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Thread: Island of Dr. MacGuffin Planner

  1. #481
    Join Date
    Jun 2011
    Location
    Ohio
    Posts
    1,628

    Post Oksana's Quicksheet

    Oksana Quick Sheet WITH BONUSES: N Druid 3/Fighter 1

    AC: 20 Touch 14 Flatfoot 16
    BAB: +3, CMB: +5, CMD: +16
    Saves: Fort +11, Ref +9 , Will +13 (+2 vs illusions)
    HP: 58 [was 49/49] [Lethal: 0] [Nonlethal: 0] [Temporary: 7]
    Move: Fly 90 ft, walk 60 ft (haste)

    Weapons: d20 +10

    1) +1 keen spell-storing elven curved blade (reach 10 ft)
    Damage: 2d8 +6, once per combat, as a free action, release stored spell searing light 2d8, Crit 15-20/x2

    2) +1 adamantine throwing axe 10 ft (reach 10 ft)
    Damage: 1d6 +6 (thrown) or 1d8 +6 (melee), Crit x2

    3) +1 Light repeat crossbow 80 ft [5 bolts before reload] _ _ _ _ _
    Damage: 1d8 +3, Crit 19-20/x2
    Special ammo: 3 sleep bolts, Fort DC 11
    3 tangle bolts, Ref DC 14

    Spells/Extraordinary Abilities:
    0 Spells: Light, Guidance 1 min., Mending, Spark
    1st Spells: Beguiling Gift (D) Will DC 17, Hydraulic Push, Cure Light Wounds, Produce Flame, Summon Nature's Ally I
    2nd Spells: Spider Climb (D), Cure Moderate Wounds, Summon Nature's Ally II, Flaming Sphere
    Boons: +10 Stealth Camo skin FULL ROUND ACT, Tentacle tail (lift up to 10 lbs or deal 1d4+2), DC 15 Will Save to control, +2 natural armor

    Magic Items (not weapons):
    Pearls of power (2), standard action to re-cast a spell you used
    Boots of speed (haste)
    Handy haversack (retrieve item as a move action)
    Ring of Protection +1

    Potions:
    Cure Moderate Wounds 2d8+3
    Cure Serious Wounds 3d8+6
    Mage Armor
    Delay Poison
    Lesser Restoration (4)
    Drank Potion: Mage Armor (+4 AC)

    Ongoing Effects:
    +10 acid resistance (resist energy)
    +4 attack rolls, saves, & skill checks (heroism)
    +2 damage rolls (good hope)
    +1 attack rolls, +1 Dodge to AC and Reflex saves, +extra melee attack in full round attack, +30 ft movement (haste)
    +0 attack rolls, +1 damage rolls, 10 ft reach, melee weapons increase by 1 size category (enlarge person)
    adamantine blanch covers ONE melee hit & all ranged ammo (ignore object's hardness)


    Breakdown:

    Armor Class: [10 +4 mage armor, +2 Dex (enlarge person), +1 Dodge (feat), +1 Dodge (haste), +2 natural (boon), +1 deflection (ring), -1 Large size (enlarge person)]

    Attack rolls: Basic d20 +2 Strength (melee); [+3 BAB, +2 Dex mod +4 heroism, +1 haste, +1 magic OR masterwork, -1 size enlarge person]
    BONUSES:
    +4 heroism, +1 haste, MAYBE +1 for weapon that's masterwork or has +1 enhancement, MAYBE +1 favored enemy human, MAYBE +1 higher ground in melee, MAYBE +2 charging

    Damage rolls: add +2 good hope [morale], +2 Strength damage in melee OR +3 if two-handed weapon, MAYBE +1 if weapon is magic

    Stats: Str: 15 (+2) [was 13]; Dex: 14 (+2) [was 16]; Con: 15 (+2);Int: 14 (+2);Wis:22 (+6);Cha: 13 (+1); *Earrings +2 Wis/+2 Int

    Saves:
    Fort [was +7, add +4 heroism], Ref [was +5, add +4 heroism, +1 haste, -1 enlarge person], Will [was +9, add +4 heroism]
    [+3 BAB, +2 Dex, +4 heroism]
    Last edited by UngainlyDodge; 08-17-2014 at 04:40 AM.
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

  2. #482
    Join Date
    Jun 2011
    Location
    Ohio
    Posts
    1,628

    Post Tamsyn's Quicksheet

    Tamsyn Quick Sheet WITH BONUSES: CN Oracle 4

    AC: 21 Touch 17 Flatfoot 15 (Special:Uncanny Dodge, never FF unless helpless, even vs Invisible)
    BAB: +3; CMB: +4; CMD: +18
    Saves: Fort +5, Ref +9, Will +7 (Special: Reroll failed Ref 1/day)
    HP: 44/44 [Lethal: 0] [Nonlethal: 0] [Temporary: 0]
    Move: Walk 60 ft (haste)


    Weapons: d20 +9 (when invisible, target foe's flatfooted AC)

    1) +2 Magic rapier (Damage 1d6 +5, Crit 19-20 x2)

    2) Wand of Searing Light (2d8 ranged touch deals 2d6 to objects or 5d6 to undead, 150 ft, no save) 8/50 used

    3) +1 adamantine shuriken (2) 10 ft (Damage 1d2+4, Crit x2)

    4) Mwk sling with +1 adamantine sling bullets (7) 50 ft (Damage 1d4+4, Crit x2)

    5) Mwk ceremonial dagger 10 ft (1d4+3, Crit 19-20 x2)


    Spells/Extraordinary:
    0 Spells: Create Water, Detect Magic, Ghost Sound, Guidance 1 min., Light, Mage Hand, Mending, Virtue 1 min.
    1st Spells (6/day): Bless, Detect Evil, Endure Elements, Cure Light, Alter Winds
    2nd Spells (4/day): Gust of Wind, Lesser Restoration, Cure Moderate

    1st level Revelation:Invisibility (1 min/day, up to 4 min.)
    3rd level Revelation: Touch of electricity: Melee touch attack 1d6+1/2 levels of electricity damage, do this 3+ CHA MOD/day. Used x times.
    Boons: Uncanny Dodge, Natural Digger burrow 30 ft, Diehard 1 round


    Magic Items (not weapons, includes Bizbee's)
    [FONT=Verdana]
    Boots of speed (haste 10 rounds as a free action)
    Pearl of Power (standard act to re-cast a spell)
    +1 Ring of Protection (+1 deflection to all three types of AC)/FONT]
    Elixir of Firebreath (4d6, 2d6, 1d6 fire damage in 15 ft cone for 1 hour)
    Wand of Cure Light wounds (15/50 used)
    Wand of Entangle
    Wand of Web
    Wand of Confess


    Scrolls:
    Dispel Magic (3). Roll d20 + 5. Can cancel a spell effect (with a duration longer than instant), Can suppress a magic item's effects for 5 rounds.

    Potions (including Bizbee's):
    Antitoxin +4 Fort saves 1 hour
    Lesser Restoration (2) cure 1d4 ability damage
    Cure Mod (2d8 +8) (2)
    Delay Poison
    Waterbreathing
    Bear's Endurance
    False Life (1d10+4 HP)
    Fly
    Disguise Self (works on your clothes/gear too)
    Alter Self (ditto, plus change into humanoid & gain its race abilities)
    Glibness (+20 Persuasion checks to Bluff)
    Barkskin (+2 natural AC)

    Ongoing effects:
    +10 acid resistance (resist energy)
    +2 attack rolls, damage rolls, saves, & skill checks (good hope)
    +1 attack rolls, +1 Dodge to AC and Reflex saves, +extra melee attack in full round attack, +30 ft movement (haste)
    +0 attack rolls, +1 damage rolls, 10 ft reach, melee weapons increase by 1 size category (enlarge person)
    adamantine blanch covers ONE melee hit & all ranged ammo (ignore object's hardness)


    Breakdown:

    Armor Class: [10 +4 mithral armor, +4 Dex, +1 Dodge (feat), +1 Dodge (haste), +1 deflection (ring)]

    Attack rolls: Basic d20 +4 Dex (ranged or Weapon Finesse), +3 BAB, +2 good hope, +1 haste, +1 OR +2 magic enhancement OR masterwork quality]
    BONUSES:
    +2 good hope, +1 haste, MAYBE +1 for weapon that's masterwork or has +1 enhancement

    Damage rolls: add +2 good hope [morale], +2 Strength damage in melee if two-handed weapon, MAYBE +1 (or more) if weapon is magic

    Stats: Str: 13 (+1);Dex: 18 (+4);Con: 15 (+2);Int: 15* (+2);Wis:12* (+1);Cha: 23 (+6); *Circlet +2/+2

    Saves: Fort [was +3, add +2 good hope] Ref +9 [was +6, add +1 haste & +2 good hope], Will +7 [was +5, +2 good hope] (Special: Reroll failed Ref 1/day)
    Last edited by UngainlyDodge; 08-19-2014 at 12:31 AM.
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

  3. #483
    Join Date
    Jun 2011
    Location
    Ohio
    Posts
    1,628

    Post Squalk's Quicksheet

    Squalk Quicksheet WITH BONUSES N Zen Archer 2, Fighter 2

    AC 27 Touch 20 Flatfoot 16
    BAB: +3, CMB: +7, CMD: +24
    Saves: Fort +10, Ref +13, Will +9
    HP: 42/42 [Lethal: 0] [Nonlethal: 0] [Temporary: 0]
    Move Walk 60 ft/Fly 90 ft (haste)

    Weapons (adamantine coating) d20 + 14 range/+11 melee
    1) +1 Keen Katana
    Damage: 1d8 + 9, Crit 15-20/x2

    2) MW Composite Longbow w/ + 4 Str Mod (arrows/blunt arrows)
    Special ammo: Smoke arrow (1, from Sir Randall, treat as five foot cube of fog cloud (obscures vision, grants 20-50% concealment where it strikes)
    Snapdragon Fireworks arrow (1) (400 ft AUTO HIT, 1d4 Piercing + 1d4 fire damage, Ref save DC 14 for 1/2 fire damage or dazzled, -1 attacks/Percept for 1 rd)

    3) Spider sac (lasso, DC 25 Str Check to burst)

    4) d3 beak bite (+9, d3 + 6 B/P)


    Extraordinary:
    Boon: Scarab Dancer (DC 15 Fort save or Nauseated 1 rd after successful melee attack), Wings (60 ft fly), Scent antennae


    Magic Items (not weapons)
    +1 Ring of Protection (+1 deflection to all three types of AC)/FONT]
    Boots of Haste (glamoured) 2 round/10 used
    Handy Haversack (from Slim)
    Everburning torch

    Potions:
    Cure Moderate Wounds (2d8+4)
    False Life potion (1) (1d10 + 4 HP, lasts one hour)
    Cure Mod (2d8 +8) (1)
    Drank potions: Barkskin (+3 AC)

    Ongoing Effects:
    +3 natural AC (barkskin)
    +4 AC (mage armor)
    +10 acid resistance (resist energy)
    +2 attack rolls, damage rolls, saves, & skill checks (heroism)
    +1 attack rolls, +1 Dodge to AC and Reflex saves, +extra melee attack in full round attack, +30 ft movement
    adamantine blanch covers ONE melee hit & all ranged ammo (ignore object's hardness)


    Breakdown:

    Armor Class: [10 +4 mage armor, +7 Dex (belt), +1 Dodge (feat), +1 Dodge (haste), +3 natural (barkskin), +1 deflection (ring)]

    Attack rolls: Basic d20 +4 Strength (melee); [+3 BAB, +7 Dex mod +2 good hope, +1 haste, +1 magic OR masterwork]
    BONUSES:
    MAYBE +1 higher ground in melee, MAYBE +2 charging

    Damage rolls: add +2 good hope [morale], 1.5 x Strength mod for 2 hands, +1 enhancement bonus

    Stats: Str: 18 (+4);Dex: 18 (+4);Con: 13 (+1);Int: 13 (+1);Wis:17 (+3);Cha: 12 (+1)

    Saves: Fort +10 [was +8, +2 good hope], Ref +13 [was +7, +2 good hope, +1 haste, +3 Dex belt], Will +9 [was +7, +2 good hope]
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

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