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Chaotic_Goth143
2013-01-11, 02:57 AM
As it says, I need assistance in re-working an old charsheet of mine from two years ago when I first got back into playing D&D again. Since I didn't have the appropriate sourcebooks for the character I was making at the time, I basically winged it. Now looking back on the charsheet, it needs help, badly. Bonus points for anxiety because the DM in the Sigil-based pbp game this is for needs our charsheets again due to a hard-drive meltdown. I am trying to re-write the character's class into a militant rogue to better reflect her role in the party and the DM gave it the green-light. Any help would be appreciated.

- Adrian, He-Who-Fails-At-Charsheets :xykon:


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Azthri'Zhan'kel the Plague-Healer/True Neutral/Githyanki/ Female Rogue Lvl 9

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 13 (+1)
Charisma 13 (+1)

Size: Medium
Height: 6' 0"
Weight: 160 lb
Skin: Yellow
Eyes: Charcoal Gray
Hair: Black; Straight

Total Hit Points: 39

Speed: 30 feet

Armor Class: 16 = 10 +3 [studded] +3 [dexterity]

Touch AC: 13
Flat-footed: 16 [uncanny dodge]
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
Will save: +1 = 3 [base] +1 [wisdom] -3 [weak will]
Attack (handheld): +7/+2 = 6 [base] +1 [strength]
Attack (unarmed): +7/+2 = 6 [base] +1 [strength]
Attack (missile): +9/+4 = 6 [base] +3 [dexterity]
Grapple check: +7/+2 = 6 [base] +1 [strength]

Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag:650 lb.

Languages: Common, Gith, Cant

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]

Pistol [1d10, crit x3, range incr 50 ft, 3 lb, piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats/Flaws:

Blind-fight
Exotic Weapon Proficiency Weapon: Flintlock
Lightning Reflexes
Martial Weapon Proficiency Weapon: Short sword
Weak Will [flaw]
Two-Weapon Fighting
Uncanny Dodge
Improved Uncanny Dodge

Traits:

Nearsighted

Appraise 1
Balance 5
Bluff 8
Climb 1
Concentration 1
Diplomacy 10 +2 [bluff] +2 [sense motive]
Disable Device 7
Disguise 3
Escape Artist 8
Forgery 5
Gather Information 1
Heal 5
Hide 6
Intimidate 7 +2 [bluff]
Jump 3 +2 [tumble]
Knowledge (architecture) 3
Knowledge (geography) 3
Knowledge (local) 3
Knowledge (nature) 3
Knowledge (planes) 3
Listen 6
Move Silently 7
Open Lock 9
Profession (Doctor) 7
Ride 3
Search 6 +1 [nearsighted]
Sense Motive 7
Sleight of Hand 8 +2 [bluff]
Spot 4 -1 [nearsighted]
Survival 1
Swim 1
Tumble 8
Use Magic Device 4
Use Rope 3

andromax
2013-01-11, 03:05 AM
Are you looking to repick all your feats or what?

also I thought it was interesting that you had 7 skill points on Profession doctor but only 5 in heal.. is that a profession check you can use in combat or just rp?

Chaotic_Goth143
2013-01-11, 03:12 AM
The profession score is for both, actually. However I was going to raise her heal score and take out one or two non-essentials. :smallbiggrin: If I recall correctly, my DM said Militant Rogues sacrifice their Sneak Attack and get bonus fighter feats, so I wanted to know how that would be calculated. I can't seem to find information on it anywhere. :smallfurious:

andromax
2013-01-11, 03:27 AM
I've never heard it referred to as a 'militant' rogue before.. interesting.
Here (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/unearthedCoreClass.html) you can find the variant. It's towards the bottom, in the rogue sections under 'simple variant.'

We always call it Feat Rogue.

Basically you get no sneak attack and instead you gain fighter bonus feat progression as if you we're a fighter of your rogue level. So at 9 rogue levels you'd get 5 fighter bonus feats from lvls (in rogue) 1,2,4,6, and 8.

Am I reading correctly that you spent a feat on martial weapon proficiency: short sword, as a rogue?

Dig out Complete Scoundrel, and check out the skill tricks sections. Get as many as you can (I forget the limit). Your character is definitely going to want the trick Healing Hands.

I'd strongly consider not taking lightning reflexes, terrible feat.

You have TWF, consider getting ITWF..

Consider ditching Intimidate skill, since you already have bluff and diplomacy (both good).

You will want to MAX your use magic device ranks (12), and buy items (masterwork skill tools etc) to boost it higher. Your character is going to be functionally weak as hell and this is going to be your one saving grace. Wands.

Chaotic_Goth143
2013-01-11, 04:10 AM
:smallconfused: The stat compiler I had used at the time had a weird error where it wouldn't recognize a rogue's starting proficiency in weapons such as the short sword, so you had to select it or it wouldn't continue.

:smallbiggrin:

Okay, how's this for fighter feats:

Blind-fight
TWF
ITWF
Point-Blank Shot
Exotic Weapon Proficiency Weapon: Flintlock

I found my Complete Scoundrel Book and it says the following:

Learning a skill trick costs 2 skill points. Whenever
you acquire skill points, you can choose to spend skill
points to acquire a skill trick instead of purchasing ranks
in skills.

You can learn any skill trick, as long as you meet the
prerequisite and can afford to expend 2 skill points. If you
later no longer meet the prerequisite for a skill trick, you
can’t use it again until you once more qualify.

You can’t learn more than one skill trick at any given
level, and your total skill tricks cannot exceed one-half
your character level (rounded up).

Healing Hands will now be part of her skill set.