Shattered Star Sheets Thread
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Sawblader
lapis-lazily
6 posters
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Shattered Star Sheets Thread
(There was never an open signup for this game. It was made available to previous players first and no room was left for newcomers)
Well here we are again. After several years I’m finally coming back to this, hoping to get it right this time. You know the drill, post your sheets below.
Well here we are again. After several years I’m finally coming back to this, hoping to get it right this time. You know the drill, post your sheets below.
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Shattered Star Sheets Thread
- Cade Bennett:
- NG Azlanti Human Evocation Wrath Sin (Evocation, Admixture) Wizard 6
Male (currently Female), 23 years old, Dirty Blond hair (Black hair), Blue eyes (Black eyes), 5'8" (5'4"), 139 lbs. (125 lbs.)
Defenses-
HP 32, AC 13, Touch 11, Flat-Footed 12
Fortitude +4, Reflex +4, Will +6
Concentration: 1d20+11[Wizard Level+Int Mod+1]
Initiative: +7, Perception: +7 (-2 for sight-based checks)
Offenses-
Speed 30'
Quarterstaff: +4, 1d4-1/1d4-1 Bludgeoning, x2
Ranged Attack Bonus: +4
Spellcasting DC: 17+Spell Level
*Evocation Spells deal +3 (1/2 Wizard Level) bonus damage of the same energy type as the Spell [Volatile Spell]
*+1 bonus damage to Ray of Frost [Liquid Ice]
*+1 bonus damage to Acid Splash [Acid Flask]
*Fireball is treated as being cast by an 8th Level Wizard [Spell Specialization]
Stats-
STR: 10 (+0)
DEX: 15 (+2)
CON: 14 (+1)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 14 (+2)
BAB: +3, CMB: +3, CMD: 14- Skills:
- Appraise* +0 []
Craft* +0 []
Fly* +0 []
Knowledge (Arcana)* +14 [6]
Knowledge (Dungeoneering)* +11 [3]
Knowledge (Engineering)* +10 [2]
Knowledge (Geography)* +10 [2]
Knowledge (History)* +13 [5] (+1 while in Varisia, +1 if the check relates to Magnimar)
Knowledge (Local)* +9 [1]
Knowledge (Nature)* +12 [4]
Knowledge (Nobility)* + []
Knowledge (Planes)* +12 [4]
Knowledge (Religion)* +12 [4]
Lore (Thassilon)* +14 [6]
Linguistics* +0 []
Perception +7 [6] (-2 for any sight-based checks)
Profession (Librarian)* +10 [6]
Sense Motive +0 [] (-2 to Sense Motive checks)
Spellcraft* +13 [5]
Use Magical Device +6 [5]
* denotes Class Skills, [x, +y] denotes skill ranks and trait bonuses respectively
Background Skills: Lore (Thassilon), Profession (Librarian)
Languages-
Common, Dwarven, Elven, Draconic, Undercommon
Traits-
Monument Scholar: +1 trait bonus to Knowledge (History) checks made in Varisia. This bonus is increased to +2 if the check relates to the city of Magnimar. Also, gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar's magically-imbued monuments.
Arcane Temper: +1 trait bonus to Concentration and Initiative checks.
Tireless Logic: Once per day, when making an Intelligence-based skill check or ability check, you may roll twice and take the better result.
Drawbacks-
Oblivious: -2 on Sense Motive and sight-based Perception checks
Feats-
Scribe Scroll
Improved Initiative
Precise Shot
Spell Focus (Evocation)
Greater Spell Focus (Evocation)
Merciful Spell <Metamagic, +0 SL>
Spell Specialization (Fireball, +2 CL for effects)- Spellcasting:
- Spells Per Day: 4/5/4/3
- Prepared Spells:
- 0th Level:
Detect Magic
Light
Prestidigitation
Ray of Frost
1st Level:
Burning Hands
Burning Hands
Magic Missile
Magic MissileMagic Missile, Merciful
Magic Missile [School Slot]
Magic Missile [School Slot]
2nd Level:
Admonishing Ray
Admonishing RayBurning Arc
Burning Arc, MercifulBurning Arc[School Slot]
Burning Arc [School Slot]
3rd Level:
Fireball
Fireball, Merciful
Haste
Fireball [School Slot]
Fireball [School Slot]
Special:
Wizard's Amulet
- Spells Known:
- 0th Level:
All 0th Level spells barring Enchantment and Necromancy
1st Level:
Burning Hands
Color Spray
Feather Fall
Grease
Mage Armor
Magic Missile
Protection from Evil
2nd Level:
Admonishing Ray
Burning Arc
See Invisibility
Spontaneous Immolation
3rd Level:
Fireball
Fly
Haste
Wind Wall
Class Features-
Arcane Bond [Bonded Item, Amulet]
Arcane School: Evocation
Barred Schools: Abjuration, Conjuration
Favored Class: Wizard [+HP/+HP/+HP/]
Intense Spells (Su): Whenever you cast an Evocation spell, add 1/2 your Wizard level to the damage dealt (minimum +1). This bonus damage applies only once per spell, is not modified by metamagic or similar effects, and is the same type of damage dealt as the spell. At 20th Level, whenever you cast an Evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Versatile Evocation (Su, 3+Int Mod/day): Whenever you cast an Evocation spell that deals Acid, Cold, Electricity or Fire damage, you may change the damage dealt to one of the other four types and changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them. Such effects are subject to GM discretion.
Secrets of Sin, Wrath: When preparing spells, a Sin mage receives two additional spell slots of each level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
Racial Features-
+2 Bonus to Any Ability Score [Intelligence]
Bonus Feat
Skilled
Azlanti Heritage (+2 to all non-Intelligence stats)- Inventory:
- Gear:
- Scholar's Outfit
Wizard's Amulet [Bonded Item]
Quarterstaff
Spell Component Pouch
Liquid Ice (Ray of Frost deals +1 damage)
Acid Flask x4 (Acid Splash deals +1 damage)
Antiplague (x5)
Backpack
Belt Pouch
Ink
Inkpen
Parchment (x17)
Flint and Steel
Torch (x10)
Trail Ration (x25)
Waterskin
Water Purification Sponge (x5)
Iron Pot
Mess Kit
Soap
Bedroll
- Magical Items:
- Slotless: Shard of Pride (see Sihedron Shard)
Neck: Amulet of Natural Armor +2 (not currently equipped)
Ring: Ring of Feather Falling
Gold: 2015 gp, 6 sp, 7 cp
Current Weight: 21 lbs.
Weight Limit, in lbs.: 0-26 / 27-53 / 54-80
- Backstory:
- Cade Bennett is the only child of the travelling merchant Jacen Heodor and goldsmith Lianna Bennett, who hails from the city of Maginmar. A man of insatiable curiosity and boundless ambition, Cade’s formative years were that of constant exploration and questions about his bustling home city. When he was not playing with the fellow children in the Naos district, he was typically found lost in tomes borrowed from the Founder’s Museum, or more rarely found admiring the myriad monuments of Maginmar. When his preliminary schooling was completed, the young scholar quickly put forward his name for a librarian assistant position at the Museum to be closer to the books and knowledge that sank its teeth into the impressionable youth. There, his love of knowledge and urge to learn filled his time between duties; from going on personal research trips and seminars about the mysterious monuments of Maginmar to nose-deep in ancient tomes of magic and tales of legend, Cade’s days were spent following his passion of history and dreaming of greatness, both ancient and imaginary. It was also here where Cade made connections to the Pathfinder Society by helping various adventurers with research, which serves him well in the current day.
After coming into a large and sudden windfall from his estranged father, a now teenage Cade decided to follow his dream to become a user of magic like those in the books he held so dear. Soon after becoming accepted by the Stone of the Seers’ arcanist academy, however, Cade quickly faced adversity from his lacking knowledge of the arcane arts and his unfamiliarity with practical spellcraft. However, this did little to deter the fledgling initiate as he sought out ways to improve his shortcomings through seeking help from professors and fellow students. With their help and tutelage, Cade managed breakthrough after breakthrough until he haggardly completed his remedial courses. With a determination to see his dream through, the young initiate then spent what little time he had between work at the Founder’s Museum and his coursework practicing his spellcraft as not to be further outdone by his peers. Eventually, his hard work paid off as he was recently granted admittance to join an arcane college as a fully-fledged Wizard of the Stone of the Seers, and with pride he has chosen the Evocation college as his area of expertise. Now, following his senior’s advice, Cade seeks experience that cannot be gained from studying weathered monuments or musty tomes. To this end, he has extended his services to the Pathfinder Society in the hopes of finding work dealing with ancient ruins and forgotten mysteries.
Last edited by Sawblader on Tue Feb 25, 2020 12:26 am; edited 25 times in total
Sawblader- Posts : 282
Join date : 2018-08-14
Age : 32
Re: Shattered Star Sheets Thread
- Ali the Scarred:
- CN Gnoll Fighter 6
NB, 21 years old, Black Mane, brown fur, Yellow eyes
Defenses-
HP 55, AC 20, Touch 12, Flat-Footed 18
Fortitude +9, Reflex +5, Will +6
Initiative: +2, Perception: +3
Breastplate+1 +6 AC, +4 max dex, 20% spell fail, 30ft speed
Offenses-
Speed 30 (30 in armor)
Mwk Greatsword +1 (Bone Render) +12 TAB 2d6+7 19-20/x2
Morningstar (The Breaker) +11 TAB 1d8 x2
Stats-
STR: 20 (+5) 22 (+6) when wererat
DEX: 14 (+2)
CON: 14 (+2) 16 (+3) when wererat
INT: 7 (-2)
WIS: 14 (+2)
CHA: 10 (+0)
BAB: +4, CMB: +9, CMD: 21
SKILLS:
Climb* 4 [0]
Craft* 6 [5]
Handle Animal* 1 [0]
Heal 3 [2]
Intimidate* 8 [5] (+2 to negotiating payment for a service done)
Know (Dungeoneering)* -2 [0]
Know (Engineering)* -2 [0]
Perception 3 [2]
Profession (mercenary)* 9 [5]
Survival 2 [1] (+1 while in a city)
* denotes Class Skills, [x, +y] denotes skill ranks and trait bonuses respectively
Background Skills: Profession (Mercenary)
Languages-
Common, Dwarven
Traits-
Mercenary
Nontraditional Native(Survival)
Drawbacks-
Feats-
Power Attack
Weapon Focus (greatsword)
Cleave
Furious Focus
Intimidating Prowess
Flank
Bravery +2
Cornugun Smash
Racial Features-
+2 STR, +2 CON
60ft Darkvison
INVENTORY:
GEAR:
Fighter's Kit
Grooming Kit
50ft rope
Grappling hook
Gold: 45 gp 20 silver 7 cp
- Ali the Scarred Backstory:
- Ali was raised by Dwarves ever since they were a baby. They don't remember their birth family at all. They consider the dwarves that raised them their family, but they still want to meet their people. They were teased a lot as a child for being a gnoll. In their teenage years, they trained relentlessly in the art of combat, which is where they got most of their scars.
Last edited by leonathemoth on Sun Jan 26, 2020 11:56 pm; edited 29 times in total
leonathemoth- Posts : 448
Join date : 2018-08-14
Age : 28
Re: Shattered Star Sheets Thread
- Zoey Clarmont:
- Zoey Clarmont
Female angelkin aasimar cavalier (sister-in-arms) 6
LG medium outsider (native)
Init +4; Perception +10
--------------------
Defense
--------------------
AC 24, touch 10, flatfooted 24
hp 54
Fort +7, Ref +2, Will +3
special +2 against effects that would compel her to attack or betray her allies.
--------------------
Offense
--------------------
Speed 20'
Melee +1 bardiche +11/+6 (1d10+5, 19-20/x2), brace, reach
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 12, Cha 16
Base Atk +6; CMB +10; CMD 20
Feats Improved Initiative, Scarred Legion, Shield Focus, Bodyguard, Shield Brace, Improved Shield Focus
Traits Reactionary, Shield Expert, The Daughter
Drawbacks Scarred
Skills Diplomacy +12, Intimidate +14, Perception +10, Sense Motive +10, (ACP -5)
Background Skills Craft +9, Profession (merchant) +10
Languages Common, Celestial
Other Gear +1 gray maiden plate, +1 heavy steel shield, backpack, bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (25 days), a waterskin, climber's kit, 600.87 gp
Favored Class Bonus: 1/2 level to damage against challenge target. (currently +1.5)
--------------------
Special Abilities
--------------------- Aasimar:
- Skilled: Angelkin Aasimars have a +2 racial bonus on Heal and Knowledge (planes) checks.
Spell-Like Ability: Angelkin Aasimars can use alter self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
- Class:
- Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to
the cavalier’s levelhalf the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to her Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Maiden’s Loyalty (Ex): The loyalty of a sister-in-arms is absolute. At 4th level, a sister-in-arms gains a +2 bonus on Will saves against any effect that would compel her to attack or betray her allies. This bonus increases by 1 for every 4 levels beyond 4th.
This ability replaces expert trainer.
Banner: At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
- Maiden's Order:
- Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. She must protect her allies from harm and defend their honor when called into doubt.
Challenge: Whenever a maiden's order cavalier issues a challenge, her allies receive a +1 circumstance bonus on melee attack rolls against the target of her challenge whenever she is threatening the target, and she receives a +1 dodge bonus to his AC against attacks made by the target of her challenge. These bonuses increases by +1 for every four levels the cavalier possesses.
Skills: A maiden's order cavalier may make Knowledge (nobility) checks untrained. If she has ranks in the skill, she receives a bonus on the check equal to half her level as long as the check involves her sovereign. Whenever she uses Survival to provide food and water for her allies or to protect her allies from harsh weather, the cavalier receives a bonus on the check equal to 1/2 her cavalier level.
Aid Allies: At 2nd level, when a maiden's order cavalier uses the aid another action to assist one of her allies, the ally receives a +3 bonus to their Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Lion's Call: At 2nd level, a maiden's order cavalier gains the ability to rally her allies. As a standard action, she can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to her Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to her cavalier level. If an ally within range is under the effect of a spell or ability that causes them to be frightened or panicked, they can immediately make another saving throw to resist the effect (if allowed).
- Anastasia Vekova (RIP):
- Anastasia Vekova
Female human inquisitor (divine agent) 6
TN medium humanoid (human), effective undead
Init +6; Perception +12 (+15 for traps)
--------------------
Defense
--------------------
AC 19, touch 14, flatfooted 15
hp 50
Fort +7, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30'
Melee +1 scimitar +11 (1d6+5, 18-20/x2)
bite +9 (1d6-1)
Ranged javelin +9 (1d6+1)
Special sneak attack +2d6, +1d6 damage when flanking
--------------------
Spells
--------------------
CL 5th; concentration +7
0 level - bleed, brand, disrupt undead, guidance, read magic, stabilize
1st level (5/day) - alarm, cure light wounds, detect undead, inflict light wounds
2nd level (4/day) - inflict moderate wounds, invisibility, lesser restoration, silence
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 20
Feats Weapon Finesse, Dervish Dance, Weapon Focus (scimitar), Precise Strike, Outflank
Traits criminal, Alabaster outcast
Skills Acrobatics +13, Diplomacy +12, Disable Device +17, Intimidate +14, Knowledge (dungeoneering, local, religion) +6 (+8 to identify), Perception +12, Sense Motive +11, Stealth +13, Survival +8
Background Skills Knowledge (nobility) +10, Sleight of Hand +10
Languages Common, Varisian
Other Gear noble's outfit, +1 mithral chain shirt, scroll of alarm (cl 3) x1, scroll of see invisibility, javelins (5), backpack, a bedroll, a belt pouch, a cheap holy text, rope, signet ring, torches (10), trail rations (35 days), water purification sponge, a waterskin, thieves tools, and a silver holy symbol, 737.87 gp
--------------------
Special Abilities
--------------------- Inquisitor (Divine Agent):
- Sneak Attack (Ex): At 1st level, the divine agent deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the divine agent flanks their target. This additional damage is 1d6 at 1st level, and increases by 1d6 every 4 levels thereafter.
This replaces judgment.
Trapfinding (Ex): A divine agent adds 1/2 their level to Perception skill checks made to locate traps and to Disable Device skill checks. A divine agent can use Disable Device to disarm magic traps.
This replaces stern gaze.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
- Vampiric Corruption:
- Progression
Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 15 + your manifestation level) each day until you have. If you fail, the next time you rest, your corruption takes over and you unconsciously hunt and feed, drinking a sentient creature dry. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days, and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption doesn’t progress.
However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week.
Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Corruption Stage 3: The third time this occurs, you become an NPC vampire under the GM’s control.
Removing the Corruption
Ending the corruption requires eliminating the source, such as by slaying your progenitor vampire or ending your curse.
- Corruption Effects:
- Manifestation 1
GiftsUnlife: As a standard action a number of times per day equal to 1/2 your manifestation level, you can grant yourself fast healing 1 for 1 minute.Gift unlocked at Manifestation 3.
Allure: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks.
Fangs You can, as a swift action, grow fangs that grant you a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage if your size is Medium (1d4 if Small). You can dismiss the fangs as a move action. You can drain blood with your bite from a helpless creature as a standard action, or a pinned creature as a free action once per round immediately after succeeding at a combat maneuver check to pin the creature or maintain your pin. Each time you drain blood, you deal 1 point of Constitution damage. This counts toward the feeding you must do to avoid your corruption progressing; you needn’t entirely drain and kill the creature. Draining blood changes your alignment only if you feed on an unwilling innocent.
Greater Unlife: When you use the ability of the unlife manifestation, you gain fast healing 3 instead of fast healing 1. While the fast healing lasts, you are immune to nonlethal damage, ability damage, and ability drain, although you retain any you already had.
Stains
Whenever you’re in direct sunlight, you’re staggered. Nothing can remove or prevent this condition, but it ends once you’re out of direct sunlight.
You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Perception DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round.
To avoid a saving throw against your corruption progressing, you must drink the requisite amount of blood each day instead of each week.
Last edited by Ferret on Sat Aug 01, 2020 10:16 pm; edited 49 times in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Shattered Star Sheets Thread
- Asami and Eiko Aita:
- Asami:
- CG Human Spiritualist 5
Background Profession: Farmer
Size: Medium, Gender: Female, Age: 28, Height: 5'2", Weight: 133 lbs
Red Eyes, Long Black Hair
Init: +2, Perception: +8 (+11 when harboring Eiko in her consciousness)
Defenses
HP 39, AC: 17 (19 within reach of Ectoplasmic-manifested Eiko), Touch: 12, Flat Footed: 15 (17 witin reach of Ectoplasmic-manifested Eiko)
- Ectoplasmic Bonded Manifestation: AC 20, Touch 12 (16 vs Incorporeal), Flat Footed 18
Fort: +7, Ref: +5, Will: +9
- +2 within reach of Ectoplasmic-manifested Eiko
- +2 against Mind-Affecting within 30 feet of Incorporeal-manifested Eiko
- +4 against Mind-Affecting while harboring Eiko in my consciousness
- +1 against Language-Dependent effects or Sonic-tagged effects.
Armor: +1 Mithral Shirt
Incorporeal Bonded Manifestation: Concealment against Ranged attacks.
Offenses
Speed 30
Masterwork Scythe +8: 2d4+4 P/S [x4] Trip
Stats
STR: 17 (+3)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (0)
WIS: 16 (+3)
CHA: 8 (-1)
BAB: 4, CMB: +7 (+9 for Trip), CMD: 19 (21 against Trip)
Racial Abilities
Skilled: Gain +1 Skill Rank per level
Bonus Feat: Gain a bonus feat of my choice at level 1. Must meet prerequisites as normal.
Class Abilities
Phantom: Gain a Phantom companion (Eiko). Manifesting my Phantom in Ectoplasmic or Incorporeal form is a ritual that takes 1 minute to perform. When Manifested in this way my Phantom is treated as a creature summoned from the Ethereal Plane, except she is not returned to the Ethereal Plane until her hit points reach negative con. A Manifested Phantom can be swapped between Ectoplasmic and Incorporeal Form as a Full-Round Action that provokes attacks of opportunity. Eiko cannot Manifest in the presence of an Eidolon or Shadow summoned by me, and if such a creature is summoned while she's Manifested she immediately retreats to my consciousness, unable to Manifest again until the creature is dismissed.
When Eiko Manifests her hit points are unchanged from teh last time she Manifested, unless she was slain and returned to the Ethereal Plane; in this case she Manifests with half her maximum number of hit points. Phantoms similarly do not heal naturally, and can only be healed via magic or being tended to with the Heal skill while Manifested in Ectoplasmic form. When Manifested Eiko remains Manifested until she is either returned to my consciousness (a Standard Action) or banished to the Ethereal Plane. If she is banished to the Ethereal Plane she can't return to my consciousness or Manifest again for 24 hours.
While fully Manifested Eiko can't be returned to the Ethereal Plane by means of Dispel Magic, but spells such as Dismissal and Banishment work normally. She immediately returns to my consciousness whenever I am unconscious or asleep. If I die she is returned to the Ethereal Plane, and in the case of my resurrection can't return to my consciousness for 24 hours after the resurrection. Eiko cannot be banished or dismissed while in my consciousness, as she is protected by the power of my psyche.
While Manifested Eiko can use magic items (though not wield weapons or wear armor). Any items she wears, carries, or holds are dropped when she returns to my consciousness and must be retrieved and re-equipped when she fully manifests in the future.
Etheric Tether: Eiko can be Manifested in either Ectoplasmic or Incorporeal Form. When she takes enough damage to be banished to the Ethereal Plane I can sacrifice my own HP to reduce that damage on a 1:1 basis, potentially preventing her banishment. The bond between Phantom and Spiritualist extends to 50 feet without concentration, though an Ectoplasmic-Manifested Phantom can extend this. Between 51 and 100 feet the link can be maintained with focus, a Full-Round Action that provokes Attacks of Opportunity and can be disrupted as a spell. If I fail to maintain this concentration, Eiko moves beyond the maximum range of the Tether, or she is without Line of Effect to me for more than 1 round per Spiritualist Level Eiko returns to the Ethereal Plane and cannot return to my consciousness for 24 hours.
Shared Consciousness: While Eiko resides within my consciousness rather than being Manifested, she grants me Skill Focus in two skills determined by her Emotional Focus (Perception and Acrobatics) and a +4 bonus to saves against Mind-Affecting effects. In addition, once per day while thus harbored, when I fail a save against a Mind-Affecting effect I can shunt the effect onto Eiko. When this happens I am not affected by the triggering effect, but lose the benefits of this feature and cannot Manifest Eiko for the duration of the effect. Spells such as Break Enchantment and Dispel Magic can still be cast on me to end a Mind-Affecting effect shunted away in this way as though it were still affecting me.
Bonded Senses (5 rounds per day): As a Standard Action I can share Eiko's senses, allowing me to see, hear, feel, smell, and taste what she does as long as we are on the same Plane. Ending this effect is a free action, but even if it is started immediately ended that round still counts against my daily limit.
Bonded Manifestation (8 rounds per day): As a Swift Action while I harbor Eiko in my mind, I can partially manifest aspects of her mind and substance within my own body. The effect this does depends on whether she partially manifests in an Ectoplasmic or Incorporeal form:
- Ectoplasmic: I gain an Ectoplasmic shield that protects me without limiting my range of motion. This Manifestation gives me a +4 Shield Bonus to AC that applies even against Incorporeal touch attacks.
- Incorporeal: I become shrouded in a haze of insubstantial mist, granting me Concealment against ranged attacks.
Spiritual Interference: When I am within reach of Ectoplasmic-manifested Eiko I gain a +2 Shield Bonus to AC and a +2 Circumstance Bonus to Saves, provided Eiko is not Grappled, Helpless, or Unconscious. When I'm within 30 feet of Incorporeal-manifested Eiko I gain a +2 Circumstance Bonus to Saves against Mind-Affecting effects.
Detect Undead: My connection to the Ethereal Plane is so strong that I can use Detect Undead At-Will as a Spell-Like Ability with a CL equal to my Spiritualist level.
Phantom Recall (1/day): As a Swift or Immediate Action I can call Eiko to my side (or return her to my consciousness). This functions as the Dimension Door spell cast with a caster level equal to my Spiritualist level. When I summon her to my side she appears in a square adjacent to me (or as close as possible if the squares adjacent to me are occupied.- Spellcasting:
- Caster Level: 6
Concentration Modifier: +11 (+15 to Cast Defensively or when Grappled)
Close: 4; Medium: 160; Long: 640- Knacks (Level 0 Spells):
- DC 13, At-Will
Detect Magic
Light
Mage Hand
Telekinetic Projectile
Stabilize
Message
- Level 1 Spells:
- DC 14, 5/day
Color Spray (Emotional Conduit)
Cure Light Wounds
Cause Fear
Inflict Light Wounds
Obscuring Mist
- Level 2 Spells:
- DC 15, 4/day
Hideous Laughter (Emotional Conduit)
Cure Moderate Wounds
Inflict Moderate Wounds
Ghoul Touch
Stricken Heart
Feats
[Human] Emotional Conduit: I gain access to a list of spells based on Eiko's Emotional Focus. These spells are added to my Spell List and Spells Known, and don't count against my spells known by level.
- 1st: Color Spray; 2nd: Hideous Laughter; 3rd: Major Image; 4th: Hallucinatory Terrain; 5th: Baleful Polymorph; 6th: Mislead
Combat Casting: Gain a +4 bonus to Concentration checks when Grappled or Casting Defensively.
Dirty Fighting: When performing Combat Maneuvers while Flanking I can forego my Flanking bonus to instead perform the Maneuvers without provoking Attacks of Opportunity. If a feat or feature would already make it so I don't provoke Attacks of Opportunity on that maneuver I instead get a +4 Flanking Bonus on the maneuver check. This feat also counts as numerous prerequisites for the Improved Combat Maneuver feats and any feats in their chains.
Improved Trip: I don't provoke Attacks of Opportunity on Trip Maneuvers. In addition I gain a +2 bonus to checks to perform Trip Maneuvers and gain a +2 bonus to CMD against Trip attacks made against me.
Traits
Exchange Agent: I was sent to Varisia from my homeland's Pathfinder Society to learn about the frontier first-hand. I gain a bonus language from my homeland of Goka(Minkaian). In addition I gain a +1 Trait Bonus to Survival and it becomes a class skill.
Focused Mind: I gain a +2 Trait Bonus to Concentration Checks.
Helpless Drawback: The first time per combat an ally is rendered unconscious or killed by an attack I am Dazed until the end of my next turn.
Free Spirit: I gain a +1 Trait Bonus to saves against Language-Dependent effects and effects with the Sonic descriptor. In addition the DC to Intimidate me increases by 2.- Skills:
- ACP: 0
Heal (5) +12
Knowledge (Religion) (5) +9
Perception (5) +9
Spellcraft (5) +9
Survival (5) +12
Knowledge (Geography) (BG) +9
Profession (Farmer) (BG) +12
Languages
Common, Tien, Minkaian
Gear- Worn:
- Mithral Shirt, Traveler's Outfit, Masterwork Backpack, Belt Pouch
- Adventuring Gear:
- Bedroll, Soap, Mess Kit, Healer's Kit (10/10 Uses), Waterskin, Trail Rations x10, 1-Person Tent, Iron Pot, 50 feet of Silk Rope, Flint-and-Steel, 5 Antiplague, Fishing Tackle
- Magic Gear:
- Tengu Drinking Jug
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck:
Shoulders: Cloak of Resistance +1
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
391 Gold, 1 Silver, 9 Copper
- Eiko:
- Female Child Phantom (Whimsy Focus) 4
Small Outsider (Phantom)
Init +3 (Companion); Senses Darkvision 60; Perception +8
--------------------
Defense
--------------------
AC - Ectoplasmic 18, touch 15, flatfooted 14
AC - Incorporeal 18, touch 15, flatfooted 18
HP 41
Fort +2, Ref +7, Will +4
Devotion +4 Morale Bonus to Will Saves against Enchantment spells and effects
--------------------
Offense
--------------------
Speed 30
Melee
2x Slam +9 (1d6+1 Bludgeoning (x2)) (Primary Natural Attack)
Space 5 feet; Reach 5 feet
--------------------
Statistics
--------------------
Str 13
Dex 16
Con 13
Int 7
Wis 10
Cha 15
Base Atk +5; CMB +5 (+7 on Dirty Tricks); CMD 18 (20 against Dirty Tricks)
Feats
Improved Dirty Trick: Don't provoke AoOs when attempting Dirty Tricks. Gain a +2 bonus on checks to perform Dirty Tricks and to CMD against Dirty Tricks.
Weapon Finesse: Use Dex instead of Str for attacks with Natural Weapon, Light Weapons, and certain other weapons.
Amateur Swashbuckler: (Max 2 Panache) Gain a Panache pool and a level 1 Swashbuckler Deed besides Opportune Parry/Riposte (Dodging Panache). Each day gain 1 Panache, and gain Panache through the day as a Swashbuckler.
Dirty Fighting: When Flanking can forego Flanking Bonus to instead not provoke an AoO on Combat Maneuvers. If I already don't provoke AoOs for a Combat Maneuver I instead increase the Flanking Bonus for that Maneuver to +4.
Skills
ACP 0
Acrobatics: +11
Perception: +8
Sleight of Hand: +11
Stealth: +15
Languages
Common, Tien, Minkaian
--------------------
Special Abilities
--------------------- Abilities:
- Colorful Burst: (Will Negates, DC 14) Once per day can produce an explosion of bright colors in a 15-foot cone. This functinos as the Color Spray spell, except that creatures with future Hit Dice than Phantom are treated as if they had 2 or fewer Hit Dice, creatures with the same number of Hit Dice are treated as if they had 3 or 4 Hit Dice, and creatures with more Hit Dice are treated as if they had 5 or more Hit Dice.
Share Spells: Spiritualist can cast Personal spells on their Phantom as a Touch spell, and can cast Spiritualist spells on their Phantom even if the spell doesn't normally work on Outsiders. This only works for Spells, and not for effects that function as spells.
Deliver Touch Spells: As long as Spiritualist and Phantom are within 30 feet of each other the Phantom can deliver the Spiritualist's Touch spells. To do this the Spiritualist casts the spell and the Phantom delivers it as an Immediate Action. If the spell allows multiple targets the Phantom can touch up to 6 with 1 Immediate Action, provided all are within Reach at the time. The Phantom cannot Hold the Charge, and if delivery fails the spell is wasted. Spells that require a Touch Attack use the Phantom's attack bonus. Phantom must be fully Manifested in Ectoplasmic or Incorporeal form to use this ability.
Dodging Panache: When an opponent attempts a melee attack against you, you can spend 1 Panache to move 5 feet and add your Charisma modifier as a Dodge Bonus to your AC against that attack. This movement does not negate the triggering attack, which resolves as if you had not moved from your original position. This movement is not a 5-foot step and thus provokes Attacks of Opportunity from any enemy who threatens you except the one making the triggering attack.
Magic Attacks: When fully Manifested in Ectoplasmic form the Phantom's Slam attacks count as Magic for the purposes of overcoming DR.
Last edited by Shinigami02 on Sun Mar 29, 2020 12:23 pm; edited 19 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Shattered Star Sheets Thread
- Meliora Sumner:
NG Human Arrowsong Minstrel Bard 6
Size: M, Gender: F, Age: 21, 5'2", 110 lbs
FCBs: +6 spells known
Init +4, Perception -1
Defenses
HP 39, AC: 19, Touch: 14, Flat Footed: 14
Fort: +4, Ref: +10, Will: +5
Offenses
Speed 30 ft
---Melee---
Dagger: +4, 1d4 (19-20)x2 Piercing, Slashing
---Ranged---
+1 Adaptive Composite Longbow: +10, 1d8+1 x3 Piercing- Modifiers:
- Point Blank: +1 attack and damage if enemy is within 30 feet
Rapid Shot: -2 to attack, make 2 attacks.
Arcane Strike: +2 damage
Blunt Arrows: Bludgeoning damage. Can take -4 penalty to deal nonlethal damage.
Stats
STR: 10 (+0)
DEX: 19 (+4)
CON: 12 (+1)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 18 (+4)
BAB: +4, CMB: +4, CMD: 18
Racial Abilities
Bonus Feat
Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill.
Class Abilities- Weapon and Armor Proficiency:
- An Arrowsong Minstrel is proficient with all simple weapons, plus the sap, shortsword, shortbow, and longbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
- Arcane Archery:
- An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her.
At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.- Spells Selected:
- 1: Gravity Bow, Magic Weapon, Snowball
2: Scorching Ray
- Bardic Performance:
- 20/20 - 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.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
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.- 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.
- Inspire Courage:
- (Su): 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.
- Masterpieces:
- 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.
- Precise Minstrel:
- (Ex): At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.
- Arrowsong Strike:
- (Su): At 6th level, an Arrowsong minstrel can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.
- Spells:
- Diminished Spellcasting:
- An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.
DCs: 14 + spell level
--- Level 0 --- (At will)
Detect Magic
Ghost Sound
Mage Hand
Mending
Message
Prestidigitation
Summon Instrument
Dancing Lights
Spark
--- Level 1 --- (5/5)
Gravity Bow
Magic Weapon
Cure Light Wounds
Snowball
Saving Finale
Silent Image
--- Level 2 --- (4/4)
Scorching Ray
Glitterdust
Heroism
--- ---
Feats
Racial: Point Blank Shot
1: Rapid Shot
Class: Precise Shot
3: Weapon Focus
5: Arcane Strike
Traits
Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Savant: Choose a performance type (Strings). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Skills (30+10 background)
Acrobatics (6, C) +12
Perception (6, C) +8
Craft - Bows (5, C) +8
Sense Motive (6, C)+8
Knowledge - Local (6, C) +9
Linguistics (1, C) +4
Use Magic Device (6, C) +13
Perform - Strings (6, C) +16 (+18 with masterwork violin) (Versatile: Bluff, Diplomacy)
Perform - Sing (6, C) +14
Languages: Common, Elven
Gear: Dagger, Masterwork Longbow, +1 Adaptive Composite Longbow, +1 Mithral Chain Shirt, Masterwork violin, explorer's outfit, backpack, bedroll, belt pouch, cloak of resistance +1, headband of charisma +2, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, 150ft silk rope, soap, trail rations (35 days), 10 sponges, waterskin, traveler's any tool.- Arrows:
- 50 durable arrows
20 durable cold iron arrows
20 durable blunt silver arrows
4 durable adamantine arrows
2 durable barbed arrows
2 durable whistling arrows
2 dye arrows
1 trip arrow
20 arrows
5 +1 reptilian humanoid bane arrows
Drekkle- Admin
- Posts : 1157
Join date : 2018-08-16
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