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Difference between revisions of "User:Askewnotion/PCs/Sunshine Harpell/Character Sheet"

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[[Image:Sunshine.jpg|200px]]<br />
[[Image:Sunshine.jpg|200px]]<br />
'''Quick links'''<br />
'''Quick links'''<br />
- [[Sunshine_Harpell/Logsheet|Logsheet]] -  
- [[User:Askewnotion/PCs/Sunshine_Harpell/Logsheet|Logsheet]] -  
[[Sunshine_Harpell/Personality_Profile|Personality Profile]] -<br />
[[User:Askewnotion/PCs/Sunshine_Harpell/Personality_Profile|Personality Profile]] -<br />
- [[Sunshine_Harpell/Spells|Spells]] -
- [[User:Askewnotion/PCs/Sunshine_Harpell/Spells|Spells]] -
|}
|}


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Patron Deity: None<br>
Patron Deity: None<br>
'''Abilities'''  
'''Abilities'''  
Str 16 +3 |  
Str 16 +3 (18 +4) |  
Dex 12 +1 |  
Dex 12 +1 |  
Con 12 +1 |  
Con 12 +1 |  
Int 16 +3 |  
Int 16 +3 (18 +4) |  
Wis 8 -1 |  
Wis 8 -1 |  
Cha 15 +2<br>
Cha 15 +2<br>


== Defense ==
== Defense ==
'''AC:''' 11-25 / Touch: 11-13, Flatfooted: 10-24<br />
'''AC:''' 11-30 / Touch: 11-13, Flatfooted: 10-29<br />
(+1 Dex; [+4 armor ''mage armor''; +9 armor ''luminous armor''; +8 shield ''shield''; +2 deflection ''Protection from Evil'')<br />
(+1 Dex; [+4 armor ''mage armor''; +9 armor ''luminous armor''; +8 shield ''shield''; +2 deflection ''Protection from Evil'')<br />


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'''Initiative:''' +1 / '''Speed:''' 30'
'''Initiative:''' +1 / '''Speed:''' 30'


'''Fort:''' 6 / '''Reflex:''' 3 / '''Will:''' 7
'''Fort:''' 8 / '''Reflex:''' 5 / '''Will:''' 9
<!-- ===============================
<!-- ===============================


     Saving Throw calculations:
     Saving Throw calculations:
     F = 4f + 0w + 1aj + 1con = 6
     F = 4f + 0w + 1aj + 1con + 2res = 8
     R = 1f + 0w + 1aj + 1dex = 3
     R = 1f + 0w + 1aj + 1dex + 2res = 5
     W = 1f + 3w + 4aj - 1wis = 7
     W = 1f + 3w + 4aj - 1wis + 2res = 9


==================================== -->
==================================== -->


== Attacks ==
== Attacks ==
* '''+1 Nightling Cleaver +14/+9''' / 1d10+6 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Magic''
* '''+1 Nightling Cleaver +15/+10''' / 1d10+7 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Magic''
* '''Adamantine Nightling Cleaver +14/+9''' / 1d10+5 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Adamantine''
* '''Adamantine Nightling Cleaver +15/+10''' / 1d10+6 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Adamantine''
* '''Silver Nightling Cleaver +13/+8''' / 1d10+4 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Silver''
* '''Silver Nightling Cleaver +14/+9''' / 1d10+5 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Silver''
* '''Cold Iron Nightling Cleaver +13/+8''' / 1d10+5 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Cold Iron''
* '''Cold Iron Nightling Cleaver +14/+9''' / 1d10+6 / 18-20x2 / s<br />+1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ ''Good'' aligned / ''Cold Iron''


* '''Touch +9'''
* '''Touch +13 / Ranged Touch +10'''
 
'''POWER ATTACK''' (Nightling Cleaver +1)
::-2 hit; +13/8 1d10+11(19)
::-3 hit; +12/7 1d10+13(25)
::-4 hit; +11/6 1d10+15(31)
::-5 hit; +10/5 1d10+17(37)
::-6 hit; +9/4 1d10+19(43)
::-7 hit; +8/3 1d10+21(49)
::-8 hit; +7/2 1d10+23(55)
::-9 hit; +6/1 1d10+25(61)
   
   
'''Space/Reach:''' 5 ft./5 ft.
'''Space/Reach:''' 5 ft./5 ft.
'''Base Attack:''' +7/+2
'''Base Attack:''' +9/+4
<!-- ===============================
<!-- ===============================


     BAB calculation:
     BAB calculation:
     +1sorcerer + 2monk + 1Ur-Priest + 3Sacred Fist = +7
     +1wizard + 4fighter + 4abjurant = +9


==================================== -->
==================================== -->
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== Feats ==  
== Feats ==  
* Human: '''Skill Focus: Concentration''' (PHB, p100)<br />+3 bonus on all concentration checks.
* Human: '''Skill Focus: Concentration''' (PHB, p100)<br />+3 bonus on all concentration checks.
* 1st: '''Iron Will''' (PHB, p97)<br />+2 bonus on all Will saving throws.
* 1st: '''Nimbus of Light''' (BoED, p44)<br />Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures.
* M1: '''Improved Unarmed Strike''' (PHB, p99)<br />You are considered to be armed even when unarmed — that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
 
* M1: '''Stunning Fist''' (PHB, p101)<br />You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Usable a total of 4 times a day. DC 19 Fort save.
Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.
* 3rd: '''Spell Focus: Evil''' (PHB, p100)<br />+1 to the DC of spells with the evil descriptor.
* W1: '''Scribe Scroll''' (PHB, p99)<br />You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
* M2: '''Combat Reflexes''' (PHB, p92) <br />When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
 
* 6th: '''Healing Devotion''' (CC, p59) <br />Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
*9th: '''Practiced Spellcaster''' (CD, p82) <br />Your caster level for Ur-Priest increases by +4. This can’t increase your caster level beyond your HD.
* F1: '''Weapon Focus: Nightling Cleaver''' (PHB, p101)<br />You gain a +1 bonus on all attack rolls you make using the selected weapon.
* 3rd: '''Spell Focus: Abjuration''' (PHB, p100)<br />+1 to the DC of spells from the abjuration school.
* F2: '''Power Attack''' (PHB, p98) <br />On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
 
''Special:'' If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.
* 6th: '''Sanctify Martial Strike''' (BoED, p46) <br />Whenever you wield a nightling cleaver, it deals 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, that weapon is considered good-aligned for purposes of overcoming damage reduction.
* F4: '''Cleave''' (PHB, p92) <br />If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
* 9th: '''Leap Attack''' (CD, p82) <br />You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
 
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.


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== Skills==
== Skills==


* [[srd:skills/balance.htm | Balance]] +5 (3 ranks)
* [[srd:skills/climb.htm | Climb]] +11 (7 ranks)
* [[srd:skills/bluff.htm | Bluff]] +8 (8 ranks)
* [[srd:skills/concentration.htm | Concentration]] +17 (13 ranks; +3 skill focus)
* [[srd:skills/climb.htm | Climb]] +5 (3 ranks)
* [[srd:skills/Jump.htm | Jump]] +17 (13 ranks)
* [[srd:skills/concentration.htm | Concentration]] +18 (13 ranks; +3 skill focus)
* [[srd:skills/knowledge.htm | Knowledge: Arcania]] +14 (11 ranks)
* [[srd:skills/craft.htm | Craft: Woodworking]] +4 (3 ranks)
* [[srd:skills/knowledge.htm | Knowledge: History]] +4 (1 rank)
* [[srd:skills/escapeArtist.htm | Escape Artist]] +3 (1 ranks)
* [[srd:skills/knowledge.htm | Knowledge: LRC]] +5 (2 ranks)
* [[srd:skills/heal.htm | Heal]] +6 (2 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Nature]] +7 (4 ranks)
* [[srd:skills/Jump.htm | Jump]] +12 (2 ranks; +8 speed)
* [[srd:skills/knowledge.htm | Knowledge: Nobility]] +5 (2 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Arcania]] +6 (5 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Planes]] +6 (3 ranks)
* [[srd:skills/knowledge.htm | Knowledge: LRC]] +4 (3 virtul ranks)
* [[srd:skills/knowledge.htm | Knowledge: Religion]] +5 (2 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Planes]] +6 (5 ranks)
* [[srd:skills/ride.htm | Ride]] +6 (5 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Religion]] +9 (8 ranks)
* [[srd:skills/spellcraft.htm | Spellcraft]] +14 (9 ranks; +2 synergy)
* [[srd:skills/profession.htm | Profession: Scribe]] +7 (3 ranks)
* [[srd:skills/swim.htm | Swim]] +10 (6 ranks)
* [[srd:skills/spellcraft.htm | Spellcraft]] +12 (11 ranks)
'''Languages:''' Celestial, Common, Draconic, Infernal <br>
* [[srd:skills/tumble.htm | Tumble]] +5 (3 ranks)
'''Languages:''' Common, Draconic <br>
|}
|}


== Special Abilities ==
== Special Abilities ==
=== Monk ===
=== Abjurant Champion ===
*'''Flurry of Blows (Ex):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. A monk must use a full attack action (see page 143) to strike with a flurry of blows.  
*'''Abjurant Armor (Su):''' Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level.
*'''Evasion (Ex):''' If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the monk is wearing light armor or no armor.
*'''Extended Abjuration (Su):''' You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
*'''Still Mind (Ex):''' +2 bonus on saving throws against spells and effects from the school of enchantment.
*'''Swift Abjuration (Su):''' You can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
 
*'''Arcane Boost (Su):''' Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
=== Ur-Priest ===
::• Bonus on attack rolls equal to the spell's level.
*'''Rebuke Undead (Su):''' Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s Handbook).
::• Bonus on weapon damage rolls equal to twice the spell's level.
 
::• Bonus to AC equal to the spell's level.
=== Trained by the Dark Dogs ===
::• Bonus on saving throws equal to the spell's level.
*'''Panther Stance:''' As a swift action, the character may activate Panther Stance, which grants the character Improved Unarmed Strike for a number of rounds equal to 3+dex modifier. Additionally the character may Deflect Arrows per the feat, but using this ability ends the Panther Stance. Panther Stance is usable once per day.
::• Resistance to acid, cold, electricity, fire, and sonic equal to 5 x the spell's level.
*'''Way of the Panther:''' You have access to the Ninja base class.
 
==Cleric Spells and Abilities==
'''Cleric Spells: 6/4/4/3/2'''<br>
'''Caster level 10'''<br>
 
'''Ranges:'''<br>
Close 50, medium 200, long 800
 
==Sorcerer Spells and Abilities==
'''Sorcerer Spells: 6/5'''<br>
'''Caster level 2'''<br>


'''Known level 0:''' Amanuensis, Caltrops, Launch Item, Light, Prestidigitation<br>
==Wizard Spells and Abilities==
'''Known level 1:''' Mage Armor, Shield<br>
'''Focused Specialist: Abjuration'''
::Enchantment, Illusion, and Necromancy are banned schools
'''Wizard Spells: 3a-3/3a-3/3a-3/3a-2'''<br>
'''Caster level 6'''<br>


'''Ranges:'''<br>
'''Ranges:'''<br>
Close 30, medium 120, long 480
Close 40, medium 160, long 640

Latest revision as of 20:16, 7 February 2009

Sunshine.jpg
Quick links
- Logsheet - Personality Profile -
- Spells -

Wizard 2/ Fighter 4/ Abjurant Champion 4 (ECL 10)
Race:Human (Harpell)
Alignment: LG | Size: M
Patron Deity: None
Abilities Str 16 +3 (18 +4) | Dex 12 +1 | Con 12 +1 | Int 16 +3 (18 +4) | Wis 8 -1 | Cha 15 +2

Defense

AC: 11-30 / Touch: 11-13, Flatfooted: 10-29
(+1 Dex; [+4 armor mage armor; +9 armor luminous armor; +8 shield shield; +2 deflection Protection from Evil)

HP: 73 / HD: 2d4+8d10+10

Initiative: +1 / Speed: 30'

Fort: 8 / Reflex: 5 / Will: 9

Attacks

  • +1 Nightling Cleaver +15/+10 / 1d10+7 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Magic
  • Adamantine Nightling Cleaver +15/+10 / 1d10+6 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Adamantine
  • Silver Nightling Cleaver +14/+9 / 1d10+5 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Silver
  • Cold Iron Nightling Cleaver +14/+9 / 1d10+6 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Cold Iron
  • Touch +13 / Ranged Touch +10

POWER ATTACK (Nightling Cleaver +1)

-2 hit; +13/8 1d10+11(19)
-3 hit; +12/7 1d10+13(25)
-4 hit; +11/6 1d10+15(31)
-5 hit; +10/5 1d10+17(37)
-6 hit; +9/4 1d10+19(43)
-7 hit; +8/3 1d10+21(49)
-8 hit; +7/2 1d10+23(55)
-9 hit; +6/1 1d10+25(61)

Space/Reach: 5 ft./5 ft. Base Attack: +9/+4

Feats

  • Human: Skill Focus: Concentration (PHB, p100)
    +3 bonus on all concentration checks.
  • 1st: Nimbus of Light (BoED, p44)
    Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures.

Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.

  • W1: Scribe Scroll (PHB, p99)
    You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

  • F1: Weapon Focus: Nightling Cleaver (PHB, p101)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • 3rd: Spell Focus: Abjuration (PHB, p100)
    +1 to the DC of spells from the abjuration school.
  • F2: Power Attack (PHB, p98)
    On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

  • 6th: Sanctify Martial Strike (BoED, p46)
    Whenever you wield a nightling cleaver, it deals 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, that weapon is considered good-aligned for purposes of overcoming damage reduction.
  • F4: Cleave (PHB, p92)
    If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • 9th: Leap Attack (CD, p82)
    You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.

This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Skills

Languages: Celestial, Common, Draconic, Infernal

Special Abilities

Abjurant Champion

  • Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level.
  • Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
  • Swift Abjuration (Su): You can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
  • Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
• Bonus on attack rolls equal to the spell's level.
• Bonus on weapon damage rolls equal to twice the spell's level.
• Bonus to AC equal to the spell's level.
• Bonus on saving throws equal to the spell's level.
• Resistance to acid, cold, electricity, fire, and sonic equal to 5 x the spell's level.

Wizard Spells and Abilities

Focused Specialist: Abjuration

Enchantment, Illusion, and Necromancy are banned schools

Wizard Spells: 3a-3/3a-3/3a-3/3a-2
Caster level 6

Ranges:
Close 40, medium 160, long 640