Legacy of Fire Sheets
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Ferret
Nobody7713
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Re: Legacy of Fire Sheets
- Lydia Redgrove:
- Female elf/orc cleric of Milani 8/evangelist 10
CG humanoid (elf, orc)
Init +1; Senses low-light vision; Perception +39
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Defense
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AC 38 (+14 armor, +2 dodge, +5 natural armor, +6 shield), touch 18, flatfooted 33
hp 200
Fort +20, Ref +13, Will +22
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Offense
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Speed 20'
Melee +1 morningstar +14/+9/+4 (1d8+1, x3)
spiritual ally +23/+18/+13 (1d10+5 force)
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Spells
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Caster level 17, concentration +27 (+6 to cast defensively)
Orisons - guidance, light, create water, enhanced diplomacy
1st level - ice armor, cure light wounds/sanctuary (d),shield of faith, shield of faith, summon monster I, summon monster I, -empty slot- -empty slot-
2nd level - remove paralysis/remove disease (d), summon monster II, ghostbane dirge,weapon of awe,shield other, spear of purity, -empty slot- -empty slot-
3rd level - tongues,cure serious wounds/remove curse (d),dispel magic, dispel magic, summon monster III, -empty slot--empty slot-
4th level -aura of doom[/s], holy smite,air walk,freedom of movement/neutralize poison (d),spiritual ally, dismissal-empty slot-
5th level - plane shift/break enchantment (d), breath of life,true seeing, true seeing, quickened summon monster I -empty slot- -empty slot-
6th level - greater dispel magic, greater dispel magic/heal, heal, heal,communal owl's wisdom, banishment,banishment
7th level - refuge/regenerate/quickened cure serious wounds, holy word, summon monster VII,destruction
8th level - summon monster VIII, stormbolts, mass cure critical wounds/mind blank(d)
9th level -miracle,miracle, freedom/mass heal (d)
Domains Healing (Restoration), Liberation (Freedom)
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Statistics
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Str 10, Dex 12, Con 22, Int 10, Wis 30, Cha 22
Base Atk +14; CMB +13; CMD 29
Feats Skill Focus (Sense Motive), Selective Channeling, Heavy Armor Proficiency, Quick Channel, Deific Obedience, Healer's Touch, Signature Skill (Sense Motive), Combat Casting, Quicken Spell, Cunning, Improved Unarmed Strike (Resonant Power)
Traits seeker, exalted of the society
Skills Diplomacy +29, Fly +11, Heal +28, Knowledge (religion) +20, Perception +38, Sense Motive +38
Background: Knowledge (history) +21, Perform (oratory) +29
Languages Common, Draconic, Elven, Ignan
Other Gear +5 determination plate armor, +5 buckler, amulet of natural armor +5/mighty fists (Menacing), headband of mental prowess (Wisdom/Charisma) +6, belt of mighty constitution +6, cloak of resistance +5, eyes of the eagle, spellguard bracers, pearl of power (3rd), pearl of power (4th), deep red ioun stone, wayfinder, heightened ioun torch (4th level), circlet of persuasion, lesser rod of reach, phylactery of the shepard, robe of runes, first aid gloves, scroll of raise dead, wand of restoration (27 charges) 2 gold bracelets worth 100 gp each, a pair of platinum rings worth 50 gp, wooden holy symbol of Milani, 548 gp, 8 sp
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Special Abilities
--------------------- Cleric:
- Channel Energy: A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
- Domains:
- Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
- Evangelist:
- Aligned Class (Cleric): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.
Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC.
This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed. Lydia has selected Stealth and Sleight of Hand
Spiritual Form: Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.
The evangelist’s spiritual form grants her telepathy to a range of 100 feet, a +4 typeless bonus to Wisdom and a fly speed of 40' with good maneuverability.
Voice of the Everbloom: command 3/day, enthrall 2/day, or suggestion 1/day
Inspiring Presence (Su) Your mere presence bolsters your companions to fight harder in the face of even the most overwhelming odds and bolsters their hearts against growing weary of battle. Once per day as a standard action, you can provide all allies within 30 feet of you with a +1 sacred bonus on attack rolls, saving throws, and weapon damage rolls for a number of rounds equal to your Hit Dice.
Invoke Uprising (Sp) Even shackles of the mind do not escape your notice, and you can use an inspiring word from the teachings of Milani to help others find the strength to break those shackles. You are automatically aware of any creature within 10 feet of you that is currently under the effects of a charm, compulsion, or possession effect. Three times per day as a swift action, you can inspire such a creature to throw off the influence, granting that creature a new saving throw to immediately end the effect. If the effect does not normally allow a saving throw, calculate the save DC as normal if it is a spell; if it’s not a spell, the DC is equal to 10 + 1/2 the source’s Hit Dice + the source’s Charisma modifier. The creature gains a sacred bonus on this saving throw equal to your Charisma bonus (minimum +1). This bonus is doubled if you include a physical touch as part of your invocation to rise up against the effect. In either case, this is a language-dependent effect.
- Buffs:
- Krunk: Shield of Faith +4, True Seeing (17 minutes)
Mahvash: Shield of Faith +4 (17 minutes), Shield Other (17 hours), Communal Owl's Wisdom (17 minutes)
Giexmund: Weapon of Awe (Fido, 17 minutes), Communal Owl's Wisdom (17 minutes)
Nari and Felliped: Communal Owl's Wisdom (17 minutes)
Self: Tongues, Aura of Doom, Air Walk, Freedom of Movement (170 minutes), True Seeing (17 minutes) Mind Blank (24 hours)
- Cures:
- CLW: 19
CMW: 39
CSW: 58
CCW: 72
Mass CLW: 36
Mass CMW: 48
Mass CSW: 60
Mass CCW: 72
Last edited by Ferret on Wed Dec 26, 2018 8:57 pm; edited 15 times in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Legacy of Fire Sheets
Giexmund Johaniquin VI
- Spoiler:
- CG Human Fighter 18
Size M, Gender M, Age 23, 6'2", 155 lbs, red hair, green eyes
Init +21, Perception +19
Defenses
HP 211
(10+6+6+6+6+6+6+6+6+5+5+5+5+5+5+5+5+5+(18*5 [con])+(18*1[fc]))
AC 48, Touch 19, Flat-footed 39
(+19 armor + 3 shield + 9 DEX + 5 nat armor)
Fortitude +23, Reflex +22, Will +20
+1 to will if within 30 feet of Fido
+2 on saves against being demoralized.
+5 against fear.
+4 profane bonus against mind affecting.
Giexmund benefits from Evasion as though he was a Rogue as long as he's wearing the ring of the same name.
DR 3/--
Offenses
Speed 30 ft.
Attacks
Fido (+1 Holy Frost Seeking Chakram): +36/+31/+26/+21 to hit, 2d6 + 29 slashing + 1d6 cold + 2d6 energy (vs. evil). Range: 30ft.
Rover (+1 Fire Outsider Bane Spell Storing Distance Adamantine Chakram): See above, no holy or cold damage. Add +2 to hit and 2d6+2 damage to fire outsiders. Only apply point blank if within 30 feet.
--Rapid Shot: Can take -2 to all attacks made in a full attack to perform one additional attack at highest BAB.
--Deadly Aim: Can take -5 to hit for an additional +10 to damage.
--Clustered Shots: Damage from full round attacks is calculated, then DR is applied.
Magic Items
Celestial Fullplate: Fly on command 1/day.
Boots of Speed: Give self haste as a free action 10 rounds/day.
Lucky Horseshoe: +4 to a save 1/day.
Pale Green Ioun Stone Resonance: 2/day as a free action you can remove the fatigued condition from yourself, or make exhausted into fatigued.
Cap of the Free :Thinking:er: 1/day when the wearer fails a saving throw against a mind-affecting effect, she can reroll the save and take the second result.
Major Ring of Inner Fortitude: Reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points.
Stats
STR 22 (+6)
DEX 28 (+9)
CON 20 (+5)
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1)
BAB: +18/+13/+8/+3, CMB: +23, CMD: 42
+4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause his to lose her grip on her weapons (such as grease). Doesn’t drop held weapons when panicked or stunned.
If Giexmund makes a CMB with his chakram, he applies weapon training bonuses. Additionally, any disarm and sunder attempts from anything in the thrown weapons category give Giexmund a +5 bonus to his CMB for the attempt.
Racial Abilities
Bonus Feat
Skilled: +1 skill rank per level
Class Abilities
Bravery 5: +5 on Will saves against [s]fear.[/s] yes.
Armor Training: The armor worn reduces ACP by 3 and max Dex allowed by 3.
Weapon Training: when using a Thrown Weapon, +4 to attack and damage.
--Gloves of Dueling: An additional +2 to the Weapon Training bonus.
Advanced Weapon Training: What the heck is that an actual class ability
--Armed Bravery: The bonus from Bravery now applies to Will flat out. Additionally, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery.
--Trained Throw: When the fighter makes a ranged attack with a thrown weapon and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls.
--[4/4] Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
--Focused Weapon (Ex): The fighter selects one weapon (Chakram) for which he has Weapon Focus and that belongs to the associated fighter weapon group. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.
--Trained Initiative (Ex): As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
--Versatile Training (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this option. When using versatile training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills.
Advanced Armor Training: Who let this boy have another class ability
--Armor Specialization (Ex): The fighter selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the fighter adds one-quarter of his fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the fighter gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus, including other advanced armor training options. A fighter can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor. The selection is Full Plate.
--Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.
Feats
Point Blank Shot: +1 to hit and damage on things within 30 ft.
Precise Shot: No penalty for hitting dudes in combat with other dudes.
--Improved Precise Shot: If it isn't total cover, don't even talk to me.
Quick Draw: Can draw a weapon as a free instead of a move. May throw weapons at full BAB.
Deadly Aim: Can take -3 to hit for +6 to damage.
Rapid Shot: -2 to hits to do another attack at highest BAB during a full attack.
Clustered Shots: Damage from full round attacks is calculated, then DR is applied.
Weapon Focus (Chakram): Gain +1 on all attack rolls with the selected weapon.
Weapon Specialization (Chakram): Gain +2 on all damage rolls with the selected weapon.
Greater Weapon Focus (Chakram): Gain an additional +1 on all attack rolls with the selected weapon.
Greater Weapon Specialization (Chakram): Gain an additional +2 on all damage rolls with the selected weapon.
Ricochet Toss: When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved. This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you. Improvised thrown weapons don’t return to you unless you have the Throw Anything feat.
Advanced Weapon Training: (Warrior Spirit) Real feats are worse than these.
Advanced Weapon Training: (Focused Weapon) Real feats are still worse than these.
Advanced Weapon Training: (Versatile Training) See above.
Advanced Armor Training: (Armored Juggernaut) Yay DR
Startoss Style: While using Thrown Weapons, gain +2 damage for each style feat that requires Startoss Style. (which is 3, so +6.)
Startoss Comet: As a standard action, you can make a single ranged thrown weapon attack at full BAB. If it connects, then you can make another attack at another target within a single range increment of the first. You can only perform a single attack in this manner.
Startoss Shower: When using Startoss Comet, you can continue to make attacks against foes within a single range increment of all previous foes. You determine cover from the most recently hit foe, and cannot attack the same foe twice. You can make a maximum of one plus (one per five BAB) hits.
Improved Initiative: +4 to initiative checks.
Traits
Reactionary: +2 to Init, bleedle bleedle
Will Thing: +1 to Will, blahdle blahdle
Skills
Climb +8, Swim +8
Acro +26, Perception +18
Survival +21, Intimidate +21
Know (Dungeon) +20
Intimidate +7 *c
Perform (Oratory, Juggling) +19 *c
Else as per mod / ACP (-4)
*c indicates a skill bolstered by Circlet of Persuasion- Spoiler:
1: Climb, Swim, Know (Dungeoneering)
2: Acro, Perception, Know (Dungeoneering)
3: Intimidate, Perception, Know (Dungeoneering)
4: Acro, Perception, Know (Dungeoneering)
5: Acro, Perception, Know (Dungeoneering)
6: Acro, Perception, Know (Dungeoneering)
7: Acro, Perception, Know (Dungeoneering)
8: Acro, Perception, Know (Dungeoneering)
9: Acro, Perception, Know (Dungeoneering)
10: See above
11: See above
12: See above
13: Yeah guess
14: holy fk
15: screeching
16: shrieking
17: yowling
18: braying
All of the Acro and Perception immediately gets retrained into Survival and Intimidate with Versatile Training
Background is always Perform (Oratory) and Perform (Juggling)
Languages
Common, Common Sign Language- Spoiler:
- >>Carried:
Fido (+1 Seeking Holy Frost Chakram) (1 lb.)
4 Normal Chakram (4 lb.)
5 Cold Iron Chakram (5 lb.)
5 Silver Chakram (5 lb.)
Rover (Adamantine Chakram) (1 lb.)
Belt of Physical Perfection +6 (1 lb.)
+5 Celestial Full Plate (25 lb.)
Gloves of Dueling (- lb.)
Cloak of Resistance +5 (1 lb.)
+5 Reflecting Buckler (1 lb.)
Boots of Haste
Amulet of Natural Armor +5
Ring of Evasion
Major Ring of Inner Fortitude
Shadowstuff Piercings
Cap of the Free Thinker
Cracked Pale Green Ioun Stone
Ioun Stone Wayfinder
Lucky Horseshoe
Darksight Goggles
Headband of Mental Prowess (Wis, Cha)
Ioun Torch (-)
Bedroll (5 lb.)
Belt Pouch (.5 lb)
Flint / Steel
Mess Kit (1 lb.)
Rope, Silk (5 lb.)
Soap (.5 lb.)
Gnomish Trail Rations, 7 servings (7 lb.)
Waterskin (Full) (4 lb.)
Backup Waterskin (Full) (4 lb.)
Traveler's Any-Tool (2 lb.)
Courtier's Outfit (worn) (6 lb.)
Extra Jewelry valuing 120 gp (--)
Masterwork Backpack (4 lb.)
>>Not Carried:
Shaving Kit (.5 lb.)
Grooming Kit (2 lb.)
Juggler's Kit (10 lb.)
Emergency Backup Waterskin (Full) (4 lb.)
Gnomish Trail Rations, 1 Serving (1 lb.)
Weight
86.5 lb.
Gold
7825g 3s 5c
Last edited by maswoon on Sun Oct 28, 2018 12:55 am; edited 4 times in total
maswoon- Posts : 714
Join date : 2018-08-14
Age : 28
Location : Oregon
Re: Legacy of Fire Sheets
- Spoiler:
- (Nah-reem-kahn Sihr-eye-n)
TN Aasimar Oracle 2 Sorcerer 7 Mystic Theruge 10
Mythic Dual Path Archmage/Hierophant 1
Size M, Gender F, Age 18, 5'2’’, 100 lbs,
8+4+4+4+4+4+4+4+4+4+3+3+3+3+3+3+3+3+3+95+4+4 FCB
Defenses
HP 174, AC 29, Touch 22, Flat-footed 17 (+12 Cha, +5 Armor, +2 natural armor) Permanent 20% miss chance
Fortitude +19, Reflex +28, Will +22 (+5 con, +5 cla, +4 res, +1 competence, +3 enhancement, +1 luck) (+12 cha, +5 cla, +4 res, +3 competence, +3 enhancement, +1 luck) (+13 cla, +4 res, +1 competence, +3 enhancement, +1 luck)
+4 versus mind effecting
1/1 per day, +3 on a save before the roll is made.
Initiative: +17
Offenses
Speed 30
Quarterstaff of Entwined Serpents: +8 (1d8 x2) or 2 missles, 1d4+2 each.
Dagger: +9 (1d4-1 [19-20]x2)
Acid Splash: +9 (1d3+1 x2)
Ray of Frost: +9 (1d3+2 x2)
Stats
STR 10 (+0)
DEX 10 (+0)
CON 20 (+5)
INT 16 (+3)
WIS 10 (+0)
CHA 34 (+12)
BAB: +9, CMB: +9, CMD: 19
Racial Abilities
Alternate Spell-Like Ability (sp) - Augury 1/1
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity
resistance 5.
Alternate Skill Modifiers: +2 Knowledge (planes), Spellcraft
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60
feet.)
Scion of Humanity
Type: Humanoid (Human) and Outsider (Native)
Traits
Pyromancer - +1 damage to all spells with fire descriptor
Magical Lineage (Fireball): When you apply metamagic feats to this spell that add at least 1
level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted
level.
Magical Knack: +2 to caster level to Sorc spells. Cannot go beyond HD.
Naive: –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD
against dirty trick combat maneuvers.
+2 to all knowledge (religion) (history) or (arcana) checks related to ancient magics. +2 to Know Religon about Rovagug.
+4 to Know (planes) on topics relating to genies.
Feats
1: Noble Scion
3: Deific Obedience - 1/1 - Arcane Sight
Staff Channel (Su) You can deliver touch spells with a casting time of one standard action or longer through a quarterstaff. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a melee attack with your quarterstaff against the target’s AC rather than a touch attack against its touch AC. If you hit the target, you deal quarterstaff damage as well as discharge the spell effect. You can hold the charge as normal when delivering a touch spell through a quarterstaff.
5: Spell Focus Evocation
7: Greater Spell Focus Evocation
9: Elemental Spell (Cold)
11: Intensified Spell
13: Quicken Spell
15: Spell Perfection (Fireball)
17: Spell Penetration
19: Dazing Spell
Bonus: Improved Initiative
Class Abilities
Lore Mystery
Relevation - Sidestep Secret: Add your Charisma modifier (instead of your Dexterity
modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum
Dexterity bonus applies to your Charisma instead of your Dexterity
Oracle's Curse - Deafness: –2 penalty on initiative checks, automatically fail Perception
checks based on sound, take a –4 penalty on opposed Perception checks. Cast all of your
spells as if they were modified by the Silent Spell feat. This does not increase their level or
casting time. +3 bonus to perception checks that do not rely on hearing.
Blood Havoc: +1 damage per die rolled for evocation or bloodline spells.
Elemental Resistance (Ex): Fire resist 10
Combined Spells: Can cast 1st level oracle spells as 2nd level sorcerer spells, and vice versa. Can cast 2nd level oracle spells as 3rd level sorcerer spells, and vice versa. Can cast 3rd level oracle spells as 4th level sorcerer spells and vice versa. Can cast 4th level oracle spells as 5th level sorcerer spells and vice versa. Can cast 5th level oracle spells as 6th level sorcerer spells and vice versa.
Spell Synthesis (Su) - 1/1
At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic theurge may use this ability once per day.
Mythic
Hard to Kill (Ex) - Whenever below 0 hp, automatically stabilize without needing to attempt a Con check. Bleed damage still causes loss of hp when below 0 hp. In addition, you don’t die until your total number of negative hp is equal to or greater than double your Constitution score.
Mythic Power - 5/5
Surge (Su) - expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of “1 standard action” (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.
Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of “1 standard action” (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Path
Longevity (Su)
Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
Spells- Spoiler:
- CL: 12 - Concentration: +30 (11+12+4+3)
--- Level 0 --- (At will)
Read Magic
Detect Magic
Guidance
Spark
Stabilize
Create Water
Enhanced Diplomacy
Purify Food and Drink
Light
--- Level 1 --- (Uses: 5/9)
Bless
Shield of Faith
Endure Elements
Protection from Evil
Obscuring Mist
Identify
Cure Light Wounds
--- Level 2 --- (Uses: 0/9)
Lesser Restoration
Silence
Resist Energy
Owl's Wisdom
Bear's Endurance
Cure Moderate Wounds
--- Level 3 --- (Uses: 0/9)
Prayer
Stone Shape
Wind Wall
Circle of Protection from Evil
Cure Serious Wounds
--- Level 4 --- (Uses: 1/9)
Freedom of Movement
Death Ward
Spiritual Ally
Cure Critical Wounds
--- Level 5 --- (Uses: 3/7)
Breath of Life
Fickle Winds
Cure Light Wounds, Mass
--- Level 6 --- (Uses: 1/5)
Heal
Cure Moderate Wounds, Mass
--- ---
- Spoiler:
- CL: 17 - Concentration: +36 (12+17+4+3)
--- Level 0 --- (At will)
Prestidigitation
Mage Hand
Arcane Mark
Dancing Lights
Acid Splash
Ray of Frost
Mending
Open/Close
Detect Poison
--- Level 1 --- (Uses 8/9)
Burning Hands
Magic Missle
Grease
Mage Armor
Shield
Feather Fall
--- Level 2 --- (Uses: 7/9)
Burning Arc
Glitterdust
Mirror Image
Invisibility
Stone Call
--- Level 3 --- (Uses: 5/9)
Fireball
Fly
Dispel Magic
Sheet Lightning
--- Level 4 --- (Uses: 11/15)
Black Tentacles
Dimension Door
Wall of Ice
Dragon's Breath
--- Level 5 --- (Uses: 5/8)
Icy Prison
Overland Flight
Wall of Force
Wall of Stone
Baleful Polymorph
--- Level 6 --- (Uses: 4/8)
Chains of Fire
Greater Dispel Magic
Cold Ice Strike
--- Level 7 --- (Uses: 5/7)
Forcecage
Mydriatic Spontaneity
Delayed Blast Fireball
Greater Teleport
Plane Shift
--- Level 8 --- (Uses: 1/5)
Polymorph Any Object
Prismatic Wall
--- ---
DCs: 22 + spell level + 2 if evocation +2 if fireball- Spoiler:
Diplomacy (C, 5) +23
Bluff (C, 1) +19
Knowledge Arcana (C, 19) +25
Knowledge Religon(C, 19) +25
Knowledge Planes (C, 16) +25
Spellcraft (C, 19) +27
Use Magic Device (C, 15) +36
Fly (C, 1) +6
Background skills -
Knowledge History (C, 19) +25
Knowledge Nobility (C, 2) +10
Knowledge Engineering (C, 15) +21
Linguistics (2) +5
Languages
Common, Celestial, Sign language, Ignan, Osiriani, Draconic, Terran
Magic Items
4 wishes to increase charisma - 110000
Ring of Wizardry IV - 100000
Normal Quicken Metamagic Rod - 75500
Robe of the Archmagi - 75000 - Body
Normal Dazing Metamagic Rod - 14,000 gold + 40000 upgrade (2/3)
Headband of Alluring Charisma +6 - 12,000 gold + 20,000 upgrade cost - Headband
Belt of Mighty Constitution +6 - 3000 gold + 12000 upgrade cost + 20000 upgrade cost - Belt
Cloak of Displacement - Shoulders
Amulet of Natural Armor +2 - 8000 gold - Neck
Lucky Horseshoe - 6800
Quaterstaff of Entwined Serpents - 5050 gold +2 additional enhancement, +guardian - 19000
Major Shadow Piercings, face - 6000
Mnemonic Vestement - 5000 gold - Chest
Cracked Pale Green Prism - 4000 gold (2/2 uses of remove fatigue per day)
Handy Haversack - 2000
Wayfinder - 500 gold
Songs of Sazathred - 450 gold (150 split 3 ways)
Mithral Scroll Case - 250 gold
Superior Lock - 150 gold (Enchanted with Arcane Lock)
Flask of Acid - 10 gold
Flask of Liquid Ice - 40 gold
Spring loaded Wrist Sheath (2) - 10 gp
Scrolls: Emergency Force Sphere (700 gp), greater teleport (2275 gp), Sending (700 gp), phantom chariot (700 gp), Blood Biography (375 gp), rope trick (150 gp), scrying (1700 gp), Mage's Disjunction (3825 gp), Time Stop (3825 gp)
Money - 0 gold
Gear
Hot Weather Outfit (Flavored as her robes), Silver Holy Symbol (+25 gold to be a mask), Silken Ceremonial Armor (More robes), Quarterstaff, Dagger, Backpack, Belt Pouch, Waterskin, Scroll Box, Chalkboard, Chalk (10 pcs), Parchment (18 pcs), Charcoal (1 pc), Paper (9 pcs), Journal (50 pages),Holy Text of Nethys, vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Bedroll, Small Tent, 21 days of trail rations, mess kit
Weight: 26.5/33
Last edited by Drekkle on Mon Jan 14, 2019 10:58 pm; edited 17 times in total
Drekkle- Admin
- Posts : 1157
Join date : 2018-08-16
Re: Legacy of Fire Sheets
- Mahvash Itzel:
- LN [s]Fetchling[/s] Kayal Rogue (Poisoner) 18
Outsider (native)
Size M, Gender F, Age 25, 5' 10", 101 lbs, black (dyed) hair, neon green eyes
Init +11, Perception +25
[s]Darkvision 60 ft[/s] see in darkness
Defenses
HP 201, AC 34, Touch 19, Flat-footed 24 (generally can't be)*
Fortitude +17* (bonus +2 to resist warm or hot weather), Reflex +25*, Will +11* (+15 instead against charms and compulsions), see slippery mind against enchantments (Situational bonuses may apply per ability)
Cold and electric resist 5, fire resist 30 when with Tempest, cannot be flanked*, 1/day resiliency- Defensive Abilities:
- Armour Class
- Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilised. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Saving Throws- Evasion (Ex) - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
- Emboldening Strike* (Ex) (+4) - When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
- Slippery Mind (Ex) - This ability represents the rogue‘s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She can attempt only one additional saving throw against any given effect using this ability.
Other- Improved Uncanny Dodge (Ex) - At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
- Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilised. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Offenses
Speed 30 (1/day fly 5 minutes)
+3 fire outsider bane icy burst keen intelligent short sword "Tempest" +26[+2 bane]/+21/+16 ((d6+11+1d6 cold damage[+2+2d6 bane], 17-20/x2, extra d10 cold damage on a crit) P (TWF with Twilight)- Tempest is made intelligent by Vardishal's spirit and can take standard actions as appropriate
- Uniquely with Mahvash, there is no potential personality conflict in using this intelligent blade.
- Provides +1 bonus to Int based skills
- Wielder has 30 fire resistance
- Magic abilities include CSW 3/day, Control Winds 3/day, Control Weather 1/day, all to be activated by Tempest's own actions and at CL 15
- On a crit, the target must make a DC 24 fort save or, if they're large or smaller, be knocked over by a gust of wind. If they're medium or smaller, Mahvash can have this also blow them back 1d4x10 feet, but she can choose not to do this. (This is assumed to be expressed without needing to speak due to the empathic bond.) Jhavul is treated as Medium for this effect. Flying creatures are also treated as a size category smaller for this purpose.
+2 sharpened ghost touch phase locking shock fortuitous short sword "Twilight" +25/+20/+15 (d6+12+1d6 electric damage, 19-20/x2) P (TWF with Tempest)- A hit from Twilight leaves the creature under the effects of dimensional anchor for a round
- If Mahvash lands an AoO, she can make an attack with Twilight at a -5 penalty
- Sharpened adds +2 flat damage
Light crossbow +22 (d8, 19-20/x2) P 20 bolts (Move to retrieve from bag)
Sneak attack +9d6, on a hit, adds debilitating injury (see below) and gains +4 circumstance bonus to saves for one round if appropriate talent used
Stats
STR 9 (-1)
DEX 23+6 (+6+3)
CON 16+6 (+3+3)
INT 10 (+0)
WIS 10 (+0)
CHA 14+4 (+2+2)
BAB: +13/+8/+3, CMB: +12, CMD: 31
Racial Abilities
Type - Kayal are outsiders with the native subtype.
Shadow Blending (Su) - Attacks against a kayal in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance - Kayal have cold resistance 5 and electricity resistance 5.
Skilled - Kayal have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp) - [s]A kayal can use disguise self once per day as a spell-like ability. She can assume the form of any humanoid creature. A kayal's caster level is equal to her total Hit Dice.[/s] When a kayal reaches 9th level in any combination of classes, she gains shadow walk [s](self only)[/s] as a spell-like ability usable once per day as a spell-like ability. A kayal's caster level is equal to her total Hit Dice. When a kayal reaches 13th level in any combination of classes, she gains plane shift ([s]self only,[/s] to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A kayal's caster level is equal to her total Hit Dice. (See Umbral Escort below.)
Umbral Escort - Some kayal descend from talented planar travelers who dwelled in the dark places between worlds and could conduct others across the planes. A kayal with this racial trait loses the disguise self spell-like ability, but her shadow walk and plane shift spell-like abilities need not affect herself only.
Darkvision - Kayal can see perfectly in the dark up to 60 feet.
Class Abilities
Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Poison Use - At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.- Poisons:
- All poisons +1 DC if focused
Scour - Type ingested or inhaled; Addiction major, Fortitude DC 24 Price 45 gp Effects 3 hours; +1d4 alchemical bonus to Dexterity, –1d4 penalty to Wisdom Damage 1d6 Con damage
Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. (Short sword.) Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level (kunai) and a third at 19th level.
Evasion (Ex) - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents & Advanced Rogue Talents - As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. At 10th level and every 2 levels thereafter, a rogue can choose one of an advanced talent in place of a rogue talent.- Weapon Training - A rogue who selects this talent gains Weapon Focus as a bonus feat.
- Swift Poison - A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action.
- Emboldening Strike* (Ex) - When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 circumstance bonus on saving throws for every 2 sneak attack dice rolled (minimum +1) for 1 round.
- Combat Trick - A rogue who selects this talent gains a bonus combat feat. (Improved Two Weapon Fighting)
- Deadly Cocktail (Ex) - A rogue with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.
- Opportunist (Ex) - The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round.
- Double Debilitation* (Ex) - Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
- Shadow's Chill* (Su) - When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, a number of points of the damage dealt equal to the number of sneak attack dice rolled is cold damage. The remainder of the sneak attack damage and the normal weapon damage are unaffected.
- Improved Shadow's Chill* (Su) - When a rogue with this talent hits a creature with a melee weapon that deals sneak attack damage, the sneak attack damage is cold damage.
- Slippery Mind (Ex) - This ability represents the rogue‘s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She can attempt only one additional saving throw against any given effect using this ability.
- See in Darkness (Su)[/i] - The rogue gains the see in darkness ability. The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Master Poisoner (Ex) - At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level.
Debilitating Injury (Ex) - At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.- Bewildered - The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
- Disoriented - The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
- Hampered - All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilised. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Rogue's Edge (Ex) - At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill.- Unlocked Skills:
- Acrobatics
- 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
- 10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
- 15 Ranks: You do not provoke attacks of opportunity when standing up from prone.
- 20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.
- Disable Device
- 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
- 10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.
- 15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).
- 20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.
- Perception
- 5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
- 10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
- 15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
- 20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.
- Acrobatics
Improved Uncanny Dodge (Ex) - At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Feats
Weapon Finesse - Certain melee weapons use Dex instead of Str to hit
Two-Weapon Fighting - Penalties reduced to -2/-2 for fighting with two weapons
Weapon Focus (Short sword) - Bonus (+1) to hit with short swords
Double Slice - Full damage on off-hand attacks.
Subtle Poisoner - Can poison a blade on the draw if holding the poison. DC 20 SoH check for someone to not notice, but we're not really here for that part.
Leadership - We get to take Felliped with us
Improved Two-Weapon Fighting - Can two weapon fight with the secondary attack too
Poison Focus - Can craft poisons at +1 DC (such poisons are noted as "focused ____" below)
Extra Rogue Talent - Opportunist
Extra Rogue Talent - Shadow's Chill
Greater Two-Weapon Fighting - Full two weapon fighting!!! On three attacks!!!
Anatomical Savant - Reduce anti-SA stuff's effectiveness by 25%
Traits
Missionary - Bonus (+1) to diplo (Guild interests rather than a church)
Meticulous - Penalty (-2) to skill checks in which she is not trained
Irrepressible - Charisma modifier replaces Wisdom modifier for Will saves against charm and compulsion effects.
Reactionary - Bonus (+2) to initiative.
Skills
Special: Tempest gives a +1 to Int-based checks.
Circlet of persuasion gives +3 to Cha-based checks.
ACP currently -2
Acrobatics (18) +33 Unlocked
Diplomacy (18) +28
Disable Device (18) +29 Unlocked
Fly (1) +10
Intimidate (18) +28
Knowledge (Local) (12) +16
Perception (18) +26 Unlocked
Sleight of Hand (5) +14 (+4 bonus to hide small objects)
Stealth (18) +34
UMD (18) +28
Profession (Merchant) (BG) +23
Craft (Alchemy) (BG) +22 (+9 bonus with poisons)
Languages
Common, Sign Language
Gear
Tempest (see offences), Twilight (see offences), +5 shadow celestial armour, belt of dexterity and constitution +6, headband of charisma +4, circlet of persuasion, eyes of the eagle, boots of elvenkind, vest of the cockroach, hot weather outfit, pocketed scarf, [s]eyeglasses[/s] goggles, cloak of resistance +5, amulet of natural armour +5, bag of holding type 1 (rogue's kit (a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, mw thieves' tools, trail rations (21 days), and a waterskin), portable alchemist's lab, focused scour (injury) x10, light crossbow, 20 bolts, small tent, book of erotic poetry worth 135 gp, merchant reference book worth 50 gp), scroll of sending x2, wand of sending (10 charges)
Poison components: 38 doses of scour (approximately two can be created per free hour)
Weight
15 lbs battle gear, 15 lbs bag of holding (63 lbs + 6 lbs crossbow)
Gold
9 gp 5 sp 5 cp
- Level Up Notes:
- Level 2 HD - 2
Level 3 HD - 3
Level 4 HD - 6
Level 5 HD - 3
Level 6 HD - 5
Level 7 HD - 3
Level 8 HD - 7
Level 9 HD - 2
Level 10 HD - 4
Level 11 HD - 1
Level 12 HD - 4
Level 13 HD - 5
Level 14 HD - 4
Level 15 HD - 7
Level 15 - Unlock Perception, Ask about Tempest (its final progression is plot determined)
Level 16 HD - 4
Level 17 - Anatomical Savant for feat (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Anatomical%20Savant)
Level 17 HD - 4
Level 18 HD - 3
[s]Level 20 - Unlock Profession[/s]
- Poison House Rules:
- Poisons are half price, while drugs are full price.
- Crafting time is a day per 1000, or an hour per 100 gp involved.
- Poisons are half price, while drugs are full price.
- Felliped Nahis:
- CG Human Male Bard 16
Size M, Gender M, Age 25, 5’9”, 150 lbs, cropped black hair, green eyes
Perception +19
Defenses
HP 106, AC 22, Touch 16, FF 16
Fortitude +14, Reflex +24, Will +16
+2 saves to resist warm weather, +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects
*He has a contingency effect of going ethereal on dropping to 25 HP or lower
Offenses
Speed 30
+2 holy frost fire outsider bane shortbow +23[+2 if fire outsider] (two)/+18/+13 (1d6+2+d6 cold[+2+2d6 if fire outsider, +2d6 if evil target] x3, 60 ft) P or B (if blunt arrows)
*The shortbow has a tuned bowstring that maintains rounds of performance as a mw stringed instrument
Special ammo: Adamantine, silver, cold iron
Dagger +12/+7/+2 (1d4) P or S
Arcane strike +4
Stats
STR 11 (+0)
DEX 20+6 (+5+3)
CON 12 (+1)
INT 12 (+1)
WIS 10 (+0)
CHA 16+6 (+3+3)
BAB: +12/+7/+2 CMB: +11 CMD: 26
Class Features- Performance, 40 rounds at level 16:
- A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su) - At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) - At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) - At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) (+3) - A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su) (+5) - A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp) - A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su) - A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su) - A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su) - A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Inspire Heroics (Su) - A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Well-Versed (Ex) - At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) - At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades (Ex) - At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Spells
1/day with mnemonic vestment
mislead CL 13, purging finale CL 7, tough crowd CL 5, mirage arcana CL 9
Masterpieces (use performance rounds)- Triple Time:
- Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).
Use: 1 bardic performance round.
Action: 1 minute.
- Pageant of the Peacock:
- Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check.
The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen).
Use: 1 bardic performance round per 10 minutes of the effect’s duration.
Activation: 1 standard action.
Light
Mage Hand
Message
Prestidigitation
Summon Instrument
Unwitting Ally
Level 1 (7/day)
Cure Light Wounds
Expeditious Retreat
Grease
Heightened Awareness
Saving Finale
Tap Inner Beauty
Level 2 (6/day)
Cure Moderate Wounds
Gallant Inspiration
Heroism
Invisibility
Mirror Image
Level 3 (5/day)
Confusion
Good Hope
Haste
Mad Monkeys
Tongues, Communal
Level 4 (5/day)
Greater Invisibility
Heroic Finale
Song of Healing
Virtuoso Performance
Level 5 (4/day)
Bard's Escape
Greater Heroism
Resonating Word
Shadowbard
Level 6 (2/day)
Brilliant Inspiration
Veil
Feats
Precise Shot - No penalty to shoot into melee
Rapid Shot - Take -2 to all attacks to make an extra attack when full attacking
Arcane Strike - Swift to add +1 damage to attacks, increases by +1 every 5 caster levels (check offences for current bonus)
Weapon Focus (Shortbow) - Add +1 to hit for shortbow
Prodigy - Bonus (+2, +4 on getting 10 ranks) to Perform Sing and Strings
Manyshot - Two for one arrows on the first shot
Clustered Shots - DR is only applied once per round of attacks instead of per attack
Great Fortitude - Bonus (+2) to fort saves
Improved Precise Shot - no more cover penalties
Skills
Can roll any skill even if untrained.
Knowledge (Local) (16) +20 (+8 bardic knowledge) (can replace with Bluff if Pageant)
Knowledge (Nature) (15) +19 (+8 bardic knowledge) (can replace with Bluff if Pageant)
Knowledge (Arcana, Dungeoneering, Engineering, Geo, History, Nobility, Planes, Religion) (2 each) +6 (+8 bardic knowledge) (can replace with Bluff if Pageant)
Perception (16) +19
Perform (Dance, Versatile for Acrobatics and Fly) (16) +24
Perform (Percussion, Versatile for Intimidate and Handle Animal) (16) +24
Spellcraft (16) +20 (can replace with Bluff if Pageant)
Stealth (16) +26
Survival (0) +2
Perform (Sing, Versatile for Bluff and Sense Motive) (BG) +28 (add +4 if Pageant)
Perform (Strings, Versatile for Bluff and Diplo) (BG) +30
Languages
Common, Kelesh
Gear
+2 mithral shirt (c), Headband of Alluring Charisma +6 (c), Belt of Incredible Dexterity +6 (c), +2 holy frost fire outsider bane shortbow with tuned bowstring (c), MW lute (c), cloak of resistance +5, bard kit (a backpack, a bedroll, a belt pouch (c), a common musical instrument (drum), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, soap, and a waterskin), spell component pouch (c), small tent, 20 days’ trail rations, dagger (c), hot weather outfit, wooden holy symbols (Desna, Cayden, Shelyn, and Calistra) (c but no weight), wayfinder, cracked pale green prism ioun stone, mnemonic vestment (mislead CL 13, purging finale CL 7, tough crowd CL 5, mirage arcana CL 9)
Ammo
92 arrows, 40 blunt arrows, 10 durable adamantine arrows, 30 durable cold iron arrows, 30 durable blunt silver arrows. Keeps 40 normal and 20 blunt on him, stores the rest to retrieve between battles.
Weight
Combat 28.5 lbs, Other 48 lbs (Mahvash holds in bag of holding)
- Level Up Notes:
- Created at level 4. Average HP taken, all FCB's to HP. Average HP continues to be taken (low then high, so evens are low and odds are high).
[s]Level 6: Will Versatile Sing.[/s] - Done. FCB used to get a lower level spell, which was then used to get Triple Time.
[s]Level 8: Can swap a spell.[/s] Charm Person -> Heightened Awareness
[s]Level 9: Manyshot for the feat
Level 10: Can transfer ranks of Intimidate to Percussion. Will Versatile Percussion.
Level 11: Can swap a spell. Discordant Voice or Clustered Shots?
Level 13: Did fortitude
Level 14: Can transfer ranks of Acrobatics to Dance. Will Versatile Dance. Can swap a spell.
Level 15: Improved precise shot
Level 17: Can swap a spell.[/s]
Last edited by Aviana on Sun Oct 28, 2018 9:52 am; edited 4 times in total
Re: Legacy of Fire Sheets
- Vel'na'krunkelva (Vel and Krunk):
- NG/CE Ragebred Skinwalker Invulnerable Rager Unchained Barbarian 18 (+1 level and mythic rank)
Size M, Gender M, Age 127, 6' 1", 145 lbs, black hair, green eyes
Init +5, Perception +33
Defenses
HP 252 [280], DR 9/- (Doubled vs nonlethal, DR 13/- while raging), Fire Resist 4, AC 24 [25 after hitting an enemy, 28 when raging, 31 if raging and after hitting an enemy], Touch 15, Flat-footed 20, 20% miss chance
Fortitude +24 [+25], Reflex +17, Will +18 [+4 vs mind-affecting, +3 if raging, another +4 if vs enchantment while raging]
Offenses (Add another +1 enhancement bonus per hit due to Furyborn. +1 damage per hit landed in a round due to Hammer the Gap. Claws, bite, and pounce are rage reliant. Charge attacks that hit deal +2d6 damage. Pick an energy type at the start of rage and all melee attacks deal 1d6 damage of that type for the rage. +4 to critical confirmation rolls. Critical attacks stagger, see feats. +2 enchantment bonus and +2d6 damage vs fire outsiders, increases enhancement cap. +2 enhancement bonus while raging, increases enhancement cap.)
Speed 30
+1 Greatsword +28/+23/+18/+13 (2d6+14, 19-20/x2)
Chakram +22/+17/+12/+7 (1d8+7, x2, 30ft)
Dagger +27/+22/+17/+12 or +21 (1d4+7, 19-20/x2, 10ft)
[Gore +27 (1d6+9+1d6 cold, x2)] [Automatic critical threat if hits during a charge, 1d4 Con damage if crits during rage]
[Bite +27 (1d4+9+1d6 cold, x2)]
[Sting +27 (1d6+9+1d6 cold, x2]
[Claws +27/+27 (1d8+9+1d6 cold+1d6 acid, x3)]
[Hooves +25/+25 (1d4+4+1d6 cold, x2)]
Stats
STR 29 (+9)
DEX 19 (+4)
CON 22 (+6) [24 (+7)]
INT 9 (-1)
WIS 18 (+4)
CHA 7 (-2)
BAB: +18/+13/+8/+3, CMB: +27, CMD: 41
Racial Abilities
Animal Minded: +2 to Handle Animal and Perception
Low-light Vision
Speak with Animals: 3/day, boars and pigs only.- Change Shape:
- Standard action to gain +2 Con and one of the following:
+10 base move speed
Gore attack that deals 1d6 damage
2 hoof attacks that deal 1d4 damage
Scent to a range of 30 ft
May remain shifted as long as Vel wants. Can change back to humanoid as a swift. To gain a different benefit, Vel must first shift to humanoid, then shift back.
Class Features
Fast Movement: +10 to base move speed while not wearing heavy armor and not carrying a heavy load.
Greater Rage: Can enter a rage for 44 [45] rounds per day as a free action. +3 to melee attack and damage rolls, thrown weapon damage rolls, and Will saving throws. -2 to AC while raging. 54 temp HP gained upon entering rage, this temp HP is lost upon exiting rage and is not replenished if another rage is entered within a minute of the first ending. While raging, cannot use Cha, Dex, or Int-based skills, except for Acrobatics, Fly, Intimidate, and Ride, and cannot do any actions that require patience and concentration, including spellcasting. Can exit rage as a free action, and is fatigued for 1 minute afterward. Cannot enter rage if fatigued or exhausted. Rage ends immediately if unconscious.
Damage Reduction: 9/-, doubled vs nonlethal.
Lesser Beast Totem: Gain 2 claw attacks while raging.
Extreme Endurance: Ignores hot climate as Endure Elements. Also gains 4 fire resistance.
Animal Fury: Gain 1 bite attack while raging. Can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by Krunk against the target this round are at a +2 bonus.
Beast Totem: Gain +4 natural armor bonus while raging.
Lesser Elemental Rage: Once per day while raging, Krunk can spend a swift action to cause his melee attacks to deal +1d6 energy damage (cold, acid, fire, electricity) for one round.
Elemental Rage: When starting his rage, Krunk may choose an energy type (cold, acid, fire, electricity). His melee attacks deal +1d6 energy damage of that type for the duration of his rage.
Greater Beast Totem: Krunk gains Pounce while raging. Additionally, his claws do 1d8 and have a x3 critical multiplier.
Boar's Charge: While raging, any hit with a gore attack during a charge is treated as an automatic critical threat.
Indomitable Will: While raging, gain +4 bonus to Will saves vs enchantment effects. This bonus stacks with all other modifiers.
Disemboweling Tusks: When raging, any confirmed critical hit with a gore attack deals an additional 1d4 Con damage.
Increased Damage Resistance x2: When raging, increase DR by 4/-.
Tireless Rage: No longer fatigued after a rage. Cannot gain temporary HP from entering a rage until a minute has passed.
Feats
Diehard: Can choose to act as though disabled while at negative HP. Automatically stabilizes from dying. Standard or other strenuous actions deal 1 HP of damage.
Extra Feature: Pick two Change Shape features.
Power Attack: Take -5 to attack to add +10 to damage (+5 on hooves).
Multiattack: Attack penalty on secondary natural attacks is reduced to -2.
Extra Rage Power: Elemental Rage
Critical Focus: +4 to critical confirmation rolls.
Staggering Critical: When Krunk lands a critical hit, his opponent must make a DC 28 Fort save. On success, the enemy is staggered for 1 round. On failure, the enemy is staggered for 1d4+1 rounds.
Hammer the Gap: When full-attacking an enemy, deal extra damage equal to the number of attacks already landed against that enemy this turn. This damage is multiplied on a critical hit.
Stunning Critical: When Krunk lands a critical hit, his opponent must make a DC 28 Fort save. On success, the enemy is staggered for 1d4 round. On failure, the enemy is stunned for 1d4 rounds.
Traits
Finding Haleen: +1 HP and +1 skill rank for every level in Barbarian.
Boar Resilience: Unimpaired by being at 0 HP. Also, can ignore Endurance prereq for Diehard.
Pride: -2 to Sense Motive and Diplomacy vs anyone who has challenged, threatened, or accused Krunk.
Indomitable Faith: +1 to Will.
Skills
Acrobatics +25, Climb +13, Fly +10, Knowledge (Nature) +15, Perception +33, Survival +23, Swim +13
Background Skills
Knowledge (History) +18, Knowledge (Geography) +18
Languages
Common, Elven
Gear
+5 Bloodthirsty Rhino Hide, +1 Greatsword, Chakram (10), Dagger, Backpack, Belt Pouch, Blanket, Flint and Steel, Iron Pot, Rope (50 ft), Soap, Torches (9), Trail Rations (20), Waterskin, Hot Weather Outfit, Goggles, Iron Holy Symbol of Sarenrae, Furyborn Frost Fire Outsider Bane Furious Amulet of Mighty Fists, +6 Belt of Physical Perfection, +6 Headband of Inspired Wisdom/Headband of Havoc, Quick Runner's Shirt/Spectral Shroud, Cloak of Resistance +5/Cloak of the Manta Ray/Cloak of Displacement (Minor), Obsidian Unholy Symbol of Rovagug, Large Tent, Major Head Shadow Piercings, Boots of Haste, Cap of the Free Thinker, Deliquescent Gloves, Cracked Pale Green Prism (in Wayfinder), Dusty Rose Prism, Lenses of Detection, Bracelet of Second Chances (7 beads), Elixir of Countless Eyes (2), Potion of Barkskin (2, CL 12), Potion of Strong Jaw (3, CL 20), Stone of Good Luck
Weight
144 lbs
Gold
11,173.75 g
bloodrayne03- Admin
- Posts : 277
Join date : 2018-08-14
Age : 33
Location : CO
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