User:Larry

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Sam (Favored Soul 5, Divine Archer 6)

CR 11

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)

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
  • 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
  • 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

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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