Post by TheUdjat on Jan 11, 2010 17:00:57 GMT -5
NAME: Brimstone
RACE: Tiefling
CLASS: Rogue 5 / Paladin of Freedom 6
ALIGNMENT: Chaotic Good
LEVEL: 11
Ability Scores
STR: 22 (+6) [16, +2 levels, +4 Belt]
DEX: 20 (+5) [14, +2 racial, +4 Gloves]
CON: 14 (+2)
INT: 14 (+2) [12, +2 racial]
WIS: 8 (-1)
CHA: 14 (+2) [14, -2 racial, +2 Cloak]
Totals
Hit Points: 75 / 75
AC: 26 (10, +5 Dex, +7 Chain Shirt, +2 Natural Armor, +2 Deflection)
Touch: 17
Flatfooted: 21 (Uncanny Dodge)
Initiative: +5
BAB: +9/+4
- Melee: +15/+10 (9 BA + 6 Str)
- Ranged: +14/+9 (9 BA + 5 Dex)
Attacks
+2 Adamantine Greatsword; +17/+12 to hit, 2d6+11, 19-20/x2
+1 Warhammer; +16/+11 to hit, 1d8+10, x2
+1 Composite Longbow (+6 Str); +15/+10 to hit, 1d8+7, x3
Saves
Fort: +12 (6 Base, +2 Con, +2 Cha, +2 Vest)
Ref: +15 (6 Base, +5 Dex, +2 Cha, +2 Vest)
Will: +6 (3 Base, -1 Wis, +2 Cha, +2 Vest)
Languages
Common
Infernal
Draconic
Goblin
Feats
- Power Attack (1)
- Extra Smiting (3)
- Divine Armor (6)
- Leap Attack (9)
Class Abilities
- Trapfinding
- Sneak Attack (3d6)
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Smite Evil 4/day (+2 attack, +6 damage)
- Detect Evil (at will)
- Divine Grace
- Divine Health
- Lay on Hands (12 HP)
- Turn Undead (5/day)
- Aura of Freedom (Immune to Compulsions; Grants +4 bonus on saves vs. compulsions within 10')
- Charging Smite (from PHB II, replaces Special Mount). If you smite evil on a charge attack, you deal an extra 2 damage per paladin level to any evil creature you hit (in addition to extra damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.
- Bless Weapon (from Complete Warrior, replaces spellcasting). Any melee weapon wielded by the paladin is treated as good-aligned for the purpose of overcoming damage reduction.
Racial Traits
- Type: Outsider (Native)
- +2 Dex, +2 Int, -2 Cha
- Darkvision 60’
- Tieflings have a +2 bonus to Hide and Bluff
- Can cast Darkness once per day, caster level equal to class levels (CL 11)
- Resistance to Cold 5, Electricity 5, and Fire 5
- Automatic Languages: Common, Infernal
- Favored Class: Rogue
- ECL +1
Skills (Total = Ranks + Ability + Other Mods)
Max Ranks: 14 / 7
Balance: +7 (0+5+2syn)
Bluff: +4 (0+2+2race)
Climb: +10 (4+6)
Diplomacy: +14 (10+2+2syn)
Hide: +19 (12+5+2race)
Intimidate: +2 (0+2)
Jump: +16 (8+6+2syn)
Knowledge (Religion): +8 (6+2)
Listen: +5 (6-1)
Move Silently: +19 (14+5)
Search: +15 (13+2)
Sense Motive: +9 (10-1)
Spot: +5 (6-1)
Tumble: +19 (12+5+2syn)
Equipment
Basic Adventuring Gear
Explorer’s Outfit
Holy Symbol (whatever Japic’s character is using)
40 Arrows
Special Equipment
Belt of Giant Strength +4
Gloves of Dexterity +4
Cloak of Charisma +2
Vest of Resistance +2
Ring of Protection +2
Amulet of Natural Armor +2
Mithril Chain Shirt +3
+2 Adamantine Greatsword
+1 Warhammer
+1 Composite Longbow, +6 Str
Triple Weapon Capsule Retainer (CAdv)
x2 Ghostblight Capsule (CAdv)
x2 Quicksilver Capsule (CAdv)
x5 Quickfire Capsule (CAdv)
x3 Quickfrost Capsule (CAdv)
x3 Quickshock Capsule (CAdv)
Handy Haversack
Potion of Cure Serious Wounds
x2 Potion of Invisibility
Potion of Fly
Purchases:
Belt of Giant Strength +4 (16k)
Gloves of Dexterity +4 (16k)
Cloak of Charisma +2 (4k)
Vest of Resistance +2 (4k)
Ring of Protection +2 (8k)
Amulet of Natural Armor +2 (8k)
Mithril Chain Shirt +3 (10.1k)
+2 Adamantine Greatsword (11.35k)
+1 Warhammer (2,312)
+1 Composite Longbow, +6 Str (2,900)
Triple Weapon Capsule Retainer (CAdv; 450)
x2 Ghostblight Capsule (CAdv; 200)
x2 Quicksilver Capsule (CAdv; 100)
x5 Quickfire Capsule (CAdv; 125)
x3 Quickfrost Capsule (CAdv; 75)
x3 Quickshock Capsule (CAdv; 75)
Handy Haversack (2k)
Potion of Cure Serious Wounds (750)
x2 Potion of Invisibility (600)
Potion of Fly
Remaining: 251 gp
Background
Brimstone's early years were spent with the thieves' guild. He could never recall choosing the path--rather, it chose him. Being a Tiefling predisposed him to a reputation of wickedness and corruption, and Brim lived with the constant expectation of falling into that role. So he did. But it never really stuck. Brim had no trouble pounding guys that wanted to rough him up, but taking advantage of others always came awkwardly. Half the time he couldn't do it. The other thieves assured him it was a world of survival of the fittest, but it always sounded wrong.
It was years before Brimstone realized that there were options other than existing as a lowlife. A happenstance encounter with a pious-yet-nondenominational Aasimar showed Brim that there were other possibilities out there; nobler possibilities. He spurned his upbringing at first and took to the new life of adventure and higher purpose, but even this proved difficult after a while. It always took a lot of work for Brimstone to understand what this 'right way' was supposed to be. Protecting those in needs, fighting off those that were evil--that came naturally. But why did he have to let them hit first?
It eventually dawned on Brim that they didn't have to. There are more ways than one to address a problem, and he'd already learned his way years ago, be it through fate or coincidence. Skulking in the shadows, striking suddenly and without warning--this was his way, and he realized he was always meant to confront evil in his own way. Let the others ride shining white warsteeds and bellow their challenges in the face of the enemy. Not Brimstone. Like his unorthodox guide, Brimstone would champion the divine in his own way: with shadow and silence.
So far, it's worked pretty well.
RACE: Tiefling
CLASS: Rogue 5 / Paladin of Freedom 6
ALIGNMENT: Chaotic Good
LEVEL: 11
Ability Scores
STR: 22 (+6) [16, +2 levels, +4 Belt]
DEX: 20 (+5) [14, +2 racial, +4 Gloves]
CON: 14 (+2)
INT: 14 (+2) [12, +2 racial]
WIS: 8 (-1)
CHA: 14 (+2) [14, -2 racial, +2 Cloak]
Totals
Hit Points: 75 / 75
AC: 26 (10, +5 Dex, +7 Chain Shirt, +2 Natural Armor, +2 Deflection)
Touch: 17
Flatfooted: 21 (Uncanny Dodge)
Initiative: +5
BAB: +9/+4
- Melee: +15/+10 (9 BA + 6 Str)
- Ranged: +14/+9 (9 BA + 5 Dex)
Attacks
+2 Adamantine Greatsword; +17/+12 to hit, 2d6+11, 19-20/x2
+1 Warhammer; +16/+11 to hit, 1d8+10, x2
+1 Composite Longbow (+6 Str); +15/+10 to hit, 1d8+7, x3
Saves
Fort: +12 (6 Base, +2 Con, +2 Cha, +2 Vest)
Ref: +15 (6 Base, +5 Dex, +2 Cha, +2 Vest)
Will: +6 (3 Base, -1 Wis, +2 Cha, +2 Vest)
Languages
Common
Infernal
Draconic
Goblin
Feats
- Power Attack (1)
- Extra Smiting (3)
- Divine Armor (6)
- Leap Attack (9)
Class Abilities
- Trapfinding
- Sneak Attack (3d6)
- Evasion
- Trap Sense +1
- Uncanny Dodge
- Smite Evil 4/day (+2 attack, +6 damage)
- Detect Evil (at will)
- Divine Grace
- Divine Health
- Lay on Hands (12 HP)
- Turn Undead (5/day)
- Aura of Freedom (Immune to Compulsions; Grants +4 bonus on saves vs. compulsions within 10')
- Charging Smite (from PHB II, replaces Special Mount). If you smite evil on a charge attack, you deal an extra 2 damage per paladin level to any evil creature you hit (in addition to extra damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.
- Bless Weapon (from Complete Warrior, replaces spellcasting). Any melee weapon wielded by the paladin is treated as good-aligned for the purpose of overcoming damage reduction.
Racial Traits
- Type: Outsider (Native)
- +2 Dex, +2 Int, -2 Cha
- Darkvision 60’
- Tieflings have a +2 bonus to Hide and Bluff
- Can cast Darkness once per day, caster level equal to class levels (CL 11)
- Resistance to Cold 5, Electricity 5, and Fire 5
- Automatic Languages: Common, Infernal
- Favored Class: Rogue
- ECL +1
Skills (Total = Ranks + Ability + Other Mods)
Max Ranks: 14 / 7
Balance: +7 (0+5+2syn)
Bluff: +4 (0+2+2race)
Climb: +10 (4+6)
Diplomacy: +14 (10+2+2syn)
Hide: +19 (12+5+2race)
Intimidate: +2 (0+2)
Jump: +16 (8+6+2syn)
Knowledge (Religion): +8 (6+2)
Listen: +5 (6-1)
Move Silently: +19 (14+5)
Search: +15 (13+2)
Sense Motive: +9 (10-1)
Spot: +5 (6-1)
Tumble: +19 (12+5+2syn)
Equipment
Basic Adventuring Gear
Explorer’s Outfit
Holy Symbol (whatever Japic’s character is using)
40 Arrows
Special Equipment
Belt of Giant Strength +4
Gloves of Dexterity +4
Cloak of Charisma +2
Vest of Resistance +2
Ring of Protection +2
Amulet of Natural Armor +2
Mithril Chain Shirt +3
+2 Adamantine Greatsword
+1 Warhammer
+1 Composite Longbow, +6 Str
Triple Weapon Capsule Retainer (CAdv)
x2 Ghostblight Capsule (CAdv)
x2 Quicksilver Capsule (CAdv)
x5 Quickfire Capsule (CAdv)
x3 Quickfrost Capsule (CAdv)
x3 Quickshock Capsule (CAdv)
Handy Haversack
Potion of Cure Serious Wounds
x2 Potion of Invisibility
Potion of Fly
Purchases:
Belt of Giant Strength +4 (16k)
Gloves of Dexterity +4 (16k)
Cloak of Charisma +2 (4k)
Vest of Resistance +2 (4k)
Ring of Protection +2 (8k)
Amulet of Natural Armor +2 (8k)
Mithril Chain Shirt +3 (10.1k)
+2 Adamantine Greatsword (11.35k)
+1 Warhammer (2,312)
+1 Composite Longbow, +6 Str (2,900)
Triple Weapon Capsule Retainer (CAdv; 450)
x2 Ghostblight Capsule (CAdv; 200)
x2 Quicksilver Capsule (CAdv; 100)
x5 Quickfire Capsule (CAdv; 125)
x3 Quickfrost Capsule (CAdv; 75)
x3 Quickshock Capsule (CAdv; 75)
Handy Haversack (2k)
Potion of Cure Serious Wounds (750)
x2 Potion of Invisibility (600)
Potion of Fly
Remaining: 251 gp
Background
Brimstone's early years were spent with the thieves' guild. He could never recall choosing the path--rather, it chose him. Being a Tiefling predisposed him to a reputation of wickedness and corruption, and Brim lived with the constant expectation of falling into that role. So he did. But it never really stuck. Brim had no trouble pounding guys that wanted to rough him up, but taking advantage of others always came awkwardly. Half the time he couldn't do it. The other thieves assured him it was a world of survival of the fittest, but it always sounded wrong.
It was years before Brimstone realized that there were options other than existing as a lowlife. A happenstance encounter with a pious-yet-nondenominational Aasimar showed Brim that there were other possibilities out there; nobler possibilities. He spurned his upbringing at first and took to the new life of adventure and higher purpose, but even this proved difficult after a while. It always took a lot of work for Brimstone to understand what this 'right way' was supposed to be. Protecting those in needs, fighting off those that were evil--that came naturally. But why did he have to let them hit first?
It eventually dawned on Brim that they didn't have to. There are more ways than one to address a problem, and he'd already learned his way years ago, be it through fate or coincidence. Skulking in the shadows, striking suddenly and without warning--this was his way, and he realized he was always meant to confront evil in his own way. Let the others ride shining white warsteeds and bellow their challenges in the face of the enemy. Not Brimstone. Like his unorthodox guide, Brimstone would champion the divine in his own way: with shadow and silence.
So far, it's worked pretty well.