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== Biography == | == Biography == | ||
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==Class== | ==Class== | ||
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− | [[Image:Class_build_billy.JPG]] | + | [[Image:Class_build_billy.JPG]] |
+ | |||
+ | Class: | ||
+ | My class is a custom build made with the “Construction kit” and breakdowns from existing classes. | ||
+ | |||
+ | Weapon and Armor Proficiency: proficient with light armor, but not with shields. | ||
+ | |||
+ | Skills (2+int) | ||
+ | class skills (and the key ability for each skill) are Balance (Dex), Disable Device (Int), Listen (Wis), Search (Int), Spot (Wis), Tumble (Dex). | ||
+ | |||
+ | Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. | ||
+ | Ranged attacks can count as sneak attacks only if the target is within 30 feet. | ||
+ | With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. | ||
+ | A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. | ||
+ | |||
+ | Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. | ||
+ | Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. | ||
+ | A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. | ||
− | + | Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. | |
+ | Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. | ||
+ | A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. | ||
+ | A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. | ||
+ | |||
+ | Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. | ||
+ | |||
+ | Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. | ||
+ | |||
+ | Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. | ||
+ | |||
+ | Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. | ||
+ | These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats. | ||
+ | |||
+ | Invocations: A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will. | ||
+ | A dragonfire adept’s invocations are like spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use a invocation defensively by making a successful consentration check. AN invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while ivoking, she is entitled to a Concentration check to successfully use the invocation, just as a spell caster would be. Her invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A dragonfire adept’s caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. | ||
+ | If an invocation allows a saving throw, its DC is 10+ the equivalent spell level + the dragonfre adept’s Cha modifier. Sins spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the ability Focus feat (MM303), as well as from feats that emulate metamagic effects for spell-like abilities. | ||
+ | The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. Se Draconic Invocations, below, for a list of available invocations. | ||
+ | Unloike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above. | ||
+ | Finally, just like warlocks (see Complete Arcane), dragonfire adepts can qualifie for some prestige classes usually intended for spellcastes. For details, see the Dragonfire Adepts and Prestige Classes sidebar on page 24. | ||
[http://wiki.rpg.net/images/5/5e/Charactersheet_Billy.JPG character sheet] | [http://wiki.rpg.net/images/5/5e/Charactersheet_Billy.JPG character sheet] | ||
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− | + | === Claws of the beast === | |
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<nowiki> [Abyssal Heritor]</nowiki> | <nowiki> [Abyssal Heritor]</nowiki> | ||
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− | + | === Demonic sneak attack === | |
<nowiki> [Abyssal Heritor]</nowiki> | <nowiki> [Abyssal Heritor]</nowiki> | ||
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− | + | === Cloak of the Obyrith === | |
<nowiki> [ Abyssal Heritor]</nowiki> | <nowiki> [ Abyssal Heritor]</nowiki> | ||
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− | + | === Demonic Skin === | |
<nowiki> [Abyssal Heritor]</nowiki> | <nowiki> [Abyssal Heritor]</nowiki> | ||
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Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks | Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks | ||
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+ | === TWO-WEAPON FIGHTING === | ||
− | + | <nowiki> [GENERAL]</nowiki> | |
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− | <nowiki> [ | ||
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. | You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. | ||
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− | + | === IMPROVED TWO-WEAPON FIGHTING === | |
− | <nowiki> [ | + | <nowiki> [GENERAL]</nowiki> |
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. | Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. | ||
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− | + | === WEAPON FOCUS === | |
− | <nowiki> [ | + | <nowiki> [GENERAL]</nowiki> |
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. | Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. | ||
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− | + | === WEAPON FINESSE === | |
− | <nowiki>[ | + | <nowiki>[GENERAL]</nowiki> |
Prerequisite: Base attack bonus +1. | Prerequisite: Base attack bonus +1. | ||
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− | + | === TWO-WEAPON POUNCE === | |
<nowiki>[Fighter]</nowiki> | <nowiki>[Fighter]</nowiki> | ||
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== Skill Trick == | == Skill Trick == | ||
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− | + | ||
+ | === Nimble Stand === | ||
<nowiki> [movement]</nowiki> | <nowiki> [movement]</nowiki> | ||
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== Invocations == | == Invocations == | ||
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− | + | ||
+ | === Aquatic Adaptation === | ||
+ | |||
Least; 2nd | Least; 2nd | ||
When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours. | When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours. | ||
+ | |||
− | + | === See the unseen === | |
+ | |||
Least; 2nd | Least; 2nd | ||
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− | + | === Walk Unseen === | |
+ | |||
Lesser; 2nd | Lesser; 2nd | ||
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− | + | ||
+ | === Draconic Flight === | ||
Lesser; 3rd | Lesser; 3rd | ||
+ | When you use this invocation, you sprout spectral wings resembling those of a dragon. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from forced march. | ||
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== Equipment: == | == Equipment: == | ||
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− | + | === Anklet of Translocation === | |
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<nowiki> Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp</nowiki> | <nowiki> Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp</nowiki> | ||
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− | + | === Wyrmfang Amulet === | |
<nowiki>Slot: Throat Price: 1350gp activation: none (Permanent) </nowiki> | <nowiki>Slot: Throat Price: 1350gp activation: none (Permanent) </nowiki> | ||
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− | + | === Amber Amulet of Vermin (giant bee) === | |
− | |||
<nowiki>Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp</nowiki> | <nowiki>Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp</nowiki> | ||
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− | + | === Collapsible Pole: === | |
<nowiki> (dungeonscape) Cost: 20gp</nowiki> | <nowiki> (dungeonscape) Cost: 20gp</nowiki> | ||
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− | + | ===Lard: === | |
<nowiki>(dungeonscape) Cost: 2gp</nowiki> | <nowiki>(dungeonscape) Cost: 2gp</nowiki> | ||
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− | + | === Listening Cone: === | |
<nowiki>(dungeonscape) Cost: 8sp</nowiki> | <nowiki>(dungeonscape) Cost: 8sp</nowiki> | ||
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− | + | === Alchemist’s Fire: === | |
<nowiki>(SDR) Cost: 20gp</nowiki> | <nowiki>(SDR) Cost: 20gp</nowiki> | ||
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− | + | === Antitoxin (vial) : === | |
<nowiki>(SDR) Cost: 50gp</nowiki> | <nowiki>(SDR) Cost: 50gp</nowiki> | ||
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− | + | === Masterwork Thief tools: === | |
− | + | ||
<nowiki>(SDR) Cost: 100gp</nowiki> | <nowiki>(SDR) Cost: 100gp</nowiki> | ||
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− | + | === Full cloth, winter: === | |
− | + | ||
<nowiki>(Arms and Equipment Guide) Cost: 4gp</nowiki> | <nowiki>(Arms and Equipment Guide) Cost: 4gp</nowiki> | ||
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− | + | === Acid (flask): === | |
<nowiki>(SDR) Cost: 10gp</nowiki> | <nowiki>(SDR) Cost: 10gp</nowiki> | ||
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− | + | === Rubber ball: === | |
<nowiki>(dungeonscape) Cost: 3gp</nowiki> | <nowiki>(dungeonscape) Cost: 3gp</nowiki> | ||
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− | + | === Goggles of minute seeing: === | |
<nowiki>(SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp</nowiki> | <nowiki>(SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp</nowiki> | ||
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− | + | === Healing belt === | |
− | + | ||
<nowiki>(Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp</nowiki> | <nowiki>(Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp</nowiki> | ||
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− | + | === Thieving helmet : === | |
<nowiki>(Arms and Equipment Guide) Cost: 10gp</nowiki> | <nowiki>(Arms and Equipment Guide) Cost: 10gp</nowiki> | ||
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My name is Eldon Thorngage, but most people know me as Slick Billy. | My name is Eldon Thorngage, but most people know me as Slick Billy. | ||
− | If you read this journal, I’d like to take this time to say | + | If you read this journal, I’d like to take this time to say “Get ur bloody paws of me stuff ya stinking dog”. |
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A couple of minutes went by, which we spend watching Serious talking to himself about quests, gold and treasure maps. | A couple of minutes went by, which we spend watching Serious talking to himself about quests, gold and treasure maps. | ||
− | After the liquid seemed to lessen we went back to the spiders room and tried the north room. Rule number 1 is | + | After the liquid seemed to lessen we went back to the spiders room and tried the north room. Rule number 1 is “where there is music, there is something to steal”. After we entered the hallway we found only a long tunnel with a door all the way at the end. |
It was strange, every time we went closer to the door it seemed to get further away from us. Halfway into the tunnel we could see Sam fighting his imaginary friend who seems to be flying around his head. But then again, after a long walk the door did become closer all of the sudden. That wasn’t so strange I guess, considering the doorknob talked to us very kindly. It told us that we had to swear to return the storybook to its rightful owner or ells we weren’t allowed to enter. So naturally we convinced the doorknob we had the best intentions and het let us in. Inside we saw a book on a pedestal, “Fairytales”. Tony went and picked it up and immediately disappeared. Touching a magical book without knowing what it does seems kind of stupid, but leaving a most likely valuable magical artifact, seemed even dumber. I decided to rope it and just drag it with me. I felt the urge to read it every now and then, but my better judgment decided against it. | It was strange, every time we went closer to the door it seemed to get further away from us. Halfway into the tunnel we could see Sam fighting his imaginary friend who seems to be flying around his head. But then again, after a long walk the door did become closer all of the sudden. That wasn’t so strange I guess, considering the doorknob talked to us very kindly. It told us that we had to swear to return the storybook to its rightful owner or ells we weren’t allowed to enter. So naturally we convinced the doorknob we had the best intentions and het let us in. Inside we saw a book on a pedestal, “Fairytales”. Tony went and picked it up and immediately disappeared. Touching a magical book without knowing what it does seems kind of stupid, but leaving a most likely valuable magical artifact, seemed even dumber. I decided to rope it and just drag it with me. I felt the urge to read it every now and then, but my better judgment decided against it. | ||
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− | After a refreshing rest it was time to see what these highly magical beasts where doing here. Like the old saying | + | After a refreshing rest it was time to see what these highly magical beasts where doing here. Like the old saying “anything worth guarding is worth stealing”. The chain ape Sam tried opening the doors with force, to no effect. Flyboy Hugh used his cosmic knowledge and highly trained brainpower to stare into a blank wall. I think the fungus-loving druid wasn’t even sure that the rest of us had gotten up at all. As for me, well, let’s just say I did the best I could in this tight situation. Hugh did redeem himself a bit by finding the lever of the doors hidden behind a soft patch of dirt on the wall. He probably leaned against it while resting from his exhausting bit of staring. |
After a quick vote the minority of the group chose me as the best option as scout. I’m not really a fan of being the first into danger. But then again, if the treasure is hidden close by it can’t hurt to check it for traps without anyone looking over my shoulder. It is of course not my fault if gems fall into my clothes while I’m searching. | After a quick vote the minority of the group chose me as the best option as scout. I’m not really a fan of being the first into danger. But then again, if the treasure is hidden close by it can’t hurt to check it for traps without anyone looking over my shoulder. It is of course not my fault if gems fall into my clothes while I’m searching. | ||
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− | Ah a nice day it is. The treasure we found yesterday doesn’t seem to be cursed, the skeletons are still dead and no one tried to kill me in my sleep. | + | Ah a nice day it is. The treasure we found yesterday doesn’t seem to be cursed, the skeletons are still dead and no one tried to kill me in my sleep. Man I feel lucky today. |
− | |||
While Hugh and Tony occupied themselves with getting there spells in check I decided to start exploring the rest of the dungeon. After some exploring it turned out that both doors of our room came out into one hallway that came out into the main room where we fought the crystal scorpions. | While Hugh and Tony occupied themselves with getting there spells in check I decided to start exploring the rest of the dungeon. After some exploring it turned out that both doors of our room came out into one hallway that came out into the main room where we fought the crystal scorpions. | ||
That leaves just one door and one portal as options for the exit. | That leaves just one door and one portal as options for the exit. | ||
− | The last door was a heavy wooden door. Sam volunteered to go first after I had checked it for traps, | + | The last door was a heavy wooden door. Sam volunteered to go first after I had checked it for traps, why not I thought, his large body is bound to set of anything dangers that might be behind the door. Staying a good 30ft behind him I followed invisibly. |
Behind the door was a hallway that went into a curve. At the end of the hallway was a round room of about 25ft wide with in the middle a large fire about the size of a human and it giggled. | Behind the door was a hallway that went into a curve. At the end of the hallway was a round room of about 25ft wide with in the middle a large fire about the size of a human and it giggled. | ||
Most people would take it as a bad sign to walk up to a giggling fire and pee on it, but then again, most people aren’t 200 pounds of stupid goliath. | Most people would take it as a bad sign to walk up to a giggling fire and pee on it, but then again, most people aren’t 200 pounds of stupid goliath. | ||
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I’m not sure why but Tony turned into a hawk and flew down the hole in the floor. Judging from the smell I don’t want to know where he stuck his hand but he came back out of the hole holding what looked like a magical stone. I belief he called it a “Psionic stone”. | I’m not sure why but Tony turned into a hawk and flew down the hole in the floor. Judging from the smell I don’t want to know where he stuck his hand but he came back out of the hole holding what looked like a magical stone. I belief he called it a “Psionic stone”. | ||
− | It looks like we have only one option left | + | It looks like we have only one option left, the middle lever teleport. |
− | After being teleported into a new room I could see what the elemental | + | After being teleported into a new room I could see what the elemental mend. Probably 16ft tall and 7ft wide was standing on the side of the room a giant statue. On the other side of the room was some kind of dangerous but expensive looking orb. On the right and left side where one door each. Having my fill of stuff that shouldn’t be moving in the first place attacking me, I was more than happy to check out the doors first. |
The left door lead to a small room with nothing of interest. Tony open the other door and went in. a few seconds later the door closed and we could hear nothing else. When Hugh went to look for Tony he felt a strange feeling when opening the door. Looking into the room it was completely empty except for three levers. | The left door lead to a small room with nothing of interest. Tony open the other door and went in. a few seconds later the door closed and we could hear nothing else. When Hugh went to look for Tony he felt a strange feeling when opening the door. Looking into the room it was completely empty except for three levers. | ||
Hugh told me to do something, I don’t know what I wasn’t really listening, he went into the room, pulled a lever and disappeared. | Hugh told me to do something, I don’t know what I wasn’t really listening, he went into the room, pulled a lever and disappeared. | ||
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While running I told them all that had happened after they disappeared and we kept running for the rest of the day. | While running I told them all that had happened after they disappeared and we kept running for the rest of the day. | ||
“Oh treasure and gold, we shall miss you forever. Oh and the mule that was carrying it was useful to.” | “Oh treasure and gold, we shall miss you forever. Oh and the mule that was carrying it was useful to.” | ||
− | Where on this island are we going to find someone who will get beaten for us like Sam did. | + | Where on this island are we going to find someone who will get beaten for us like Sam did. |
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=== Day Eight, === | === Day Eight, === | ||
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---- | ---- |