Shisumo
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I have, but I'm waiting to repost them until after Alpha 2 comes out.
If you want to see what they look like currently, though, you can search the forums for "Iconics Reborn." There are a few technical issues with them as they stand (most notably, I have Valeros using two Combat Feats at once), but they serve as a starting point.
Shisumo
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Shisumo wrote:Well? :-)I have, but I'm waiting to repost them until after Alpha 2 comes out.
Okay, but only Valeros, Merisiel and Kyra for now. I want to wait until I see Ezren's 7th level stats before I remake him, and starting from scratch takes longer (and this is term paper season, when by rights I sholdn't be anywhere near a gamebook...).
Shisumo
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Valeros CR 1
CG Medium humanoid (human)
Init +6; Senses Perception -1
DEFENSE
AC 17, touch 12, flat-footed 15
(armor +5, Dex +2)
hp 12 (1d10+2)
Fort +3, Ref +2, Will -1
Maneuver Resistance 19
OFFENSE
Spd 20 ft.
Melee longsword +5 (1d8+3, 19-20/x2) or
longsword +3 (1d8+3, 19-20/x2) and shortsword +2 (1d6+1, 19-20/x2)
Ranged shortbow +3 (1d6, 20/x3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Base Atk +1; CMB +4
Feats Improved Initiative, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Climb +2, Intimidate +4, Ride +6, Swim -3
Languages Common, Goblin
SQ favored class (fighter)
Combat Gear alchemist’s fire; Other Gear chainmail, longsword, shortbow with 20 arrows, shortsword, backpack, rations (2), silk rope, 1 gp
Valeros CR 5
CG Medium humanoid (human)
Init +7; Senses Perception -1
DEFENSE
AC 21, touch 13, flat-footed 18
(armor +6, Dex +3, shield +1)
hp 42 (5d10+10)
Fort +5, Ref +4, Will +0
Maneuver Resistance 23
Defensive Abilities armor training +1
OFFENSE
Spd 20 ft.
Melee +1 longsword +11 (1d8+7, 19-20/x2) or
+1 longsword +9 (1d8+7, 19-20/x2) and +1 shortsword +7 (1d6+2, 19-20/x2)
Ranged masterwork composite (+3) longbow +9 (1d8+3, 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks weapon training (heavy blades) +1
STATISTICS
Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 10
Base Atk +5; CMB +8
Feats Combat Expertise, Improved Initiative, Power Attack, Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +9, Intimidate +8, Ride +9, Swim +7
Languages Common, Goblin
SQ favored class (fighter)
Combat Gear alchemist’s fire, potion of bull’s strength, potion of bear’s endurance, potion of cure moderate wounds (2); Other Gear +1 breastplate, +1 longsword, +1 shortsword, masterwork composite (+3) longbow with 20 arrows, silver dagger, backpack, rations (6), lucky tankard, silk rope, 135 pp, 50 gp
Valeros CR 10
CG Medium humanoid (human)
Init +8 Senses Perception -1
DEFENSE
AC 25, touch 14, flat-footed 21
(armor +9, Dex +4, natural +1, shield +1)
hp 79 (10d10+20)
Fort +9, Ref +8, Will +3
Maneuver Resistance 30
Defensive Abilities armor training +2
OFFENSE
Spd 30 ft.
Melee +1 frost longsword +20/+15 (1d8+10, 17-20/x2, plus 1d6 cold) or
+1 longsword +18/+13 (1d8+10, 17-20/x2, plus 1d6 cold) and +1 shortsword +17/+12 (1d6+6, 19-20/x2)
Ranged +1 composite (+5) longbow +15/+10 (1d8+6, 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks weapon training (heavy blades) +2, weapon training (light blades) +1
STATISTICS
Str 20, Dex 19, Con 12, Int 13, Wis 8, Cha 10
Base Atk +10; CMB +15
Feats Combat Expertise, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus (longsword), Weapon Focus (shortsword), Weapon Specialization (longsword), Weapon Specialization (shortsword)
Skills Climb +18, Intimidate +13, Ride +17, Swim +18
Languages Common, Goblin
SQ favored class (fighter)
Combat Gear potion of cure moderate wounds (3); Other Gear +2 mithral breastplate, +1 frost longsword, +1 shortsword, +1 composite (+5) longbow with 20 arrows, silver dagger, amulet of natural armor +1, belt of giant strength +4 and incredible dexterity +2, cloak of resistance +1, backpack, rations (6), lucky tankard, silk rope, 23 pp, 12 gp
Valeros CR 15
CG Medium humanoid (human)
Init +10 Senses Perception -1
DEFENSE
AC 32, touch 18, flat-footed 27
(armor +12, deflection +3, Dex +5, natural +1, shield +1)
hp 147 (15d10+60)
Fort +14, Ref +13, Will +6
Maneuver Resistance 36
Defensive Abilities armor training +4
OFFENSE
Spd 30 ft.
Melee +4 frost cold iron longsword +30/+25/+20 (1d8+17, 17-20/x2, plus 1d6 cold) or
+4 frost cold iron longsword +28/+23/+18 (1d8+17, 17-20/x2, plus 1d6 cold) and +2 shortsword +26/+21/+16 (1d6+9, 19-20/x2)
Ranged +1 composite (+5) longbow +23/+18/+13 (1d8+7, 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks weapon training (heavy blades) +3, weapon training (light blades) +2, weapon training (bows) +1
STATISTICS
Str 22, Dex 22, Con 16, Int 13, Wis 8, Cha 10
Base Atk +15; CMB +21
Feats Combat Expertise, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus (longsword), Weapon Focus (shortsword), Weapon Specialization (longsword), Weapon Specialization (shortsword), Weapon Swap
Skills Climb +23, Intimidate +18, Ride +23, Swim +23
Languages Common, Goblin
SQ favored class (fighter)
Combat Gear potion of cure moderate wounds (3); Other Gear +3 mithral breastplate, +4 frost cold iron longsword, +2 shortsword, +1 composite (+5) longbow with 20 arrows, silver dagger, amulet of natural armor +1, belt of giant strength +6 and incredible dexterity +4 and mighty constitution +4, ring of protection +3, cloak of resistance +2, backpack, rations (6), lucky tankard, silk rope, 43 pp, 12 gp
Shisumo
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Merisiel CR 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5 (+7 for sight or sound)
DEFENSE
AC 15, touch 13, flat-footed 12
(armor +2, Dex +3)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1 (+3 vs enchantments)
Maneuver Resistance 16
Immune sleep
OFFENSE
Spd 30 ft.
Melee rapier +1 (1d6+1, 18-20/x2)
Ranged dagger +3 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 17, Con 12, Int 9, Wis 13, Cha 11
Base Atk +0; CMB +1
Feats Dodge
Skills Acrobatics +7, Climb +5, Disable Device +7, Intimidate +4, Knowledge (local) +4, Perception +5 (+7 for sight or sound), Stealth +7
Languages Common, Elven
SQ keen senses, elven magic, trapfinding
Combat Gear acid, alchemist’s fire (2), thunderstone; Other Gear leather armor, daggers (6), rapier, backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves’ tools, 25 gp
Merisiel CR 5
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7 (+9 for sight or sound)
DEFENSE
AC 19, touch 15, flat-footed 19
(armor +4, Dex +5)
hp 31 (5d8+5)
Fort +2, Ref +9, Will +2 (+4 vs enchantments)
Maneuver Resistance 23
Defensive Abilities evasion, uncanny dodge
Immune sleep
OFFENSE
Spd 30 ft.
Melee +1 rapier +9 (1d6+2, 18-20/x2)
Ranged dagger +8 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, sneak attack +3d6
STATISTICS
Str 12, Dex 20, Con 12, Int 9, Wis 13, Cha 11
Base Atk +3; CMB +8
Feats Agile Maneuvers, Dodge, Mobility, Weapon Finesse
Skills Acrobatics +13, Bluff +7, Climb +7, Disable Device +15, Intimidate +6, Knowledge (local) +6, Perception +7 (+9 for sight and sound), Sleight of Hand +11, Stealth +13
Languages Common, Elven
SQ keen senses, elven magic, trapfinding
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +1 studded leather armor, +1 rapier, daggers (6), gloves of Dexterity +2, backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, masterwork thieves’ tools, 175 gp
Merisiel CR 10
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +11 (+13 for sight or sound)
DEFENSE
AC 23, touch 16, flat-footed 23
(armor +6, deflection +1, Dex +5, natural +1)
hp 58 (10d8+10)
Fort +6, Ref +14, Will +4 (+6 vs enchantments)
Maneuver Resistance 27
Defensive Abilities evasion, improved uncanny dodge, trap sense +3, uncanny dodge
Immune sleep
OFFENSE
Spd 30 ft.
Melee +1 keen rapier +13/+8 (1d6+2, 15-20/x2)
Ranged dagger +12/+7 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, crippling strike, slow reactions, sneak attack +5d6, surprise attacks
STATISTICS
Str 12, Dex 21, Con 12, Int 9, Wis 13, Cha 11
Base Atk +7; CMB +12
Feats Agile Maneuvers, Deft Hands, Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +18 (+23 when jumping), Bluff +11, Climb +9, Disable Device +20, Intimidate +8, Knowledge (local) +7, Perception +11 (+13 for sight or sound), Sleight of Hand +18, Stealth +23
Languages Common, Elven
SQ keen senses, elven magic, trapfinding, unnatural beauty
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +3 shadow silent moves studded leather armor, +1 keen rapier, daggers (12), gloves of Dexterity +2, amulet of natural armor +1, boots of speed, ring of jumping, ring of protection +1, backpack, rations (3), masterwork thieves’ tools, polished jade, 120 pp
Merisiel CR 15
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +14 (+16 for sight or sound)
DEFENSE
AC 29, touch 18, flat-footed 29
(armor +8, deflection +3, Dex +5, natural +3)
hp 86 (15d8+15)
Fort +6, Ref +17, Will +6 (+8 vs enchantments)
Maneuver Resistance 38
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +5, uncanny dodge
Immune sleep
OFFENSE
Spd 40 ft.
Melee +4 keen rapier +23/+18/+13 (1d6+5, 15-20/x2)
Ranged masterwork dagger +20/+15/+10 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, crippling strike, opportunist, slow reactions, sneak attack +8d6, surprise attacks
STATISTICS
Str 12, Dex 26, Con 12, Int 9, Wis 13, Cha 11
Base Atk +11; CMB +19
Feats Agile Maneuvers, Defensive Combat Training, Deft Hands, Dodge, Mobility, Quick Draw, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+31 when jumping), Bluff +14, Climb +12, Disable Device +28, Intimidate +11, Knowledge (local) +10, Perception +14 (+16 for sight or sound), Sleight of Hand +26, Stealth +31
Languages Common, Elven
SQ keen senses, elven magic, trapfinding
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +5 shadow silent moves studded leather armor, +4 keen rapier, masterwork daggers (12), gloves of Dexterity +6, amulet of natural armor +3, boots of striding and springing, ring of invisibility, ring of protection +3, backpack, rations (3), masterwork thieves’ tools, polished jade, 15 pp
Shisumo
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Kyra CR 1
NG Medium humanoid (human)
Init -1; Senses Perception +3
Aura faint good
DEFENSE
AC 15, touch 9, flat-footed 15
(armor +4, Dex -1, shield +2)
hp 11 (1d8+3)
Fort +4, Ref -1, Will +7
Maneuver Resistance 16
OFFENSE
Spd 20 ft.
Melee scimitar +1 (1d6+1, 18-20/x2)
Ranged light crossbow -1 (1d6, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks rebuke death (1d4), sun’s touch (1d8), channel positive energy 6/day (1d6, DC 11)
Spells Prepared (CL 1st):
1st - bless, command (DC 14)
0 - detect magic, light, read magic
Domains Healing, Sun
STATISTICS
Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +1
Feats Extra Turning, Iron Will
Skills Heal +7, Knowledge (religion) +4, Spellcraft +4
Languages Common
SQ favored class (cleric)
Combat Gear none; Other Gear chain shirt, heavy wooden shield, light crossbow with 10 bolts, scimitar, backpack, rations (6), silver holy symbol, 12 gp
Kyra CR 5
NG Medium humanoid (human)
Init -1; Senses Perception +4
Aura strong good
DEFENSE
AC 19, touch 10, flat-footed 19
(armor +6, deflection +1, Dex -1, shield +3)
hp 41 (5d8+15)
Fort +7, Ref +1, Will +11
Maneuver Resistance 19
OFFENSE
Spd 20 ft.
Melee +1 scimitar +6 (1d6+2, 18-20/x2)
Ranged light crossbow +2 (1d6, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks rebuke death (1d4+2), sun’s touch (1d8+2), channel positive energy 6/day (3d6, DC 13)
Spell-Like Abilities (CL 5th)
At will – light
2/day – cure light wounds
1/day – heat metal (DC 13), lesser restoration
Spells Prepared (CL 5th):
3rd – blindness/deafness (DC 17), dispel magic
2nd – aid, bull’s strength, spiritual weapon
1st - bless, command (DC 15), divine favor, shield of faith
0 - detect magic, mending, read magic, resistance
Domains Healing, Sun
STATISTICS
Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +4
Feats Combat Casting, Extra Turning, Iron Will, Weapon Focus (scimitar)
Skills Heal +12, Knowledge (religion) +8, Spellcraft +8 (+12 when casting defensively)
Languages Common
SQ favored class (cleric)
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 chainmail, +1 heavy steel shield, +1 scimitar, light crossbow with 10 bolts, ring of protection +1, cloak of resistance +1, backpack, rations (6), gold holy symbol with continual flame cast on it, 35 pp
Kyra CR 10
NG Medium humanoid (human)
Init -1; Senses Perception +6
Aura overwhelming good
DEFENSE
AC 20, touch 10, flat-footed 20
(armor +7, deflection +1, Dex -1, shield +3)
hp 78 (10d8+30)
Fort +10, Ref +3, Will +17
Maneuver Resistance 23
Defensive Abilities healer’s blessing (fast healing 2, 10 rounds)
OFFENSE
Spd 20 ft.
Melee +1 holy scimitar +9/+4 (1d6+2, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks nimbus of light (1d8+5, 10 rounds), rebuke death (1d4+5), sun’s touch (1d8+5), channel positive energy 6/day (5d6, DC 18)
Spell-Like Abilities (CL 10th)
At will – light
5/day – cure light wounds
1/day – heat metal (DC 13), lesser restoration
Spells Prepared (CL 10th):
5th – righteous might, spell resistance, summon monster V
4th – air walk, divine power, freedom of movement, restoration
3rd – blindness/deafness (DC 19), dispel magic (2), remove disease
2nd – aid (x2), bull’s strength, resist energy, spiritual weapon (x2)
1st - bless, divine favor (x2), sanctuary (DC 17), shield of faith (x2)
0 - detect magic, mending, read magic, resistance
Domains Healing, Sun
STATISTICS
Str 13, Dex 8, Con 14, Int 10, Wis 23, Cha 12
Base Atk +7; CMB +8
Feats Combat Casting, Extra Turning, Improved Turning, Iron Will, Turn Outsider (evil), Weapon Focus (scimitar)
Skills Heal +19, Knowledge (religion) +13, Spellcraft +13 (+17 when casting defensively
Languages Common
SQ favored class (cleric)
Combat Gear vial of holy water (3), wand of cure moderate wounds (40 charges), wand of lesser restoration (25 charges); Other Gear +2 chainmail, +1 heavy steel shield, +1 holy scimitar, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, backpack, rations (4), gold holy symbol with continual flame cast on it, 30 pp
Kyra CR 15
NG Medium humanoid (human)
Init -1; Senses Perception +7
Aura overwhelming good
DEFENSE
AC 27, touch 11, flat-footed 27
(armor +10, deflection +2, Dex -1, shield +6)
hp 113 (15d8+45)
Fort +13, Ref +6, Will +20
Maneuver Resistance 28
Defensive Abilities healer’s blessing (fast healing 3, 15 rounds)
OFFENSE
Spd 20 ft.
Melee +3 holy scimitar +17/+12/+7 (1d6+6, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks nimbus of light (1d8+7, 15 rounds), rebuke death (1d4+7), sun’s touch (1d8+7), channel positive energy 6/day (7d6, DC 20)
Spell-Like Abilities (CL 15th)
At will – light
7/day – cure light wounds
1/day – flame strike (DC 16), heat metal (DC 13), lesser restoration, mass cure light wounds
Spells Prepared (CL 15th):
8th – holy aura (DC 25)
7th – destruction, quickened dispel magic, summon monster VII
6th – blade barrier (DC 23), greater dispel magic, heal, heroes’ feast
5th – righteous might, slay living (DC 22), spell resistance, summon monster V
4th – air walk, divine power (2), freedom of movement, restoration
3rd – daylight, dispel magic (2), prayer (2), remove disease
2nd – aid, bull’s strength, resist energy(x2), spiritual weapon (x2)
1st - bless (x2), divine favor (x2), sanctuary (DC 18), shield of faith
0 - detect magic, mending, read magic, resistance
Domains Healing, Sun
STATISTICS
Str 14, Dex 8, Con 14, Int 10, Wis 25, Cha 12
Base Atk +11; CMB +13
Feats Combat Casting, Extra Turning, Improved Turning, Iron Will, Turn Outsider (evil), Turning Smite, Quicken Spell, Weapon Focus (scimitar)
Skills Heal +25, Knowledge (religion) +18, Spellcraft +18 (+22 when casting defensively)
Languages Common
SQ favored class (cleric)
Combat Gear vial of holy water (3), scroll of resurrection, wand of cure serious wounds (50 charges), wand of restoration (25 charges); Other Gear +5 chainmail, +4 animated heavy steel shield, +3 holy scimitar, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +2, backpack, rations (4), gold holy symbol with continual flame cast on it, 30 pp
SirUrza
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Is there any kind of a consensus, official or otherwise, on what heritage Seoni would be? My vote goes for Arcane or Destined.
If one wants to maintain her unseen familiar, then it'd be Arcane. Since the familiar has never been shown in any of the art.. hard to say if it really needs to stick around.. but since she uses the same staff, one could argue it's her bond item.