Skulls and Shackles Sheets
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lapis-lazily
leonathemoth
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Skulls and Shackles Sheets
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leonathemoth- Posts : 448
Join date : 2018-08-14
Age : 28
Re: Skulls and Shackles Sheets
- Callia Vespina:
- Callia Vespina
Female Elf Werewasp Warpriest of Callistria 2
CN Medium Humanoid (Elf, Shapechanger)
Init +4; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17(19), Touch 14, Flatfooted 13(15)
HP 19/19
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft, (60 ft. Fly [Good])
Melee
Whip +6 1d6 Piercing (x2) [disarm, nonlethal, reach 15 ft, trip]
--------------------
Spells
--------------------
Level 0
Detect Magic, Light, Purify Food and Drink, Create Water
Level 1 (2/Day)
Bless x2, Obscuring Mist
--------------------
Statistics
--------------------
Str 10 (+0)
Dex 18 (+4)
Con 14 (+2)
Int 10 (+0)
Wis 15 (+2)
Cha 10 (+0)
Base Atk +1; CMB +1; CMD 15
Feats
Weapon Focus: +1 to hit with whips
Weapon Finesse: May use dex to hit with finesse weapons
Traits
Snowstride: +1 trait bonus to acrobatics on slippery surfaces and may trip and bull rush opponents two size categories larger
Opportunistic: +1 trait bonus on attacks of opportunity with whips, swords, and daggers
Skills ACP -2
Acrobatics +6
Fly +13
Perception +4
Sense Motive +7
Background Skills
Profession Sailor +7
Sleight of Hand +6
Languages
Common, Elven
Other Gear
61 gp
28 sp
Whip
Masterwork Backpack
50 ft. Rope
Dagger
Holy Symbol Tattoo
Hide Shirt
--------------------
Special Abilities
--------------------- Race:
- Low-Light Vision
Change Shape (SU): May spend an action to transform between elf form, hybrid form, and giant wasp form.
Hybrid Form:
+2 Nat Armor
Fly Speed 60 (good)
Sting attack: 1d8 Piercing (Curse of Entothropy DC 15, Poison)
Poison: (DC 10 + Con mod + 1/2 level, 1/Round for 6 rounds, 1d2 dex damage, cure one save
Giant Wasp Form:
+4 Nat Armor
Size Large
+4 Str, -2 Dex
Fly speed 60 (good)
Same sting and poison
- Class:
- Blessings:
- Trickery
Double: As a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell. This ability doesn’t stack with the additional damage from the mirror image spell.
Luck
Lucky Presence: You can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Once used, the effect ends.
- Fervor:
- At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Last edited by lapis-lazily on Wed Feb 05, 2020 11:33 am; edited 3 times in total
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Skulls and Shackles Sheets
- Lissiri:
- Lissiri
Chaotic Neutral Kobold Female (She/Her)
Unchained Pirate (Rogue) 2
Small Reptilian Humanoid, Spd 30 ft
Initiative +4
2' 6", 25 lbs, gold eyes, red scales, 14 years old
---------------------
Attributes
---------------------
Str 10 +0
Dex 18 +4
Con 14 +2
Int 13 +1
Wis 10 +0
Cha 12 +1- Offense and Defense:
- ---------------------
Attacks
---------------------
BAB +1, CMB +0
Melee Base Mod +2, Ranged Base Mod +6
Rapier +6, 1d4, 18-20/x2
Shortbow +6, 1d4, 20/x3
---------------------
Defenses
---------------------
17 HP
AC 18 (Size 1, Armor 2, Dex 4, Natural Armor 1) ; Touch 15 (Size 1, Dex 4) ; Flat-Footed 14 (Size 1, Armor 2, Natural Armor 1)
Fort 2 ; Ref 7 ; Will 0
CMD 13
- Actives:
- ---------------------
Action Abilities
---------------------
Besmara's Blessing - 1/week, declare this trait; reroll a Prf (Sailor) check and use the best result.
- Passives:
- ---------------------
Passive Abilities
---------------------
Tough Scales - Kobolds have +1 Natural Armor Bonus.
Darkvision - Kobolds have Darkvision 60'
Gliding Wings - DC 15 Fly check to negate fall damage, additional DC15 Fly check to glide 5' for each 20' fallen
Natural Flier - +1 Trait to Fly, Acrobatics while Flying. Fly is a class skill.
Besmara's Blessing - +1 Trait to Perception and Prf (Sailor).
Merciless Precision - +1d6 Sneak Attack vs. blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.
Sneak Attack 1d6
Sea Legs - +2 Acro, Climb, Swim
Finesse Training - Weapon Finesse, pick weapon for dex to dmg at 3rd, 11th, 19th
Evasion - Successful Reflex Saves for Half damage instead negate the damage, unless helpless or in medium/heavy armor
Swinging Reposition - when in combat on ships and in light/no armor, not required to move in a straight line for bull rush/charge attack, and can 5' step as a free action after
- Skills:
- ---------------------
Skills (Points Per Level: 10+1 favored class)
---------------------
*Acrobatics +11 (+11 if flying/gliding)
*Bluff +6
*Climb +7
*Diplomacy +6
*Disable Device +11
*Escape Artist +8
*Fly +9
*Perception +6
*Sense Motive +5
*Stealth +13
*Swim +7
Background Skills (2 per level)
*Sleight of Hand +9
*Profession (Sailor) +6
- Languages and Proficiencies:
- ---------------------
Proficiencies
---------------------
Simple weapons, hand crossbow, rapier, sap, short sword, shortbow, light armor, Languages: Draconic, Common
- Inventory:
- ---------------------
Equipment
---------------------
Rapier
Leather Armor
Belt Pouch
- Thieves' Tools (Masterwork)
Pirate's Clothes
---------------------
Inventory
---------------------
Masterwork Thieves' Tools
40gp 28sp
Last edited by Perci on Tue Feb 04, 2020 7:24 pm; edited 8 times in total
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Skulls and Shackles Sheets
- Sandara Quinn:
- Sandara Quinn
Female human cleric of Besmara 1
CG medium humanoid (human)
Init +2; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flatfooted 14
hp 17
Fort +4, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier -1 (1d6-2)
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Spells
--------------------
Caster Level 2; Concentration +6
0 level - bleed, enhanced diplomacy, guidance, stabilize
1st level (DC 15) - murderous command, shadow trap
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Statistics
--------------------
Str 7, Dex 14, Con 12, Int 12, Wis 18, Cha 14
Base Atk +1; CMB -1; CMD 11
Feats Selective Channel
Traits besmara's blessing, wisdom in the flesh (Swim)
Skills Appraise +6, Diplomacy + 7, Perception +10, Sense Motive +9, Swim +6
Background Skills Profession (sailor) +10, Perform (dance) +4
Languages Common, Aquan
Other Gear chain shirt, backpack, belt pouch, rope, spell component pouch, torches, trail ration (5 days), waterskin, iron holy symbol, 10 gp
--------------------
Special Abilities
--------------------- Cleric:
- Channel Positive Energy 1d6
Last edited by Ferret on Mon Feb 03, 2020 8:29 am; edited 1 time in total
Ferret- Posts : 2386
Join date : 2018-08-14
Re: Skulls and Shackles Sheets
- Cordelia Rosalynn:
- Stats:
- CN Ganzi Magus (Eldritch Scion) 2
Size: Medium, Gender: Female, Age: 20, 4'10", 110 lbs
Amber Eyes, Long Black Hair, Oil-Slick Iridescent Scales across her back and shoulders
Init: +3, Perception: -1
Defenses
HP 15, AC: 14, Touch: 12, Flat Footed: 12
Fort: +4, Ref: +2, Will: +2
Armor: Leather
Resistances: Acid 5, Cold 5, Sonic 5
+2 to Saves vs Polymorph effects
-1 to AC and Attacks when adjacent to allies
Offenses
Speed 30
Cutlass: +4 (1d6+3 Slashing [18-20/x2])- Modifiers:
- -1 Attack when adjacent to allies
-2 Attack when using Spell Combat
Stats
STR: 16 (+3)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 16 (+3)
BAB: +1, CMB: +4, CMD: 16
Racial Abilities
Native Outsider
Darkvision 60'
Maelstrom Resistance: Gain Resistance 5 to Acid, Cold, and Sonic
Skilled: Gain a +2 bonus to Sense Motive and Survival
Quibble [DC 13] (Ganzi Oddity): Once per Day as an Immediate Action can force a creature to reroll a d20 check they just rolled. The target must take the second result, even if it is worse. Unwilling creatures can resist this effect with a Will Save. This is a Curse Effect.
Class Abilities
Water Bloodline: The raw power of elemental Water courses through me, granting me a fraction of its power. This is as the Bloodrager Bloodline.
Eldritch Pool [4/day]: A personal pool of Eldritch power I can use to fuel certain abilities. As a Swift Action I can use a point of my pool to enter a state of mystical Focus for 2 rounds. This state of Focus allows me to use my Bloodline abilities as if I were in a Bloodrage. In addition, any Magus spell for feature that would normally key off Intelligence instead keys off Charisma. This otherwise functions as Arcane Pool (though I don't gain the ability to use it for an enhancement bonus until later levels).
Spell Combat: I have the ability to wield spells and weapons at the same time. As a Full Round Action I can cast a single Magus spell with a maximum casting time of 1 Standard Action and make a Full Attack. The spell can be cast before or after the attacks, but cannot be made between attacks. This can currently only be used while Focused (see Eldritch Pool).
Spellstrike: When casting a Magus spell with range of Touch I can deliver the spell through my weapon rather than a touch. Instead of the free Touch Attack I instead get a free weapon attack (at highest bonus), with a successful hit dealing normal weapon damage as well as delivering the spell. If used in concert with Spell Combat this takes Spell Combat as normal. This attack uses the weapon's critical range to determine if the spell is critically successful or not, but on a successful critical hit the spell's critical modifier is still only x2. The weapon's damage is multiplied using the weapon's critical modifier as normal.- Spellcasting:
- Caster Level: 2; Casting Stat: Charisma
Concentration Modifier: +5 (+9 for Casting Defensively or while Grappled)
Ranges:
- Close: 30
- Medium: 120
- Long: 480- Cantrips:
- DC 13; Unlimited Per Day
Spells Known:
- Ray of Frost
- Dancing Lights
- Detect Magic
- Open/Close
- Grasp
- Level 1:
- DC 14; 3 Per Day
Spells Known:
- Frostbite
- Hydraulic Push
- Burning Hands
Bloodline Abilities
Elemental Strikes [3/day]: As a Swift Action I can infuse my melee attacks with elemental energy. For 1 round my melee attacks deal an additional 1d6 Cold damage.
Feats
Combat Casting: Gain a +4 bonus to Concentration Checks when Casting Defensively or while Grappled.
Traits
Ship Aptitude: +1 Trait Bonus on Profession (Sailor) and it becomes a Class Skill.
Touched By The Sea: +1 Trait Bonus on Swim checks and it becomes a Class Skill. Penalties to Attack Rolls while underwater are reduced by 1.
Loner Drawback: You are accustomed to working alone. Take a -1 penalty to Attack Rolls and AC while adjacent to allies or when using the Aid Another action.
Bloody-Minded: Gain a +1 Trait Bonus to Intimidate and Initiative.- Skills:
ACP: 0
Intimidate (2) +9
Know (Arcana) (2) +5
Profession (Sailor) (2) +5
Spellcraft (2) +5
Swim (1) +8
Climb (1) +7
Appraise (BG) +2
Perform (Wind) (BG) +5
Languages
Common, Abyssal
Gear- Worn:
- Pirate Clothes, Leather Armor
- Adventuring Gear:
- Brass Flute, Cutlass
- Magic Gear:
- None
- Wondrous Items:
- Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
0 Gold, 0 Silver, 0 Copper
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Skulls and Shackles Sheets
- Stargazer Zuberi:
- NG Human Collegiate Initiate Arcanist 2
Male, 24 years old, Black hair, Brown eyes, 5'4", 121 lbs.
Defenses-
HP 7, AC 9, Touch 9, Flat-Footed 7
Fortitude +1, Reflex +2, Will +2
Concentration: 1d20+8(+4) [(Arcanist Level+Int Mod)+2{Focused Mind}(+Combat Casting)]
Initiative: +6, Perception: -1
Offenses-
Speed 30'
Stats-
STR: 7 (-2)
DEX: 14 (+2)
CON: 11 (+0)
INT: 18 (+4)
WIS: 8 (-1)
CHA: 16 (+3)
BAB: +1, CMB: -1, CMD: 10- Skills:
- Appraise* +0 []
Craft* +0 []
Diplomacy* +8 [1, +1]
Fly* +0 []
Knowledge (Arcana)* +10 [2, +1]
Knowledge (Dungeoneering)* []
Knowledge (Engineering)* +8 [1]
Knowledge (Geography)* +9 [2]
Knowledge (History)* +8 [1]
Knowledge (Local)* +8 [1]
Knowledge (Nature)* +10 [2, +1] 1
Knowledge (Nobility)* []
Knowledge (Planes)* []
Knowledge (Religion)* +8 [1]
Linguistics* []
Perception +0 [1]
Perform (Sing) +5 [2]
Profession (Sailor)* []
Sense Motive []
Spellcraft* +9 [2]
Use Magical Device +8 [2]
* denotes Class Skills, [x, +y] denotes skill ranks and trait bonuses respectively
Background Skills: Knowledge (Geography), Perform (Sing)
Languages-
Common, Elven, Dwarvish, Gnomish, Goblin
Traits-
World Traveler: +1 trait bonus to Diplomacy. Diplomacy is a Class Skill.
Stargazer: +1 trait bonus on Knowledge (Arcana) and Knowledge (Nature) checks.
Focused Mind: +2 trait bonus to Concentration checks.
Drawbacks-
Self-Doubting: The first time each day you fail a Will check or skill check, take a -2 penalty on the next Will check or skill check of that kind.
Feats-
Improved Initiative: +4 to Initiative Checks.
Combat Casting: +4 to Concentration checks made while Casting Defensively or while Grappled.- Spellcasting:
- Spells Per Day: -/4
Preparation Slots: 5/2- Spells Prepared:
- 0th Level:
Detect Magic
Light
Mending
Prestidigitation
Ray of Frost
1st Level:
Grease
Mage Armor- Halcyon Spell Lore:
- 1st Level - Cure Light Wounds
- Spells Known:
- 0th Level:
All 0th-Level Wizard/Sorcerer Spells
1st Level:
Break
Color Spray
Feather Fall
Grease
Mage Armor
Magic Missile
Polypurpose Panacea
Protection from Evil
Shield
Class Features-
Cantrips
Arcane Reservoir [3+Arcanist Level]: Can expend 1 point from arcane reservoir as a free action whenever you cast an Arcanist spell. If you does, you may choose to increase your caster level by 1 or increase the spell’s DC by 1. Can not expend more than 1 point from the reservoir on a given spell in this way.- Arcane Exploits:
- [Halcyon Spell Lore replaces Arcane Exploits gained at 1st, 9th and 17th levels]
1st Level - Halcyon Spell Lore: At each class level, choose one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that you can cast, and cannot be a spell that already appears on your arcanist spell list. You can cast the chosen spell with this ability as if it were on your spell list and prepared by expending a number of points from your arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, you choose to lose a spell that you have chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements.
Consume Spells [3/day]: At 1st level, you may expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if it had been used to cast a spell. Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. Cannot consume cantrips in this way, and points gained in excess of the reservoir’s maximum are lost.
Racial Features-
+2 Bonus to Any Ability Score [Intelligence]
Bonus Feat
Skilled- Inventory:
- Gear:
- Traveler's Outfit
Spellbook
- Magical Items:
Gold: 0 gp
Current Weight: 3 lbs.
Weight Limit, in lbs.: 0-23 / 24-46 / 47-70
Sawblader- Posts : 282
Join date : 2018-08-14
Age : 32
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