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![]() Well IM definitely interested hope its ok to toss my character out there. lets see what dice gods say? 4d6 ⇒ (4, 5, 4, 3) = 16 13
hmmmm the character I have in mind is An elf cavalier emissary I would ask if cavaliers will fit in the setting and what all changes you made to elves or was that just fluff? Kinda just skimmed through it sense its so late heh So stats would end up Str 15
bleh Starting gold
Backstory:
Lasarl grew up among his people always curious about the outer world. Even if the world was dark does it mean we have to sit here and let it continue? He would ask as a child. As time went by he was trained in the martial arts of sword, bow, and the mastery of mounted combat. His parents said when he was on the back of a horse it was if the two were one being. When he finally reached maturity Lasarl left his village intent on seeing the world and what it had to offer. Idea behind character is to be proficient on the ground and deadly on horseback Will fill out more once I get more of an idea behind elves and such. THANKS! Lasral:
Lasarl Shadow homebrew Elf Cavalier (Emissary) 1 LN Medium Humanoid (elf) Init +2; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d10+1) Fort +3, Ref +2, Will +0; +2 vs. enchantments Immune sleep; Resist elven immunities -------------------- Offense -------------------- Speed 30 ft. Melee Longsword +3 (1d8+2/19-20/x2) Ranged Longbow, Comp. (Str +0) +3 (1d8/x3) Special Attacks dragon's challenge +1 (1/day) -------------------- Statistics -------------------- Str 15, Dex 15, Con 13, Int 9, Wis 10, Cha 13 Base Atk +1; CMB +3; CMD 15 Feats Mounted Archery, Mounted Combat (1/round) Skills Acrobatics -2, Climb -2, Escape Artist -2, Fly -2, Handle Animal +5, Perception +6, Ride +2, Sense Motive +4, Stealth -2, Survival +0 (+1 to provide food and water for allies or to protect allies from harsh weather), Swim -2 Modifiers +4 ride while riding your bonded mount., dragon's skills Languages Common, Elven SQ animal companion link, elven magic, orders (order of the dragon) Other Gear Scale mail, Arrows (20), Longbow, Comp. (Str +0), Longsword, 14 GP -------------------- Special Abilities -------------------- +4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount. Animal Companion Link (Ex) You have a link with your Animal Companion. Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge. Dragon's Skills +1 (Ex) +1 to Survival checks for allies. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4. Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Mount: Animal Companion Horse N Large Animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 13 (+1 Dex, -1 size, +4 natural, +1 dodge) hp 13 (+4) Fort +5, Ref +4, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee Bite (Horse) +3 (1d4+3/x2) and . . Hooves x2 (Horse) +3 x2 (1d6+3/x2) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +5; CMD 17 (21 vs. Trip) Feats Dodge Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick] Skills Acrobatics +5 (+13 jump), Fly -1, Perception +5, Stealth -3 Languages SQ combat riding [trick] Other Gear You have no money! -------------------- Special Abilities -------------------- Combat Riding [Trick] The animal has been trained to bear a rider into combat. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. ![]()
![]() Hey guys sorry for being so long in the posting just got out of college here so anyways @ Aubrey about the extra content pardon my french but how the hell would I know about any of that lol Anyways as I said before im going human resourceful warlord mostly cause brother says thats best class for me so here goes lol ![]()
![]() Hello recently I have just wanted a change of pace from pathfinder and my brother got me slightly interested in 4E, would anyone be willing to host a 4e game thread you would already have 2 experienced online players at least with pathfinder, also others are welcome to join as well I'm looking to play a warlord and him a fighter but we can change if needed anyways hope to hear from others soon Thanks ![]()
![]() Spoiler with fixed gold= 156 gold
Jun Yu Final II: JUN YU CR 4 Male Human Monk (Master of Many Styles) 5 LN Medium Humanoid (Human) Init +2; Senses Perception +11 -------------------- DEFENSE -------------------- AC 18, touch 17, flat-footed 16. . (+1 armor, +2 Dex) hp 47 (5d8+5) Fort +5, Ref +6, Will +8 Defensive Abilities Evasion; Immune disease -------------------- OFFENSE -------------------- Spd 40 ft. Melee Unarmed Strike +7 (1d8+4/20/x2) Special Attacks Ki Strike, Magic -------------------- STATISTICS -------------------- Str 14/16, Dex 14, Con 12, Int 11, Wis 18, Cha 10 Base Atk +3; CMB +8; CMD 23 Feats Combat Style Master, Deflect Arrows, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Snake Fang, Snake Style, Stunning Fist (5/day) (DC 16) Skills Acrobatics +10, Climb +11, Escape Artist +10, Heal +6, Perception +11, Sense Motive +14, Stealth +8, Swim +7 Languages Common SQ AC Bonus +5, Fast Movement (+10'), Fuse Style (2 styles) (Ex), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun, Fatigue) (Ex), Unarmed Strike (1d8) Other Gear Amulet of Mighty Fists +1, Belt of Giant Strength, +2, Bracers of Armor, +1, Healer's kit (10 uses), Potion of Barkskin +2 (2), Potion of Cure Light Wounds (8), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Pouch, belt (empty), Shaving Kit, Wand of Cure Light Wounds -------------------- SPECIAL ABILITIES -------------------- AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Combat Style Master May switch styles as a free action Deflect Arrows Deflect an incoming arrow once per round. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe High Jump (+5) (Ex) +5 to Acrobatics checks made to jump. Immunity to Disease You are immune to diseases. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Maneuver Training (Ex) CMB = other BABs + Monk level Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Snake Fang If opponent misses you, make an attack of opportunity as an immediate action Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks Still Mind (Ex) +2 to saves against enchantment spells and effects. Stunning Fist (5/day) (DC 16) You can stun an opponent with an unarmed attack. Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
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