Ruins of Azlant Character sheets

Go down

Ruins of Azlant Character sheets Empty Ruins of Azlant Character sheets

Post by Drekkle on Thu Aug 16, 2018 8:43 am



Posts : 398
Join date : 2018-08-16

View user profile

Back to top Go down

Ruins of Azlant Character sheets Empty Re: Ruins of Azlant Character sheets

Post by Shadow31 on Thu Aug 16, 2018 6:37 pm

Current buffs:
Con +4 (Bear's Endurance Amissa, 5 minutes)
AC +2 (Shield of Faith Aisha, 5 minutes)
+1 to attacks and saving against fear (Bless Aisha, 5 minutes)
Resist Fire 10 (Resist Energy Jax, 20 minutes)

Jax Windrunner:
NG Skinshifter (Aerieborn) Shapeshifter Ranger, level 5
Medium size, male, Age 19, 6' 2", 165 lbs, gold hair, red eyes
Init +2/3 if transformed, Perception +12
Low-Light Vision
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.


HP 49, AC 17/18 if transformed, Touch 12/13 if transformed, Flat-footed 15
Fortitude +7, Reflex +7/+8 if transformed, Will +4

Speed 30ft
Power Attack bonus: -2 to attack, +4 to damage
Dagger: +9, 1d4+4 P/S, 19/20 x2 crit
Full Attack-bite, both talons, and both claws: +10/+10/+10/+10/+10, 1d6+5/1d4+5/1d4+5/1d4+5/1d4+5
Talon: +10, 1d4+5 S
Claw: +10, 1d4+5 B/S
Bite: +10, 1d6+5 B/P/S
Spear: +9, 1d8+6 P, x3 crit
Shortbow: 60ft range +7/+8 if transformed, 1d6 P x3 crit
Form: Can change as swift for 7 rounds/day.
 - Form of the Otter: +8 to Swim, 30ft swim speed

Prepared Spells Two 1st-level per day
-Resist Energy (spent)
-Resist Energy (spent)

Beastial Features
****Can take two at a time every shapeshift
- bite attack, 1d6
- 2 talon attacks, 1d4 each
- +4 racial bonus to Perception
- increase fly speed from other sources by 10ft

STR 18 (+4)
DEX 14 (+2) 16 transformed (+3)
CON 14 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 8 (-1)
BAB: +5, CMB: +9, CMD: +21/22 if transformed

Racial Abilities
Feather Fall: 1/day
Shape Change: Change into beastial form as standard, back into humanoid as swift.
Low-Light Vision: Can see twice as far as humans in low light
Animal-Minded: +2 to Sense Motive and Perception

Class Abilities
Form of the ____: Can form change for level+WIS rounds per day. At level 8 and every 5 levels beyond, get +1 round/day and new form
 - Form of the Otter: While in form, get +8 to swim and swim speed of 30ft
Favored Enemy: +2 to Bluff, Knowledge, Perception, Survival, attack and damage rolls, and untrained Knowledge checks can be made against them
 - Monstrous Humanoid (+4 to bonuses rather than +2)
 - Abberation
Track: Add half level (minimum 1) to Survival to follow tracks
Wild Empathy: Can improve the attutide of an animal (just like Diplo; roll 1d20+CHA). Must be within 30ft of animal, generally takes about 1 minute but varies. Can influence magical beast with 1-2INT, but takes -4 to check
Combat Style (Natural Weapons): Get bonus feats at levels 2, 6, 10, 14, 18
 - Aspect of the Beast (Claws): Grow two claws, deal 1d4 each
Hunter's Bond: Pet, level is Ranger level-3
Spells: Caster level is Ranger level-3

Extra Feature: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Power Attack: Can take -1 to attack for entire round to get +2 to damage. Every +4 BAB, penalty increases by -1 and damage increases by +2
Endurance: +4 to: Swim to prevent exhaustion damage, Con to continue running, Con to avoid exhaustion damage from forced march, Con to hold breath, Con to avoid damage from starvation/thirst, Fort to avoid damage from hot/cold environments, Fort to avoid suffocating. Can sleep in light or medium armor without fatigue
Athletic: +2 to Climb and Swim. If I have 10 or more ranks, +4 instead

Seasoned Hunter: +1 to attack and damage against creature type: animal
Suspicious: +1 to Sense Motive, and Sense Motive is a class skill
Reckless: +1 to Acrobatics, and Acrobatics is a class skill
Drawback: Unlearned: Choose one Knowledge (Local). Cannot roll any other untrained. If access to a library, can attempt untrained with -2 penalty.

Skills (Ranks) 6 per level, Handle Animal and Know Geography are BG skills
Perception (WIS): 5 (+12)
Sense Motive (WIS): 5 (+13)
Acrobatics (DEX): 5 (+10/11 if transformed)
Stealth (DEX): 5 (+10/11 if transformed)
Survival (WIS): 5 (+10) +2 if tracking
Swim (STR): 5 (+14)
Knowledge (geography) (INT): 5 (+8)
Handle Animal (CHA): 5 (+7)
Climb (STR):  (+6)
Craft () (INT):  (+)
Heal (WIS):  (+)
Intimidate (CHA):  (+)
Knowledge (dungeoneering) (INT):  (+)
Knowledge (nature) (INT):  (+)
Profession () (WIS):  (+)
Ride (DEX):  (+)
Spellcraft (INT):  (+)

Feather Fall: 1/day Spell-like ability

Spear(1d8 P, x3 crit)
+1 Mithral Chain Shirt (+5 AC, +6 max DEX, 0 ACP)
+1 Seaborn Amulet of Many Fists (+1 to attack and damage with nat weapons, no penalty for attacking underwater with nat attacks)
+1 Cloak of Resistance
Shortbow (1d6 P, x3 crit, 60ft)
Arrows x32
Ranger's Kit
-Belt Pouch
-Flint and Steel
-Iron Pot
-Mess Kit
-Hemp Rope, 50ft
-Torch x10
-Trail Rations x5

17 gp
2-Combat Style (Natural Weapons), Style Feat-Aspect of the Beast (Claws)
3-Feat (Power Attack), Bonus Feat (Endurance), Shifter's Blessing: Form of the _____
4-+1 STR, Hunter's Bond, Spells
5-Feat (Athletics)
6-Style Feat-Weapon Focus
7-Feat (Totemic Initiate-Lesser Beast Totem), Woodland Stride
8-+1 STR, Swift Tracker, Shifter's Blessing: Form of the _____
9-Feat (Totemic Disciple-Beast Totem), Evasion
10-Style Feat-Weapon Focus
11-Feat (Improved Initiative), Quarry
12-+1 STR, Dual Form Shifter
13-Feat (Totemic Master-Greater Beast Totem), Shifter's Blessing: Form of the _____
14-Style Feat-Weapon Focus
15-Feat (Toughness),
16-+1 STR, Improved Evasion
17-Feat (Iron Will), Hide in Plain Sight
18-Style Feat-Improved Vital Strike, Shifter's Blessing: Form of the _____
19-Feat (Improved Iron Will), Improved Quarry
20-+1 STR, Master Shifter
Gliding Turtle
Medium Animal, level 2
Init +1, Perception +4
Low-Light Vision

HP 18, AC 13, Touch 11, Flat-Footed 12
Fortitude +4, Reflex +4, Will +1
+2 AC if withdrawn into shell

Speed 10ft, Swim 20ft
Bite: +4, 1d6+1

STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 2 (-4)
WIS 11 (+0)
CHA 5 (-3)
BAB: +2, CMB: +3, CMD: 14

Racial Abilities
+2 Natural Armor
Shell: Move action, withdraw into shell for additional +2 natural armor AC. Move action to end.

Companion Abilities
Link: Can order as free action, push as move. +4 to all Wild Empathy/Handle Animal checks with AC
Share Spells: Can cast spells with target of self on AC as touch-range spell

Skill Focus (Survival): +3 to skill. If 10 ranks in it, +6 instead
Power Attack: -1 to attack, +2 to damage

Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Will attack only humanoids, monstrous humanoids, giants, or other animals. Must train additional trick for all enemies.
Down: The animal breaks off from combat or otherwise backs down.
Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel: The animal follows you closely, even to places where it normally wouldn’t go.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Hunt: can roll Survival to provide food, find water/shelter for people. Can aid in master's Survival checks for this, as Aid Another.

Acrobatics (DEX):
Climb (STR):
Escape Artist (DEX):
Fly (DEX):
Intimidate (CHA):
Perception (WIS):
Stealth (DEX):
Survival (WIS):  1 (+7)
Swim (STR): 2 (+6) additional +8 to perform a special action or avoid an obstacle

Last edited by Shadow31 on Fri May 31, 2019 7:21 pm; edited 6 times in total

Posts : 43
Join date : 2018-08-14

View user profile

Back to top Go down

Ruins of Azlant Character sheets Empty Re: Ruins of Azlant Character sheets

Post by Aviana on Fri Aug 17, 2018 7:33 am

NG Shoreborn Half-Elf Bloodrager (Aquatic) 5
Humanoid (human, elf)

Size M, Gender M, Age 23 (birthday Sarenith 7), 6' 0", 200 lbs, dark hair with blue and green tones, green eyes, light blue skin tint
Init +3, Perception +10


HP 49, AC 19, Touch 12, Flat-footed 18 (generally can't be caught FF, see uncanny dodge)
Fortitude +7, Reflex +3, Will +3
immune to magic sleep effects, +2 racial bonus against enchantment spells and effects, +2 trait bonus against divination effects, +2 bonus against spells cast by self or allies


Speed 30
+1 Azlanti greatsword +13 (2d6+10/19-20 x2) S
Planson +11 (d10+9/x2) B or P, brace

Power attack -2/+6 (change at level 8)
Arcane strike: swift action to add +2 to damage (change at level 10)


STR 20+2 (+5+1)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 14 (+2)
BAB: +5, CMB: +11, CMD: 22

Racial Abilities

Type - Half-elves are humanoid creatures with both the human and the elf subtypes.
Elven Immunities - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses - Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood - Half-elves count as both elves and humans for any effect related to race.
Water Child - Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

Class Abilities

Bloodline - Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

  • Underwater Attacks (Su) - At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. (While bloodraging)
  • Aquatic Adaptation (Ex) - At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air. At 8th level, you gain cold resistance 5. At 12th level, your swim speed increases to 60 feet, and you have the 4thlevel benefits of aquatic adaptation constantly, even when not in bloodrage (but not the 8th- and 12th-level benefits).

Bloodrage, Unchained (12/day at level 4) - The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he takes a –2 penalty to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of his previous bloodrage. While in a bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action, and is fatigued for 1 minute after a bloodrage ends. A bloodrager can’t enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times per day. If a bloodrager falls unconscious, his bloodrage immediately ends.
Fast Movement - A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex) - At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Blood Sanctuary (Su) - At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su) - At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.

Eschew Materials - At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Improved Uncanny Dodge (Ex) - At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.


Level 1 (2/day)

Enlarge Person
Wave Shield

Considerations for later: Long Arm, Mirror Strike, True Strike


Power Attack
Weapon Focus (Greatsword)
Eschew Materials
Arcane Strike


Campaign, Athletic: You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait. (Climb.)
Unlearned (Local)
Carefully Hidden

Skills - Current reduced ACP is -2.

Acrobatics (ACP, reduced, included) (1) +3
Climb (ACP, reduced, included) (5) +12
Intimidate (5) +10
Perception (5) +10
Swim (ACP, reduced, included) (4) +13

Handle Animal (BG, 1) +6
Knowledge (Geography) (BG, 4) +4
Profession (Community Instructor) (BG, 3) +3
Profession (Sailor) (BG, 2) +2


Common, elven


+1 Azlanti greatsword with constant light, explorer's outfit, bloodrager's kit (a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), and a waterskin), rope, planson, mw breastplate, ring of protection +1, amulet of natural armour +1
Cloak of resistance +1 (1,000 gp)
Belt of giant strength +2 (4,000 gp)
Traveler's Any-Tool (250 gp)


lol 20 Str


0 gp
(12.5 gp owed to Aisha)
Level up notes:
-Consider ignoring Swim for one level to OPW Acro

Jessi Summers - Today at 9:24 PM
Oh, for taking the average, start low or high?
HP wise.
Drekkle - Today at 9:25 PM
Always high.

Last edited by Aviana on Tue Oct 02, 2018 8:13 pm; edited 2 times in total

Posts : 442
Join date : 2018-08-14
Age : 25
Location : Colorado Springs, CO

View user profile

Back to top Go down

Ruins of Azlant Character sheets Empty Re: Ruins of Azlant Character sheets

Post by Nix Machina on Thu Sep 13, 2018 12:27 pm

Name: Amissa
Race: Android
Class: Wizard 5
Alignment: LG
Deity: Brigh

Size: Medium
Gender: She/they
Age: 17
Height: 5’0"
Weight: 100 lbs
Hair Color: Dark blue
Eye Color: Silver
Skin Color: Light pale

Types: Amissa is a humanoid with the android subtype, and counts as a construct for any effects that target constructs specifically.

HP: 32
AC: 15 (19 with mage armor)
Touch: 14
Flat Footed: 11 (15 with mage armor)
Armor: None
Saves (+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects; immune to fatigue, exhaustion, disease, and sleep)
Fort: +3
Ref: +5
Will: +4

Speed: 30 ft
Initiative: +8
Perception: +2 (darkvision 60ft, low-light vision)
Weapon: Dagger - -1 to hit, 1d4-2 slashing (19-20/x2)

Ioun wyrd statistics:
AC: 18 (touch 15, flatfooted 15)
Abilities: Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master

Currently holding: scarlet and blue sphere ioun stone +2

STR: 7 (-2)
DEX: 19 (+4)
CON: 14 (+2)
INT: 23 (+6)
WIS: 10 (+0)
CHA: 8 (-1)
BAB: +2
CMB: 0
CMD: 13

Racial Abilities
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Class Abilities
Arcane School - Favored transumation (enhancement), forbidden necromancy and enchantment
Augment - standard action, +2 to a stat or +2 natural armor, touch range, 3 + INT (9) per day, lasts 1/2 level rounds (currently 2)
Physical Enhancement - +2 DEX permanently (increases by +1 at level 5 and every 5 levels after)

Improved Initiative: +4 initiative
Scribe Scroll (bonus): Can scribe scrolls.
Craft Wondrous Item: Can craft wondrous items.
Craft Magic Arms and Armor: Can craft magic weapons and armor.
Craft Construct (bonus): Can craft and repair constructs.

Azlanti Scholar (Campaign Trait): +1 bonus to Knowledge (History), Knowledge (Local), and Use Magic Device; Use Magic Device is a class skill; Azlanti as bonus language
Keen Mind (Religion Trait): +1 Disable Device; Disable Device is a class skill
Naive (Drawback): -2 AC vs. improvised weapons, -2 CMD vs. dirty trick combat maneuvers
Resourceful (Campaign Trait): +1 Craft (Clockwork), reduce magic item creation time to 8 hours per 1500 gold

Armor Check Penalty: 0
Disable Device (5) +12
Knowledge: Arcana (5) +14
Knowledge: Dungeoneering (5) +14
Knowledge: Engineering (5) +14
Knowledge: History (5) +15 (+2 on checks relating to Azlant)
Knowledge: Local (5) +15
Knowledge: Nature (5) +14
Knowledge: Religion (5) +14 (ioun stone)
Sense Motive -4
Spellcraft (5) +14
Use Magic Device (5) +7

Background: Knowledge: History, Knowledge: Engineering

Common, Azlanti, Aquan, Aboleth, Draconic, Goblin, Celestial

Dagger, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, dull grey ioun stone (prism), spellbook, 50 ft hemp rope, common thieves’ tools, acid flask, scrivener's kit, journal (20 pages), wand of color spray (10 charges), azlanti pocket watch, Una’s spellbook, scarlet and blue sphere ioun stone +2, wand of mage armor (14 charges), familiar pouch, cloak of resistance +1, traveler's any tool, 1000 gold of crafting materials


37 gp

0-level: all
1st-level: air bubble, burning hands, color spray, crafter's fortune, enlarge person, expeditious construction, expeditious excavation, grease, hold portal, mage armor, magic missile, protection from evil, reduce person, shield, silent image, snowball, touch of the sea
2nd-level: bear's endurance, bull's strength, communal protection from evil, create pit, fox's cunning, glitterdust, resist energy, scorching ray, web
3rd-level: dispel magic, haste

0-level: ray of frost, detect magic, light, read magic
1st level: grease, grease, magic missile, magic missile, burning hands, enlarge person
2nd-level: bear's endurance, glitterdust, glitterdust, resist energy, create pit
3rd-level: dispel magic, haste, haste

Last edited by Nix Machina on Fri May 31, 2019 12:19 pm; edited 5 times in total

"You don't have to stay," said the morning star.
"Run away, run away, run away, to a far
To a far, to a far, to a far, to a far,
To a far and a sunless land."

"You can run," said the sun, in the middle of the day.
"Oh, I wish someone had told me that I could run away -
Run away, run away, run away, run away,
To a far and a peaceful land."

"You can run away," said the sunset's light,
And it set its horizon in a hard flat line.
"It's okay, it's okay, it's okay, and you'll find
A far and a sunless land.
A far and a sunless land."

And the night rolls over and it makes me sick,
It's a trick, it's a trick, it's a trick, it's a trick.
And I wish someone had told me that I could run away
To a far and a sunless land.

-Jenna Moran, A Far and a Sunless Land
Nix Machina
Nix Machina

Posts : 123
Join date : 2018-08-14
Age : 26
Location : A Far and a Sunless Land

View user profile

Back to top Go down

Ruins of Azlant Character sheets Empty Re: Ruins of Azlant Character sheets

Post by Nobody7713 on Wed Oct 17, 2018 1:56 pm

Aisha Saltare:

CG Changeling Life Oracle 5
Size M Gender F Age: 19 5'4" 105 lbs. Black hair, one green eye, one violet. Type: Humanoid (Changeling)
Init: 3 Percep: 1 Darkvision 60 ft

Speed: 20 feet
Claws: +1 (1d4-2)

AC: 26 Touch: 14 FF: 18
HP: 34
Fort: 2 Reflex: 4 Will: 6 (Reroll 1 charm or compulsion per day)

Str: 7
Dex: 16
Con: 12
Int: 10
Wis: 12
Cha: 20+2=22
BAB: 3 CMB: 1 CMD: 14

Orisons (DC 16):
Detect Magic
Read Magic
Enhanced Diplo

Level 1 (DC 17) 8/day
Cause Fear
Shield of Faith
Detect Undead
Protection From Evil
Tap Inner Beauty

Level 2 (DC 17) 6/day
Lesser Resto
Hold Person
Bear's Endurance

Racial Abilities:
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.

Class Abilities:
Curse (Level 7 equivalent): Tongues (Celestial, Aquan):
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Mystery: Life:
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Favoured Prestige Class (Mystery Cultist)
Celestial Obedience (Arshea): Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked.
Benefit: Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.

Fast-talker: +1 Bluff and it becomes a class skill
Varisian Wanderer: +1 Perform (Dance) and it becomes a class skill
Strong-Willed: Reroll one save vs charm or compulsion per day
Vain: If you fail an opposed charisma check, take -2 on all charisma-based checks for 24 hours

Know (Planes) +8 Know (Religion) +8 Diplomacy +14 (18 if attracted) Bluff +15 (21 if the target is attracted)

BG Skills:
Craft (Tattoos) +8 Perform (Dance) +15 (19 if interacting with a creature attracted to her)

Common, Varisian, Celestial, Aquan

+1 Breastplate, +1 Heavy Wooden Shield, Spell Component Pouch, Entertainer’s Outfit, 50 ft of silk rope, backpack, soap, +1 cloak of resistance, +1 ring of protection, +1 amulet of natural armour, 100gp of diamond dust, headband of charisma +2, Heavy Wooden Shield, Breastplate, 31 charge CLW wand

982 gp


Posts : 602
Join date : 2018-08-17

View user profile

Back to top Go down

Ruins of Azlant Character sheets Empty Re: Ruins of Azlant Character sheets

Post by Sponsored content

Sponsored content

Back to top Go down

Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum