War for the Crown Sheets
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Drekkle
Ferret
Nobody7713
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War for the Crown Sheets
Legacy of Fire players, when your sheets are ready for War for the Crown, they go here! The plan is to start Sunday, February 3rd, or as soon as all the sheets are in.
Nobody7713- Posts : 2269
Join date : 2018-08-17
Corey Crawford
- Corey Crawford:
- Corey Crawford
Male human fighter (weapon master) 4/paladin (chosen one) 2
LG medium humanoid (human)
Init +3; Perception +11
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Defense
--------------------
AC 19, touch 14, flatfooted 15
hp 57
Fort +10, Ref +5, Will +6
Special +1 to saves on effects targeting wielded glaives. +2 vs. spells that forcibly move. +2 AC against smite target.
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Offense
--------------------
Speed 30'
Melee +1 merciful glaive +14 (1d10+1d6+9 nonlethal, x3)
Power Attack -2/+6
Smite: +2/+2
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 8, Wis 14, Cha 15
Base Atk +6; CMB +11 (+14 with glaive); CMD 26 (27 vs. sunder and disarm against glaives, 28 vs. bull rush, drag and reposition)
Feats Combat Reflexes, Power Attack, Weapon Focus (glaive), Bladed Brush, Dirty Fighting, Advanced Weapon Training, Boon Companion
Traits Athletic Champion, Amiable Blunder
Skills Acrobatics +9, Climb +10, Diplomacy +14, Knowledge (engineering) +6 (4), Perception +11, Ride +6 (2), Sense Motive +10
Background Skills Profession (farmer) +10, Handle Animal +10
Languages Common
Other Gear +1 chain shirt, courtier's outfit, jewelry (50 gp), potion of fly 2 gp, (-300 gp debt)
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Special Abilities
--------------------- Fighter:
- Weapon Training (glaive) +1
Advanced Weapon Training (Versatile Training): Gain skill ranks in Diplomacy and Sense Motive equal to BAB, and they become class skills.
- Paladin:
- Aura of Good: The power of a paladin's aura of good is equal to his paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strengthof its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Emissary: At 1st level, a chosen one gains an emissary familiar, treating his paladin level as his wizard level for the purpose of this ability.
Smite Evil: As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds his Cha bonus (if any) to his attack rolls and adds his paladin level to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
- Kalbio:
- HP: 26
Bite +7 (1d4+1)
CMB +6, CMD 17 (15 vs. trip)
AC 13, touch 12, flat-footed 12
Fort +7, Ref +3, Will +3
Str 12, Dex 13, Con 12, Int 8, Wis 11, Cha 5
Acrobatics +9, Climb +9, Diplomacy +2, Handle Animal +2, Knowledge (engineering) +3, Knowledge (religion) +3, Perception +8, Profession (farmhand) +1, Profession (farmer) +4, Ride +3, Sense Motive +8
Divine Guidance: Kalbio can cast guidance at will.
Share Will: Whenever Kalbio or Corey fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and they can't use this ability again for 24 hours. On a failure, both Kalbio and Corey suffer the effects of the failed saving throw, even if one of them wouldn't ordinarily be a valid target.
Bit of Luck: Once per day, Kalbio can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, they may roll twice and take the more favorable result.
- Persona:
- Charm: 1
Genius: 0
Heroism: 2
Sacrifice: 0
Sagacity: 1
Subterfuge: 0
Agents: 8
Last edited by Ferret on Wed Jan 13, 2021 7:01 pm; edited 49 times in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: War for the Crown Sheets
- Sarina Karthis:
Neutral Evil Human Tattooed Sorcerer 5 Enchanting Courtesan 2
Size: M, Gender: F, Age: 22, 5'10" 135 lbs
Tattoos: Scorpion tattoo (Familiar), left shoulder. Enchantment rune (Mage's tattoo), left shoulder. Identify Spell tattoo. Invisibility Spell tattoo, faint golden filigree tattoos around her eyes (Subtle Mask).
Sarina has long, straight hair, jet black in color, which she wears long, and in the latest and most fashionable styles, most often intricately braided. Like most Taldanes, she has fair skin, and the piercing, commanding green eyes of a Karthis, though her right eye is a brilliant shade of blue due to the Subtle Mask.
FCBs: +5 spell known, +2 HP
Init: +9, Perception: +1
Defenses
HP 50, AC: 15, Touch: 14, Flat Footed: 11
Fort: +7, Ref: +8, Will: +8
Offenses
Speed 30ft
Stats
STR: 8 (-1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 23 (+6)
BAB: +3, CMB: +1, CMD: 15
Racial Abilities
Bonus Feat
Skilled
Class Abilities
Mage's Tattoo: Daze - 3/3
Arcane Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Familiar Tattoo- Covert Spells:
- (Su): An enchanting courtesan can cast divination and enchantment spells covertly. Upon doing so, the enchanting courtesan must attempt a Bluff check, as well as a Sleight of Hand check if the spell has somatic, material, or focus components. Observers do not notice that a spell has been cast unless they succeed at both a Sense Motive check opposing the courtesan’s Bluff check and a Perception check opposing the courtesan’s Sleight of Hand check (if any). If the enchanting courtesan has another ability that allows spells to be hidden in a similar fashion, she gains a +2 bonus on these checks. Casting the spell does not provoke attacks of opportunity from foes unaware of the spellcasting.
- Enchanting Touch:
- (Su): An enchanting courtesan can deliver a divination or enchantment spell with a touch, usually a kiss or erotic gesture, to a target that is willing to be touched by her. The target takes a –4 penalty on skill checks to notice or identify the spell being cast.
- Seducer’s Leverage:
- (Ex): An enchanting courtesan develops a vast network of informants, comprised of those who have succumbed to his wiles or purchased his services, or whose secrets and goals he learned in turn from other informants. The enchanting courtesan can determine the influence any one individual has with any one organization or other individual once per day by consulting the network for 1 hour. Doing so also reveals the attitudes of the two parties in question toward each other, unless their particular relationship is a well-kept secret.
The enchanting courtesan also gains 1 edge per 3 class levels that can be used in any verbal duel involving or regarding one or more of the characters or group members in question.
- Poison Use:
- (Ex): At 2nd level, an enchanting courtesan is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
- Seductive Intuition:
- (Su): At 2nd level, an enchanting courtesan gains a competence bonus equal to half her class level on Bluff, Diplomacy, Sense Motive, and Sleight of Hand checks. She can use her total Sense Motive modifier in place of her total modifiers on Diplomacy and Sleight of Hand checks against targets who could be sexually attracted to her.
- Spells:
CL: 6 + 1 if enchantment - Concentration: +12, +13 if enchantment
DCs: 16 + spell level + 2 if enchantment
--- Level 0 --- (At will)
Detect Magic
Read Magic
Prestidigitation
Acid Splash
Ray of Frost
Dancing Lights
Arcane Mark
Mage Hand
Message
--- Level 1 --- (Uses: 6/8)
Sleep
Charm Person
Identify
Mage Armor
Magic Missle
Shield
Silent Image
--- Level 2 --- (Uses: 2/6)
Oppressive Boredom
Invisibility
Glitterdust
Mirror Image
--- Level 3 --- (Uses: 3/4)
Haste
Suggestion
--- ---
1/1 Comprehend Languages (Subtle Mask)
Active spells:
Feats
Bonus: Spell Focus (Enchantment)
Bonus: Mage's Tattoo
1: Greater Spell Focus (Enchantment)
3: Favored Prestige Class (Enchanting Courtsean, Intimidate)
5: Prestigious Spellcaster (Enchanting Courtsean)
7: Spell Penetration
Gifted Mesmerist: 20/25
Traits
Senatorial Hopeful - +1 to diplomacy and knowledge (local)
Sinora Academy Graduate - +1 sense motive and initiative
Skills (7+2 background)x5 + (9+2 background)x2 = 67
Diplomacy (7, C) +19
Intimidate (7, C) +20
Bluff (7, C) +20
Sense Motive (7, C) +15
Knowledge - Arcana (7, C) +12
Spellcraft (7, C) +12
Use Magic Device (7, C) +19
Knowledge (Nobility) (7, C) +12
Sleight of Hand (7, C) +15
Perform - Dance (2, C) +12
Craft(Alchemy) (2, C) +7
Languages: Common, Kelesh, Elven
Gear: noble’s outfit, pickpocket's outfit, jewelery, silken ceremonial armor, spell component pouch, spellbook, Tattoo Artist's tools, punching dagger, acid, liquid ice, scroll case, handy haversack, concealable thieves tools, portable alchemist's lab, thieves' ring, pocketed scarf, traveler's any-tool, poison-pill ring, dreamtime Tea x2, concealing pocket, bloodvine Rope, sleeves of many garmets, waters of the whispering River x2, adventurer's chronicle (arcana), spring-loaded wrist sheath x2
Scrolls: Emergency Force Sphere
Head: Circlet of Persuasion
Headband: +4 Charisma
Shoulders: +3 cloak of resistance (long royal blue cloaks with stylized golden crowned lions on them and emerald accents)
Belt: +2 Con
82.63 gold
Scrolls:- Derea:
Greensting Scorpion (Pilferer)
NE Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 15, flat-footed 16 (+3 Dex, +5 natural, +2 size)
hp 18 (1d8)
Fort +2, Ref +5, Will +4
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (19 vs. trip)
Feats Weapon Finesse, Improved Steal
Skills: Climb +7, Perception +4, Stealth +17, Spellcraft:6 +5, Know(Arcana):6 +5, Diplomacy:6 +2, Bluff:6 +2, Intimidate:6 +2, Use Magic Device: 6, +2, Sleight of Hand +11, Sense Motive +6; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Nondetection: constant nondetection effect, DC 15 + 1
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Sneak (Ex)
At 3rd level, a pilferer gains a competence bonus equal to half its master’s class level on Sleight of Hand and Stealth checks.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
- Subtle Mask:
- The golden patterns appear as faint tattoos on the skin, the left eye turns green, and the right eye turns blue. The wearer gains a +2 competence bonus on Sense Motive checks and can use comprehend languages once per day. The mask grants the wearer a +2 enhancement bonus to Charisma. The wearer can mentally activate the mask as a swift action while conversing with someone or observing a conversation to use detect thoughts (DC = 17 + 1 per additional triumph attained) on a single participant in the conversation. This requires spending the normal number of rounds to detect surface thoughts and can be used for a total of 9 rounds per day. These rounds don’t need to be consecutive. When the wearer mentally activates the mask, she also detects magical effects as if she were using arcane sight and concentrating on the creature. This happens automatically during the first round of concentration.
Last edited by Drekkle on Fri Aug 06, 2021 12:01 pm; edited 52 times in total
Drekkle- Admin
- Posts : 1157
Join date : 2018-08-16
Adelaide Morilla
- Crunch:
- LG Human Investigator (Empiricist) 7
Humanoid (human)
Size M, Gender F, Age 27, 5' 0", 115 lbs, dark brown hair, green-grey eyes
Init +5, Perception +16+1d8 (+3 to find traps, half level min 1)
Defenses
HP 56, AC 22, Touch 15, Flat-footed 17 (+2 dodge bonus to avoid damage from traps)
+2 mithral shirt, +1 natural armor
Fortitude +6, Reflex +12 (+2 to avoid traps), Will +11
-2 to sleep effects, +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects (spend inspiration to use Int instead of Wis)
cloak of resistance +2
Offenses
Speed 30
+1 rapier +12 (d6+6) 18-20/x2 S
*See studied combat and studied strike, swift action to single enemy for 1/2 her investigator level (+3) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature, duration Int modifier (6) or until discharged with studied strike for an additional +2d6 precision damage
Dignity's Barb (+3 seeking darkwood light crossbow) +13 (d8+3) 19-20x2 P 80 ft, ignores concealment
*See full text in gear but tbh unlikely to be relevant
Stats
STR 8 (-1)
DEX 18+2 (+4+1)
CON 15 (+2)
INT 18+4 (+4+2)
WIS 14 (+2)
CHA 12 (+1)
BAB: +5, CMB: +4, CMD: 17
Racial Abilities
Focused Study - All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities
Alchemy (Su) - Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to her class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares her spells by mixing ingredients and a tiny fraction of her own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. In addition, she receives bonus extracts per day if she has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, she infuses the chemicals and reagents in the extract with magic siphoned from her own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to her keeping—an investigator cannot normally pass out her extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must re-prepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formulae list to determine the extracts she can know. An investigator can prepare an extract of any formulae she knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. She stores her formulae in a special tome called a formula book. She must refer to this book whenever she prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of her choice, plus a number of additional formulae equal to her Intelligence modifier. At each new investigator level, she gains one new formula for any level that she can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) - An investigator is beyond knowledgeable and skilled—she also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through her brilliant inspiration. The investigator has an inspiration pool equal to 1/2 her investigator level + her Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after she gets a restful night’s sleep. As a free action, she can expend one use of inspiration from her pool to add1d61d8 to the result of that check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided she's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding - An investigator adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation (Ex) - An empiricist’s ability to notice the minutiae of almost everything that happens around him allows her to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses her Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. She can also use her Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information (made redundant by trait).
Investigator Talent - At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.- Expanded Inspiration (Ex) - An investigator can use her inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided she’s trained in the skill.
- Quick Study - Use studied combat as swift action instead of move action.
- Amazing Inspiration (Ex) - When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
- Alchemical Discovery: Infusion - When the investigator creates an extract, she can infuse it with an extra bit of her own magical power. The extract created now persists even after the investigator sets it down. As long as the extract exists, it continues to occupy one of the investigator's daily extract slots. An infused extract can be imbibed by another person to gain its effects.
Keen Recollection - At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) - At 3rd level, an investigator gains an intuitive sense that alerts her to danger from traps, granting her a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex)
With a keen eye and calculating mind, an investigator can assess the mettle of her opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use amoveswift action to study a single enemy that she can see. Upon doing so, she adds 1/2 her investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to her Intelligence modifier (minimum 1) or until she deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex)
At 4th level, an investigator can choose to make a studied strike against the target of her studied combat as a free action, upon successfully hitting her studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), she may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Unfailing Logic (Ex)
An empiricist’s grasp of facts and data teaches her to anchor herself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition she can spend one point from his inspiration pool as an immediate action to use her Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, she gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
SLAs (CL 9)
at will: charm person (DC 18, if a creature succeeds at its save, it can’t be targeted again for 24 hours)
1/day: comprehend languages, charm monster (DC 21)
Extracts
1 level (6/day)
boro bead: 1/day can recharge an extract used
Heightened Awareness
Polypurpose Panacea
[Open]
[Open]
[Open]
[Open]
1 level
Ant Haul, Comprehend Languages, Cure Light Wounds, Expeditious Retreat, Heightened Awareness, Long Arm, Polypurpose Panacea, Shield
2 level [5/day]
Investigative Mind
Barkskin
[Open]
[Open]
[Open]
2 level
barkskin, investigative mind, perceive cues
3 level [2/day]
Heroism
[Open]
3 level
heroism
Feats
Weapon Finesse
Skill Focus - Diplomacy
Weapon Focus (Rapier)
Fencing Grace
Extra Investigator Talent (Infusion)
Traits
Sleepy (Drawback)
Clever Wordplay (Diplomacy)
Cunning Liar
Modified Young Reformer - Add +1 trait bonus on Disable Device and Knowledge (local) checks. Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. Whatever arrangements you make must be reasonable to have anticipated and achieved beforehand. As you are already a noblewoman, you start play with a noble’s outfit and a signet ring.- Young Reformer (modified):
- Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class.
You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.
As you are already a noblewoman, you start play with a noble’s outfit and a signet ring.
Skills
9 (Int plus half level) points of inspiration, free to trained Knowledge, Linguistics, Spellcraft, Diplomacy, Heal, Perception, Profession, and Sense Motive (added to mod)
Current buffs:
New day
Appraise (3) +11
Bluff, Int (7) +16
Diplomacy, Int (7) +24+1d8
Disable Device, Int (7) +17 (+3 to disable traps, half level)
Knowledge (Arcana) (3) +12+1d8
Knowledge (Dungeoneering) (3) +12+1d8
Knowledge (Engineering) (3) +12+1d8
Knowledge (Geography) (3) +12+1d8
Knowledge (History) (7) +16+1d8
Knowledge (Local) (7) +17+1d8
Knowledge (Nature) (3) +12+1d8
Knowledge (Planes) (7) +16+1d8
Knowledge (Religion) (3) +12+1d8
Linguistics (7) +21+1d8
Perception, Int (7) +16+1d8 (+3 to find traps, half level)
Perform (all) (0) +6
Sense Motive, Int (7) +16+1d8
Spellcraft (2) +10+1d8
Stealth (7) +15
Craft Alchemy (BG, 7) +16 (+7, full level, to craft alchemical item, competence bonus)
*House rule: Crafting time is a day per 1000, or an hour per 100 gp involved.
Know Nobility (BG, 7) +16+1d8
Languages
Common, Celestial, Elven, Kelesh, Dwarven, Tien, Draconic, Gnome, Infernal, Halfling
*Linguistics house rule: Get a language on your first rank and every three ranks thereafter
Gear
+1 rapier, +2 mithral shirt, amulet of natural armor +1, belt pouch, handy haversack, noble's outfit, signet ring, traveler's any-tool, 20 bolts, int headband +4 (history, Draconic, planes, Infernal), dex belt +2, cloak of resistance +2, 95 gp of jewelry
alchemy crafting kit, level 1 boro bead, portable alchemy lab, clear ear x2, tanglefoot bag x3, alch fire x4- Envoy's Ring:
- Current impact: The ring grants its wearer a +5 competence bonus on Diplomacy, Linguistics, and Perform checks. Once per day, the wearer can speak a command word to transform her appearance and clothing, as per disguise self. The appearance of her clothing automatically matches the customs of the dominant culture around her, typically that of the local nobility or ruling class. Her physical features don’t match those of the local people, but features that would make her stand out—such as elf ears in a settlement where no elves live—diminish. When the wearer activates the ring’s disguise, she can read, speak, and understand the most common language in the area that she doesn’t already know for as long as the duration persists. This lasts up to 24 hours but can be dismissed at any time.
SLA: at will: charm person (DC 18, if a creature succeeds at its save, it can’t be targeted again for 24 hours), 1/day: comprehend languages, charm monster (DC 21)
The caster level of any spell effect generated by the ring is 1 + 2 per triumph attained (currently CL 9).
Full text: The ring grants its wearer a +2 competence bonus on Diplomacy, Linguistics, and Perform checks. Once per day, the wearer can speak a command word to transform her appearance and clothing, as per disguise self. The appearance of her clothing automatically matches the customs of the dominant culture around her, typically that of the local nobility or ruling class. Her physical features don’t match those of the local people, but features that would make her stand out—such as elf ears in a settlement where no elves live—diminish. This lasts up to 24 hours but can be dismissed at any time.
The caster level of any spell effect generated by the ring is 1 + 2 per triumph attained.
First Triumph: The ring can be activated to use charm person (DC = 15 + 1 per additional triumph attained) and comprehend languages, each once per day.
Second Triumph: The ring’s competence bonus on Diplomacy, Linguistics, and Perform check is +3. When the wearer activates the ring’s disguise, she can read, speak, and understand the most common language in the area that she doesn’t already know for as long as the duration persists.
Third Triumph: The wearer can activate the ring to use charm person at will, though if a creature succeeds at its save, it can’t be targeted again for 24 hours. The ring can also be activated to use charm monster (DC = 20 + 1 per additional triumph attained) once per day.
Fourth Triumph: The ring’s competence bonus on Diplomacy, Linguistics, and Perform checks is +5.
- Dignity's Barb:
- The crossbow gives its wielder a touch of the luck that bore the general to great victories. Anyone firing Dignity’s Barb reduces miss chances from concealment by 5%.
First Triumph: Dignity’s Barb is a +1 darkwood light crossbow and reduces miss chances from concealment by 10%. In addition, once per day when the weapon threatens a critical hit, the wielder can roll twice to confirm the critical and take the better result.
Second Triumph: Dignity’s Barb is a +1 seeking darkwood light crossbow.
Third Triumph: Dignity’s Barb is a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though he can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity’s Barb at the projectile as an immediate action. He rolls a ranged attack, and if the result exceeds the attacker’s roll, that attack is negated. This ability can be used only if Dignity’s Barb is loaded or if the wielder can use Rapid Reload or a similar ability.
Fourth Triumph: Dignity’s Barb is a +3 seeking darkwood light crossbow. Its wielder can use its ability to roll twice to confirm a critical hit at will.
Weight
2 lbs + 10 lbs + 5 lbs + 1/2 lb + 2 lbs
19.5, limit is 26 lbs
+2 traveler's any-tool
+4 light crossbow
We're doing the drop the bag thing not counting stuff at this point
Gold
1,853.8 to spend - Expanded Inspiration (Ex) - An investigator can use her inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided she’s trained in the skill.
- Level-up notes:
- Money considerations: Catalog alchemical items of interest
Average HP is high on even levels and low on odd levels.
Level 3 - Weapon Focus, expanded inspiration
Level 5 - Fencing Grace
Level 8 - Gain skill focus (human)
Level 16 - Gain skill focus (human)
Last edited by Aviana on Sun Jul 25, 2021 1:19 pm; edited 30 times in total
Re: War for the Crown Sheets
- Josephine Novius:
- CG Aasimar Fighter 7
Size M, Gender F, Age 38, 6' 0", 135 lbs, mousy blonde hair, amber eyes
Init +7, Perception +16
Defenses
HP 66, Acid Resist 5, Cold Resist 5, Electricity Resist 5, AC 25, Touch 15, Flat-footed 20
Fortitude +8, Reflex +10, Will +9 [+2 vs fear]
Offenses
Speed 30 ft
+1 Adaptive Seeking Composite Longbow +16 (1d8+9, x3, 110 ft, P)
Dagger +12 or +13 (1d4+5, 19-20/x2, 10 ft, P or S)
Club +12 or +13 (1d6+7, x2, 10 ft, B)
Stats
STR 20 (+5)
DEX 22 (+6)
CON 12 (+1)
INT 8 (-1)
WIS 21 (+5)
CHA 8 (-1)
BAB: +7/+2, CMB: +12, CMD: 27
Persona
Sagacity 1
Sacrifice 2
Heroism 1
Racial Abilities
Skilled: +2 to Acrobatics and Fly
Darkvision 60 ft
Celestial Resistance: Acid Resist 5, Cold Resist 5, Electricity Resist 5
See Invisibility: 1/day
Class Features
Bonus Feats: Precise Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow), Manyshot
Bravery: +2 on Will saves vs fear.
Armor Training: Reduce the ACP of armor by 2 and increase the max Dex of armor by 2. Also, move at normal speed in medium and heavy armor.
Weapon Training: +1 to attack and damage rolls with bows
Feats
Point-Blank Shot: +1 to attack and damage rolls on ranged attacks within 30 ft.
Precise Shot: No penalty for shooting into melee.
Weapon Focus (Longbow): +1 on attacks with longbow.
Rapid Shot: Take -2 on attack rolls for the turn to fire another attack at full BAB.
Weapon Specialization (Longbow): +2 to damage with longbow.
Deadly Aim: -2 to ranged attacks for +4 damage.
Manyshot: When full attacking, the first attack hits twice.
Clustered Shots: When full attacking, total up the damage from all hits to a single enemy before applying DR.
Traits
Athletic Champion: +1 to Perception and Swim, those skills are class skills. Also, +2 on checks to move through crowds or resist being moved against your will.
Narrows Survivor: +1 to initiative checks, +1 to Sense Motive checks, and Sense Motive is a class skill.
Stigmatized: -3 on Diplomacy checks to gather information or improve attitude.
Reckless: +1 to Acrobatics, and Acrobatics is a class skill.
Skills
Acrobatics +16, Perception +16, Sense Motive +16
Background Skills
Knowledge (Nobility) +6, Perform (Comedy) +6
Languages
Common, Celestial
Gear
+1 Adaptive Seeking Composite Longbow, Durable Arrows (100), Durable Adamantine Arrows (50), Durable Cold Iron Arrows (50), Durable Silver Arrows (50), Durable Blunt Arrows (50), Ghost Salt Arrows (40), Dagger, Club, +2 Tatami-do, Cloak of Resistance +2, Explorer's Outfit, Backpack, Belt Pouch, Signet Ring, Universal Solvent (2), Belt of Physical Might (+2 Str/+2 Dex), Headband of Inspired Wisdom +2, Amulet of Natural Armor +1
Weight
111.5 lbs
Gold
603.8 g
Last edited by bloodrayne03 on Sun Jul 25, 2021 12:30 pm; edited 37 times in total
bloodrayne03- Admin
- Posts : 277
Join date : 2018-08-14
Age : 33
Location : CO
Re: War for the Crown Sheets
- Myoui Momo:
- LN Human (Tian Xia) Pei Zin Oracle of Irori 7
Size M, Gender F, Age 22, 4'9", 107 lbs, black hair, sky blue eyes
Init +4, Perception +5
Darkvision 30 feet.
Defenses
HP 49/49
[Max of 1d8 + 1 + 3 + 6 + 3 + 6 + 7 + 7x2 (CON) + 3x1 (FC)]
AC 22, Touch 16, Flat-footed 20 (-3 before I've acted because 3 of this AC is Free Sword AC)
Fortitude +6, Reflex +6, Will +9- Koriana's Blade:
[1/1] Negate a fire effect.
[1/1] Negate a mind-affecting effect.
Offenses
Speed 20 ft.
Attacks
Dagger: +4 to hit, 1d4 - 1 slashing/piercing
Cool Sord: So I could hit people with this if I really had to, but I don't
Stats
STR 8 (-1)
DEX 14 (+2)
CON 15 (+2)
INT 15 (+2)
WIS 13 (+1)
CHA 25 (+7)
BAB: +5, CMB: +4, CMD: 16- Racial Abilities:
- Class Abilities:
- Archetype
Mystery
1st level Revelation: Replaced.
Bonus Revelation: Channel (7/7) [bar 2 on the token]. Can channel positive energy like a cleric, using Oracle level as effective cleric level when determining the healing and DC. This can be done <Cha Mod + 1>/day.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 Momo’s level + Momo’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. Momo may channel energy a number of times per day equal to 3 + Momo's Charisma modifier. This is a standard action that does not provoke an attack of opportunity. Momo can choose whether or not to include herself in this effect.
Revelation (3rd level): Life Link. As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Curse: Clouded Vision
Momo can't see past 30 feet, but she has Darkvision within those 30 feet.
Mystery spells:
Archetypal:
Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
This ability replaces the additional class skills the oracle gains from her mystery.
Healer’s Way (Su): (7/7, bar 3 on the token) A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. Now at level 7, Momo can try to end conditions on targets she uses Healer's Way on as a free action through the use of Profession (Herbalist). She can't take 10 or 20 on this check. Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.- Condition List:
- Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
- Feats:
--Extra Revelation (Human Feat)
Gain an additional revelation. (Channel.)
--Selective Channel (1)
When Channeling, can choose up to Charisma Mod (6) targets to not be hit by Channel.
--Spell Focus (Conjuration) (3)
+1 to the DCs of Momo's Conjuration spells.
--Augment Summoning (5)
+4 STR/CON to summoned monsters.
--Superior Summoning (7)
+1 monster whenever you summon multiple monsters. 1d3 leopards? No, sir. 1d3+1 leopards.
- Spells:
- Orisons:
- 1st level:
- Available: 8/8, DC 18 (19 for conjuration)
Known: Cure Light Wounds, Protection from Evil, Detect Undead, Barbed Chains
- 2nd level:
- Available: 7/7 DC 19
Known: Lesser Restoration, Cure Moderate Wounds, Burst of Radiance, Summon Monster II
- 3rd level:
- Available: 5/5 DC 20 (21 for conjuration)
Known: Cure Serious Wounds, Shield of Darkness, Summon Monster III, Neutralize Poison*
Neutralize Poison is a Life Mystery spell.
- 4th level:
- Available: 0/0 DC 20
Known:
- Traits / Drawbacks:
Traits:
--Witty Repartee: +1 to Bluff, and it's a class skill for Momo.
--Senatorial Hopeful: Momo's family hails from an outlying prefecture, and she gains +1 to Diplomacy and Know (Local). Both are also always class skills. Additionally, she can call on family connections once per week to obtain a single piece of equipment or consumable magic item worth [character level x 25] gp. Delivery takes 1d4 days, and at 10th level, the potential value of an item increases to [character level x 50].
--Reactionary: +2 Initiative.
Drawbacks:
--Bitter: -1 healing from other people's healing.
- Skills:
Bluff: +16
Diplomacy: +16
Heal: +12
Knowledge (History): +6
Knowledge (Planes): +9
Knowledge (Nobility): +9
Knowledge (Religion): +10
Perception: +5
Perform (Dance): +8
Perform (Song): +7
Profession (Herbalist): +19 (Oracle)
Sense Motive: +11
Spellcraft: +12- Breakdown:
- INT (2) + Oracle (4) + Human (1)
1 (FC): Bluff, Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Perception, Sense Motive, Spellcraft
--BG: Profession (Herbalist), Knowledge (Nobility)
2: Bluff, Diplomacy, Heal, Knowledge (History), Perception, Sense Motive, Spellcraft
--BG: Profession (Herbalist), Knowledge (Nobility)
3: Bluff, Diplomacy, Heal, Knowledge (Religion), Perception, Sense Motive, Spellcraft
--BG: Profession (Herbalist), Knowledge (Nobility)
4 (FC): Bluff, Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Perception, Sense Motive, Spellcraft
--BG: Profession (Herbalist), Knowledge (Nobility)
5: Bluff, Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Sense Motive, Spellcraft
--BG: Profession (Herbalist), Perform (Dance)
6: Bluff, Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Sense Motive, Spellcraft
--BG: Profession (Herbalist), Perform (Song)
7: Bluff, Diplomacy, Heal, Knowledge (Planes), Knowledge (Religion), Sense Motive, Spellcraft
--BG: Profession (Herbalist), Perform (Dance)
- Languages:
- Common, Tian Xia, Celestial, Elvish
- FCBs:
- 1: Skill Point
2: HP
3: HP
4: Skill Point
5: HP
6: HP
7: 2nd level spell
- Gear:
- >>Carried:
Headband of Being Really, Really, Really Good Looking +4 [Cha Headband]
Belt of Being Really Cool and Tough [CON belt +2]
Amulet of Natty Armor +1
Ring of Protection +1
Cloak of Resistance +2, touched by Princess Eutropia herself (adds value in Momo's heart)
Really Fancy Handy Haversack (+500 gp value cause it's so faaaancy)
Wand of Making People Not Hurt [Wand of CLW] (42/50 charges)
>>>Combat:
Dagger
Armored Coat +1
Cool Sword (Koriana's Blade)- Dang That's a Cool Sword:
- +3 Defending Longsword with: When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn. This bonus is always +1, regardless of how much of the weapon’s bonus the wielder transfers to her AC.
Also: Once per day, the wielder can trigger this gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.
Also: Once per day, the purple gemstone on the hilt can be used to fully resist a mind altering effect.
Also: The red gem has now also repaired itself, and can be used once a day to be immune to a single fire effect.
>>>Looks:- >>Scroll Collection::
- Cloak of Secrets
Comprehend Languages
Suspend Drowning
Consecrate
Greater Detect Magic
Enchantment Sight
Make Whole
Protection from Outsiders
Remove Paralysis
Secret Speech
Undetectable Alignment
Zone of Truth
Aura Sight
Invisibility Purge
Remove Curse
>>Other (on person):
Oracle's Kit (29 lb)
>>Other (in backpack):
>>Not Carried:
Weight
An Amount of lb. below 30
/30 lb. Light Load
/60 lb. Medium Load
/90 lb. Heavy Load
Gold
284 gold
- PERSONA!:
- Rules
Charm: 2 [4 agents]
Genius: 1 [2 agents]
Heroism: 0
Sacrifice: 1 [2 agents]
Sagacity: 0
Subterfuge: 0
Last edited by maswoon on Sat Jul 24, 2021 9:22 pm; edited 9 times in total
maswoon- Posts : 714
Join date : 2018-08-14
Age : 28
Location : Oregon
Re: War for the Crown Sheets
- Lillian Atencia:
- LG Human Fighter (Phalanx Soldier, High Guardian) 7
Size: Med, Pronouns:she/her, Age: 33, Height: 5’8”, Weight: 153 lbs
Blonde hair, pale skin, green eyes
Deity: Iomedae
Init: +3, Perception: +13
Defenses
HP 71, AC: 28, Touch: 11 (14 in Mobile Bulwark Style), Flat Footed: 27
Fort: +10, Ref: +5, Will: +6 (+8 vs compulsions)
Armor: +2 full plate, +2 tower shield
Offenses
Speed 20
+2 lucerne hammer: +15 to hit, 1d10+8 damage (x2 crit). Brace, reach.
Masterwork halberd: +14 to hit, 1d10+6 damage (x3 crit). Brace, trip.
Masterwork dagger: +14 to hit, 1d4+6 damage (19-20/x2 crit).
Stats
STR: 22 (+6)
DEX: 12 (+1)
CON: 16 (+3)
INT: 8 (-1)
WIS: 14 (+2)
CHA: 10 (+0)
BAB: +7, CMB: +13, CMD:
Racial Abilities
Bonus Feat - one bonus feat at 1st level
Skilled - one extra skill point per level
Class Abilities
Weapon and Armor Proficiency - proficient with all armor and shield, proficient with all simple and martial weapons
Obligation - declare one person as obligation per day, if obligation dies must atone for one week before selecting a new one
Right Hand - as immediate action, 5’ step to next to obligation, reducing speed next turn by 5’ and preventing 5’ step
Defender’s Reflexes - Combat Reflexes as bonus feat; use Strength instead of Dex to calculate number of AoOs
Unassailable Allegiance - +1 to Will saves vs compulsion, increases by +1 per four levels after 2nd (currently +2)
Phalanx Fighting - use a spear or polearm in 1 hand if using shield
Royal Protector - gain Bodyguard and In Harm’s Way as bonus feats; can only use them with obligation target
Ready Pike - once per day, can ready weapon with brace as an immediate action, gaining +1 to hit and damage; for every four levels past 5th, increase bonus by +1, and can use once more per day
Deft Shield - reduce ACP and attack penalty of tower shield by -1
Feats
Mobile Bulwark Style
Shield Focus
Combat Reflexes
Stand Still
Bodyguard
In Harm’s Way
Mobile Fortress
Vital Strike
Mobile Stronghold
Traits
Athletic Champion (Officer Training) - +1 to Diplo/Perception, both class skills; +2 on checks to avoid being moved or repositioned, including moving through crowds, spells, and combat maneuvers
Reactionary - +2 init
Talented - +1 to Perform: Dance; Perform is a class skill
Oppressive Expectations - after failing a skill, -2 on same skill until succeeded or failed at another, whichever comes first
Skills
Diplomacy (7) +11
Knowledge: Local (7) +9
Knowledge: Nobility (7) +9
Perception (7) +13
Perform: Dance (7) +11
Profession: Soldier (7) +12
Background Skills: Nobility, Soldier
Languages
Common
Gear
+2 lucerne hammer, +2 full plate, +2 tower shield, belt of giant strength +2, cloak of resistance +2, headband of inspired wisdom +2, amulet of natural armor +1, masterwork halberd, masterwork dagger, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50 ft hemp rope, soap, 10 torches, 5 days trail rations, waterskin, metal polish, small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, sewing needle, buttons, traveling outfit, noble’s outfit
Money
1,230 gold
Nix Machina- Admin
- Posts : 255
Join date : 2018-08-14
Age : 30
Location : A Far and a Sunless Land
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