The Flameborn Character Sheets
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The Flameborn Character Sheets
Post your character sheets here when they're ready.
Last edited by Ferret on Tue Nov 19, 2019 8:29 pm; edited 1 time in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: The Flameborn Character Sheets
- Mateo Orello:
- Mateo Orello (he/him)
Level 3
Ancestry
Human (Versatile) +STR | +DEX
Background
Truth Seeker +STR | +DEX
Class
Rogue (Thief) +DEX
Free Boosts: +DEX | +CON | +WIS | +CHA
Stats
STR 14 (+2)
DEX 18 (+4)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1)
Class Features- Rogue's Racket (Thief):
- You are trained in Thievery, and when you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
- Sneak Attack 1d6:
- If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
- Surprise Attack:
- You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
- Deny Advantage:
- As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Class Feats- Nimble Dodge (Reaction):
- If a creature you can see targets you with an attack, and you are not encumbered, you can deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
- Partner in Crime:
- You gain the service of an animal, either a familiar or young animal companion. Your partner is trained in Stealth and the skill granted by your racket.
Ancestry Feats- General Training:
- Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
General Feats- Canny Acumen (Fortitude):
- Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
- Fleet:
- You move more quickly on foot. Your Speed increases by 5 feet.
- Toughness:
- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Skill Feats- Lie to Me:
- You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
- Quick Repair:
- You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
- Multilingual:
- You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
- Hefty Hauler:
- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Skill Points: 0
Skills (unlisted = untrained)
(T) Acrobatics
(X) Athletics
(T) Crafting
(T) Deception
(T) Diplomacy
(T) Politics Lore
(T) Breachill Lore
(T) Occultism
(T) Society
(X) Stealth
(T) Thievery
Languages
Common
Sylvan
Aklo
Max HP: 38
Defenses
(T) Light Armor, Unarmored Defense
(X) Perception
(X) Fortitude
(X) Reflex
(X) Will
Gear
(T) Leather armor
AC bonus: +1
Dex cap: +4
Check Penalty: -1 (negated by 10+ STR)
Speed: 30 -0
(T) Rapier
Range: Melee
Damage: 1d6 +DEX (Piercing)
Traits: Deadly d8, disarm, finesse
(T) Dagger
Range: Melee or thrown 10
Damage: 1d4 +DEX (Piercing or Slashing)
Traits: Agile, finesse
Currency
5 sp
Other Items
Thieves' tools
Repair kit
Backpack
Bedroll
2 belt pouches
10 pieces of chalk
Flint and steel
50 feet of rope
2 weeks’ rations
Soap
5 torches
Waterskin
Myth-Weavers sheet
- Orchid:
- WARG COMPANION
Size: Small
<A> Melee jaws (finesse); Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int –1, Wis +1, Cha +1
Hit Points: 6+CON per level
Skills: Intimidation, Stealth, Thievery
Senses: low-light vision, scent (imprecise, 30 feet)
Speed: 40 feet
Support Benefit: Your warg's growl frightens enemies. Until the start of your next turn, your Strikes that damage creatures you warg threatens inflict the frightened 1 condition.
GRAB <A>
Requirements The animal companion's last action was a successful jaws Strike.
The warg automatically grabs the target of its jaws Strike.
Willful
Young wargs are particularly willful and headstrong, and predisposed towards a bloodthirsty and cruel nature. If you do not command the warg during a turn, the GM may, at their discretion, have the warg take a single action of its own volition, which may or may not be something you would approve of. You must spend time with the warg companion teaching them right from wrong to remove this trait.
Last edited by Nimbostratus on Tue Aug 25, 2020 3:47 pm; edited 18 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: The Flameborn Character Sheets
- Sayl:
- Sayl
Neutral Good Unbreakable Goblin Female (She/Her)
Animal Druid 3
Fortune Teller
Small Humanoid, Speed 25 ft
Perception +10
---------------------
Attributes
---------------------
Str 12 +1
Dex 14 +2
Con 12 +1
Int 12 +1
Wis 16 +3
Cha 12 +1
---------------------
Attacks
---------------------
Spear +6, 1d6+1 Pierce
[Spell Attack +8]
---------------------
Defenses
---------------------
40 HP
AC 19
Shield +2, hardness 3, HP 12/6
Saves F +8/R +7/W +10
---------------------
Magic (spell DC 18, Cantrip Spell Level 2)
---------------------
Order Spells (1) - Heal Animal, Wild Shape
Cantrips (5*) - Produce Flame [2d4+4|x2 & 2d4+1 persist burn], Guidance, Stabilize, Detect Magic, Light
1st level (3) - Heal, Heal, Magic Fang
2nd level (2) - Heal, Heal [2d8, 2 action +16]
---------------------
Activated Abilities (Class DC 18)
---------------------
---------------------
Skills
---------------------
Trained (+5) - Occultism (Int), Lore [Fortune-Telling] (Int), Nature (Wis), Athletics (Str), Diplomacy (Cha), Survival (Wis)
Expert (+7) - Medicine (Wis)
Master
Legendary
---------------------
Passive Abilities
---------------------
Darkvision
Unbreakable Heritage - Reduce damage from falls by reducing effective distance fallen by half
Primal Spellcaster (Wisdom)- Anathema:
- Using metal armor/shields
Despoiling nature
Teaching Druidic to outsiders
Cruelty to/unnecessary murder of animals
Becoming reliant upon processed goods, permanently residing in civilized locations
Wild Empathy - can use Diplomacy to make an impression or simple request of wild animals - who will typically at least listen, if not obey
---------------------
Feats - Ancestry
---------------------- Spoiler:
- Burn It! - fire damage increased by half spell/quarter item level min 1, persistent fire damage +1
Feats - Skill
---------------------- Spoiler:
- Oddity Identification - +2 circumstance to Occultism (Identify Magic) with Mental, Possession, Prediction, or Scrying traits
Battle Medicine - As a single action, attempt Treat Wounds on self or an adjacent ally, restoring HP but not removing Wounded. Each target can only be Treated in this way once per day.
Feats - Druid
---------------------- Spoiler:
- Order Explorer [Wild] - Gain a first level feat from the chosen order, count as a member of that order for future feat choices, but be bound by it's anathema or lose use those benefits and feats (but not other druid abilities).
Wild Shape (Order Explorer [Wild]) - Gain the Wild Shape order spell
Feats - General
---------------------- Spoiler:
- Toughness - Increase HP by your level. Recovery rolls are now DC 9 + dying value.
Proficiencies
---------------------
Trained (+5) - Reflex Saves, Simple Weapons, Unarmed Attacks, Light Armor, Medium Armor, Unarmored Defense, Druid Class DC, Primal Spell Attacks, Primal Spell DCs
Expert (+7) - Perception, Fortitude Saves, Will Saves
Master
Legendary
---------------------
Languages
---------------------
Common
Goblin
Draconic
Druidic
---------------------
Equipment (limit 6 bulk, currently 5)
---------------------
studded leather armor [AC +2, Max Dex +3, ACP -1, Str 12, Bulk 1]
wooden shield [AC +2, Bulk 1, Hardness 3, HP 12/6]
spear [1d6 Pierce, 1 bulk, Thrown 20ft]
wolf fang necklace (as primal focus)
bandolier
Healer's tools (1 bulk)
---------------------
Inventory
---------------------
Adventurer's pack (1 bulk)
backpack
bedroll
belt pouches
10 pcs. chalk
flint & steel
50 ft. rope
3 week's rations
soap
5 torches
waterskin
53gp 6sp 5cp
---------------------
Tunare
---------------------
Wolf 3
Str +2 Dex +3 Con +2
Int -4 Wis +1 Cha +0
HP 29 AC 18 Size Small
Perception +6 Speed 40ft
F +7 R +8 W +6
Attacks:
Bite +8, 1d8+2 Pierce
Proficiencies:
Trained - unarmed attacks, unarmored defense, barding, all saves, perception, acrobatics, athletics, survival
Senses: low-light vision, scent (imprecise/30ft)
Support: Until the start of my next turn, my Strikes against targets my wolf threatens inflict a -5/-10 ft penalty to the target's speeds for one minute
Advanced: Knockdown
Req: Wolf's last action was a successful jaws Strike; Effect: knock target of Strike prone
Last edited by Perci on Sun Jun 28, 2020 10:16 pm; edited 7 times in total
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: The Flameborn Character Sheets
- Orinda Kohler:
NG Human Sorcerer 3
Size: M, Gender: F, Age: 20, 5'10" 150 lbs
Init: +2 circumstance, Perception: +5
Defenses
HP 29 (8+6+6+6+1+1+1), AC: 15
Fort: +6, Ref: +7 Will: +7
Offenses
Speed 25ft
Stats
STR: 10 (+0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 10 (+0)
CHA: 18 (+4)
Ancestry: Human
Two free ability boosts (+CHA, +DEX)
Heritage: Versatile
Class Abilities (Key: +CHA)- Proficiencies:
- Trained in Perception, Fortitude, Reflex, Intimidate, Arcana, +3 free skills, simple weapons, unarmed attacks, unarmored defense, arcane spell attack rolls, arcane spell DCs.
Expert in Will.
Untrailed in all Armor.
- Bloodline:
- Focus Points: 1/1
Spell List: Arcane
Bloodline Skills: Arcana, Intimidation- Granted Spells:
- Cantrip: Shield
1st: True Strike
Blood Magic: Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
- Spells:
CL: 3 - Concentration: +
DCs: + spell level
--- Level 0 --- (At will)
Produce Flame
Prestidigitation
Detect Magic
Read Aura
Telekinetic Projectile
Tanglefoot
Shield
--- Level 1 --- (4/4)
Burning Hands
Color Spray
Mage Armor
True Strike
--- Level 2 --- (3/3)
Resist Energy
Dispel Magic
Flaming Sphere
--- ---
Feats
Background: Intimidating Glare
Versatile Heritate: Incredible Initiative
Ancestry 1: Natural Ambition: Dangerous Sorcery
Class 2: Cantrip Expansion
General 3: Trick Magic Item
Background
Dragon Scholar: +CHA, +INT, trained in Intimidation skill and the Dragon Lore skill. Gain the Intimidating Glare skill feat.
Skills (Intimidation, Dragon Lore, Arcana, +4 to assign)
Acrobatics +7
Arcana +7
Deception +9
Diplomacy +9
Intimidation +9
Lore (Dragon) +7
Occultism +7
Languages: Common, Draconic, Elven
Bulk: 1 Bulk, 6 light;
Money: 10 gp, 8 sp
Weapons: dagger, slingshot with 20 sling bullets
Gear: adventurer’s pack, bandolier, 2 sets of caltrops, sheath, scroll case, writing set, journal (spellbook),
Scrolls:
Drekkle- Admin
- Posts : 1157
Join date : 2018-08-16
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