Tyrant's Grasp Sheets
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AgreeableChap
Ferret
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Tyrant's Grasp Sheets
I'm doing a thing.
The Heroes of Lastwall are Chosen!
Starring
Shinigami02 as Victor Greymourne, the jaded veteran
Lapis Lazily as Holden Armstrong, the cursed warrior
Nobody as Titia Jullio, the young mercenary
and Agreeable Chap as Krodas, the orc skullbearer
- Player's Guide, and a note on campaign expectations:
- Player's Guide here.
As the guide suggests, this campaign draws heavily on survival horror themes. That means relatively frequent combat, resource depletion, and times where it might be better to run or evade than fight. Please keep this in mind going in. Additionally, as your ability to shop will be fairly infrequent, I'll be paying actual attention to carry weight and inventory space.
- Character Creation Rules:
- Level 1
150 gp starting gold, unless you take a trait changing it
20 PB
Core and featured races default allowed, as well as duskwalker and shabti. Other races at my discretion.
All classes are allowed, archetypes are probably all fine by me but run them by me anyway just in case.
BG skills, natch.
Two traits, one of which must be campaign, and drawback for a third.
I won't ask for a specific format for your character's backstory and whatnot, but you should give me a good idea of who your character is as a person.
The Heroes of Lastwall are Chosen!
Starring
Shinigami02 as Victor Greymourne, the jaded veteran
Lapis Lazily as Holden Armstrong, the cursed warrior
Nobody as Titia Jullio, the young mercenary
and Agreeable Chap as Krodas, the orc skullbearer
Last edited by Ferret on Tue May 21, 2019 1:09 pm; edited 3 times in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Tyrant's Grasp Sheets
- Krodas:
- Stats:
- TN Orc Cavalier (Standard Bearer) 2
Size: M, Gender: M, Age: 17, 6'10" (height)
Brown eyes, black hair
Init: +3, Perception: +0
Defenses
HP 22, AC: 15, Touch: 11, Flat Footed: 14
Fort: +5, Ref: +1, Will: +1
Armor: Armored Coat (+4, Check -2)
Offenses
Speed 20 (30 while charging)
Orc Ram: +6 (1d10+6 Bludgeoning (x3)) (May attempt a bull rush as a free action on a successful crit)
Falchion: +6 (2d4+6 Slashing (18-20/x2))
Javelin: +3 (1d6+4 Piercing (x2)) Range 30 (ammo 3)
Stats
STR: 18 (+4)
DEX: 12 (+1)
CON: 14 (+2)
INT: 9 (-1)
WIS: 10 (0)
CHA: 12 (+1)
BAB: +2, CMB: +6, CMD: 17
Racial Abilities
-Darkvision 60 feet
-Ferocity: Stay conscious at or below 0HP, still become staggered and lose 1HP per round as normal
-Light Sensitivity: Dazzled in bright sunlight or within DAYLIGHT
-Weapon Familiarity (greataxe, falchion, "orc" weapons are always martial)
Class Abilities
Challenge:
-Challenge an enemy within sight to combat once per day
-Bonus damage equal to LVL vs. target
- -2 penalty to AC except against attacks made by target
-Stays in effect until target is dead or unconscious
-[ORDER OF THE HAMMER]Can attempt a free grapple or sunder against target (does not provoke)
-[ORDER OF THE HAMMER]Mighty Bash: Don't provoke AoOs while making unarmed attacks for nonlethal damage. Unarmed attacks deal damage like a monk's.
Tactician:
-Gain a Teamwork Feat, grant feat to teammates within 30 feet for 3 rounds once/day
Banner:
-A clearly visible Small or larger banner on me or my mount gives all allies within 60 feet:
a) +2 morale bonus to saves against fear
b) +1 morale bonus to attack rolls made as part of a charge
Feats
Power Attack: Take -1 to hit for +2 damage (+50% if two-handed)
Ferocious Horde [TACTICIAN]: +2 morale bonus to-hit for me and allies with this feat below half HP
Traits
Reactionary: +2 trait bonus to initiative
Pessimist: +1 trait bonus to Will saves, can force an ally to reroll a failed save once/day
Helpless: First time per encounter an ally falls unconscious or dies within 30 feet, I become dazed until end of next turn
Linebreaker: +10 feet to base speed while charging- Skills:
*Trained Skills* (*Ranks*) +#
Handle Animal (2) +6
Intimidate (2) +6
Knowledge (Geography) (2) +1
Ride (2) +6
Sense Motive (2) +5
When using Acrobatics to jump, add Str mod in addition to Dex mod
Bonus on Acrobatics to jump equal to 1/2 cavalier level
Languages
Common, Orc
Gear- Worn:
- Furs, Armored Coat
- Adventuring Gear:
- Backpack, Blanket, 1 weeks' rations, Waterskin
(TOTAL GEAR WEIGHT 70 LBS)
- Magic Gear:
- N/A
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
6 Gold, 0 Silver, 0 Copper
- Fluff:
Last edited by AgreeableChap on Wed Mar 27, 2019 2:20 pm; edited 2 times in total
AgreeableChap- Posts : 197
Join date : 2018-08-14
Age : 31
Location : Grand Rapids, MI
Re: Tyrant's Grasp Sheets
- Victor Greymourne:
- Token:
- Stats:
- CG Human Paladin (Vindictive Bastard) 3
Background Profession: Blacksmith
Size: Medium, Gender: Male, Age: 37, 6'0", 200 lbs
Violet Eyes, Silver-Grey Hair, Jagged scar from above the left eye to middle of left cheek, large scar running diagonal across chest from left shoulder, numerous scars on left arm.
Init: +1, Perception: +3
Defenses
HP 28, AC: 16, Touch: 11, Flat Footed: 15
Fort: +5, Ref: +4, Will: +4
Armor: Scale Mail
Negative Energy Resistance 3
Vindictive Smite: +2 Deflection to AC
Offenses
Speed [s]30[/s] 20
Nailhewer - Masterwork Butchering Axe: +6 (3d6+4 (20/x3) Slashing) (Signature Moves, Requires Str 19 or inflicts a -2 to attack)
Chakrams x5: +4 (+4 Melee) (1d8+3 (20/x2) Slashing) 30' Thrown (Melee requires DC 15 Reflex or take 1/2 of 1d8 damage - N/A in Heavy Armor)
Smithing Hammer: +2 (1d4+3 (20/x2) Bludgeoning) (Improvised)
The Reclaimer: +1 Attack and Damage against foes who dealt HP damage to an ally in previous round
Vindictive Smite: +2 Attack, +3 Damage against target
Stats
STR: 17 (+3)
DEX: 12 (+1)
CON: 14 (+2)
INT: 9 (-1)
WIS: 12 (+1)
CHA: 14 (+2)
BAB: +3, CMB: +6, CMD: 17
Racial Abilities
Bonus Feat: Gain a Bonus Feat of my choosing.
Skilled: Gain an additional skill rank each level.
Class Abilities
No Aura: I do not radiate an alignment aura.
Locate Ally 1/day: Can cast Locate Creature as a Spell-Like with a Caster Level equal to my Paladin level. Can only be used to locate an ally I have spent at least 24 hours in close proximity to within the last week.
Vindictive Smite 1/day: As a Swift Action I can Smite 1 target within sight who has dealt HP damage to an ally or myself. I add my Charisma mod to Attack rolls and my Paladin level to damage against that creature, and gain a Deflection bonus to AC equal to my Charisma mod against that creature's attacks. Smite lasts until the target is dead or the next time I rest and regain uses of this ability.
Faded Grace (Reflex): Gain one of Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat.
Solo Tactics 3/day: As a Swift Action I can treat my allies as if they had my teamwork feats. This effect lasts for 1 round, and is usable a number of times per day equal to 1/2 my Paladin level plus my Charisma mod.
Spiteful Tenacity: Whenever I have a Vindictive Smite active I gain the effects of the Diehard feat.
Teamwork Feat: I gain a bonus Teamwork feat. I must still meet prerequisites as normal. I gain an additional Teamwork Feat every 6 levels beyond the 3rd.
Feats
Exotic Weapon Proficiency (Butchering Axes): Can use Butchering Axes without nonproficient penalty.
[Racial] Weapon Focus (Butchering Axes): Gain a +1 to attack with Butchering Axes.
[Faded Grace] Lightning Reflexes: Gain a +2 to Reflex saves.
Power Attack: Can take a -1 penalty to attacks to gain a +2 bonus to damage. This bonus increases 50% for attacks made with a 2-handed weapon, or decreases by 50% for attacks made with an off-hand weapon. The penalty increases by 1 and bonus increases by 2 for every +4 BAB I possess.
[Teamwork Feat] Ferocious Loyalty: Gain a +1 Morale bonus to attack against any foe who is currently threatening an ally with this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of me I gain a +2 Morale bonus to attack for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first.
Traits
[Campaign] The Reclaimer: Gain a +1 trait bonus to Perception, and a +1 trait bonus to Attack and Damage against foes that dealt HP damage to an ally in the previous round.
Signature Moves: Gain a free Masterwork item worth less than 900gp at character creation. While wielding this item in one or both hands
Scarred: I have horrible, blatant scars that make it difficult to hide my true face, and make people distrustful of me due to appearance. I take a -5 to Disguise and a -2 to Bluff.
Broken, Not Beaten: I automatically stabilize when below 0 HP. In addition, once per day when brought below 0 HP I can accept 1 point of damage to regain consciousness for 1 round, but I remain Staggered for that round.- Skills:
Bluff (0) +0 (+1 wielding Nailhewer)
Disguise (0) -3
Heal (3) +7
Intimidate (3) +5 (+6 wielding Nailhewer)
Perception (3) +5
Sense Motive (3) +7
Craft (Weapons) (BG) +5
Craft (Armor) (BG) +5
Languages
Common, Varisian
Gear- Worn:
- Traveler's Outfit, Masterwork Backpack, Belt Pouch, Hip Flask (Ale), Scale Mail
- Adventuring Gear:
- Weapons, Flint and Steel, Smithing Hammer, Mess Kit, Bedroll, Soap, 50' Hemp Rope, 10x Torches, 5 days' Trail Rations, Whetstone, Cork Earplugs
- Magic Gear:
- None
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
37 Gold, 5 Silver, 0 Copper
- Background:
- Born and raised in a small town on the Ustalav side of the Ustalav-Lastwall border, Victor's early life was about as decent as one can expect of an Ustalavic upbringing. The son of the town's blacksmith and a guardsman, he apprenticed under both parents, forging his own first weapons and armor under his mother's eye, that his father would then teach him to use, and fighting alongside both to fend off the occasional raid of the monsters of Ustalav that would prey on an insignificant small town. Around the age of 16 he lost both parents to such a raid, and took over the blacksmith's shop. A few years later he married his childhood sweetheart, a hunter girl named Elena, and both of them decided they didn't want to raise a child under the same circumstances they'd lived in their entire lives, so they fled south, into and across Lastwall, ultimately ending up in the town of Roslar's Coffer. There they had a daughter, Maria, and lived happily for a few years... until the day of the Twisted Nails assault on the town.
Victor and his family had been waylaid as they attempted to evacuate the town, and Victor's sword and shield, tools he had forged himself, were sheared through like they made from toothpicks by the massive axe his opponent had wielded. As Victor lay on the ground, bleeding from nearly lethal wounds, his wife and daughter were cut down before his very eyes, and a searing rage overtook the wounded smith. Ignoring the blood pouring from his wounds, he rose, wrested the axe from his attacker, and cut the orc's head from his shoulders with his own blade, before nearly collapsing again. Shortly after another evacuating group found him, surprisingly still alive, and helped him escape the town, still dragging the blood-stained axe. To this day he still carries that axe and the scars it made, reminders of what he lost that day, 12 years past.
Last edited by Shinigami02 on Mon Aug 26, 2019 9:01 am; edited 6 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Tyrant's Grasp Sheets
- Titia Julio:
CG Human Gunslinger (Bolt Ace) 3
Size: M Gender: F Age: 22, 5’1”
Green eyes, dark brown hair
Init: 6 Percep: 8
Offenses:
Speed: 30
MW Heavy Repeating Crossbow +8 (+9 if within 30 feet) (-1 for Deadly Aim) (1d10 (+1 if within 30 feet) (+2 for Deadly Aim) 19-20/x2)
Defenses:
HP: 26 AC: 19 Touch: 15 FF: 14
Fort: +4 Reflex: +7 Will: +4
Armour: Chain shirt (AC+4, ACP -2)
Stats:
Str: 12 (+1)
Dex: 19 (+4)
Con: 12 (+1)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 7 (-2)
BAB +3, CMB +4, CMD 19
Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities:
Crossbow Maven
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.
Grit (Ex) (2 Points)
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow.- Deeds:
Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).
Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
Feats:
PB Shot: +1 to attack and damage when within 30 feet of target
Precise Shot: Do not take a penalty when firing into a melee
Deadly Aim: -1 attack +2 damage
Traits:
Pessimist: +1 trait bonus to Will saves, can force an ally to reroll a failed save once/day
Cynic: +1 SM and it’s a class skill
Resilient: +1 Fortitude
Drawback:
Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Skills:
Percep +8, SM +9, Acro +8 (+10 unarmoured), Know (local) +7, Heal +8, Know (Engineering) +5, Survival +7, Know (Religion) +4
BG Skills: Craft (Weapons) +7, Profession (Mercenary) +8
Gear: Heavy Repeating Crossbow, Chain Shirt, Rations x4, Bedroll, Bullseye Lantern, 1 pint of oil
Gold: 84.9
Weight: 43
Last edited by Nobody7713 on Sat Aug 31, 2019 10:05 am; edited 4 times in total
Nobody7713- Posts : 2269
Join date : 2018-08-17
Re: Tyrant's Grasp Sheets
- Knight Holden:
- Holden Armstrong
Male Werewolf Warpriest (Arsenal Chaplain) 3
NG Medium Humanoid (Human, Shapechanger)
Init +2; Senses Low-Light Vision, Scent; Perception +8
--------------------
Defense
--------------------
AC 17(19), touch 12, flatfooted 15(17)
hp 27/27
Fort +5, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 20 ft. (30 ft. no armor) (50 ft. Wolf Form)
Melee
Greatsword +6(+7) 2d6+3(4) Slashing (19-20x2)
Ranged
--------------------
Spells
--------------------
Level 0
Detect Magic, Light, Mending, Stabilize
Level 1 (4/Day)
Shield of Faith x2, Divine Favor, Entropic Shield
--------------------
Statistics
--------------------
Str 17/19 (+3/+4)
Dex 15 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 7 (-2)
Base Atk 2; CMB +5/+6; CMD 17/18
Feats
Weapon Focus (Greatsword): +1 to hit with Greatswords
Power Attack: -1 to hit, +3 damage
Furious Focus: Do not suffer penalty to attack roll from power attack on the first attack each turn
Cleave: Can take a -2 penalty to AC for a turn when making an attack as a standard action. If the attack hits, may make an additional attack against a target adjacent to the first.
Traits
Reclaimer: Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of my allies in the previous round.
Seeker: +1 Perception and is class skill
Skills
Knowledge Religion: +6
Survival: +8
Sense Motive: +8
Perception: +9
Background Skills
Knowledge Engineering: +6
Handle Animal: +4
Languages
Common, Elvish
Currency
GP: 36
Gear
Scale Mail
Greatsword
Iron Holy Symbol
Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Rope (50 ft), Soap, Torches (10), Trail Rations (5 days), Waterskin
--------------------
Special Abilities
--------------------- Race:
- Change Shape (Su): Can assume animal or hybrid form as a full-round action by making a DC 10 Constitution check, or humanoid form as a full-round action by making a DC 15 Constitution check. On nights when the full moon is visible, DC 20 constitution check to avoid transforming. Reverts to humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. DC 10 Con check to not transform when hit below half health or crit. If the low health or crit activation triggers on failed save I have to only attack the triggering enemy or move closer to attacking them on my turns, ignoring anything else until they drop or I make a save. Gain the following in hybrid/animal form:
* +2 Strength
* Scent
* Bite 1d6
* +2 AC Natural Armor
Lycanthropic Empathy (Ex): In Hybrid/Animal form communicate and empathize with wolves. Can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
- Class:
- Sacred Weapon (Su): 1d6
Aura (Ex)
Spell Casting (Divine): May spontaneous cast cure spells
Fervor: 1/2 Level + Wis Mod (3)/Day Standard action to heal ally for 1d6 (or self as swift), or make a melee touch attack against an undead (positive energy damage). Can also expend it to swift cast a spell targeting only self.
- Blessing:
- War
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Last edited by lapis-lazily on Mon Aug 26, 2019 4:52 pm; edited 3 times in total
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Tyrant's Grasp Sheets
- Rosamund Blecher:
NG Human Spirit Binder Wizard 3
Size: M, Gender: F, Age: 24, 5'6" 125 lbs
FCBs: +3 HP
Init: +2, Perception: +2
Defenses
HP 20, AC: 15, Touch: 14, Flat Footed: 11
Fort: +3, Ref: +3, Will: +3
Offenses
Speed 30ft
Stats
STR: 7 (-2)
DEX: 14 (+2)
CON: 12 (+1)
INT: 20 (+5)
WIS: 10 (+0)
CHA: 10 (+0)
BAB: +1, CMB: -1, CMD: 11
Racial Abilities
Bonus Feat
Skilled
Class Abilities- Soulbound Familiar:
- (Ex) A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit fully passed on, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.
A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed.
Conjuration (Teleportation School) - Forbidden Schools - Enchantment, Evocation
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spellbook:
0th level (17 pages): Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Scrivener's Chant, Arcane Mark, Prestidigitation
1st level (10 pages): Summon Monster I, Mage Armor, Grease, Color Spray, Enlarge Person, Silent Image, Positive Pulse, Obscuring Mist, Protection from Evil, Expeditious Construction
2nd level (4 pages): Summon Monster II, Glitterdust- Spells:
CL: 3 - Concentration: +10
DCs: 15 + spell level + 1 if conjuration
--- Level 0 --- (At will)
Acid Splash
Read Magic
Detect Magic
Prestidigitation
--- Level 1 ---
Summon Monster I
Enlarge Person
Mage Armor
Positive Pulse
Grease
--- Level 2 ---
Summon Monster II
Summon Monster II
Glitterdust
--- ---
Feats
Bonus: Spell Focus Conjuration
1: Augment Summoning
3: Superior Summoning
Traits
Desperate Focus: +2 to concentration
The Word: +1 Fort saves, 1/1 - 1d6 Lay on Hands
Skills (8+2 background)x3 = 30
Knowledge - Arcana (3, C) +11
Knowledge - Religion (3, C) +11
Knowledge - Nature (3, C) +11
Knowledge - Dungeoneering (3, C) +11
Knowledge - Planes (3, C) +11
Knowledge - Local (3, C) +11
Spellcraft (3, C) +11
Use Magic Device (3, C) +5
Perception +2
Sense Motive +2
Stealth +5
Knowledge (History) (3, C) +11
Linguistics (3, C) +11
Languages: Common, Elven, Draconic, Infernal, Celestial, Abyssal, Sylvan, Necril, Dwarven
Gear: Spellbook (27/100), Compact Spellbook (0/70), Scholar's Outfit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, familiar satchel, scroll box, 10 pieces of parchment, soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler, silken ceremonial armor, dagger, quarterstaff
13 gold
Scrolls:- Willmar Gutermuth:
Cat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor)
hp 10 (1d8–1)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2–3), bite +6 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon Finesse, Toughness
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
Battle Form: +6 STR, -2 Dex
Stats: AC 13, Touch 11, FF 12
Attacks: 2 claws +4 (1d4), bite +4 (1d6)
Alertness
Improved Evasion
Share Spells
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Join date : 2018-08-16
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