LRC:Wes Temple: Difference between revisions
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* 1st: '''Iron Will''' (PHB, p97)<br />+2 bonus on all Will saving throws. | * 1st: '''Iron Will''' (PHB, p97)<br />+2 bonus on all Will saving throws. | ||
* 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: '''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 | * 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. | ||
* 3rd: '''Spell Focus: Evil''' (PHB, p100)<br />+1 to the DC of spells with the evil descriptor. | * 3rd: '''Spell Focus: Evil''' (PHB, p100)<br />+1 to the DC of spells with the evil descriptor. | ||
* 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. | * 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. |
Revision as of 05:08, 9 August 2008
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Sorcerer 2/ Monk 3/ Ur-Priest 2/ Sacred Fist 3/ Abjurant Champion 1 (ECL 11)
Race:Human (Thayan)
Alignment: LN | Size: M
Patron Deity: None
Abilities
Str 14 +2|
Dex 14 +2 |
Con 14 +2 |
Int 12 +1 |
Wis 16 +3 (18 +4)|
Cha 11 +0 (13 +1)
Defense
AC: 18(31) / Touch: 18, Flatfooted: 16(29)
(+2 Dex; +4 Wis; +1 Misc; +1 Deflection; [+4 Mage Armor / +3 Martyr's Fortification; +5 Shield Spell; +3 Recitation; +2 Protection from Evil{+1}])
HP: 76 / HD: 2d4+8d8+1d10+22
Initiative: +2 / Speed: 50'
Fort: 10 / Reflex: 10 / Will: 20
+2 vs enchantment.
Attacks
- Unarmed +11/+6 / 1d8+3 / 20x2 / b
+1 magical ~ +1d6 damage to evil outsiders - Flurry of Blows +9/+9/+4 / 1d8+3 / 20x2 / b
+1 magical ~ +1d6 damage to evil outsiders - Touch +10
Space/Reach: 5 ft./5 ft. Base Attack: +8/+3
Feats
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Skills
Languages: Common, Draconic, Infernal |
Special Abilities
Monk
- 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.
- 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
- 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
- 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).
Trained by the Dark Dogs
- 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.
- Way of the Panther: You have access to the Ninja base class.
Cleric Spells and Abilities
Cleric Spells: 6/4/4/3/2
Caster level 10
Ranges:
Close 50, medium 200, long 800
Sorcerer Spells and Abilities
Sorcerer Spells: 6/6
Caster level 3
Known level 0: Amanuensis, Caltrops, Launch Item, Light, Prestidigitation
Known level 1: Critical Strike, Mage Armor, Shieldabj
Ranges:
Close 30, medium 130, long 520