However, Drecker can take down freaking GODS. He gets 12 attacks per round, and can deal sneak attack damage to 5 of those if he's lucky enough. I didn't even do his equipment, he scared me so much.
EDIT:Okay, I got it wrong. Drecker gets 9 attacks, 10 with opportunistic. That's still absurd.
<hr />Karn level 20 Lawful Good Fighter
HP:242
AC:24
Melee Attack:31/26/21/16 (After feats is 33/29/23/18)
Ranged attack:21/16/11/6
Fort save:18
Ref Save:7
Will save:4
Strength:22 (+6)
Constitution:22 (+6)
Dexterity:12 (+1)
Intelligence:6 (-2)
Wisdom:6 (-2)
Charisma:10 (0)
SKILLS
Knowledge(How This Planet works):20 ranks-2 penalty. (Considered a class skill, or at the very least he has 8 7 bonus ranks because of his father teaching it to him. Happy Spleen?)
FEATS
Weapon Focus (Sword):+1 bonus on attack rolls with a blade.
Weapon Specialization(Sword):+2 bonus on damage rolls with blades.
Greater Weapon Focus(Sword):+1 bonus on attack rolls with blades.
Greater Weapon Specialization(Sword):+4 bonus on damage rolls with blades. (Yes. These all stack. Scary.)
Dodge:+1 to AC against selected opponent.
Mobility:+4 dodge bonus against attacks of opportunity.
Combat Expertise:Take up to a 5 penalty to hit, for the same number in AC
Spring Attack:Move before and after melee attack.
Whirlwind attack:One melee attack against each opponent in reach.
Leadership:Attract cohorts. Yeah, he's got that.
Power Attack:Take up to a -5 penalty to hit for that much extra damage.
Cleave:Extra melee attack after dropping a target.
Great cleave:No limit to cleave attacks.
Quick Draw:Draw weapon as free action.
Improved Critical(Swords):Doubles threat range of blades.
Trustworthy:Gains a +2 to Gather Information and Diplomacy checks.
Combat Reflexes:Gains 3 extra attacks of opportunity. (Taken three times.)
(Any feats he would not normally get due to Intelligence penalty...he was taught. Yeah. Look, it's Karn we're talking about here. He should be too dumb to even -look- at a sword.)
Weapon:+5 Greatsword. (Critical range, total, is 16-20/2x) Deals 2d6+18 damage, total.
Armor:+5 Plate Mail That grants the following abilities.
WHEN ATTACKED PHYSICALLY OR MAGICALLY:Blink. When the wearer of the armor is attacked, he has a 50% chance of blinking out of existence, giving him a flat 50% miss chance.
1 USE/LEVEL:Polymorph Other. If another being uses any sort of spell to enhance their physical or mental abilities, they will be reduced to their normal scores.
1 USE/LEVEL:Cure Critical Wounds/Mass. Automatically restores full health to all targets.
1 USE/LEVEL:Infinity Buster. Whim of the GM! Pretty much a Wish spell, maxed out.
Hero Hair:+1 to Constitution.<hr />
Gildward Von Spoony
Level 16 Neutral Good Human Bard
16 HP
AC:22
Melee attack bonus:+7/+2/-3
Ranged attack bonus:+20/+15/+10 (Using the harp, he gets a +3 synergy bonus due to his perform skill)
Fort save:0
Reflex Save:15
Will save:11
Strength:3 (-5)
Constitution:3 (-5)
Dexterity:20 (+5)
Intelligence:16 (+3)
Wisdom:12 (+1)
Charisma:22 (+6)
7 feats.
Perform-18 ranks+6 bonus
Knowledge (Bardic Lore)-18 ranks+3 bonus
Concentration-18 ranks-5 bonus
Hide-18 ranks+5 bonus
Heal-18 ranks+1 bonus
Use Magic Device-18 ranks+6 bonus
Sense Motive-18 ranks+3 Bonus
Craft (Novel)-1 rank+1 bonus
Spells known
Level 0
Percussion-Gives a drum accompaniment.
Light-Object shines like a torch
Lullaby-Makes subject drowsy. -5 on Spot and listen checks, -2 on will saves against sleep.
Mending-Makes minor repairs to cloth and things of that nature
Summon Instrument-Summons instrument (Musicaliber, in this case)
Fine-tuning-Makes a regular instrument perform as masterwork.
Read Magic-Read scrolls and spellbooks
Level 1
Ambient Song-Masks bardic music effects as other sounds
Lesser Confusion-Makes a creature confused for 1 round.
Hypnotism-Fascinates 2d4 HD of creatures.
Sleep-Puts 4 HD of creatures into magical slumber.
Charm Person-Makes one person your friend.
Comprehend Languages-you understand all written and spoken languages.
Level 2
Rage-Gives +2 strength and con, +1 on will saves, -2 to AC to one creature.
Silence-Negates sound in 15-ft radius.
Blindess/Deafness-Makes one creature blind or deaf.
Hold Person-Paralyzes one humanoid for 1 round/level.
Heroism-Gives +2 bonus to attack rolls, saves, and skill checks.
Level 3
Confusion-Subject adds oddly for 1 round/level
Deep Slumber-Puts 10 HD of creatures to sleep.
Charm Monster-Make one monster believe it is your ally.
Slow-One subject/level takes only one action per round, -2 to AC and attack rolls.
Sculpt Sound-Creates new sounds or edits existing ones.
Level 4
Hold Monster-As hold person, but any creature.
Legend Lore-Lets you learn tales about a person, place, or thing.
Rainbow Pattern-Lights fascinate 24 HD of creatures.
Shout-Deafens all within cone and deals 5d6 sonic damage.
Freedom of Movement-Creature can move without impediment, be it magical or physical.
Level 5
Greater Heroism-Gives +4 bonus on attack rolls, saves, skill checks, immunity to fear, and temporary HP.
Song of Discord-Forces targets to attack each other.
Mind Fog-Subjects in fog get -10 to Wis and Will checks.
Shadow Walk-Step into shadow and travel rapidly
Mass Suggestion-Give one subject/level a short command.
Level 6
Eyebite-Target becomes panicked, sickened, and comatose.
Otto's Irresistable Dance-Forces subject to dance.
Mass Charm Monster-Charms all within 30 feet.
FEATS
Run-Runs 5x instead of 4x
Dash-Speed is 5 feet faster than normal
Fleet of Foot-Can make 90-degree turns without a problem.
Extra Music-Can use 4 extra songs per day.
Lingering Song-Songs last twice as long as normal.
Requiem-Music affects even the undead.
Jack of All Trades-Can use any skill untrained, even if it's not a class skill.
Bardic Music-20 times a day, can create magical effects from the following list. Look 'em up for yourself.
EQUIPMENT
Mithril Chain Shirt +3
Hat of Bardic Accomplishment-Adds a +2 to Charisma
Cape of the Immortal Bard-At will, as a full action, allows the wearer to cast Invisibility on themselves. (How do you think the bard STAYED immortal?)
Musicaliber-By speaking the correct command words, a lesser musician can utilize Fortissimo-basically, enhances bard songs-Levitate, and Magic Circle against Evil once per day for each. However, a musician with 10 or more ranks in Perform can generate Expeditious Retreat, Haste, and Phantom Steed once per day. It also gives a +2 enhancement bonus to any perform checks, in addition to the +2 for being masterwork. In addition to this, when played as an offensive weapon, it uses the spell Sonic Burst at will. This deals 1d8 damage and has a chance to stun the victim it hits. They must roll a fort save at DC 19 or else be stunned. Creatures that are deaf would not be stunned, but they would still take damage.<hr />
Drecker
Level 19 Chaotic Neutral Thief
HP:58
AC:17 without armor.
Melee Attack Bonus:
Strength:10 (0)
Dexterity:24 (+7)
Intelligence:18 (+4)
Wisdom:18 (+4)
Constitution:10 (0)
Charisma:8 (-1)
Ranged and Melee attack bonus:22/17/12/7
SKILLS
Appraise-21 ranks+4 bonus
Disable Device-21 ranks+4 bonus
Hide-21 ranks+7 bonus
Search-21 ranks+4 bonus
Open Lock-21 ranks+7 bonus
Spot-21 ranks+4 bonus
Gather Information-21 ranks+4 bonus
Listen-21 ranks+4 bonus
Move Silently-21 ranks+7 bonus
Knowledge (Common Sense, non-RPG logic)18 ranks+4 bonus
FEATS
Weapon Finesse-Use Dex modifier instead of Strength modifier with attacks using a light weapon.
Point Blank Shot-+1 bonus on ranged attacks and damage within 30 ft.
Precise Shot-No -4 penalty for shooting into melee
Rapid Shot-One extra ranged attack per round.
Manyshot-Throw two or more knives simultaneously.
Shot on the run-Move before and after ranged attack.
Improved precise shot-Ignore less than total cover/concealment with ranged attacks.
Quick draw-Draw weapons as a free action, not a move-equivalent.
Sneak attack-When flanking, can deal an extra 10d6 damage with every attack.
Defensive Roll-The rogue can roll with a potentially lethal blow to take less damage from it than they otherwise would. Once per day, when normally he'd be reduced to 0 or fewer hit points from a physical blow, the rogue can attempt to roll with the damage. He must make a saving throwing equal to the damage dealt, and if he succeeds, he takes only half damage. If he fails, he'll take full damage.
Improved Evasion-Take only half damage, even if Drecker fails his evasion roll.
Opportunist-Once per round, the rogue can make an attack of opportunity against an opponent who has been struck for damage in melee by another character. This counts as a sneak attack.
Trapfinding-+7 to find traps, aside from regular search.
+3 Returning Throwing knife-deal 1d3 damage.
(Description) These small blades are designed specifically to be thrown. They have perfect balance and are very light. However, they are exceedingly unsuited for hand-to-hand combat.
A throwing knife used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls), and only threatens a critical hit on a natural 20.
Although they are thrown weapons, throwing knives are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Hat:Gives +2 to dexterity.
Earrings of damage:Gives +1 damage <p><hr /><div style="text-align:center">

