And well, here's my fifth level character, I've kept my original equipment, upgraded some (a lot actually) to masterwork, and took the liberty of looting some drow body's for their poisons, if that's allowed
My armour is now a SR/PR 13 breastplate, to help resist those nasty psionic thingies he's gonna (try) to do to me, I also hope my cloak of resistance will be helpfull if the SR lets me down.
I followed ghost's tip and got me a composite longbow.
I still have 10.8 GP left, any tips?
all in all, this is as good as it gets, I think
Name: Aliandor
Race: Human
Class: Fighter 5
Allignment: chaotic evil
Statline: Str 13 Dex 16 Con 12 Int 8 Wis 8 Cha 10
Saves: F +5 R +4 W +2 (+6 +5 +3 with cloak, see below)
HP: 4d10 +15 (37)
AC: 18 (10 base, +5 breastplate, +3 dex)
BAB: 5
range attack base: 8 (5 BAB, +3 dex)
melee attack base: 6 (5 BAB, +1 str)
grapple attack: 6 (5 BAB, +1 str)
Skills:
survival (cc) +0 (2 skill points/2, -1 wisdom),
intimidate +6 (6 skill points),
ride +5 (2 skill, +3 dex)
handle animal +1 (1 skill +0 cha),
escape artist +8 (5 skill, +3 dex)
Feats: Exotic weapon proficiency (Whip), Pointblank shot, two-weapon fighting, Iron Will, weapon specialization (whips), Run
Equipment (9000 gold):
SAG:
backpack (2gp)
belt pouch (1gp)
bedroll+winterblaket (1sp+5sp)
waterskin (1gp)
5 candles (5x 1cp)
4sq yard canvas (2x2yard, 4sp)
5 chalk (5x 1cp)
fishook+line (2x 1sp)
flint+steel (1gp)
mirror, small steel (10gp)
hooded lantern (7gp)
3x oil (3x1sp)
100ft hemp rope (2gp)
needle + thread (5sp + 10m thread 1sp)
2x Drow poison (injury DC 13 unconsciousness/2d4 hour unconsciousness) (2x 75gp)
cloak of resistance (+1 to all saves) (1000gp)
8x Healing potion (1d8+1) (8x50gp)
1x potion of haste (5 rounds) (750gp)
potion of protection from law (2 minutes) (100gp)
potion of protection from evil (2 minutes) (100gp)
potion of owl's wisdom (3 minutes) (300gp)
potion of bull's strength (3 minutes) (300gp)
Subtotal SAG: 3136gp 2sp
Armour:
MW
spell resistant breastplate (SR/PR 13) (1x 4350gp)
Weapons:
2x MW daggerwhip, (2x 360gp), +9 MEL, 1d6+3, 19/20 x2, max range 15ft.
5x dagger (5x2gp), +8 RAN +6 MEL 1d4+1 19/20 x2, range increment 10ft.
2x spiked gauntlet (2x5gp), +6 MEL 1d4+1 x2
1x MW greataxe (1x 370gp), +7 MEL 1d12+1 x3
1x club(1x 0 cp) +9 RAN +6 MEL 1d6+1 x2 range increment 10ft.
1x sap (1gp) +6 MEL 1d6+1(subdual) x2
+1str Composite longbow +8 RAN, 1d8+1 x3, 110 ft range increment (200 gp)
40 arrows for longbow
(2 of which are pre-coated with Drow poison)
2x tanglefoot bag, +8 ranged touch (grenadelike) (entangles: -2 att, -4 effective dex, reflex DC 15 or glued to floor, DC 15 Concentration check to cast spells) (2x50GP)
3x thunderstone (grenadelike) (10ft spread: Fort DC 15 or deafened -> -4 initiative, 20% spell failure on any spell with verbal (V) component) (range increment 20 ft.) (3x 30gp)
Alchemists fire (grenadelike) (direct hit: 1d6 fire + 1d6 fire in second round / splash: 1, ref DC15 extinguishes after direct hit, avoiding secondary damage, +2 bonus when rolling on ground) (range increment 10ft.) (20gp)
subtotal weapons: 1523gp
total: 8997GP 2SP
remaining money: 2gp 8 sp
and to conclude: P}{34r |V|3h