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Lotofsnow

Quote from: SteveRogers on November 11, 2012, 11:47:41 AM
Yeah, PCGen wasn't letting me add any more skill points.  *shakes fist at PCGen*

Edit:

I have PCGen pulled up right now.  I've selected Improved Grapple as my Bonus Monk Feat.  You said Stunning Fist and Improved Unarmed Strike don't count towards my feats?  So, I'll have Toughness as my 1 selected feat and then Improved Grapple as my Bonus Monk Feat.  That sound right?

Perfect.

SteveRogers

Let's try this.

And I guess if I have an extra skill point still, I'd probably add it to Stealth or something.

Edit:

It wouldn't let me remove Improved Unarmed Strike from my Feats list, but I don't imagine it's doing any harm being there.

Lotofsnow

You already have a point in Stealth (max skill ranks is equal to your level). Class skills where you don't have any ranks include: Climb, Escape Artist, Intimidate, Ride, Sense Motive, and Swim.

Alternatively, you can gain an additional hit point instead.

Feats look great though.

SteveRogers

Let's just add an extra hit point then.

Lotofsnow

Ok, here's your statblock:

S'vith Vangrey: ShowHide
S'vith Vangrey
Dwarf Monk 1
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex)
hp 15 (1d8+6)
Fort +5, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +3 (1d6+3/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3 (+5 Grappling); CMD 18 (20 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13), Toughness +3
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Knowledge (religion) +4, Perception +7, Stealth +6
Languages Common, Dwarven
SQ ac bonus +3, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6)
Other Gear 70 GP
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Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


Also, here's an alternative character sheet if you want:
S'vith Vangrey

Lotofsnow

One more thing, you'll want to pick out a couple traits: http://www.d20pfsrd.com/traits/traits-db

If you go to the "Category" drop down menu, pick Jade Regent and pick one of the traits from there. Then, select either Combat, Faith, Magic or Social and pick a trait from there.

SteveRogers

How about this one?  With this bit:

QuoteIf it was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you.

And this one?

Lotofsnow

Here's your updated Statblock with the traits taken into account:

S'vith Vangrey Statblock: ShowHide
S'vith Vangrey
Dwarf Monk 1
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex)
hp 15 (1d8+6)
Fort +5, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +3 (1d6+3/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3 (+5 Grappling); CMD 18 (20 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13), Toughness +3
Traits Bullied, Rescued (Shalelu) (Ex)
Skills Acrobatics +7 (+3 jump, +8 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Knowledge (religion) +4, Perception +7, Stealth +6
Languages Common, Dwarven
SQ ac bonus +3, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6)
Other Gear 70 GP
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 13) - 0/1
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bullied +1 to hit with unarmed AoEs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rescued (Shalelu) (Ex) +1 vs foes threatening rescuer.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


Let me know if you want me to update the PDF, too.

TheTick

Those are solid choices...now you'll just need to work on the fluff. :D
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

TheTick

Make sure that ends up in the Character Sheets thread too.  Then we'll just need the numbers for Porter's character, and to make sure everybody has an NPC buddy.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

#100
Here's a statblock for Horcrust. I left out Weapon Finesse since he isn't eligible for that feat unless he drops either Stealthy or Sorcerous Bloodstrike. It is still short a 1st level spell, as well.

Horcrust: ShowHide
Horcrust
Male Human Sorcerer 1
CN Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+1)
Fort +1, Ref +2, Will +3
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Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Special Attacks elemental ray (7/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Mount, Summon Monster I
0 (at will) Acid Splash, Resistance, Light, Mage Hand
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 10, Wis 12, Cha 19
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Sorcerous Bloodstrike (1/day), Stealthy
Skills Bluff +8, Diplomacy +5, Escape Artist +4, Stealth +5
Languages Common
SQ bloodlines (elementalfire)
Other Gear Dagger, 68 GP
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Special Abilities
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Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points

SpamHead

I thought I put summon monster I there (I guess I just forgot) but it should be there now. Also TheTick do we have cursed items in this campaign?

TheTick

Ah, I won't be randomly adding any cursed items, but without spoiling too much, there are definitely some interesting items that are plot-centric.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow


SpamHead

Well depending on the definition of 'interesting' I might have to keep my guard up and\or learn remove curse.