Trollface Swiftyuki was here.
Posts : 2503 Join date : 2011-12-06 Location : Lurking in the shadows.
| Subject: Team It's A Legitimate Strategy AKA Team ILS (Encounters) Tue May 15, 2012 12:32 pm | |
| This team is designed to be easy to play. Shouldn't be too hard to beat either, if you know your party well enough. The trick is to get behind the shield wall. How you do that is up to you. - Spoiler:
Thorin Oakheart the Sturdy Male Dwarf Fighter 10 True Neutral
Strength 16 (+3) Dexterity 16 (+3) Constitution 22 (+6) Intelligence 15 (+2) Wisdom 10 (+0) Charisma 6 (-2) Size: Medium Height: 4' 3" Weight: 195 lb Skin: Tan Eyes: Dark Brown Hair: Dark Brown Wavy; Thick Beard / Hirsute Total Hit Points: 136 [includes toughness x3] [includes improved toughness]
Speed: 10 feet [slow trait]
Armor Class: 23 = 10 +8 [full plate] +4 [tower shield] +1 [dexterity in armor]
Touch AC: 11 Flat-footed: 22 Initiative modifier: -3 = +3 [dexterity] -6 [unreactive] Fortitude save: +13 = 7 [base] +6 [constitution] Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +3 = 3 [base] Attack (handheld): +13/+8 = 10 [base] +3 [strength] Attack (unarmed): +13/+8 = 10 [base] +3 [strength] Attack (missile): +11/+6 = 10 [base] +3 [dexterity] -2 [shaky] Grapple check: +13/+8 = 10 [base] +3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common Dwarven Giant Gnome
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Tower Shield [+4 AC; max dex=+2; check penalty -10; hardness 5; hp 20; 45 lb.]
Feats:
Combat Expertise Combat Reflexes Stand Still Wild Talent Inattentive [flaw] Shaky [flaw] Unreactive [flaw] Toughness x3 Phalanx Fighting [hand-edit as needed] Hold the Line [hand-edit as needed] Formation Expert [hand-edit as needed] Improved Combat Expertise [hand-edit as needed] Improved Toughness Parrying Shield Traits:
Cautious Nightsighted Slow Stout Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 3 = +3 Bluff Cha -2 = -2 Climb Str* 3 = +3 Concentration Con 6 = +6 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha -2 = -2 Disguise Cha -2 = -2 Escape Artist Dex* 2 = +3 -1 [stout] Forgery Int 2 = +2 Gather Information Cha -2 = -2 Heal Wis 0 = +0 Hide Dex* 3 = +3 Intimidate Cha 11 = -2 +13 Jump Str* -9 = +3 -12 [speed 10] Knowledge (dungeoneering) Int 15 = +2 +13 Listen Wis 2 = +0 +6 -4 [inattentive] Move Silently Dex* 3 = +3 Perform_1 Cha -2 = -2 Perform_2 Cha -2 = -2 Perform_3 Cha -2 = -2 Perform_4 Cha -2 = -2 Perform_5 Cha -2 = -2 Ride Dex 3 = +3 Search Int 3 = +2 +1 Sense Motive Wis 0 = +0 Spot Wis 2 = +0 +6 -4 [inattentive] Survival Wis 0 = +0 Swim Str** 3 = +3 Use Rope Dex 3 = +3 * = check penalty for wearing armor
Know Dungeoneering >=5 ranks gives +2 on survival checks underground. Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear. Stout trait: +2 on strength checks to avoid being overrun / bullrushed. Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on solid ground
+2 racial bonus on appraise checks if stone/metal
Fighter: Bonus Feats (already included)
Class HP rolled Level 1: Fighter 11 Level 2: Fighter 9 Level 3: Fighter 4 Level 4: Fighter 10 +1 to constitution Level 5: Fighter 2 Level 6: Fighter 4 Level 7: Fighter 3 Level 8: Fighter 8 +1 to constitution Level 9: Fighter 11 Level 10: Fighter 5 2 Power Points/Day:
2 [wild talent] Thorin Oakheart's Equipment:
108 lb 2 lb 2 lb 20 lb 10 lb 40 lb _____ 182 lb Weapons / Armor / Shield (from above) Backpack Hammer Ram Rations (1 day) x10 Waterskins x10
Total
More about Thorin Oakheart:
- Spoiler:
Dvalin Oakheart the Hardy Male Dwarf Fighter 10 True Neutral
Strength 16 (+3) Dexterity 16 (+3) Constitution 22 (+6) Intelligence 15 (+2) Wisdom 10 (+0) Charisma 6 (-2) Size: Medium Height: 4' 3" Weight: 195 lb Skin: Tan Eyes: Dark Brown Hair: Dark Brown Wavy; Thick Beard / Hirsute Total Hit Points: 131 [includes toughness x3] [includes improved toughness]
Speed: 10 feet [slow trait]
Armor Class: 23 = 10 +8 [full plate] +4 [tower shield] +1 [dexterity in armor]
Touch AC: 11 Flat-footed: 22 Initiative modifier: -3 = +3 [dexterity] -6 [unreactive] Fortitude save: +13 = 7 [base] +6 [constitution] Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +3 = 3 [base] Attack (handheld): +13/+8 = 10 [base] +3 [strength] Attack (unarmed): +13/+8 = 10 [base] +3 [strength] Attack (missile): +11/+6 = 10 [base] +3 [dexterity] -2 [shaky] Grapple check: +13/+8 = 10 [base] +3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common Dwarven Giant Gnome
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Tower Shield [+4 AC; max dex=+2; check penalty -10; hardness 5; hp 20; 45 lb.]
Feats:
Combat Expertise Combat Reflexes Stand Still Wild Talent Inattentive [flaw] Shaky [flaw] Unreactive [flaw] Toughness x3 Phalanx Fighting [hand-edit as needed] Hold the Line [hand-edit as needed] Formation Expert [hand-edit as needed] Improved Combat Expertise [hand-edit as needed] Improved Toughness Parrying Shield Traits:
Cautious Nightsighted Slow Stout Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 3 = +3 Bluff Cha -2 = -2 Climb Str* 3 = +3 Concentration Con 6 = +6 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha -2 = -2 Disguise Cha -2 = -2 Escape Artist Dex* 2 = +3 -1 [stout] Forgery Int 2 = +2 Gather Information Cha -2 = -2 Heal Wis 0 = +0 Hide Dex* 3 = +3 Intimidate Cha 11 = -2 +13 Jump Str* -9 = +3 -12 [speed 10] Knowledge (dungeoneering) Int 15 = +2 +13 Listen Wis 2 = +0 +6 -4 [inattentive] Move Silently Dex* 3 = +3 Perform_1 Cha -2 = -2 Perform_2 Cha -2 = -2 Perform_3 Cha -2 = -2 Perform_4 Cha -2 = -2 Perform_5 Cha -2 = -2 Ride Dex 3 = +3 Search Int 3 = +2 +1 Sense Motive Wis 0 = +0 Spot Wis 2 = +0 +6 -4 [inattentive] Survival Wis 0 = +0 Swim Str** 3 = +3 Use Rope Dex 3 = +3 * = check penalty for wearing armor
Know Dungeoneering >=5 ranks gives +2 on survival checks underground. Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear. Stout trait: +2 on strength checks to avoid being overrun / bullrushed. Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on solid ground
+2 racial bonus on appraise checks if stone/metal
Fighter: Bonus Feats (already included)
Class HP rolled Level 1: Fighter 11 Level 2: Fighter 8 Level 3: Fighter 3 Level 4: Fighter 2 +1 to constitution Level 5: Fighter 8 Level 6: Fighter 11 Level 7: Fighter 10 Level 8: Fighter 4 +1 to constitution Level 9: Fighter 3 Level 10: Fighter 2 2 Power Points/Day:
2 [wild talent] Dvalin Oakheart's Equipment:
108 lb 2 lb 2 lb 10 lb 40 lb _____ 162 lb Weapons / Armor / Shield (from above) Backpack Hammer Rations (1 day) x10 Waterskins x10
Total
More about Dvalin Oakheart:
- Spoiler:
Glaurung Oakheart the Resiliant Male Dwarf Fighter 10 True Neutral
Strength 16 (+3) Dexterity 16 (+3) Constitution 22 (+6) Intelligence 15 (+2) Wisdom 10 (+0) Charisma 6 (-2) Size: Medium Height: 4' 3" Weight: 195 lb Skin: Tan Eyes: Dark Brown Hair: Dark Brown Wavy; Thick Beard / Hirsute Total Hit Points: 150 [includes toughness x3] [includes improved toughness]
Speed: 10 feet [slow trait]
Armor Class: 23 = 10 +8 [full plate] +4 [tower shield] +1 [dexterity in armor]
Touch AC: 11 Flat-footed: 22 Initiative modifier: -3 = +3 [dexterity] -6 [unreactive] Fortitude save: +13 = 7 [base] +6 [constitution] Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +3 = 3 [base] Attack (handheld): +13/+8 = 10 [base] +3 [strength] Attack (unarmed): +13/+8 = 10 [base] +3 [strength] Attack (missile): +11/+6 = 10 [base] +3 [dexterity] -2 [shaky] Grapple check: +13/+8 = 10 [base] +3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common Dwarven Giant Gnome
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Tower Shield [+4 AC; max dex=+2; check penalty -10; hardness 5; hp 20; 45 lb.]
Feats:
Combat Expertise Combat Reflexes Stand Still Wild Talent Inattentive [flaw] Shaky [flaw] Unreactive [flaw] Toughness x3 Phalanx Fighting [hand-edit as needed] Hold the Line [hand-edit as needed] Formation Expert [hand-edit as needed] Improved Combat Expertise [hand-edit as needed] Improved Toughness Parrying Shield Traits:
Cautious Nightsighted Slow Stout Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 3 = +3 Bluff Cha -2 = -2 Climb Str* 3 = +3 Concentration Con 6 = +6 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha -2 = -2 Disguise Cha -2 = -2 Escape Artist Dex* 2 = +3 -1 [stout] Forgery Int 2 = +2 Gather Information Cha -2 = -2 Heal Wis 0 = +0 Hide Dex* 3 = +3 Intimidate Cha 11 = -2 +13 Jump Str* -9 = +3 -12 [speed 10] Knowledge (dungeoneering) Int 15 = +2 +13 Listen Wis 2 = +0 +6 -4 [inattentive] Move Silently Dex* 3 = +3 Perform_1 Cha -2 = -2 Perform_2 Cha -2 = -2 Perform_3 Cha -2 = -2 Perform_4 Cha -2 = -2 Perform_5 Cha -2 = -2 Ride Dex 3 = +3 Search Int 3 = +2 +1 Sense Motive Wis 0 = +0 Spot Wis 2 = +0 +6 -4 [inattentive] Survival Wis 0 = +0 Swim Str** 3 = +3 Use Rope Dex 3 = +3 * = check penalty for wearing armor
Know Dungeoneering >=5 ranks gives +2 on survival checks underground. Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear. Stout trait: +2 on strength checks to avoid being overrun / bullrushed. Nightsighted trait: +10 feet on darkvision; -1 on Spot in bright light.
Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on solid ground
+2 racial bonus on appraise checks if stone/metal
Fighter: Bonus Feats (already included)
Class HP rolled Level 1: Fighter 11 Level 2: Fighter 11 Level 3: Fighter 7 Level 4: Fighter 10 +1 to constitution Level 5: Fighter 9 Level 6: Fighter 4 Level 7: Fighter 7 Level 8: Fighter 10 +1 to constitution Level 9: Fighter 2 Level 10: Fighter 10 2 Power Points/Day:
2 [wild talent] Glaurung Oakheart's Equipment:
108 lb 2 lb 2 lb 10 lb 40 lb _____ 162 lb Weapons / Armor / Shield (from above) Backpack Hammer Rations (1 day) x10 Waterskins x10
Total
More about Glaurung Oakheart:
- Spoiler:
Magesbane Female Illumian Knight of the Weave 1 / Spellthief 9 True Neutral
Strength 10 (+0) Dexterity 16 (+3) Constitution 11 (+0) Intelligence 14 (+2) Wisdom 11 (+0) Charisma 20 (+5) Size: Medium Height: 5' 8" Weight: 135 lb Skin: Pale Eyes: Silver Hair: None Total Hit Points: 49
Speed: 30 feet
Armor Class: 16 = 10 +4 [chain shirt] +3 [dexterity] -1 [aggressive]
Touch AC: 12 Flat-footed: 13 Initiative modifier: +9 = +3 [dexterity] +4 [improved initiative] +2 [aggressive] Fortitude save: +5 = 5 [base] Reflex save: +6 = 3 [base] +3 [dexterity] Will save: +8 = 8 [base] Attack (handheld): +4/+-1 = 6 [base] -2 [noncombatant] Attack (unarmed): +4/+-1 = 6 [base] -2 [noncombatant] Attack (missile): +7/+2 = 6 [base] +3 [dexterity] -2 [shaky] Grapple check: +2/+-3 = 6 [base] -4 [noncombatant]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb.
Languages: Celestial Common Draconic Illumian
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
Improved Initiative Inattentive [flaw] Noncombatant [flaw] Shaky [flaw] Innate Spell [Quickened Silent Dispel Magic] Innate Spell [Still Silent Dispel Magic] Innate Spell [Still Silent Dispel Magic] Quicken Spell Silent Spell Still Spell Traits:
Aggressive Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 3 = +3 Bluff Cha 5 = +5 Climb Str* 0 = +0 Concentration Con 13 = +0 +13 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 5 = +5 Disable Device Int 15 = +2 +13 Disguise Cha 5 = +5 Escape Artist Dex* 3 = +3 Forgery Int 2 = +2 Gather Information Cha 5 = +5 Heal Wis 0 = +0 Hide Dex* 6 = +3 +3 Intimidate Cha 5 = +5 Jump Str* 0 = +0 Knowledge (arcana) Int 15 = +2 +13 Knowledge (history) Int 5 = +2 +3 Listen Wis 9 = +0 +13 -4 [inattentive] Move Silently Dex* 16 = +3 +13 Perform_1 Cha 5 = +5 Perform_2 Cha 5 = +5 Perform_3 Cha 5 = +5 Perform_4 Cha 5 = +5 Perform_5 Cha 5 = +5 Ride Dex 3 = +3 Search Int 2 = +2 Sense Motive Wis 0 = +0 Spellcraft Int 17 = +2 +13 +2 [Knowledge, arcane] Spot Wis 9 = +0 +13 -4 [inattentive] Survival Wis 0 = +0 Swim Str** 0 = +0 Use Rope Dex 3 = +3 * = check penalty for wearing armor
First-level Spellthief spells: 3 (1+2) per day
Silent Prestidigitation Mages Armour Hypnotism
Second-level Spellthief spells: 1 (0+1) per day
Eagle's Splendor
First-level Knight of the Weave spells: 3 (1+2) per day
Cure Light Wounds Mages Armour Command
Illumian:
Humans modified by sorcery; alphabet mystics.
All are literate, and automatically speak Illumian, which most others cannot learn.
All begin their careers with 2 luminous sigils orbiting the head.
A new sigil is gained at levels 5, 10, 15, and 20. (Krau, krau, krau... +3 Caster Level)
Inclined to multiclassing.
+2 on saves vs. shadow magics.
Immune to glyphs and symbols of caster level lower than or equal to their HD.
-4 on saves vs. glyphs and symbols of caster level higher than their HD.
Spellthief: Core class from "Complete Adventurer"
Level 1: Sneak attack +1d6; steal spell (0 or 1st), trapfinding
Level 2: Detect magic spellgrace +1, steal spell effect
Level 3: Steal energy resistance 10
Level 4: Steal spell (2nd)
Level 5: Sneak attack +2d6, steal spell-like ability
Level 6: Steal spell (3rd)
Level 7: Absorb spell
Level 8: Steal spell (4th)
Level 9: Arcane sight, sneak attack +3d6
Level 10: Steal spell (5th)
Level 11: Spellgrace +2, steal energy resistance 20
Level 12: Steal spell (6th)
Level 13: Discover spells, sneak attack +4d6
Level 14: Steal spell (7th)
Level 15: Steal spell resistance
Level 16: Steal spell (8th)
Level 17: Sneak attack +5d6
Level 18: Steal spell (9th)
Level 19: Steal energy resistance 30
Level 20: Absorb spell (immediate casting), spellgrace +3
Knight of the Weave Hit dice d8
Average increase in attack bonuses
Fast increase in fortitude saves
Slow increase in reflex saves
Fast increase in will saves
Base 2 skill points per level
No new armor proficiency
No bonus feats
More:
Class HP rolled Level 1: Spellthief 6 Level 2: Spellthief 6 Level 3: Spellthief 5 Level 4: Spellthief 3 +1 to charisma Level 5: Spellthief 2 Level 6: Spellthief 6 Level 7: Spellthief 6 Level 8: Spellthief 5 +1 to charisma Level 9: Spellthief 6 Level 10: Knight of the Weave 4 Magesbane's Equipment:
29 lb 2 lb 10 lb 10 lb 40 lb 2 lb 1 lb _____ 94 lb Weapons / Armor / Shield (from above) Backpack Rations (1 day) x10 Torches x10 Waterskins x10 Spell component pouch Thieves' tools
Total
More about Magesbane: Caster Level 28
Healer is now finished. So a quick note on this healer and how OP it is. As a standard action, she can heal up to 101 health per round, up to half health for the receiver. So yeah, he is pretty much the perfect healer for this team. Enjoy. =D - Spoiler:
Lifegiver Female Human Healer 9 Healing Hands 1 Neutral Good
Strength 8 (-1) Dexterity 13 (+1) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 15 (+2) Charisma 20 (+5) Size: Medium Height: 5' 1" Weight: 115 lb Skin: Pale Eyes: Blue Hair: Blonde Curly Total Hit Points: 83 [includes toughness x2] [includes improved toughness]
Speed: 30 feet
Armor Class: 15 = 10 +4 [chain shirt] +1 [dexterity]
Touch AC: 11 Flat-footed: 14 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +9 = 7 [base] +2 [constitution] Reflex save: +4 = 3 [base] +1 [dexterity] Will save: +9 = 7 [base] +2 [wisdom] Attack (handheld): +2 = 5 [base] -1 [strength] -2 [noncombatant] Attack (unarmed): +2 = 5 [base] -1 [strength] -2 [noncombatant] Attack (missile): +4 = 5 [base] +1 [dexterity] -2 [shaky] Grapple check: +0 = 5 [base] -1 [strength] -4 [noncombatant]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 26 lb. or less 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb.
Languages: Common
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
Murky-Eyed [flaw] Noncombatant [flaw] Shaky [flaw] Toughness x2 Touch Healing [hand-edit as needed] Battlecaster [hand-edit as needed] Hands of a Healer [hand-edit as needed] Sacred Vow [hand-edit as needed] Improved Toughness Augmented Healing Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 0 = +0 Balance Dex* 1 = +1 Bluff Cha 5 = +5 Climb Str* -1 = -1 Concentration Con 15 = +2 +13 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha 18 = +5 +13 Disguise Cha 5 = +5 Escape Artist Dex* 1 = +1 Forgery Int 0 = +0 Gather Information Cha 5 = +5 Handle Animal Cha 18 = +5 +13 Heal Wis 15 = +2 +13 Hide Dex* 1 = +1 Intimidate Cha 5 = +5 Jump Str* -1 = -1 Knowledge (religion) Int 13 = +0 +13 Listen Wis 2 = +2 Move Silently Dex* 1 = +1 Perform_1 Cha 5 = +5 Perform_2 Cha 5 = +5 Perform_3 Cha 5 = +5 Perform_4 Cha 5 = +5 Perform_5 Cha 5 = +5 Ride Dex 3 = +1 +2 [handle animal] Search Int 0 = +0 Sense Motive Wis 2 = +2 Spot Wis 2 = +2 Survival Wis 2 = +2 Swim Str** -1 = -1 Use Rope Dex 1 = +1 * = check penalty for wearing armor
Zero-level Healer spells: 6 per day
First-level Healer spells: 7 (6+1) per day
Second-level Healer spells: 6 (5+1) per day
Third-level Healer spells: 5 per day
Fourth-level Healer spells: 4 per day
Fifth-level Healer spells: 4 per day
Human:
Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Healer: Many special abilities.
See "Complete Miniatures Handbook".
Class HP rolled Level 1: Healer 9 Level 2: Healer 2 Level 3: Healer 7 Level 4: Healer 5 +1 to charisma Level 5: Healer 9 Level 6: Healer 3 Level 7: Healer 7 Level 8: Healer 6 +1 to charisma Level 9: Healer 5 Level 10: Healer 4 Lifegiver's Equipment:
29 lb 2 lb 10 lb 40 lb 2 lb _____ 83 lb Weapons / Armor / Shield (from above) Backpack Rations (1 day) x10 Waterskins x10 Spell component pouch
Total
More about Lifegiver:
Notes: It should be pretty obvious what this team's strategy is. Find a corner, make a shield wall, have the spellcaster counterspell every spell, and have the healer spam heal the team. Camping is totally the best strategy ever. =P But also easy to defeat. A team with more than three spellcasters can overcome the counterspelling, a good bullrusher can break the shield wall, any spellcaster with a teleport spell can drop combatants behind the shield wall, or at a pinch you could navigate around the shield wall by going over, under or behind in some way. Once the dwarves are split up, the team dies. Base your strategy around that. So yeah, basically, no-one complain about any of my team builds ever. I tell you how to beat them, because I am a nice guy like that. =P Also, I hope it gives people some ideas for fancy pants builds of their own. And introduces them to some pretty feats they may not be aware of. | |
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