Post by Cadic's Devoted on Oct 25, 2007 21:45:23 GMT -5
Player name: Nick
Character Name: Kalar Quick-Paws
Aliases:
Race: Kitsune
Classes: Ranger2/Duskblade1/Fighter2/Dervish5/Tempest3/BladeDancer1 (+1 LA for kitsune)
Alignment: Lawful Good
Occupation: Thief Catcher
HP: 173
AC: 22 Touch: 17 Flat Footed: 17
When Weapons Drawn: AC:24 Touch: 19 Flat Footed: 19
BAB: +14/+9/+4
Move Speed: 120ft
Appearance:
History:
Other notes:
STR: 25 (18+6item+1stat bump)
DEX:20 (18+2race)
CON:18 (17-2race+2item+1bump)
INT:14
WIS:16 (15+1bump)
CHA:15
Fort:+16 (12+4)
Reflex:+15 (10+5)
Will:+10 (7+3)
Feats:
Flaw:Shaky (-2 all ranged)
Flaw Feat:Dodge
1:Mobility
Ranger:Track
Ranger: TWF
3:Oversized TWF
Fighter:Combat Expertise
Fighter:Weapon Focus (Katana)
6: Improved TWF
Dervish:Spring attack
9:Leap of the Heavens
12:Greater TWF
Skills: Ability Mod+Ranks+Misc=Total
Balance: 5+8+12=+25
Climb:7+6=+13
Heal:3+2=+5
Intimidate:2+4=+6
Jump:7+17+48=+72
Know(Arcana):2+1=+3
Know(Dungeoneering):2+2=+4
Know(Geography):2+2=+4
Know(Nature):2+2+2=+6
Know(Planes):2+1=+3
Know(Religion):2+1=+3
Listen:3+5+2=+10
Perform Dance:2+14=+16
Spot:3+5+2=+10
Survival:3+5=+8
Tumble:5+17+12=+34
Abilities:
Weapon Familiarity Katana
Scent
Low Light Vision
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Wild Empathy(Ex): You can make a check(1d20+4) to improve the
attitude of an animal. You must be within 30 feet of it, and it
generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have
extensive knowledge about. Against these creatures, you gain the
listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival
checks, as well as weapon damage rolls.
¤ Humanoid (human) (+2 bonus)
• AC Bonus(Ex): You gain a +2 bonus to AC as long as you wear no or
light armor and are not carrying a shield. You lose this bonus if
immobilized or helpless.
• Dervish Dance(Ex): 3 times per day, you can take a single move
action and still make a full attack, but you must move 5 feet between
each attack and cannot return to a square you just exited. You gain a
+3 bonus on attack and damage rolls when performing the dervish dance
with a slashing weapon.
• Movement Mastery(Ex): Your movement is not affected by adverse
conditions. When making a Jump, Perform (dance), or Tumble check you
may take 10 even if stress or distractions would normally prevent you
from doing so.
• Slashing Blades: You treat a scimitar as a light weapon for all
purposes including fighting with two weapons.
• Fast Movement(Ex): When wearing light armor or carrying no more
than a light load your movement increases by +10 ft.
• Dance of Death: You have the benefits of the Cleave feat while
doing a dervish dance, even if don't meet the prerequisites. You do
not have to move 5 ft. before making the extra attack granted by this ability.
• Tempest Defense (Ex): When wielding a double weapon or two weapons
(not counting unarmed strikes), and in light or no armor, you gain a
+2 bonus to AC.
• Ambidexterity (Ex): While in light or nor armor, your attack
penalties for fighting with two weapons are reduced by 1.
• Two-Weapon Versatility (Ex): When fighting with two weapons, you
can apply any of the following feats for weapon to the other weapon
as well: Weapon Focus, Greater Weapon Focus, Weapon Specialization,
Greater Weapon Specialization, Improved Critical.
• Arcane Attunement (Sp): You can use the spell-like abilities;
dancing light, detect magic, flare, ghost sound, and read magic a
combined total of 5 times per day. These don't count against your
spells known.
• Armored Mage (Light) (Ex): You may wear light armor and use light
shields with no chance of arcane spell failure.
• Acrobatics (+10 Jump, Balance, Tumble)
• Leap of the Clouds (Jump not limited by height)
• Fast Movement (Double Base Move speed)
–– TRAITS ––
• Quick (UA Pg 89) : Your base land speed increases by 10 ft.,
subtract 1 from your hp gained at each level including first. Result
of 0 is possible.
–– FLAWS ––
• Shaky (UA Pg 91) : -2 on all ranged attack rolls.
Spells: Will write up later.. Not many.
Equipment
Body: +1 Glamered, Heavy Fortification Mithril Chain shirt
Head:
Face:
Neck: Amulet of Health +2
Arms:Bracers of Blinding Strike
Hands: Gloves of Object Reading
Feet: Sandals of Light step
Back:
Torso: Vest of Free Movement
Waist: Belt of Giant Str +6
Rings: of Sustenance, Of Darkhidden
Weapons: +1 Illuminating, Eager, Frost, Sundering Adamantine Katana, +1 Eager, Sundering, Shocking Adamantine Katana
Misc: Sacred Scabbard (X2)
Money:
PP:200
GP:95
SP:45
CP:50
I'll post a description and a backstory tomorrow sometime when i get a chance to write them up.
Character Name: Kalar Quick-Paws
Aliases:
Race: Kitsune
Classes: Ranger2/Duskblade1/Fighter2/Dervish5/Tempest3/BladeDancer1 (+1 LA for kitsune)
Alignment: Lawful Good
Occupation: Thief Catcher
HP: 173
AC: 22 Touch: 17 Flat Footed: 17
When Weapons Drawn: AC:24 Touch: 19 Flat Footed: 19
BAB: +14/+9/+4
Move Speed: 120ft
Appearance:
History:
Other notes:
STR: 25 (18+6item+1stat bump)
DEX:20 (18+2race)
CON:18 (17-2race+2item+1bump)
INT:14
WIS:16 (15+1bump)
CHA:15
Fort:+16 (12+4)
Reflex:+15 (10+5)
Will:+10 (7+3)
Feats:
Flaw:Shaky (-2 all ranged)
Flaw Feat:Dodge
1:Mobility
Ranger:Track
Ranger: TWF
3:Oversized TWF
Fighter:Combat Expertise
Fighter:Weapon Focus (Katana)
6: Improved TWF
Dervish:Spring attack
9:Leap of the Heavens
12:Greater TWF
Skills: Ability Mod+Ranks+Misc=Total
Balance: 5+8+12=+25
Climb:7+6=+13
Heal:3+2=+5
Intimidate:2+4=+6
Jump:7+17+48=+72
Know(Arcana):2+1=+3
Know(Dungeoneering):2+2=+4
Know(Geography):2+2=+4
Know(Nature):2+2+2=+6
Know(Planes):2+1=+3
Know(Religion):2+1=+3
Listen:3+5+2=+10
Perform Dance:2+14=+16
Spot:3+5+2=+10
Survival:3+5=+8
Tumble:5+17+12=+34
Abilities:
Weapon Familiarity Katana
Scent
Low Light Vision
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Wild Empathy(Ex): You can make a check(1d20+4) to improve the
attitude of an animal. You must be within 30 feet of it, and it
generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have
extensive knowledge about. Against these creatures, you gain the
listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival
checks, as well as weapon damage rolls.
¤ Humanoid (human) (+2 bonus)
• AC Bonus(Ex): You gain a +2 bonus to AC as long as you wear no or
light armor and are not carrying a shield. You lose this bonus if
immobilized or helpless.
• Dervish Dance(Ex): 3 times per day, you can take a single move
action and still make a full attack, but you must move 5 feet between
each attack and cannot return to a square you just exited. You gain a
+3 bonus on attack and damage rolls when performing the dervish dance
with a slashing weapon.
• Movement Mastery(Ex): Your movement is not affected by adverse
conditions. When making a Jump, Perform (dance), or Tumble check you
may take 10 even if stress or distractions would normally prevent you
from doing so.
• Slashing Blades: You treat a scimitar as a light weapon for all
purposes including fighting with two weapons.
• Fast Movement(Ex): When wearing light armor or carrying no more
than a light load your movement increases by +10 ft.
• Dance of Death: You have the benefits of the Cleave feat while
doing a dervish dance, even if don't meet the prerequisites. You do
not have to move 5 ft. before making the extra attack granted by this ability.
• Tempest Defense (Ex): When wielding a double weapon or two weapons
(not counting unarmed strikes), and in light or no armor, you gain a
+2 bonus to AC.
• Ambidexterity (Ex): While in light or nor armor, your attack
penalties for fighting with two weapons are reduced by 1.
• Two-Weapon Versatility (Ex): When fighting with two weapons, you
can apply any of the following feats for weapon to the other weapon
as well: Weapon Focus, Greater Weapon Focus, Weapon Specialization,
Greater Weapon Specialization, Improved Critical.
• Arcane Attunement (Sp): You can use the spell-like abilities;
dancing light, detect magic, flare, ghost sound, and read magic a
combined total of 5 times per day. These don't count against your
spells known.
• Armored Mage (Light) (Ex): You may wear light armor and use light
shields with no chance of arcane spell failure.
• Acrobatics (+10 Jump, Balance, Tumble)
• Leap of the Clouds (Jump not limited by height)
• Fast Movement (Double Base Move speed)
–– TRAITS ––
• Quick (UA Pg 89) : Your base land speed increases by 10 ft.,
subtract 1 from your hp gained at each level including first. Result
of 0 is possible.
–– FLAWS ––
• Shaky (UA Pg 91) : -2 on all ranged attack rolls.
Spells: Will write up later.. Not many.
Equipment
Body: +1 Glamered, Heavy Fortification Mithril Chain shirt
Head:
Face:
Neck: Amulet of Health +2
Arms:Bracers of Blinding Strike
Hands: Gloves of Object Reading
Feet: Sandals of Light step
Back:
Torso: Vest of Free Movement
Waist: Belt of Giant Str +6
Rings: of Sustenance, Of Darkhidden
Weapons: +1 Illuminating, Eager, Frost, Sundering Adamantine Katana, +1 Eager, Sundering, Shocking Adamantine Katana
Misc: Sacred Scabbard (X2)
Money:
PP:200
GP:95
SP:45
CP:50
I'll post a description and a backstory tomorrow sometime when i get a chance to write them up.