2, 2 lb., light, piercing, DC25 fortitude save against 5 poison damage caused on 5% of attacks]

Javelin [1d6, crit x2, range inc 30 ft., 1 lb, light, piercing.] x5

MorningStar [1d8, crit x2, 6lb, one handed, piercing bludgeoning]

Rapier-dagger [1d4, crit 19-20/x2, 1 lb., light one-handed, piercing]

Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:

Alertness
Eschew Materials
Iron Will
Unimposing (-3 Intimidate)
Spell Focus (Enchantment)
Spell Focus (Evocation)
Point Blank Shot
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 4 =
+4
Balance Dex* 10 =
+3
+3 +4 [weretiger]
Bluff Cha 2 =
+1
+1
Climb Str* 2 =
+2
Concentration Con 4 =
+1
+3
Craft_1 Int 6 =
+4
+2
Craft_2 Int 4 =
+4
Craft_3 Int 4 =
+4
Decipher Script Int 5 =
+4
+1
Diplomacy Cha 2 =
+1
+1
Disable Device Int 5 =
+4
+1
Disguise Cha 1 =
+1
Escape Artist Dex* 3 =
+3
Forgery Int 4 =
+4
Gather Information Cha 1 =
+1
Heal Wis 5 =
+4
+1
Hide Dex* 9 =
+3
+2 +4 [weretiger]
Intimidate Cha -2 =
+1 -3
Jump Str* 3 =
+2
+1
Knowledge (arcana) Int 6 =
+4
+2
Knowledge (architecture) Int 5 =
+4
+1
Listen Wis 11 =
+4
+3 +2 [elf] +2 [alertness]
Move Silently Dex* 10 =
+3
+3 +4 [weretiger]
Open Lock Dex 5 =
+3
+2
Perform_1 Cha 1 =
+1
Perform_2 Cha 1 =
+1
Perform_3 Cha 1 =
+1
Perform_4 Cha 1 =
+1
Perform_5 Cha 1 =
+1
Profession Wis 5 =
+4
+1
Ride Dex 3 =
+3
Search Int 8 =
+4
+2 +2 [elf]
Sense Motive Wis 5 =
+4
+1
Sleight of Hand Dex* 4 =
+3
+1
Spellcraft Int 6 =
+4
+2
Spot Wis 10 =
+4
+2 +2 [elf] +2 [alertness]
Survival Wis 5 =
+4
+1
Swim Str** 4 =
+2
+2
Tumble Dex* 4 =
+3
+1
Use Magic Device Cha 2 =
+1
+1
Use Rope Dex 4 =
+3
+1
Control Shape Wis 6 =
4
+2
* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.

Gray Elf:

+2 dexterity / +2 intelligence / -2 strength / -2 constitution (already included)

Immune to magical sleep

+2 racial bonus to saves vs. enchantments

Low-light vision

Proficient with longsword, rapier, longbow & shortbow

+2 racial bonus on listen, search, and spot checks

Notice secret doors

Weretiger:
Lycanthropes gain the shapechanger subtype

Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.

Lycanthropy imparts +2 wisdom (already included)

Changing form is a standard action.

Communicates with normal and dire forms of the base animal.

Low-light vision and scent.

Free "Iron Will" feat.

There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.

Keeps racial bonuses to skills for both creature and base animal.

Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.

Feats are awarded combining the animal and base creature's levels.

Natural armor class bonus increases by +2 in humanoid form.

Natural armor class in hybrid form is human or animal, whichever is better.

Size in hybrid form is the larger of the base creature and base animal.

Has the base creature's speed in hybrid form.

Hybrid form has a bite and two claw attacks.

Hybrid form can cast spells so long as they do not have a verbal component.

Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)

Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.

Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.

The tiger's move is 40 feet.

Transforming to weretiger or hybrid gives +12 strength, +4 dexterity, +6 constitution.

Increased strength gives +6 to hit and damage and on grapples, as well as strength checks.

Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.

Increased constitution gives +3 on fortitude saves, as well as constitution checks.

Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus.

In tiger form, improved grab (if hit large or smaller creature, may try to start grapple without provoking attack of opportunity). If it gets a hold, try rake x2 with hind legs for 1d8+strength. Can also rake if pounces.

Balance, hide, listen, move silently, search, spot, swim are class skills.

+4 on balance, hide, and move silently in any form. Hide improves to +8 in tall grass.

Free "Alertness" feat according to system reference documents.

Hexblade:
Core class from "Complete Warrior"

Level 1: Hexblade's curse 1/day

Level 2: Arcane resistance

Level 3: Mettle

Level 4: Summon familiar

Level 5: Bonus feat; hexblade's curse 2/day

Level 6: ---

Level 7: Greater hexblade's curse

Level 8: ---

Level 9: Hexblade's curse 3/day

Level 10: Bonus feat

Level 11: ---

Level 12: Aura of unluck

Level 13: Hexblade's curse 4/day

Level 14: ---

Level 15: Bonus feat

Level 16: Aura of unluck 2/day

Level 17: Hexblade's curse 5/day

Level 18: ---

Level 19: Dire hexblade's curse

Level 20: Aura of unluck 3/day; bonus feat

Class HP rolled
Level 1: Hexblade 10
Level 2: Hexblade 9 +1

Cien The Insane's Equipment:

29 lb
9 lb
2 lb
1 lb
5 lb
1 lb
1 lb
1 lb
3 lb
2 lb
_____
58 lb Weapons / Armor / Shield (from above)
Arrows (quivers of 20, 20 & 19)
Backpack
Mirror
Ring of Knowledge
Health Potion
Rope (50', silk) x1
Vial (for ink or potions) x2
Healer kit
Thieves' tools
Large Diamond
2059 gp
Bracer's of Protection
Pack of playing cards
Silver pendant
10 rations

Total 81 lb
Back to top Go down
 
Sanity is Relative (Guild of Martyrs)
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
I Wanna Cast a Spell... :: The Guest List-
Jump to: