Difference between revisions of "User:Larry"
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<onlyinclude>{{Stat Block 2 | <onlyinclude>{{Stat Block 2 | ||
|summary=Favored Divine Archer | |summary=Favored Divine Archer | ||
− | |name=(Favored Soul 5, Divine Archer 6) | + | |name=Sam (Favored Soul 5, Divine Archer 6) |
|race=Human | |race=Human | ||
|al=CG | |al=CG | ||
Line 9: | Line 9: | ||
|init=+5 | |init=+5 | ||
|listen=+4|spot=+4 | |listen=+4|spot=+4 | ||
− | |ac= | + | |ac=22(10+5Dex+5armor+2shield)|touch=15|flat=17 |
|hp=72|hd=11d8+22(Improved Toughness) | |hp=72|hd=11d8+22(Improved Toughness) | ||
|fort=+7|ref=+14|will=+9 | |fort=+7|ref=+14|will=+9 | ||
Line 29: | Line 29: | ||
==Character Features== | ==Character Features== | ||
===Wealth and Gear=== | ===Wealth and Gear=== | ||
− | '''Weapons:''' +2 [[SRD:Shock|Shock]]-[[SRD:Longbow|Longbow]] (-18,075), +1 arrows x40 (-802), dagger (-2). | + | '''Weapons:''' +2 [[SRD:Shock|Shock]]-[[SRD:Longbow|Longbow]] (-18,075), +1 arrows x40 (-802, one set in, in haversack), dagger (-2, in haversack). |
− | '''Armor and Shields:''' +2 [[SRD:Leather Armor|Leather Armor]] (- | + | '''Armor and Shields:''' +2 [[SRD:Studded Leather Armor|Studded Leather Armor]] (-4025, +5 AC), +1 [[SRD:Buckler|Buckler]] (-1015, can use weapons unimpeded). |
'''Ability Modifying Items:''' [[SRD:Gauntlets of Ogre Power|Gauntlets of Ogre Power]] (-4000), [[SRD:Gloves of Dexterity|Gloves of Dexterity +4]] (-16,000), [[SRD:Amulet of Health|Amulet of Health +2]] (-4000), [[SRD:Cloak of Charisma|Cloak of Charisma +4]] (-16,000). | '''Ability Modifying Items:''' [[SRD:Gauntlets of Ogre Power|Gauntlets of Ogre Power]] (-4000), [[SRD:Gloves of Dexterity|Gloves of Dexterity +4]] (-16,000), [[SRD:Amulet of Health|Amulet of Health +2]] (-4000), [[SRD:Cloak of Charisma|Cloak of Charisma +4]] (-16,000). | ||
− | '''Other Gear:''' | + | '''Other Gear (gold unless noted otherwise):''' [[SRD:Handy Haversack|Handy Haversack]] (-2000) loaded with: Bedroll (-1sp), Crowbar (-2), Grappling Hook (-1), Hammer (-5 sp), Small Steel Mirror (-10), Sewing Needle (-5 sp), Cold Weather Outfit (-8), Miner’s Pick (-3), Piton x9 (-9 sp), Portable Ram (-10), Trail Rations (-4, 8 days), Silk Rope(50 ft.) x2 (-20), Tent (-10), Spell Component Pouch (-5, on chest), Waterskin x2 (-2); (-2059gp total). |
− | '''Gold:''' Spent | + | '''Gold:''' Spent 65,977gp, Saved 23gp. |
− | '''Load with all gear = | + | '''Load with all gear =37lbs:''' Longbow 3, Arrows 3(one set of 20), Armor 20, Shield 5, Handy Haversack 5, Spell Component Pouch 2 (light load is >44lbs). Haversack Load: arrows x20 3, bedroll 5, crowbar 5, grappling hook 4, hammer 2, small steel mirror (1/2 lb), cold weather outfit 7, miner’s pick 10, piton x9 4.5, rations x8 8, ram 20, rope 10, tent 20, waterskin 8 (107lbs total) |
===Favored Soul=== | ===Favored Soul=== | ||
====Spells: Level (per day): # Known==== | ====Spells: Level (per day): # Known==== | ||
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'''Deity:''' Solonor Thelandire: intermediate deity, Chaotic Good, god of archery, hunting and wilderness survival, favored weapon longbow, symbol is a silver arrow with green fletching. | '''Deity:''' Solonor Thelandire: intermediate deity, Chaotic Good, god of archery, hunting and wilderness survival, favored weapon longbow, symbol is a silver arrow with green fletching. | ||
− | '''Max DPR vs. 26AC ={{#expr:(19*.85*2+19*.6+19*.35+50*.05*4)/2 round 2}}''' | + | '''Spell DC:''' 17+spell level (or 10+spell level+Cha modifier) |
+ | |||
+ | '''Max DPR vs. 26AC ={{#expr:(19*.85*2+19*.6+19*.35+50*.05*4)/2 round 2}}:''' ( 19*.85*2+19*.6+19*.35+50*.05*4)/2) | ||
*1st round: cast quickened divine favor (+3attack/damage), divine power (BAB becomes +11/+6/+1 +6Str, +11 temp HP). (With point blank shot and rapid shot.) | *1st round: cast quickened divine favor (+3attack/damage), divine power (BAB becomes +11/+6/+1 +6Str, +11 temp HP). (With point blank shot and rapid shot.) | ||
*2nd round: | *2nd round: | ||
Line 124: | Line 126: | ||
***1st-4th Damage: (1d8+1d6+2)shock-longbow+1arrow+1feat+3spell+4Str =19 | ***1st-4th Damage: (1d8+1d6+2)shock-longbow+1arrow+1feat+3spell+4Str =19 | ||
**Critical: ''1st-4th:'' (1d8+11)x3+1d6=50 | **Critical: ''1st-4th:'' (1d8+11)x3+1d6=50 | ||
− | ===House Rules used for this | + | ===House Rules used for this PC=== |
House rules, all cure/heal spells free to know, spells known adds charisma, 30 point buy (Str10, Dex16, Con10, Int12, Wis10, Cha16), race +2 to any attribute, feats every odd level, ability bonuses are retro-active, Favored Soul has only one primary ability. | House rules, all cure/heal spells free to know, spells known adds charisma, 30 point buy (Str10, Dex16, Con10, Int12, Wis10, Cha16), race +2 to any attribute, feats every odd level, ability bonuses are retro-active, Favored Soul has only one primary ability. | ||
---- | ---- |
Latest revision as of 17:08, 26 June 2019
Human | |
CG M Humanoid | |
Init/Senses | +5/Listen +4, Spot +4 |
AC | 22(10+5Dex+5armor+2shield), touch 15, flat-footed 17 |
hp | 72 (11d8+22(Improved Toughness) HD) |
Fort/Ref/Will | +7/+14/+9 |
Speed | 30' |
Melee | Dagger: Attack +8/+3, Damage 1d4+1, Crit 19-20/x2 Type piercing |
Ranged | +2 Longbow (if w/n 30’): Attack +16/+11, Damage 1d8+1d6+5, Crit 20/x3 Type piercing (100’ range) or |
Ranged | +2 Longbow (if outside 30’): Attack +15/+10, Damage 1d8+1d6+4, Crit 20/x3 Type piercing (100’ range) |
Space/Reach | 5’/5’ |
Base Atk/Grp | +7/+2/+8 |
Special Actions | Energy Resistance (Fire) 10 |
Combat Gear | Gauntlets of Ogre Power, Gloves of Dexterity +4, Amulet of Health +2, Cloak of Charisma +4 |
Abilities | Str 12, Dex 20, Con 12, Int 12, Wis 10, Cha 24 |
Feats | Quicken Spell, Reach Spell, Weapon Focus, Point Blank Shot, Precise Shot, Track, Augment Healing, Improved Toughness, Rapid Shot |
Skills | Balance+5, Climb+3(2r), Concentration+5(4r), Craft+1, Diplomacy+14(5r+2sy), Escape Artist+5, Handle Animal+11(4r), Heal+4(4r), Hide +12(7r), Jump+3(2r), Knowledge(arcana)+1, Knowledge(dungeoneering)+6(5r, spent 10 cross-class), Knowledge(local)+1, Knowledge(nature) +8(5r+2sy), Knowledge(religion)+3(2r), Listen+4(4r), Move Silently+10(5r), Search+1, Sense Motive+5(5r), Spellcraft+1, Spot+4(4r), Survival+9(5r+2sy+2sy(when underground)), Swim+1; (68 total ranks) |
Contents
Tactics[edit]
Character Features[edit]
Wealth and Gear[edit]
Weapons: +2 Shock-Longbow (-18,075), +1 arrows x40 (-802, one set in, in haversack), dagger (-2, in haversack).
Armor and Shields: +2 Studded Leather Armor (-4025, +5 AC), +1 Buckler (-1015, can use weapons unimpeded).
Ability Modifying Items: Gauntlets of Ogre Power (-4000), Gloves of Dexterity +4 (-16,000), Amulet of Health +2 (-4000), Cloak of Charisma +4 (-16,000).
Other Gear (gold unless noted otherwise): Handy Haversack (-2000) loaded with: Bedroll (-1sp), Crowbar (-2), Grappling Hook (-1), Hammer (-5 sp), Small Steel Mirror (-10), Sewing Needle (-5 sp), Cold Weather Outfit (-8), Miner’s Pick (-3), Piton x9 (-9 sp), Portable Ram (-10), Trail Rations (-4, 8 days), Silk Rope(50 ft.) x2 (-20), Tent (-10), Spell Component Pouch (-5, on chest), Waterskin x2 (-2); (-2059gp total).
Gold: Spent 65,977gp, Saved 23gp.
Load with all gear =37lbs: Longbow 3, Arrows 3(one set of 20), Armor 20, Shield 5, Handy Haversack 5, Spell Component Pouch 2 (light load is >44lbs). Haversack Load: arrows x20 3, bedroll 5, crowbar 5, grappling hook 4, hammer 2, small steel mirror (1/2 lb), cold weather outfit 7, miner’s pick 10, piton x9 4.5, rations x8 8, ram 20, rope 10, tent 20, waterskin 8 (107lbs total)
Favored Soul[edit]
Spells: Level (per day): # Known[edit]
House rules add to known spells:
- 0 (6): 9
- CALTROPS: As a standard action, for 1round/level, with a range of 50 feet, creates caltrops in a 5’x5’ area.
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- 1st (8): 8
- Command: One subject obeys selected command for 1 round.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- EBON EYES: As a standard action, for 10min/level, with a range of touch, can see in natural and magical darkness.
- INHIBIT: As a standard action, with a range of 210 feet, stop all actions for target creature for one round (Will negates).
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- 2nd (8): 8
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- CLOSE WOUNDS: As an immediate action, with a range of 50 feet, heal one creature 1d4+5 damage.
- Cure Moderate Wounds: Cures 2d8+10 damage.
- Find Traps: Notice traps as a rogue does.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Resist Energy: Ignores 30 points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Spiritual Weapon: Magical weapon attacks on its own.
- Status: Monitors condition, position of allies.
- 3rd (8): 7
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- ENERGY VORTEX: As a standard action, with a radius of 20 feet centered on you, deal 1d8+11 acid, cold, electricity or fire damage. Normally you do not take damage, but if you chose to, deals double damage (energy resistance will apply to you).
- GHOST TOUCH WEAPON: As a standard action, for 1min/level, with a range of 50 feet, gives a weapon the ghost touch property.
- KNIGHT’S MOVE: As a swift action, with a range of personal, teleport up to 25 feet. You must end this movement in a square that leaves you flanking an enemy.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Summon Monster III: Calls extraplanar creature to fight for you.
- 4th (7): 5
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- DELAY DEATH: As a standard action, for 1round/level, with a range of 50 feet, delay death from HP loss.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- MOON BOLT: As a standard action, with a range of 840 feet, deal 3d4 Strength damage to up to two living creatures that are within 15 feet (fortitude halves). Makes undead helpless for 1d4 rounds (will negates).
- Tongues: Speak any language.
- 5th (5): 4
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Command, Greater: As command, but affects one subject/level.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Summon Monster V: Calls extraplanar creature to fight for you.
Divine Archer[edit]
Tracking: Divine Archers get Track as a bonus feat.
Divine Arrows: The divine archer, as a move action, can use special arrows that temporarily store spells. A divine archer may apply a spell on any arrow and use it to apply healing/remove spells or harm spells on allies/enemies. They may do this a number of times per day equal to their prime casting ability modifier plus divine archer level. These arrows last 10 minutes per class level.
Minor Healing: Is 1st through 3rd level cure or remove spells.
Minor Righteous: Is 1st through 3rd level curse or inflict spells.
Major: Is 1st through 6th level on both.
Swift Divine Arrows, Minor: At this level, a divine archer may use divine arrows as a swift action, so they can use them as fast as they can shoot their bow.
Other[edit]
Languages: Common, Elven
Strongest Healing Spell: Cure Critical Wounds heals 4d8+11+8 (37).
Quickest Healing Spell: CLOSE WOUNDS heals 1d4+9 (11.5) as an immediate action.
Deity: Solonor Thelandire: intermediate deity, Chaotic Good, god of archery, hunting and wilderness survival, favored weapon longbow, symbol is a silver arrow with green fletching.
Spell DC: 17+spell level (or 10+spell level+Cha modifier)
Max DPR vs. 26AC =30.18: ( 19*.85*2+19*.6+19*.35+50*.05*4)/2)
- 1st round: cast quickened divine favor (+3attack/damage), divine power (BAB becomes +11/+6/+1 +6Str, +11 temp HP). (With point blank shot and rapid shot.)
- 2nd round:
- Attack: 5Dex((16base+4gloves-10)/2)+11BAB+2weapon+1bolt+3spell+2feats, -2 rapid shot, total attack =+22/+22/+17/+12
- Damage:
- 1st-4th Damage: (1d8+1d6+2)shock-longbow+1arrow+1feat+3spell+4Str =19
- Critical: 1st-4th: (1d8+11)x3+1d6=50
House Rules used for this PC[edit]
House rules, all cure/heal spells free to know, spells known adds charisma, 30 point buy (Str10, Dex16, Con10, Int12, Wis10, Cha16), race +2 to any attribute, feats every odd level, ability bonuses are retro-active, Favored Soul has only one primary ability.
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