Tim Proctor
2012-07-11, 06:52 PM
Here is a character of mine lvl 12, not allowed Tomes, Psionics, etc. I am playing a mix of Buffer/Tank/Diplomancer/Knowledgeable guy that the DM uses to guide the group.
Mashyll Colbey
Marshal 2, Fighter 4, Legendary Leader 5, Exemplar 1 AL: CG
HP: 107
Init: +9 Speed: 40ft
AC: 33, Flat-Footed: 21, Touch: 27
BAB +8/3,
+1 Adamantine Longsword ATK +12, DMG 1d8+9, Crit 19-20 (+5/+7 when moving 10ft in a round)
SV Fort 10 Ref 11 Will 12
Str 10, Dex 10, Con 14, Int 20, Wis 10, Cha 20
Feats and Abilities:
Combat Expertise can exchange 5 of Attack to AC.
Allied Defense - AC bonus from Combat Expertise is extended to adjacent allies. (+7)
Leadership score 19
Force of Personality Cha mod to will saves.
Insightful Reflexes Int mod to Reflex saves.
Lightning Reflexes - +2 Reflex
Knowledge Devotion Knowledge check to ID a monster gain +5 atk and dmg.
Weapon Focus (Longsword) - +1 atk
Weapon Specialization (Longsword) - +1 dmg
Melee Weapon Mastery (slashing) - +2 atk +2 dmg with slashing weapons
Sly Fortune reroll hide, move silently, or tumble +1 reroll a day.
Unbelievable Luck - +2 on lowest save + 2 luck rerolls.
Good Karma Redirect an attack on ally to self at +50% damage. +1 reroll a day.
Skill Focus - +3 Diplomacy
Minor Aura Motivate Intelligence Cha mod bonus to Int and Int skill checks.
Major Aura Motivate Care +1 AC to all Allies within 60ft.
Fearless Immune to Fear Effects
Heros Luck - +3 on all saving throws
Natural Commander Commander level is equal to class level.
Legendary Reputation add class level to diplomacy checks to influence NPCs.
Greater Command - 2/day DC 21, as spell
Quick Rally Rally (+10) as a free action 1/round.
Heroic Success - 1/day decide to succeed on a check instead of rolling dice.
Commander Aura Doublestrike Commander, on a natural 20 allies get an extra attack.
Additional Commander Aura Maneuvering Commander, when moving 10ft+ and then attacking +2 on attack rolls.
To Hell and Back Cohorts and Followers are immune to fear effects.
Skill Artistry - Diplomacy +4
Skill Mastery Can take 10 on Diplomacy, Knowledge (Arcana, Local, Nature, and Planes), Tumble.
Weak Willed Flaw -3 will
Vulnerable Flaw - (-1) AC
Skills:
Bluff +13
Diplomacy* +50
Heal +5
Intimidate +7
Jump +7
Knowledge (Arcana)* +26
Knowledge (Dungeon) +30
Knowledge (Local)* +26
Knowledge (Nature)* +26
Knowledge (Nobility) +11
Knowledge (Planes)* +26
Knowledge (Religion) +30
Sense Motive +15
Perform (Oratory) +15
Tumble +*19
*can take 10. Knowledges, receive -5 when not identifying a monster.
Skill Tricks:
Collector of Stories +5 to identify monsters
Acrobatic Backstab, when tumbling to move enemy is flat-footed
Back on Your Feed, when knocked prone immediately regain footing without provoking AoO.
Twisted Charge, cab make a 90 degree turn during a charge.
Healing Hands, when stabilizing a character heal 1d6 damage.
Gear:
+1 Adamantine Longsword of Warning, +5 init
+1 Commanders Heavy Mithril Shield, +2 Diplomacy -5 Hide
Belt of Battle, +2 Init, 3 charges a day. 1 charge = move action, 2 charges = standard action, 3 charges = full-round action. Charges respawn each day.
Counterstrike Bracers, 2/day when an attacker misses, gain a free attack against them.
Slippers of Battledancing, +10 land speed, +5 Tumble, +2 Init, use Cha mod instead of str or dex for damage when moving at least 10 ft.Cloak of
Cloak of Charisma +4
Headband of Intellect +4
Bag of Holding Type I
Medal of Gallantry +2 diplomacy, -2 bluff, 3/day cast sanctuary
Wink Brooch +2 on a Diplomacy check 3/day
MW Tool (Book: How to Win Friends and Influence People) +2 Diplomacy
Chocker of Eloquence +5 diplomacy, bluff, perform
Mashyll Colbey
Marshal 2, Fighter 4, Legendary Leader 5, Exemplar 1 AL: CG
HP: 107
Init: +9 Speed: 40ft
AC: 33, Flat-Footed: 21, Touch: 27
BAB +8/3,
+1 Adamantine Longsword ATK +12, DMG 1d8+9, Crit 19-20 (+5/+7 when moving 10ft in a round)
SV Fort 10 Ref 11 Will 12
Str 10, Dex 10, Con 14, Int 20, Wis 10, Cha 20
Feats and Abilities:
Combat Expertise can exchange 5 of Attack to AC.
Allied Defense - AC bonus from Combat Expertise is extended to adjacent allies. (+7)
Leadership score 19
Force of Personality Cha mod to will saves.
Insightful Reflexes Int mod to Reflex saves.
Lightning Reflexes - +2 Reflex
Knowledge Devotion Knowledge check to ID a monster gain +5 atk and dmg.
Weapon Focus (Longsword) - +1 atk
Weapon Specialization (Longsword) - +1 dmg
Melee Weapon Mastery (slashing) - +2 atk +2 dmg with slashing weapons
Sly Fortune reroll hide, move silently, or tumble +1 reroll a day.
Unbelievable Luck - +2 on lowest save + 2 luck rerolls.
Good Karma Redirect an attack on ally to self at +50% damage. +1 reroll a day.
Skill Focus - +3 Diplomacy
Minor Aura Motivate Intelligence Cha mod bonus to Int and Int skill checks.
Major Aura Motivate Care +1 AC to all Allies within 60ft.
Fearless Immune to Fear Effects
Heros Luck - +3 on all saving throws
Natural Commander Commander level is equal to class level.
Legendary Reputation add class level to diplomacy checks to influence NPCs.
Greater Command - 2/day DC 21, as spell
Quick Rally Rally (+10) as a free action 1/round.
Heroic Success - 1/day decide to succeed on a check instead of rolling dice.
Commander Aura Doublestrike Commander, on a natural 20 allies get an extra attack.
Additional Commander Aura Maneuvering Commander, when moving 10ft+ and then attacking +2 on attack rolls.
To Hell and Back Cohorts and Followers are immune to fear effects.
Skill Artistry - Diplomacy +4
Skill Mastery Can take 10 on Diplomacy, Knowledge (Arcana, Local, Nature, and Planes), Tumble.
Weak Willed Flaw -3 will
Vulnerable Flaw - (-1) AC
Skills:
Bluff +13
Diplomacy* +50
Heal +5
Intimidate +7
Jump +7
Knowledge (Arcana)* +26
Knowledge (Dungeon) +30
Knowledge (Local)* +26
Knowledge (Nature)* +26
Knowledge (Nobility) +11
Knowledge (Planes)* +26
Knowledge (Religion) +30
Sense Motive +15
Perform (Oratory) +15
Tumble +*19
*can take 10. Knowledges, receive -5 when not identifying a monster.
Skill Tricks:
Collector of Stories +5 to identify monsters
Acrobatic Backstab, when tumbling to move enemy is flat-footed
Back on Your Feed, when knocked prone immediately regain footing without provoking AoO.
Twisted Charge, cab make a 90 degree turn during a charge.
Healing Hands, when stabilizing a character heal 1d6 damage.
Gear:
+1 Adamantine Longsword of Warning, +5 init
+1 Commanders Heavy Mithril Shield, +2 Diplomacy -5 Hide
Belt of Battle, +2 Init, 3 charges a day. 1 charge = move action, 2 charges = standard action, 3 charges = full-round action. Charges respawn each day.
Counterstrike Bracers, 2/day when an attacker misses, gain a free attack against them.
Slippers of Battledancing, +10 land speed, +5 Tumble, +2 Init, use Cha mod instead of str or dex for damage when moving at least 10 ft.Cloak of
Cloak of Charisma +4
Headband of Intellect +4
Bag of Holding Type I
Medal of Gallantry +2 diplomacy, -2 bluff, 3/day cast sanctuary
Wink Brooch +2 on a Diplomacy check 3/day
MW Tool (Book: How to Win Friends and Influence People) +2 Diplomacy
Chocker of Eloquence +5 diplomacy, bluff, perform