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 Dimensional Whomping Evil Bad-Guy Warrior/Mage of Cyric

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Join date : 2011-03-07

PostSubject: Dimensional Whomping Evil Bad-Guy Warrior/Mage of Cyric   Wed Mar 09, 2011 1:38 pm

Level 19 Chaotic Evil Human
(Permanent Enlarge, See Invisible, Detect Magic, Dark Vision, and Read Magic)
Sorceror 6/Anti-Paladin 3/Eldritch Knight 10

str 20 5 (28 9)
dex 7 -2 (5 -3)
con 14 2 (20 5)
int 11 -
wis 14 2
chr 18 4 (24 7)

27 Fort 5 2 3 5 7 5
15 Ref -3 2 1 3 7 5
25 Will 2 5 3 3 7 5

HP 220
AC 6
Init -2
Speed

BAB 16/11/6/1
Melee: 24/19/14/9
Ranged: 12/7/2/-3
Space/Reach: 10'/10'

FULL FREAKING ATTACK!!!!!!!!!!!!11111
Big Fucking Axe:
AB: 32/27/22/17 (16 BAB + 9 Str + 2 Focuses +1 Trait + 5 Enhancement -1 Size)
DAMAGE: 3d6+20, 19-20X3
BITE: 19 AB, 1d6+4, 20X2 (count as magic for overcoming DR)
Poison: DC 18 Fortitude, 1d2 Con, 1/round for 6 rounds, 1 save to end
Fangs work for 9 rounds total in a day (free action to bring 'em out)

Smite: +7 AB, +3 Damage against one good creature a day, +7 Deflection to AC vs that creature
Power Attack: -5 AB, +15 Damage
Greater Heroism: +4 to all attacks
Haste: +1 to all attacks, extra axe swing at highest mod
Invisible vs. non-invisible: the attacker gets a +2 to AB, ignores opponent's Dex mod to AC

Traits:
Heirloom Weapon
Desperate Focus

Feats:
H Toughness
S1: Eschew Materials
1 Combat Casting
3 Arcane Strike
5 Weapon Focus: Great Axe
7 Practiced Spellcaster
9 Extend Spell
11 Dimensional Agility
13 Dimensional Assault
15 Dimensional Dervish
17 Improved Crit
19 Quick Draw
EK1 Power Attack
EK5 Weapon Specialization: Great Axe
EK9 Greater Weapon Focus: Great Axe

SKILLS 57/57
Appraise (Int -)
Bluff (Cha 7)
Climb (Str 8 )
Craft (Int -)
Disguise (Cha 7)
2 Fly (Dex -2) 1 3
Handle Animal (Cha 7)
Intimidate (Cha 7)
4 Knowledge (arcana) (Int -) 1 3
4 Knowledge (nobility and royalty) (Int -) 1 3
4 Knowledge (religion) (Int -) 1 3
5 Linguistics (Int -) 2 3
21 Perception (Wis 2) 19
Profession (Wis 2)
Ride (Dex -2)
Sense Motive (Wis 2)
15 Spellcraft (Int -) 12 3
18 Stealth (Dex -2) 19 3 -2
Swim (Str 8 )
Use Magic Device (Cha 7)

SPELLS

Caster Level: 19 Sorcerer
Concentration: 28 (32 to cast defensively)

Spells/Day (Level 15 Sorcerer)
L: 1 2 3 4 5 6 7
S: 6 6 6 6 6 6 4
A: 2 2 2 1 1 1 1
T: 8 8 8 7 7 7 5

Spells Known:
L: 0 1 2 3 4 5 6 7
S: 9 5 5 4 4 4 3 2

0: 9
1 Mage Hand
2 Detect Magic
3 Read Magic
4 Open/Close
5 Acid Splash
6 Ray of Frost
7 Mend
8 Prestidigitation
9 Dancing Lights

1: 5
B Hypnotism
1 Magic Missile
2 Ray of Enfeeblement
3 Enlarge Person
4 Shield
5 Mage Armor

2: 5
B Delay Poison
1 See Invisibility
2 Invisibility
3 Glitterdust
4 Web
5 Dark Vision

3: 4
1 Dispel Magic
2 Fly
3 Slow
4 Haste

4: 4
1 Dimension Door
2 Improved Invisibility
3 Black Tentacles
4 Enervation

5: 4
1 Waves of Fatigue
2 Wall of Stone
3 Permanency
4 Telekinesis

6: 3
1 Greater Heroism
2 Contingency
3 Dispel Magic Greater

7: 2
1 Greater Teleport
2 Greater Scrying

SORCERER
Serpentine Bloodline
Class Skill: Diplomacy.
Bonus Spells: hypnotism (3rd), delay poison (5th)

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.
Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

ANTIPALADIN
Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su)
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex)
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)
At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the antipaladin.
Sickened: The target is sickened for 1 round per level of the antipaladin.


ELDRITCH KNIGHT
Bonus Feat
At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Diverse Training
An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Spell Critical (Su)
At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.



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