Post by exile on Aug 8, 2008 16:26:12 GMT -5
*** I AM A WORK IN PROGRESS ***
Character Name: Kale, 'Kale-who-walks-alone'
Alignment: Chaotic Neutral
Race: Githzerai
Class: Fighter / Dimensionalist* / Thief
Faction: Fated
Kit: Pistoleer
Deity: None
Home Plane: Limbo
Gender: Male
Age: 53
Height: 5'11
Weight: 189
Eyes: Yellow
Hair: White
Skin: Bronzed
Level: 4 / 2* / 2
XP: 8000 / 4150* / 1250
RXP: 5000 (To reach Dimensionalist 3)
Base MV: 12
Weight Carried: 46.2
Current MV: 12
Hit Points: 53
THAC0: 15
AC: 3 (Dex -4, Defensive Bonus -3)
Additional AC modifiers: -2 when using single-weapon style. -4 with Armor. -6 with shield (replaces all armor/natural armor and shield bonuses).
STR: 17
- Hit Prob. +1
- Dmg. Adj. +1
- Weight Allow. 85
- Max Press 220
- Open Doors 10
- BB/LH 13%
DEX: 18
- Reaction Adj. +2
- Missile Attack Adj. +2
- Defensive Adj. -4
CON: 17
- HP Adj. +3
- SS 97%
- Res. Surv. 98%
INT: 17
- # of Lang. 6
- Spell Level 8th
- Chance to Learn Spell 75%
- Max # of Spells/Level 14
WIS: 8
CHA: 7
- Max Henchmen 3
- Loyalty Base -2
- Reaction Adjustment -1
Saves
Paralysis/Poison/Death Magic: 13
Rod/Staff/Wand: 11
Petrifaction/Polymorph: 12
Breath Weapon: 15
Spell: 12
Basic Class Abilities and Limitations:
- Improved Hit Die: d12
- Improved THAC0: Base 18
- Limited Armor: No armor
- Defense Bonus: +3 when unarmored/unencumbered
- Weapon Specialization / Mastery
- Proficiency Ease: Weapon Proficiencies cost 1cp
- Martial instructor: May teach others in the use of learned weapons
- War Machines: May operate heavy war machines and seige engines
- Learn and cast Wizard Spells; (Opposition School: Enchantment/Charm, Necromancy)
- +1 save bonus vs. chosen school, inflict -1 penalty to others' saves
- Automatically gain one new spell of specialty school when a new spell level is attained
- Bonus Spell per spell level from the school of specialty
- Learning bonus/penalty: The thaumaturge receives a +15% bonus to learn spells of his chosen school, but a -15% penalty to learn spells of all other schools
- Research bonus: When a thaumaturge attempts to create a new spell of the chosen school through research, the spell is treated as though it were one level lower.
- Thief abilities (see below)
- Back Stab X2: Must attack with surprise, gains +4 to hit.
- Thieves' Cant
Thief Abilities
- Pick Pockets: 75 (No Armor +5%)
- Open Locks: 70
- Find and Remove Traps: 10
- Hide in Shadows: 15 (No Armor +5%)
- Move Silently:20 (No Armor +10%)
- Climb Walls: 70 (No Armor +10%)
- Detect Noise: 15
- Read Languages: 0
- Forge Documents: ?
- Bribe: 5
- Escape Bonds: 20 (No Armor +5%)
Racial Abilities:
- Infravision, 60'
- Movement rate 96 in Limbo
- MR 5% per level (20%)
Faction Abilities:
- Cannot accept or perform charity
- Double starting proficiencies, all proficiency classes are open at no penalty
- 5% to 10% discount on all goods; higher discount reserved for expensive items
- Bonus to pickpocket skill +5% (varies with level, changes at level 5)
Kit Abilities:
- +2 to planar sense and weather sense checks
- +1 to initiative with firearms
- Must always carry a firearm whenever armed
Weapon Proficiencies: (5+3+3cps)
(3) Broad Weapon Group Proficiency - Blades
(1) Favored Weapon - Longsword; +1 to attack rolls
(1) Weapon Specialization - Longsword; +1 to attack rolls, +2 to damage rolls. +1 attack every other round.
(2) Style Specialization - One handed, Improved; +2 bonus to AC
(2) Tight Weapon Group Proficiency - Firearms
Nonweapon Proficiencies: (7)
Alchemy (2 slot, Int -2) [15]
Chaos Shaping (1 slot, Wisdom 0) [8]
City Familiarity [Sigil] (1 slot, Int 0) [17]
Gunsmithing (1 slot, Dex -1) [17]
Information Gathering (1 slot, Int 0) [17]
Planar Sense (1 slot, Wisdom -1, +2 from kit) [9]
Languages:
Planar Common (Literate) - 2
Githzerai (Literate) - 1
Currency
20gp
10sp
2cp
Weapons (68gp, 21lbs)
- Dagger (1lb, Fa(2), Reach 1, ROF 2/1, 2/4/6, 1d4/1d3, KD d6)
- Longsword (4lbs, Av.(5), Reach 1, 1d8/1d10, KD d8)
- Morningstar (12lbs, Av. (7), Reach 1, 2d4/1d6+1. KD d10)
- Wheel-lock Horse Pistol (4lbs, Av.(8), ROF 1/2, 4/8/12, 1d10k/1d10k, KD d8); 1X Shot
Equipment (38g, 1sp; 25.2 lbs)
Backpack, Deluxe (2lbs)
- Glass Flask (0.1lbs)
- Large Sack (0.5lbs)
- Bed Roll (5lbs)
- Flint and Steel (neg)
- Hempen Rope (50') (10lbs)
- Waterskin (0.1lbs)
- Chalk, 10 pieces (neg)
- Soap (1lb)
- Map Case (0.5lbs)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
Spell component pouch (2lbs)
- Blessed Leather (50gp)
Large Belt Pouch (1lbs)
- Coin
Large Belt Pouch (1lbs)
- Powder and shot
Total weight carried: 46.2 lbs (Light Load =< 85 lbs)
Clothing (14gp, 1sp)
Baladrana, charcoal gray (6sp)
Bandoleer (7gp)
Boots, dark leather mid-calf (1gp)
Braies, black cloth (6sp)
Steel Buckle (1gp), Etched with Taker's symbol
Cap, black wool (1sp)
Chemise, white linen (1gp)
Doublet, red wool (1sp)
Drawers (4sp)
Gamash (3sp)
Girdle (1gp)
Gloves, dark leather (1gp)
Combat
Initiative modifiers: +2 Dex, +1 Pistols
Attack modifiers: +1 melee, +2 missile, +2 Longsword
Damage modifiers: +1 melee, +2 Longsword
Number of Attacks: 3/2 Longsword, 1 Other Melee
Spells:
Arcane per day
1: 2 + 1
Arcane Known (8 + 8 + 1 + 1)
First House (14/14; Replace armor with shield?)
Armor: AC set to 6, withstands 8+1/level hp before terminating.
Avoid Planar Effects (Planewalker's): Subject immune to all natural planar effects for duration.
Cantrip: Minor arcane effect.
Change Self: Caster can adopt illusory features of another (non-specific) humanoid.
Chromatic Orb (Complete Wizard): Hurls orb with a variety of combat effects dependant on caster level.
Comprehend Languages: Understand written or spoken language.
Detect Magic: Caster can detect and interpret magical auras in an area.
(Dimensionalist School) Enlarge/Reduce: Changes size of target by +/-10% per caster level; affects damage by proportionate amount.
Expeditious Retreat (Spells and Magic): Movement rate tripled for duration.
Grease: Target surface/object covered in slippery substance.
Magic Missile: Missile strikes for 1d4+1 damage, with one additional missile for every 2 levels after 1st.
Read Magic: Caster can decipher magical script.
Shield: AC set to 4 againt melee, 3 against projectile weapons, and 2 against thrown weapons. Immune to magic missile for duration.
Spider Climb: Target can traverse walls/ceilings without difficulty.
Second House (2+1/insufficient level)
(Dimensionalist School) Displace Self (Spells and Magic): 1st attack always misses, all others are made at -2. Caster recieves +2 bonus on saving throws.
Invisibility: Target vanishes from sight until specific conditions met.
Strength: Gain bonus to strength by class (1d8) for 1 hour/level.
CP awards and usage:
5 CPs (Githzerai dual-classed Fighter-Dimensionalist-Thief)
+6: Int bonus -- 11 CPs
+15: Limited armor -- 26 CPs
-10: d12 hit die -- 16 CPs
-10: Improved THAC0 -- 6 CPs
+5: Fighter 2 -- 11 CPs
-10: AC bonus -- 1 CP
+5: Fighter 3 -- 6 CPs
-5: Proficiency ease -- 1 CP
-1: WP -- 0 CPs
+5: Fighter 4 -- 5 CPs
-5: AC bonus (improve to +3) -- 0 CPs
+1: Thief 2 -- 1 CP
+1: Dimensionalist 2 -- 2 CP
* Potential Advancement *
Add Talisman Restriction
Add Iaijutsu: Quick Draw/Sheath with successful dex check
Add Multiple Specialization
Add (when points permit) Stay Enchantment
Add (when points permit) Unusual Luck
Character Name: Kale, 'Kale-who-walks-alone'
Alignment: Chaotic Neutral
Race: Githzerai
Class: Fighter / Dimensionalist* / Thief
Faction: Fated
Kit: Pistoleer
Deity: None
Home Plane: Limbo
Gender: Male
Age: 53
Height: 5'11
Weight: 189
Eyes: Yellow
Hair: White
Skin: Bronzed
Level: 4 / 2* / 2
XP: 8000 / 4150* / 1250
RXP: 5000 (To reach Dimensionalist 3)
Base MV: 12
Weight Carried: 46.2
Current MV: 12
Hit Points: 53
THAC0: 15
AC: 3 (Dex -4, Defensive Bonus -3)
Additional AC modifiers: -2 when using single-weapon style. -4 with Armor. -6 with shield (replaces all armor/natural armor and shield bonuses).
STR: 17
- Hit Prob. +1
- Dmg. Adj. +1
- Weight Allow. 85
- Max Press 220
- Open Doors 10
- BB/LH 13%
DEX: 18
- Reaction Adj. +2
- Missile Attack Adj. +2
- Defensive Adj. -4
CON: 17
- HP Adj. +3
- SS 97%
- Res. Surv. 98%
INT: 17
- # of Lang. 6
- Spell Level 8th
- Chance to Learn Spell 75%
- Max # of Spells/Level 14
WIS: 8
CHA: 7
- Max Henchmen 3
- Loyalty Base -2
- Reaction Adjustment -1
Saves
Paralysis/Poison/Death Magic: 13
Rod/Staff/Wand: 11
Petrifaction/Polymorph: 12
Breath Weapon: 15
Spell: 12
Basic Class Abilities and Limitations:
- Improved Hit Die: d12
- Improved THAC0: Base 18
- Limited Armor: No armor
- Defense Bonus: +3 when unarmored/unencumbered
- Weapon Specialization / Mastery
- Proficiency Ease: Weapon Proficiencies cost 1cp
- Martial instructor: May teach others in the use of learned weapons
- War Machines: May operate heavy war machines and seige engines
- Learn and cast Wizard Spells; (Opposition School: Enchantment/Charm, Necromancy)
- +1 save bonus vs. chosen school, inflict -1 penalty to others' saves
- Automatically gain one new spell of specialty school when a new spell level is attained
- Bonus Spell per spell level from the school of specialty
- Learning bonus/penalty: The thaumaturge receives a +15% bonus to learn spells of his chosen school, but a -15% penalty to learn spells of all other schools
- Research bonus: When a thaumaturge attempts to create a new spell of the chosen school through research, the spell is treated as though it were one level lower.
- Thief abilities (see below)
- Back Stab X2: Must attack with surprise, gains +4 to hit.
- Thieves' Cant
Thief Abilities
- Pick Pockets: 75 (No Armor +5%)
- Open Locks: 70
- Find and Remove Traps: 10
- Hide in Shadows: 15 (No Armor +5%)
- Move Silently:20 (No Armor +10%)
- Climb Walls: 70 (No Armor +10%)
- Detect Noise: 15
- Read Languages: 0
- Forge Documents: ?
- Bribe: 5
- Escape Bonds: 20 (No Armor +5%)
Racial Abilities:
- Infravision, 60'
- Movement rate 96 in Limbo
- MR 5% per level (20%)
Faction Abilities:
- Cannot accept or perform charity
- Double starting proficiencies, all proficiency classes are open at no penalty
- 5% to 10% discount on all goods; higher discount reserved for expensive items
- Bonus to pickpocket skill +5% (varies with level, changes at level 5)
Kit Abilities:
- +2 to planar sense and weather sense checks
- +1 to initiative with firearms
- Must always carry a firearm whenever armed
Weapon Proficiencies: (5+3+3cps)
(3) Broad Weapon Group Proficiency - Blades
(1) Favored Weapon - Longsword; +1 to attack rolls
(1) Weapon Specialization - Longsword; +1 to attack rolls, +2 to damage rolls. +1 attack every other round.
(2) Style Specialization - One handed, Improved; +2 bonus to AC
(2) Tight Weapon Group Proficiency - Firearms
Nonweapon Proficiencies: (7)
Alchemy (2 slot, Int -2) [15]
Chaos Shaping (1 slot, Wisdom 0) [8]
City Familiarity [Sigil] (1 slot, Int 0) [17]
Gunsmithing (1 slot, Dex -1) [17]
Information Gathering (1 slot, Int 0) [17]
Planar Sense (1 slot, Wisdom -1, +2 from kit) [9]
Languages:
Planar Common (Literate) - 2
Githzerai (Literate) - 1
Currency
20gp
10sp
2cp
Weapons (68gp, 21lbs)
- Dagger (1lb, Fa(2), Reach 1, ROF 2/1, 2/4/6, 1d4/1d3, KD d6)
- Longsword (4lbs, Av.(5), Reach 1, 1d8/1d10, KD d8)
- Morningstar (12lbs, Av. (7), Reach 1, 2d4/1d6+1. KD d10)
- Wheel-lock Horse Pistol (4lbs, Av.(8), ROF 1/2, 4/8/12, 1d10k/1d10k, KD d8); 1X Shot
Equipment (38g, 1sp; 25.2 lbs)
Backpack, Deluxe (2lbs)
- Glass Flask (0.1lbs)
- Large Sack (0.5lbs)
- Bed Roll (5lbs)
- Flint and Steel (neg)
- Hempen Rope (50') (10lbs)
- Waterskin (0.1lbs)
- Chalk, 10 pieces (neg)
- Soap (1lb)
- Map Case (0.5lbs)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
Spell component pouch (2lbs)
- Blessed Leather (50gp)
Large Belt Pouch (1lbs)
- Coin
Large Belt Pouch (1lbs)
- Powder and shot
Total weight carried: 46.2 lbs (Light Load =< 85 lbs)
Clothing (14gp, 1sp)
Baladrana, charcoal gray (6sp)
Bandoleer (7gp)
Boots, dark leather mid-calf (1gp)
Braies, black cloth (6sp)
Steel Buckle (1gp), Etched with Taker's symbol
Cap, black wool (1sp)
Chemise, white linen (1gp)
Doublet, red wool (1sp)
Drawers (4sp)
Gamash (3sp)
Girdle (1gp)
Gloves, dark leather (1gp)
Combat
Initiative modifiers: +2 Dex, +1 Pistols
Attack modifiers: +1 melee, +2 missile, +2 Longsword
Damage modifiers: +1 melee, +2 Longsword
Number of Attacks: 3/2 Longsword, 1 Other Melee
Spells:
Arcane per day
1: 2 + 1
Arcane Known (8 + 8 + 1 + 1)
First House (14/14; Replace armor with shield?)
Armor: AC set to 6, withstands 8+1/level hp before terminating.
Avoid Planar Effects (Planewalker's): Subject immune to all natural planar effects for duration.
Cantrip: Minor arcane effect.
Change Self: Caster can adopt illusory features of another (non-specific) humanoid.
Chromatic Orb (Complete Wizard): Hurls orb with a variety of combat effects dependant on caster level.
Comprehend Languages: Understand written or spoken language.
Detect Magic: Caster can detect and interpret magical auras in an area.
(Dimensionalist School) Enlarge/Reduce: Changes size of target by +/-10% per caster level; affects damage by proportionate amount.
Expeditious Retreat (Spells and Magic): Movement rate tripled for duration.
Grease: Target surface/object covered in slippery substance.
Magic Missile: Missile strikes for 1d4+1 damage, with one additional missile for every 2 levels after 1st.
Read Magic: Caster can decipher magical script.
Shield: AC set to 4 againt melee, 3 against projectile weapons, and 2 against thrown weapons. Immune to magic missile for duration.
Spider Climb: Target can traverse walls/ceilings without difficulty.
Second House (2+1/insufficient level)
(Dimensionalist School) Displace Self (Spells and Magic): 1st attack always misses, all others are made at -2. Caster recieves +2 bonus on saving throws.
Invisibility: Target vanishes from sight until specific conditions met.
Strength: Gain bonus to strength by class (1d8) for 1 hour/level.
CP awards and usage:
5 CPs (Githzerai dual-classed Fighter-Dimensionalist-Thief)
+6: Int bonus -- 11 CPs
+15: Limited armor -- 26 CPs
-10: d12 hit die -- 16 CPs
-10: Improved THAC0 -- 6 CPs
+5: Fighter 2 -- 11 CPs
-10: AC bonus -- 1 CP
+5: Fighter 3 -- 6 CPs
-5: Proficiency ease -- 1 CP
-1: WP -- 0 CPs
+5: Fighter 4 -- 5 CPs
-5: AC bonus (improve to +3) -- 0 CPs
+1: Thief 2 -- 1 CP
+1: Dimensionalist 2 -- 2 CP
* Potential Advancement *
Add Talisman Restriction
Add Iaijutsu: Quick Draw/Sheath with successful dex check
Add Multiple Specialization
Add (when points permit) Stay Enchantment
Add (when points permit) Unusual Luck