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5 years ago  ::  Apr 14, 2008 - 3:43AM #1
carnivore
Date Joined: May 11, 2004
Posts: 3,307
The Pixie

Quintesential Pixie: Tinkerbelle


When in doubt, always play a Pixie. Why,... because they can fullfill any Role and are fun to play. They are strong(not Physical Strength) Characters starting at ECL 5 and up, and can easily survive , even in low Magic or No Magic Campaigns.

This Guide will look at :

  • What is it that makes them so good
  • What Feats benifit them the most
  • What Classes work the best for them
  • How to fill any role
  • What are thier Weaknesses
  • How Pixies can be used to the greatest advantage


What is it that makes them so good



First when we look at Pixies as Characters lets See what they Get:

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits


  • –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.
  • "Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:
  • +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))
  • "A pixie’s base land speed is 20 feet. It also has a [b]fly speed of 60 feet (good).:[/b]" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.
  • Low-light vision.
  • Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
  • Racial Feats: A pixie receives Dodge, and Weapon Finnesse as a bonus feats.(See Errata, MM1)
  • +1 natural armor bonus.
  • Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only).
  • Damage Reduction 10/cold iron
  • Spell Resistance equal to 15 + class levels
  • Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer.
  • Level adjustment: +4 (+6 if the pixie can use irresistible dance).



Alternative Sprite Choices
Alternative Sprite Choices Show


Alternative sprite choices

by keithio


In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In brief:


While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

In detail:

Grig Show

Grig:

The good-

  • LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.
  • Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.
  • Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.
  • Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.
  • +8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-

  • Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.
  • Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.
  • No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.
  • No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-

  • Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.
  • Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.
  • Ability scores. Compared to pixie, you net -2 Str, +0 Dex, +2 Con, -6 Int, -2 Wis, -2 Cha. While the con boost is appreciated, in addition to reduced spellcasting stats the -6 int is killer for your skill points, obviously.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)

Navi, the Grig fiddler from Hell
Hook: "Hey! Listen!!"

It's hard to go wrong with a Grig fiddler. At ECL 20 if you have 17 charisma to start with, get yourself a +5 tome and spend +4 level boosts on it in addition to your +4 racial bonus and +6 enhancement bonus and you have 36 charisma. Your 17 class levels give you 17 hit dice, so your DC on fiddle is 10+((36-10)/2=13 from charisma+(17/2=8 from hit dice)=31.

You have a DC 31 save-or-die spell that effects all those within 30 feet with no spell resistance...

At will.

That's the sort of thing that doesn't really need optimization.

That said, the ability doesn't work on other sprites (Your DM may very well introduce a line up of sprite villains just to confound you ;p), so some versatility beyond this single trick is required. Also, you will need to make sure that your allies are not within the thirty feet, or they will join the jig as well.

Here are some builds to elaborate.

Core ideas Show


Feats

For all the below builds, I heavily recommend three feats: Improved initiative, still spell & eschew materials. The former ensures you get the drop on your enemies to start the dance craze that'll sweep the campaign setting, while the latter two enable you to cast spells while keeping enemies enthralled by your fiddling. Outside of those, I'd go for perhaps augment summoning, feats to boost saves (lightning reflexes), item creation feats, extend spell or quicken spell.

Abilities

For the sorcerer or bard builds, charisma of 17 is a must. If focusing on cleric, wizard or druid charisma is still important but you must also have a good intelligence or wisdom. Dexterity and constitution are important in any case, and strength is unimportant but not a dump stat due to the huge racial penalty.

Tactics

You should have a good con in addition to your racial bonus, making you durable even with poor hit dice. Combined with good saves, armor and flight - along with spellcasting abilities - you will not be an easy target to bring down. So, do not be afraid of enemies shifting their focus to you. Instead, win initiative (Great dex+Improved initiative), fly in and position yourself to affect as many enemies as you can with your fiddle. If you incapacitate some of the enemy, continue to fiddle, and if not try again. Should the battle go against you, resort to your spellcasting powers. Defensive buffs are highly recommended.

Classes

Note:
As Grig does not specify a favored class, you'll need to talk to your DM about it. The two obvious choices are bard or sorcerer. Some of the builds below may have exp penalties if Grig does not have the proper favored class.

Grig3/Sorcerer17
With a charisma of 36, sorcerer casting is the natural choice to add some versatility to your one trick pony.

Grig3/Paladin2/Sorcerer15
Lose two caster levels, but gain +16/+13/+12 to saves, among other things.

Grig3/Paladin2/Sorcerer6/EldritchKnight9
Lose another caster level to gain some bab, better fort save and hp.

Grig3/Paladin2/Bard15
While playing that fiddle of yours, why not...err...start playing that fiddle of yours? Inspire your own greatness to add +1 to your fiddle save DC, or inspire courage on your allies to give them +3 against the dancing enemies. Problem with this is it lacks the spellcasting powers of the other choices. It just doesn't make sense for our fiddler to be a bard, ya gotta love d&d.

Grig3/Sorcerer4/Cleric3/MysticTheurge10
Mystic theurge has two problems. The first is the problem of what to do after you take ten levels of it (In this case the build is level 20 by then). The second is that you are a lousy cleric half the time and a lousy sorcerer the other half of the time...but this build is a rockin' fiddler ALL the time! Seventh level sorcerer and cleric spells are only the backup plan, and a formidable one at that....

Grig3/Cleric17
If you can nab a high wisdom score, then cleric casting is just as good as ever. Just make sure that you exclude at least one enemy from your fiddle effect, so your allies take some damage to heal ;p.

Grig3/Druid17
Wouldn't really recommend this one, the level adjustment takes away many of druid's advantages at the lower levels. While cleric or wizard are better choices, this is still perfectly viable.

Grig3/Wizard17
Throw a high score over to intelligence and nab 9th level arcane spellcasting. Highly recommended is taking polymorph any object and chaging your allies into pixies, whether they like it or not .

Grig3/Wizard12/Archmage5
Qualify for archmage in the nick of time and cherrypick its yummy class features as you will.



Nixie Show

The Nixie

The good-

  • LA down from +4 to +3, as with grig.
  • Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.
  • Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

The bad-

  • No built in flight.
  • Damage reduction down to 5/cold iron, as with grig.
  • No constant greater invisibility, as with grig.
  • You lose the +1 natural armor.
  • No sleep arrows, as with grig.

The ugly-

  • Spell-like abilities are reduced to only charm person 3/day
  • Ability scores. Compared to pixie, you net +0 Str, -2 Dex, +0 Con, -4 Int, +0 Wis, +2 Cha. Generally speaking, the bonus to charisma does not redeem the lessened boosts to dexterity and intelligence.
  • Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)


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5 years ago  ::  Apr 14, 2008 - 3:44AM #2
carnivore
Date Joined: May 11, 2004
Posts: 3,307
Feats:

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5 years ago  ::  Apr 14, 2008 - 3:44AM #3
carnivore
Date Joined: May 11, 2004
Posts: 3,307
Strengths and Weaknesses


Strengths


Weaknesses

Small Size ..... low Carry capacity, lower Damage, easier to be Bull Rushed or Grappled(any Special Attack that Size makes a Difference), Slower land Speed

High LA means behind in Raw Power for many classes, also fewer Skill points from Class levels, Lower HD, Lower Base Saves






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5 years ago  ::  Apr 14, 2008 - 3:45AM #4
carnivore
Date Joined: May 11, 2004
Posts: 3,307
Primary Martial Ability Full BAB builds: Pixies can be very strong(not physically) Martial characters. As was mentioned earlier usually they are Finnesse Fighters, but many times Ranged attacks are just as useful. Pixies can make the most of almost any Class or PrC .... here are a Few examples that may give you some Build ideas: [indent] Ranger 2/ Barbarian 2/ Fighter 2/ Frenzied berserker 10 Paladin 6/ Hunter of the Dead 10 Ranger 3/ fighter 2/ invisible blade 5/ Master thrower 5/ xxx 1 Ranger 3/ fighter 2/ invisible blade 5/ Dark Hunter 5/ xxx 1 Ranger 2/ Fighter 2/ Paladin 2/ Justicar 10 Ranger 3/ Paladin 2/ Mindspy 5/ Occult Slayer 5/ xxx 1 Ranger 3/ Fighter 2/ Order of the Bow initiate 10/ xxx 1 Ranger 3/ fighter 2/ Reaping mauler 5/ Justicar 6 Ranger 3/ fighter 2/ Reaping mauler 2/ Justicar 8 Ranger 3/ Fighter 2/ Ronin 10/ xxx 1 Warblade 6/ Dervish 10 [/indent] these builds usually start with Ranger to get the most from the High Skill points due to Class Skill points and High Int. Most of these builds have only 16 levels .... but could be 17 level with LA buyoff if allowed .... but even when not allowed, they are strong self contained builds that easily make the transition to EPIC play CORE only games: Ranger 16 is a Versatile and powerful build that will work in any game. It require nothing and can keep up with any party. Pixies natural abillities including high Racial Bonuses to Stats , allow you to gain the most from the Class Abilities of the Ranger Class. [indent] Supernatural enhanced: Paladin Pixie paladin Show
this is a fun concept... a Paladin with a shady past(a troubled youth), that can kick Butt, Scout, Party Face(Diplomacy) Pixie Lawful Good Paladin 16 with Charging Smite Variant Spoiler: Show
Charging Smite (Su)(PHB II): If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). The important part is that if you miss on your charge attack, your smite ability is not considered used.
Attributes(32 point buy): 16 Str(14- 4 Racial +6 Belt) 34 Dex(16 +8 Racial +4 inherent +6 Belt) 20 Con(14 +6 Belt) 20 Int(8+ 6 Racial +6 Belt) 18 Wis(8 +4 Racial +6 Belt) 36 Cha(16 + 6 Racial +4 levels +4 Inherent +6 Belt) BAB +16 saves:F/R/W = 28/30/24 Class Abilities: Caster level = (8 +4 PM) 12th lvl 4th lvl Spells max(4@1st, 4@2nd, 2@3rd, 2@4th) Aura of Good Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Divine Grace:.... +13 to all saves Lay on Hands:.... 208 hp/day Aura of Courage Divine Health : ..immunity to all diseases Turn Undead: 16 turns as Cleric 13th lvl... without items Smite Evil 4/day... +13 to Hit, +48 Damage... Remove disease 4/week feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Nymph's Kiss(flaw bonus) Criminal Background(City of Stormreach)(flaw bonus)....Bluff,Open Lock, Sleight of Hand are always class skills 1st lvl: Flyby Attack 3rd lvl: Darkstalker 6th lvl: Martial Study(Shadow Jaunt) 9th lvl: Exotic Weapon(spiked Chain) 12th lvl: Martial Stance(Island of Blades) 15th lvl: Shadow Blade................. dex to damage with Spiked Chain Shadow Blade: Feat; while in a shadow hand stance you gain dex mod to damage if you use the favored weapons of the shadow blade discipline. Shadow Jaunt (SH2, M): Teleport 50 feet as a std action. Island of Blades (SH1, S): If you and an ally are adjacent to the same creature that creature is flanked. Flaws: Slow Vulnerable Skills: (95 ranks, 19 max Class, 9.5 CC) Class Skills: 5 ranks Bluff 5 ranks Craft(alchemy) 19 ranks Diplomacy 5 ranks Handle Animal 5 ranks Heal 5 ranks Knowledge (nobility and royalty / religion) 5 ranks Knowledge(religion) 10 Ranks Open Lock 1 rank Profession (herbalist) 5 ranks Sense Motive 10 ranks Sleight of Hand Cross Class Skills: 5 ranks Spot 5 ranks Listen Equipment: 200000gp +6 Belt of Magnificense 131500gp +8 Bracers of Armor with Greater Shadow and Greater Silent moves(+15 Competence to Hide and move Silent) 220000gp +12 Inherent(+4 tome cha, +4 tome Dex) 24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing) 575500gp spent... 194500gp left -------------------------------------------------------------------------------- +1 Sacred Deflecting Disarming Holy Starmetal Dwarvencraft Spiked Chain with Hideaway and Finder and Spellblade Sacred(libris mortis,Boed)..+1d6 vs undead,+2d6 vs evil outsiders, considered good vs DR +1 bonus Deflecting(CWar p134)Melee only Negate a ranged attack that hit the wielder by making a Reflex save vs. DC 20 + weapon’s Enhancement bonus. May only be attempted once per round. You must be aware of the attack & not Flat-Footed. +4,800gp Finder(Und p69) Any Weapon Wielder receives a +4 Insight bonus on Search, Spot, and Survival checks made while underground. +6,000gp Spellblade(PGF p120)Any Weapon The wielder is immune to a single spell, which is chosen when the weapon is created. The spell must be one that is targeted on the wielder, not an area of effect spell. When targeted with the spell, the weapon absorbs it. On the following round, the wielder may direct the spell at a target as a Free Action, or may let it drain harmlessly away. +7,500gp Hideaway(RotW p171)Any Weapon As a Free Action, the weapon transforms into a cylinder small enough to fit in the wielder’s hand (+2 Circumstance bonus to Sleight of Hand checks to conceal it). The weapon can be restored to its normal size as a Free Action. +2 bonus Disarming(CWar p134)Any Weapon Melee weapons – During a Disarm action, eliminate the opponent’s bonuses for weapon size & using two hands. Ranged weapons – Able to make Ranged Disarm action (weapon sizes do not matter, but the opponent gains a +4 bonus us holding the weapon in two hands). +2 bonus Burning(Eb p266)Any Weapon On command, the weapon (or the ammunition it launches) does +1d6 of Fire damage and the opponent Catches on Fire for 1d4 rounds (RefNeg, DC11). Move Action to douse flames. +2 bonus on Initiative checks if held at the start of combat
Ranger Show
  ECL 5 Pixie Ranger Pixie Ranger 1 Ranger is ideal... as it makes the most of good attribute scores, you get a lot of skill points, good saves, Full BAB Assuming 32 point buy: 16, 15, 14, 14, 14, 14 10 Str(14-4 racial ) 24 Dex(16 +8 racial) 14 Con(14) 20 Int(14 +6 racial) 14 Wis(10 +4 racial) 16 Cha(10 +6 racial) Feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Track(ranger bonus) Flyby Attack .... is most benificial, it allows you to use your flight to the most benifit in combat.... it keeps you safe(and out of Reach), and allows you to help with combat Skills ...... these are very important....44 skill points to spend Class Skills: 1 rank Craft (Int)(alchemy) 4 ranks Handle Animal (Cha) 4 ranks Heal (Wis) 4 ranks Hide (Dex) 1 rank Knowledge (dungeoneering) 1 rank Knowledge (geography) 1 rank Knowledge (nature) 4 ranks Listen (Wis) 4 ranks Move Silently (Dex) 1 rank Profession(herbalist or Apothecary) (Wis) 4 ranks Search (Int) 4 ranks Spot (Wis) 4 ranks Survival (Wis) 1 rank Use Rope (Dex) buy 3 Cross Class skil ranks: 1 rank Spelcraft 1 rank Use Magic Device 1 rank Tumble equipment: 4700gp +1 Serren wood Elvencraft Composite Longbow Spoiler: Show
+300 gp Elvencraft Longbow(RotW p166)(DR349 p22)any Longbow (including Composite, Mighty, etc.) May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon. The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired). +2,000 gp Serren Wood(BoED p38) Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.
500gp 10x Keen Adamantine masterwork ArrowsSpoiler: Show

Adslahnit wrote:

Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:

Monster Manual V, page 169]Typical Treasure Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each wrote:

Typical Treasure Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters). If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane. In any case, a steelwing has standard treasure for its Challenge Rating.


Monster Manual V, page 169]For Player Characters Steelwings offer two possibilities for PCs. Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check. Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing. Carrying Capacity: A light load for a steelwing is up to 1,600 pounds wrote:

For Player Characters Steelwings offer two possibilities for PCs. Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check. Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing. Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.


That's a pretty good deal, considering that regular adamantine arrows cost 60 gp each.


320gp Masterwork Rapier 205gp Darkwood bucklerSpoiler: Show
Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty. No aura (nonmagical); Price 205 gp.
1100gp Mithral ShirtSpoiler: Show
Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds. No aura (nonmagical); Price 1,100 gp.
Alchemical Items Show
Alchemical items(self crafted=1/2 cost) 60gp 3x Alchemist Fire 50gp 5x Acid 50gp 2x Holy Water 10gp 5x Sunrod 170gp .......................
Animal buddies Show
-6xGuard Dogs 150gp....... biggest breeds of thier kind -2x Riding dog 300gp....... biggest breeds of thier kind -Light Warhorse 150gp ....... biggest breeds of thier kind 600gp ........................
Misc adventuring gear Show
... most of this stuff will be carried by the Dogs and Warhorse -Backpack (empty) 2 gp -3xSaddlebags 12gp -Bedroll 1 sp -Block and tackle 5 gp -10xCase, map or scroll 10 gp - Fishhook 1 sp -10xFlask (empty) 3sp -Flint and steel 1 gp -Grappling hook 1 gp -Hammer 5 sp -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow) -5xInkpen 5 sp — -Lantern, bullseye 12 gp -2xMirror, small steel 20 gp -Mug/Tankard, clay 2 cp -5xOil (1-pint flask) 5sp -10xPaper (sheet) 4gp -10xParchment (sheet) 2 gp -5xPiton 5sp -5xPouch, belt (empty) 5 gp -10xRations, trail (per day) 5gp -Rope, silk (100ft.) 20gp -10xSack (empty) 1gp -Sealing wax 1 gp 1 lb. -Sewing needle 5 sp -Signal whistle 8 sp -Signet ring 5 gp -Soap (per lb.) 5 sp -Spade or shovel 2 gp -Tent 10 gp -10xVial ink or potion 10 gp -3xWaterskin 3 gp -Cold weather outfit 8 gp -Explorer’s outfit 10 gp -Scholar’s outfit 5 gp -Traveler’s outfit 1 gp cost for everything = 203gp 7 silver 2 copper, round up to 204gp
Duskblade Hexblade Show Psychic Warrior Swordsage Crusader Warblade Non-magically enhanced Show
Barbarian Show Fighter Show
[img]img528.imageshack.us/img528/1035/3830237...[/img] Pixie Fighter 16 20 Str(14- 4 Racial +4 Inherent(arm graft)+6 Belt) 40 Dex(18 +8 Racial +4 levels+4 inherent +6 Belt) 22 Con(16 +6 Belt) 20 Int(8+ 6 Racial +6 Belt) 18 Wis(8 +4 Racial+6 Belt) 20 Cha(8 + 6 Racial +6 Belt) Feats: Dodge(pixie bonus) Weapon Finnesse(pixie bonus) Imp Initiative Mobility Exotic weapon(Spiked chain or Elven Courtblade or Thinblade) Combat Reflexes 2 weapon Fighting Weapon Focus(spiked Chain or Elven Courtblade or Thinblade) Darkstalker Flyby Attack Imp Flight Elusive target Spectral Skirmisher Imp 2 Weapon fighting Robilars gambit Deft opportunist Double hit Vexing Flanker Adaptable Flanker Use Flight 60'(perfect) with Greater invisibility(+Darkstalker) and Reach Weapon and Adaptable Flanker ..... fly around Target with lots(2 for every AoO) of AoOs(+4 hit) while Flanking(+4 hit) and Attacking from higher Ground(+2 hit) while invisible(+2 hit) what you have is a little flying thing that you cant see hitting with a whole lot of attacks that always seem to hit(Attack bonus should be around +60 to hit)
Knight Samurai Swashbuckler
[/indent] :D
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5 years ago  ::  Apr 14, 2008 - 3:46AM #5
carnivore
Date Joined: May 11, 2004
Posts: 3,307
Primary Skill Ability[indent]

Supernatural Skill base
Bard Show


Lurk
Psi-Rogue
Spellthief

Non-magical Skill base
Rogue Show




Rogue 5/ Swordsage 6/ Invisible Blade 5, by kristoss Show


excellent build found here.... great Skills and class abilities

Feats

Level 1:  Shadow Blade, Bonus:Weapon Focus(Dagger)->prerequisite
Level 3:  2 Weapon Fighting
Level 6:  Point Blank Shot->prerequisite
Level 9:  Far Shot->prerequisite
Level 12: ITWF
Level 15: GTWF


Notable class features
3d6 sneak attack damage + 3d6 dagger sneak attack

Choice Martial maneuvers
You qualify for Assassins stance at level 8 (+2d6 to SA),
You qualify Pouncing Charge at level 15 (Full attack on a charge),
You qualify Mind over body at level 8 (Concentration on Will power saves).
The Shadow hand school is good for getting Shadow Blade.
The Tiger claw school is good for getting multiple SA's in a round.
The Diamond mind school can be used to cover weaknesses.

Scout
Ninja
[/indent]

Support Classes[indent]

Support Martial Character
Monk
Soulknife

Support Skill based
Marshal

Support Supernatural based
Healer Show


Divine Mind
Dragon Shaman
Dragon Fire Adept
Warlock Show

[/indent]


Jack-of-All-Trades[indent]
Binder
Totemist??
Incarnate??
Factototum

Crafting Powers(infusions)
Artificer
Psionic Artificer
[/indent]


Fun Multiclass combo
Pixie Rogue 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10 Show


[SIZE="5"]Inferna Draxo the Hotest little [b]Hottie[/SIZE][/b]

Draconic Pixie(-2 Str,+8 Dex,+2 Con,+6 Int,+4 Wis,+8 Cha)
Rogue(feat variant) 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10
Attributes Show

Attributes: 32pt buy

8 Str(10-2 racial)
32 Dex(14 +8 Racial+6 gloves +4 Inherent)
14 Con(12+2 Racial)
18 Int(12+6 Racial)
14 Wis(10+4 Racial)
40 Cha(18+8 Racial+4 levels+4 Inherent +6 Belt)

Feats Show

Feats:
Dodge(pixie bonus)
Nymphs Kiss(Flaw bonus)
Undead Empath(flaw Bonus)?????maybe ... Weapon Finnesse??
Wild Talent
Improved Initiative(rogue bonus)
1st lvl: Flyby Attack
2nd lvl: Skill focus (Diplomacy)(marshal bonus)
3rd lvl: Improved Flight
Point Blank Shot(rogue Bonus)
6th lvl: Darkstalker
9th lvl: Quick Reconoiter
12th lvl: Psionic Meditiation
15th lvl:Ability Focus(Heat Death)

Flaws:
Slow
Vulnerable

Invocations Show

Invocations:
least:
Beguiling Influence.... +6 Bluff, Diplomacy, Intimidate
Baleful Utterance ..... unlimited Shatters

Skills Show

Skills:
5 ranks Bluff
1 rank  Decipher Script
18 ranks Diplomacy
8 ranks Concentrate
5 ranks Craft (alchemy)
5 ranks Disable Device
5 ranks Gather Information
1 rank Handle Animal
18 ranks Hide
1 rank Knowledge(arcana)
1 rank Knowledge(the planes)
1 rank Knowledge(religion)
1 rank Knowledge(Nature)
1 rank Knowledge (local)
5 ranks Knowledge(nobility and royalty)
2 ranks Knowledge(Psionics)
5 ranks Move Silently
5 ranks Perform (sing)
1 rank Profession (Singer)
5 ranks Psicraft
11 ranks Search
5 ranks Sense Motive
1 rank Sleight of Hand
5 ranks Spot
1 rank Survival
1 rank Tumble
5 ranks Use Magic Device

Draconic Creature Show

Inherited Template (can be acquired via the Dragon Devotee PrC)
Base: any corporeal living creature except a dragon
Type: animals change to magical beasts; adds the dragonblood subtype, otherwise unchanged
Size: unchanged
Abilities: +2 to Strength, Constitution and Charisma
Armor class: Natural Armor improves by +1
Damage: the draconic creature gains two claw attack, depending on its size (damage is equal to unarmed damage - 1d3 for medium creatures), or keeps its natural claw attacks if they have greater damage
Special Qualities: same as the base creature, with darkvision up to 60 feet and low-light vision even if the base creature does not have them
Saves: a draconic creature gains a +4 racial bonus to saves vs sleep and paralysis
Skills: a draconic creature gains a +2 racial bonus to intimidate and spot checks
LA: +1

Equipment Show

Equipment:
220000gp +9 Inherent(+4 tome cha, +4 tome Dex)
32000gp +6 Gloves of Dexterity
32000gp +6 Cloak of Charisma
24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing)
90000gp +3 Celestial Armor with Greater Shadow and Greater Silent moves(max dex +8)(+15 Competence to Hide and Move Silently)
22060gp +2 Luck Blade Short Sword(+1 luck bonus on all saving throws. 1/Day reroll ,This extraordinary ability allows its possessor to reroll one roll that she just made.)
25600gp Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
12000gp Boots of Speed
6000gp Ring of Anticipation... +2 Competence to Spot and Listen, and roll twice for initiative
21000gp Crystal Mask of Insightful Detection( +9 Insight to Search and Spot)
3500gp Lense of Detection(+5 Search)
2500gp Ring of Sustenance
2000gp Handy Haversack
50000gp Admirals Bicorne(hat) (Stormwrack) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.
2500gp 10x Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
7500gp Harp of Charming
18000gp Skin of the Chameleon +10 enhancement to Hide checks.
77500gp Skin of the Hero (+3 deflection to AC, +3 resistance to all saves, +3 enhancement to attack rolls)
84000gp Skin of Proteus continually affects the wearer as the metamorphosis power.

31340gp left






???Rod of Magical Precision (Complete Mage) - Ignore the -4 penalty for firing into melee with any spell or spell-like ability that requires a ranged touch attack. No limit on # of times per day. Additionally, three times per day, you can choose for a ranged touch spell or SLA you cast to ignore the miss chance granted by concealment or total concealment (though you still have to aim at the correct square).

???Horizon Goggles (Complete Mage)...double range of Fire bolts

????Schema (Magic of Eberron) - Essentially a reusable scroll that requires a UMD check to activate, only holds spells from lv. 1-6....use with Nixie's Grace - Lv. 6 Bard Spell from Spell Compendium. A very good multi-use spell. It should be UMD available sometime around 12th level with appropriate items and feats. It provides a swim speed, low light vision, water breathing, and significant bonuses to Cha, and Dex, with a lesser bonus to Wis. The duration of 10 mins/lv means that it is good for a few hours at the minimum caster level.

????Warlock's Sceptre - Gives you +2 to hit with ranged touch attacks



Combat Abilities Show

Combat Abilities

Initiative = +11 Dex +2 Quick recon +2 Ring +4 Imp Init= +19 Initiative, and roll twice and take best result

use Flyby Attack(Fly 60' (Perfect)).... dive bomb with 10d6 Ranged Touch Attacks(10d6 Bolt of Fire at Will 60' range)

BAB +9
Attack bonus with Bolt of Fire: BAB+9 +11 Dex+3 Enhancement +1 Size +2 invisible +1 Haste +2 morale +1 Point Blank shot)= +30 Ranged Touch Attack +1d20(ave 10.5) = +40 Ranged Touch Attack.... that does 35 Damage
AC 31 (base 10 -1 Flaw +1 Size +2 Natural +3 Enhancement +3 Deflection +8 Dex +5 Armor +1 Dodge +1 haste)... Touch AC 23 ...... if she ever needs it higher... she can UMD a Wand of Sirens Grace to gain an Additional +12 Deflection higher(actually +15 but it would overlap Shin of Hero, to simplify just Add +12) to get AC 43(AC 35 Touch)
Fire Resistance 20
SR 30
DR 10/ Cold Iron
Evasion
Saves F/R/W = 17 /27 /16
+8 bonus on all saving throws against fire and heat spells and effects

Special Attacks:
Heat Death save or Die DC 30(32 with Nimbus Active)
Shatter ... Unlimited uses

Non-Combat Abilities Show

Non-Combat Abilities
1)Face:
Diplomacy check 80 +1d20 (18 ranks+6 Skill synergy +3 Skill focus +2 nymphs kiss +5 Hat +10 Choker +30 Cha+6 invocation)
2)Scouting.... info gathering & Stealth:
[indent]Stealth .....Greater invisibility + Skills
Darkstalker ...... creatures with Blindsense, Blindsight, tremorsense, Scent. .... must make Spot and Listen checks to discover her.
Hide 58(18 ranks +11 dex +4 size +10 enhancement(skin) +15 competence(armor))


Info Gathering:
Quick Reconoiter ..... free Spot and listen each round
Spot +37(18 ranks +2 Wis + 9 insight +4 Racial +2 Morale+2 Competence)
Search +43(11 ranks +4 Int +10 competence + 2 racial +2 Morale +5 Unnamed +9 Insight)
[/indent]


Sometimes there are those who put down certain classes as "weak", and although they may be less than ideal, even weak classes can be optimized; this is an example.

She is the Hottest little hottie you ever saw(when visible) .... Inferna is a Great Addition to Any Party. Her main roles are Party Face, and Scout. Who can deny that a character with a +37 to all Cha based Skills wouldnt make for a great Diplomat .... but she can UMD better than any Rogue or Warlock.
She could serve in many Skill monkey functions with ease. Scouting is her Natural Role, with Greater invisibility and perfect Flight combined with incredible Stealth Skills, she can get almost anywhere she needs to go. She can also detect most any trap and Spot foes far before they are even near her. If she is ever Caught ...she can still Talk her Way out of most Any Situation.

When it comes down to Combat, she can hold her own , even against creatures Resistant to Fire. She uses Hit-And-Run   
Tactics with Fly-by-Attack and Perfect Manuverability to get the most of her Bolt of Fire .... and since she is moving in 3 Dimensions while invisible it is almost Impossible to Target Her(without True seeing).

Whats nice about this build ... you can take a less than Desireable Prestige Class and make a Very Useful member to any Adventuring Group.


Pixie Tank Show


Rogue 2/ Ranger 2/ Swashbuckler 3/ Fighter 2/ ????? 7-8

2 weapon fighting with Spiked chain
Imp Disarm
Elusive target
Robilars Gambit


:D
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5 years ago  ::  Apr 14, 2008 - 3:46AM #6
carnivore
Date Joined: May 11, 2004
Posts: 3,307
Primary Spellcaster[indent]
Arcane Spells
Sorcerer Show


Wizard Show


Beguiler Show


Wu Jen Show


Warmage
Dread necromancer Show




Divine Spells
Cleric Show


Pixie Cleric 16 for PvP vs Druid Show


Attributes:

14 Str(base 14- 4 racial+4 inherent(graft))
36 Dex(base 14 +8 Racial +3 levels +5 Inherent +6 Gloves)
14 Con(base 14)
16 Int(base 10+ 6 Racial)
30 Wis(base 14 +4 Racial +1 level +5 Inherent +6 Amulet)
16 Cha(base 10+ 6 Racial)

Feats:

Skill points:75 skill points


Get Oathbow...and Elemental Bane and Animal Bane Arrows



Druid Show


Pixie Druid(simple Variant) 16 .... 17th lvl with LA Buyoff(9th lvl spells )


32 point buy

12 Str(10-4 Racial+6 belt)
34 Dex(16+8 Racial+4 Inherent +6 belt)
20 Con(14+6 belt)
22 Int(10+6 Racial+6 belt)
34 Wis(16+4 Racial+ 4 levels +4 Inherent+6 belt)
22 Cha(10+6 Racial+6 belt)

feats:
Track(Druid bonus)
Dodge(pixie bonus)
Weapon Finnesse(pixie bonus)
1st lvl: Flyby Attack
3rd lvl: Imp Flight(perfect manuverability)
6th lvl: Imp Initiative
9th lvl: Quick Reconoiter
12th lvl: Combat Reflexes
15th lvl: Spectral Skirmisher

+16 Initiative
Flight speed 110'(perfect)(Ground Speed 70')
AC 40 without any other items...constant, no Buffing

Favored Enemies:
+8 Evil Outsiders
+2 Undead
+2 Dragons
+2 Aberation

items:
200000gp +6 Belt of Magnificense

pick some nice weapons and other stuff and you are all set

great Stealth(dex based), Great Detection(Spot/Listen= Wis based)(Search = Int based)... lots of skills


this build can also work with a VOP very well indeed

Favored Soul
Spirit Shaman Show



Shugenja Show



Archivist

Psionic Powers
Psion/Erudite Show



Psion 17(with LA Buyoff)

32 point buy

16 Str(14-4+6 Belt)
32 Dex(14+8 Racial+4 inherent +6 Belt)
20 Con(14+6 Belt)
36 Int(16+6 Racial+4 lvls +4 Inherent +6 Belt)
20 Wis(10 +4 Racial+ 6 Belt))
20 Cha(8+ 6 Racial+ 6 Belt)

Flaws:
Slow
Vulnerable

Feats:
Dodge(pixie bonus)
Weapon Finnesse(Pixie bonus)
Point Blank Shot(flaw bonus)
Psionic Shot(flaw bonus)
Psicrystal Affinity(psion Bonus)
1st lvl: Psionic body
3rd lvl: Psionic Meditation
5th lvl: Psicrystal Containment(psion Bonus)
6th lvl: Extend Power
9th lvl: Overchannel
10th lvl: Greater Psionic Shot(psion Bonus)
12th lvl: Talented
15th lvl: Power penetration / Greater Power penetration(psion Bonus)


Wilder
Ardent


[/indent]

:D
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5 years ago  ::  Apr 14, 2008 - 3:47AM #7
carnivore
Date Joined: May 11, 2004
Posts: 3,307
For your transport needs ..... here is an Excellent example of a:

Pixie Ship.... with Crew

Wazabo wrote:

The Rose




This ship in the beginning was travelling in the faerun's seas, searching for gold and leaving flowers. Years later, the now famous Rose, is flying in the skies of the planes looking for a prey. Be careful if you see the Rose, it might be too much for your eyes!

Statistics:

Spoiler: Show

Ship, Space: 40 feet * 30 feet * 20 feet (Not considering the big baloon)

Special qualities:

Fly at 10 miles/hour

Can cast planar travel on itself 1/day

Can cast greater teleport on itself 1/day

2 Cannons (6d6 damage 200 feet)

Inside it has Bag of devouring (For the pollution)

Costo of the ship: 731500 gp



Crew

The captain:


Spoiler: Show


Sandra Maryshift - The captain




When she was young she had a special attraction for doungerous stuffs, luckily her sister was always near her, like she is now. The idea of stealing to the rich has always been in her mind, since the law wasn't really working, she decided to use her own way... So, in few years, lots of people joined her crew, and her ideas. With her great charisma she is the perfect leader and captain. Her sister is still following her, trying to help with wise advices when things are getting too dungerous.

Spoiler: Show


Rogue 2 - Marshall 2 - Fighter 1 - Warlock 2 - Swordsage 2 - Fighter 1 - Scarlet corsair 7

Chaotic Good

Statistics:

Spoiler: Show


Str 10 (6)
Dex 38 (10) +4(book) +6(item) +4(levels)
Con 20 (6) +6(book)
Int 14 (0)
Wis 12 (0)
Cha 32 (10) +4(book) +6(item)

Base Attack +13

HP: 4d6 +2d10 +11d8 +85 = 162 HP

AC: 38 = 10 +15(Dex) +1(Size) +4(Natural) +3(Deflection) +5(Armour)
Touch: 29
Flat footed: 23

Initiative: 15

Saves:

Fortitude: +17
Reflex: +29
will: +16

Leadership score: 33 = 17 +11 +5

Cohort 17° livel + Followers135 1°level, 13 2° level, 7 3° level, 4 4° level, 2 5° level, 2 6° level)

Full attack:

Subltely Short of speed: 35(36)/35(36)/30(31)/25(26) 1d4+1(4) (+5d6+17) +15 (If sneak attack)

and

Short sword of luck 35/30/25 1d4+2 (+5d6+17) +15 (If sneak attack)




Feats, class features:

Spoiler: Show


1° Rogue Feat: Nimph's kiss, Flaw 1° Craven (Champions of ruin), Flaw 2° Improved flight, Weapon finesse, Dodge
2° Rogue Evasion
3° Marshall Feat: Two weapon fighting, Bonus feat: Skill focus (Diplomacy).
4° Marshall
5° Fighter  Bonus Feat: Combat expertize
6° Warlock Feat: Leadership
7° Warlock Detect magic at will
8° Swordsage Bonus Feat: Weapon focus (All shadow hand)
9° Swordsage Feat: Shadow blade(Tome of battle)
10°Fighter Bonus Feat: Improved two weapaon fighting
11°Scarlet corsair Bonus Feat: Improved feint
12°Scarlet corsair Feat: Quick draw
13°Scarlet corsair
14°Scarlet corsair
15°Scarlet corsair Feat: Greater two weapon fighting
16°Scarlet corsair
17°Scarlet corsair Corsair's feint (1d4) rounds



Skills:

Spoiler: Show


Bluff 57
Diplomacy 64
Intimidate 59
Sense motive 13
Sleight of hand 23
Profession (Pilot) 11
Search 11
Spot 11
Listen 15
Balance 23
Tumble 36
Survival 5
Use magic devices 36
Appraise 9
Gather information 36



Swordsage Manouvres:

Spoiler: Show


1° Burning blade DW (boost)
2° Distracting ember DW (boost)
3° Buring brand DW (boost)
4° Shadow jaunt SH
5° Mountain hammer SD (strike)
6° Hatchling's flame DW (Strike)
7° Fan the flames DW (Strike)

Stances Swordsage:

1° Islad of blades
2° Assassin's stance



Items:

Spoiler: Show


51000 mo Admiral's bicorne (Stormwrack)
220000mo Book of charisma and dexterity
36000 mo Gloves of Dexterity
36000 mo Cloack of carisma
22000 mo Short sword of luck (0 whishes)
52000 mo Subtley Short sword of speed
6000 mo Ring of anticipation
77500 mo Skin of the hero
25000 mo Bracers of armour +5
18000 mo Amulet of natural armour +3





Second in command:


Spoiler: Show


Yrta Feith



Second captain of the ship, she takes decisions when the captain is not present. Very expert on every field of nautical, air and planar navigation, she is the ace of the captain.

Spoiler: Show


Petal(Monster manual 3), Factotum 16/Exemplar 1 (Cohort)

Allignment: Chaotic good

PB 28

Base Attack: 12

Initiative: +4

HP:147

AC: 30 = 10+4+12+2+2

Saves

Fortitude: 5 4 5 =14
Reflex   : 10 4 5=19
Will     : 5 0 5 =10

Str: 14-8 =6
Dex: 8+10=18
Con: 14+4 =18
Int: 17+4 =21+4=25+3=28+6=34
Wis: 10
Cha: 9+8 =17

Talenti:
1)Nimph's kiss
3)Skill focusKnowledge(Planes))
6)Font of Inspiration
9)Font of Inspiration
12)Font of Inspiration
15)Font of Inspiration

Skill: Totale
Profession(Pilota) 20
Survival 22
Knowledge(Planes)* 39
Knowledge(Geography)* 32
Knowledge(Arcana)* 32
Knowledge(Religion)* 32
Knowledge(Nature)* 34
Knowledge(Dungeon)* 32
Hide* 59
Move silently* 51
Search* 32
Spot 20
Listen* 20
Diplomacy 11
Balance 23
Spellcraft 21
Tumble 24
Craft(Floreal decorations)17
Perform(Sing) 10

*=Can always take 10

Equip:
82500 mo Book +3 int
36000 mo Item +6 int
25000 mo Cloack +5 T.S.
22500 mo Veste +15 Nascondersi
22500 mo Boots +15 Muov Sil
2500 mo Ring of Sustainance
8000 mo Dagger +1 Spellstoring
650 mo Giaco di maglia in Mithril


Inspiration points: 7+10=17




Medic:


Spoiler: Show



Andrea Maryshift




Sister and totally different, as often happen anyway.. She is following her sister in every adventure since they were ten, always traying to stop her "heroic" and iper doungerous actions. She is very good and smart, always calm and always taking the wisest decision of all. The idea of stealing the rich creatures isn't bad, and when the target is an undead who spent lots of money to beat the natural circle of life she goes berserk. The medic of the ship, she lives most of the time in the shadows of her sister, but when it's needed she is in the front line, fighting with the savage fury of the nature.

Spoiler: Show


Pixie Druid 17

Statistics:

Spoiler: Show


For 8 (4)
Dex 16 (0)
Con 26 (10) +4(Book) +6(Item)
Int 16 (2)
Wis 36 (16) +4(Book) +6(Item) +4(Levels)
Cha 14 (0)

HP: 17d8 + 136 = 230

Base attack: +12

AC: 39 = 10 +3 +13 +8 +4 +1 +1 +1

Initiative +3

Saves:

Fortitude 23 = 10 +8 +5
Reflex    13 = 5  +3 +5
Will      28 = 10 +13 +5



Feats:

Spoiler: Show


1° Druid Feat: Nimph's kiss, Flaw 1° Improved unarmed strike, Flaw 2° Improved grapple, Dodge, Weapon finesse
2° Druid
3° Druid Feat: Extend spell
4° Druid
5° Druid
6° Druid Feat: Natural spell
7° Druid
8° Druid
9° Druid Feat: Fast wild shape
10°Druid
11°Druid
12°Druid Feat: Dragon wild shape(Draconomicon)
13°Druid
14°Druid
15°Druid Feat: Frozen wild shape(Frost burn)
16°Druid
17°Druid

Bonus from items when in natural shape: +12 AC +5 saves



Skills:

Spoiler: Show


Concentration 28
Survival 37
Knowledge Nature 25
Spellcraft 23
Profession (Pilot) 33
Handle animal 24
Spot 35
Listen 35



Equipment:

Spoiler: Show


220000 Book +4 Con and +4 Wis
94000 Amulet +6 Con +6 wis with Wilding Clasp
177500 Veste +5 resistence to saves , +8 Armour, +4 Deflection with Wilding Clasp
13000 Monk's belt
24500 Rod Extended (Greater)



Animal companion: (dire hawk)

Spoiler: Show


Medium animal
HD: 11d8+22 (72 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fl y 80 ft. (Good)
AC: 27 (+8 Dex, +9 natural), touch 18, flatfooted 19
Base attack/Grapple: +8/+10
Attack: Talon +9 melee (1d4+1)
Full attack: 2 talons +16 melee (1d4+2) and bite +11 melee (1d6+1)
Space/reach: 5 ft./5 ft.
Special Abilites : —
Special qualities: Low-light vision, Link, Sharespell, Devotion
Saves: Fort +9, Ref +15, Will +5
Statistics: Str 15, Dex 26, Con 15, Int 2, Wis 15, Cha 11
Skills: Listen +8, Move silently +10, Spot +19*
Feats: Alertness, Weapon Finesse, Improved flight, Skill focus (Spot), Multiattack, Evasion





Arcane specialist:


Spoiler: Show


Ghunter Xsjado Younth Fliearth followed by 3 books of names...




Stealing just for the pleasure of... Stealing!!

Born in the land of gnomes, Lantan, he was a real illusionist lover. So deep was his love for the art that he decided to follow the dark way. He didn't care much about schools like necromancy or enchanment, he just wanted to make the best illusions, ever. You know, Shar isn't that kind of goddess who gives powers for free, and certainly Gunther didn't want to give her anything. So he started stealing, but hey, what could he do? Surviving lot's of murders attempt by shar's leeches, he keept stealing to survive. And he kinda liked it. The theft was like an art, almost at the same level as illusion. When he met the pixies he found a way to keep stealing. He doesn't care much if the target is evil or good, he just wants a nice and difficult prey. After years of travelling with pixies he did become quite mad. Often he "Hear voices", probably too many illusions damaged his brain. Even if half mad, he still is a hell of a wizard, very powerfull and competitive.

He one of the few male of the crew, and he is the only non-sprite. He convinced everyone that the ship couldn't fly without a big baloon.

Spoiler: Show


Gnome Wizard Specialist focused illusion 3 - Master specialist 4 - Shadowcraft mage 5 - Shadow adept 8

Allineament Chaotic neutral, God: Mask

Statistics and variants:

Spoiler: Show


Variant: Specialist focused (Evocation, Enchantment, Necromancy) Complete mage
Variant: Subsstitution level for illusionist gnomes.
Variant: Fighter feats (Unearthed arcana)
Variant: Chains of Disbelief
Variant: Flaws: Shaky and Non combatant

Statistics 32 buy points:

Str 6 (0)
Dex 14 (0) +6(Item)
Con 22 (6) +6(Item)
Int 34 (16) +5(Book) +6(Item) +5(levels)
Wis 13 (8)
Cha 10 (2)

Hp: 20*6 + 4 + 19d4 = 171

Ac: 21

Initiative +6



Feats:

Spoiler: Show


1° Wizard Feat: School focus: Illusion, Flaw 1° Shadow Wave Magic (Forgotten realms campaign settings) Flaw 2° Heighten Spell, Bonus Feat: Improved initiative.
2° Wizard
3° Wizard Talento: Earth sense (Races of stone)
4° Master specialist Bonus Feat: Skill focus Spellcraft
5° Master specialist
6° Master specialist Bonus Feat: Greater spell focus: Illusion, Feat: Earth Spell (Races of stone)
7° Master specialist Minor Esoterica: +2 DC illusion (Will disbilief)
8° Shadowcraft mage
9° Shadowcraft mage Feat: Arcane mastery(Complete arcane), Silent illusion
10°Shadowcraft mage
11°Shadowcraft mage Extended illusion
12°Shadowcraft mage Feat: Spell mastery (Silent image)
13°Shadow adept Bonus feats: Insidious Magic, Pernicious Magic, Tenacious Magic (Forgotten realms campaign settings)
14°Shadow adept
15°Shadow adept Feat: Signature spell (Silent image, Forgotten realms campaign settings), Spell power +1
16°Shadow adept
17°Shadow adept Bonus feat: Extend spell
18°Shadow adept Spell power +2, Feat: Spell penetration
19°Shadow adept Shadow walk 1/day
20°Shadow adept



Spells:

Spoiler: Show


Spells/day:

1° 3 (3) 3
2° 3 (3) 3
3° 3 (3) 3
4° 3 (3) 3
5° 3 (3) 2
6° 3 (3) 2
7° 3 (3) 2
8° 3 (3) 2
9° 3 (3) 1

(Illusion)

Spell like abilities:

1/day: Speak with animals, Dancing lights, Ghost sound, Prestidigitation, Caster level 20

Other stuffs:

Low light vision
Darkvision
Cloack of shadow



Skills:

Spoiler: Show


Concentration: 29
Bluff: 23
Hide: 29
Knowledge (arcana): 35
Spellcraft: 37
Profession (Pilot): 26
Knowledge (planes): 34



Spellbook:

Spoiler: Show


1° level
(Conjuration, SC) Benign transposition
(Trasmutation, PHI) Enlarge person
(Trasmutation, PHI) Reduce person
(Trasmutation, SC) Nerveskitter
(Trasmutation, PHI) Expeditious retreat
(Divination, CM) True casting
(Divination, PHI) Comprehend languages
(Divination, PHI) Indentify
(Abjuration, PHI) Protection from evil
(Abjuration, PHI) Protection from good
(Abjuration, PHI) Protection from chaos
(Abjuration, PHI) Protection from law
(Abjuration, CM) Karmic aura
(Abjuration, PHI) Shield
(Illusione, PHI) Silent image
(Illusione, PHI) Prismatic spray

2° level
(Conjuration, SC) Baleful transposition
(Trasmutation, PHI) Rope trick
(Trasmutation, PHI) Alter self
(Trasmutation, PHI) Levitation
(Trasmutation, SC) Heroics
(Trasmutation, CM) Heart of air
(Divination, SC) Chain of eyes
(Divination, PHI) Detect thoughts
(Divination, PHI) Locate object
(Abjuration, CM) Arcane Turmoil
(Abjuration, PHI) Resist energy
(Illusion, PHI) Invisibility
(Illusion, PHII) Binding colour surge
(Illusion, PHI) Mirror images
(Illusion, PHI) Minor image

3° level
(Conjuration, PHII) Dimensional Step
(Trasmutation, PHI) Haste
(Trasmutation, PHI) Fly
(Trasmutation, PHI) Slow
(Trasmutation, PHI) Shrink item
(Trasmutation, CM) Heart of Water
(Trasmutation, RotD) Greater mighty Wallop
(Divination, SC) Unluck
(Divination, PHI) Arcane sight
(Abjuration, PHI) Dispel magic
(Abjuration, SC) Anticipate teleportation
(Abjuration, PHI) Magic circle agasint evil
(Abjuration, PHI) Magic circle agasint good
(Abjuration, PHI) Magic circle agasint chaos
(Abjuration, PHI) Magic circle agasint law
(Abjuration, CM) Karmic backslash
(Abjuration, CS) Disobedience
(Illusion, CM) Phantasmal Strangler
(Illusion, PHII) Vertigo field
(Illusion, PHII) Legion of sentinels
(Illusion, PHI) Sphere of invisibility

4° level
(Conjuration, PHI) Dimensional door
(Trasmutation, PHI) Polymorph
(Trasmutation, SC) Displacer Form
(Trasmutation, PHII) Celeruty
(Trasmutation, CM) Heart of Earth
(Trasmutation, SC) Voice of the dragon
(Divination, PHI) Arcane eye
(Divination, SC) Assay spell resistance
(Divination, PHI) Scrying
(Abjuration, PHI) Dimensional anchor
(Abjuration, SC) Wall of evil
(Abjuration, SC) Wall of good
(Abjuration, SC) Wall of chaos
(Abjuration, SC) Wall of law
(Abjuration, SC) Dispelling screen
(Illusion, PHII) Greater mirror image
(Illusion, PHI) Shadow Conjuration
(Illusion, SC) Shadow well
(Illusion, PHI) Greater invisibility
(Illusion, PHI) Persistent image

5° level
(Conjuration, PHI) Teleport
(Conjuration, PHI) Planar binding, lesser
(Trasmutation, Drac) Draconic Polymorph
(Trasmutation, PHI) Telekinesis
(Trasmutation, SC) Fly, mass
(Trasmutation, CM) Heart of Fire
(Trasmutation, City) Zone of peace
(Divinazione, PHI) Prying eyes
(Abjuration, SC) Refusal
(Abjuration, CS) Spell theft
(Abjuration, SC) Wall of dispell magic
(Abjuration, PHI) Break enchantment
(Abjuration, PHI) Dismissal
(Illusion, PHI) Shadow Evocation
(Illusion, PHII) Friend to foe
(Illusion, PHI) Programmed image

6° level
(Conjuration, SC) Gem Jump
(Conjuration, PHI) Planar binding
(Trasmutation, SC) Brilliant blade
(Trasmutation, DrM) Lesser dragon shape
(Trasmutation, PHI) Disintegrate
(Divination, RoS) Eye of stone
(Divination, DrM) Eyes of the oracle
(Divination, PHI) Scrying location
(Abjuration, SC) Resistance superior
(Abjuration, PHI) Antimagic field
(Abjuration, PHI) Dispell magic, greater
(Abjuration, SC) Anticipate teleportation, greater
(Illusione, PHI) Shadow walk


7° level
(Conjuration, PHI) Greater teleport
(Trasmutation, SC) Elemental body
(Trasmutation, SC) Glass strike
(Trasmutation, PHI) Reverse gravity
(Trasmutation, PHI) Control weather
(Trasmutation, SC) Brilliant aura
(Trasmutation, CM) Unicorn heart
(Divination, SC) Brainspider
(Abjuration, CM) Energy absorption
(Abjuration, PHI) Banishment
(Abjuration, SC) Energy immunity
(Illusion, PHI) Project image
(Illusion, PHI) Shadow conjuration greater

8° level
(Conjuration, PHI) Planar binding, greater
(Trasmutation, PHI) Polymorph any object
(Divination, PHI) Moment of prescience
(Divination, PHI) Greater prying eyes
(Abjuration, PHI) Mind blank
(Illusion, PHI) Shadow evocation greater
(Illusion; SC) Superior invisibility

9° level
(Conjuration, PHI) Gate
(Trasmutation, PHI) Shapechange
(Trasmutation, PHI) Time stop
(Trasmutation, SC) Replicate casting
(Trasmutation, DrM) Dragon shape
(Trasmutation, PlH) Planar perinarch
(Divination, PHI) Foresight
(Abjuration, SC) Maw of chaos
(Illusion, PHI) Shadows
(Illusion, PHI) Weird



Equipment:

Spoiler: Show


36000 mo Intellect +6
36000 mo Boots of constitution +6
36000 mo Glove of dexterity +6
137500mo Book +5 Int
12000 mo Ring of spellbattle
10000 mo Book of boccob
3000 mo Heward's Fortifying Bedroll
~40000mo Spent for spells and focus
200000mo Vest of the Archmagi
8000 mo Belt of the wide earth





Distant fight expert:


Spoiler: Show


Isharia Whillem






Skilled and deadly with her bow, Isharia joined the crew for their idea of justice. She is a hunter and her preys are rich, cruel and evil creatures, especially if they are undead. Often she rebels against the captain, especially when she decides to avoid a target beacause it's "too hard or doungerous".

Spoiler: Show


Pixie Ranger 2 - Scout 2 - Fighter 2 - Ranger 1 - Scout 1 - Figther 1 - Scout 1 - Ranger 1 - Fighter 1 - Cragtop archer 5

Allignment: Chaotic good

Statistics:

Spoiler: Show


For 20(10) +2(Book) +6(Item)
Des 40(16) +4(Book) +6(Item) +4(Levels)
Cos 20(6) +6(Item)
Int 14(0)
Sag 12(0)
Car 14(0)

Base attack: 16

Ac: 39(42) = 10 +1(Size) +1(Natural) +15(Dex) +7(Armour) +5(Deflection)+3(Skirmish)

Initiative: 16

HP: 3d8 +4d6 +4d10 +4d8 + 93 = 163

Full attack (Rapid shot 30 feet higher position) 41 / 41 / 36 / 31 / 26

Damage: 1d6 +12 +2(Higher posistion) +1(30 feet) +4d6+17(Sneak)

The Bow is a splitting one.

Saves:

Fortitude 23
Riflex 30
Will 10



Feats:

Spoiler: Show


1° Ranger Feat: Nimph's kiss Flaw 1° Point blank shot Flaw 2° Precise shot Bonus feat: Track
2° Ranger Bonus feat: Rapid shot
3° Scout Feat: Mountain warrior
4° Scout
5° Guerriero Bonus feat: Weapon focus: Longbow
6° Guerriero Feat: Improved skirmish Bonus Feat: Far shot
7° Ranger
8° Scout
9° Guerriero Feat: Craven(Champions of ruin)
10°Scout Bonus Feat: Swift hunter (Complete scoundrel)
11°Ranger
12°Guerriero Feat: Manyshot Bonus feat: Weapon specialization Long bow
13°Cragtop archer
14°Cragtop archer
15°Cragtop archer Feat: Greater Manyshot(Psionic handbook)
16°Cragtop archer
17°Cragtop archer



Skills:

Spoiler: Show


Survivial 21
Hide 35
Move silently 34
Knowledge Nature 18
Spot 21
Listen 14
Climb 15
Search 13
Profession (Pilot) 16
Tumble 20



Equipment:

Spoiler: Show


73000 mo Composite Longbow +1 Force, Splitting potente +5
134000mo Quiver of Anariel +5 adamantine
110000mo Book +4 Des
36000 mo Glove of dexterity +6
36000 mo Belt of strenght +6
36000 mo Boots of Constitution
49000 mo Bracers of armour +7
50000 mo Ring of deflection +5
25000 mo Cloack of resistance +5






Cannon's Crew (x2):

Spoiler: Show


1 Petal Expert 4 (ECL 6) 10 Profession (Eng.) Caporal +12 To hit
1 Nixie Expert 2 (ECL 5) Technichan
6 Nixie Expert 1 (ECL 3) Soldiers

Other people of the crew:

20ish



Useless infos:

Spoiler: Show


Used Stronghold Builders Guidebook's book to build the ship. I know there is a similar one in the planar handbook, but it's too small, and doesn't look like a pixie ship.
Might be lots of translation errors, this was written in italian and then translated (And my english kinda sucks). The builds are not that optimazed, I think they are just average builds, for average parties.

My idea was to use them as base for a Epic planar campaign, but I doubt we'll have the time to play it. And even if we had, my party will probably say: No way :D

Mo = Monete d' oro in italian or better Gold coins in English, too bored to change them all.

Just forgot, Every character has something like 20000 Gp less than normal, cause this money was used to buy/build/create the ship.


:D

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5 years ago  ::  Apr 14, 2008 - 3:47AM #8
carnivore
Date Joined: May 11, 2004
Posts: 3,307
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:D
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5 years ago  ::  Apr 14, 2008 - 3:48AM #9
carnivore
Date Joined: May 11, 2004
Posts: 3,307
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:D
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5 years ago  ::  Apr 14, 2008 - 3:48AM #10
carnivore
Date Joined: May 11, 2004
Posts: 3,307
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:D
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