Editing Dnd the ancient war PC Kenny

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*Name: Kenny Rogers
 
*Name: Kenny Rogers
 
*Class: Factotum
 
*Class: Factotum
*Level: 6
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*Level: 4
 
*Race Human
 
*Race Human
 
*HD: 1d8
 
*HD: 1d8
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*Darkvision: none.
 
*Darkvision: none.
 
*Languages: Common, Draconic, Elven, Dwarven, Abyssal
 
*Languages: Common, Draconic, Elven, Dwarven, Abyssal
*Initiative: +6
 
 
 
  
  
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*Dex 12 +1
 
*Dex 12 +1
 
*Con 12 +1
 
*Con 12 +1
*Int         20 +5
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*Int 19 +4
 
*Wis 10 +0
 
*Wis 10 +0
 
*Cha 11 +0
 
*Cha 11 +0
  
*Fort +3
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*Fort +2
*Ref         +6
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*Ref +5
*Will +2
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*Will +1
 
 
  
*AC: 16
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*AC: 15
*Bab: +4
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*Bab: +3
  
  
 
Attack:
 
Attack:
*melee: +7 (+8 w magical guisarme)
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*melee: +6
*ranged:+5
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*ranged:+4
 
 
For NPC'ing:
 
 
 
Hitpoints: 46
 
AC:15 Touch 11 FF 15
 
Attacks:
 
 
 
Masterwork Guisarme To hit: +8 Damage 2d4+5
 
Flail: To hit: +7 Damage 1d8+3
 
Composite longbow: To hit +5 Damage 1d8
 
 
 
Trip check: +12
 
 
 
Inspiration points: 10
 
Will refresh at the START of each encounter.
 
Abilities that can be used with IP's:
 
 
 
Cunning Knowledge: Cost 1IP. Get +6 bonus on one skill check in which you have at least 1 rank. Can be used once per day per skill.
 
 
 
Cunning Insight: Cost: 1 IP. Effect: +5 bonus to to hit, damage or save.
 
Cunning insight must be announced before the individual roll. So choosing to use it for damage does not need to be announced before attack, but must be used before damage roll.
 
 
 
Cunning Strike: 1D6 extra sneak attack damage. To use do not need to be flanking, but costs 1 IP.
 
Cunning strike must be announced BEFORE attackroll.
 
 
 
Cunning Defense: Cost: 1IP. Add +5 dodge bonus vs single opponent for 1 round.
 
 
 
Arcane Dilettante: Can choose 2 spells at the start of each day. Cost to cast spells: 1 IP. Each spell may only be memorized once.
 
General memorized spells but may be changed as seen fit at the start of each day:
 
 
 
Opportunistic Piety: Spend 1 inspiration point to either heal 17 points of damage or turn as a level 6 cleric. May use ability 3x/day
 
 
 
Mirror image: 1d4 +2 decoys
 
Ray of Enfeeblement (1d6+3 str damage)
 
  
 
== Abilities ==
 
== Abilities ==
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*Proficient with all simple and martial weapons
 
*Proficient with all simple and martial weapons
 
*Trapfinding(ex) Can use search skill to locate traps when task has DC higher than 20. Can use disable device to disarm trap
 
*Trapfinding(ex) Can use search skill to locate traps when task has DC higher than 20. Can use disable device to disarm trap
*Inspiration: Has 7 inspiration points to activate class features. They refresh at start of each encounter.
+
*Inspiration: Has 6 inspiration points to activate class features. They refresh at start of each encounter.
*Cunning Insight: Can spend 1 inspiration point to gain a +5 competence bonus to one skill check if you have atleast 1 rank in the skill. Usable once per skill per day.
+
*Cunning Insight: Can spend 1 inspiration point to gain a +4 competence bonus to one skill check if you have atleast 1 rank in the skill. Usable once per skill per day.
 
*Arcane Dilettante: At the start of each day can prepare 2 spells with max level of 1. Casting spell costs 1 inspiration point
 
*Arcane Dilettante: At the start of each day can prepare 2 spells with max level of 1. Casting spell costs 1 inspiration point
*Brains over Brawn: Add +5 bonus to all strength and dex checks.
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*Brains over Brawn: Add +4 bonus to all strength and dex checks.
*Cunning Defense: Spend 1 inspiration point to add +5 dodge bonus vs 1 opponent for 1 round.
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*Cunning Defense: Spend 1 inspiration point to add +4 dodge bonus vs 1 opponent for 1 round.
 
*Cunning Strike: Can spend 1 inspiration point to gain 1d6 points of sneak attack damage. Inspiration point must be used before making attack.
 
*Cunning Strike: Can spend 1 inspiration point to gain 1d6 points of sneak attack damage. Inspiration point must be used before making attack.
*Opportunistic Piety(Su): Can use 1 inspiration point to channel divine energy as a standard action as often as 3+ wis bonus/day. Healing: Twice factotum level + int modifier. Turn: Equal to cleric of same level.
 
  
 
== Equipment ==
 
== Equipment ==
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Armor:
 
Armor:
  
*Mithral Chain Shirt  +1
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*Mithral Chain Shirt  +4
  
 
Weapons:
 
Weapons:
  
*Magical Masterwork Guisarme 2d4+5
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*Masterwork Guisarme 2d4+4
 
*Flail 1d8+3
 
*Flail 1d8+3
  
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* Ring of Strength +1
 
* Ring of Strength +1
* Ring of Intelligence +1
 
* Amulet of Force Screen 3x/day ( (1x1x1800gp)/(5/3)=1080gp)
 
* Amulet of retributive healing
 
  
 
Misc:
 
Misc:
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* Font of Inspiration I: Add 1 inspiration point
 
* Font of Inspiration I: Add 1 inspiration point
 
* Font of Inspiration II: Add 2 inspiration points
 
* Font of Inspiration II: Add 2 inspiration points
* Font of Inspiration III: Add 3 inspiration points
 
  
 
== Skills ==
 
== Skills ==
  
* Appraise +5
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* Appraise +4
* Balance +16
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* Balance +12
* Climb +15
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* Climb +12
 
* Concentration +1
 
* Concentration +1
* Disable Device +14
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* Disable Device +11
* Escape Artise +14
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* Escape Artise +11
* Forgery +5
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* Forgery +4
* Hide +13
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* Hide +11
* Jump +13
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* Jump +11
* Knowledge (dungeoneering, history, local, nature, psionics, the planes) +6
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* Knowledge (dungeoneering, history, local, nature, psionics, the planes) +5
* Knowledge Arcana +10
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* Knowledge Arcana +7
* Knowledge religion +10
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* Knowledge religion +9
* Move silently +14
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* Move silently +12
* Open Lock +15
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* Open Lock +11
* Ride +6
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* Ride +5
* Search +14
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* Search +11
* Sleight of hand +10
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* Sleight of hand +9
* Swim +8
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* Swim +7
* Tumble +15
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* Tumble +11
* Use rope +6  
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* Use rope +5  
 
* Skill trick: Collector of stories
 
* Skill trick: Collector of stories
  

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