LONG POST!
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Goliath Male, Medium Size Humanoid
Fighter 9/Weapon Master 2
HP: 10 +22 +10d10 [87]
STR 18 (22) [24] +7 Fortitude: 6+3+2= 11
DEX 14 (12) +1 Reflex: 3+0+1= 4
CON 12 (14) +2 Will: 3+0+1= 4
INT 10 +0
WIS 12 +1 BAB: +11/+6/+1
CHR 14 +2 Init: +1
Attacks with Greathammer: 11+1+7+2-5-2-2 [12][7][2]
Goliath Greathammer "Crashing Thunder"
[Adamantine] [+1, Thundering (+1), Spell Storing (+1)] Bludgeoning
(H) 4d6 +7+3+10+1+2 [27-47] /
16d6 +23x4 +3d8(sonic) [111-206](+4 to Confirm)
(When enchanted with Greater Mighty Wallop)
(C) 8d6 +7+3+10+1+2 [31-71] /
32d6 +23x4 +3d8(sonic) [127-302](+4 to Confirm)
(Spell Storing: Vampiric Touch - deals 5d6 damage,
gives Temporary to wielder for 1 hour [5-30])
(With Increased Multiplier [x5] on Critical w/ GMW)
40d6 +115 +3d8 [154-379]
[Hardness 22, 53hp] 80lbs (18,000gp+3,000gp)
Banded Mail
[Mithril] (Glamered) [+1, Moderate Fortification [75%] (+3)]
+6 +1 AC, Max +3 Dex, -2 ACP, 20' Speed
*Locked Gauntlets, Heavy Armor [Medium]
[Hardness 17, 36hp] 17lbs (16,000gp+2,700gp+9,000gp)
Tower Shield
[Mithril] (Invisible) [+1, Animated (+2)]
+4 +1 AC, Max +4 Dex, -6 ACP (can provide Cover)
[Hardness 17, 36hp] 10lbs (9,000gp+1,000gp+5,500gp)
Boots of Striding and Springing (5,500gp)
+10' Speed, +5 to Jump Checks
Bag of Holding (2,500gp+5,500gp)
[Type I] (Invisible)
Brass Emblem
(designed to attach to shield, in pouch)
(Enchanted with Continual Flame)
Ring of Sustenence (2,500gp)
AC: 10 +7 (Armor) +5 (Shield) +4 (Deflection) +1 (Dex) [27]
Feats and Attribute Boosts: (+1LA)
1 F EWP: (Greathammer), Monkey Grip
2 F Weapon Focus (Greathammer)
3 F Power Attack
4 +1 STR F Weapon Specilization (Greathammer)
5 F
6 F Leadership, Power Critical (Greathammer)
7 F
8 +1 STR F Improved Critical (Greathammer)
9 F Greater Weapon Focus (Greathammer)
10 W (1/day, Max Damage on Attack)
11 W (1/day, Increase Critical Multiplier)
ACP: -8
(to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Sleight of Hand and Tumble, to Swim*2)
Skills:
R -ACP +ATT +MOD TOTAL
Intimidate * 14 +2 =16
Diplomacy 0 +2 =2
Swim * 0 -16 +7 =-9
Jump * 6 -8 +7 +5 =10
Balance 1 -8 +1 =-6
Tumble 1 -8 +1 =-6
Hide 0 -8 +1 =-7
Move Silently 0 -8 +1 =-7
Listen 0 +1 =1
Spot 0 +1 =1
Search 0 +0 =0
Survival 2 +1 =3
Advancement:
12 +1 STR W Quick Draw
13 W
14 W
15 W Greater Weapon Specialization (Greathammer)
16 +1 STR W
17 W
18 W Cleave
19 W
Epic:
20 +1 STR EF
21 EF Epic Weapon Focus (Greathammer),
22 EF Epic Weapon Specialization (Greathammer),
23 EF
24 +1 STR EF Great Cleave, Overwhelming Critical (Greathammer)
25 EF
26 EF Epic Will
27 EF Epic Reflexes
28 +1 STR EF Devastating Critical (Greathammer)
29 EF
Bag of Holding Contents [157lbs / 250lbs]:
Bedroll (Medium) x1 5lb
Bedroll (Small) x1 2lb
Winter Blanket x2 6lb
Block & Tackle 5lb
Fishhook x5 -
Fishing Net 5lb
Silk Rope (100ft) 10lb
Soap 1lb
Tent (2 person) 20lb
Whetstone 1lb
Trail Rations (2 people) x (2 weeks) 18lb
Waterskins (2 people) x (2 weeks) 70lb
Darkwood Chest (2'x2'x4') [Hardness 5, 10hp] 13lbs
Adamantine Superior Lock [Hardness 20, 40hp] 1lb
(has "Phantom Trap" cast on chest and lock)
[contains accumulated funds]
In Belt Pouch:
Flint & Steel -
Small Knife (sheathed) 5lb
Gnome Sorcerer 10
HP: 4 +30 +9d4 [65]
STR 10 (8) -1 Fort 3+3= 6
DEX 13 +1 Reflex 3+1= 4
CON 14 (16) +3 Will 7+0= 7 (+2 vs Illusion)
INT 12 +1
WIS 10 +0 BAB: +5 Speed: 20'
CHR 16 [18] +4 Init: +5 Low Light Vision
1 Eschew Material Components
3 Improved Initiative
6 Extend Spell
9 Martial Weapon Proficiency
Throwing Hammer "Blink"
[Mithril] [+1, Teleporting (+1), Spell Storing (+1)]
(Small, Light) (L) +8 (when thrown) 1d6 +1-1 / x2, Range 20'
(Spell Storing: Vampiric Touch)
(Enchanted with Greater Mighty Wallop)
[Hardness 17, 36hp] (18,000gp+250gp) .5lb
Ring of Sustenence (2,500gp)
AC: 10 +4 (Deflection) +1 (Dex) +1 (Size) (+4 Dodge AC against Giants)
Level: 0/1/2/3/4/5 Spell-Like Abilities: (1/day for each)
PerDay: 6/6/6/6/5/3 Speak with Animals (burrowing mammals, 1min)
Bonus: 0/1/1/1/1/0 Dancing Lights
Total: 6/7/7/7/6/3 Ghost Sound
Avail: 6/7/5/7/4/3 Prestidigitation
Known: 9/5/4/3/2/1 Skills:
0: Mage Hand
*Detect Magic Listen 0 +2 +0 =2
Read Magic Spot 0 +0 =0
Detect Poison Search 1 +1 =1
Dancing Lights Tumble 1 +1 =1
Ghost Sound (DC15W) Balance 0 +1 =1
Light Hide 2 +4 +1 =7
Resistence Move Silently 2 +1 =3
Prestidigitation Craft (Alchemy) 1 +2 +1 =4
1: Mage Armor Concentration 1 +3 =4
Disguise Self (DC16W) Spellcraft 6 +1 =7
*Enlarge Person Knowledge (Arcana) 6 +1 =7
Floating Disk Bluff 13 +4 =17
*Magic Missile Diplomacy 0 +4 =4
2: Knock
*Bull's Strength [Racial +1 DC to Illusion Spells]
*Cat's Dexterity
*Flaming Sphere (DC16R)
3: Greater Mighty Wallop
*Haste
Vampiric Touch
4: Arcane Eye
*Greater Invisibility
5: Teleport
(Enlarge Person) +2 STR, -2 DEX, -1 BAB, -1 AC, +1 Size Catagory, +10'
Reach
(Haste) +1 Attack on FA, +1 AC, +1 Reflex, +30' Speed
(Bull's Strength) +4 STR
(Mage Armor) +4 AC
(Greater Invisibility) +2 Attack, opponent loses Dex to AC
Daily (Extended, one cast for each):
2x Mage Armor (2x2L) (20 Hours)
2x Greater Mighty Wallop (2x4L) [+2 sizes] (20 Hours)
Notes:
Hardness and HP of weapon and armor are for base, magnified for size
of weapon, modified by materials, then magicaly enhanced.
ACP of armor and shield modified by masterwork and materials.
The shield is animated and invisible, so it actualy is never
deactivated, it just floats along continualy. Always be sure to
snag
it before Teleporting.
Fortification on the armor combined with Glamour can really annoy
rouges without True Sight, as well as giving protection against
Critical Hits 75% of the time. I need to do research and see if
this
would apply against Skirmish and other +1d6 damage class features.
Due to the Goliath predelication for little clothing, the Glamour
resembles little more than a loincloth and a shoulder loop, which is
a fact that plays on the preconcieved notions of cityfolk about
rustic yokels.
Armor is treated as Medium, due to material, and knocks a good portion
of the penalties off, while still staying at a very decent bonus.
Extended spells from the Gnome provide near-permanant Mage Armors for
both characters, and boost both of their weapons.
Vampiric Touch, is used on the first successful hit, to provide
temporary hit points. The spell can be "reloaded" easily outside of
combat.
The Weapon Master PrC from Sword and Fist would be achievable at L6,
except for the large number of unrelated feats required. Negotiated
to take Class by substituting other weapon-related Feats instead.