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Jgosse
2016-03-09, 10:27 AM
As it stands now I have some one who has finished or is working on every thing. If anything comes up I may add an update. Thanks everyone I love this awesome community.


Hey guys I am doing a workshop at a local convention on teaching combat basics for D&D. I will be using 3.5 as it is what I am familiar with and planning on running it as a Character battle player vs player. There are 3 ways people can have a character to play in the Battle. Come to a work shop I am running the day before and learn to build a character. Prebuild your character and drop it of for review. Take one of the premade characters I will be bringing with me.
The last method is where I am looking for some help I have a lot of characters to build and with work, planning a wedding and helping to organize the Con and a bunch of other stuff I don’t have time to build 33 5th level Characters. So guys I am wondering if anyone wants to help me whip up Some Characters.

If you are willing to help please comment with the race class combo you are willing to do and I will put your user name next to it.

Guidelines:
Players Handbook only.
Full HD every level.
Ability Scores are done by range.
9000 Gold No more then 50% gold on any one item and any item in dmg is good no custom items(I don't include +1 flaming long sword or mithril breastplate as custom).
18
16
14
14
12
10

18
18
14
14
10
8

16
16
16
14
14
10




I have listed all the Class Race Combos Listed below


Barbarian Half-Orc Jgosse
Barbarian Human Jgosse
Barbarian Gnome Jgosse
Bard Gnome Jormengand
Bard Half-Elf Jormengand
Cleric Half-Orc Palanan
Cleric Gnome Palanan /Temotei
Cleric Dwarf Palanan
Druid Human THEChanger
Druid Halfling Palanan
Fighter Half-Orc Jgosse
Fighter Human Jgosse
Fighter Half-Elf Jgosse
Fighter Dwarf Jgosse
Monk Half-Elf Jormengand
Monk Halfling Jormengand
Monk Human Jormengand
Paladin Half-Orc Amphetryon
Paladin Dwarf Amphetryon
Paladin Elf Amphetryon
Ranger Half-Elf Jgosse
Ranger Dwarf Jgosse
Ranger Halfling Jgosse
Ranger Elf Jgosse
Rogue Half-Orc Masterkerfuffle
Rogue Human Masterkerfuffle
Rogue Halfling Palanan
Rogue Elf Masterkerfuffle
Wizard Dwarf Slapstick
Wizard Elf Slapstick
Sorcerer Gnome Jormengand
Sorcerer Halfling Jormengand
Sorcerer Elf Jormengand

Jormengand
2016-03-09, 10:31 AM
Screw it, I'll do all the rest of them. I'm bored enough to. Watch this space.

EDIT: I'll do the spontaneous casters and the monks.


Gnome Bard 5
Str 12 Dex 16 Con 16 Int 12 Wis 10 CHA 19
HP 45 AC 20 TAC 14 FFAC 17 FFTAC 11
FOR +4 REF +7 WIL +4 INIT +7
Improved Initiative, Spell Focus (Enchantment)
+2 Shadow Chain Shirt, +1 rapier, potion of Cure Light Wounds
Dancing Lights, Detect Magic, Mage Hand, Mending, Message, Summon Instrument
Lesser Confusion, Hypnotism, Remove Fear, Silent Image
Alter Self, Cure Moderate Wounds, Hold Person.
Bluff 8, Concentration 8, Knowldge History, Local, Nobility 8, Perform Sing 8, Spellcraft 3 Swim 1 UMD 4

Amphetryon
2016-03-09, 10:33 AM
I'll snag the 3 Paladins, though 2 CHA-penalty options out of 3 is. . . awkward.

Half-Orc Pal5; CR 5;
Medium Humanoid;
HD 5d10+10; hp 60;
Init -1; Spd 20 ft/x3;
AC 17 (+8 armor, -1 dex), touch 9, flat-footed 17;
Base Atk/Grapple +5/+10;
Full Atk +11 Two-handed (2d6+8;19-20/x2) +1 Greatsword, +10 Two-handed (1d8+7;20/x3) Lance, +4 Thrown (1d4+5;20/x2) Light Hammer(Thrown);
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +9, Ref +3, Will +6;
Str 21 (+5), Dex 8 (-1), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 16 (+3);;
Skills: Handle Animal +5, Ride¹ +3, Sense Motive¹ +4;
Feats: Mounted Combat(PH 98), Power Attack(PH 98);
Equipment: +1 Greatsword, Lance, Light Hammer; +1 Half-Plate; Potion of Enlarge Person
Spells: Bless Weapon

* * *
Dwarf(Hill) Pal5; CR 5;
Medium Humanoid (dwarf);
HD 5d10+25; hp 75;
Init +1; Spd 20 ft/x3;
AC 20 (+9 armor, +1 dex), touch 11, flat-footed 19;
Base Atk/Grapple +5/+7;
Full Atk +8 Two-handed (1d8+4;20/x3) +1 Lance, +7 Two-handed (1d10+3;20/x3) Dwarven Waraxe, +6 Thrown (1d6+2;20/x2) Club(Thrown);
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +11, Ref +4, Will +5;
Str 14 (+2), Dex 13 (+1), Con 20 (+5), Int 10 (+0), Wis 14 (+2), Cha 14 (+2);
Skills: Handle Animal +8, Ride¹ +9, Sense Motive¹ +6;
Feats: Mounted Combat(PH 98), Trample(PH 101);
Equipment: +1 Lance, Dwarven Waraxe, Club; +1 Full Plate; Potion of Shield of Faith
Spells: Restoration, Lesser

* * *

Elf(High) Pal5; CR 5;
Medium Humanoid (elf);
HD 5d10+5; hp 55;
Init +8; Spd 30 ft/x4;
AC 22 (+5 armor, +3 shield, +4 dex), touch 14, flat-footed 18;
Base Atk/Grapple +5/+8;
Full Atk +9 One-handed (1d8+4;19-20/x2) +1 Longsword, +8 Two-handed (1d8+4;20/x3) Lance, +9 Two-handed (1d8;20/x3) Composite Longbow;
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +8, Ref +8, Will +6;
Str 16 (+3), Dex 18 (+4), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 16 (+3);;
Skills: Diplomacy¹ +10, Handle Animal +7, Heal¹ +4, Ride¹ +8, Sense Motive¹ +7;
Feats: Animal Affinity(PH 89), Improved Initiative(PH 96);
Equipment: +1 Longsword, Lance, Composite Longbow; +1 Chain Shirt, +1 Heavy Steel Shield
Spells: Divine Favor

Jgosse
2016-03-09, 10:50 AM
Screw it, I'll do all the rest of them. I'm bored enough to. Watch this space.

EDIT: I'll do the spontaneous casters and the monks.


Gnome Bard 5
Str 12 Dex 16 Con 16 Int 12 Wis 10 CHA 19
HP 45 AC 20 TAC 14 FFAC 17 FFTAC 11
+2 Shadow Chain Shirt, +1 rapier, potion of Cure Light Wounds
Dancing Lights, Detect Magic, Mage Hand, Mending, Message, Summon Instrument
Lesser Confusion, Hypnotism, Remove Fear, Silent Image
Alter Self, Cure Moderate Wounds, Hold Person.
Bluff 8, Concentration 8, Knowldge History, Local, Nobility 8, Perform Sing 8, Spellcraft 3 Swim 1 UMD 4


Awesome thanks a lot man.

Jgosse
2016-03-09, 10:53 AM
I'll snag the 3 Paladins, though 2 CHA-penalty options out of 3 is. . . awkward.

I was trying to have a some what even distribution of the races and classes and paladins ended up as one of the dumps, but I was also thinking as this is primarily a combat exercise the CHA penalty won't hurt them as much as it would in a true Game.

and thanks for the help

Sahleb
2016-03-09, 11:28 AM
Are there any particular favored enemies that are good for your game?

Jgosse
2016-03-09, 11:44 AM
Are there any particular favored enemies that are good for your game?
I am already working the rangers though I don't mind passing that off if some one else wants to, as this will most likely be a character battle humanoids.

Jgosse
2016-03-09, 06:51 PM
I'll snag the 3 Paladins, though 2 CHA-penalty options out of 3 is. . . awkward.

Half-Orc Pal5; CR 5;
Medium Humanoid;
HD 5d10+10; hp 60;
Init -1; Spd 20 ft/x3;
AC 17 (+8 armor, -1 dex), touch 9, flat-footed 17;
Base Atk/Grapple +5/+10;
Full Atk +11 Two-handed (2d6+8;19-20/x2) +1 Greatsword, +10 Two-handed (1d8+7;20/x3) Lance, +4 Thrown (1d4+5;20/x2) Light Hammer(Thrown);
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +9, Ref +3, Will +6;
Str 21 (+5), Dex 8 (-1), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 16 (+3);;
Skills: Handle Animal +5, Ride¹ +3, Sense Motive¹ +4;
Feats: Mounted Combat(PH 98), Power Attack(PH 98);
Equipment: +1 Greatsword, Lance, Light Hammer; +1 Half-Plate; Potion of Enlarge Person
Spells: Bless Weapon

* * *
Dwarf(Hill) Pal5; CR 5;
Medium Humanoid (dwarf);
HD 5d10+25; hp 75;
Init +1; Spd 20 ft/x3;
AC 20 (+9 armor, +1 dex), touch 11, flat-footed 19;
Base Atk/Grapple +5/+7;
Full Atk +8 Two-handed (1d8+4;20/x3) +1 Lance, +7 Two-handed (1d10+3;20/x3) Dwarven Waraxe, +6 Thrown (1d6+2;20/x2) Club(Thrown);
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +11, Ref +4, Will +5;
Str 14 (+2), Dex 13 (+1), Con 20 (+5), Int 10 (+0), Wis 14 (+2), Cha 14 (+2);
Skills: Handle Animal +8, Ride¹ +9, Sense Motive¹ +6;
Feats: Mounted Combat(PH 98), Trample(PH 101);
Equipment: +1 Lance, Dwarven Waraxe, Club; +1 Full Plate; Potion of Shield of Faith
Spells: Restoration, Lesser

* * *

Elf(High) Pal5; CR 5;
Medium Humanoid (elf);
HD 5d10+5; hp 55;
Init +8; Spd 30 ft/x4;
AC 22 (+5 armor, +3 shield, +4 dex), touch 14, flat-footed 18;
Base Atk/Grapple +5/+8;
Full Atk +9 One-handed (1d8+4;19-20/x2) +1 Longsword, +8 Two-handed (1d8+4;20/x3) Lance, +9 Two-handed (1d8;20/x3) Composite Longbow;
SA&SQ Aura of Good(Ex); Turn Undead(Su); Code of Conduct; Detect Evil(Sp); Smite Evil(Su); Divine Grace(Su); Lay on Hands(Su); Aura of Courage(Su); Divine Health(Ex); Spells; Special Mount: Warhorse(Sp);
AL LG; SV Fort +8, Ref +8, Will +6;
Str 16 (+3), Dex 18 (+4), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 16 (+3);;
Skills: Diplomacy¹ +10, Handle Animal +7, Heal¹ +4, Ride¹ +8, Sense Motive¹ +7;
Feats: Animal Affinity(PH 89), Improved Initiative(PH 96);
Equipment: +1 Longsword, Lance, Composite Longbow; +1 Chain Shirt, +1 Heavy Steel Shield
Spells: Divine Favor

Dude thanks so much

Amphetryon
2016-03-09, 07:13 PM
Dude thanks so much
No problem. I tried to vary things at least a bit within 'PHb only,' and running the numbers on WBL yourself is probably a good call.

Palanan
2016-03-09, 11:02 PM
Here's a basic halfling druid; I can add an animal companion and augmented summons if you need them. I can also work up a halfling rogue in the next day or so.

_______

Halfling Druid 5 (CR 5)
Small Humanoid (halfling)
HD 5d8+10; hp 50
Init +4; Speed 20 ft.
AC 20 (see below), touch 16, flat-footed 16
Base Attack/Grapple +3/-1
Attack +9 sling (1d3, range 50 ft.)
SA/SQ Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (1/day)
AL NG; Fort +9, Ref +8, Will +11 (+13 vs. fear)
Str 10, Dex 18, Con 14, Int 14, Wis 19, Cha 10
Skills: Handle Animal +4, Hide +10, Knowledge(nature) +9, Listen +14, Move Silently +8, Spellcraft +9, Spot +12, Survival +10
Feats: Spell Focus (conjuration), Augment Summoning
Equipment: + 1 Leather Armor, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2
Spells Prepared: 1st Level - Entangle, Longstrider, Magic Stone, Produce Flame; 2nd Level - Flaming Sphere, Fog Cloud, Resist Energy; 3rd Level - Call Lightning, Cure Moderate Wounds (2d8+5)

AC breakdown: halfling size +1, leather armor +2/+1, dexterity +4, ring of protection +1, amulet of natural armor +1

.

YossarianLives
2016-03-10, 12:11 AM
What the heck; I'll take on the rogues. Probably do them tomorrow.

Slapstick
2016-03-10, 07:25 AM
I'll take the wizards at least, but I'm wondering if consumables are used up in the fights, or if they get to reuse them in each pvp fight? That'll decide if my mages will have scrolls or wands :)

YossarianLives
2016-03-10, 02:29 PM
Here's the first rogue.

Half-Orc Rogue 5 (CR 5)
Medium Humanoid (half-orc)
HD: 5d6+10 (40 HP)
Init +4, Speed 30 ft.
AC 19 (+4 dex, +5 chainshirt), touch 14, flat-footed 15
Base Attack/Grapple +3/+3
Attack: Greatsword +10, 2d6+8
Special Attacks: Sneak Attack +3d6
Special Qualities: Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge, Darkvision 60 ft.
Alignment: Chaotic Neutral
Fort +5, Ref +10, Will +3
Str 21, Dex 18, Con 14, Int 12, Wis 10, Cha 6
Skills: Hide +12, Move Silently +12, Spot +8, Listen +8, Disable Device +9, Search +9, Open Lock +12, Climb +13, Jump +13
Feats: Martial Weapon Proficiency (Greatsword) Weapon Focus (Greatsword)
Equipment: +1 Mithril Chainshirt, +1 Greatsword, Cloak of Resistance +2, Potion of Bull's Strength, Potion of Cure Light Wounds x2

Jgosse
2016-03-10, 08:16 PM
I'll take the wizards at least, but I'm wondering if consumables are used up in the fights, or if they get to reuse them in each pvp fight? That'll decide if my mages will have scrolls or wands :)

Awesome thanks, I would say they would be used up. but depending on the number of people and how the timing works there may only be a single round.

Jgosse
2016-03-10, 08:18 PM
What the heck; I'll take on the rogues. Probably do them tomorrow.
Thanks man.

Palanan
2016-03-10, 08:25 PM
I'd already called the halfling rogue, so here he be:

_______

Halfling Rogue 5 (CR 5)
Small Humanoid (halfling)
HD 5d6+10; hp 40
Init +9; Speed 20 ft.
AC 20 (see below), touch 17, flat-footed 15; AC 21 vs. traps
Base Attack/Grapple +3/-1
Attack +10 rapier (1d4+3, 18-20/x2)
SA/SQ Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
AL N; Fort +4, Ref +10 (+11 vs. traps), Will +3 (+5 vs. fear)
Str 14, Dex 21, Con 14, Int 14, Wis 12, Cha 10
Skills: Bluff +8, Disable Device +13, Escape Artist +11, Gather Information +2, Hide +17, Knowledge(local) +4, Listen +11, Move Silently +20, Open Lock +13, Sense Motive +7, Spot +9, Tumble +13
Feats: Weapon Finesse, Improved Initiative
Equipment: +1 Rapier, +1 Leather Armor, Ring of Protection +1, Boots of Elvenkind, Potion of Cure Moderate Wounds, Potions of Cure Light Wounds (3), Potion of Hide from Animals

AC breakdown: halfling size +1, leather armor +2/+1, dexterity +5, ring of protection +1

Jgosse
2016-03-10, 08:43 PM
I'd already called the halfling rogue, so here he be:

_______

Halfling Rogue 5 (CR 5)
Small Humanoid (halfling)
HD 5d6+10; hp 40
Init +9; Speed 20 ft.
AC 20 (see below), touch 17, flat-footed 15; AC 21 vs. traps
Base Attack/Grapple +3/-1
Attack +10 rapier (1d4+3, 18-20/x2)
SA/SQ Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
AL N; Fort +4, Ref +10 (+11 vs. traps), Will +3 (+5 vs. fear)
Str 14, Dex 21, Con 14, Int 14, Wis 12, Cha 10
Skills: Bluff +8, Disable Device +13, Escape Artist +11, Gather Information +2, Hide +17, Knowledge(local) +4, Listen +11, Move Silently +20, Open Lock +13, Sense Motive +7, Spot +9, Tumble +13
Feats: Weapon Finesse, Improved Initiative
Equipment: +1 Rapier, +1 Leather Armor, Ring of Protection +1, Boots of Elvenkind, Potion of Cure Moderate Wounds, Potions of Cure Light Wounds (3), Potion of Hide from Animals

AC breakdown: halfling size +1, leather armor +2/+1, dexterity +5, ring of protection +1

Sorry missed that one thanks for the help.

THEChanger
2016-03-11, 01:34 AM
Have some Clerics.

Half-Orc Cleric of Gruumsh
Chaotic Evil Medium Humanoid (Orc, Human)
HD 5d8+10; HP 50/50
Init -1; Spd 20 ft./X3
AC 17 (+8 Armor, -1 Dex), Touch 9, Flat-Footed 17
Base Atk/Grapple +3/+7
Full Atk +10 Masterwork Spear (1d8+7;20/X3), OR +5 Thrown Spear (1d8+5;20/X3)[20 ft.]
SA&SQ Strength Domain(1/day, +Clr lvl to STR for 1 round as a free action), War Domain(Proficiency and Weapon Focus in Spear), Darkvision 60 ft., Rebuke Undead 4/day, Aura of Chaos and Evil; SV Fort +6, Ref +0, Will +8; STR 18(+4) DEX 8(-1) CON 14(+2) INT 8(-1) WIS 19(+4) CHA 12(+1)
Skills: Spellcraft +7
Feats: Power Attack, Extend Spell, Weapon Focus: Spear(B)
Equipment: +1 Spear(2302), Full Plate(1500), Pearl of Power 2nd Level, Scroll of Righteous Might
Spells: 0th Level – GuidanceX2, ResistanceX2, Virtue
1st Level – Cause Fear, Shield of Faith, Divine FavorX2, Enlarge Person(D)
2nd Level – Extended Shield of Faith, Summon Monster 2, Extended Divine Favor, Spiritual Weapon(D)
3rd Level – Bestow Curse, Cure Serious Wounds, Magic Vestment(D)

Human Cleric of Pelor
Neutral Good Medium Humanoid (Human)
HD 5d8+10; HP 50/50
Init +0; Spd 20 ft./X3
AC 21 (+8 Armor, +3 Shield, +0 Dex) Touch 0, Flat-Footed 21
Base Atk/Grapple +3/+6
Full Atk +8 Heavy Mace (1d8+5;20/X2)
SA&SQ Healing Domain(+1 Caster Level on Healing Spells), Strength Domain(1/day, +Clr lvl to STR for 1 round as a free action), Turn Undead 5/day, Aura of Good; SV Fort +6, Ref +1, Will +8; STR 18(+4), DEX 10(+0), CON 14(+2), INT 13(+1), WIS 18(+4), CHA 14(+2)
Skills: Concentration +10, Spellcraft +9, Know: Religion +9
Feats: Combat Expertise, Improved Trip(B), Combat Casting
Equipment: Full Plate(1500), +1 Heavy Steel Shield(1170), +1 Heavy Mace(2312), Gloves of Ogre Power +2(4000)
Spells: 0th Level – GuidanceX2, ResistanceX2, Virtue
1st Level – Shield of FaithX2, Divine Favor, Summon Monster 1, Enlarge Person(D)
2nd Level – Shatter, Bear's Endurance, Sound Burst, Bull's Strength(D)
3rd Level – Searing Light, Summon Monster 3, Magic Vestment(D)

Gnome Cleric of Fharlaghn
Chaotic Neutral Small Humanoid (Gnome)
HD 5d8+20; HP 60/60
Init +3; Spd 20 ft./X4
AC 20 (+5 Armor, +3 Dex, +1 Size, Deflection +1) Touch 15, Flat-Footed 17
Base Atk/Grapple +3/+0
Full Atk +7 Light Crossbow(1d6+1;19-20/X2)[80 ft], OR
SA&SQ Luck Domain(1/day, Reroll before you know success/failure), Travel Domain(5 rounds of Freedom of Movement), Turn Undead 5/day, Aura of Chaos, Gnome Traits too numerous to mention; SV Fort +8, Ref +4, Will +7; STR 12(+1), DEX 16(+3), CON 18(+4), INT 10(+0), WIS 16(+3), CHA 14(+2)
Skills: Spellcraft +8, Tumble +7
Feats: Point Blank Shot, Rapid Reload(Light Crossbow)
Equipment: +1 Light Crossbow(2335), +1 Chain Shirt(1250), Bead of Force(3000), Ring of Protection +1(2000), Scroll of Bestow Curse(375)
Spells: 0th Level – GuidanceX2, ResistanceX2, Virtue
1st Level – Divine FavorX2, Obscuring Mist, Sanctuary, Entropic Shield(D)
2nd Level – Aid, Cat's Grace, Summon Monster 2, Aid(D)
3rd Level – Dispel Magic, Summon Monster 3, Fly(D)

Temotei
2016-03-11, 02:21 AM
I'll finish this later.

Neutral good gnome cleric of Garl Glittergold 5.....................CR 5
Init +0, Senses Listen +5, Spot +5
Languages Common, Gnome
------------------------------------------------
AC 23, touch 11, flat-footed 23 (+1 size, +9 +1 full plate, +3 +1 heavy steel shield)
hp 60 (5d8+25)
Fort +9, Ref +1, Will +9
------------------------------------------------
Speed 15 ft. (3 squares)
Melee +5 morningstar (1d6)
Ranged +4 light crossbow (1d4 19-20/x2)
Base Atk +3, Grp +1
Atk Options Turn undead, spellcasting
Combat Gear Potion of cure light wounds (CL 1)
Spells Prepared (5/5/4/3); save DC 15 + spell level): 0—detect magic, guidance, light, resistance, virtue; 1st—divine favor, doom, entropic shield, magic weapon, protection from evilD, shield of faith; 2nd—aidD, bear's endurance, silence, spiritual weapon; 3rd—bestow curse, meld with stone, protection from energyD
D Domain spell. Domains: Good (cast good spells at +1 caster level), Protection (protective ward 1/day).
Supernatural Abilities Turn undead
------------------------------------------------
Abilities Str 12, Dex 10, Con 20, Int 8, Wis 19, Cha 14
Feats
Skills
Possessions 10 crossbow bolts, 5,086 gp


EDIT: Seems the clerics were finished before I finished this much. Oh well. If you still want me to finish I can.

Palanan
2016-03-11, 10:28 AM
Looks like the human druid is the last one left:

_______

Human Druid 5 (CR 5)
Medium Humanoid (human)
HD 5d8+10; hp 50
Init +2; Speed 30 ft.
AC 17 (see below), touch 13, flat-footed 15
Base Attack/Grapple +3/+7
Attack +8 spear (1d8+4, x3)
SA/SQ Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (1/day)
AL N; Fort +7, Ref +4, Will +8
Str 18, Dex 14, Con 14, Int 12, Wis 17, Cha 10
Skills: Handle Animal +4, Hide +3, Knowledge(nature) +5, Listen +11, Move Silently +3, Spellcraft +7, Spot +11, Survival +9
Feats: Power Attack, Improved Trip, Combat Reflexes
Equipment: +1 Spear, +1 Leather Armor, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1, Pearl of Power (1st level)
Spells Prepared: 1st Level - Cure Light Wounds (1d8+5), Entangle, Longstrider, Produce Flame; 2nd Level - Bull's Strength, Cat's Grace, Spider Climb; 3rd Level - Call Lightning, Cure Moderate Wounds (2d8+5)

AC breakdown: leather armor +2/+1, dexterity +2, ring of protection +1, amulet of natural armor +1

Jgosse
2016-03-12, 06:57 AM
Have some Clerics.
(D)

Dude thats awesome thanks so much.


I'll finish this later.

Neutral good gnome cleric of Garl Glittergold 5.....................CR 5
Init +0, Senses Listen +5, Spot +5
Languages Common, Gnome
------------------------------------------------
AC 23, touch 11, flat-footed 23 (+1 size, +9 +1 full plate, +3 +1 heavy steel shield)
hp 60 (5d8+25)
Fort +9, Ref +1, Will +9
------------------------------------------------
Speed 15 ft. (3 squares)
Melee +5 morningstar (1d6)
Ranged +4 light crossbow (1d4 19-20/x2)
Base Atk +3, Grp +1
Atk Options Turn undead, spellcasting
Combat Gear Potion of cure light wounds (CL 1)
Spells Prepared (5/5/4/3); save DC 15 + spell level): 0—detect magic, guidance, light, resistance, virtue; 1st—divine favor, doom, entropic shield, magic weapon, protection from evilD, shield of faith; 2nd—aidD, bear's endurance, silence, spiritual weapon; 3rd—bestow curse, meld with stone, protection from energyD
D Domain spell. Domains: Good (cast good spells at +1 caster level), Protection (protective ward 1/day).
Supernatural Abilities Turn undead
------------------------------------------------
Abilities Str 12, Dex 10, Con 20, Int 8, Wis 19, Cha 14
Feats
Skills
Possessions 10 crossbow bolts, 5,086 gp


EDIT: Seems the clerics were finished before I finished this much. Oh well. If you still want me to finish I can.

Hey sorry about that , up to you if you want to finish, it just be one more for people to chose from.


Looks like the human druid is the last one left:


thanks man.




And this is why the community is awesome. I want to thank everyone for the help with this.

YossarianLives
2016-03-13, 02:09 PM
I have some time, so I'll do the human and elven rogue. This is actually pretty fun to get to try out different styles of the same class.

Elf Rogue 5 (CR 5)
Medium Humanoid (elf)
HD: 5d6+10 (40 HP)
Init +5, Speed 30 ft.
AC 19 (+5 dex, +4 chainshirt), touch 15, flat-footed 14
Base Attack/Grapple +3/+3
Attack: Longbow +9, 1d8+6, x3 crit
Melee Attack: Longsword +3 1d8, 19-20 crit
Special Attacks: Sneak Attacks 3d6
Special Qualities: Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
Alignment: Chaotic Good
Fort +4, Ref +10, Will +4
Str 10, Dex 20, Con 14, Int 14, Wis 14, Cha 12
Skills: Move Silently +18, Hide +13, Balance +13, Spot +10, Listen +10, Sleight of Hand +13, Use Magic Device +9, Climb +8, Tumble +13
Feats: Rapid Shot, Point Blank Shot
Equipment: +1 Seeking Longbow, Boot's of Elvenkind, Cloak of Resistance +1, Scroll of Invisibility, Scroll of Cure Moderate Wounds x2, Scroll of Blur, Scroll of Fireball, Potion of Lesser Restoration, Potion of Shield of Faith, Scroll of Summon Monster 1, Scroll of Lesser Confusion



And now: The human!

Human Rogue 5 (CR 5)
Medium Humanoid (human)
HD: 5d6+15 (45 HP)
Init +7, Speed 30 ft.
AC: 19 (+3 dex, +6 chainshirt), touch 13, flat-footed 16
Base Attack/Grapple +3/+3
Attack: 2 Shortswords +5, 1d6+4 and 1d6+2, x2 19-20
Ranged Attack: Shortbow +6 1d6+3, x3
Special Attacks: Sneak Attack 3d6
Special Qualities: Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
Alignment: True Neutral
Fort +5, Ref +8, Will +4
Str 16, Dex 17, Con 16, Int 14, Wis 14, Cha 10
Skills: Hide +11, Move Silently +11, Climb +11, Swim +11, Jump +11, Spot +10, Listen +10, Tumble +11, Escape Artist +11, Sleight of Hand +11, Use Rope +11
Feats: Improved Initiative, Two-Weapon Fighting, Combat Expertise
Equipment: 2 +1 shortswords, +2 chainshirt, Cloak of Resistance +1

Jgosse
2016-03-31, 07:26 AM
Hey guys any one else have finished characters?

Jormengand
2016-03-31, 09:56 AM
Jana Giltsong, Female True Neutral Gnome Bard 5
Str 12 Dex 16 Con 16 Int 12 Wis 10 CHA 19
HP 45 AC 20 TAC 14 FFAC 17 FFTAC 11
FOR +4 REF +7 WIL +4 INIT +7
Improved Initiative, Spell Focus (Enchantment)
+2 Shadow Chain Shirt, +1 rapier, potion of Cure Light Wounds
Dancing Lights, Detect Magic, Mage Hand, Mending, Message, Summon Instrument
Lesser Confusion, Hypnotism, Remove Fear, Silent Image
Alter Self, Cure Moderate Wounds, Hold Person.
Bluff 8, Concentration 8, Knowldge History, Local, Nobility 8, Perform Sing 8, Spellcraft 3 Swim 1 Use Magic Device 4

Tip: Your spells are more useful for support than trying to handle encounters yourself.
Tip: You can get your second level spells back tomorrow. You can't get your potion back tomorrow.

Kaiden Spear, Male Chaotic Good Half-Elf Bard 5
Str 12 Dex 16 Con 14 Int 10 Wis 14 Cha 19
HP 40 AC 18 TAC 13 FFAC 15 FFTAC 10
FOR +5 REF +7 WIL +6 INIT +3
Weapon Finesse, Great Fortitude
+1 Mithril Chain Shirt, Ring of Jumping, +1 rapier, potion of Cure Light Wounds
Flare, Ghost Sound, Light, Open/Close, Prestidigitation, Resistance
Cure Light Wounds, Expeditious Retreat, Feather Fall, Summon Monster I
Blindness/Deafness, Invisibility, Summon Swarm
Balance 8 Climb 8 Concentration 8 Jump 8 Perform Dance 8 Tumble 8

Tip: You have many of the skills you need to get around the battlefield, including an amazing ability to jump.
Tip: Your summoned creatures are better fighters than you, but you can support them or just summon more.

Elyah Spear, Male Lawful Evil Half-Elf Monk 5
Str 19 Dex 16 Con 14 Int 14 Wis 16 Cha 10
HP 50 AC 19 TAC 17 FFAC 16 FFTAC 14
FOR +8 REF +7 WIL +8 INIT +3
Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Weapon Focus (Unarmed Strike), Improved Grapple
Bracers of Armour +2, Gauntlets of Ogre Power, Cloak of Resistance +1
Balance 8 Hide 8 Jump 8 Listen 8 Move Silently 8 Spot 8

Tip: Enemy spellcasters and heavy weapon users have problems in a grapple.
Tip: If your enemy has a light weapon, you can try to disarm them or fight comfortably toe-to-toe with your high AC.

Imogen Dawn, Female Lawful Neutral Halfling Monk 5
Str 12 Dex 21 Con 14 Int 10 Wis 18 Cha 8
HP 50 AC 21 TAC 20 FFAC 15 FFTAC 14
FOR +7 REF +9 WIL +8 INIT +5
Improved Unarmed Strike, Improved Grapple, Combat Reflexes, Two-Weapon Fighting, Improved Disarm
Bracers of Armour +1, Gloves of Dexterity +2, +1 Sai, Sai, Potion of Cure Light Wounds
Balance 8 Escape Artist 8 Hide 8 Listen 8 Move Silently 8 Tumble 8

Tip: Your Sai are a decent option to try to disarm your enemy.
Tip: You're difficult to hit without spells. Against spellcasters, attempt a grapple.

Raven Alderson, ??? Neutral Good Human Monk 5
Str 19 Dex 16 Con 14 Int 14 Wis 16 Cha 10
HP 50 AC 19 TAC 17 FFAC 16 FFTAC 14
FOR +8 REF +7 WIL +8 INIT +3
Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Combat Expertise, Improved Trip, Improved Disarm
Bracers of Armour +2, Gauntlets of Ogre Power, Cloak of Resistance +1
Balance 8 Diplomacy 8 Hide 8 Jump 8 Listen 8 Move Silently 8 Spot 8

Tip: Enemy spellcasters and heavy weapon users have problems in a grapple.
Tip: If your enemy has a light weapon, you can try to disarm them or fight comfortably toe-to-toe with your high AC.

Gemma Lightgem, Female Lawful Good Gnome Sorcerer 5
Str 12 Dex 16 Con 16 Int 12 Wis 10 CHA 19
HP 35 AC 18 TAC 15 FFAC 15 FFTAC 12
FOR +4 REF +4 WIL +4 INIT +7
Improved Initiative, Spell Focus (Illusion)
Bracers of Armour +2, Ring of Protection +1, Amulet of Natural Armour +1, Masterwork Morningstar
Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending
Summon Monster I, Colour Spray, Disguise Self, Silent Image
Invisibility, Minor Image
Bluff 8 Concentration 8 Spellcraft 8

Tip: You can summon monsters and use illusions without breaking invisibility, but your spellcasting makes noise.
Tip: Colour Spray isn't as good against high-level foes as low-level ones, but still stuns them. It's your only spell that breaks invisibility, though. (Morningstar attacks do this too).

Finn Fable, Male Chaotic Evil Halfling Sorcerer 5
Str 6 Dex 20 Con 14 Int 14 Wis 10 Cha 19
HP 30 AC 20 TAC 17 FFAC 15 FFTAC 12
FOR +3 REF +6 WIL +4 INIT +5
Weapon Finesse, Spell Focus (Evocation)
Bracers of Armour +2, Ring of Protection +1, Amulet of Natural Armour +1, Masterwork Sickle
Acid Splash, Dancing Lights, Flare, Light, Ray of Frost, Touch of Fatigue
Burning Hands, Magic Missile, Shocking Grasp, Chill Touch
Scorching Ray, Ghoul Touch
Bluff 8 Concentration 8 Knowledge Arcana 8 Spellcraft 8

Tip: You can hold the charge on your touch spells, so you can use them on enemies without being attacked in return, or even charge with a touch attack!
Tip: Normally your touch attacks in melee would use strength, but weapon finesse makes this into dexterity.
Tip: You can cast touch spells in a grapple if your concentration check is good enough. We recommend Ghoul Touch, though Shocking Grasp might do enough damage to knock out an enemy (its average damage exceeds half your hit points).

Emmere Lasolde, ??? Neutral Evil Elf Sorcerer 5
Str 16 Dex 16 Con 14 Int 14 Wis 10 Cha 17
HP 30 AC 15 TAC 14 FFAC 12 FFTAC 11
FOR +3 REF +4 WIL +4 INIT +3
Spell Focus (Conjuration), Augment Summoning
+1 Morningstar, Gauntlets of Ogre Power, Ring of Protection +1
Resistance, Touch of Fatigue, Mage Hand, Mending, Open/Close, Prestidigitation
Shield, Mage Armour, Summon Monster I, Enlarge Person
Summon Monster II, Bull's Strength
Bluff 8 Concentration 8 Knowledge Arcana 8 Spellcraft 8

Tip: You're a spellcaster, but you can use flanking bonuses with your summoned creatures, as well as spells such as Bull's Strength and Enlarge Person to make you stronger. Alternatively, Shield and Mage Armour will raise your AC higher than anyone else's.
Tip: Mage Armour lasts 5 hours, Shield lasts 5 minutes, Summon Monster II lasts 5 rounds. Some spells can be cast in case there's a combat, some can be cast before a combat, and some must be cast during a combat.

Jgosse
2016-03-31, 08:30 PM
Dude you rock.