Playtest Repository
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Re: Playtest Repository
- Hespera Mamheman - Primary:
- NG Female Elf Monk 1
Age: 40 Years, Sandy-Blonde Hair, Golden Eyes
Hero Points: 1/3, Resonance: 1/day, Perception +3 (Trained)
Defensive Stats
AC: 14, TAC: 14
Armor: Unarmored
HP: 16
Fort: +2, Ref: +4, Will: +4
Offensive Stats
Speed: 35
Strikes
Unarmed Strike +5 (1d6+4 B; 1 Hand, Agile, Finesse, Nonlethal, Unarmed)
Dragon Tail Strike +5 (1d10+4 B; 1 Hand, Backswing, Nonlethal, Unarmed)
Sling +1 (1d6+2 B; 1+ Hand, Reload 1, Propulsive) 50 Feet
Statistics
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 10 (0)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (0)
Elf - Dex/Int/Str/-Con; Background Str/Wis; Key Str; Boosts Str/Dex/Con/Wis- Class Features:
- {A} Flurry of Blows - Monk 1
Frequency: Once Per Round
Description: Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.
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Graceful Expertise Monk 1
Description: Your unarmored defense proficiency rank is expert.
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Powerful Fist Monk 1
Description: When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.
---
- Feats:
- Ancestry:
- Nimble Feat 1
Elf
Description: Your reflexes and lithe muscles are tightly honed. Your Speed increases by 5 feet. Additionally, when you use the Stride action, you can ignore difficult terrain in one square during that move.
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- Class:
- Dragon Stance Feat 1
Monk, Open, Stance
Requirements: You are Unarmored
Description: You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks. These deal 1d10 bludgeoning damage; are in the brawling group; and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you gain a +1 conditional bonus to saving throws against paralysis and sleep, and you can ignore difficult terrain while Striding.
---
- Skill:
- Dubious Knowledge
General, Skill
Prerequisites: Trained in a skill with the Recall Knowledge action
Description: You’re a treasure trove of information, but not all of it is from reputable sources. When you fail a Recall Knowledge check using any skill that has that action, you learn one bit of true knowledge and one bit of erroneous knowledge, but you don’t have any way to differentiate which is which.
---
- General:
- None Yet
- Skills:
- Armor Check Penalty: X
Trained
Acrobatics +3
Athletics +5
Occultism +2
Religion +3
Lore (Dominion of the Black) +2
Expert
None
Master
None
Legendary
None
Languages: Common, Elven- Gear:
- 20 Sling Bullets, Nomad Outfit (Ordinary Clothing), Backpack, Bedroll, Flint and Steel, Hooded Lantern, 5 Pints of Oil, 50 feet of Silk Rope, 5 days' Rations, Waterskin, Writing Set, Lesser Healing Potion
Money
Platinum: 0; Gold: 0; Silver: 17; Copper: 12- Background:
- Mind Quake Survivor
Description: As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Stats: Con or Wis
Skill Feat: Dubious Knowledge
Lore: Dominion of the Black
- Alkytawpo and Neyu:
- Alkytawpo:
- Also answers to Alk, Alky, or Tawp
TN Male Gnome Druid of the Storm 4
Age: 23, Minty-Green hair, Deep Purple eyes, Icy-Blue skin
Hero Points: 1/3, Resonance: 6/day, Perception +8 (Trained), Low-Light Vision
Casual Follower of Gozreh
Defensive Stats
AC: 19, TAC: 16
Armor: Expert Hide Armor
HP: 48
Fort: +7, Ref: +6, Will: +9
Offensive Stats
Speed: 20
Strikes
Staff of Healing (Expert Staff) +4 (1d4-1; 1 Hand, Two Hand d8)
Ranged Touch +6
Statistics
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 18 (+4)
Charisma: 14 (+2)
Ancestry Con/Wis/Cha/-Str; Background Dex/Wis; Key Wis; Boost Dex/Con/Wis/Cha- Class Features:
- Anathema Druid 1
Description: If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.- Anathema Tenants:
- - Using metal armor or shields.
- Despoiling natural places.
- Teaching the Druidic language to nondruids.
- Creating unnatural weather patterns that could be damaging to the local environment (such as by using a 9th-level control weather ritual).
Druidic Language Druid 1
Description: You know Druidic, a secret language known only to druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. If you use sign languages instead of spoken languages, you know the sign language version of Druidic.
---
Order of the Storm Druid 1
Description: You carry nature’s fury within you, channeling it to terrifying effect and riding the winds and storms. You are trained in Acrobatics, and it becomes a signature skill for you. You also gain the Storm Born druid feat. Finally, as your order power, you can cast tempest surge at a cost of 1 Spell Point.
---
Primal Spellcasting (Prepared) Druid 1
Description: You have the power to cast primal spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells on page 195). Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free.
---
Wild Empathy Druid 1
You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.
---
- Feats:
- Ancestry:
- First World Magic Ancestry Feat 1
Gnome
Description: Choose one cantrip from the primal spell list. You can cast this spell as an innate primal spell at will. The cantrip is heightened to a spell level equal to half your level rounded up.
---
Animal Speaker Ancestry Feat 1 - Ancestral Paragon
Gnome
Description: You recognize the chittering of ground creatures as a language of its own. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.
---
- Class:
- Storm Born Druid Feat 1 - Order of the Storm
Druid, Storm Order
Description: You are at home out in the elements, reveling in the power of nature unleashed. Reduce any circumstance penalties to your ranged attacks or Perception checks caused by weather or weather effects (such as wind) by 1.
Special: If you are a druid of the storm order, you do not take circumstance penalties to ranged attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
---
Animal Companion Druid Feat 1
Druid, Animal Order
Description: You gain the service of a young animal companion. This companion travels with you on your adventures, and it obeys any simple commands you give it to the best of its abilities.
---
Full-Grown Companion Druid Feat 4
Druid, Animal Order
Prerequisites: Animal Companion
Description: Your animal companion grows up, becoming a full-grown animal companion, which grants it additional capabilities.
---
- Skill:
- Forager Skill Feat 1 - Scout Background
General, Skill
Prerequisites: Trained in Survival
Description: While Surviving in the Wilderness during downtime, you can always find enough food and water to provide yourself a subsistence living (provided you aren’t in an area that’s completely lacking in appropriate resources). If you are trained but not better, finding food and water for another or providing a comfortable living still requires you to attempt Survival checks and hope for a critical success; on any other successful result, you still find only enough for your own subsistence.
- If you’re an expert, even without rolling you can always find enough food and water for your own comfortable living or subsistence living for yourself and one other creature that eats roughly as much as a human, and on a critical success you find enough for a second additional creature.
- If you’re a master, you can always find enough for comfortable living for yourself and one other or subsistence living for yourself and two others without rolling, and you can provide for twice as many others on a critical success.
- If you’re legendary, you can always find enough for comfortable living for yourself and four others or subsistence living for yourself and eight others without rolling, but a critical success provides no additional benefit.
- Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetite each count as multiple creatures. The GM determines how much a particular non-human creature needs to eat.
---
Group Impression Skill Feat 1
General, Skill
Prerequisites: Trained in Diplomacy
Description: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
---
Survey Wildlife Skill Feat 1
General, Skill
Prerequisites: Trained in Survival
Description: You can spend 10 minutes assessing the area around you to find out what animals are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM.
- Success: You identify one or two types of animals that live in the environment, and you find tracks you can follow if you want to seek one out. If you have the master proficiency rank in Survival, you can also identify one type of more intelligent and dangerous beast in the environment.
- Critical Success You identify three or four types of animals that live in the environment, and you find tracks you can follow if you want to seek one out. If you have the master proficiency rank in Survival, you can also identify one type of more intelligent and dangerous beast in the environment.
---
- General:
- Ancestral Paragon General Feat 1
General
Description: Whether instinctively, through study, or through a mystic sense, you feel a deeper connection to your ancestry than most of those who share that ancestry. You gain a level 1 ancestry feat.
---
- Primal Spellcasting:
- Spell Points: 4/Day
Spell Roll: +8; Spell DC: 18- Other Sources:
- Ray of Frost Primal Cantrip - Ancestral
Attack, Cantrip, Cold, Evocation
Casting: {A} Somatic, {A} Verbal
Range: 60 feet; Targets: One Creature
Description: Make a ranged touch attack against the target. If you hit, you deal 1d8 cold damage. Double the damage on a critical hit. Heightening this spell increases its damage.
Heightened: 3rd: The cold damage increases to 1d8 + your spellcasting ability modifier.
- 5th: The cold damage increases to 2d8 + your spellcasting ability modifier.
- 7th: The cold damage increases to 3d8 + your spellcasting ability modifier.
- 9th: The cold damage increases to 4d8 + your spellcasting ability modifier.
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Stabilize Cantrip - Staff of Healing
Cantrip, Healing, Necromancy, Positive
Casting: {A} Somatic, {A} Verbal
Range: 30 feet; Targets: One Dying Creature
Description: The soft glow of positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
---
Heal Spell 1 - Staff of Healing
Healing, Necromancy, Positive
Casting: {A} to {3A} Somatic+
Range: Touch, 30 Feet, or 30 Foot Aura; Targets: One Willing Creature or One Undead Creature
Description: You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
- {A} Somatic: The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
- {2A} Somatic, Verbal: The spell has a range of 30 feet and doesn’t require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
- {3A} Somatic, Verbal, Material: You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Heightened: +1: The amount of healing or damage increases by 1d8, or by 2d8 if you’re using the 1- or 2-action version to heal the living. (Casts from a Staff cannot be Heightened.)
---
- Powers:
- Tempest Surge Power 1
Air, Electricity, Evocation
Casting: {A} Somatic, {A} Verbal
Range: 30 Feet; Targets: One Creature
Description: You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d10 electricity damage to the target, depending on their Reflex saving throw.
- Critical Success: No Damage
- Success: Half Damage
- Failure: Full Damage and the target is Sluggish 1 for 1 Round
- Critical Failure: Double Damage and the target is Sluggish 2 for 1 Round
Heightened: +1: The damage increases by 1d10.
---
- Spell Slots:
- Cantrips: 4
Level 1: 3
Level 2: 3
- Skills:
- Armor Check Penalty: -2
Trained
Acrobatics+6+4
Diplomacy +6
Medicine +8
Nature +8
Lore (Scouting) +4
Expert
Survival +9
Master
-None-
Legendary
-None-
Languages: Common, Gnomish, Sylvan, Druidic- Gear:
- Expert Hide Armor, Minor Staff of Healing (Invested, Magical, Necromancy, Staff; Max Charges 3; Adds a +1 Item Bonus to the Hit Points healed by a Heal spell cast with Slots, Charges, or Channel Energy; Stabilize (Cantrip), Heal (1st)), Holly and Mistle Bundle (Primal Focus), Clothing, Backpack, Wooden Religious Symbol of Gozreh, Healer's Tools, Waterskin, 2x Lesser Healing Potions (2d8+4 HP)
Money
Platinum: 0; Gold: 0; Silver: 83; Copper: 5- Background:
- Scout
Description: You called the wilderness home as you hunted game, found trails, and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you were serving as a scout for soldiers and found you liked battle.
Stats: Dex or Wis
Skill Feat: Forager
Lore: Scouting Lore
- Neyu the Panther:
- TN Medium Female Panther (Cat Companion) 4
Perception +8 (Expert); Scent
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Defense
--------------------
AC 18, TAC 17
HP 32
Fort +6, Ref +8, Will +8
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Offense
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Speed 30 (Base 35)
Strikes
- Jaws (Finesse) +7 (2d6+3 Piercing)
- Claw (Agile, Finesse) +7 (2d4+3 Slashing)
Gains 1d6 Precision damage against Flat-Footed enemies
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Statistics
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Str +3, Dex +3, Con +1, Int -4, Wis +3, Cha -1
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Skills
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ACP: 0
Trained
- Acrobatics +7
- Athletics +7
- Stealth +7
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Gear
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Encumbered: 8; Maximum Capacity: 13
- Expert Light Barding (AC +1; TAC +0; ACP 0; Bulk 1)
Carried: 6x Rations (For Emergencies)
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Features
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Work Together - Your cat throws your enemies off-balance when you create an opening. Until your next turn, all your weapon Strikes against a creature your cat threatens make the target flat-footed until the end of your next turn as an enhancement (flat-footed for 2 rounds on a critical success).
- Prepared Spells:
- Cantrips: Detect Magic, Electric Arc, Light, Tanglefoot
1st: Burning Hands, Charm, Grease
2nd: Burning Hands, Heal, Web
Last edited by Shinigami02 on Sun Sep 16, 2018 6:02 pm; edited 5 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
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