User:ThunderGod Cid/Raneth

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Introduction and Background

Character Portrait: http://ilacha.deviantart.com/art/Drizzt-The-Unholy-Warlord-53755925

Character Voice:

Character Backstory: Raneth’s people came from nothing, a race of former slaves who threw off the chains of oppression to take power and wealth from their rulers, who they naturally tortured and maimed in a glorious public spectacle. Having been raised in an environment where every inhabitant is haunted by memories of their past subjugation, Raneth is determined to acquire every possible advantage in order to keep himself on the winning side. To this end, he turned to vampirism, a transformation that has made him come to realize that there is no easy path to strength, no panacea for all his problems.

A keen student of the sword, Raneth has trained in martial arts since his youth and honed his skills in the treacherous wilds. He has a strong hatred for outsiders, as devils were the initial dictators responsible for the entrapment of his people and, more importantly, himself.

References

Game Rule Components

Basic Combat Numbers

Stats: Str 14 (10 base, +2 racial, +2 enhancement), Dex 20 (15 base, +2 racial, +1 level, +2 enhancement), Con 14 (14 base, -2 racial, +2 enhancement), Int 15 (13 base, +2 enhancement), Wis 14 (12 base, +2 enhancement), Cha 15 (11 base, +2 racial, +2 enhancement)

Initiative: +7

Attack (elven thinblade): +13 (+15 against favored enemies)

  • Main: 1d8 +1 (enhancement) +2 (Combat School) + 5 (Dex) + 2d6 against favored enemies
  • Off: 1d8+1 (enhancement) +2 (Combat School) + 2 (Dex)

AC: 22 (+5 armour, +5 Dexterity, +2 enhancement), touch 17, flat-footed 17

Saves: Fort +8, Ref +11, Will +5 (extra +2 against spells and SLA’s)

Hit Points: 45

Progression

Class Levels: Ranger 5

Starting Ability Scores (Before Racial Adjustments): Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 11

Race (Templates): Drow (vampire)

Starting Racial Traits: As normal.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Ranger +1 +2 +2 +0 Combat School, Two-Weapon Fighting, Track Animal Companion, Tracker Spells:
2nd Ranger +2 +3 +3 +0 None Favored enemy (minor), Nature Walk Favored Enemy: Outsider
3rd Ranger +3 +3 +3 +1 Weapon Finesse Natural Predator, Thrill of the Hunt
4th Ranger +4 +4 +4 +1 None Beastmaster Favored Enemy: Undead
5th Ranger +5 +4 +4 +1 Exotic Zookeeper Camouflage, Swift Tracking Spells: greater dispel magic, obscuring mist

Class Skills/Chosen Skills

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Balance +9 (4 ranks), Escape Artist +9 (4 ranks), Handle Animal +6 (4 ranks), Hide +13 (8 ranks), Jump +7 (5 ranks), Listen +9* (5 ranks), Move Silently +10 (5 ranks), Ride +9 (4 ranks), Spellcraft +4 (2 ranks), Spot +9* (5 ranks), Survival (5 ranks), Tumble +10 (5 ranks)

Feats

Two-Weapon Fighting [Combat] When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You suffer no penalty for doing things with your off-hand. When you make an attack or full-attack action, you may make a number of attacks with your off-hand weapon equal to the number of attacks you are afforded with your primary weapon. Off-hand weapons only deal half your Str bonus in damage.
  • +1: While armed with two weapons, you gain an extra Attack of Opportunity each round for each attack you would be allowed for your BAB, these extra attacks of opportunity must be made with your off-hand.
  • +6: You gain a +2 Shield Bonus to your armor class when fighting with two weapons and not flat footed.
  • +11: You may Feint as a Swift action while fighting with two weapons.
  • +16: While fighting with two weapons and not flat footed you may add the enhancement bonus of either your primary or your off-hand weapon to your Shield Bonus to AC.

Combat School [Combat] You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: First, name your fighting style (such as "Hammer and Anvil Technique" or "Crescent Moon Style", or "Way of the Lightning Mace"). This fighting style only works with a small list of melee weapons that you have to describe the connectedness to the DM in a half-way believable way. Now, whenever you are using that technique in melee combat, you gain a +2 bonus on attack rolls.
  • +1: Your immersion in your technique gives you great martial prowess, you gain a +2 to damage rolls in melee combat.
  • +6: When you strike your opponent with the signature moves of your fighting school in melee, they must make a Fortitude Save (DC 10 + ½ your level + your Strength bonus) or become dazed for one round. If they succeed on the save, they are immune to further attempts by you to daze them with this feat until the start of your next turn.
  • +11: You may take 10 on attack rolls while using your special techniques. The DC to disarm you of a school appropriate weapon is increased by 4.
  • +16: You may add +5 to-hit on any one attack you make after the first each turn. If you hit an opponent twice in one round, all further attacks this round against that opponent are made with The Edge.


Disambiguation.png This article is about Finesse
For other uses of Finesse, see Finesse (disambiguation).


Weapon Finesse [Combat] You are incredibly deft with a sword. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You may use your Dexterity Modifier instead of your Strength modifier for calculating your melee attack bonus.
  • +1: Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
  • +6: You may use your Dexterity modifier in place of your Strength modifier when attempting to trip an opponent.
  • +11: You may use your Dexterity modifier in place of your Strength modifier for calculating your melee damage.
  • +16: Opportunist - Once per turn, when an opponent is struck, you may take an attack of opportunity on that opponent.


Exotic Zookeeper (3.5e Feat)

Gear

  • Mail of the Sentinel (counts as a mithral Breastplate) (4,200 gp)
  • Sunglasses (which are black and badass) (60gp)
  • Amalagh & Errdaghar (twin elven thinblades) (200 gp)
  • Pair of yet-to-be-named crossbows
  • Qaal's Feathered Token (tree) (400 gp)
  • sovereign glue (2400 gp)
  • Assorted adventuring gear (rope, nice clothes, backpack, etc)
  • 100gp in loose mixed gemstones

Other Rules

  • Permanent see invisibility (from Favored Enemy: Undead)
  • Can take a swift action to cast align weapon on all currently wielded weapons (from Favored Enemy: Outsider)
  • Automatically becomes invisible is he takes no actions for an entire round
  • Yeth hound animal companion.

Limitations

<- conditions of when this build works, and, if needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. -> ->

Variants

<- Can something be switched for anything else? ->

Miscellaneous

<- Any other side notes that don't fit in the above sections. ->