Ok I'll try and find a middle ground,
If its ok with you I realy like the wood elf
Here are my base stats and wood elf modifiers
str 17 +2 =19 (same as Lwentano?)
dex 16 +2 =18
con 12 -2 =10
int 14 -2 =12
wis 16 =16
cha 9 =9
And simplifing the template suggest by Test subject
str +2
wis +2
int -2
cha-6
a total of -8 for +4 and I would like to ignore the rest of the stuff as it over complicated it but I will still roleplay on those nightmares and his scars and tortured past.
Servax, wood elf monk, hp 8
str 21 +5
dex 18 +4
con 10 +0
int 10 +0
wis 18 +4
cha 3 -4
fort 2/ ref 7/ will 6
hide 4 + 4 = 8
listen 6 + 4 = 10
move silently 4 + 4 = 8
search 2 + 0 = 2
spot 6 + 4 = 10
Immune to sleep
Flurry of blows, unarmed strike
improved grapple, stunning fist
I had 13gp but I would prefer to start with nothing but that belt, once in game I will try to obtain a silvered item.
If the belt is too expensive could I start in some sort of debt?
Ok, here's what I have so far, before I add the magical item:
Servax
Half-undead Wood Elf, Monk(1)
HP:8hp AC: 18 = 10+4(Dexterity bonus)+4(Wisdom bonus)
str 21 +5
dex 18 +4
con 10 +0
int 10 +0
wis 18 +4
cha 3 -4
Initiative: +4
BAB: +0
Melee: 0+4 = +4
Ranged: 0+4 = +4
Unarmed Strike: +4, 1d8+4
Flurry of blows(Unarmed Strike): +2/+2, 1d8+4
Stunning blow: On melee strike, DC14 fortitude
Grapple: 4+0+4 = +8
Fortitude: 2+0+0 = +2(+4 vs enchantment)
Reflex: 2+4+0 = +6(+8 vs enchantment)
Will: 2+4+0 = +6(+8 vs enchantment)
Skills
Hide 4+4+0 = +8
Move Silently 4+4+0 = +8
Listen 4+4+2 = +10
Search 0+0+2 = +2(Automatic within 5ft)
Spot 4+4+2 = +10
Feats
1xlevel
Stunning Fist
1xMonk bonus
Improved Grapple
Class
Weapon Proficiency(Monk)
Flurry of Blows
Unarmed Strike
Racial
Elf
Weapon Proficiency(Elf)
Low light vision
Elven Search
+2 search/listen/spot
+2 vs Enchantment
Template
Immunity to sleep
Darkvision(60ft)
-------------------------------------------------
So if I can't have the monk's belt, I think my next preference would be the amulet of mighty fists(+1), or the periapt of wisdom(+2). Both have a similar effect, in that they will help with the characters survivability. I don't think the belt would really make a massive difference, in that I still only have 8hp. Couple of goblins throwing sticks could probably down me.
As far as items go, probably just a silvered Kama, and then maybe a couple of rations for the road? Wandering Monks travel light. Oh, and some sort of hooded robe? Doesn't have to be in great shape, just so people don't run screaming when they see the scars.
All of that checks out, your equipment is good too. Though you'll have to choose one or the other on the magical item. I'm pretty sure you already knew that, just saying.
As far as introductions, go ahead and place yourself in the game where ever. I think we may need a new party leader as Rentok has gone m.I.a
Ok, so equipment:
Silvered Kama
Hooded Robe
Periapt of Wisdom(+2)
Trail Rations x 5
Not sure about a half-undead monk with night-terrors and 3cha as party leader. Might make for interesting adventures, though.
What about Testsubject1? He'd fielding a fighter, isn't he?
Commoner Declares,
Player Dan
Name Apist Geako
Race Human
Level 1 Sorcerer
Alignment: NE
Religion: Nerull
HP: 5
Stats / Mods:
STR 10 / 0
DEX 11/0
CON 12/1
INT 16/3
WIS 12/2
CHA 18/4
Fort: 0+1=1
Ref: 0+0=0
Will: 2+1=3
Init: 0
Melee: 0
Ranged: 0
Skills:
Appraise 2 + 3 = 5
Bluff 4 + 4 + 3= 11 [Feat: Skill Focus applied here]
Concentration 4 + 1 +4 = 9 [Feat: Combat Casting applied here]
Knowledge Arcana 4 + 3 = 7
Sense Motive 2 + 1 = 3
Spellcraft 4 + 3 = 7
Feats/Special:
combat casting
simple weapon proficiency
skill focus
Summon familiar
Languages:
Common
Draconic
Elven
Infernal
Sorcerer Spells
Read Magic -- 0
Ray of Frost -- 0
Touch Fatigue -- 0
Detect Magic -- 0
Mage Armor -- 1
Identify -- 1
Money:
gp-38 sp-7
Equipment:
Dagger 1d4 (1)
Dagger, punching 1d4 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Candle (10) (1)
Case (1)
Flask (3) (1)
Lamp 1lb (1)
Mug 1lb (1)
Pouch, belt 3lb (1)
Rations 1lb (2)
Rope (50ft) 5lb (1)
Sack (3)
Torch 1lb (2)
Waterskin 4lb (1)
Holy Symbol, wood (1)
Merchant scale 1lb (1)
Spell component pouch 2lb (1)
Traveler's outfit 5lb (1)
Staff of Summon Monster I 4/day
Familiar:
TBA
The character looks good but the spells seem off. Seems like you should have more.
Also the neutral evil alignment worries me. I'm not saying you can't be neutral evil but be forewarned. If you go overboard with it there is a good chance of death or imprisonment.
Just fix your spells or please explain to me what I'm missing there and your good to go, welcome.
You can start at any time by posting in the party thread.