Chilingsworth
2011-02-10, 07:52 AM
So, with much help from the Playgrounders, I've completed both my character and my fince's character for our upcoming campagin! Both as a sign of gratitutde, and as a final precaution, I would like to share them with everyone. Therefore, see now what you've Wrought!
Hope you like them!
Kharak Pallak al Mubarrak al Hizben al Thune (My character):
Male Human Wizard5/Human Paragon3/Mindbender 1 Hp: 3d8+5d4+22 (yet to be rolled)
Abilities: Str11, Dex14, Con14, Int22,* Wis 10, Cha 10
*(26 w/ int item +2, 24 for purposes of bonus spells,)
Saves: Fort 7, Ref 5, Will 10 All Saves +2 vs Fire
AC: 18 (+2 Dex, +6 Reinforced Twilight Cooling Mithril Chain Shirt) Touch 12, Flat-Footed 16
BAB: +4 Grapple: Special (houserule alternate rules) Attacks: Melee: Mastwerwork Blue Dragonfang Falchion +5 (2d4+1 electricity) or Dagger +4 (1d4) or Melee Touch spell +4 (as spell) Ranged: Thrown Dagger +6 (1d4) or Ranged Spell +6 (as Spell)
SA: Spells, SQ: Telepathy 100ft
ACF: Animal Companion (replaces familiar)
Skills and Feats:
Human Paragon Class Skills:
Bluff, Diplomacy, Disguise, Forgery, Intimidate, Handle Animal, Sense Motive, Spot, Tumble, Speak Language Learning Adaptation: Speak Language
[Also, I should note that my DM gives all classes +2 to their skill base skill points/level (+8 at 1st level)]
Balance +9, Bluff +12, Concentration +14, Decipher Script +12, Diplomacy +9, Disguise +20 (w/hat of disguise,) Forgery +12, Handle Animal: +5, Heal +2 (with belt of healing,) Intimidate +12, Jump +7, Knowledge (Arcana) +14,
Knowledge (Architecture and Engineering) +8, Knowledge (Dungeoneering) +8
Knowledge (Geography- Jeweled Cities) +8, Knowledge (Geography - Desert Kingdoms) +8, Knowledge (History - Southern Continent) +8, Knowledge (Martial Lore) +8, Knowledge (Mysticism (amalagam of Binder, Incarnum, Psionics, and truenaming knowledge skills)) +8 Knowledge (Religion) +8 Knowledge (The Planes) +8 Ride +4, Sense Motive +10, Spellcraft +20, Spot +2, Tumble +9, Seven Points in Speak Language
[He also gives us three cultural bonus feats from a list]
Simple Weapon Proficency [human paragon], Martial Weapon Proficency (Falchion) [Humn Paragon], Spellcasting Prodigy (Int), Colligate Wizard, Able Learner, Heat Endurance, Scribe Scroll, Second Wind, Obtain Familiar, Improved Familiar, Dimensional Jaunt, Summon Elemental
Equippment: +1 Twilight Cooling Reinforced Mithral Chain Shirt, Hat of Disguise w/ +2 Int, Cloak of Resistance +1, Heward's Handy Haversack, Necklace of Adaptation, Mw Blue Dragonfang Falchion, Belt of Healing, Artificer's Monocle, Bag of Endless Caltrops, Wand of Obscuring Mist (50 charges), 3 potions of Cure Moderate Wounds, Dagger, Spell Books, Spell Compnent Pouch, Adventurer's Outfit 4,200 gp spent on adding more spells to spellbooks
His Spells:
Cantrips: ALL
1st Level:
Alarm, Protection from Good, Shield, Grease, Charm Person, Color Spray, Silent Image, Detect Secret Doors, Ray of Enfeeblement, Enlarge Person, Ray of Clumsiness, Persistant Blade, Greater Mage Hand, Feather Fall, Endure Elements, Beign Transposition, Obscuring Mist, Mount, Mage Armor
2nd Level:
Glitterdust, Web, Detect Thoughts, Invisibility, Mirror Image, Rope Trick,
See Invisibility, Sonorous Hum, Greater Slide, Baleful Transposition,
Greater Alarm, Ray of Stupidity, Touch of Idiocy, Shadow Spray
3rd Level:
Dispel Magic, Magic Circle Against Good, Phantom Steed, Fly, Haste,
Stinking Cloud, Slow, Anticipate Teleportation, Unluck, Bands of Steel,
Ray of Dizziness
4th Level:
Sumon Monster IV, Dimension Door, Ray Deflection, Burning Blood, Greater Mirror Image, Black Tentecles, Solid Fog, Resilient Sphere, Confusion, Greater Invisibility, Enervation, Defenestrating Sphere
Hope you like them!
Kharak Pallak al Mubarrak al Hizben al Thune (My character):
Male Human Wizard5/Human Paragon3/Mindbender 1 Hp: 3d8+5d4+22 (yet to be rolled)
Abilities: Str11, Dex14, Con14, Int22,* Wis 10, Cha 10
*(26 w/ int item +2, 24 for purposes of bonus spells,)
Saves: Fort 7, Ref 5, Will 10 All Saves +2 vs Fire
AC: 18 (+2 Dex, +6 Reinforced Twilight Cooling Mithril Chain Shirt) Touch 12, Flat-Footed 16
BAB: +4 Grapple: Special (houserule alternate rules) Attacks: Melee: Mastwerwork Blue Dragonfang Falchion +5 (2d4+1 electricity) or Dagger +4 (1d4) or Melee Touch spell +4 (as spell) Ranged: Thrown Dagger +6 (1d4) or Ranged Spell +6 (as Spell)
SA: Spells, SQ: Telepathy 100ft
ACF: Animal Companion (replaces familiar)
Skills and Feats:
Human Paragon Class Skills:
Bluff, Diplomacy, Disguise, Forgery, Intimidate, Handle Animal, Sense Motive, Spot, Tumble, Speak Language Learning Adaptation: Speak Language
[Also, I should note that my DM gives all classes +2 to their skill base skill points/level (+8 at 1st level)]
Balance +9, Bluff +12, Concentration +14, Decipher Script +12, Diplomacy +9, Disguise +20 (w/hat of disguise,) Forgery +12, Handle Animal: +5, Heal +2 (with belt of healing,) Intimidate +12, Jump +7, Knowledge (Arcana) +14,
Knowledge (Architecture and Engineering) +8, Knowledge (Dungeoneering) +8
Knowledge (Geography- Jeweled Cities) +8, Knowledge (Geography - Desert Kingdoms) +8, Knowledge (History - Southern Continent) +8, Knowledge (Martial Lore) +8, Knowledge (Mysticism (amalagam of Binder, Incarnum, Psionics, and truenaming knowledge skills)) +8 Knowledge (Religion) +8 Knowledge (The Planes) +8 Ride +4, Sense Motive +10, Spellcraft +20, Spot +2, Tumble +9, Seven Points in Speak Language
[He also gives us three cultural bonus feats from a list]
Simple Weapon Proficency [human paragon], Martial Weapon Proficency (Falchion) [Humn Paragon], Spellcasting Prodigy (Int), Colligate Wizard, Able Learner, Heat Endurance, Scribe Scroll, Second Wind, Obtain Familiar, Improved Familiar, Dimensional Jaunt, Summon Elemental
Equippment: +1 Twilight Cooling Reinforced Mithral Chain Shirt, Hat of Disguise w/ +2 Int, Cloak of Resistance +1, Heward's Handy Haversack, Necklace of Adaptation, Mw Blue Dragonfang Falchion, Belt of Healing, Artificer's Monocle, Bag of Endless Caltrops, Wand of Obscuring Mist (50 charges), 3 potions of Cure Moderate Wounds, Dagger, Spell Books, Spell Compnent Pouch, Adventurer's Outfit 4,200 gp spent on adding more spells to spellbooks
His Spells:
Cantrips: ALL
1st Level:
Alarm, Protection from Good, Shield, Grease, Charm Person, Color Spray, Silent Image, Detect Secret Doors, Ray of Enfeeblement, Enlarge Person, Ray of Clumsiness, Persistant Blade, Greater Mage Hand, Feather Fall, Endure Elements, Beign Transposition, Obscuring Mist, Mount, Mage Armor
2nd Level:
Glitterdust, Web, Detect Thoughts, Invisibility, Mirror Image, Rope Trick,
See Invisibility, Sonorous Hum, Greater Slide, Baleful Transposition,
Greater Alarm, Ray of Stupidity, Touch of Idiocy, Shadow Spray
3rd Level:
Dispel Magic, Magic Circle Against Good, Phantom Steed, Fly, Haste,
Stinking Cloud, Slow, Anticipate Teleportation, Unluck, Bands of Steel,
Ray of Dizziness
4th Level:
Sumon Monster IV, Dimension Door, Ray Deflection, Burning Blood, Greater Mirror Image, Black Tentecles, Solid Fog, Resilient Sphere, Confusion, Greater Invisibility, Enervation, Defenestrating Sphere