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Bunnies Characters; A happy home.
Topic Started: Feb 23 2009, 12:08 AM (193 Views)
Bunnie
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Personal character storeage.
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Bunnie
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Snickers:

Warlock: [[Still adding a few things, such as descriptions and what not. Under Construtction.]]

Name: Snickers
Gender: Female
Race: Undead human spellscale

Level: 10

Current EXP: 54,000
Next Level: 66,000

HP: 130

BAB: +7/+2

Eldritch Blast Damage total: 7d6 = 5d6 (Levels) + 2d6 (Chasubel of Fell Power)

AC: 22 = 10 + 4 (Armor) + 4 (Dex) + 4 (Ring of Eternal Shield)

Str: 10 + 0
Dex: 18 + 4
Con: -
Int: 19 + 4
Wis: 18 + 4
Cha: 25 + 7/ 31 + 10 (Cloak of Charisma)

Saves:

Fort: 3 = 3 + 0
Ref: 7 = 3 + 4
Will: 11 = 7 + 4

Speed: 20ft

Feats:
1- Ability Focus: Eldritch Blast [+2 to any Eldritch blast DC]
3- Magical Attacker (Cha based) [Allows me to use my charisma bonus to hit with my Eldritch Blast]
6- Improved Toughness [Adds 1HP per level.]
9- Martial Study- Shadow Jaunt [Standard action to warp 50 ft 1/encounter. Out of battle warp 50 ft once per minute]
Background feat: Talented Invoker [Grants more invocations at 5th level, 10th level, 15th level, and 20th level, and a + 2 bonus on Spellcraft checks.]


Special: (Warlock)

Eldritch Blast - Deals 7d6 (Least or Lesser add ons + 2d6 Chasubel of Fell power)
Detect Magic - At 2nd level, use Detect Magic at will. Caster level equals Class Level
Damage Reduction 2/cold iron - At level three, gain resistance to physical attacks. At 7th level and every 4 levels after, add 1 to DR. Circumvented by Cold Iron.
Deceive Item - When making a Use Magic Device check, a warlock can always take 10, even if distracted or threatened.
Fiendish Resiliance - Once per day as a free action, enter a state for 2 minutes, warlock gains Fast Healing 1(HP). (Improves at 13th level and 18th level)
Energy Resistance 5 - At level 10, warlocks get resistance 5 to two elements. [fire, cold]

Special: (Undead)

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison
Immunity to sleep effects
Immunity to paralysis
Immunity to stunning
Immunity to disease
Immunity to death effects
Not subject to critical hits
Not subject to nonlethal damage
Not Subject to ability drain
Not subject to energy drain
Immunity to damage to physical ability scores (Strength, Dexterity, and Constitution)
Immunity to Fatigue effects
Immunity to Exhaustion effects
Harm spells heal
Cure spells damage
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed
Undead do not breathe, eat, or sleep
Darkvision - 60ft

Special: (Spell Scale)

Blood Quickening: Perform a draconic meditation to gain a benefit.
Aasterinian - Gains a bonus on Disguise checks (Equal to half of his character level) and the use of improved counter spell feat three times that day.
Astilabor - Gains a bonus on Appraise checks, And an unlimited use of Eschew materials for the day
Bahamut - When a spell is cast, choose a creature targeted or within the effect of the spell, if evil, the spell deals 2d6 points of damage in addition to the spells normal effects. Use 3/day on the day of meditation.
Chronepsis - Bonus on listen checks, and the use of Silent Spell feat for the day
Falasure - Treat all 'Inflict' spells as being on his spell list for the purpose of spell completion and spell trigger magic items on that day.
Garyx - Use Widen spell feat twice on that day
Hlal - Gains a bonus on Perform (Storytelling) checks, and the use of Heighten spell feat three times on that day.
Io - Gains a bonus on spell craft checks and the use of Empower Spell feat three times on that day.
Lendys - Gains bonus on Concentration checks and the use of the Still Spell feat for the day.
Tamara - Treats all 'cure' spells as being on spell list for the purpose of using spell completion and spell trigger magic items on that day.
Tiamat - When a spell is cast, can choose any creature targetted or in the area effect of a spell. If creature is good, spell deals 2d6 damage in addition to the normal effects. Can use three times on that day.

Spells:

Least:
Baleful utterance - shatter at will
Relentless Dispelling - Dispell twice for one action
Dark One's Luck - Adds Cha bonus to any save. Save bonus can be changed as a standard action.
Sickening Blast- Fort save VS Sickness (Current DC is 24)
Entropic warding- 20% miss chance and untrackable
Spiderwalk - Gain spider climb as the spell, and immunity to webs.

Lesser:
Eldritch Glaive - Shapes my Eldritch blast into that of a glaive and provides for reach and AoO's. (Dragon Magic book) [Cha to hit, with feat, and regular Eldritch laser damage.]
Curse of Despair- Place a curse on subject. Choose one of three effects: -6 decrease to an ability score, - 4 penalty on attack rolls, saves, checks and skill checks., or each turn the target has a 50% chance to act normally or take no action.
Walk unseen - allows invisibility
Fell Flight -

Greater:

Dark:

Skills:

Spellcraft: 17 = 13 + 4 (Int)
Concentration: 23 = 13 + 10 (Cha)
Sense Motive 17 = 13 + 4 (Wis)
Use Magic Device 23 = 13 + 10 (Cha)
Intimidate: 23 = 13 + 10 (Cha)
Knowledge: the Planes: 17 = 13 + 4 (Int)

Languages: Common, Draconic, Infernal, Celestial, Abyssal, Ignan


Equipment:

Chasuble of Fell Power (Greater) - boosts damage from your eldritch blast. Buy this. (Complete Arcane) (+2d6 to eldritch blast) (18000)

*Cloak of Charisma + 6 (36,000)

* Ring of Eternal Shield is 4000g I think for immunity to magic missiles and +4 shield

* Mithril Chain Shirt (+4 AC bonus, Max Dex Bonus +4.) (1100)

5,900 gp
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Bunnie
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Wem:

Name: Wem
Race: Kopiko
Gender: F
Color: Pink
Class: Cloistered Cleric 9

Str 8 /-1
Dex 14/+2
Con 10/0
Int 12/+1
Wis 21/+5
Cha 16/+3- 18/ +4

HP: 54
AC: 23 = 10+1(Monk belt)+5 (Wis from monk belt)+4(Ring of Shield)+1 (Size)+2 (Dex)
BAB: 6/1


Skills:

Knowledge: Planes - 12 + 1 = 13
Knowledge: Religion - 12 + 1 = 13
Knowledg: Arcana - 12 + 1 = 13
Knowledge: Nature - 12 + 1 = 13
Concentration - 12 + 0 = 12
Spellcraft - 12 + 1 = 13
Decipher Script - 12 + 1 = 13

Class Features:

Turn Undead

Domains:

Knowledge:
1 Detect hidden doors
2 Detect Thoughts
3 Clairaudiance/clairvoyance
4 Divination
5 True seeing
6 Find the Path
7 Legend Lore
8 Discern Location
9 Foresight

Healing:
1 Cure Light wounds
2 Cure Moderate wounds
3 Cure serious wounds
4 Cure critical wounds
5 Cure light wounds, Mass
6 Heal
7 Regenerate
8 Cure critical wounds, Mass
9 Heal, Mass

Magic:
1 Message
2 Mage Armor
3 Invisibility
4 Unicorn Arrow
5 Dimension Door
6 Shadow Evocation
7 Disintigrate
8 Finger of Death
9 Irresistable Dance

Feats:

Extra Turning - Gives 4 extra turn attempts per day
Spontaneous Domains - Allows one to randomly pick a domain spell to cast at any time.
Heighten Spell - Increases spell level
Twin Spell - Can cast spell twice in the same round
DMM Twin spell (Burns 5 turns) - No prep needed, just use turning attempts
Customize Domain - Choose domain spells for Magic domain from the Sor/Wiz spell list

Items:
Monks Belt (+1 AC and adds Wis to AC when unarmored)
Phylactery of Undead turning (Allows cleric to turn as a cleric of 4 levels higher)
Cloak of Cha +2
Ring of Eternal Shield (Immune to Magic missile, gives a +4 shield bonus to AC)
4,000 GP

Racial traits:

Small size (+1 to AC and Attacks, +4 Hide, less carrying limits and smaller weapons, -4 grapple/intimidate)
Sense Magic: With their tails they can try to detect magic in an area. This works as the spell Detect Magic, but only is able to detect the presence or absence of magic. This is a standard action, which lasts for a duration of Concentration.
Absorb Magic: Body works as a spell storing unit, holding spell levels up to half of their HD. One spell at a time. Can hold them for 1 day per every 6 HD past 1st.
Draw: Target an Arcane spellcaster within 30 feet and absorb a spell. If successful it stores it in it's body if there is space. Can only absorb spells up to the level the body can hold.
Magic Bound: Damage is caused by Dispell magic, Antimagic Field, and Mage's Disjuntion (Save VS Death effect)
Cold Iron Weakness: 150% damage from cold iron weapons
Magic Aura
Darkvision: 60 feet of B&W darkvision
SLA: 1/day Prestidigitation, Arcane Mark, Detect Magic (Cha based saves)

Langauges: Common, Pangal, Draconic
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Bunnie
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Ezra:

Ezra the Human: Level 4 Spec. Wiz / 2 Master Specialist (Evocation)

Evocation specialization

Scores:

Str: 10
Dex: 16 / +3
Con: 12/ +1
Int: 19 / +4
Wis: 10
Cha: 10

HP: 30

BAB: +3

Fort: 2 =1 + 1 (Con)
Ref: 6 =1 + 3 (Dex) + 2 (Charm)
Will: 7 = 7 + 0

AC: 17 =10 + 3 + 1(Nat) + 1(Deflection) + 1 (Luck) + 1 (Divine)

Forbidden Schools:

Enchantment
Transmutation

Feats:

Spell Focus: Evocation - Add +1 to DC's for all Evocation spells
Endurance:
Troll Blooded: Regeneration 1/ Fire, acid. Removed body parts reatach if held to the stump for a full round, otherwise regrow in 3d6 days. Become fatigued in sunlight
Empower Spell: (Increases random variables by one half. An empowere spell takes up a spell slot two levels higher.)
Energy Substitution: Choose one type of energy (Acid, cold, electricity, fire, sonic) and when using a spell of that type, you can modify the spell to use your chosen type of energy instead. [[Chosen: Sonic]]

Special:
+2 Spellcraft checks to learn spells from chosen school
Prepare one additional spell from chosen school per day
Summon Familiar
Scribe Scroll
Skill Focus (Spellcraft) +3 to spellcraft checks
Expanded spell book (Add one more spell of any level you can cast)

Familiar: None (Reason upon request. Will write story if I find the time.) But has the ability of the weasle due to a charm. (+ 2 reflex saves)


Skills:

Knowledge Arcana: = 9 + 4 (Int)
Knowledge Planes: = 9 + 4 (Int)
Knowledge Religion: = 9 + 4 (Int)
Spellcraft: = 9 + 4 (Int)
Concentration: = 9 + 2 (Con)
Decipher Script: = 9 + 4 (Int)


Spellbook spells:

Level 0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost sound, Disrupt UNdead, Touch of Fatigue, Arcane Mark, Prestidigitation
Level 1: Magic Missile, Burning Hands, Shocking Grasp, Floating Disc, Ray of Enfeeblement, Grease, Mage Armor, Shield, Identify
Level 2: Scorching Ray, Shatter, See Invisibility, Seeking Ray (PHBII)
Level 3: Manyjaws (SpC), Fireball, Lightning Bolt, Displacement, Scintilating Sphere
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:

Spell slots

0 - 4
1 - 3 + 1[Focus] +1 [Bonus]- (Magic Missile, Ray of Enfeeblement, Grease, Burning Hands, Mage Armor)
2 - 3 + 1[Focus] + 1 [Bonus]- (Scorching Ray, Scorching Ray, Shatter, See Invisibility, Seeking Ray)
3 - 2 + 1[Focus] + 1 [Bonus]- (Magic Missile, Fireball, Lightning Bolt, Scintilating Sphere)

Money: 10,300
(Account for Spellweave - 2700)

Ring of deflection +1 (2000)
Amulet of natural Armor +1 (2000)
Cape of luck + 1 (2500)
Bracers of Divine Protection + 1 (2500)
*Charm of the Weasle (-)

((Still smoothing out some kinks and adding some descriptions to stuff.))
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Bunnie
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Nessy:

http://playrpgonline.net/3eprofiler/view.php?id=3116
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Bunnie
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Esrom:

http://playrpgonline.net/3eprofiler/view.php?id=3124
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Bunnie
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Cameo:

http://www.playrpgonline.net/3eprofiler/view.php?id=3126
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Bunnie
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Odin:

Odin the +1LA/ Rogue 12/ Warblade 1 // Barbarian 6 / Frenzied Berserker 8

Current EXP/Next Level: 95,000/105,000

Size/Type: Medium Monsterous Humanoid
Race: Vurcar (+1LA)
Hit Dice: 14d12+ 84 = 252
Initiative: + 3
Speed(Land/Fly): 30+10(Fast movement)+10(Collar)/40+10(Collar) = 50/50
Armor Class: 26 (+ 4 Armor, + 3 Dex, + 7 Amulet of shield and Nat Arm, + 2 Ring of deflection) Touch:15 Flat-footed: 26 (Uncanny dodge)
BAB/Grapple: +14/27
Attack: Large Great Cleaver +24/+19/+14 (3d8+13/9d6 sneak)
Attack (Dive): +26 (3d8+13x2 / 9d6sneak)
Space/Reach: 5ft./5ft.
Special Qualities: Powerful build, Winged, Flight, Superb Strategist (When Flanking, + 1 untyped attack Bonus)
Saves: Fort: +17 , Dex: +11 , Will: +12

Ability Scores:
Str - 25 + 7/ 29 + 9
Dex - 12 + 1/ 16 + 3
Con - 18 + 4/ 22 + 6
Int - 12 + 1
Wis - 10 0
Cha - 10 0

Skills:
Jump: +36 =17(Ranks) + 9 (Str) + 10 (Racial)
Handle Animal: +17 =17(Ranks) + 0
Hide: +28 =17 (Ranks) + 3 (Dex) + 8 (Collar)
Move Silently: +26 =17 (Ranks) + 3(Dex) + 6 (Collar)
Open Lock: +20 = 17 (Ranks) + 3 (Dex)
Spot: +17 = 17 (Ranks) + 0
Search: +18 = 17 (Ranks) + 1(Int)
Listen: +17 = 17 (Ranks) + 0
Use Magic Device: +4 = 4 (Ranks) + 0

Weapon Groups:
Simple
Heavy Blades
Exotic Heavy blades
Picks and Hammers

Specials:

Barbarian:
Rage 2/day: (+4 Str, + 4 Con, + 2 Morale Will saves, - 2 AC, [11 rounds])
Fast movement: Land speed increases +10ft with no-medium armor and not carrying heavy load
Uncanny Dodge: Retains dex bonus to flat-footed AC unless immobilized.
Endurance (Barbarian Alternate Feature, level 3): +4 to swim and con checks made to avoid non-lethal damage, breath holding, or running.
Iron Will (Barbarian Alternate Feature, level 6): +2 to all Will saves

Frenzied Berserker:
Greater Frenzy 4/day: (+10 str (Stacks with Rage) -4 AC (Stacks with Rage) and takes -2 Nonlethal/round [9 rounds/ 11 rounds {rage}])
Diehard:
Supreme Cleave: 5 foot step between attacks when using Cleave of Great Cleave 1/round.
Deathless Frenzy: During frenzied state, character not unconcious at 0HP, nor dying -1 to -10 HP, continues to fight until Frenzy ends.
Improved Power Attack: +3 bonus damage for every -1 to hit when using power attack with two handed weapon
Inspire Frenzy 2/day: All willing allies in 10 feet are Frenzied when you are

Rogue:
Sneak Attack: 6d6
Trap sense + 4
Evasion: Succcessful Ref Save takes no damage
Improved Uncanny Dodge: Can no longer be flanked unless attacker has 4 more rogue levels.
Special Ability: Improved Evasion: Half damage on failed Reflex save

Warblade:
Iron Surge Heart: Remove effect, gain + 2 morale bonus on attacks
Steel Wind: Attack two threatened opponents in one round.
Mithral Tornado: Make attacks against all adjacent foes + 2 on each attack at highest attack bonus


Flaw (1) Shakey: Offers -2 on ranged attacks

Feats:
Power Attack: Subtract a number from your attack roll and add it to damage. If you're using a two handed weapon, the number subtracted is doubled in damage dealt.
Cleave: Kill one creature, make a free attack on another creature within reach at the same bonuses you dropped the first creature at. Use is once per round.
Craven: Add HD to attack damage. -2 on saves against Fear
Destructive Rage: Gain a +8 bonus on STR checks to smash objects. (Doors, chests, etc.)
Intimidating Rage: Once per encounter choose a foe within 30 feet and cause them to be 'shaken' for as long as you are raging (As a free action)
Instantaeous Rage: Can Rage even when it's not your turn, it's an immidiate action and can be used before the results of the attack are known.
Martial Study: Cloak of Deception: Activated as a standard action, You gain Greater Invisibility for one round.
Martial Stance: Assassins stance (Gained from Flaw): Gain +2d6 Sneak attack
Steadfast Determination: Never fail a Fort save on a natural 1, and Con to Will

Items:

Belt of Great Prowess (50,000)- + 4 to str, dex, and con

Collar of Permanent Umbral Metamorphosis (22,000) - Adds Dark Creature template so long as item is worn. ((+ 10 to base speed of all movement, Darkvision 60 ft, Hide in Plain Sight [use hide even while being observed, except daylight.], Resistance to col 10, Superior low-light vision, + 8 Hide, + 6 Move Silently))

Large Great Cleaver (18,700) + 1, (Precision: 1d6 sneak attack, Brutal Surge: Make a bull rush attempt 1+con mod/day without provoking attacks of opportunity)

Mythril chain armor (4,000) +1, (Blurring [20% miss chance]) + 4 AC armor bonus (+6 dex bonus)

Amulet of Eternal Shield and Natural Armor (22,000) - + 4 AC shield bonus, immunity to magic missile. + 3 Natural armor

Ring of Deflection + 2 (8,000) - + 2 AC deflection mod

Handy Haversack (2000)

1300gp

General:

Coming soon when I am not so dead. x_x

((DD if the formatting needs changing or you have questions about anything or you feel something needs to be adjusted, lemme know and I will fix it so HARD!))
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