This thread is for people who want to learn combat techniques, lessons, as well as post character sheets to spar with. This is the main thread, so matches should go in separate threads. Lessons will probably be taught here. DMs, feel free to post ideas for things to teach to newer players.
...and because some of us want to spar with characters without having to wait for the Derby
edit: Some rules for sparring matches:
You may have a match with one-on-one, two-on-two, however you want to play it with your opponent. Usually it's 1-on-1 or 2-on-2.
Characters are fully healed at the end of each round and do not suffer any permanent damage. Consumables are replaced at the end of a match. It is as if the sheet hasn't changed at all.
The standard arena for a match is a 100x100 bare arena for two characters, and a 300x300 arena for four or more, growing with each additional 2 characters.
Any number of players may get in on a spar provided the others agree to it.
Role-playing is heavily encouraged in a match.
It may be fun to 'munchkin' a character just for use in the arena, but you don't have to. Feel free to 'remake' an existing character for a little bit more of a combat focus, if you would like.
Generic guidelines for character generation
Right now, at least, the accepted character level is 10, but you are welcome to 'level up' or 'scale back' a character as you see fit to fight your opponent at an agreed level.
Any WotC Sourcebook is acceptible for material. If it's from a sourcebook, please say what it does.
32-point buy system, OR roll 4d6 six times, drop the lowest.
Core Info Player Name: Alacar Leoricar Character Name: Alacar Leoricar Class and Level: Fighter 2/Wizard 4/Spellsword 4 Race: Half-Elf Alignment: ?? Deity: Tymora Size: Medium Age: 24 Gender: Male Height: 5' 10" Weight: 160 Eyes: Green Hair: Black Skin: Fair
Ability Scores and Modifers STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 10 CHA 10
Combat Info HP 1d10+3d4+3d8+42 AC 19 Touch 12 Flat-Footed 17 Speed: 30' BAB: +8/+3 Grapple: +10 Initiative: +2 Action Points: 0
Saves Fort: +10 Ref: +6 Will: +8
Weapons Weapon Name: Blade of Krallis (Keen Bastard Sword of Spell Storing +2) Attack Bonus +11/+7 Damage 1d10+4 Crit Multiplier 17-20/x2 Range Melee Type Slashing Properties Can store a spell channeled into it. Armor/Protection Name: Mithral Breastplate +2 Type: Light AC Bonus: +7 Max Dex: +5 Armor Check Penalty: 0 Spell Failure: 0% Speed: 30' Weight: 25lbs Properties: Made of mithral
Feats Exotic Weapon Proficiency: Bastard Sword
Weapon Focus: Bastard Sword
Spellcasting Prodigy (Spell DC/Bonus Spells at 20 Int)
Somatic Weaponry (may use S spell component when armed)
Signature Spell: Magic Missile (may spend a 1st or higher spell to cast Magic Missile)
Combat Casting (+4 Con while casting on the defensive)
Practiced Spellcaster (+4 to spell level) Class and Racial Abilities Immune to sleep effects
Low-Light Vision
+1 to Listen, Search, Spot
+2 to Diplomacy, Gather Information
Summon Familiar (Weasel, +2 to Ref saves)
Scribe Scroll
Ignore Spell Failure: 15% channel spell 3/day
Known Spells:
0 Level Resistance, Acid Splash, Detect Magic, Read Magic, Flare, Light, Ray of Frost, Touch of Fatigue, Ghost Sound, Mending, Message, Arcane Mark, Presdigitation
Melf's Acid Arrow, Scorching Ray, Mirror Image, Bull's Strength, Eagle's Splendour, Fox's Cunning, Knock, Sure Strike, Rope Trick, Insight of Good Fortune, Animalistic Power, Greater Alarm, Fireburst, Force Ladder, Delusions of Grandeur, Reflective Disguise, Augment Familiar
Dispel Magic, Explosive Runes, Stinking Cloud, Heroism, Hold Person, Fireball, Flame Arrow, Lightning Bolt, Haste, Slow, Melf's Unicorn Arrow, See Invisibility, Crown of Might, Crown of Protection, Chain Missile, Blast of Force, Weapon of Energy
Spells per day:
0: 4 1: 5 2: 4 3: 3
No equipment
Core Info Player Name: Alacar Leoricar Character Name: Arianna Leoricar Class and Level: Bard 10 Race: Human Alignment: NG Deity: Sune Size: Medium Age: 23 Gender: Female Height: 5'8" Weight: 160 Eyes: Green Hair: Dark brown Skin: Fair
Ability Scores and Modifers STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 24 (+7) (18 + cloak of charisma +6)
Combat Info HP 9d6+16 AC 17 Touch 12 Flat-Footed 15 Speed: 30' BAB: +7/+2 Grapple: +8 Initiative: +2 Action Points: 0
Saves Fort: +4 Ref: +9 Will: +8
Weapons Weapon Name: Longsword +1 Attack Bonus +8/+3 Damage 1d8+2 Crit Multiplier 19-20/x2 Range Melee Type Slashing
Weapon Name: Shortbow Attack Bonus +9/+4 Damage 1d6 Crit Multiplier x3 Range 60' Type Piercing Armor/Protection Name: Chain Shirt +1 Type: Light AC Bonus: +5 Max Dex: +4 Armor Check Penalty: -2 Spell Failure: 0% Speed: 30' Weight: 25lbs
Feats Lingering Song (bardic music lasts 1 minute after ending)
Melodic Casting (may cast spells during bardic music)
Lyric Spell (may spend 1+spell level's worth of bardic music uses to cast a known spell)
Extra Music (+4 bardic music/day)
Extra Music (+4 bardic music/day) Racial and Class Abilities Bardic Music 18/day
Bardic Knowledge +13
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness
Man, I have got to review how I create characters. I spent too much time deciding spells and feats and then get lazy on the item buying. Alacar, do you wish to spar? On that note, we should get sort of a third party here where we can tell plans for immediate actions and so forth to. Stormblind or someone else.
HD rolls for Nirik
Dice Roller9 D6s rolled with a +2 modifier
1 + 2
3 + 2
3 + 2
2 + 2
1 + 2
4 + 2
3 + 2
3 + 2
4 + 2
HD rolls for Kraad
Dice Roller2 D6s rolled with a +2 modifier
5 + 2
1 + 2
Dice Roller7 D4s rolled with a +2 modifier
2 + 2
3 + 2
3 + 2
1 + 2
4 + 2
2 + 2
4 + 2
Core Info Player Name: Keldulas Character Name: Nirik Adarian Class and Level: Rogue 3/Ninja 2/Assassin 5 Race: Halfling Alignment: Neutral Evil Deity: Size: Medium Age: 20 Gender: Male Height: 3’4” Weight: 32 Eyes: Red Hair: Dark Brown Skin: Dark
Ability Scores STR 10 (+0) DEX 20 (+6) CON 14 (+2), 16 (+3) INT 16 (+3), 18 (+4) WIS 12 (+1) CHA 8 (-1)
Combat Info HP 72 AC 21 Touch 16 Flat-Footed 21 Speed 30 ft BAB: +7/+2 Grapple: +3
Feats
Weapon Finesse (use Dex instead of Str to hit with light/special weapons)
Quick Draw
Two-Weapon Fighting
Improved Two-Weapon Fighting
Class and Racial Abilities
+2 racial bonus on Climb, Jump, Listen, and Move Silently
+1 racial bonus to all saving throws
+2 morale bonus to save vs fear
+1 racial bonus to hit with thrown weapons and slings
Trapfinding
+5d6 sneak attack damage (when opponent is denied dex bonus or flanked)
Evasion
+1d6 sudden strike damage (when opponent is denied dex bonus)
Wisdom bonus to AC (inactive currently)
Ki Power 2/day, +2 on will saves while there’s still one use
Ghost Step (swift action for 1 round invisibility)
Death Attack (observe target for 3 rounds to kill or disable them, Fortitude DC 18)
Poison Use
+2 bonus to saves vs poison
Uncanny Dodge
Improved Uncanny Dodge (10th level)
Potion of Cure Serious Wounds, Scroll of Greater Invisibility, Potion of Shield of Faith, 2 Tanglefoot Bags, 3 Thunderstones
Core Info Player Name: Keldulas Character Name: Kraad Class and Level: Archivist 3/Abjurer 3/Mystic Theurge 4 Race: Human Alignment: Lawful Neutral Deity: Size: Medium Age: 26 Gender: Male Height: 5’4” Weight: 138 Eyes: Blue Hair: Black Skin: Dark
Ability Scores STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 20 (+5), 22 (+6) WIS8 (-1) CHA 8 (-1)
Combat Info HP 63 AC 16 Touch 11 Flat-Footed 15 Speed 30 ft BAB: +5 Grapple: +7
Saves Fort +7 (+5 base, +2 con) Ref +4 (+3 base, +1 dex) Will +9 (+10 base, -1 wis)
Weapons Weapon Name Morningstar Attack Bonus +7 Damage 1d8+2 Crit x2 Type Bludgeoning/Piercing Weight 6 lb
Practiced Spellcaster (Abjurer) (+4 to caster level, can’t exceed character level)
Practiced Spellcaster (Archivist)
Energy Abjuration (Whenever I cast an abjuration spell, I gain energy resistance equal to (1 + spell level) x 5. This lasts as long as the abjuration spell or until I get hit by an energy attack)
Silent Spell
Metamagic School Focus (Abjuration)
Class and Racial Abilities
Dark Knowledge (Tactics) 4 times/day (inapplicable against humanoids)
Lore Mastery (+2 bonus to Decipher Script and Knowledge: Arcana)
Yea I know I didn't mean tonight lol, but sometime when we're both on.
A concern, are you aware in normal circumstances that it costs money to add extra spells into a wizard's spellbook? Basically wizards only get 2 free spells each time they level, so they have to buy the rest. Well, they also have the free spells from initially starting wizard too. For the purposes of sparring here, how many extra spells if any would you like to add to the "free" selection that wizards nromally get, if at all?
Personally, I have never, ever played D&D with that kind of a rule. When an arcane spellcaster levels up and they can cast a new level of spells, they get 1+Int modifier's worth of spells of that level, in addition to any they scribe in their travels.
Personally I don't care how many spells you have in your spellbook--you can only cast so many per day. I try to keep reasonable, picking only spells Alacar would be interested in, not everything in the book.
Also--level 10 spellcasters don't grow in a vacuum, even if they're only made for sparring in one. That's my philosophy, anyways.
It might pay to put general guidelines up at the top for character creation, or else at least the reccomendation that peopleget together before character creation for a specific match to make sure that they're on the same page. For example, you may want to have, say, a level 10 bracket and a level 20 bracket, with guidelines about how much money can be spent for equipment and so on in each bracket, as well as rules about what point-generation system is to be used, and so on. I feel like the idea of 'brackets' or individual mini-leagues is nice because it makes it easy to frequently pair up characters with the same general quantity of resources. It also encourages character reuse, which some people might like; character reuse also discourages metagaming. (Your team is a Sneak Attack focused rogue and a Mind-Affecting cleric? Okay, my team is two constructs.)
As for metagaming, you really shouldn't. You should go for a team that compliments each other all-around, not just one that's meant to pwn one other team specifically.
Well if that's going to be your principle on the wizard spellbook I have both spells and money to add to my sheet :D. And yeah, try not to metagame. It would be reasonable for your character to start a match off with dispel magic because its a reasonable assumption that if you got time to prepare and cast buff spells, so did your opponent. But its really stupid to cast protection from energy to a specific kind of energy when an opponent gave no in-game inclination of what they like to cast.
Think of it as screen watching in a FPS game on a console. Sure, everyone can do it, but it makes things feel sort of pointless.
Ok, Alacar and I have finished our first sparring match, and we learnt a few tips that would help with the fights in general.
Include all the dice rolls that may be necessary in one post. Saying stuff like if this attack succeeds, then this is the damage is good.
At their first turns at each round, it helps with organization and keeping track if each player has a summary of each character's current AC, HP, and current effects on the character. Keeping track of buffing spells, debuffing spells, poisons, etc.
If you have MSN or something else to be able to actively communicate with the opponent during the match, it really helps with the flow of the battle
If you're interested in getting into sparring matches, post your characters here with spoilers so that it doesn't clog this thread. We're still looking for one more person for the D&D Derby that is in the main Pen and Paper Inn area. The Derby will probably have a few different rules, though of course there's no reason why we can't use what we learn here to help that either.
Well, I might as well throw my first character set into the ring while I think of what to do in nan's campaign. The fact that this duo is more adventure ready than battle ready is unfortunate, but that's the way the characters are.
Dice Roller9 D6s rolled
2
4
3
3
2
2
4
6
1
Player Name: swinkee
Character Name: Damon Armano
Class and Level: Rogue 7/Temple Raider of Olidammara 3
Race: Human
Alignment: Chaotic neutral
Deity: Olidammara
Size: M
Age: 21
Gender: Male
Height: 6'1
Weight: 150
Eyes: Blue
Hair: Blonde
Skin: Tanned
Class and Racial Abilities
Trapfinding
Sneak attack +5d6
Trap sense +3
Evasion
Improved uncanny dodge
Spells:
Spells Per Day: 1st: 2; 2nd: 1
Spell Save DC: 1st: 13; 2nd: 14
Prepared Spells: 1st: obscuring mist, protection from law; 2nd: cat's grace.
Languages:
Common, Halfling
Equipment:
Cloak of Protection +2
Gloves of Dexterity +2
Dice Roller1 D12 rolled
11
Dice Roller5 D8s rolled
5
2
6
6
1
Dice Roller3 D6s rolled
5
6
5
Player Name: swinkee
Character Name: Selig Armano
Class and Level: Warblade 2/Duskblade 5/Jade Phoenix Mage 3
Race: Human
Alignment: Chaotic neutral
Deity: Olidammara
Size: M
Age: 21
Gender: Male
Height: 6'2
Weight: 160
Eyes: Blue
Hair: Blonde
Skin: Tanned
Feats:
Adaptive Style
Battle Meditation (Diamond Mind)
Combat Casting
Dodge
Perfect Clarity of Mind and Body
Unnerving Calm
Class and Racial Abilities:
Battle clarity
Weapon aptitude
Uncanny dodge
Arcane attunement
Armored mage (medium)
Arcane channeling
Quick cast 1/day
Arcane wrath
Rite of awakening
Mystic phoenix stance
Spells:
Spells Per Day: 0th: 6; 1st: 7; 2nd: 6
Spell Save DC: 0th: 14; 1st: 15; 2nd: 16
Known Spells: 0th: acid splash, disrupt undead, ray of frost, touch of fatigue; 1st: blade of blood, burning hands, Kelgore's fire bolt, shocking grasp, true strike; 2nd: ghoul touch, Melf's acid arrow, scorching ray.
Maneuvers:
1st: Crusader's Strike*; Blistering Flourish; Moment of Perfect Mind*, Sapphire Nightmare Blade*; Steel Wind; Leading the Attack*
(*readied)
Stances: Stance of Clarity
Languages:
Common, Halfling
Equipment:
Cloak of Resistance +1
Headband of Intellect +2
Complete Divine: Temple raider of Olidammara prestige class.
Players Handbook II: Duskblade class; arcane attunement, armored mage, arcane channeling, and quick cast class abilities; blade of blood and Kelgore's fire bolt spells; Einhander feat.
Tome of Battle: Warblade class; Jade Phoenix Mage prestige class; battle clarity, weapon aptitude, arcane wrath, ritual of awakening, and mystic phoenix stance class abilities; Adaptive Style, Battle Meditation, Perfect Clarity of Body and Mind, and Unnerving Calm feats; all maneuvers and stances.
Contact me by MSN (preferably) or pm to set up a battle.
Oh right there's a couple of things that probably should be decided as well.
Is there a ceiling? If so how high is it. Also, we probably should find a better way to mark positions, we were having a few problems with it during the sparring before. How about we measure things as distance from the center point? Like the center point is directly in the middle of everything, so someone could be 20 ft south, 30 ft west from the center point for example.
The ceiling should be agreed upon by the combatants; either unlimited, or high enough to meet each player's specifications. If there's a discrepancy, they should ask a third party or a WPL for advice on what to do.
As for marking where things are, someone could probably make a 100x100 or 300x300 grid and we could chart things by using Paint or something.
Core Info Player Name: Sutherlands Character Name: We Mon Chu Class and Level: Monk 10 Race: Human Alignment: Lawful Awesome Deity: Yo Momma Size: Medium Age: 25 Gender: Male Height: 5'11" Weight: 175 Eyes: Blue Hair: Blond Skin: Tan
Ability Scores and Modifers STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 20 (+5) (2 from levels) CHA 8 (-1)
Combat Info HP 10d8 + 10 AC 19 Touch 19 Flat-Footed 17 Speed: 60' BAB: +7/+2 Grapple: +9 Initiative: +2 Action Points: 0
Saves Fort: +8 Ref: +9 Will: +11
(+2 vs enchantment) Weapons Weapon Name: Flurry of Blows Attack Bonus (+9/+9/+2) Damage 1d10+2 Crit Multiplier X2 Range Melee Type Bludgeoning Properties
Magic, Lawful
Class and Racial Abilities
Flurry of Blows
Unarmed Strike
Evasion/Improved Evasion
Still Mind
Slow Fall
Purity of Body
Wholeness of Body
Equipment
Core Info Player Name: Sutherlands Character Name: Oo'lak Cha Class and Level: Barbarian 8, Fighter 2 Race: Half-Orc Alignment: Deity: Angi Daddy Size: Medium Age: 28 Gender: Male Height: 6'4" Weight: 285 Eyes: Brown Hair: Dark brown Skin: Brown
Ability Scores and Modifers STR 22 (+6) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 12 (+1) CHA 6 (-2)
Combat Info HP 8d12+2d10+20 AC 18 Touch 12 Flat-Footed 18 Speed: 40' BAB: +10/+5 Grapple: +16 Initiative: +6 (2 + 4) Action Points: 0
Class and Racial Abilities: Bonus Feat
More Skill Points Equipment:
Backpack (left side)
Belt of Giants Strength (+4) (16000gp)
Gloves of Dexterity (+2) (4000gp)
Periapt of Wisdom (+2) (4000gp)
+3 Extreme Steel Shield (9025gp)
+2 Sharkskin Armor (4075)
Ring of Protection (+1) (2000gp)
Liquid Salt (500 gp)
Thunderstone x12 (400gp)
Core Info Player Name: Keldulas Character Name: Dylan Class and Level: Fighter 1/Diviner 5/Eldritch Knight 2/Abjurant Champion 2 Race: Human Alignment: True Neutral Deity: Boccob Size: Medium Age: 26 Gender: Male Height: 5’ 6” Weight: 152 lbs Eyes: Black Hair: Black with some premature grey around the temples Skin: Light Tan
Ability Scores STR 16 (+3). 20 (+5) DEX 14 (+2) CON 14 (+2) INT 18 (+4), 20 (+5) WIS8 (-1) CHA 8 (-1)
Combat Info HP 61 AC 18Touch 13 Flat-Footed 16 Speed 30 ft BAB: +7/+2 Grapple: +10
Weapons Weapon Name +1 Keen Falchion Attack Bonus +12/+7 Damage 2d4+5 Crit 15-20/x2 Type Slashing
Weapon Name Heavy Flail Attack Bonus +10/+5 Damage 1d10+4 Crit 19-20/x2 Type Bludgeoning
Weapon Name Dagger Attack Bonus +10 Damage 1d4+3 Crit 19-20/x2 Type Slashing/Piercing
Armor/Protection Armor Name +1 Twilight Mithral Armor Type Light AC Bonus +5 Max Dex +6 Check Penalty -0 Spell Failure 0% Speed 30 ft
Item Name Ring of Counterspells Effect Automatically counters the spell if it is cast on the wearer Spell cast on it Dispel Magic
Item Name Ring of Deflection +1 Effect +1 deflection bonus to AC
Item Name Gauntlets of Ogre Power +4 Effect +4 enhancement bonus to Strength
Item Name Headband of Intellect +2 Effect +2 enhancement bonus to Intellect
Item Name Armbands of Might (Complete Adventurer) Effect +2 bonus on strength checks and strength-based skills. +2 to damage on melee rolls that have -2 or worse penalty applied by power attack.
Item Name Cloak of Resistance +1 Effect +1 resistance bonus to saves
Skill Tricks
(from Complete Scoundrel. Usable once per encounter for battle tricks or once per minute for non-battle tricks unless otherwise stated)
Collector of Stories (Irrelevant for Derby)
Extreme Leap (When I jump 10 ft or more during my turn, can use a swift action to add 10 ft of movement for that turn)
Feats
Scribe Scroll
Combat Casting (+4 bonus to concentration when I defensively cast)
Quicken Spell (A spell that takes a standard action to cast takes a swift action to cast, but it requires a spell slot 4 levels above what is normally used)
Power Attack (Can take a penalty on my attack rolls to add an equal bonus to my damage rolls. Bonus to my damage rolls is x2 the penalty taken on attack rolls if I use a two-handed weapon)
Leap Attack (Complete Adventurer) (When using power attack during a charge where I jump at least 10 feet, the attack penalty to damage bonus ratio is 1:2 for one-handed weapon. For two-handed weapons, the ratio is 1:3)
Insightful Divination (Complete Mage)(whenever I cast a divination spell, I gain an insight bonus to initiative checks and saving throws equal to the spell’s level. Dissipates after I make a saving throw)
Metamagic School Focus (Divination) (Complete Mage) (3 metamagic feats/day have the spell slot cost reduced by one)
Arcane Strike (Complete Warrior)(free action to sacrifice a spell for bonus to attack rolls equal to its spell level and bonus to damage rolls equal to its spell level x 1d4)
Weapon Focus (Falchion)
Class and Racial Abilities
Diviner, restricted school: necromancy
Abjurant Armor (+2 additional bonus to abjuration spells that add an armor or shield bonus)
Extended Abjuration (Extend Spell applied to all abjurations without higher level spell slots being used)
Swift Abjuration (Quicken Spell can be applied to all 1st level abjurations without higher level spell slots being used)
Spells Per Day 0th - 5, 1st – 7, 2nd – 5, 3rd – 5, 4th – 4, one spell per spell slot level has to be divination Effective Caster Level: 8th level diviner
5 golden dice, potion of cure light wounds x2, scroll of invisibility, potion of cure serious wounds, scroll of chain of eyes
5 gp
Core Info Player Name: Keldulas Character Name: Anaris Class and Level: Beguiler 10 Race: Killoren Alignment: True Neutral Deity: Obad-Hai Size: Medium Age: 13 Gender: Male Height: 5’ 3” Weight: 109 lbs Eyes: Black, but green with aspect of hunter Hair: Brown, but green with aspect of hunter Skin: Green-brown
Ability Scores STR 10 (+0) DEX 16 (+3) CON 14 (+2), 16 (+3 INT 18 (+4), 22 (+6) WIS 8 (-1) CHA 12 (+1)
Combat Info HP 56 AC 19Touch 14 Flat-Footed 16 Speed 30 ft BAB: +5 Grapple: +5 Initiative: +5
Saves Fort +9 (+3 base, +3 con, +3 resist) Ref +9 (+3 base, +3 dex, +3 resist) Will +9 (+7 base, -1 wis, +3 resist), +11 vs enchantment
Weapons Weapon Name Rapier Attack Bonus +5 Damage 1d6 Crit 18-20/x2 Type Piercing
Weapon Name Shortbow Attack Bonus +8 Damage 1d6 Crit x3 Type Piercing
Weapon Name Dagger Attack Bonus +5 Damage 1d4 Crit 19-20/x2 Type Slashing/Piercing
Armor/Protection Armor/Item Name Mithral Chain Shirt +1 Type Light AC Bonus +5 Max Dex 6 Check Penalty 0 Spell Failure 10% (irrelevant) Speed 30 ft
Item Name Ring of Deflection +1 Effect +1 deflection bonus to AC
Item Name Amulet of Natural Health +2 Effect +2 enhancement bonus to constitution
Item Name Headband of Intellect +4 Effect +4 enhancement bonus to intelligence
Item Name Cloak of Resistance +3 Effect +3 resistance bonus to saves
Skill Tricks
(from Complete Scoundrel. Unless otherwise noted, can be used once per encounter or once per minute for non-battle tricks)
Clarity of Vision (Mental), (As a swift action, DC 20 Spot check to pinpoint the location of invisible creatures within 30 ft)
False Theurgy (Manipulation) (As a swift action while casting, can make one spell seem like another spell by mixing up the verbal/somatic components)
Group Fake-Out (Interaction) (I can feint multiple targets, -2 for each target after the first)
Listen To This (Mental) (Irrelevant for derby)
Magical Appraisal (Mental) (Irrelevant for Derby, I just like the flavour)
Feats
Combat Expertise
Improved Feint
Spell Focus (Enchantment)
Greater Spell Focus (Enchantment)
Silent Spell
Still Spell
Class and Racial Abilities
Fey type
Low-Light Vision
Immunity to magic sleep effects and +2 racial bonus to saves vs enchantments
+2 to handle animal and survival checks
Cold Iron Anathema (-2 penalty when using cold-iron weapons)
Manifest Nature’s Might (Manifest one of three aspects)
Aspect of the Hunter active (hair and eyes turn green, skin takes deeper brown, +2 racial bonus on hide, listen, move silently, spot, and initiative checks)
...and because some of us want to spar with characters without having to wait for the Derby
edit: Some rules for sparring matches:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Team Leoricar:
Player Name: Alacar Leoricar
Character Name: Alacar Leoricar
Class and Level: Fighter 2/Wizard 4/Spellsword 4
Race: Half-Elf
Alignment: ??
Deity: Tymora
Size: Medium
Age: 24
Gender: Male
Height: 5' 10"
Weight: 160
Eyes: Green
Hair: Black
Skin: Fair
Ability Scores and Modifers
STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 18 (+4)
WIS 10
CHA 10
Combat Info
HP 1d10+3d4+3d8+42
AC 19 Touch 12 Flat-Footed 17
Speed: 30'
BAB: +8/+3
Grapple: +10
Initiative: +2
Action Points: 0
Saves
Fort: +10
Ref: +6
Will: +8
Weapons
Weapon Name: Blade of Krallis (Keen Bastard Sword of Spell Storing +2)
Attack Bonus +11/+7
Damage 1d10+4
Crit Multiplier 17-20/x2
Range Melee
Type Slashing
Properties Can store a spell channeled into it.
Armor/Protection
Name: Mithral Breastplate +2
Type: Light
AC Bonus: +7
Max Dex: +5
Armor Check Penalty: 0
Spell Failure: 0%
Speed: 30'
Weight: 25lbs
Properties: Made of mithral
Climb 3 (+2 Str, 1 rank)
Concentration 15 (+2 Con, 13 ranks)
Diplomacy 2 (+2 racial)
Escape Artist 4 (+2 Dex, 2 ranks)
Gather Information 2 (+2 racial)
Intimidate 4 (4 ranks)
Jump 5 (+2 Str, 3 ranks)
Knowledge (Arcana) 17 (+4 Int, 13 ranks)
Listen 5 (4 ranks, +1 racial)
Ride 5 (+2 Dex, 3 ranks)
Search 5 (+4 Int, +1 racial)
Spellcraft 17 (+4 Int, 13 ranks)
Spot 4 (3 ranks, +1 racial)
Exotic Weapon Proficiency: Bastard Sword
Weapon Focus: Bastard Sword
Spellcasting Prodigy (Spell DC/Bonus Spells at 20 Int)
Somatic Weaponry (may use S spell component when armed)
Signature Spell: Magic Missile (may spend a 1st or higher spell to cast Magic Missile)
Combat Casting (+4 Con while casting on the defensive)
Practiced Spellcaster (+4 to spell level)
Class and Racial Abilities
Immune to sleep effects
Low-Light Vision
+1 to Listen, Search, Spot
+2 to Diplomacy, Gather Information
Summon Familiar (Weasel, +2 to Ref saves)
Scribe Scroll
Ignore Spell Failure: 15%
channel spell 3/day
0: 4
1: 5
2: 4
3: 3
Player Name: Alacar Leoricar
Character Name: Arianna Leoricar
Class and Level: Bard 10
Race: Human
Alignment: NG
Deity: Sune
Size: Medium
Age: 23
Gender: Female
Height: 5'8"
Weight: 160
Eyes: Green
Hair: Dark brown
Skin: Fair
Ability Scores and Modifers
STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 24 (+7) (18 + cloak of charisma +6)
Combat Info
HP 9d6+16
AC 17 Touch 12 Flat-Footed 15
Speed: 30'
BAB: +7/+2
Grapple: +8
Initiative: +2
Action Points: 0
Saves
Fort: +4
Ref: +9
Will: +8
Weapons
Weapon Name: Longsword +1
Attack Bonus +8/+3
Damage 1d8+2
Crit Multiplier 19-20/x2
Range Melee
Type Slashing
Weapon Name: Shortbow
Attack Bonus +9/+4
Damage 1d6
Crit Multiplier x3
Range 60'
Type Piercing
Armor/Protection
Name: Chain Shirt +1
Type: Light
AC Bonus: +5
Max Dex: +4
Armor Check Penalty: -2
Spell Failure: 0%
Speed: 30'
Weight: 25lbs
Bluff 20 (+7 Cha, 13 ranks)
Concentration 14 (+1 Con, 13 ranks)
Intimidate 9 (+7 Cha, +2 synergy)
Jump 6 (+1 Str, 7 ranks, -2 ACP)
Knowledge (history) 6 (+1 Int, 5 ranks)
Knowledge (arcana) 8 (+1 Int, 7 ranks)
Listen 7 (+1 Wis, 6 ranks)
Perform (Singing) 20 (+7 Cha, 13 ranks)
Spellcraft 14 (+1 Int, 11 ranks, +2 synergy)
Spot 2 (+1 Wis, 1 rank)
Tumble 13 (+2 Dex, 13 ranks, -2 ACP)
Lingering Song (bardic music lasts 1 minute after ending)
Melodic Casting (may cast spells during bardic music)
Lyric Spell (may spend 1+spell level's worth of bardic music uses to cast a known spell)
Extra Music (+4 bardic music/day)
Extra Music (+4 bardic music/day)
Racial and Class Abilities
Bardic Music 18/day
Bardic Knowledge +13
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness
0: 3
1: 5
2: 5
3: 4
4: 1 (+1 with eagle's splendour)
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Ryttare Kelasin Luna Orelinalei
HD rolls for Nirik
HD rolls for Kraad
Core Info
Player Name: Keldulas
Character Name: Nirik Adarian
Class and Level: Rogue 3/Ninja 2/Assassin 5
Race: Halfling
Alignment: Neutral Evil
Deity:
Size: Medium
Age: 20
Gender: Male
Height: 3’4”
Weight: 32
Eyes: Red
Hair: Dark Brown
Skin: Dark
Ability Scores
STR 10 (+0)
DEX 20 (+6)
CON 14 (+2), 16 (+3)
INT 16 (+3), 18 (+4)
WIS 12 (+1)
CHA 8 (-1)
Combat Info
HP 72
AC 21 Touch 16 Flat-Footed 21
Speed 30 ft
BAB: +7/+2
Grapple: +3
Saves
Fort +6 (+2 base, +2 con, +1 racial, +1 resistance)
Ref +18 (+10 base, +6 dex, +1 racial, +1 resistance)
Will +7 (+2 base, +1 wis, +1 racial, +1 resistance, +2 ninja)
Weapons
Weapon Name +1 Daggers of Returning
Attack Bonus +13, +14 if thrown
Damage 1d4+1
Crit 19-20/x2
Type Slashing
Ammunition 2
Weight lbs
Weapon Name Dagger
Attack Bonus +12, +13 if thrown
Damage 1d4
Crit 19-20/x2
Type Slashing/Piercing
Ammunition 10
Weight 1 lb
Armor/Protection
Armor/Item Name Mithral Chain Shirt +1
Type Light
AC Bonus +5
Max Dex +6
Check Penalty +0
Spell Failure 10%
Speed 30 ft
Weight 6.25 lbs
Item Amulet of Natural Health +2
Effect +2 enhancement to constitution
Item Headband of Intellect +2
Effect +2 enhancement bonus to intelligence
Item Cloak of Resistance +1
Effect +1 resistance bonus to saves
Max Ranks: 13 class, 6 cross-class
Balance (Dex) 16 (8 ranks + 6 dex + 2 synergy)
Bluff (Cha) 4 (5 ranks – 1 cha)
Decipher Script (Int) 8 (4 ranks + 4 int)
Disguise (Cha) 3 (4 ranks – 1 cha)
Escape Artist (Dex) 19 (13 ranks + 6 dex)
Hide (Dex) 22 (12 ranks + 6 dex + 4 size)
Jump (Str) 4 (6 ranks + 0 str + 2 racial + 2 synergy - 6 speed)
Listen (Wis) 13 (12 ranks + 1 wis)
Move Silently (Dex) 20 (12 ranks + 6 dex + 2 racial)
Sleight of Hand (Dex) 13 (5 ranks + 6 dex + 2 synergy)
Spot (Wis) 13 (12 ranks + 1 wis)
Tumble (Dex) 21 (13 ranks + 6 dex + 2 synergy)
Use Magic Device (Cha) 12 (13 ranks -1 cha), 14 when using scrolls
Feats
Weapon Finesse (use Dex instead of Str to hit with light/special weapons)
Quick Draw
Two-Weapon Fighting
Improved Two-Weapon Fighting
Class and Racial Abilities
+2 racial bonus on Climb, Jump, Listen, and Move Silently
+1 racial bonus to all saving throws
+2 morale bonus to save vs fear
+1 racial bonus to hit with thrown weapons and slings
Trapfinding
+5d6 sneak attack damage (when opponent is denied dex bonus or flanked)
Evasion
+1d6 sudden strike damage (when opponent is denied dex bonus)
Wisdom bonus to AC (inactive currently)
Ki Power 2/day, +2 on will saves while there’s still one use
Ghost Step (swift action for 1 round invisibility)
Death Attack (observe target for 3 rounds to kill or disable them, Fortitude DC 18)
Poison Use
+2 bonus to saves vs poison
Uncanny Dodge
Improved Uncanny Dodge (10th level)
Effective Caster Level: 5th level assassin
Spells per Day: 1st – 4, 2nd – 3, 3rd – 1
Arcane Spell Save DC: 1st - 15, 2nd – 16, 3rd - 17
Spells Known:
1st – critical strike (Complete Adventurer), distract assailant, true strike
2nd – cat’s grace, invisibility, wraithstrike (Complete Adventurer)
3rd – false life, magic circle against good, toxic tongue (Complete Mage)
Languages
Common, Halfling, Elven, Gnome, Goblin
Potion of Cure Serious Wounds, Scroll of Greater Invisibility, Potion of Shield of Faith, 2 Tanglefoot Bags, 3 Thunderstones
Core Info
Player Name: Keldulas
Character Name: Kraad
Class and Level: Archivist 3/Abjurer 3/Mystic Theurge 4
Race: Human
Alignment: Lawful Neutral
Deity:
Size: Medium
Age: 26
Gender: Male
Height: 5’4”
Weight: 138
Eyes: Blue
Hair: Black
Skin: Dark
Ability Scores
STR 14 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 20 (+5), 22 (+6)
WIS8 (-1)
CHA 8 (-1)
Combat Info
HP 63
AC 16 Touch 11 Flat-Footed 15
Speed 30 ft
BAB: +5
Grapple: +7
Saves
Fort +7 (+5 base, +2 con)
Ref +4 (+3 base, +1 dex)
Will +9 (+10 base, -1 wis)
Weapons
Weapon Name Morningstar
Attack Bonus +7
Damage 1d8+2
Crit x2
Type Bludgeoning/Piercing
Weight 6 lb
Weapon Name Light Crossbow
Attack Bonus +6
Damage 1d8
Crit 19-20/x2
Type Piercing
Ammunition 10
Weight 5 lb (4 xbow, 1 bolts)
Weapon Name Dagger
Attack Bonus +7
Damage 1d4+2
Crit 19-20/x2
Type Slashing/Piercing
Weight 1 lb
Armor/Protection
Name: Twilight mithral armor +1
Type: Light
AC Bonus: +5
Max Dex: 6
Armor Check Penalty: 0
Spell Failure: 0%
Speed: 30 ft
Weight: 12.5 lbs
Special Properties: Twilight and mithral
Item Ring of counterspells
Effect Automatically counters the spell if it is cast on the wearer
Spell cast on it Dispel Magic
Item Headband of Intellect +2
Effect +2 enhancement bonus to intelligence
Max Ranks: 13 class, 6 cross-class
Concentration (Str) 16 (13 ranks + 3 con)
Craft (Alchemy) (Int) 19 (13 ranks + 6 int)
Craft (Trapmaking) 13 (Int) (7 ranks + 6 int)
Decipher Script (Int) 19 (13 ranks + 6 int)
Knowledge (Arcana) (Int) 19 (13 ranks + 6 int)
Knowledge (Dungeoneering) (Int) 15 (9 ranks + 6 int)
Knowledge (Religion) (Int) 19 (13 ranks + 6 int)
Knowledge (The Planes) (Int) 15 (9 ranks + 6 int)
Spellcraft (Int) 21 (13 ranks + 6 int + 2 synergy))
Feats
Scribe Scroll
Practiced Spellcaster (Abjurer) (+4 to caster level, can’t exceed character level)
Practiced Spellcaster (Archivist)
Energy Abjuration (Whenever I cast an abjuration spell, I gain energy resistance equal to (1 + spell level) x 5. This lasts as long as the abjuration spell or until I get hit by an energy attack)
Silent Spell
Metamagic School Focus (Abjuration)
Class and Racial Abilities
Dark Knowledge (Tactics) 4 times/day (inapplicable against humanoids)
Lore Mastery (+2 bonus to Decipher Script and Knowledge: Arcana)
Abjurer, restricted school: enchantment, necromancy
Effective Caster Level: 10th level abjurer, 10th level archivist
Arcane Spell Save DC: 0th - 16, 1st - 17, 2nd – 18, 3rd – 19, 4th - 20
Spellbook:
0th – acid splash, dancing lights, detect poison, detect magic, flare, ghost sound, light, mage hand, mending, message, open/close, ray of frost, read magic, resistance,
1st – alarm, grease, jet of steam, (Complete Mage), mage armor, magic missile, obscuring mists, protection from evil, shield, true strike,
2nd – arcane turmoil (Complete Mage), bear's endurance, invisibility, protection from arrows, scorching ray, see invisibility, spider climb
3rd – bands of steel (Complete Arcane), dispel magic, displacement, fireball, fly, haste, karmic backlash (Player’s Handbook II), phantom steed
4th – greater mirror image (Player’s Handbook II), greater invisibility, shout, stifle spell (Player’s Handbook II)
Divine Spell Save DC: 0th - 16, 1st - 17, 2nd – 18, 3rd – 19, 4th - 20
Prayerbook:
0th - create water, cure minor wounds, detect magic, detect poison, guidance, inflict light wounds, light, mending, purify food and drink, read magic, resistance, virtue
1st - command, cure light wounds, divine favour, doom, faerie fire, lesser vigor (Complete Divine), protection from chaos, remove fear, resist energy, sanctuary, shield of faith,
2nd – aid, barkskin, death knell, hold person, protection from energy, silence
3rd – bestow curse, create food and water, cure serious wounds, energy aegis (Player’s Handbook II), healing spirit, hesitate (Player’s Handbook II)
4th – cure critical wounds, divine power, energy vortex (Complete Divine), freedom of movement, holy sword
Arcane Spells Per Day 0th - 5, 1st – 7, 2nd – 5, 3rd – 5, 4th – 3, one spell per spell slot level has to be abjuration
Spells Memorized (Arcane):
0th – detect magic, mage hand, mending, message, resistance
1st – grease, mage armor, magic missile x2, protection from evil, shield, true strike,
2nd – arcane turmoil, bear's endurance, invisibility, scorching ray, see invisibility
3rd – bands of steel, dispel magic, displacement, fireball, haste,
4th – greater mirror image, greater invisibility, stifle spell
Divine Spells Per Day 0th - 4, 1st – 7, 2nd – 5, 3rd – 4, 4th – 3
Spells Memorized (Divine):
0th – cure minor wounds, detect poison, light, resistance, virtue
1st – doom, faerie fire, protection from chaos, remove fear, resist energy, sanctuary, shield of faith
2nd – barkskin, hold person x2, protection from energy, silence
3rd – cure serious wounds, energy aegis, heistate x2
4th – energy vortex, holy sword, divine power
Languages
Common, Draconic, Elven, Dwarven, Goblin
Lesser Metamagic Rod of Quicken used up, Scroll of Cure Critical Wounds x2 (one used)
5 golden dice
148 gp
HD for Alacar:
Arianna:
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Ryttare Kelasin Luna Orelinalei
A concern, are you aware in normal circumstances that it costs money to add extra spells into a wizard's spellbook? Basically wizards only get 2 free spells each time they level, so they have to buy the rest. Well, they also have the free spells from initially starting wizard too. For the purposes of sparring here, how many extra spells if any would you like to add to the "free" selection that wizards nromally get, if at all?
Personally I don't care how many spells you have in your spellbook--you can only cast so many per day. I try to keep reasonable, picking only spells Alacar would be interested in, not everything in the book.
Also--level 10 spellcasters don't grow in a vacuum, even if they're only made for sparring in one. That's my philosophy, anyways.
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Ryttare Kelasin Luna Orelinalei
As for metagaming, you really shouldn't. You should go for a team that compliments each other all-around, not just one that's meant to pwn one other team specifically.
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Ryttare Kelasin Luna Orelinalei
Think of it as screen watching in a FPS game on a console. Sure, everyone can do it, but it makes things feel sort of pointless.
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Ryttare Kelasin Luna Orelinalei
Character Name: Damon Armano
Class and Level: Rogue 7/Temple Raider of Olidammara 3
Race: Human
Alignment: Chaotic neutral
Deity: Olidammara
Size: M
Age: 21
Gender: Male
Height: 6'1
Weight: 150
Eyes: Blue
Hair: Blonde
Skin: Tanned
STR 8
DEX 16 (18)
CON 10
INT 13
WIS 14
CHA 16
HP: 38
AC: 22
Touch: 16
Flat-Footed: 22
Speed: 30 ft.
Initiative: +8
BAB: +7
Grapple: +6
Saves:
Fort +5
Ref +14
Will +8
Weapons:
+1 keen rapier
Attack Bonus: +12
Damage: 1d6
Crit Multiplier: 15-20, 2x
Range: --
Type: Piercing
+1 seeking light crossbow
Attack Bonus: +12
Damage: 1d8+1
Crit Multiplier: 19-20, 2x
Range: 80 ft.
Type: Piercing
Ammunition: 50 bolts
Armor/Protection:
Elven chain
Type: Light
AC Bonus: +5
Max Dex: +4
Check Penalty: -2
Spell Failure: 20%
Speed: 30 ft.
Weight: 20
Ring of Protection +1
(+1 deflection bonus to AC)
Amulet of Natural Armor +1
(+1 natural armor)
Dusty rose prism Ioun stone
(+1 insight bonus to AC)
Skills:
Bluff +13 (10 ranks, +3 Cha)
Disable Device +14 (13 ranks, +1 Int)
Knowledge (religion) +9 (8 ranks, +1 Int)
Intimidate +15 (10 ranks, +3 Cha, +2 Bluff synergy)
Move Silently +17 (13 ranks, +4 Dex)
Open Lock +17 (13 ranks, +4 Dex)
Search +14 (13 ranks, +1 Int)
Sense Motive +12 (10 ranks, +2 Wis)
Sleight of Hand +16 (10 ranks, +4 Dex, +2 Bluff synergy)
Spot +12 (10 ranks, +2 Wis)
Tumble +17 (13 ranks, +7 Dex)
Feats:
Combat Reflexes
Dodge
Einhander
Improved Inititative
Weapon Finesse
Class and Racial Abilities
Trapfinding
Sneak attack +5d6
Trap sense +3
Evasion
Improved uncanny dodge
Spells:
Spells Per Day: 1st: 2; 2nd: 1
Spell Save DC: 1st: 13; 2nd: 14
Prepared Spells: 1st: obscuring mist, protection from law; 2nd: cat's grace.
Languages:
Common, Halfling
Equipment:
Cloak of Protection +2
Gloves of Dexterity +2
Character Name: Selig Armano
Class and Level: Warblade 2/Duskblade 5/Jade Phoenix Mage 3
Race: Human
Alignment: Chaotic neutral
Deity: Olidammara
Size: M
Age: 21
Gender: Male
Height: 6'2
Weight: 160
Eyes: Blue
Hair: Blonde
Skin: Tanned
STR 12
DEX 14
CON 16
INT 16 (18)
WIS 10
CHA 12
HP: 68
AC: 21
Touch: 14
Flat-Footed: 21
Speed: 30 ft.
Initiative: +2
BAB: +10
Grapple:+11
Saves:
Fort +14
Ref +8
Will +6
Weapons:
+1 keen ghost touch rapier
Attack Bonus: +12
Damage: 1d6+2
Crit Multiplier: 15-20/2x
Range: --
Type: Piercing
+1 light crossbow
Attack Bonus: +13
Damage: 1d8+1
Crit Multiplier: 19-20/2x
Range: 80 ft.
Type: Piercing
Ammunition: 50 bolts
Armor/Protection:
Elven chain
Type: Light
AC Bonus: +5
Max Dex: +4
Check Penalty: -2
Spell Failure: 20%
Speed: 30 ft.
Weight: 20 lb
Light steel arrow catching shield
Type: Shield
AC Bonus: +1
Max Dex: --
Check Penalty: 0
Spell Failure: 5%
Speed: --
Weight 6 lb.
Ring of Protection +1
(+1 deflection bonus to AC)
Amulet of Natural Armor +1
(+1 natural armor)
Dusty rose prism Ioun stone
(+1 insight bonus to AC)
Skills:
Concentration +16 (13 ranks, +3 Con)
Intimidate +9 (8 ranks, +1 Cha)
Knowledge (arcana) +12 (8 ranks, +4 Int)
Knowledge (history) +14 (10 ranks, +4 Int)
Knowledge (local) +9 (5 ranks, +4 Int)
Knowledge (religion) +9 (5 ranks, +4 Int)
Martial Lore +12 (8 ranks, +4 Int)
Tumble +10 (8 ranks, +2 Dex)
Feats:
Adaptive Style
Battle Meditation (Diamond Mind)
Combat Casting
Dodge
Perfect Clarity of Mind and Body
Unnerving Calm
Class and Racial Abilities:
Battle clarity
Weapon aptitude
Uncanny dodge
Arcane attunement
Armored mage (medium)
Arcane channeling
Quick cast 1/day
Arcane wrath
Rite of awakening
Mystic phoenix stance
Spells:
Spells Per Day: 0th: 6; 1st: 7; 2nd: 6
Spell Save DC: 0th: 14; 1st: 15; 2nd: 16
Known Spells: 0th: acid splash, disrupt undead, ray of frost, touch of fatigue; 1st: blade of blood, burning hands, Kelgore's fire bolt, shocking grasp, true strike; 2nd: ghoul touch, Melf's acid arrow, scorching ray.
Maneuvers:
1st: Crusader's Strike*; Blistering Flourish; Moment of Perfect Mind*, Sapphire Nightmare Blade*; Steel Wind; Leading the Attack*
(*readied)
Stances: Stance of Clarity
Languages:
Common, Halfling
Equipment:
Cloak of Resistance +1
Headband of Intellect +2
Players Handbook II: Duskblade class; arcane attunement, armored mage, arcane channeling, and quick cast class abilities; blade of blood and Kelgore's fire bolt spells; Einhander feat.
Tome of Battle: Warblade class; Jade Phoenix Mage prestige class; battle clarity, weapon aptitude, arcane wrath, ritual of awakening, and mystic phoenix stance class abilities; Adaptive Style, Battle Meditation, Perfect Clarity of Body and Mind, and Unnerving Calm feats; all maneuvers and stances.
Contact me by MSN (preferably) or pm to set up a battle.
Proud worshipper of TFE.
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Ryttare Kelasin Luna Orelinalei
Is there a ceiling? If so how high is it. Also, we probably should find a better way to mark positions, we were having a few problems with it during the sparring before. How about we measure things as distance from the center point? Like the center point is directly in the middle of everything, so someone could be 20 ft south, 30 ft west from the center point for example.
As for marking where things are, someone could probably make a 100x100 or 300x300 grid and we could chart things by using Paint or something.
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Ryttare Kelasin Luna Orelinalei
Core Info
Player Name: Sutherlands
Character Name: We Mon Chu
Class and Level: Monk 10
Race: Human
Alignment: Lawful Awesome
Deity: Yo Momma
Size: Medium
Age: 25
Gender: Male
Height: 5'11"
Weight: 175
Eyes: Blue
Hair: Blond
Skin: Tan
Ability Scores and Modifers
STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 20 (+5) (2 from levels)
CHA 8 (-1)
Combat Info
HP 10d8 + 10
AC 19 Touch 19 Flat-Footed 17
Speed: 60'
BAB: +7/+2
Grapple: +9
Initiative: +2
Action Points: 0
Saves
Fort: +8
Ref: +9
Will: +11
(+2 vs enchantment)
Weapons
Weapon Name: Flurry of Blows
Attack Bonus (+9/+9/+2)
Damage 1d10+2
Crit Multiplier X2
Range Melee
Type Bludgeoning
Properties
Magic, Lawful
Tumble 15 (13 ranks + 2)
Balance 15 (13 ranks + 2)
Move Silently 15 (13 ranks + 2)
Spot 18(13 ranks + 5) Feats
Stunning Fist
Deflect Arrows
Improved Disarm
Dodge
Mobility
Spring Attack
Weapon Focus (unarmed)
Improved Initiative
Class and Racial Abilities
Flurry of Blows
Unarmed Strike
Evasion/Improved Evasion
Still Mind
Slow Fall
Purity of Body
Wholeness of Body
Equipment
Core Info
Player Name: Sutherlands
Character Name: Oo'lak Cha
Class and Level: Barbarian 8, Fighter 2
Race: Half-Orc
Alignment:
Deity: Angi Daddy
Size: Medium
Age: 28
Gender: Male
Height: 6'4"
Weight: 285
Eyes: Brown
Hair: Dark brown
Skin: Brown
Ability Scores and Modifers
STR 22 (+6)
DEX 14 (+2)
CON 14 (+2)
INT 6 (-2)
WIS 12 (+1)
CHA 6 (-2)
Combat Info
HP 8d12+2d10+20
AC 18 Touch 12 Flat-Footed 18
Speed: 40'
BAB: +10/+5
Grapple: +16
Initiative: +6 (2 + 4)
Action Points: 0
Saves
Fort: +15 (6 + 3 + 6)
Ref: +4 (2+2)
Will: +5 (2+1+2)
Weapons
Weapon Name: Brilliant Energy Spiked Chain
Attack Bonus +17/+12
Damage 2d4+6
Crit Multiplier x2
Range -
Type Piercing
Armor/Protection
Name: Chain Shirt +2
Type: Medium
AC Bonus: 6
Max Dex: 4
Armor Check Penalty: 0
Spell Failure: 20%
Speed: 40'
Weight: 25 lbs
Listen 10 (9 ranks + 1)
Iron Will
EWP: Spiked Chain
Power Attack
Improved Initiative
Combat Expertise
Improved Trip
Racial and Class Abilities
Fast movement
Illiteracy
Rage 3/day
Improved Uncanny Dodge
Trap sense +2
Damage Reduction 1/-
Equipment:
Brilliant Energy Spiked Chain
Chainmail +2
I still need to buy equipment, but would be up for a match later on today.
Hey, you! Yeah, you behind the computer screen! You're unconstitutional.
America == Velociraptor
Play IRC mafia. (/join #mafia)
And Lawful Awesome is not an alignment. It's a paradox.
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Ryttare Kelasin Luna Orelinalei
Character Name: Girran, Flaring Knife
Class and Level: Level 4 Soulknife / 5 Pyrokineticist / Fighter 1
Race: Human
Alignment: CG
Deity:
Size: Medium
Age: 27
Gender: Male
Height: 5"7
Weight: 250 lb
Eyes: Slate Greyish-blue
Skin: Ebon
Ability Scores and Modifiers
STR 22 +6 (16+4+2)
DEX 10 +0
CON 16 +3
INT 14 +2
WIS 12 +1
CHA 8 -1
Combat Info
HP: 67
AC: 29 Touch: 10 Flat-Footed: 29
Speed: 15 ft base
BAB: +7.75/+2.75
Grapple: +12
Initiative: +0
Other: Fire Resistance /10
Saves
Fort: +7 +3 =+10
Ref: +8 +0 =+8
Will: +5 +1 =+6
Weapons
Weapon Name: Psiblade +1
Attack Bonus: +13/+8
Damage: 1d6+2d6(Fire)+6(str)+1(Enhancement bonus)
Crit Multiplier: 19-20/x2
Range: 30 ft. (if thrown)
Type: Slashing/Fire
Weight: 0lb
Weapon Name: Psi-Firewhip
Attack Bonus: +13/+8
Damage: 1d8+2d6+6 (touch attack)
Crit Multiplier: x2
Range: 15 ft.
Type: Fire
Weight: 0lb
Weapon Name: Psionic Firebolt
Attack Bonus: +7
Damage: 5d6 (touch attack)
Crit Multiplier: -
Range: 60 ft
Type: Fire
Weight: 0lb
Armor/Protection
Mechanus Armor +3
Type: Heavy
AC Bonus: +13
Max Dex: +0
Armor Check Penalty: -8
Spell Failure: 50%
Speed: 15 ft.
Weight: 75lb.
Properties:
Extreme Shield, Steel +3
Type: Heavy
AC Bonus: +6
Max Dex: +0
Armor Check Penalty: -2
Spell Failure: 15%
Speed: -
Weight: 25lb.
Properties:
Skills: 4+5 = 9 (9x17 = 153)
AutoHypnosis 9+ 2 = +11
Concentration 10 + 3 = +13
Craft (Alchemy) 10 + 2 = 12
Knowledge (Psionics) 7+2=9
Skill Tricks
Feats
Weapon Focus (Mindblade)
Wild Talent
Able Learner (Concentrate) (level 1)
Improved Initiative (Bonus feat)
Improved Critical (Fighter bonus)
Shield Specialization (level 3)
Combat Expertise (level 6)
Improved Combat Expertise (level 9)
Class and Racial Abilities:
Extra Feat
More skill points
Equipment:
Backpack (left side)
Belt of Strength (+4) (16,000 gp)
+3 Mechanus armor (10750gp)
+3 Extreme Steel Shield (9025gp)
Bead of Force (3000gp)
Thunderstone x7 (225)
Tanglefoot Bag x8 (400)
Liquid Salt x3(600)
Weight: Light
Funds: 40000 gp
Character Name: Shiran, Soul Bolt
Class and Level: Level 5 Soulknife / 5 Soulbow
Race: Elf
Alignment: CG
Deity:
Size: Medium
Age: 127
Gender: Female
Height: 5"7
Weight: 128 lb
Eyes: Amber
Skin: Pale white
Ability Scores and Modifiers
STR 20 +5 (16+4)
DEX 20+5(16+2+2)
CON 10 +0 (10-2+2)
INT 8 -1 (8)
WIS 18 +4 (16+2)
CHA 8 -1 (8)
Combat Info
HP: 56
AC: 27 Touch: 16 Flat-Footed: 22
Speed: 30 ft base
BAB: 7/2
Grapple: +12
Initiative: +5
Other:
Saves
Fort: +0 +3 =+3
Ref: +5 +7 =+11
Will: +4 +7 =+10
Weapons
Weapon Name: Psiblade +2
Attack Bonus: +13/+8
Damage: 1d6+5(str)+1(Enhancement bonus)
Crit Multiplier: 19-20/x2
Range: 30 ft. (if thrown)
Type: Slashing
Weight: 0lb
Weapon Name: Soulbow Bolts +2
Attack Bonus: +12/+7
Damage: 1d6+1d6(cold)+5+4+2
Crit Multiplier: x3
Range: 60 ft
Type: piercing/fire/cold
Weight: 0lb
Armor/Protection
+2 Sharkskin
Type: Light
AC Bonus: +5
Max Dex: +6
Armor Check Penalty: 0
Spell Failure: 10%
Speed: 40 ft.
Weight: 15lb.
Properties:
Extreme Shield, Steel +3
Type: Heavy
AC Bonus: +6
Max Dex: +0
Armor Check Penalty: -2
Spell Failure: 15%
Speed: -
Weight: 25lb.
Properties: Skills: 4
Autohypnosis 13+4 = 17
Concentration 13+0=13
Hide 13+5=18
Move Silently 13+5=18
Feats
Weapon Focus (Mindblade)
Wild Talent
Point Blank shot
Rapid Shot (level 1)
Psionic Shot (level 3)
Manyshot (level 6)
Greater Psionic Shot (level 9)
Class and Racial Abilities:
Bonus Feat
More Skill Points
Equipment:
Backpack (left side)
Belt of Giants Strength (+4) (16000gp)
Gloves of Dexterity (+2) (4000gp)
Periapt of Wisdom (+2) (4000gp)
+3 Extreme Steel Shield (9025gp)
+2 Sharkskin Armor (4075)
Ring of Protection (+1) (2000gp)
Liquid Salt (500 gp)
Thunderstone x12 (400gp)
Weight:
Funds: gp
Core Info
Player Name: Keldulas
Character Name: Dylan
Class and Level: Fighter 1/Diviner 5/Eldritch Knight 2/Abjurant Champion 2
Race: Human
Alignment: True Neutral
Deity: Boccob
Size: Medium
Age: 26
Gender: Male
Height: 5’ 6”
Weight: 152 lbs
Eyes: Black
Hair: Black with some premature grey around the temples
Skin: Light Tan
Ability Scores
STR 16 (+3). 20 (+5)
DEX 14 (+2)
CON 14 (+2)
INT 18 (+4), 20 (+5)
WIS8 (-1)
CHA 8 (-1)
Combat Info
HP 61
AC 18 Touch 13 Flat-Footed 16
Speed 30 ft
BAB: +7/+2
Grapple: +10
Saves
Fort +9 (+6 base, +2 con, +1 resistance)
Ref +4 (+1 base, +2 dex, +1 resistance)
Will +7 (+7 base, -1 wis, +1 resistance)
Weapons
Weapon Name +1 Keen Falchion
Attack Bonus +12/+7
Damage 2d4+5
Crit 15-20/x2
Type Slashing
Weapon Name Heavy Flail
Attack Bonus +10/+5
Damage 1d10+4
Crit 19-20/x2
Type Bludgeoning
Weapon Name Dagger
Attack Bonus +10
Damage 1d4+3
Crit 19-20/x2
Type Slashing/Piercing
Armor/Protection
Armor Name +1 Twilight Mithral Armor
Type Light
AC Bonus +5
Max Dex +6
Check Penalty -0
Spell Failure 0%
Speed 30 ft
Item Name Ring of Counterspells
Effect Automatically counters the spell if it is cast on the wearer
Spell cast on it Dispel Magic
Item Name Ring of Deflection +1
Effect +1 deflection bonus to AC
Item Name Gauntlets of Ogre Power +4
Effect +4 enhancement bonus to Strength
Item Name Headband of Intellect +2
Effect +2 enhancement bonus to Intellect
Item Name Armbands of Might (Complete Adventurer)
Effect +2 bonus on strength checks and strength-based skills. +2 to damage on melee rolls that have -2 or worse penalty applied by power attack.
Item Name Cloak of Resistance +1
Effect +1 resistance bonus to saves
Max Ranks: 13 class, 6 cross-class
Climb (Str) 10 (7 ranks + 3 str)
Craft (Alchemy) (Int) 13 (9 ranks + 4 int),
Craft (Weaponsmithing) 11 (Int) (7 ranks + 4 int)
Craft (Trapmaking) (Int) 8 (4 ranks + 4 int)
Concentration (Con) 15 (13 ranks + 2 con), 19 when casting defensively
Jump (Str) 16 (13 ranks + 3 str)
Knowledge (Arcana) (Int) 15 (11 ranks + 4 int)
Spellcraft (Int) 19 (13 ranks + 4 int + 2 synergy))
(from Complete Scoundrel. Usable once per encounter for battle tricks or once per minute for non-battle tricks unless otherwise stated)
Collector of Stories (Irrelevant for Derby)
Extreme Leap (When I jump 10 ft or more during my turn, can use a swift action to add 10 ft of movement for that turn)
Feats
Scribe Scroll
Combat Casting (+4 bonus to concentration when I defensively cast)
Quicken Spell (A spell that takes a standard action to cast takes a swift action to cast, but it requires a spell slot 4 levels above what is normally used)
Power Attack (Can take a penalty on my attack rolls to add an equal bonus to my damage rolls. Bonus to my damage rolls is x2 the penalty taken on attack rolls if I use a two-handed weapon)
Leap Attack (Complete Adventurer) (When using power attack during a charge where I jump at least 10 feet, the attack penalty to damage bonus ratio is 1:2 for one-handed weapon. For two-handed weapons, the ratio is 1:3)
Insightful Divination (Complete Mage)(whenever I cast a divination spell, I gain an insight bonus to initiative checks and saving throws equal to the spell’s level. Dissipates after I make a saving throw)
Metamagic School Focus (Divination) (Complete Mage) (3 metamagic feats/day have the spell slot cost reduced by one)
Arcane Strike (Complete Warrior)(free action to sacrifice a spell for bonus to attack rolls equal to its spell level and bonus to damage rolls equal to its spell level x 1d4)
Weapon Focus (Falchion)
Class and Racial Abilities
Diviner, restricted school: necromancy
Abjurant Armor (+2 additional bonus to abjuration spells that add an armor or shield bonus)
Extended Abjuration (Extend Spell applied to all abjurations without higher level spell slots being used)
Swift Abjuration (Quicken Spell can be applied to all 1st level abjurations without higher level spell slots being used)
Spells Per Day 0th - 5, 1st – 7, 2nd – 5, 3rd – 5, 4th – 4, one spell per spell slot level has to be divination
Effective Caster Level: 8th level diviner
Spell Save DC: 0th - 15, 1st - 16, 2nd – 17, 3rd – 18, 4th – 19
Spellbook:
0th – acid splash, dancing lights, daze, detect poison, detect magic, flare, ghost sound, light, mage hand, mending, message, open/close, ray of frost, read magic, resistance
1st – critical strike (Complete Adventurer), disguise self, ectoplasmic armor (Spell Compendium), ebon eyes (Spell Compendium), enlarge person, familiar pocket, mage armor, magic missile, obscuring mists, protection from evil, shield, true strike
2nd – arcane turmoil (Complete Mage), chain of eyes (Spell Compendium), fox’s cunning, insight of good fortune (Player’s Handbook II), invisibility, phantasmal assailant (Spell Compendium), resist energy, see invisibility
3rd – arcane sight, bands of steel (Spell Compendium), circle dance (Spell Compendium), dispel magic, energy aegis, fireball, hesitate (Player’s Handbook II), lesser telepathic bond (Spell Compendium), unluck (Spell Compendium)
4th – arcane eye, burning blood (Complete Arcane), dimension door, greater mirror image, locate creature
Spells Memorized:
0th – detect magic, mage hand, mending, message, resistance
1st – enlarge person, magic missile x2, protection from evil x2 , shield, true strike
2nd – arcane turmoil x2, insight of good fortune, invisibility, resist energy
3rd – bands of steel x2 , energy aegis, lesser telepathic bond, unluck
4th – burning blood, greater mirror image , quickened true strike x2 (spell level 1st)
Languages
Common, Elven, Sylvan, Draconic
5 golden dice, potion of cure light wounds x2, scroll of invisibility, potion of cure serious wounds, scroll of chain of eyes
5 gp
Core Info
Player Name: Keldulas
Character Name: Anaris
Class and Level: Beguiler 10
Race: Killoren
Alignment: True Neutral
Deity: Obad-Hai
Size: Medium
Age: 13
Gender: Male
Height: 5’ 3”
Weight: 109 lbs
Eyes: Black, but green with aspect of hunter
Hair: Brown, but green with aspect of hunter
Skin: Green-brown
Ability Scores
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2), 16 (+3
INT 18 (+4), 22 (+6)
WIS 8 (-1)
CHA 12 (+1)
Combat Info
HP 56
AC 19 Touch 14 Flat-Footed 16
Speed 30 ft
BAB: +5
Grapple: +5
Initiative: +5
Saves
Fort +9 (+3 base, +3 con, +3 resist)
Ref +9 (+3 base, +3 dex, +3 resist)
Will +9 (+7 base, -1 wis, +3 resist), +11 vs enchantment
Weapons
Weapon Name Rapier
Attack Bonus +5
Damage 1d6
Crit 18-20/x2
Type Piercing
Weapon Name Shortbow
Attack Bonus +8
Damage 1d6
Crit x3
Type Piercing
Weapon Name Dagger
Attack Bonus +5
Damage 1d4
Crit 19-20/x2
Type Slashing/Piercing
Armor/Protection
Armor/Item Name Mithral Chain Shirt +1
Type Light
AC Bonus +5
Max Dex 6
Check Penalty 0
Spell Failure 10% (irrelevant)
Speed 30 ft
Item Name Ring of Deflection +1
Effect +1 deflection bonus to AC
Item Name Amulet of Natural Health +2
Effect +2 enhancement bonus to constitution
Item Name Headband of Intellect +4
Effect +4 enhancement bonus to intelligence
Item Name Cloak of Resistance +3
Effect +3 resistance bonus to saves
Max Ranks: 13 class, 6 cross-class
Appraise (Int) 13 (9 ranks + 4 int)
Bluff (Cha) 14 (13 ranks + 1 cha)
Concentration (Con) 15 (13 ranks + 2 con)
Hide (Dex) 18 (13 ranks + 3 dex + 2 racial)
Knowledge (Arcana) (Int) 9 (5 ranks + 4 int)
Listen (Wis) 14 (13 ranks – 1 wis + 2 racial)
Move Silently (Dex) 18 (13 ranks + 3 dex + 2 racial)
Spellcraft (Int) 19 (13 ranks + 4 int + 2 synergy)
Spot (Wis) 14 (13 ranks – 1 wis + 2 racial)
Tumble (Dex) 16 (13 ranks + 3 dex)
Skill Tricks
(from Complete Scoundrel. Unless otherwise noted, can be used once per encounter or once per minute for non-battle tricks)
Clarity of Vision (Mental), (As a swift action, DC 20 Spot check to pinpoint the location of invisible creatures within 30 ft)
False Theurgy (Manipulation) (As a swift action while casting, can make one spell seem like another spell by mixing up the verbal/somatic components)
Group Fake-Out (Interaction) (I can feint multiple targets, -2 for each target after the first)
Listen To This (Mental) (Irrelevant for derby)
Magical Appraisal (Mental) (Irrelevant for Derby, I just like the flavour)
Feats
Combat Expertise
Improved Feint
Spell Focus (Enchantment)
Greater Spell Focus (Enchantment)
Silent Spell
Still Spell
Class and Racial Abilities
Fey type
Low-Light Vision
Immunity to magic sleep effects and +2 racial bonus to saves vs enchantments
+2 to handle animal and survival checks
Cold Iron Anathema (-2 penalty when using cold-iron weapons)
Manifest Nature’s Might (Manifest one of three aspects)
Aspect of the Hunter active (hair and eyes turn green, skin takes deeper brown, +2 racial bonus on hide, listen, move silently, spot, and initiative checks)
Armored Mage (Light)
Trapfinding
Cloaked Casting (+1 DC, +2 to overcome SR)
Surprise Casting (Swift action)
Advancing Learning (Serene Visage)
Spells Per Day 0th - 6, 1st – 7, 2nd – 7, 3rd – 7, 4th – 6, 5th – 3
Effective Caster Level: 10th level beguiler
Spell Save DC: 0th - 16, 1st - 17, 2nd – 18, 3rd – 19, 4th – 20, +1 DC when target is flat-footed, +2 DC with enchantment spells
Spells Known:
0th - dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st - charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, serene visage (Spell Compendium), silent image, sleep, undetectable alignment, whelm
2nd – blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
3rd – arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, miser’s envy, nondetection, slow, suggestion, vertigo field, zone of silence
4th – charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog
5th – break enchantment, dominate person, feeblement, friend to foe, hold monster, incite riot, mind fog, telepathic bond, seeming, sending, swift etherealness
Languages
Common, Sylvan, Elven, Terran, Aquan
potion of cure light wounds, potion of cure serious wounds
10,900 gp
Dylan's HD rolls
Anaris' HD rolls