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[OOC] In der grünen Hölle

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sindar:
 :-[ Sorry, dass ich gstern nicht da war, hatte zu viel um die Ohren.

So, ich habe mich mit Trix abgesprochen: der wird Diplomacy maxen, damit habe ich Punkte fuer Handle Animal uebrig :D
Damit fliegt bei mir der Negotiator natuerlich 'raus. Bin grade ernsthaft am ueberlegen, ob ich Dex auf 13 hebe und dafuer Str auf 13 senke, damit kann ich mir naemlich noch Rapid Shot holen. Anderenfalls steht im Complete Divine noch 'n Feat 'Divine Spell Power' drin; Nachteil: Wenn ich schlecht wuerfel, kann das einen Abzug auf den Caster Level geben, ausserdem kostet es noch mehr Turn Attempts, und Divine Metamagic / Persistent Spell frisst da schon einige. Ich neige im Moment zu ersterer Moeglichkeit.
EDIT: Sehe gerade, die Perle, die Feuersaenger da angegeben hat, ist eh besser fuer die Casterlevel, also wird es Rapid Shot, damit Str 13 und Dex 13.

Name: Estril Gerreson
Rasse: Mensch
Klasse: Kleriker der Ehlonna ( 8 ), Prestigeklasse Radiant Servant (10) --> Casterlevel 18
Gesinnung: Neutral Gut

Damit sind die Eigenschaftswerte (Startwerte) (Modifier):
Str. 14 (14) (+1)
Dex. 13* (12) (+1)
Con. 14 (14) (+2)
Int. 14 (14) (+2)
Wis. 20 (16) (+5)
Cha. 12 (12) (+1)

Save-Boni:

Fort: 15 [6 (base cleric) + 7 (base rad. serv.) + 2 (Con mod.)]
Reflex: 6 [2 (base cleric) + 3 (base rad. serv.) + 1 (Dex mod.)]
Will: 18 [6 (base cleric) + 7 (base rad. serv.) + 5 (Wis mod.)]

Feats sind damit:

1 Extra Turning
1 Zen Archery (Complete Warrior oder Sword & Fist): Fernangriffe mit WIS statt DEX
3 Extend Spell
6 Persistent Spell (CArc oder FR) *
9 Divine Metamagic: Persistent Spell
12 Point Blank Shot
15 Precise Shot
18 Rapid Shot

Weil Diplomacy bei mir dann ganz 'rausfliegt (Sense Motive moechte ich erstmal noch behalten) und Spellcraft auf sowas wie 10 sinkt, gehen einige Punkte in Handle Animal *freu*

Skill                             Verwendete Punkte     Raenge      Gesamt-Bonus (Attribut)
Concentration                21                           21             23 (Con)
Handle Animal                10                            5               6 (Cha)
Heal                             10                           10             15 (Wis)
Knowledge (Nature)        10                           10             13 (Int)
Knowledge (Religion)       11                           11             14 (Int)
Knowledge (the Planes)   10                           10             12 (Int)
Sense Motive                 10                            5             10 (Wis)
Spellcraft                      10                           10             12 (Int)
Survival                        10                            5             10 (Wis)

2 Skillpunkte gehen fuer den Skilltrick "Swift Concentration" drauf, den finde ich nuetzlich.

* Der Wert ist nicht wegen Stufe, sondern wegen Gegenstand, Tome of Dexterity (oder wie das heisst) um einen gestiegen.

Gegenstaende:

- Mithral Fullplate, mundan
- Animated Large Shield +1
- Mighty (+5) Composite Force Longbow (schreibt man das so, wenn man dem die Property "Force" geben will?)
- Quiver of Ehlonna
- Langschwert
- Periapt of Wisdom +6
- Cloak of Charisma +4
- Gloves of Dexterity +4
- Boots of Toughness (Con +4)

Was soll ein Ring of Protection sein? Ist das sowas wie eine Vest of Resistance?
Und: Sind ein Cloak und eine Vest kombinierbar? Wenn nein, ersetzt die Vest of Resistance den Cloak of Charisma.

Berechnung der HP und Rettungswuerfe kommt noch

Feuersänger:
Wie gesagt, es gibt auch Tomes/Manuals, die dir jedes Attribut für 27500GP pro Punkt inhärent anheben. Wenn du also diese Summe übrig hast, kannst du auch so auf Dex 13 kommen, ohne deine Str dafür zu senken.

Zu beachten ist, dass Inhärente Boni nicht miteinander stacken, man sollte also keinen +1 Tome für ein Attribut kaufen, das man später nochmal mit so einem Schmöker anzuheben gedenkt. Aber Dex brauchst du ja anderweitig nicht.

TRIX:
Mahlzeit... hatte die Woche bisher leider viel um die Ohren und komm daher erst jetzt dazu mich wieder zu melden...

Hier dann mal der Char (werde alle evtl. noch folgenden Änderungen hier in den Post packen, damit nicht 20 verschiedene Char-Posts existieren :) )

Basic Information
Name: working title Gabriel
Race: Aasimar (ECL +1)
Class: Paladin 17

Attributes
AttributValueBonusDetailedSTR20+514 (Start) + 6 (Item)DEX16+312 (Start) + 4 (Item)CON20+514 (Start) + 6 (Item)INT14+214 (Start)WIS14+212 (Start) + 2 (Race)CHA28+916 (Start) + 2 (Race) + 4 (Level-Ups) + 6 (Item)

Misc. Values
Saves
* Fortitude 25 (10 (Base) + 5 (CON) + 9 (Divine Grace) +1 (Ioun Stone: Pale green))
* Reflex 18 (5 (Base) + 3 (DEX) + 9 (Divine Grace) +1 (Ioun Stone: Pale green))
* Will 17 (5 (Base) + 2 (WIS) + 9 (Divine Grace) +1 (Ioun Stone: Pale green))
Ini 3 (3 (Dex))

AC 28 (10 (Base) + 3 (DEX) + 9 (Mithral Full Plate of Speed) + 5 (Winged Shield) + 1 (Ioun Stone: Dusty rose))

Attacks 28 / 23 / 18 / 13 (17/12/7/2 (BAB) + 5 (STR) + 5 (Holy Avenger) + 1 (Ioun Stone: Pale green))

HP 180 (10 (Start) + 17*5 (CON) + 16*d10=85 (s. 1 Seite des Threads))

SR 22 (Holy Avenger)

Skills
Alle +1 durch Ioun Stone: Pale green
SkillSkill ModifierDetailedAppraise2(INT)Balance3(DEX)Bluff145 (Ranks / CC) + 9 (CHA)Concentration105 (Ranks) + 5 (CON)Climb5(STR)Diplomacy4020 (Ranks) + 9 (CHA) + 2 (Bluff) + 2 (Knowledge: Nobility) + 2 (Sense Motive) + 3 (Skill Focus) + 2 (Negotiator)Disguise9(CHA)Escape Artist3(DEX)Forgery2(INT)Gather Information9(CHA)Handle Animal145 (Ranks) + 9 (CHA)Heal75 (Ranks) + 2 (WIS)Hide3(DEX)Intimidate119 (CHA) + 2 (Bluff)Jump5(STR)Knowledge (Nobility)75 (Ranks) + 2 (INT)Knowledge (Religion)75 (Ranks) + 2 (INT)Listen42 (WIS) + 2 (Aasimar)Move Silently3(DEX)Ride105 (Ranks) + 3 (DEX) + 2 (Handle Animal)Search2(INT)Sense Motive2420 (Ranks) + 2 (WIS) + 2 (Negotiator)Spot42 (WIS) + 2 (Aasimar)Survival2(WIS)Swim5(STR)Use Rope3(DEX)
Feats

* Negotiator
* Skill Focus (Diplomacy)
* Divine Shield
* Divine Might
* Extra Turning
* Power Attack
Class Features

* Weapon and Armor Proficiency - Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
* Aura of Good (Ex) - The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
* Detect Evil (Sp) - At will, a paladin can use detect evil, as the spell.
* Smite Evil (Su) (4/day) - Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
* Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
* Lay on Hands (Su) - Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
* Aura of Courage (Su) - Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
* Divine Health (Ex) - At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
* Turn Undead (Su) (12/day) - When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
* Special Mount (Sp) - Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
* Remove Disease (Sp) (4/week) - At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
* Code of Conduct - A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Race-Features

* Light once per day
* Acid, cold & electricity resistance 5
* Darkvision (see 60 feet in pitch-dark)
* "Native outsider."
Spells

Items

* Holy Avenger +5 holy cold iron longsword, SR 5 + level to the wielder and anyone adjacent. Use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.) - 120630
* Winged Shield Heavy wooden shield +3. Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round. - 17257
* Mithral Full Plate Of Speed As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. 26500
* Belt of Giant Strength +6 - 36000
* Boots of the Winterland This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell. - 2500
* Helm of Comprehend Languages and Read Magic Wearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use. - 5200
* Cloak of Charisma +6 - 36000
* Amulett of Health +6 - 36000
* Gloves of Dexterity +4 - 36000
* Ring of Invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell. - 20000
* Ring of Freedom of Movement Act as if continually under the effect of a freedom of movement spell. - 40000
* Ioun Stone: Clear Sustains creature without food or water - 4000
* Ioun Stone: Dusty rose +1 insight bonus to AC - 5000
* Ioun Stone: Pale green +1 competence bonus on attack rolls, saves, skill checks, and ability check - 30000
* Bag of Holding IV - 10000Gold 34000

Background Story



//Fragen:

//Anmerkungen:
- Die Texte bei den Class Features kürze ich noch auf das wesentliche.
- Bei den Feats bin ich mir nicht so sicher ob Extra Turning Sinn macht... immerhin hab ich bereits 12 Versuche pro Tag...

Vallandros Zaubersaite:
Wie's aussieht, kann ich dann ja nach Fastnacht unser Forum bestellen.

sindar:

--- Zitat von: Feuersänger am  1.03.2011 | 17:57 ---Wie gesagt, es gibt auch Tomes/Manuals, die dir jedes Attribut für 27500GP pro Punkt inhärent anheben. Wenn du also diese Summe übrig hast, kannst du auch so auf Dex 13 kommen, ohne deine Str dafür zu senken.

Zu beachten ist, dass Inhärente Boni nicht miteinander stacken, man sollte also keinen +1 Tome für ein Attribut kaufen, das man später nochmal mit so einem Schmöker anzuheben gedenkt. Aber Dex brauchst du ja anderweitig nicht.

--- Ende Zitat ---

Hmmm ... bin da unsicher, wohl DSA-geschaedigt: Ich habe etwas Bedenken, einen Build auf einen Gegenstand aufzubauen, der kann ja verloren gehen.
Ach was, ich probier's :)

Ich mache es dann wie Trix und editiere in den Post zwei weiter oben alles rein - wenn ich mal dazukomme :-\

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