Difference between revisions of "IronStone ECL3"

From Game Logs
Jump to: navigation, search
m
m
Line 63: Line 63:
 
*************************
 
*************************
 
Earth Dwarves Traits:
 
Earth Dwarves Traits:
* +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Earth dwarves are physically powerful, but somewhat clumsy in action and speech.
+
* +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Earth dwarves are physically powerful, but somewhat clumsy in
 +
  action and speech.
 
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.  
 
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.  
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).  
+
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.  
+
  carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).  
* Improved Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.  
+
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal
 +
  sight, and dwarves can function just fine with no light at all.  
 +
* Improved Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as
 +
  sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone
 +
  ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf
 +
  who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf
 +
  can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate
 +
  depth underground as naturally as a human can sense which way is up.  
 
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.  
 
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.  
* Stability: A earth dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).  
+
* Stability: A earth dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on
 +
  the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).  
 
* +2 racial bonus on saving throws against poison.  
 
* +2 racial bonus on saving throws against poison.  
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.  
+
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to
* +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.  
+
  Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.  
* +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.  
+
* +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a
* -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.  
+
  particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.  
 +
* +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental
 +
  Plane of Air.  
 +
* -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or
 +
  used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.  
 
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.  
 
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.  
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing  
+
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience
 +
  point penalty for multiclassing  
  
 
*************************
 
*************************
Line 97: Line 111:
 
Ranger abilities:
 
Ranger abilities:
 
* Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields (except tower shields).
 
* Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields (except tower shields).
* Fast Movement (Ex): A rangers’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn.
+
* Fast Movement (Ex): A rangers’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when
* Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
+
  he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
+
  ranger’s speed because of any load carried or armor worn.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
+
* Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to
* Favored Enemy (Ex): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
+
  improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine
 +
  the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
 +
  usually unfriendly.
 +
  To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30
 +
  feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but,
 +
  as with influencing people, it might take more or less time.
 +
  The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4
 +
  penalty on the check.
 +
* Favored Enemy (Ex): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these
 +
  skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
  
 
*************************
 
*************************

Revision as of 09:18, 1 June 2007

In progress...
*************************
Non-core books used:
[CW]  - Complete Warrior
[ToB] - Tome of Battle
[UA]  - Unearthed Arcana

*************************
Male Earth Dwarf [UA] Warblade [ToB] 1 / Ranger 2 (variant, [UA])
LN Medium Humanoid, ECL3
Worships St. Cuthbert

*************************
---
Str 00 (+0) [00 pts]
Dex 10 (+0) [04 pts]
Con 00 (+0) [00 pts]
Int 00 (+0) [00 pts]
Wis 00 (+0) [00 pts]
Cha 06 (-2) [00 pts]

*************************
---
HP 
AC 10 +0(dex) +5(armor) +2(shield) = 17, Touch 10, Flat 17
Init +0(dex) = 0
Grapple +3(BAB) +(str) = 
Speed 30 ft = 20(base) +10(fast movement)
Save:
Fort +2(Wrb) +3(Rng) +(Con)         = 
Ref  +0(Wrb) +3(Rng) +0(Dex) +(Int) = 
Will +0(Wrb) +0(Rng) +(Wis)         = 

*************************
---
Attacks:
1. Waraxe, two-handed
AB: +3(BAB) +(str) +1(enh) = +;
Damage: 1d10 +(str*1,5) = 1d10+ (x3)

2. Waraxe, one-handed
AB: +3(BAB) +(str) +1(enh) = +;
Damage: 1d10 +(str) = 1d10+ (x3)


*************************
---
Skills (32/32):
* Concentration +6(rank) +3(con) = +9
x Hide +3(rank) +1(dex) = +4
* Intimidate +4(rank) -1(cha) = +3
* Knoweledge (religion) +6(rank) +0(int) = +6
* Martial Lore +1(rank) +0(int) = +1
* Ride +3(rank) +1(dex) = +4
(Current armorcheck penalty -5, applies to skills marked with "x")

*************************
Feats:
HD1  : Power Attack
Rng1 : Track
HD3  : Imp. Toughness [CW]

*************************
Earth Dwarves Traits:
* +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Earth dwarves are physically powerful, but somewhat clumsy in
  action and speech.
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. 
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when
  carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). 
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal
  sight, and dwarves can function just fine with no light at all. 
* Improved Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as
  sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone
  ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf
  who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf
  can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate
  depth underground as naturally as a human can sense which way is up. 
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. 
* Stability: A earth dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on
  the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). 
* +2 racial bonus on saving throws against poison. 
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to
  Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 
* +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a
  particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus. 
* +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental
  Plane of Air. 
* -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or
  used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. 
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. 
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience
  point penalty for multiclassing 

*************************
---
Warblade abilities:
* Weapon and Armor Proficiency: All simple and martial melee weapons, light and medium armor and shields (except tower shields).

* Steely Resolve 5
* Maneuvers known/readied: 3/3
** 1. Crusader's Strike (DS1)
** 2. Charging Minotaur (SD1)
** 3. Stone Bones (SD1)
** 4. Douse the Flames (WR1)
** 5. Leading the Attack (WR1)
* Stances known: 1
** Martial Spirit (DS1)
* Initiator Level 2

*************************
Ranger abilities:
* Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields (except tower shields).
* Fast Movement (Ex): A rangers’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when
  he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the
  ranger’s speed because of any load carried or armor worn.
* Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to
  improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine
  the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
  usually unfriendly.
  To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30
  feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but,
  as with influencing people, it might take more or less time.
  The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4
  penalty on the check.
* Favored Enemy (Ex): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these
  skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

*************************
---
Items:
* Greatsword, mwk ($350, 8 lbs)
* Morningstar, cold iron ($16, 4 lbs)
* Dagger, silver ($22, 1 lb)

* Fullplate, mwk, spiked ($1700, 60 lbs)
* Heavy shield, mwk, darkwood ($257, 5 lbs)

* Holy symbol of St. Cuthbert ($25, 1 lb)

* Amulet of Feather Fall x1 ($50)
* Oil of magic weapon x2 ($100)
* Alchemist's fire x3 ($60, 3 lbs)
* Acid flask x2 ($20, 2 lbs)
* Sunrod x2 ($4, 2 lbs)
* Blessed bondage x3 ($30) [HoB] (autostabilizes)
* Weeping flask ($50) [CM]

* Misc travel stuff ($15)
* Gold ($1)
(load 84 lbs, breakpoints: 76/153/230 lbs)

*************************
Action Points (6/6):


ECL2  |  IronStone  |  ECL4 >>