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Well we are starting a new campaign (dm's homebrew one) and he is letting me be a half dragon (with a -2 to my level for a total barb level of 6) and i wanted to know what you guys think. Doubt i'll change anything but if there is something im sorely lacking id like to know. 25 point buy, +2 to all after point buy, 33,000gp no guidelines for spending it.

Characther Name:Ajikis Darastrix Alignment:Chaotic Good
Character Class and Level:Barbarian 6 Half dragon 2 Deity:Apsu Homeland:___________
Race:Half-Dragon Suli Size:Medium Gender:Male Age:18 Height:6'4" Weight:230lb Hair:white Eyes:white and puilless
(sky blue with dragon pupils when raging)

Ability Score Modifier Temp Adjustment Temp modifier
strength 24 +7 28 rage +9
Dexterity 18 +4
Constitution 22 +6 26 rage +8
Intellegence 9 -1
Wisdom 18 +4
Charisma 22 +6

Speed base[40] With armor[40] Flight[80] Swim[] Climb[] Burrow[]
Initiative[4]=[4]dex mod+[]Misc mod
AC[27]=10+[8]armor bonus+[]Shield Bonus+[4]Dex modifier+[]size modifier+[4]natural armor+[1]Deflection modifier+[]misc
-1 if raging
+2 against traps
HP[76/76] DR[] Rage[20/20]
Touch AC[15] Flat-Footed Ac[23(can't be caught flat footed)]

Fortitude(con)[13]=[5]base+[6]ability modifier+[2]Magic modifier+[]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 while raging

Reflex(dex)[8]=[2]base+[4]ability modifier+[2]Magic modifier+[]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 against traps

Will(wis)[10]=[2]base+[4]ability modifier+[2]Magic modifier+[2]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 while raging

Immune to sleep, paralysis, and acid damage
resist 5 to fire cold and electricity
resis 1/2 level to sonic while raging

Base atk bonus[6/1] Spell resistance[]
CMB[13]=[6]Base+[7]str mod+[]size mod
CMD[27]=[6]Base+[7]str mod+[]size mod+[4]dex mod+10

Weapon atk bonus crit
+2 Furious Large Sized Bastard Sword 13/8(17/12 while raging) 19-20/X2
type range ammo damage
S melle n/a 2d8+12(+16 while raging)

Weapon atk bonus crit
BattleAxe 13/8(15/10 while raging) X3
type range ammo damage
S melle n/a 1d8+7(+9 while raging)

Weapon atk bonus crit
Cestus 13/8(15/10 while raging) 19-20/X2
type range ammo damage
B/P melee n/a 1d4+7(+9 while raging)

Weapon atk bonus crit
2 claws 13/8(15/10 while raging) x2
type range ammo damage
s melee n/a 1d4+7(+9 while raging)

Weapon atk bonus crit
Bite 13/8(15/10 while raging) x2
type range ammo damage
p melee n/a 1d6+7(+9 while raging)

Skills:
[]Acrobatics [8]total=[4]Dex mod+[3]ranks+[]misc mod
[]Diplomacy [12]total=[6]Cha mod+[3]ranks+[2]misc mod
[]Fly [12]total=[4]Dex mod+[5]ranks+[]misc mod
[]Intimidate [14]total=[6]Cha mod+[4]ranks+[]misc mod
[]Stealth [8]total=[4]Dex mod+[3]ranks+[]misc mod
[]Survival [8]total=[4]Wis mod+[3]ranks+[]misc mod
[]Perception [12]total=[4]Wis mod+[4]ranks+[]misc mod
[]Sense Motive [10]total=[4]Wis mod+[3]ranks+[2]misc mod

[]Climb []total=[]Int mod+[]ranks+[]misc mod
[]Appraise []total=[]Cha mod+[]ranks+[]misc mod
[]Bluff []total=[]Cha mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Disable Device* []total=[]Des mod+[]ranks+[]misc mod
[]Disguise []total=[]Cha mod+[]ranks+[]misc mod
[]Escape Artist []total=[]Dex mod+[]ranks+[]misc mod
[]Handle Animal* []total=[]Cha mod+[]ranks+[]misc mod
[]Heal []total=[]Wis mod+[]ranks+[]misc mod
[]Knowledge (arcana)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (dungeoneering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (engineering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (geography)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (history)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (local)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (nature)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (nobility)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (planes)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (religion)* []total=[]Int mod+[]ranks+[]misc mod
[]Linguistics* []total=[]Int mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Ride []total=[]Dex mod+[]ranks+[]misc mod
[]Sleight of Hand* []total=[]Dex mod+[]ranks+[]misc mod
[]Spellcraft* []total=[]Int mod+[]ranks+[]misc mod
[]Swim []total=[]Str mod+[]ranks+[]misc mod
[]Use Magic Device* []total=[]Cha mod+[]ranks+[]misc mod
Conditional modifiers:
+1 to bluff and diplomacy against characthers that may be sexually attracted to you

AC items Bonus Type Check Penalty Spell Failure Weight Properties
+2 Bolstering Mithral Breast Plate 8 L -1 15% 15lbs
+1 ring of protection 1

Gear
Itm wgt
Bedroll 5 lbs
2 winter blankets 6 lbs
backpack 2 lbs
21 days trail rations 21 lbs
+2 headband of wisdom -- lb
+2 cloak of resistance 1 lb
+2 Large Sized Furious Mithral Bastard Sword 6 lbs
BattleAxe 3 lbs
Cestus 1 lb
Cestus 1 lb
Fancy Reversible Cloak 1 lb
Barbarians Kit 23 lbs
Backpack
Belt Pouch
Blanket
Flint and Steel
iron pot
rope
soap
torches(10)
5 days trail rations
waterskin
Cot 30 lbs

Feats:
Iron Will: +2 to your will defense

Death from Above: +5 to attack rolls when chargin whiloe flying or charging from higher ground

Improved Iron Will: Once per day you may reroll a will save. You must take the second roll if you do even if it is worse.

Campaign Free Weapon Profieciency(Bastard Sword):You are proficient with the bastard sword

Total Weight:
[233 lb]Light load [700 lb]Lift over head
[234-466 lb]Medium Load [1400 lb]Liftoff ground
[467-700 lb]Heavy Load [3500 lb]Drag or Push

Money: 587gp

exp: to next level:

Special Abilities:
Breath weapon: A half-dragon retains all the special
attacks of the base creature and gains a breath weapon usable
once per day based on the dragon variety (see below). The breath
weapon deals 1d6 hit points of damage per racial HD possessed by
the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD +
creature's Con modifier).

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in
acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed
as a free action. Unarmed strikes with her arms or hands (or attacks with
weapons held in those hands) deal +1d6 points of damage of the appropriate
energy type.

Beast Totem (Su): While raging, the barbarian gains a +1
natural armor bonus. This bonus increases by +1 for every
four levels the barbarian has attained. A barbarian must
have the lesser beast totem rage power to select this rage
power. A barbarian must be at least 6th level to select this
rage power.

Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian can rage for a
number of rounds per day equal to 4 + her Constitution
modifier. At each level after 1st, she can rage for 2
additional rounds. Temporary increases to Constitution,
such as those gained from rage and spells like bear’s
endurance, do not increase the total number of rounds
that a barbarian can rage per day. A barbarian can enter
rage as a free action. The total number of rounds of rage
per day is renewed after resting for 8 hours, although
these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus
to her Strength and Constitution, as well as a +2 morale
bonus on Will saves. In addition, she takes a –2 penalty
to Armor Class. The increase to Constitution grants the
barbarian 2 hit points per Hit Dice, but these disappear
when the rage ends and are not lost first like temporary
hit points. While in rage, a barbarian cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
A barbarian can end her rage as a free action and is
fatigued after rage for a number of rounds equal to 2
times the number of rounds spent in the rage. A barbarian
cannot enter a new rage while fatigued or exhausted but
can otherwise enter rage multiple times during a single
encounter or combat. If a barbarian falls unconscious, her
rage immediately ends, placing her in peril of death.

Special Qualities and Defenses: A half-dragon gains
darkvision 60 feet; low-light vision; and immunity to sleep,
paralysis, and energy of the same type as its breath weapon.

Negotiator: Sulis are keen negotiators, and gain a +2 racial
bonus on Diplomacy and Sense Motive checks.

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5,
and fire 5.

Native Outsider: Sulis are outsiders with the native subtype.

Half Dragon: You have the dragon subtype

Fast Movement (Ex): A barbarian’s base speed is faster
than the norm for her race by +10 feet. This benefit
applies only when she is wearing no armor, light armor, or
medium armor, and not carrying a heavy load. Apply this
bonus before modifying the barbarian’s speed because of
any load carried or armor worn. This bonus stacks with
any other bonuses to the barbarian’s base speed.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the
ability to react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does
she lose her Dex bonus to AC if the attacker is invisible. She still
loses her Dexterity bonus to AC if immobilized. A barbarian
with this ability can still lose her Dexterity bonus to AC if an
opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different
class, she automatically gains improved uncanny dodge (see
below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
increase by +1 every three barbarian levels thereafter (6th,
9th, 12th, 15th, and 18th level). Trap sense bonuses gained
from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be flanked. This defense
denies a rogue the ability to sneak attack the barbarian
by flanking her, unless the attacker has at least four
more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above)
from another class, the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue
level required to flank the character.

Energy Resistance (Ex): While raging, the barbarian gains
resistance to one energy type (acid, cold, electricity, fire, or
sonic) equal to 1/2 her barbarian level (minimum 1). The
energy type is chosen when this rage power is selected and
it cannot be changed. This rage power can be selected more
than once. Its effects do not stack. Each time is applies to a
different energy type.

Beast Totem, Lesser (Su): While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus. The claws deal 1d6 points of slashing damage (1d4
if Small) plus the barbarian’s Strength modifier.

Armor Expert: You have worn armor as long as you
can remember, either as part of your training to become
a knight’s squire or simply because you were seeking to
emulate a hero. Your childhood armor wasn’t the real thing
as far as protection, but it did encumber you as much as
real armor would have, and you’ve grown used to moving
in such suits with relative grace. When you wear armor of
any sort, reduce that suit’s armor check penalty by 1, to a
minimum check penalty of 0.

Charming: Blessed with good looks, you’ve come to
depend on the fact that others find you attractive. You
gain a +1 trait bonus when you use Bluff or Diplomacy on a
character that is (or could be) sexually attracted to you, and
a +1 trait bonus to the save DC of any language-dependent
spell you cast on such characters or creatures.

Languages: Common, Draconic, Terran\


So I am playing in a home brew game and my current character isn't very durable. I knew he wouldn't be (barbarian 1/Druid 1/ Martial artist monk 4) but he just is taking a whole lot more punishment then i expected. He's nearly died twice in just the last session we had. so I decided to make a backup character with a little more "Tank" in him if you know what I mean.(120mm cannon included as great sword) Because we don't use multipliers for crit's but effect cards instead i just went with what did the most damage. 32 point buy, increase scores by 2, add on level 4 bonus to one ability. 11,000 gp can not spend more than 3000 on one item.

Characther:

Name:Tyrano Syllith
Race:Saurian(half dinosaur race my dm made for me)
Class:Armored Hulk Barbarian 6
Stats:
Strength:21(18+2(dms rule)+1(lvl 4))
Dexterity:14(12 + 2(dms rule))
Constitution:22(18+2(dms rule)+2(race))
Intelligence:7(7-2(race)+2(dms rule))
Wisdom:12(10 + 2(dms rule)
Charisma:14(10+2(race)+2(dms rule))

AC: 24(10+9[full plate]+2[Natural armor bonus from race]+1[dex bonus]
+2[2 +1 rings of protection])

25 against charge attacks
26 against crit conformations

Saves: +10 Fort, +4 reflex(+5 against trample attacks), +4 will

HP:114( really damn lucky on hp roles +6 for favored class)
BAB(+6)
Weapon:+1 furious Great sword
atk bonus:+12/+7(+17/+12 while raging)
dmg: 2d6+8(+9 while raging instead of 8)
Feats: Power Attack, Cleave, Intimidating prowess
Other gear:
Hat of disguise
24 trail rations

So yeah what do you think? Comments and questions welcome!

quick note about plate armor. My char's race must pay 50% more for all armor other than chain shirt or breastplate due to abnormal anatomy.