And until that day... keep playing. Occasionally, anyway
Today I actually got around to counting the total stat bonus humans have over the other races (maybe not for the first time, I'unno, but whatever!). Compared to the next lowest, halflings...
(15). Humans have a total possible stat bonus of
, or +3 to all stats. Inherent potential is bloody incredible.
bonus. Everyone else gets their stat boosts upfront. Humans have to work for it. But when they do... goddamn. They come in second for highest potential individual stat bonus for only three stats (Strength, dex, and luck) and highest (at +3) for
Crazy little jumped-up monkey bastards. S'beautiful *wipes tear from eye*
... but yeah, latest critter's finally hit the rolling fog bank point. Warrior 1/ranger 4/druid 2, in that order and taking druid for the rest of the game. Simple concept, I wanted a mounted spiked chain bugger, and ranger class usefulness dies off around the 4-6 range compared to druid levels (and either instead of warrior to keep the mount from splatting instantly deeper in. Warrior was just for the spiked chain proficiency.). Once I hit level two and got that night hunter, things started going swimmingly.
Immona Ferholm, The Introspective Visionary
Gender Female
Race Human
Class Warrior 1
Ranger 4
Druid 2
XP 26232
Next @ 28000
Mount Cerf
Align Neutral Evil
STR: 14/79 [+2/+1] (base 13, +1 magic)
DEX: 19/41 [+4/+4] (base 18, -3 damage, +4 inherant)
CON: 13/01 [+1/+1] (base 13)
INT: 13/61 [+1/+1] (base 12, +1 inherant)
WIS: 18/00 [+4/+3] (base 16, +1 magic, +1 inherant)
CHA: 14/38 [+2/+1] (base 14)
LUC: 12/00 [+1/+0] (base 12)
Fortitude +10(Warrior +2/ Ranger +4/ Druid +3, +1 Con)
Reflex +8(Warrior +0/ Ranger +4/ Druid +0, +4 Dex)
Will +12(Warrior +2/ Ranger +1/ Druid +3, +4 Wis, +2 magic)
(+6 vs. poison, +5 vs. knockdown)
Melee +toHit +24 (Warrior +1/ Ranger +4/ Druid +1, +2 Str, +5 magic, +4 weapon, +1 skill, +6 elevation)
Damage +12 (base 2d4 / 2d6, +2 Str, +5 magic, +5 elevation)
Speed 140%(base 100% +5% Warrior +10% Ranger) x 125% magic
Size Human-sized:
(base human-sized)
Defense Class 28:
(base 10, +1 Ranger, +4 Dex, +1 deflect, +7 shield, -1 encumbrance, +6 elevation)
_______________(24 while casting)
Coverage 10:
(base 0, +10 armor)
Movement Rate 245%:
(base 150%) x 165% skill
Hit Dice Rolls 72:
[20 + 1d10 (5) + 4d8 (7, 4, 3, 4) + 2d8 (6, 2) + 7 (CON bonus)] + 25% (Toughness)
Mana Rolls 170:
10 + 1d6 (1) x 4 + 4d8 (5, 4, 5, 4) x 4 + 2d12 (6, 8) x 4 + 28 (WIS bonus)
Encumbrance Moderate:
(Light 28.6s, Moderate 86.0s, Heavy 173.0s, Extreme 260.0s, Max Press 350.0s)
Spell Slots 3rd:
2+2 / 1+1
Special Abilities:
Animal Companions
Blindsight (10 ft)
Favored Enemies:
+2 vs. Devils
Inherant Potential +3
Innate Spells:
Biocurrent
Ki Strike +1
Nature Sense
Regeneration (2/round)
Spellcasting (3rd)
Tracking (140 feet)
Versatility
Wild Shape (Level 2, Latent)
Woodland Stride
Lore of Arms (10 hits)
See Invisibility
Neutral: Bats
Feats:
Animal Bond
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Backstab
Exotic Weapon
Monkey Grip
Mounted Combat
Overrun
Power Attack
Shield Proficiency
Sneaky
Toughness
Weapon Focus
Resistances and Armor:
Slashing Damage 7
Piercing Damage 6
Blunt Damage 7
Poison 12
Proficiencies Simple Weapons, Short Blades, Long Blades, Axes, Archery, Staves, Impact, Thrown, Polearms, Spears, Lances, Daggers, Flexible, Flails, Shields, Light Armor, Medium Armor, Heavy Armor, scimitar, short bow, spiked chain (focused) and scythe
Skill Ratings:
Animal Empathy +15 (9 ranks, +3 WIS, +3 train)
Appraise +5 (0 ranks, +3 WIS, +2 train)
Athletics +8 (5 ranks, +1 STR, +2 train)
Balance +10 (10 ranks, +4 DEX, +2 train, -6 armor)
Bluff +3 (0 ranks, +1 CHA, +2 train)
Climb +8 (0 ranks, +4 DEX, +3 train, +3 magic, -6 armor, +4 synergy)
Concentration +3 (0 ranks, +1 CON, +2 train)
Craft +7 (0 ranks, +3 WIS, +4 train)
Decipher Script +5 (4 ranks, +1 INT)
Escape Artist -2 (0 ranks, +4 DEX, -6 armor)
Find Weakness +10 (4 ranks, +3 WIS, +3 train)
Healing +15 (5 ranks, +3 WIS, +4 train, +2 kit, +1 synergy)
Hide in Shadows +3 (0 ranks, +4 DEX, +2 train, +3 feat, -6 armor)
Intimidate +3 (0 ranks, +1 CHA, +2 train)
Intuition +6 (0 ranks, +3 WIS, +3 train)
Jump +1 (0 ranks, +4 DEX, +2 train, -6 armor, +1 synergy)
Knowledge (Theyra) +4 (0 ranks, +1 INT, +3 train)
Knowledge (Nature) +4 (0 ranks, +1 INT, +3 train)
Knowledge (Oceans) +4 (0 ranks, +1 INT, +3 train)
Listen +6 (0 ranks, +3 WIS, +2 train, +1 magic)
Lockpicking +16 (10 ranks, +4 DEX, +2 train)
Move Silently +5 (0 ranks, +4 DEX, +2 train, +3 feat, +2 enhance, -6 armor)
Pick Pockets -2 (0 ranks, +4 DEX, -6 armor)
Ride +26 (10 ranks, +3 WIS, +4 train, +6 magic, +3 synergy)
Searching +10 (7 ranks, +1 INT, +2 train)
Seneschal +3 (0 ranks, +1 INT, +2 train)
Spellcraft +3 (0 ranks, +1 INT, +2 train)
Spot +6 (0 ranks, +3 WIS, +3 train)
Swimming -7 (0 ranks, +1 STR, +3 train, -12 armor, +1 synergy)
Tumble +1 (0 ranks, +4 DEX, -6 armor, +3 synergy)
Wilderness Lore +15 (9 ranks, +3 WIS, +3 train)
Spiritual State:
__You are not devoted to a
____single god.
__You flawlessly embody Evil.
__You are perfectly neutral with
____regard to Law and Chaos.
CharGen Options and Choices:
__You rerolled once.
__Beginner's Kit: OFF
__Initial Rolling Method: 4d6 + Perks
____(actually used 4d6)
__Allow Rerolling: YES
__Use the Subraces: NO
__Disallow Wizard Mode: NO
__Maximum Hit Points: NO
__Maximum Mana: NO
__Default Character Gender: FEMALE
__Monsters Maximum Hit Points: NO
__Roll Attributes First: YES
__Gain Attributes With Levels: YES
__Allow Rapid Intuition: WEAPONS
__Monsters Use Djikstra: NO
__Out-Of-Depth Monsters: YES
__Transgression Hints: NO
__Difficulty Level: CHALLENGE
__Power Stats: BASELINE
__Elude Death: NO
__Disable Complicity Transgressions: YES
Inventory:
uncursed kite shield +1
uncursed thirsty mithril spiked chain +5 of balance and numbing
brass lantern {mundane} (with 16460 turns of light left)
16 Scrolls of Identify
uncursed mighty elven adamant short bow +1 of fey-trapping
uncursed peasant garb
uncursed leather armor +2 of rapid healing
uncursed Boots +3 of the Spur [+6]
uncursed Cloak +1 of the Bat [+1, +1]
uncursed Ring +1 of Climbing [+3]
uncursed Ring +1 of Mind Shielding [+2]
uncursed Periapt of Proof against Poisons +3 [+6, +12]
uncursed Helm +1 of Orcsblood [+1]
15104 uncursed gold pieces
uncursed Wand +2 of Thunderbolts [4d6+4, 2d6+4] (39 charges)
62 uncursed elven sheaf arrows +3 of accuracy
30 uncursed Potions of Healing
19 uncursed Potions of Dimension Door [2d20+3]
uncursed medium backpack
2488 platinum pieces
4 uncursed food rations
uncursed Helm of Comprehending Languages and Reading Magic [+10]
brass lantern (with 17544 turns of light left)
76 poisoned uncursed sheaf arrows +2
Potion of Remove Curse
murky red potion
4 uncursed Oils of Transformation
2 uncursed Potions of Clairvoyance
4 uncursed Potions of Cure Disease [0]
uncursed Potion of Elemental Control
3 uncursed Potions of Extra-Healing [3d8+12]
4 uncursed Potions of Fury
6 uncursed Potions of Giant Strength [2d4+2]
3 uncursed Potions of Growth
4 uncursed Potions of Levitation [-2, -50%, -15%]
uncursed Potion of Mana [3d8+8]
uncursed Potion of Mending
uncursed Potion of Neutralize Poison [+7, 7, +5]
2 uncursed Potions of Restore Intelligence [6d8]
uncursed Potion of Restore Luck [6d8]
3 uncursed Potions of Restore Strength [6d8]
uncursed Potion of Restore Wisdom [6d8]
2 uncursed Potions of Valor [0]
uncursed Scroll of Gust of Wind [1d4+1, 1d4+1]
On The Ground:
uncursed greatsword {mundane}
Known Spells:
Cure Light Wounds 1 91% 0 1d8+3
Lifesight 1 100% 10 +9
Longstrider 1 100% 5 +50%
Magic Fang 1 100% 5 +1
Obscurement 1 100% 10 +2
Summon Nature's Ally I 1 84% 2
Heal Mount 2 96% 5
Barkskin 2 100% 20 +7
Biocurrent 0 100% 0 1d12+4
Journal:
12:00 AM, 1st of Suntide: Unknown Location (H:20/21 M:13/13 XP:0)
Starting Perks:
Starting Item: uncursed Wand +4 of Terror.
Starting Item: uncursed thundering shotput +3.
Wild Talent: Biocurrent.
8:08 PM, 2nd of Suntide: Unworked Stone, 60' (H:72/72 M:104/149 XP:23254)
You arrive at 60' in the The Goblin Caves.
Monsters Encountered:
Total: 362
59 Animals
7 Bats
22 Birds
2 Cats
7 Dogs
15 Faeries
13 Goblinkin
155 Humanoids
14 Jellies
24 Oozes
12 Kobolds
1 Lycanthropes
24 Orcs
29 Quadrupeds
3 Rodents
7 Spiders
8 Trappers
1 Vortices
24 Vermin
6 Celestials
26 Beasts
4 Constructs
38 Elementals
13 Fungi
2 Giants
45 Elementalkin
12 Mythic Hybrids
58 Outsiders
15 Plant Creatures
30 Reptiles
5 Snakes
17 Corporeal Undead
1 Negative Undead
18 Aberrations
12 Hominids
16 Zombies
16 Humans
15 Dwarves
3 Halflings
6 Drow
14 Swarms
2 Planetoucheds
1 Devils
Level Statistics:
Lvl | Act | Key | Turns | Secs | XP | Explored
----+-----+-----+-------+------+-----+------------------
1 | 1119| 2244| 325385| 768| 3082|2804 / 2807 = 99%
2 | 919| 1646| 19562| 576| 2992|2610 / 2732 = 95%
3 | 1374| 2867| 28957| 997| 6239|2815 / 3129 = 89%
4 | 1360| 3111| 166953| 1325| 5908|3650 / 3874 = 94%
5 | 1497| 3084| 37836| 1078| 5033|3531 / 3802 = 92%
6 | 1521| 3637| 20625| 1226| 2978|3698 / 4397 = 84%
Messages:
k!
The oak door opens.
The door opens.
You stop running (region boundry).
You stop running (direction needed).
You stop running (region boundry).
You stop running (fork in the tunnel).
You stop running (dead end).
You stop running (direction needed).
You stop running (fork in the tunnel).
Autosave...
Done.
You stop running (region boundry).
You find nothing of significance.
You stop running (direction needed).
You stop running (fork in the tunnel).
You stop running (region boundry).
You stop running (fork in the tunnel).
You stop running (direction needed).
You stop running (region boundry).
You stop running (fork in the tunnel).
You stop running (region boundry).
You stop running (intersection).
You stop running (fork in the tunnel).
Autosave...
Done.
You stop running (region boundry).