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Ckorik

Here's some more information for you :) Anything you'd be willing to contribute would be greatly appreciated!

We have 6 characters all currently at level 13 -

Here's just the base stats for em (This is large so in spoiler!)
I've cut quite a bit of the stuff like class abilities and stuff... just left feats / spells etc.

characters stats (Long!):

Elgaria
Female Elf Wizard 13
NG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +2
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Defense
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AC 23, touch 20, flat-footed 17 (+5 Dex, +3 natural, +4 deflection, +1 dodge)
hp 80 (13d6+13)
Fort +5, Ref +9, Will +8; +2 vs. enchantments
Immune sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Masterwork Quarterstaff +7/+2 (1d6/x2)
Ranged Masterwork Longbow +12/+7 (1d8/x3)
Wizard Spells Prepared (CL 13):
7 (2/day) Teleport, Greater, Banishment (DC 25), Forcecage (DC 25)
6 (3/day) Repulsion (DC 24), Heroism, Greater, Chain Lightning (DC 24), Chain Lightning (DC 24)
5 (4/day) Baleful Polymorph (DC 23), Baleful Polymorph (DC 23), Baleful Polymorph (DC 23), Wall of Force, Hold Monster (DC 23)
4 (6/day) Stoneskin, Enlarge Person, Mass (DC 22), Ice Storm, Ice Storm, Fire Shield, Fire Shield, Fire Shield
3 (6/day) Slow (DC 21), Lightning Bolt (DC 21), Lightning Bolt (DC 21), Fireball (DC 21), Fireball (DC 21), Fireball (DC 21), Fireball (DC 21)
2 (6/day) Bull's Strength, Acid Arrow, Acid Arrow, Scorching Ray, Scorching Ray, Web (DC 20), Glitterdust
1 (6/day) Magic Missile, Magic Weapon, Expeditious Retreat, Mage Armor, Enlarge Person (DC 19), Burning Hands (DC 19), Burning Hands (DC 19)
0 (at will) Ray of Frost, Open/Close (DC 18), Dancing Lights, Light
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Statistics
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Str 10, Dex 20, Con 12, Int 26, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 26
Feats Combat Casting, Dodge, Empower Spell, Extend Spell, Improved Initiative, Maximize Spell, Point Blank Shot, Precise Shot, Scribe Scroll, Widen Spell
Skills Appraise +24, Climb +13, Disable Device +20, Fly +20, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (local) +24, Linguistics +24, Perception +2, Spellcraft +24 (+26 to determine the properties of a magic item), Swim +13
Languages Abyssal, Aquan, Catfolk, Celestial, Chelaixian, Common, Daemonic, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Infernal, Necril, Orc, Osiriani, Shoanti, Sylvan, Thassilonian
SQ arcane bonds (object [masterwork quarterstaff] [1/day]), elemental wall (13 rounds/day), elven magic, force missile (11/day), intense spells +6, opposition schools (illusion, necromancy), specialized schools (evocation)
Other Gear Arrows (20), Masterwork Longbow, Masterwork Quarterstaff, Amulet of natural armor +3, Belt of incredible dexterity +4, Headband of mental prowess (Int & Cha +6) (Climb, , Ring of protection +4, Thieves' tools, masterwork, 616 GP

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Finnan
Male Halfling Bard 13
CG Small Humanoid (halfling)
Init +6; Senses Perception +18
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Defense
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AC 28, touch 16, flat-footed 24 (+9 armor, +4 Dex, +1 size, +3 natural, +1 deflection)
hp 81 (13d8)
Fort +10, Ref +20, Will +14; +2 vs. fear, +4 vs. bardic performance, sonic, and language-dependant effects, +2 trait bonus vs. fear
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Offense
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Speed 20 ft.
Melee Spear +10/+5 (1d6/x3)
Ranged +4 Heavy crossbow +20/+15 (1d8+4/19-20/x2)
Special Attacks bardic performance (swift action) (30 rounds/day), bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate (5 targets) (dc 18), bardic performance: inspire competence +4, bardic performance: inspire courage +3, bardic performance: inspire greatness (2 allies), bardic performance: soothing performance, bardic performance: suggestion (dc 18)
Bard Spells Known (CL 13):
4 (3/day) Dimension Door, Cure Critical Wounds, Shout (DC 16), Dominate Person (DC 16)
3 (4/day) Haste, Blink, Cure Serious Wounds, Displacement, Charm Monster (DC 15)
2 (6/day) Cat's Grace, Cure Moderate Wounds, Invisibility, Hold Person (DC 14), Blur
1 (6/day) Expeditious Retreat, Cause Fear (DC 13), Sleep (DC 14), Grease (DC 13), Charm Person (DC 13), Cure Light Wounds
0 (at will) Open/Close (DC 12), Mage Hand, Flare (DC 12), Daze (DC 12), Prestidigitation (DC 12), Ghost Sound (DC 12)
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Statistics
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Str 10, Dex 23, Con 10, Int 16, Wis 10, Cha 14
Base Atk +9; CMB +8; CMD 23
Feats Crossbow Mastery (Heavy crossbow), Deadly Aim -3/+6, Manyshot, Point Blank Shot, Precise Shot, Rapid Reload (Heavy crossbow), Rapid Shot
Traits Courageous, Eager Performer (Perform [dance], Sleep)
Skills Acrobatics +19 (+15 jump), Bluff +18, Climb +1, Diplomacy +20, Disable Device +20, Escape Artist +5, Fly +19, Handle Animal +20, Perception +18, Perform (dance) +19, Perform (sing) +18, Perform (wind instruments) +20, Ride +5, Sense Motive +18, Sleight of Hand +5, Spellcraft +19, Stealth +25, Swim +12, Use Magic Device +18
Languages Common, Dwarven, Elven, Goblin, Halfling
SQ bardic knowledge, fearless, jack of all trades: trained skills, lore master (2/day), versatile performance abilities (dance, singing, wind instruments), well versed
Other Gear +5 Chain shirt, +4 Heavy crossbow, Crossbow bolts (10), Spear, Amulet of natural armor +3, Belt of incredible dexterity +6, Cloak of resistance +5, Ring of protection +1, Musical instrument, masterwork (Flute), Thieves' tools, masterwork, 822 GP, 9 SP

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Gregg
Male Human Fighter 13
N Medium Humanoid (human)
Init +8; Senses Perception -1
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Defense
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AC 28, touch 15, flat-footed 23 (+12 armor, +1 shield, +4 Dex, +1 dodge)
hp 95 (13d10)
Fort +13, Ref +13, Will +8 (+3 vs. fear)
Defensive Abilities bravery +3
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Offense
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Speed 30 ft.
Melee +3 Scimitar +23/+18/+13 (1d6+17/15-20/x2) and
+3 Scimitar +23/+18 (1d6+17/15-20/x2)
Ranged Light crossbow +17/+12/+7 (1d8/19-20/x2)
Special Attacks weapon training abilities (heavy blades +3, bows +2, close +1)
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Statistics
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Str 25, Dex 18, Con 11, Int 8, Wis 8, Cha 8
Base Atk +13; CMB +20; CMD 35
Feats Cleave, Dodge, Double Slice, Greater Weapon Specialization (Scimitar), Improved Critical (Scimitar), Improved Initiative, Improved Two-weapon Fighting, Lunge, Mobility, Power Attack -4/+8, Spring Attack, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Skills Acrobatics +2, Climb +21, Escape Artist +2, Fly +2, Ride +2, Stealth +2, Swim +21
Languages Common
Other Gear +3 Full plate, +3 Scimitar, +3 Scimitar, Crossbow bolts (10), Light crossbow, Belt of giant strength +6, Cloak of resistance +5, Ring of evasion, 79 GP

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Laurena
Female Human Paladin 13
LG Medium Humanoid (human)
Init +5; Senses Perception +2
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Defense
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AC 31, touch 12, flat-footed 29 (+14 armor, +5 shield, +1 Dex, +1 dodge)
hp 121 (13d10+26)
Fort +14, Ref +10, Will +15
Immune charm, fear, disease
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +19/+14/+9 (1d4+6/x2) and
+4 Warhammer +24/+19/+14 (1d8+10/x3)
Special Attacks smite evil (5/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 10):
4 (1/day) Cure Serious Wounds
3 (2/day) Prayer, Dispel Magic
2 (3/day) Resist Energy, Bull's Strength, Shield Other
1 (5/day) Protection from Evil, Restoration, Lesser, Bless, Cure Light Wounds, Resistance
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Statistics
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Str 23, Dex 13, Con 13, Int 8, Wis 14, Cha 20
Base Atk +13; CMB +19; CMD 31
Feats Dodge, Improved Initiative, Lunge, Mobility, Power Attack -4/+8, Shield Focus, Toughness +13, Weapon Focus (Warhammer)
Skills Acrobatics -5 (-9 jump), Climb +0, Escape Artist -5, Fly -5, Heal +18, Ride -5, Sense Motive +18, Stealth -5, Swim +0
Languages Common
SQ aura of courage, aura of good, aura of justice, aura of resolve, divine bonds (weapon [3/day]), lay on hands (6d6) (11/day), mercies (mercy [diseased], mercy [fatigued], mercy [poisoned], mercy [sickened]), paladin channel positive energy 7d6 (5/day) (dc 21
Other Gear +5 Full plate, +2 Heavy steel shield, +4 Warhammer, Crossbow bolts (10), Belt of giant strength +6, Headband of alluring charisma +6, Trail rations (29), 9 GP, 5 SP

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Loriana
Female Elf Ranger 13
CG Medium Humanoid (elf)
Init +11; Senses low-light vision; Perception +20
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Defense
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AC 28, touch 16, flat-footed 24 (+11 armor, +3 Dex, +1 natural, +2 deflection, +1 dodge)
hp 95 (13d10)
Fort +13 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +20, Will +11; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Longsword +15/+10/+5 (1d8+2/19-20/x2)
Ranged +4 Composite longbow (Str +2) +25/+20/+15 (1d8+6/x3)
Special Attacks favored enemies (giants +4, goblinoids +2, undead +4)
Ranger Spells Prepared (CL 10):
3 (1/day) Water Walk
2 (3/day) Barkskin, Cat's Grace, Bear's Endurance
1 (4/day) Longstrider, Resist Energy, Speak with Animals, Entangle (DC 13)
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Statistics
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Str 14, Dex 24, Con 10, Int 12, Wis 14, Cha 10
Base Atk +13; CMB +15; CMD 31
Feats Deadly Aim -4/+8, Dodge, Endurance, Improved Initiative, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Skills Acrobatics +4 (+0 jump), Bluff +0 (+4 vs. giants, +2 vs. goblinoids, +4 vs. undead), Climb +15, Escape Artist +4, Fly +4, Heal +18, Perception +20 (+24 vs. giants, +22 vs. goblinoids, +24 vs. undead, +24 while in forest terrain, +24 while in mountainous terrain, +22 while in urban terrain), Ride +20, Sense Motive +2 (+6 vs. giants, +4 vs. goblinoids, +6 vs. undead), Spellcraft +17 (+19 to determine the properties of a magic item), Stealth +20 (+24 while in forest terrain, +24 while in mountainous terrain, +22 while in urban terrain), Survival +18 (+22 vs. giants, +20 vs. goblinoids, +22 vs. undead, +22 while in forest terrain, +22 while in mountainous terrain, +20 while in urban terrain, +24 to track), Swim -1 (+3 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Elven
SQ camouflage, combat styles (archery), elven magic, favored terrains (forest +4, mountainous +4, urban +2), hunter's bonds (companions), quarry, swift tracker, track, wild empathy, woodland stride
Other Gear +5 Breastplate, +4 Composite longbow (Str +2), Arrows (20), Longsword, Amulet of natural armor +1, Belt of incredible dexterity +6, Cloak of resistance +5, Ring of protection +2, Quiver of Blunt Arrows (30), You have no money!

Terrem
Male Human Cleric 13
NG Medium Humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 28, touch 10, flat-footed 28 (+14 armor, +4 shield, -1 Dex, +1 deflection)
hp 107 (13d8+26)
Fort +15, Ref +8, Will +18
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +10/+5 (1d4+5/x2) and
+4 Heavy mace +19/+14 (1d8+9/x2)
Ranged Light crossbow +8/+3 (1d8/19-20/x2)
Special Attacks holy lance for 6 rounds (2/day)
Spell-Like Abilities Strength Surge (8/day), Touch of Good (8/day)
Cleric Spells Prepared (CL 13):
7 (1/day) Resurrection, Grasping Hand
6 (2/day) Cure Moderate Wounds, Mass, Heal, Stoneskin
5 (4/day) Spell Resistance, Righteous Might, Breath of Life (DC 20), Flame Strike (DC 20), Flame Strike (DC 20)
4 (5/day) Spell Immunity, Discern Lies (DC 19), Holy Smite (DC 19), Divine Power, Divine Power, Restoration
3 (5/day) Searing Light, Searing Light, Prayer, Remove Disease, Magic Circle against Evil, Dispel Magic
2 (5/day) Restoration, Lesser, Bull's Strength, Aid, Shield Other, Bear's Endurance, Bear's Endurance
1 (6/day) Divine Favor, Shield of Faith, Entropic Shield, Comprehend Languages, Enlarge Person (DC 16), Bless, Sanctuary (DC 16)
0 (at will) Stabilize, Read Magic, Guidance, Light
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Statistics
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Str 20, Dex 8, Con 14, Int 10, Wis 21, Cha 14
Base Atk +9; CMB +14; CMD 24
Feats Armor Proficiency (Heavy), Combat Casting, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Shield Focus, Weapon Focus (Heavy mace)
Skills Acrobatics -7 (-11 jump), Climb -1, Escape Artist -7, Fly -7, Heal +21, Knowledge (religion) +16, Ride -7, Sense Motive +21, Stealth -7, Swim -1
Languages Common
SQ aura, cleric channel positive energy 7d6 (7/day) (dc 20), domains (good, strength), might of the gods (13 rounds/day), spontaneous casting
Other Gear +5 Full plate, +1 Heavy steel shield, +4 Heavy mace, Crossbow bolts (10), Light crossbow, Belt of giant strength +6, Cloak of resistance +5, Headband of inspired wisdom +4, Ring of protection +1, You have no money!

As I've said above, the major issue here is primarily the Ranger, though the Paladin and Bard can also be a pain when they stack all of their abilities... interestingly enough they don't do it very often, generally because they don't need to!

Tim