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Posted: Thu Nov 25, 2010 7:38 am
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Southern_cross_nemesis Thanks, Checking with you for Sorcerer Variants: Stalwart Sorcerer and Battle Sorcerer. First is from Complete mage and the second is Unearthed Arcana. I was also going to ask about something from Complete Champion/Divine... stare loth17 The Fiend of the West wahmbulance Alright. A 6 and a 7, may I reroll those? XD you may re roll them but if they turn out lower you have to keep them May I reroll that 7 like West did? If so, can I keep the 6 and 4 from my first attempt? Also, Jack Just waiting on Dm to make his final ruling on the two sorcerer variants, before I roll hp. Seeing as one of them change hd to d8 use the battle mage you can reroll one stat you dont like wait you didnt finish yet trasque will rape you the moment you enter the game
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Alzzak rolled 20 6-sided dice:
6, 4, 1, 6, 1, 1, 1, 4, 4, 6, 3, 3, 6, 1, 6, 1, 3, 1, 4, 1
Total: 63 (20-120)
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Posted: Thu Nov 25, 2010 8:44 am
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Alzzak rolled 4 6-sided dice:
4, 1, 5, 4
Total: 14 (4-24)
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Posted: Thu Nov 25, 2010 8:45 am
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Posted: Thu Nov 25, 2010 8:47 am
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Alzzak rolled 4 6-sided dice:
2, 6, 2, 4
Total: 14 (4-24)
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Posted: Thu Nov 25, 2010 9:25 am
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Posted: Thu Nov 25, 2010 9:29 am
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Dungeon Crasher?
Alternative Class Feature: Dungeon Crasher
Survival in a dungeon requires more than skill at arms and a stout shield. Traps, hazards, falling portcullises, and other threats can pose as much danger as an enraged troll. But you cannot help your impetuous nature. When others might move ahead cautiously and search for traps and other hidden dangers, you charge forward, ignoring the traps you set off and splintering doors and obstacles.
Level: 2nd.
Replaces: If you select this alternative class feature, you do not gain the fi ghter bonus feats at 2nd level and at 6th level.
Benefit: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle. In addition, you gain a special benefi t when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).
At 6th level, the bonuses when dealing with traps increase to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.
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Alzzak rolled 2 10-sided dice:
5, 7
Total: 12 (2-20)
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Posted: Thu Nov 25, 2010 9:51 am
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Posted: Thu Nov 25, 2010 10:03 am
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Posted: Thu Nov 25, 2010 4:58 pm
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Posted: Thu Nov 25, 2010 6:37 pm
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Posted: Thu Nov 25, 2010 6:54 pm
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Southern Cross Nemesis rolled 2 6-sided dice:
3, 5
Total: 8 (2-12)
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Southern Cross Nemesis Vice Captain
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Posted: Thu Nov 25, 2010 7:57 pm
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Posted: Thu Nov 25, 2010 7:59 pm
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Southern Cross Nemesis Vice Captain
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Posted: Thu Nov 25, 2010 8:08 pm
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