Iron Desert Sheet Zone
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Iron Desert Sheet Zone
This is the sheet thread for Iron Desert
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leonathemoth- Posts : 448
Join date : 2018-08-14
Age : 28
Re: Iron Desert Sheet Zone
- Koro:
- Nagashi Koro
Female Moth Rogue (Knife Master) 4
LN Medium Monstrous Humanoid
Init +10; Senses Darkvision 60 ft; Perception +6
--------------------
Defense
--------------------
AC 20, touch 15, flatfooted 15
hp 35/35
Fort +3, Ref +8, Will +1
--------------------
Offense
--------------------
Speed
Land 30 ft.
Fly 30 ft. (Clumsy -8)
Melee
+1 Dagger +10 (+8) 1d4+6 P or S (19-20x2)
Masterwork Daggers +10 (+8) 1d4+2 P or S (19-20x2)
Ranged
--------------------
Statistics
--------------------
Str 10 (+0)
Dex 20 (+5)
Con 14 (+2)
Int 12 (+1)
Wis 8 (-1)
Cha 16 (+3)
Base Atk +3; CMB +3; CMD 18
Feats
Multiweapon Fighting: Reduces penalties for wielding up to 4 weapons by 2 for primary and 6 for off-hand
Weapon Focus: +1 to hit with Daggers
Weapon Finesse: Dex to hit with light weapons.
Improved Initiative: +4 Init
Traits
Reactionary: +2 Initiative
Indomitable Faith: +1 Will
Skills
Acrobatics: +12
Bluff: +10
Diplomacy: +10
Disable Device: +12
Escape Artist: +12
Fly: +8
Intimidate: +10
Perception: +6
Stealth: +12
Background Skills
Appraise: +7
Sleight of Hand: +12
Languages
Common, Moth
Other Gear
494 Gold
+1 Mithral Shirt
+1 Dagger
3 Masterwork Daggers
Belt of Incredible Dexterity +2
Concealable Thieves' Tools (+2 DD, +4 Sleight of Hand to conceal)
Outfit, Pickpocket's (+2 bonus to hiding small objects on person)
Backpack, belt pouch, blanket, rope 50 ft, soap, 10 torches, 5 days rations, waterskin
--------------------
Special Abilities
--------------------- Race:
- Four-Armed: Have four arms.
- Class:
- Finesse Training: Dex to damage with daggers.
Sneak Attack: +2d8 with Knife weapons, +2d4 with anything else.
Hidden Blade: +1/2 Level (2) to Sleight of Hand checks to conceal a light blade.
Blade Sense: +1 Dodge bonus to AC vs attacks from light blades.
Evasion: Take no damage on successful Ref saves for half damage.
Uncanny Dodge: Can't be caught flat-footed and does not lose Dex to AC if attacker is invisible.
Weapon Training: Weapon Focus as bonus feat.
Positioning Attack: 1/Day after hitting with a melee attack may move up to 30 ft. without provoking AoOs. Movement must end in a space adjacent to the target.- Debilitating Injury:
- 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.
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.
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.
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Iron Desert Sheet Zone
- Kiyomi:
- Stats:
- Ryuutai Kiyomi
CN Kitsune Shifter (Oozemorph) 4
Size: Medium, Gender: 'Female', Age: 18, 5'5" (Town Form), 135 lbs
Town Forme Appearance: Dark-Brown Eyes, Long Black Hair
Init: +3, Perception: +0 (-2 vs Disguises)
Senses: Low-Light Vision (Darkvision 60ft in Dark Form, Scent in Tracker Form)
Defenses
HP 32, AC: 17, Touch: 14, Flat Footed: 13
- Slime Form: AC: 13, Touch: 13, Flat Footed: 10
- Infiltration Form: AC: 15, Touch: 15, Flat Footed: 11
Fort: +6 (+8 vs Poisons/Drugs, +10 vs Alcohol), Ref: +8 (+9 Infiltration Form), Will: +2 (+0 vs Charm)
Armor: +1 Hide Shirt
DR 6/Slashing in Slime Form or any form assumed with Fluidic Transformation
Immune to Crits, Precision Damage, and Flanking in Slime Form
Offenses
Speed 30, Climb 10 in Slime Form
Morphic Weapon (up to 2) -Combat Form-: +9 (1d6+5 B/P/S* x2) Primary Natural
Morphic Weapon -Slime Form-: +8 (1d6+4 B/P/S* x2) Primary Natural
Emergency Knife -Town Form-: +7 (1d4+4 P/S 19-20/x2) 10'
* - See Morphic Weaponry Feature
Stats
STR: 17 (+3) (CF: 19 (+4))
DEX: 16 (+3) (Infiltration Form: 18 (+4))
CON: 12 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 8 (-1)
BAB: 4, CMB: +7 (CF: +8), CMD: 20 (CF: 21)
Racial Abilities
Fast Shift: As a Move Action I can assume the form of a specific Human (Town Form), or change back to my natural form. In Town Form I have a +10 Disguise bonus to appear human. This otherwise functions as Alter Self, but with unlimited duration and no stat changes.
Low-Light Vision: Can see twice as far as a Human in Dim Light.
Shapechanger Subtype
-Agile Form- Agile: Gain a +2 Racial bonus to Acrobatics
-Agile Form- Natural Weapon: Gain a 1d4 Bite Attack (this overwrites one of my Morphic Weapon slots in Agile Form).
Class Abilities
Fluidic Body: My natural form is an ooze-like blob (Slime Form) rather than Kitsune. I'm treated as both Ooze and Humanoid (Shapechanger) for the purposes of effects such as Ranger's Favored Enemy or the Bane enchantment. In Slime Form I lose any Racial Traits dependent on Form (Agile and my Bite attack) have no magic item slots, and I cannot benefit from armor, speak, cast spells, hold items (excepting those I contain within my mass, which count as equipped for the purposes of items that have to be worn for a period of time to function, like stat belts/headbands), or benefit from any magic item that must be activated, held, or worn on the body. When unconscious or in an antimagic field I revert to Slime Form.
Fluidic Transformation (2/day, 4 Hours): As a Move Action I can assume a Humanoid form. This transformation is identical to the Alter Self spell, except that I can maintain the form for up to 1 hour per Oozemorph Level. These forms can be held beyond this duration, but for each additional hour beyond the base duration I must make a Fort Save at DC 15 +1 per previous save made or the transformation immediately ends and I cannot use this ability again until I rest for 8 hours. Regardless of how the transformation ends I revert to Slime Form and am Fatigued for 1 minute per hour I was transformed. When I transform I can instantly equip any objects carried within my mass that I wish (even if such items would normally take time to don, like armor), and anything I don't equip is deposited on the ground in my space. Taking the Form of my base Race (Kitsune, Agile Form) grants me the Racial Traits I am denied in Slime Form for the duration of the transformation, even if they are not normally granted by Alter Self.
Compression: When in Slime Form or any form assumed with Fluidic Transformation I gain the Compression Universal Monster Rule. This allows me to fit into a space as small as 1/4 of my size without Squeezing penalties, or as small as 1/8 of my space with Squeezing penalties.
Morphic Weaponry (2 Weapons): When in Slime Form or any form assumed with Fluidic Transformation I can create a number of Natural Weapons from any part of my body. As a Move Action I can create up to 2 Primary Natural Weapons that deal 1d6 points of Bludgeoning, Slashing, or Piercing damage, as I choose when I form the weapon. As a Swift Action I can change the damage type of any number of my Morphic Weapons that I wish. If the form I assume has its own natural weapons, those attacks count against the number of weapons I can have, reducing my Morphic Weapon slots.
Ooze Empathy +3: I can improve the attitude of Oozes with <=2 Int. This functions like a Diplomacy check to improve the attitude of a person, with my check modifier being Shifter Level + Cha Mod. I must be within 30 feet of the Ooze to do this, and both the Ooze and I must be under normal conditions. I can use this ability on a Mindless Ooze, imparting a modicum of intellect to the ooze so it can respond to my commands.
Damage Reduction (DR 6/Slashing): When in my Natural Form or any form assumed with Fluidic Transformation, while unencumbered and wearing either no armor or light non-metal armor, I gain DR/Slashing.
Track +2: I add 1/2 my Shifter level to Survival checks made to follow tracks.
Clinging Ooze: When in Slime Form I gain a 10 foot Climb Speed.
Current Forms
Slime Form: Default form. Cannot use Armor or Magic Items. Low-Light Vision.
Town Form: Detailed Human form used when in towns. Gain a +10 to Disguise to appear human. Otherwise unimpressive.
Combat Form: More streamlined, denser, and less detailed counterpart to Town Form, diverting attention to fighting instead. Gain +2 Strength.
Agile Form: Kitsune-based combat form. Gain +2 Strength and a +2 to Acrobatics. Low-Light Vision and 1d4 Bite Attack.
Dark Form: Drow-based combat form. Gain +2 Strength and Darkvision 60'.
Infiltration Form: Halfling-based combat form. Cannot use Medium Armor. Gain +2 Dexterity and Small benefits (+1 AC and Attack, -1 CMB and CMD, and +4 Stealth).
Tracking Form: Werewolf-based combat form. Gain +2 Strength and Scent. Low-Light Vision and a 1d6 Bite attack.
Feats
Power Attack (-2/+4): Can take a penalty on attack rolls for a round to gain a bonus to damage. This includes attacks made outside of my turn, like AoOs.
Dirty Fighting: When I attempt a Combat Maneuver against a foe I'm flanking I can forgo the +2 flanking bonus to instead not provoke an attack of opportunity on that combat maneuver. If a feat or ability would already make the maneuver not provoke, I can instead increase my flanking bonus to +4 for that maneuver. This feat counts as Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prereqs of Improved Combat Maneuver feats and feats that list ICM feats as prereqs.
Traits
Iron Liver: Gain a +2 Trait Bonus to Fort saves against Poison and Drugs, and a +4 Trait Bonus against the effects of Alcohol.
Muscle ofthe Society: +2 to Strength checks to break doors and lift portcullises, and +2 to Effective Strength to determine Carrying Capacity.
Lonely Drawback: -2 Sense Motive and Perception to see through Disguises, and to saves against Charm spells and spell-like abilities.
Expressive Pantomime: When making a Bluff check to deliver a secret message I can take a -5 penalty to communicate a simple message even to creatures that don't share a language with me. This still does not allow me to communicate with Mindless creatures.- Skills:
Acrobatics (4) +10 (+12 Agile Form, +11 Infiltration Form)
Bluff (2) +1
Climb (4) +10 (+11 many Forms, +18 Slime Form thanks to Climb Speed)
Stealth (4) +10 (+15 Infiltration Form)
Survival (2) +5 (+7 to follow tracks)
Handle Animal (BG) +6
Sleight of Hand (BG) +7
Languages
Common, Sylvan, Druidic
Gear- Worn:
- Hide Shirt, Traveler's Outfit, Common Backpack containing Minor Bag of Holding (20/50 lbs)
- Adventuring Gear:
- 5 days' Trail Rations, Waterskin, 50' Silk Rope, Blanket, Emergency Knife
- Magic Gear:
- Ioun Torch, Campfire Bead
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck: Amulet of Mighty Fists +1
Shoulders: Cloak of Resistance +1
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
2017 Gold, 0 Silver, 0 Copper
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Iron Desert Sheet Zone
- Rosemary:
- NE halfling legendary alchemist (reanimator) 4
Small female humanoid (halfling)
Init +4; Perception +6
--------------------
Defense
--------------------
AC 20, touch 15, flatfooted 16
hp 35
Fort +7, Ref +9, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3-3, 19-20/x2)
Ranged +1 blowgun +9 (2)
Special Attacks toxin (DC 18, 4 damage, sickened 1 minute), viral agent (DC 18, zombie virus)
--------------------
Extracts
--------------------
CL 4 ; concentration +8
1st level - cure light wounds, shield, true strike, -open-
2nd level - -open-, -open-- Formula Book:
- 1st level - cure light wounds, detect undead, disguise self, repair undead, restore corpse, sculpt corpse, shield, true strike
2nd level - appearance of life, lesser restoration
Statistics
--------------------
Str 5, Dex 18, Con 14, Int 18, Wis 8, Cha 9
Base Atk +3; CMB -1; CMD 13
Feats Poison Focus, Toxin Focus, Brew Potion
Traits clever wordplay (disguise), pantheist
Skills Disguise +8, Heal +6, Knowledge (arcana, nature) +11, Knowledge (religion) +12, Perception +6, Stealth +16, Spellcraft +11
Background Skills Craft (alchemy) +15, Sleight of Hand +11
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
Other Gear alchemist's anytool (detect magic), muleback cords, +1 mithral chain shirt, portable alchemist's lab, masterwork backpack, 99 blowgun darts, doctor's outfit, sloth's bite (5), jackalroot essence (2), dhabba spittle (12), spellscorch (3) rainbow scarab shell (4), baneberry (14), rainbow jellyfish toxin (3), frightshade (17), confabulation powder (6), halfling trail rations (20 days) 1,354 gp
Note: All injury poisons are already applied to a dart
--------------------
Special Abilities
--------------------- Legendary Alchemist:
- Quintessence pool (5)
Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to their class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. They must hold the potion for 1 round to make such a check. In addition, whenever an alchemist uses an alchemical item as a weapon or otherwise, its DC is increased to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier (unless it would normally be higher).
An alchemist can spend 1 point of quintessence as a swift action to cause an alchemical item to deal an additional die of damage (an alchemist fire would deal 2d6 damage, while bottled lightning would deal 2d8 damage), this effect lasts until the end of the alchemist's next turn. At 5th level and every five levels afterwards, whenever the alchemist spends quintessence for this ability, they increase the damage by an additional damage die, up to a maximum of five additional damage dice at 20th level.
Evasion: After frequently finding themselves at the at epicenter of an explosion, the legendary alchemist has learned to dodge them and gains evasion as a monk. At 10th level the legendary alchemist gains improved evasion as a monk.
Poison Use: Toxicologist alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison or toxins to a weapon.
Toxin: A toxicologist alchemist can create a variety of toxins, a special type of poison like tools. Doing so costs 1 point of quintessence and 10 minutes to create a number of toxins equal to the toxicologist alchemist’s Intelligence modifier. A toxicologist alchemist can never possess an amount of toxins greater than their Intelligence modifier, and toxins remain potent for 24 hours before becoming inert. When a toxin is created, the toxicologist alchemist can decide the method in which the toxin is delivered, being either inhaled, contact, or digested. The toxicologist alchemist is immune to their own toxin unless they decide otherwise upon creating it, but any creature exposed to this toxin according to its type must succeed at a Fortitude save (DC = 10 + 1/2 the alchemist’s class level + the alchemist’s Intelligence modifier). On a failed save, the target takes an amount of damage equal to the toxicologist alchemist’s Intelligence modifier and is sickened for 1 minute. The toxicologist alchemist can decide to create a toxin which does not deal damage. A thrown toxin covers a 5 foot square. This is a poison effect.
Poison Resistance:At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Alchemical Weapon: At 2nd level, a alchemist can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action.
This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons, nor does it gain the additional damage from Throw Anything. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a alchemist can use their alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Magical Weapon: At 3rd level, the legendary alchemist can spend 1 point of quintessence as a free action to increase the enhancement bonus of any weapon they wield by +1 (to a maximum of +5) for a number of minutes equal to their Intelligence modifier.
Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and they can apply poison to a weapon as a move action.
Quintessence Surge: At 4th level, the alchemist can spend 1 quintessence as a free action. If they do, they gain a +1 alchemical bonus on all attack rolls for 1 minute. At 8th level and every four levels afterwards, this alchemical bonus increases by 1 (to a maximum of +5 at 20th level).
- Reanimator:
- Zombie Virus: At 1st level, a reanimator’s primary source of undead is through a virus. By spending 1 point of quintessence and 10 minutes, the reanimator can create a number of viral agents equal to the reanimators Intelligence modifier. The reanimator can use a viral agent as though it were an injury poison, and is immune to its effects. A creature that is exposed to a viral agent must succeed at a Fortitude save (DC = 10+ ½ the reanimator’s class level + the reanimator’s Intelligence modifier). On a failed save, the target is afflicted with zombie virus.
Zombie Virus: injury; save special (see above); onset immediate; frequency 1/hour; effect 1d3 Con damage; cure 1 save; special a creature who dies while afflicted with the zombie virus immediately rises as a zombie under the control of the reanimator who created the zombie virus. After 1 minute, this zombie collapses, inert, but may later be reanimated by other means.
At 5th level the Constitution damage form zombie virus increases to 1d6; at 9th level, the frequency increases to 1/minute; at 13th it also deals 1d6 Cha damage; and at 17th the frequency increases to 1/round.
This replaces bomb.
- Discoveries:
- Preserved Organs: When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, they treat their Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills them (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes them unconscious and comatose, but they are only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).
Ciguatoxin: When an alchemist applies this discovery to a toxin, they choose either Strength, Constitution, or Dexterity. A creature who fails their saving throw takes a penalty to this ability score equal to the alchemist’s Intelligence modifier instead of becoming sickened. At 8th level, at the beginning of that creature’s next turn, the creature must make a Fortitude saving throw. If this saving throw is unsuccessful, the creature loses that penalty and takes ability damage to that score equal to the penalty they suffered from this effect. At 14th level, if the creature fails the saving throw at the beginning of their turn, they instead take ability drain to that ability score. (Cost: 1 Quintessence)
- Poisons:
- Sloth's Bite
Type injury; Save Fortitude DC 20
Frequency 1/round for 6 rounds
Effect This poison causes the affected creature to be sluggish and slow to react. The target takes 1d2 points of Dexterity damage and is flat-footed until the beginning of her next turn
Cure 1 save
Jackalroot Essence
Type injury; Save Fortitude DC 18
Frequency 1/round for 1d6 rounds
Effect uncontrollable laughter (as per hideous laughter)
Cure 2 consecutive saves
Dhabba Spittle
Type injury; Save Fortitude DC 14
Initial Effect 1d6 acid damage and nauseated; Secondary Effect 1d4 Dex
Spellscorch
Type injury; Save Fortitude DC 16
Frequency 1/round for 4 rounds
Effect Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its Fortitude save, for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.
Cure 1 save
Rainbow Scarab Shell
Type injury; Save Fortitude DC 16
Onset 1 round; Frequency 1/round for 4 rounds
Effect 1d4 Strength damage and suffocation (see above)
Cure 1 save
Baneberry
Type ingested or injury; Save Fortitude DC 17
Onset 1 round (injury), 30 minutes (ingested); Frequency 1/minute for 5 minutes
Effect 1d3 Strength damage, 1 Con damage, paralyzed for 1d3 rounds
Cure 2 saves
Rainbow Jellyfish Toxin
Type contact, injury; Save Fortitude DC 16
Frequency 1/round for 2 rounds
Initial Effect staggered for 1d6 rounds; Secondary Effect paralyzed for 1d6 minutes
Cure 1 save
Frightshade
Type inhaled; Save Fortitude DC 16
Frequency 1/round for 4 rounds
Effect This plant’s pollen contains a powerful hallucinogen that causes affected creatures to experience terribly realistic visions of death and destruction. The target is shaken until the beginning of her next turn. When the target succeeds at her saving throw against the poison, or when the initial duration ends, she is shaken for an additional 1d4 rounds. (This is not a fear effect.)
Cure 1 save
Confabulation Powder
Type inhaled; Save Fortitude DC 20
Frequency 1/minute for 2 minutes
Initial Effect staggered for 1 minute; Secondary Effect If already staggered, stunned, or unconscious, the victim becomes highly suggestible. If an event (whether true or false) is described to him, he unconsciously fabricates a detailed memory of the event, filling in any gaps in the description with his own best guesses. The confabulated memory can be disbelieved with a successful DC 18 Will save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a restoration or heal spell
Cure 1 save
Ferret- Posts : 2386
Join date : 2018-08-14
A New Challenger has Appeared!
- Lisirra:
- Lissira Noctalisse
Female Moth Stormborn Sorcerer 4
NG Medium Monstrous Humanoid
Init +3; Perception +0;
Speed 30ft, Fly 30ft (Clumsy -8)
-----------------
Attributes
-----------------
Str 8 (-1)
Dex 16 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 20 (+5)
-----------------
Defense
-----------------
HP 26/26
AC 13, touch 13, flatfooted 10
CMD 14
F +3/R +4/W +4
Resists Electricity 5, Sonic 5- Attacks and Spells:
- -----------------
Offense
-----------------
BAB +2, CMB +1
<Unarmed Melee> - +1, 1d3-1 20/x2 nonlethal bludgeon
Spear - +1, 1d8-1 20/x3 piercing
Thrown - +5, 1d8-1 20/x3 piercing, increment 20ft
Light Crossbow - +5, 1d8 19-20/x2 piercing, increment 80ft
-----------------
Magic
-----------------
0th level - 6 known, DC 15 (Evocation 16)
Jolt, Arcane Mark, Breeze, Detect Magic, Read Magic, Resistance
1st level - 3 known, 8 per day, DC 16 (Evocation 17)
Shocking Grasp, Shield, Ear-Piercing Scream, Mage Armor
2nd level - 1 known, 4 per day, DC 17 (Evocation 18)
Sonic Scream
- Feats, Specials, Traits:
- -----------------
Feats
-----------------
Acrobatic, Eschew Materials, Spell Focus [Evocation]
-----------------
Special Abilities
-----------------
Darkvision 60ft.
Four Armed
Bloodline Arcana (Stormborn)
Thunderstaff [SLA] (Stormborn Bloodline Power)
Stormchild [EX] (Stormborn Bloodline Power)
-----------------
Traits
-----------------
Aeromantic Affinity
Elemental Negotiator [Auran]
- Skills, Languages:
- -----------------
Skills
-----------------
Acrobatics +7
Knowledge (arcana) +5
Knowledge (nature) +5
Bluff +10; 12 vs. Plane of Air or Plane of Fire creatures
Diplomacy +5; +7 vs. Plane of Air or Plane of Fire creatures
*Fly +12
Spellcraft +6
Use Magic Device +12
-----------------
Background Skills
-----------------
*Appraise +6
*Craft (Bows) +7
*Craft (Weapons) +7
-----------------
Languages
-----------------
Common
Moth
Auran
Ignan
- Inventory:
- -----------------
Inventory
-----------------
Headband of Alluring Charisma +2 (equipped)
Cloak of Resistance +1 (equipped)
light crossbow
30 crossbow bolts
spear
explorer's outfit (worn)
filter scarf (worn)
backpack
14 days' rations
journal
Ink + pen
cold weather outfit
hot weather outfit
hammock
potions of cure light wounds (4)
masterwork artisan's tools (weaponsmith's)
masterwork artisan's tools (fletcher's)
pickaxe (miner's pick)
585 gp 9 sp
Last edited by Perci on Mon Sep 09, 2019 11:00 pm; edited 2 times in total (Reason for editing : slight inventory fix)
Perci- Posts : 354
Join date : 2019-08-23
Age : 30
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