Yerhan Stoneculler

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Yerhan Stoneculler

Post by JohnBoy on 17th January 2011, 10:19 am


Yerhan Stoneculler
Dwarf Ranger (Champion of the Wild, Complete Champion pg 50), lvl 9
Chaotic/Good

 
Stats

28 point build (10+4+2+4+6+2=)
 
STR 16
DEX 12
CON 12 (10+2 racial)
INT 12
WIS 14
CHA 10 (8+2 -2 racial) (+1 at 4th) (+1 at 8th)
 
XP: 43,700
HP: 49
AC: 17
BAB: +9/+4 (+12/+7 after mods applied) (+13/+8 with Weapon Focus)
 
Base Speed: 30 (20 +10 from Boots)
 
Fort: 7
Reflex: 9 (7 +2 from Lightning Reflexes)
Will: 5
 
Skills

Handle Animal 5
Heal 4 (2 from feat +2 wis bonus)
Hide 6 (5+1 dex bonus)
Knowledge: Geography 5 (4+1 Int bonus)
Knowledge: Nature 5 (4+1 Int bonus)
Knowledge: The Planes 3 (2+1 Int bonus)
Move Silent 3 (2+1 Dex bonus)
Search 6 (5+1 Int bonus)
Spot 8 (6+2 Wis bonus)
Swim 6 (3+3 Str bonus)
Survival 12 (8+2 from feat +2 Wis bonus)
Tumble 4 (3+1 Dex bonus)
Use Rope 6 (5+1 Dex bonus)

Feats
Level 1

Weapon Focus: Dwarven Waraxe
Ranger Bonus Feats

Favoured Enemy: Kobalds (+3)
Track
Wild Empathy
 
Level 2
Ranger Bonus Feats

Two Weapon Fighting
 
Level 3

Lightning-Reflexes (+2 to Reflex Saves)
Ranger Bonus Feats
Endurance
 
Level 4

Stealthy (+2 to Hide and Move Silent)
Ranger Bonus Feats

Improved Bullsrush
Improved Overrun
Ranger Varient Feats
Blind-fight (Don't lose 2ac to Invisible attackers / In melee, reroll a missed attack due to concealment. [d100] roll)
 
Level 5
Ranger Bonus Feats

2nd Favoured Enemy : Undead (+5)
 
Level 6

Self-Sufficient (+2 to Heal and +2 to Survival checks)
Ranger Bonus Feats
Improved Two Weapon Fighting
 
Level 7
Ranger Bonus feats

Woodland Stride
 
Level 8

Ranger Varient Feats
Improved Favored Enemy (Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies)
Ranger Bonus Feats
Portal Intuition
 
Level 9

Power Attack
Ranger Bonus Feats
Evasion
 
 
Racial Bonuses
•Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
•Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
•Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison.
•+2 racial bonus on saving throws against spells and spell-like effects.
•+1 racial bonus on attack rolls against orcs and goblinoids.
•+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
•+2 racial bonus on Appraise checks that are related to stone or metal items.
•+2 racial bonus on Craft checks that are related to stone or metal.
•Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
 
Gear

Masterwork Chain Shirt 250gp (4 AC)
Masterwork +3 Dwarven Waraxe (+1 to hit) 400gp [1d20+12] == [1d10+6] / [1d20+7] == [1d10+6] (Good Aligned)
Masterwork +2 Keen Handaxe (+1 to hit) 306gp [1d20+11] == [1d6+5] / [1d20+6] == [1d6+5]
Composite Longbow (Strength +3) 700gp [1d20+10] == [1d8+1+3] / [1d20+4] == [1d20+1+3]

Backpack containing 10 CLW, 5 CMW and 10 days Food Rations 3600gp
Quiver + 40 Arrows 100gp
Long Hooded Cloak

Eyepatch of Sight (Spot +5)
An Amulet of Natural Armour +2
Boots of Striding and Springing (+10 movement speed, +5 Jump)
Five fire-tripped arrows that explode into a 5d6 fireball when they hit a target


Last edited by JohnBoy on 20th February 2011, 6:02 am; edited 27 times in total
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Re: Yerhan Stoneculler

Post by illumination on 17th January 2011, 11:55 am

good beard.
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Re: Yerhan Stoneculler

Post by JohnBoy on 17th January 2011, 1:10 pm

cheers
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Re: Yerhan Stoneculler

Post by ^^Truth on 17th January 2011, 11:31 pm

Not wanting to be too critical, but you probably can't take all those feats. For example.

Level 2
Improved Critical

Unfortunately you need a BAB of +8 to take improved critical, thus could only take it at L8.

Level 8
Greater Weapon Focus: Greataxe

Which means at this level, you can have either that feat (which requires you to be L8 to take it), or improved critical.

Also. If you're going for a massive damage PC, then you might want to swap out improved inititive (which isn't very good for a warrior in my opinion) and pick up something like cleave, which will grant you extra attacks often if you're dealing very high damage regularly.

Also. You get a bonus feat at 9th level (which means you can take the other of the above two feats I wrote about then).
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Re: Yerhan Stoneculler

Post by Tromador on 17th January 2011, 11:58 pm

Apart from the corrections Iain's pointed out, I have no particular issue with this PC.

To comment though, he does appear very 1-dimensional and you need to consider what will keep you interested when we are out of combat. The danger of a character like this is boredom during extended RP. You will be stuck with a low charisma PC, so lots of jolly interaction may become difficult, coupled with a barely average mental capacity, so you are trying to think down to his level (10 int and he's not much for the party tactical plans department). To get around that, you'll have to be very careful and thoughtful of where you place those limited skill points, to make him useful OUT of combat.

As a dwarf, you might also consider using a dwarven waraxe, instead of greataxe. The damage isn't much lower (d10 instead of d12, so 1 point difference on average) and then you can use a shield as well.
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Re: Yerhan Stoneculler

Post by JohnBoy on 18th January 2011, 2:27 am

Yeah i was not thinkin about the BAB's on the individual level, but taking my total BAB into consideration instead, well spotted mate.
Points taken in but this is 1 of 2 ideas for a pc. i'm still working on my other. I uploaded this one to get feedback but i may not even use it.
Still floating the idea of a Tempest Ranger although tbh if i am doing my ranger pc it'll probably be an archer.
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Re: Yerhan Stoneculler

Post by JohnBoy on 18th January 2011, 8:00 am

Ok.. some slight changes been made Razz
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Re: Yerhan Stoneculler

Post by ^^Truth on 19th January 2011, 12:03 am

Your weapon focus adjustments are incorrect and should be 13/8, no 14/7.

Otherwise, I guess, but it's hard to judge a character from a blanket of stats, unless there is something unique about it. I guess from a mechanical perspective it seems okay, however not sure you're really going to need the full 16 Str and I would suggest those points would be better off levelling out str/dex/con to 14/14/14.
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Re: Yerhan Stoneculler

Post by Tromador on 19th January 2011, 12:12 am

I dunno. The 16 str is perhaps a bit more interesting than a blank 14/14/14. That said, if you are taking stuff like combat reflexes, you might be better off with more dex to take advantage of it.

As for the character itself, much more potential to be interesting than the original Ug The Fighter you created before, so it's all about how you play it.
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 12:29 am

I see your point in adding to the dex a little but the way i'm looking at it is, more strength more damage and 1 extra AOO is better then no extra.

Am i right in assuming with improved two weapon fighting, I get 4 attacks per round instead of 2 (2 main hand, 2 off-hand)?

If the answer is yes, can you confirm this is the correct roll as i've been stewing over it and can't quite figure it out, or i'm not 100% sure it's right.

(Main Hand)[1d20+13] == [1d10+3] / (Off Hand)[1d20+8] == [1d6+3] / (Main Hand attack 2)[1d20+6] == [1d10+3] / (Off Hand Attack 2)[1d20+3] == [1d6+3]

Weapons are Dwarven Waraxe in Main hand [1d10] and Handaxe in off-hand [1d6]

This stuff is way harder to work out than simple spells, heh.
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Re: Yerhan Stoneculler

Post by ^^Truth on 19th January 2011, 12:35 am

No

1d20+11 -- 1d10+3
1d20+6 --- 1d10+3

The above is your on hand segment of a full two weapon attack

1d20+10 -- 1d6+1
1d20+5 --- 1d6+1

The above is your off hand segment.

Offhand weapons are half STR bonus for damage and you receive -2 to all attacks made. Also you don't get your weapon focus with the handaxe. You do get four attacks a round however.
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Re: Yerhan Stoneculler

Post by ^^Truth on 19th January 2011, 12:48 am

To confirm however. The reason I state lowering Str and raising dex/con is, as you will see above, you do not get the full advantage of 16 str when two weapon fighting. Also comatose reflexes is pointless as EVERYONE gets 1 AoO a round.

So instead of +1 damage x2 with your onhand, you would get +1 AoO a round, +1 AC, +9 HP and +1 Fort and Reflex saves which is an awesome trade off for a very minor damage buff. However you would if course 1 point of BAB on each attack too.

As I said though, this is all just from a purely mechanical point if view and I don't even look at my own PCs in this fashion when designing them.
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 12:59 am

ah cheers Iain. So many variation in my attacks atm i was scratching my head. I see exactly where everythings coming from now and should be able to figure it out in the future.

Combat Reflexes gives me +1 additional AOO per dex bonus. I'd get my standard AOO plus another due to having +1 dex bonus so two attacks on a target that gives me an AOO
I see your point however in having the points in Dex/Con to improve him but really, i'm not trying to max out my pc. I did that with the fighter and he ended up being unplayable due to stats. AC should be about average for the group (probably about 15/16) and my hp shouldn't be too bad either (24+6d8+6) 36 minimum, and that's if i roll 6x1, which i won't do.
The Fort and Ref saves, yeah but 7 and 7 ain't bad really. I've had worse

Razz
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Re: Yerhan Stoneculler

Post by ^^Truth on 19th January 2011, 1:11 am

You only receive 1 AoO per opponent. If someone runs past this guy, he gets 1 AoO, not two. If two people run past, he gets one for each.
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 3:43 am

Combat Reflexes [General]


Benefit


You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal


A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special


The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.

D20 site doesn't mention that so my bad, thanks for setting me right.
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 4:18 am

Updated with Skills, Gear to follow on just shortly.
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Re: Yerhan Stoneculler

Post by Tromador on 19th January 2011, 5:02 am

JohnBoy wrote:
D20 site doesn't mention that so my bad, thanks for setting me right.

It's a little obscure, but is on the d20 site, at the bottom of the page on attacks of opportunity.

Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 5:12 am

ahh cheers.

Updated Gear
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Re: Yerhan Stoneculler

Post by illumination on 19th January 2011, 6:05 am


i know this kind of rules errata discussion is what makes some of you deviants hard but im more wondering what the RP side of life is like.

bit worried considering PC #1 - Velenur had loads of background and personality stuff from the get go while this new fella seems a bunch of numbers.

all cool though if its a secret intentionally kept, ill withhold judgement until we've got through a few sessions, i guess im just checking it hasnt been overlooked?
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Re: Yerhan Stoneculler

Post by JohnBoy on 19th January 2011, 6:13 am

I've got his backgroud story notes sorted, just to flesh them into a full blooded story now. I'll probably be doing that tomorrow. Fear not, he is no secret, just doing things one stage at a time.
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Re: Yerhan Stoneculler

Post by JohnBoy on 26th January 2011, 1:10 pm

After alot of thought and consideration i've decided against displaying his background to you guys for now. Perhaps in the future once a few things have played out, if they ever do but unless there is a problem with this decision.. then for now it's a secret.
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Re: Yerhan Stoneculler

Post by Tromador on 26th January 2011, 9:52 pm

That's fine John, you can have it come out in play if you wish.

Do note, however, that DMs won't be able to write stories that feature elements of that background, for example if I didn't know Korr's BG, I could never have written around Drosst Tharn, just as Iain couldn't have done Elvanshalee's family and home without knowing her BG.

You might therefore consider giving out some BG, even in private email to DMs, otherwise it's likely you'll lose out on the possibility of some Yerhan-centric adventures.

Your magic weapons need a plane of origin btw, as magic weapons generally lose their plusses the further they are from their home plane.
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Re: Yerhan Stoneculler

Post by ^^Truth on 26th January 2011, 9:59 pm

Also John, can you please increase the magical bonuses of your weapons by +1 each.

So Waraxe +3 (good-aligned) and Keen Handaxe +2.

Thanks.
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Re: Yerhan Stoneculler

Post by ^^Truth on 26th January 2011, 11:28 pm

Btw. Looking at your sheet, I think you've not added your bonus feat for 3rd or 6th level.
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Re: Yerhan Stoneculler

Post by JohnBoy on 27th January 2011, 12:08 am

ah cheers for spotting that.

3rd level (Lightning reflexes)
6th level (Self-Sufficient)

Any grievences if i change my one and only spell since i've taken Self-Sufficient? Was thinking "Pass Without Trace" ((One subject/level leaves no tracks))
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Re: Yerhan Stoneculler

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