Drinking & Dragons

Difference between revisions of "LRC:Jar Jar/Character Sheet"

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(adding gear and spells)
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'''Init''' +2; '''Senses:''' Listen +8; Spot +8
'''Init''' +2; '''Senses:''' Listen +8; Spot +8
<hr>
<hr>
'''AC:''' 19; '''Touch:''' 13; '''Flat-footed:''' 17<br/>(+2 dex; +1 size; +6 chainmail)<br/>
'''AC:''' 22; '''Touch:''' 16; '''Flat-footed:''' 20<br/>(+2 dex; +1 size; +6 chainmail; +3 deflection)<br/>
'''HP:''' 121 (2d12+12d8+42)<br/>
'''HP:''' 149 (2d12+12d8+42+28)<br/>
'''Fort:''' +15, '''Ref''' +8, '''Will''' +12<br/>
'''Fort:''' +17, '''Ref''' +8, '''Will''' +12<br/>
+2 vs Fear effects
+2 vs Fear effects
<hr>
<hr>
'''Speed:''' 35'<br/>
'''Speed:''' 45'<br/>
'''Melee:''' Touch +12 <br/>
'''Melee:''' Touch +12 <br/>
'''Melee:''' Battleaxe +12/7/2 (1d8 / &times;3) <br/>
'''Melee:''' Battleaxe +13/8/3 (1d8+1 / &times;3) <br/>
'''Ranged:''' Ray +14 <br/>
'''Ranged:''' Ray +14 <br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +11/6/1; '''Grapple:''' +11<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +11/6/1; '''Grapple:''' +11<br/>
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*'''6th''' Convert to 4d8+12 healing
*'''6th''' Convert to 4d8+12 healing
** empty
** Dimensional Anchor (Heightened)
** empty
** Poison (Empowered)
** domain
** [d] Holy Smite (Empowered)


*'''5th''' Convert to 4d8+12 healing
*'''5th''' Convert to 4d8+12 healing
** empty
** Dismissal
** empty
** Restoration
** empty
** Restoration
** domain
** [d] Holy Smite


*'''4th''' Convert to 4d8+12 healing
*'''4th''' Convert to 4d8+12 healing
** empty
** Divination
** empty
** Freedom of Movement
** empty
** Freedom of Movement
** domain
** [d] Holy Smite


*'''3rd''' Convert to 3d8+12 healing
*'''3rd''' Convert to 3d8+12 healing
** empty
** Blindness/Deafness
** empty
** Dispel Magic
** empty
** Prayer
** empty
** Waterbreathing
** domain
** [d] Protection from Energy


*'''2nd''' Convert to 2d8+10 healing
*'''2nd''' Convert to 2d8+10 healing
** empty
** Align Weapon
** empty
** Bull's Strength
** empty
** Hold Person
** empty
** Silence
** domain
** [d] Shield Other (A ring must be given to the recipient prior to battle)


*'''1st''' Convert to 1d8+5 healing
*'''1st''' Convert to 1d8+5 healing
** empty
** Obscuring Mist
** empty
** Sanctuary
** empty
** Sanctuary
** empty
** Bless
** empty
** Bless
** domain
** [d] Protection from Evil


<hr>
<hr>
'''Abilities''' Str 10 +0 | Dex 14 +2 | Con 16 +3 | Int 8 -1 | Wis 14 +2 | Cha 8 -1 <br/>
'''Abilities''' Str 10 +0 | Dex 14 +2 | Con 16 +3 (20 +5) | Int 8 -1 | Wis 14 +2 | Cha 8 -1 <br/>
*'''Feats''' Power Attack, Dash, Lightning Reflexes, Empower, Heighten
*'''Feats''' Power Attack, Dash, Lightning Reflexes, Empower, Heighten
*'''Skills''' Intimidate +4, Survival +7, Climb +5
*'''Skills''' Intimidate +4, Survival +7, Climb +5
<hr>
<hr>
'''Items''' Chainshirt +2
'''Items''' Chainshirt +2; Amulet of Health +4; Ring of Protection +3; Boots of Springing and Striding; Battleaxe +1
<hr>
<hr>
=== Active abilities ===
=== Active abilities ===

Revision as of 21:13, 20 March 2009

I want your help building Jar Jar. He needs gear and spells. He has 1/2 his level in gold to spend. He may not have a Wis boost item. When picking out spells bear in mind that the person who will be playing him hasn't played D&D in a few years.

Thanks! --Randy (Talk) 14:35, 17 March 2009 (UTC)


Jar Jar (ECL14)

Barbarian 2/Cleric 12
NG Medium halfling
Init +2; Senses: Listen +8; Spot +8


AC: 22; Touch: 16; Flat-footed: 20
(+2 dex; +1 size; +6 chainmail; +3 deflection)
HP: 149 (2d12+12d8+42+28)
Fort: +17, Ref +8, Will +12
+2 vs Fear effects


Speed: 45'
Melee: Touch +12
Melee: Battleaxe +13/8/3 (1d8+1 / ×3)
Ranged: Ray +14
Space: 5'; Reach: 5'; BAB: +11/6/1; Grapple: +11


Class Spells CL12 DC 10+lvl
Close 55' [11] Medium 220' Long Far
Domains Good, Protection

  • 6th Convert to 4d8+12 healing
    • Dimensional Anchor (Heightened)
    • Poison (Empowered)
    • [d] Holy Smite (Empowered)
  • 5th Convert to 4d8+12 healing
    • Dismissal
    • Restoration
    • Restoration
    • [d] Holy Smite
  • 4th Convert to 4d8+12 healing
    • Divination
    • Freedom of Movement
    • Freedom of Movement
    • [d] Holy Smite
  • 3rd Convert to 3d8+12 healing
    • Blindness/Deafness
    • Dispel Magic
    • Prayer
    • Waterbreathing
    • [d] Protection from Energy
  • 2nd Convert to 2d8+10 healing
    • Align Weapon
    • Bull's Strength
    • Hold Person
    • Silence
    • [d] Shield Other (A ring must be given to the recipient prior to battle)
  • 1st Convert to 1d8+5 healing
    • Obscuring Mist
    • Sanctuary
    • Sanctuary
    • Bless
    • Bless
    • [d] Protection from Evil

Abilities Str 10 +0 | Dex 14 +2 | Con 16 +3 (20 +5) | Int 8 -1 | Wis 14 +2 | Cha 8 -1

  • Feats Power Attack, Dash, Lightning Reflexes, Empower, Heighten
  • Skills Intimidate +4, Survival +7, Climb +5

Items Chainshirt +2; Amulet of Health +4; Ring of Protection +3; Boots of Springing and Striding; Battleaxe +1


Active abilities

Turn Undead 2/day, Roll d20-1. See turn undead chart in the Player's Handbook.

Rage 1/day, free action, +4 bonus to Strength (+2 to hit and damage with Battleaxe), a +4 bonus to Constitution (+28hp), and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. Cannot cast spells while raging.

Protection Domain 1/day, grant target touched a +12 bonus to their next saving throw. Duration 1 hour.

Passive Abilities

Good Domain You cast spells with the Good descriptor at +1 caster level.

Uncanny Dodge (Ex) Not flat-footed.