Shini's Repository of Characters
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Shini's Repository of Characters
Just a place to store characters. Also a graveyard, because I like having my old characters' sheets to reference, but having multiple characters in a post clutters things up.
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Shini's Repository of Characters
- Naomi Valdemar - Deceased:
- Stats:
- NG Hearth May Changeling Oracle 4
Size: Medium, Gender: Female, Age: 18, 5'5", 100 lbs
One eye Hazel the other Ash-Gray, butt-length Fiery Red hair, both arms appear burned black from finger-tip to just past the elbow
Init: +2, Perception: +1
Defenses
HP 27, AC: 18, Touch: 12, Flat Footed: 16
Fort: +2, Ref: +4, Will: +6
Armor: Masterwork Breastplate
Offenses
Speed [s]30[/s] 20
Claws x2: -3 (1d4-2 [x2]) Natural
Utility Knife: -3 (1d4-2 [19-20/x2]) 10ft
Touch Attack: +1
Ranged Touch Attack: +5
Stats
STR: 7 (-2)
DEX: 14 (+2)
CON: 10 (+0)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 23 (+6)
BAB: +3, CMB: +1, CMD: 13
Racial Abilities
Ash Hag Trait +1: Gain a Racial bonus on damage rolls for spells with the Fire descriptor. This bonus starts at +1 and increases by 1 for every 4 levels beyond 1st.
Claws: Gain two 1d4 claw natural attacks.
Hag Magic [ISR] (Charm Person): Gain Charm Person as a 1/day Cha-based SLA.
Darkvision 60'
Class Abilities
Blackened Curse: Your hands and forearms are shriveled and blackened as if you had plunged your hands into a blazing fire, and your thin, papery skin is sensitive to touch. You take a -4 penalty on weapon attack rolls, and add Burning Hands to your list of spells known. At higher level add additional spells to your list of Spells known.
Life Mystery: You draw your powers from the force of Life.
Revelations
Channel (1d6, 7/day, DC 17): Gain the ability to Channel Positive Energy as a Cleric of my Oracle level. This Revelation is usable a number of times a day equal to 1 + my Cha mod.
Energy Body (1d6+4, 4 rounds/day): As a Standard Action I can transform my body into pure Life energy. In this form I gain the Elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by 1 step (max Normal Light). Undead striking me with its body or a handheld weapon (excluding Reach weapons) takes Positive Energy damage equal to 1d6+1 point per Oracle level. If I Grapple or attack an Undead creature with unarmed strikes or natural weapons I can deal this damage in place of the normal damage for that attack. Once per round when I pass through an allied creature's square or one passes through mine I can heal them for 1d6+1 point per Oracle level. I choose whether or not to do so when they pass through my space. Reverting to my normal form is a Free Action. I can remain in this form for a number of rounds per day equal to my Oracle level.- Spellcasting:
- Casting Stat: Cha; CL 4
Concentration mod: +10
Close: 35; Medium: 140; Long: 560- Cantrips - At Will:
- Known: 6
DC 16
Prestidigitation
Spark
Guidance
Stabilize
Enhanced Diplomacy
Read Magic
- Level 1 - 8/day:
- Known: 4 + 1 Curse + 1 Mystery
DC 17
Cure Light Wounds
Burning Hands
Bless
Command
Detect Undead
Burning Disarm
- Level 2 - 5/day:
- Known: 2 + 1 Mystery
DC 18
Cure Moderate Wounds
Oracle's Burden
Feats
Selective Channeling: When I Channel Energy I can choose not to affect a number of targets equal to my Cha mod.
Coven Caster: As a Standard Action I can attempt a special Aid Another action (1d20 + my choice of Int or Cha, DC 10). If I succeed I can increase an adjacent spellcaster's CL by 1 until the start of my next turn. Interacts with the Coven Witch hex but that's not really relevant.
Traits
Alabaster Outcast: You are a disowned and disinherited member of one of Magnimar's wealthiest families. Despite your exile, your name still holds considerable weight in Magnimar, granting a +1 Trait Bonus to Diplomacy and Intimidate checks made within the city. In addition you start with a Noble's Outfit, Signet Ring, and an additional nonmagical item worth 200gp or less (Breastplate).
Two-World Magic (Prestidigitation): Add 1 level 0 spell from another spell list to your spell list. If your spell list doesn't have level 0 spells treat this as a level 1 spell.
Paranoid: You believe that someone or something is always out to get you, and have a hard time truly trusting anyone. Anyone who attempts and Aid Another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Bastard: Gain a +1 Trait Bonus to Sense Motive and Sense Motive is a class skill.- Skills:
Diplomacy (4) +13 (+14 in Magnimar)
Heal (4) +8
Knowledge (Religion) (4) +7
Sense Motive (4) +9
Handle Animal (BG) +13
Knowledge (Nobility) (BG) +4
Languages
Common, Varisian
Gear- Worn:
- Noble's Outfit, Masterwork Breastplate, Signet Ring, Belt Pouch, Spell-Component Pouch, Masterwork Backpack, 13gp worth of assorted Jewelry (the last of what she stole away with when she left home)
- Adventuring Gear:
- Mess Kit, 1/2 pound of Soap, Bedroll, 5 days' Trail Rations, Magnetic Compass
- Magic Gear:
- None
- Wondrous Items:
- Head:
Headband: Headband of Alluring Charisma +2
Eyes:
Neck:
Shoulders: Cloak of Resistance +1
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:
Money
709 Gold, 1 Silver, 1 Copper
- Fluff:
- Mikael Valdemar was the black sheep middle-child of the esteemed Valdemar family, and when he came of age he ran off to join the Pathfinders rather than join the family fishery. A few years later, his family was quite surprised when a newborn, a girl with mismatched eyes and the barest hints of bright red hair, in a simple reed basket was deposited on their doorstep, with nothing to identify her but a tag: "to Mikael". Seeing no other option, the family took in the young girl, bestowing upon her the name Naomi.
Years passed, with Naomi only briefly interacting with her Father as he briefly stopped by between jobs for the Pathfinder Society. Whenever he did appear though, he always brought the most exotic gifts and fantastic stories of the distant lands he traveled. One such story was the story of Naomi's own mother, a mysterious red-haired woman with great magic, who lured in Mikael with what he believed was love, but disappeared the next morning. Naomi was always infatuated with these stories, dreaming of someday seeing these distant lands.
On Naomi's 7th birthday was when things started to get... strange. The young girl awoke that morning to a burning pain, and found her fingertips blackened and charred, the source of the pain. Her family was of course shocked, and they went to the finest clerics, but nothing they could do would heal the burns, and in fact they would slowly spread over the next several years, until by her fifteenth birthday they had spread to just beyond her elbows. The burns haven't spread since then, and since they first appeared she's gradually gotten used to the sensation, as well as discovered amazing new abilities that seemed to grow with the burns.
More recently, just these past few months, Naomi's Grandfather Ethram, the aging patriarch of house Valdemar, has attempted to arrange a marriage between Naomi and the elderly head of another wealthy Magnimarian house. Naomi fervently believes this marriage is merely so that her Grandfather can poach her new husband's wealth to further finance his poorly-hidden drug habits, while others in the family believe it is to just have one less mouth to feed given the family's recent financial difficulties. Either way, Naomi is having none of it. She spent the time since the marriage-in-planning was announced gathering what essentials she could, and a couple weeks ago stole away in the dead of night, intending to join the Pathfinders like her Father before her. Her Grandfather, quite put out with the rebellious bastard child of his most problematic son, disowned her the moment he found out, and she's been attempting to scrape by ever since, dead set on being a proper Pathfinder and experiencing great adventures just like the ones her Father told her of.
Shattered Star - Slain by Book 1 Final Boss
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Shini's Repository of Characters
- Lunarala (Luna) Sirlasse - Deceased:
- CG Woodland Elf Barbarian 4
Background: Reputation Seeker
Languages: Common, Elven
Size: Medium; Gender: Female (She/Her); Age: 112; Height: 5'6"; Weight: 96 lbs
Eyes: Black; Hair: Waist-length, dark-green
Perception: +9 (Expert)
Defenses
HP: 62 (+6 Temp HP Raging); AC: 21 (-1 with Greatsword, -1 Raging, stacks)
Armor: Hide Armor (Trained)
Fort: +10 (Expert); Ref: +8 (-1 with Greatsword) (Trained); Will: +9 (Expert)
Offenses
Speeds: Land 30
Large +1 Striking Greatsword (Trained): +10 (2d12+3 Slashing) [Versatile Piercing, Clumsy 1]
Utility Dagger (Trained): +9 (1d4+3 Piercing) [Agile, Finesse, Versatile Slashing, Thrown 10]
[2A] Telekinetic Projectile (Trained): +6 (2d6 B, P, or S) 30 feet [Concentrate, Manipulate, Arcane, Cantrip, Evocation]
Stats
STR: 16 (+3)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (0)
WIS: 12 (+1)
CHA: 10 (0)
Ancestry
Stats: Dex/Int/-Con/Str
Hit Points: 6
Voluntary Flaw Stats: -Int/-Cha/Con
Heritage
Woodland Elf: You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind.
Ancestral Abilities
Low-Light Vision: You can see in Dim Light as if it were Bright Light. Ignore the Concealed condition caused by Dim Light.
Ancestry Feats
Otherworldly Spell: Gain the ability to cast an Arcane Cantrip At Will as an Innate Spell.- Telekinetic Projectile:
- Cantrip 1 - Heightened 2
Attack, Cantrip, Evocation
Arcane
Cast: [2A] Somatic, Verbal
Range: 30 Feet; Targets: 1 Creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success: You deal double damage.
Success: You deal full damage.
Heightened (+1): The damage increases by 1d6.
Background
Name: Reputation Seeker
Stats: Dex/Con
Description: You’re likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You’ve seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands—regions that proved too dangerous to remain in for long on your own. You returned home with more caution and knowledge of the world beyond Breachill’s borders, but still determined to win fame.
You’ve decided that joining an adventuring group would be the best way to secure aid in your quest to build your own reputation, and are attending the Call for Heroes to find such allies.
Skill: Survival
Lore: Jungle
Skill Feat: Terrain Expertise (Forest) - Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.- Trained Skills:
Armor Check Penalty:-20
Athletics (Expert) +11
Intimidation (Trained) +6
Jungle Lore (Trained) +6
Nature (Trained) +7
Stealth (Trained) +8
Survival (Trained) +7
Class
Subclass: Giant Instinct
Key Stat: Strength
Class DC: 18 (Trained)
Hit Points: 12
Class Features
Rage: You gain the Rage action- Rage:
- [1A]
Barbarian, Concentrate, Emotion, Mental
Requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
- You take a -1 penalty to AC.
- You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
- Giant Instinct Anathema: Failing to face a personal challenge of Strength is Anathema.
Titan Mauler: You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to one weapon one size larger than you, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Deny Advantage: I am not Flat-Footed to Hidden, Undetected, or Flanking creatures of my level or lower, or creatures of my level or lower that are using Surprise Attack. Creatures of such level can however still help their allies Flank.
Class Feats
Sudden Charge [2A] [Barbarian, Flourish, Open]: With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
No Escape [Reaction] [Barbarian, Rage] (Trigger: A foe within reach attempts to move away from you): You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Raging Athlete [Barbarian]: Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically.
Other Feats
Skill Feats
Quick Jump (Athletics) [General, Skill]: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Powerful Leap (Athletics) [General, Skill]: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
General Feats
Assurance (Athletics) [General, Skill]: You can forego rolling an Athletics check to instead take a result equal to 10 + your Proficiency Modifier. This total is not modified by any other bonuses or penalties.
Equipment
Encumbered: 8; Max Load: 13- Worn Gear:
- Explorer's Outfit, Hide Armor, Backpack, 2x Belt Pouches, Large Blade Sheath
- Adventuring Gear:
- Bedroll, 10x Chalk pieces, Flint and Steel, 50 feet of Rope, Grappling Hook, Soap, 5 Torches, Waterskin, Crowbar, Pup Tent, 2x Minor Elixir of Life
Total Bulk: 7 + 6L- Invested:
- 1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
Money
34 Gold, 0 Silver, 3 Copper
Age of Ashes - Slain by Book 1 Final Boss
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
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