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- [[Askewnotion/PCs/Pimp/Logsheet | Logsheet]] -  
- [[Askewnotion/PCs/Pimp/Logsheet | Logsheet]] -  
[[Askewnotion/PCs/Pimp/Personality | Personality Profile]] -<br />
[[Askewnotion/PCs/Pimp/Personality | Personality Profile]] -<br />
- [[Askewnotion/PCs/Pimp/Spells | Spells]] -
- [[User:Askewnotion/PCs/Pimp/Spells| Spells]] - [[User:Askewnotion/PCs/Pimp/Spellbook | Spellbook]] -
|}
|}


'''Sorcerer 2/ Monk 3/ Ur-Priest 2/ Sacred Fist 3/ Abjurant Champion 2 (ECL 12)''' <br>
'''Evoker 3 (Focused Specialist), Master Specialist 6 (ECL 10)''' <br>
Race:Human (Thayan)<br>
Race: Fire Hobgoblin (UA) <br>
Alignment: LN | Size: M <br>
Alignment: LN | Size: M <br>
Patron Deity: None<br>
Patron Deity: None<br>
'''Abilities'''  
'''Abilities'''  
Str 14 +2|  
Str 10  |  
Dex 14 +2 |  
Dex 14 +1d4 +2 |  
Con 14 +2 |  
Con 14 +1d4 +2 |  
Int 12 +1 |  
Int 14 +1d4 +2 |  
Wis 16 +3 (18 +4)|  
Wis 10  |
Cha 12 +1 (14 +2)<br>
Cha 10 -2 |<br>


== Defense ==
== Defense ==
'''AC:''' 18(32) / Touch: 18, Flatfooted: 16(29)<br />
'''AC:''' 12 / Touch: 12, Flatfooted: 10<br />
(+2 Dex; +4 Wis; +1 Misc; +1 Deflection; [+4 Mage Armor / +4 Martyr's Fortification; +6 Shield Spell; +3 Recitation; +2 Protection from Evil{+1}])<br />
(+2 Dex)<br />


'''HP: 85''' / HD: 2d4+8d8+2d10+24
'''HP: 00''' / HD: 9d4+______


'''Initiative:''' +2 / '''Speed:''' 50'
'''Initiative:''' +2 / '''Speed:''' 30'


'''Fort:''' 10 / '''Reflex:''' 10 / '''Will:''' 21<br />+2 vs enchantment.
'''Fort:''' ___ / '''Reflex:''' ___ / '''Will:''' ___
<!-- ===============================
<!-- ===============================


     Saving Throw calculations:
     Saving Throw calculations:
     F = 0f + 3m + 0up + 3sf + 0aj + 2con + 2res = 10
     F = 3/3w + 6/3ms + ___con = 3 0/3 + __
     R = 0f + 3m + 0up + 3sf + 0aj + 2dex + 2res = 10
     R = 3/3w + 6/3ms + ___dex = 3 0/3 + __
     W = 3s + 3m + 3up + 1sf + 3aj + 4wis + 2res + 2Iron Will = 21
     W = 6/2w + 6/2ms + ___wis = 6 0/2 + __


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


== Attacks ==
== Attacks ==
* '''Unarmed +12/+7''' / 1d8+3 / 20x2 / b<br />+1 magical ~ +1d6 damage to evil outsiders ~ ''Good'' ~ On critical hit prevents teleportation effects for 1 round to evil outsiders.
* '''Unarmed +4''' / 1d3 / 20x2
* '''Flurry of Blows +10/+10/+5''' / 1d8+3 / 20x2 / b<br />+1 magical ~ +1d6 damage to evil outsiders ~ ''Good'' ~ On critical hit prevents teleportation effects for 1 round to evil outsiders.
* '''Touch +4'''
* '''Touch +11'''
* '''Ranged Touch +___'''
   
   
'''Space/Reach:''' 5 ft./5 ft.
'''Space/Reach:''' 5 ft./5 ft.
'''Base Attack:''' +9/+4
'''Base Attack:''' +4
<!-- ===============================
<!-- ===============================


     BAB calculation:
     BAB calculation:
     +1sorcerer + 2monk + 1Ur-Priest + 3Sacred Fist +2Abjurant Champion = +9
     +3/2wizard + 6/2ms = +4 1/2


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


== Feats ==
* 1st: '''Spellcasting Prodigy''' (PGF, p44)<br />For the purpose of determining bonus spells, treat the ability score that controls your spellcasting as 2 points higher than the actual value.
* W1: '''Scribe Scroll''' (PHB, p100)<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.
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.
* 3rd: '''Spell Focus: Evocation''' (PHB, p100)<br/>Add +1 to the Difficulty Class for all saving throws against spells from the school of evocation.
* MS1: '''Skill Focus: Spellcraft'''
* 6th: '''Spell Penetration'''
* MS3: '''Greater Spell Focus: Evocation'''
* 9th: '''Empower Spell'''
== Skills (No Int modifier to SP added) ==
'''ACP = '''
{|
{|
| valign="top" width="65%" |
| valign="top" width="34%" |
 
;Strength 
*Athletics (5 ranks)
:[[d20:skills.htm#climb|Climb]]
:[[d20:skills.htm#jump|Jump]]
:[[d20:skills.htm#swim|Swim]] <br>
 
;Intelligence
*Inspect (0 ranks)
:[[d20:skills.htm#appraise|Appraise]]
:[[d20:skills.htm#search|Search]]
*Linguistics (0 ranks)
:[[d20:skills.htm#decipherscript|Decipher Script]]
:[[d20:skills.htm#forgery|Forgery]]
*Mechanics  (0 ranks)
:[[d20:skills.htm#disable device|Disable Device]]
:[[d20:skills.htm#openlocks|Open Locks]]
*[[d20:skills.htm#Profession|Profession: Woman Expediter]] (12 auto ranks)
*Spellcraft  (12 ranks)
:[[d20:skills.htm#psicraft|Psicraft]]
:[[d20:skills.htm#spellcraft|Spellcraft]]
 
;Other
*Initiative (0 ranks)
*[[d20:skills.htm#speaklanguage|Speak Language]] (0 ranks)
:'''Languages:''' Low Coryani, Ss’ressen, and Cancerese<br>
 
| valign="top" width="33%" |
 
;Dexterity
*Acrobatics (0 ranks)
:[[d20:skills.htm#balance|Balance]]
:[[d20:skills.htm#tumble|Tumble]]
*Legerdemain (0 ranks)
:[[d20:skills.htm#escapeartist|Escape Artist]]
:[[d20:skills.htm#sleightofhand|Sleight of Hand]]
*Stealth (0 ranks)
:[[d20:skills.htm#hide|Hide]]
:[[d20:skills.htm#movesilently|Move Silently]] <br>


== Feats ==
;Wisdom
* Human: '''Skill Focus: Concentration''' (PHB, p100)<br />+3 bonus on all concentration checks.
*[[d20:skills.htm#heal|Heal]]  (0 ranks)
* 1st: '''Iron Will''' (PHB, p97)<br />+2 bonus on all Will saving throws.
*Notice  (0 ranks)
* 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.
:[[d20:skills.htm#listen|Listen]]
* 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 5 times a day. DC 19 Fort save.
:[[d20:skills.htm#spot|Spot]]
* 3rd: '''Spell Focus: Evil''' (PHB, p100)<br />+1 to the DC of spells with the evil descriptor.
*[[d20:skills.htm#profession|Profession]]() (0 ranks)
* 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.
*Streetwise (0 ranks)  
* 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.
:[[d20:skills.htm#gatherinformation|Gather Information]]
* 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.
:[[d20:skills.htm#sensemotive|Sense Motive]]
* 12th: '''Leadership''' (PHB, p97 / DMG, p106) <br />You can attract loyal companions and devoted followers, subordinates who assist you. Leadership score 16 cohort / 18 followers. 10th level cohort / 35 1st, 3 2nd, 1 3rd, & 1 4th level followers.
*Survival (0 ranks)  
:[[d20:skills.htm#survival|Survival]]
:[[d20:skills.htm#userope|Use Rope]]


| valign="top" |
| valign="top" |


== Skills==
;Constitution
*Concentration (7 ranks)
:[[d20:skills.htm#autohypnosis|Autohypnosis]]
:[[d20:skills.htm#concentration|Concentration]] <br>


* [[srd:skills/balance.htm | Balance]] +5 (3 ranks)
;Charisma
* [[srd:skills/bluff.htm | Bluff]] +10 (8 ranks)
*Animals (0 ranks)
* [[srd:skills/climb.htm | Climb]] +6 (4 ranks)
:[[d20:skills.htm#handleanimal|Handle Animal]]  
* [[srd:skills/concentration.htm | Concentration]] +20 (15 ranks; +3 skill focus)
:[[d20:skills.htm#ride|Ride]]  
* [[srd:skills/craft.htm | Craft: Woodworking]] +4 (3 ranks)
*Deception (0 ranks)  
* [[srd:skills/escapeArtist.htm | Escape Artist]] +3 (1 ranks)
:[[d20:skills.htm#bluff|Bluff]]  
* [[srd:skills/heal.htm | Heal]] +6 (2 ranks)
:[[d20:skills.htm#disguise|Disguise]]  
* [[srd:skills/Jump.htm | Jump]] +12 (2 ranks; +8 speed)
*Influence (0 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Arcania]] +8 (7 ranks)
:[[d20:skills.htm#diplomacy|Diplomacy]]  
* [[srd:skills/knowledge.htm | Knowledge: LRC]] +4 (3 virtul ranks)
:[[d20:skills.htm#intimidate|Intimidate]]  
* [[srd:skills/knowledge.htm | Knowledge: Planes]] +6 (5 ranks)
*[[d20:skills.htm#perform|Perform]] (0 ranks)
* [[srd:skills/knowledge.htm | Knowledge: Religion]] +9 (8 ranks)
*Use Magic (0 ranks)
* [[srd:skills/profession.htm | Profession: Scribe]] +7 (3 ranks)
:[[d20:skills.htm#usemagicdevice|Use Magic Device]]  
* [[srd:skills/spellcraft.htm | Spellcraft]] +12 (11 ranks)
:[[d20:skills.htm#usepsionicdevice|Use Psionic Device]]  
* [[srd:skills/swim.htm | Swim]] +3 (1 rank)
 
* [[srd:skills/tumble.htm | Tumble]] +5 (3 ranks)
;Knowledges
'''Languages:''' Common, Draconic, Infernal <br>
:[[d20:skills.htm#knowledge|Arcania]] (12 auto ranks)
|}
|}


== Special Abilities ==
== Special Abilities ==
=== Monk ===
=== Wizard ===
*'''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.
* '''Familiar''' - A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
*'''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.
*'''Still Mind (Ex):''' +2 bonus on saving throws against spells and effects from the school of enchantment.


=== Ur-Priest ===
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
*'''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).


=== Abjurant Champion ===
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
*'''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):''' Beginning at 2nd level, 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).


=== Trained by the Dark Dogs ===
A character with more than one class that grants a familiar may
*'''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.
have only one familiar at a time.
*'''Way of the Panther:''' You have access to the Ninja base class.


==Cleric Spells and Abilities==
====Wizard Spells and Abilities====
'''Cleric Spells: 6/4/4/3/2'''<br>
'''<u>NO</u> ABJURATION, ILLUSION, or NECROMANCY.<br>
'''Caster level 11'''<br>
'''Wizard Spells:''' 4(2{{evocation}})/4(2{{evocation}})/4(2{{evocation}})/3(2{{evocation}})/2(2{{evocation}})/1(2{{evocation}})<br> <!-- No Int Bonus -->
'''DC''' = 14 + spell level<br>
'''Caster level:''' 9(10{{evocation}})<br>
'''DC''' = 10 + int mod + spell level + (2{{evocation}})<br>


'''Ranges:'''<br>
'''Ranges:'''<br>
Close 50, medium 200, long 800
Close 45(50{{evocation}}), medium 190(200{{evocation}}), long 760(800{{evocation}})


==Sorcerer Spells and Abilities==
=== Master Specialist ===
'''Sorcerer Spells: 6/7/4'''<br>
*'''Expanded Spellbook:''' When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level.
'''Caster level 4'''<br>
'''DC''' = 12 + spell level<br>
 
'''Known level 0:''' Amanuensis, Caltrops, Launch Item, Light, Prestidigitation<br>
'''Known level 1:''' Critical Strike, Mage Armor, Shield<sub>abj</sub><br>
'''Known level 2:''' Resist Energy<sub>abj</sub><br>
 
'''Ranges:'''<br>
Close 35, medium 140, long 560


*'''Minor School Esoterica (Ex):''' When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your master specialist level.


[[Category:PC]]
*'''Caster Level Increase (Ex):''' Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.
[[Category:Lone Rock City]]

Latest revision as of 02:32, 9 June 2010


Quick links
- Logsheet - Personality Profile -
- Spells - Spellbook -

Evoker 3 (Focused Specialist), Master Specialist 6 (ECL 10)
Race: Fire Hobgoblin (UA)
Alignment: LN | Size: M
Patron Deity: None
Abilities Str 10 | Dex 14 +1d4 +2 | Con 14 +1d4 +2 | Int 14 +1d4 +2 | Wis 10 | Cha 10 -2 |

Defense

AC: 12 / Touch: 12, Flatfooted: 10
(+2 Dex)

HP: 00 / HD: 9d4+______

Initiative: +2 / Speed: 30'

Fort: ___ / Reflex: ___ / Will: ___

Attacks

  • Unarmed +4 / 1d3 / 20x2
  • Touch +4
  • Ranged Touch +___

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

Feats

  • 1st: Spellcasting Prodigy (PGF, p44)
    For the purpose of determining bonus spells, treat the ability score that controls your spellcasting as 2 points higher than the actual value.
  • W1: Scribe Scroll (PHB, p100)
    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.

  • 3rd: Spell Focus: Evocation (PHB, p100)
    Add +1 to the Difficulty Class for all saving throws against spells from the school of evocation.
  • MS1: Skill Focus: Spellcraft
  • 6th: Spell Penetration
  • MS3: Greater Spell Focus: Evocation
  • 9th: Empower Spell


Skills (No Int modifier to SP added)

ACP =

Strength
  • Athletics (5 ranks)
Climb
Jump
Swim
Intelligence
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks
Psicraft
Spellcraft
Other
Languages: Low Coryani, Ss’ressen, and Cancerese
Dexterity
  • Acrobatics (0 ranks)
Balance
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide
Move Silently
Wisdom
  • Heal (0 ranks)
  • Notice (0 ranks)
Listen
Spot
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Constitution
  • Concentration (7 ranks)
Autohypnosis
Concentration
Charisma
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (0 ranks)
Bluff
Disguise
  • Influence (0 ranks)
Diplomacy
Intimidate
  • Perform (0 ranks)
  • Use Magic (0 ranks)
Use Magic Device
Use Psionic Device
Knowledges
Arcania (12 auto ranks)

Special Abilities

Wizard

  • Familiar - A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Wizard Spells and Abilities

NO ABJURATION, ILLUSION, or NECROMANCY.
Wizard Spells: 4(2)/4(2)/4(2)/3(2)/2(2)/1(2)
Caster level: 9(10)
DC = 10 + int mod + spell level + (2)

Ranges:
Close 45(50), medium 190(200), long 760(800)

Master Specialist

  • Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level.
  • Minor School Esoterica (Ex): When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your master specialist level.
  • Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.