Strange Aeons Character Sheets
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maswoon
Nix Machina
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Strange Aeons Character Sheets
Character sheets for Strange Aeons go here.
Nix Machina- Admin
- Posts : 255
Join date : 2018-08-14
Age : 30
Location : A Far and a Sunless Land
Junmai, the Sovereign Dragon, Sixth of his Name
- Junmai, the Sovereign Dragon, Sixth of his Name:
- LN Human (Tian Xia) Sword Saint Ronin Samurai 3
Size M, Gender M, Age 25, 6'3", 168 lbs, black hair, green eyes
Init +2, Perception +0
Defenses
HP 30/30
[Max of 1d10 + 6 + 5 + 2x3 (CON) + 1x3 (FCB)]
AC 16, Touch 11, Flat-footed 15
Fortitude +6, Reflex +3, Will +2
Offenses
Speed 20 ft.
Attacks- Dragonclaw:
- Dragonclaw: +10 to hit, 1d8 + 5 damage, 18-20/x2 crit.
Dragonclaw (2h): +10 to hit, 1d8 + 7 damage, 18-20/x2 crit.
Dragonclaw (PA): +10 to hit, 1d8 + 9 damage, 18-20/x2 crit.
Dragonclaw (Iaijutsu): +10 to hit, 1d8 + 1d6 + 5 damage, 18-20/x2 crit.
Dragonclaw (2h PA): +10 to hit, 1d8 + 10 damage, 18-20/x2 crit.
Dragonclaw (Iaijutsu 2h): +10 to hit, 1d8 + 2d6 + 7 damage, 18-20/x2 crit.
Dragonclaw (Iaijutsu PA): +10 to hit, 1d8 + 2d6 + 9 damage, 18-20/x2 crit.
Dragonclaw (Iaijutsu 2h PA): +10 to hit, 1d8 + 2d6 + 10 damage, 18-20/x2 crit.
- Chakram:
- Chakram: +4 to hit, 1d8 + 5 damage
Stats
STR 20 (+5)
DEX 12 (+1)
CON 14 (+2)
INT 7 (-2)
WIS 10 (-)
CHA 14 (+2)
BAB: +3, CMB: +8, CMD: 19
Race page link.
Bonus feat.
Bonus skill per level.- Class Abilities:
- Challenge (Ex)
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).
The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Resolve (Ex)
The Samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Iaijutsu Strike (Ex)
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage.
This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.
At 4th level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit.
Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack.
Self-Reliant: At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
1: Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Human: Power Attack: Take a penalty to hit for a bonus to damage.
3: Furious Focus: Don't take a penalty on your first Power Attack.
Traits:
++Heirloom Weapon (Old Version) [Equipment Trait]
You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
++Bloody-Minded [Combat Trait]
You're always ready for bloodshed. You gain a +1 bonus to Initiative and Intimidate checks.
++Pugnacious [Campaign Trait]
You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.
Drawbacks:
--Pride
When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Bluff +7
Diplomacy +6
Intimidate +14
Climb +9 (ACP)
Swim +9 (ACP)
Sense Motive +4
--
Lore (Sword Maintenance) +4
Appraise 0
Profession (Sake Brewing) +4- Skill Breakdown:
1: Bluff, Intimidate, Sense Motive
--BG: Lore (Sword Maintenance), Appraise
2: Diplomacy, Intimidate, Climb
--BG: Lore (Sword Maintenance), Profession (Sake Brewing)
3: Bluff, Intimidate, Swim
--BG: Lore (Sword Maintenance), Appraise
Common, Tian Xia
>>Carried:
Dragonclaw (Mwk. Katana, Heirloom Weapon) [6 lb.]
Chakram (5) [5 lb.]
Sap [1 lb.]
Horn Lamellar [30 lb.]
>>>Combat:
None Yet.
>>>Looks:
Outfit, Traveler's [5 lb.]
Really Cool Tattoo on shoulder (it's a dragon, it's pretty metal)
>>Other (on person):
Common Backpack [2 lb.]
Belt Pouch [.5 lb.]
>>Other (in backpack):
10 days of rations [5 lb.]
Waterskin [4 lb.]
5 big ol' bottles of common sake [30 lb.]
Hooded Lantern [2 lb.]
Poncho [2 lb.]
Oil of Align Weapon
Braided Leather Cord with a Talisman of Healing Power
Potion of CLW
Cloak of Resistance +1
Potion of Protection from Evil
>>Not Carried:
Weight
91.5 lb.
/133 lb. Light Load
/266 lb. Medium Load
/400 lb. Heavy Load
Gold
0 gold
Last edited by maswoon on Mon Jun 24, 2019 1:28 pm; edited 6 times in total
maswoon- Posts : 714
Join date : 2018-08-14
Age : 28
Location : Oregon
Re: Strange Aeons Character Sheets
- Kyassa, Kobold:
N x Kobold Alchemist (Grenadier)
2’0” 25 lbs, , x scales, 16 years old
Natural Armor, Darkvision 60ft, Perception +7, Initiative +4
30ft Base Speed
Defenses:
HP: 18 AC: 19 Touch: 15
Fort: 4 Reflex: 7 Will: 2
Offenses:
Dagger -2 (1d3-2)
Ranged Touch +7
Extracts: (3)
Targeted Bomb Admixture x3 (Double int mod on bomb)
Stats:
Strength: 6
Dexterity: 18
Constitution: 12
Intelligence: 18
Wisdom: 12
Charisma: 7
BAB: 1 CMB: -2 CMD: 12
Race Features:
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.- Class Features:
Class Features:
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these 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 (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist 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 alchemist does not need to decipher arcane writings before copying them.
Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Heightened Awareness (+2 on Know/Percept, +4 Init)
Smoke Bomb
Create a fog cloud effect with your bombs. A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.
Precise Bombs
Choose which squares are missed by your bomb’s splash damage.
Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Traits:
Firebug (+1atk to all Bomb/Splash Wpns)
Formerly Mind-swapped (1/day reroll Know, Take 20 instead of 10 for untrained know checks)
Feats:
Precise Shot
Point Blank
Skills:
Knowledge/Nature (10)
Knowledge/Arcana (10)
Disable Device (7)
Fly (8 )
Craft/Alchemy (10)
Perception (9 )
Spellcraft (10)
Stealth (15)
Survival (7)
Sleight of Hand (7)
BG Skills:
Knowledge/Geography (10)
Profession/Miner (7)
Gear: Alchemist's Kit
Studded Leather Armor (S)
6x Alchemist's Fire
2x Thunderstones
4x Antitoxin
Courage Talisman
Languages: Common, Dwarven, Draconic, Gnome, Undercommon
- Spoiler:
Feats:
6 - Additional Trait: Pragmatic Activator
9 - Improved Initiative
12 - Additional Discovery (Cognatogen)
15 - Additional Discovery (Greater Cognatogen)
18 - Additional Discovery (Grand Cognatogen)
Discoveries:
4- Frost Bomb
6- Poison Conversion/Void Bomb (if allowed)
8- Fast Bombs
10- Infusion
12- Madness Bomb
14- Greater Alchemical Simulacrum
16- Eternal Potion
18-
20-
- Spoiler:
A primer for aspiring poisoners
Poisons are a rather odd type of item. While Alchemist are easily the masters of poison, that doesn't make them a great item. But it does give you the unique possibility of making them viable. The problem with poisons is that it's quite hard to increase their DCs without raising their price to a point where they lose value. As an alchemist, you have a few options which increase their power in your discoveries.
But one rarely used rule is that you can add additional doses of a poison if its manner of delivery is either ingested or inhaled. While ingested isn't a big deal, inhaled is what we're looking at here. The best way to make an inhaled poison is to take a non inhaled poison, and change it with the Poison Conversion discovery. Without that, you'll generally outgrow poisoning by about level 6 or so. If you're going to go down the conversion route, your poisons need to follow a few simple rules.
Low cost: The cheaper you can get this poison, the better since you'll be paying for it a lot. Crafting it yourself helps, but you have to consider your bottom line.
No onset time: If you're planning on using this in combat, you can't wait for it to take effect. Even the small damage of these is more helpful per round.
Solid Initial/Secondary Effect: Some poisons will have a great initial effect, but you only get that once, and then the secondary effect, which might be a lot more lackluster. Make sure your poison is always doing something good before picking it up.
Per Round Frequency: Most of the time you'll be using these in combat, and especially with inhaled poisons, your target is going to know they were poisoned by something around them. You can't have 1/min effects on them, because that's just too slow to be used in battle, since it’s generally over before 10 rounds.
Beyond that, any poison is fair game (a favorite of mine is Drow Poison for how cheap it is, and its effects of knocking out people instantly) although some are better suited to be changed and altered if you’re looking for stat damage instead.
Let me give a few of my favorite examples below. Note the cost of these is being viewed at Level 6, the point in which you can take Poison Conversion, which is what makes these poisons relevant. The lacking onset time is what makes them combat viable.
Black Adder Venom
120 GP, DC 11, 1/round for 6 rounds, 1d2 Con damage
This is the most cost efficient constitution damage you can buy, with the step up to 1d3 increasing by nearly 4x the cost. Stacking doses of this is the best way to kill a low con creature in no time flat.
Bloodroot
100 GP, DC 12, 1/round for 4 rounds, 1 Con and 1 Wis damage
A surefire Cleric killer, stacking this up will make up for the lacking duration as well as making the target vulnerable for both fortitude and will save failure. This is also the fastest mental stat damaging poison, as the rest are all 1/min frequency, which really is a shame. Sadly it does have a one round delay, but one round isn't terrible for something this nasty.
Drow Poison
75 GP, DC 13, 1/minute for 2 minutes, Unconscious for 1 minute/Unconscious for 2d4 hours
And the knockout blow. No onset, instant sleep, and the chance to put them out for hours is just too good. This is probably the bread and butter of your poisoning set, making it easy to knock out anything that breathes.
Medium Spider Venom
150 GP, DC 14, 1/round for 4 rounds, 1d2 Str damage
The cheapest strength damage we can get, this loves the duration stacking from adding multiple doses, and has a good chance of knocking out brutes if you can get it early and stay away from them.
While you can go more expensive to get more ability damage at once, the cost ratio really begins to eat into your effectiveness. For most of these, a hit and run style of play is recommended as to force your opponent to suffer through these effects at length
Poisons like this are worthless against opponents who don't breath, so undead and such (assuming you took Celestial Poisons) are immune to them. Also be aware of spells that can block air flow, like Wind Wall and Fickle Winds. For opponents like that, your best bet is Sticky Poisons, since it'll help spread your poison budget. It's not great since you don't get a lot of attacks with the same weapon (so you'll be waiting longer to deliver multiple doses, as well as being in melee), but undead often have lower fort saves, which makes up for the lack of inhaled abuse.
You are still capable of making poisons a viable tool using this advice, but realize that it'll be a straight drain on your gold for a consumable bonus, so make sure you're aware of everything that goes into using this tactic, and happy poisoning.
1st-Targeted Bomb Admixture x2, Cure Light Wounds, True Strike, Anticipate Peril
2nd-Invisibility, Cat's Grace/Fox's Cunning
https://docs.google.com/document/d/1hChbcEsEfQsR7NkwKlzO-GLYtrOtxlkGHpRQgKKZ5gc/edit#
Last edited by Grit on Wed Jun 26, 2019 11:02 am; edited 6 times in total
Grit- Posts : 7
Join date : 2018-08-15
Re: Strange Aeons Character Sheets
- Endrit Adamsen:
- LG Angel-Blooded Aasimar Paladin (Oathbound against Corruption, Warrior of Holy Light) 3
Size M, Gender M, Age 35, 6' 4", 200 lbs, brown-bronze hair, purple eyes
Init +2, Perception +9
darkvision 60 ft
Defenses
HP 30, AC 19, Touch 12, Flat-footed 17
(Dex +2, scale mail +5, light steel shield +1, amulet of natural armor +1)
Fortitude +8, Reflex +6, Will +6
+4 sacred bonus against spells and effects from aberrations, +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures
Allies within 10 ft of Endrit gain +1 sacred bonus against spells and effects from aberrations as long as Endrit is conscious
acid resistance 5, cold resistance 5, and electricity resistance 5
Combat Abilities
Speed 20
scimitar +7 (d6+4, 18-20/x2) S
light spiked shield +7 (d4+4, x2) P
If TWF, change bonuses to +5/+5 and halve shield's damage modifier
shortbow +5 (d6, x3) P 60 ft
lay on hands 4/day (1d6+1), scale on even levels- mercies (every three levels): shaken
1/day smite evil (see below, scale at 4 and every three levels after)
1/day swift action, add Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round
Stats
STR 18 (+4)
DEX 15 (+2)
CON 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 16 (+3)
BAB: +3, CMB: +7, CMD: 19
Racial Abilities
Celestial Resistance - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled - Angel-blooded aasimar have a +2 racial bonus on Heal and Perception checks.
Spell-Like Ability (Sp) - Angel-blooded aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision - Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Class Abilities
Weapon and Armor Proficiency - Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex) - The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Detect Evil (Sp) - 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 strength of 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.
Smite Evil (Su) - Once per day, a paladin can call out to the powers of good to aid him in his struggle against 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.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day to a maximum of seven times per day at 19th level.
Divine Grace (Su) - At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) - Beginning at 2nd level, a paladin can heal wounds (his 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.
Aura of Purity (Su) - At 3rd level, the paladin gains a +4 sacred bonus on saves against spells and effects from creatures of the aberration type. Allies within 10 feet gain a +1 sacred bonus on these saves. This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Divine Health (Ex) - At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) - At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.- Shaken: The target is no longer shaken.
Feats
Two-Weapon Fighting
Improved Shield Bash
Traits
Driven By Guilt - You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Nervous - Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.
Blessed Touch - You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Skills
Diplomacy (3) +9
Know (Religion) (3) +5
Perception (3) +9
Know (History) (BG, 3) +2
Perform (Oratory) (BG, 3) +6
Languages
Common, Celestial
Gear
scimitar, scale mail, light spiked steel shield, explorer's outfit, paladin's kit (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a [s]silver[/s] bronze holy symbol), shortbow, 20 arrows, small steel mirror, medium tent, vial of silversheen, wand of bless x18, lab coat
Potentially: Potion of CLW, amulet of natural armor +1, potion of bull's strength
Weight
lol 18 Str
Gold
0 gp - mercies (every three levels): shaken
- Build Notes:
- HP is high for even and low for odd
Level 3 - improved shield bash
Level 4 - stat boost
Level 5 - feat (PA? double slice?)
Level 7 - feat (improved twf?)
Level 8 - stat boost
Level 9 - feat (shield slam?)
Level 11 - shield master?
Level 12 - stat boost
Level 13 - greater twf?
Level 15 - two weapon rend?
Last edited by Aviana on Sun Jun 23, 2019 9:22 am; edited 2 times in total
Re: Strange Aeons Character Sheets
- Spoiler:
- Spoiler:
TN Changeling Psychic 3
Size M, Gender F, Age 18, 5'4", 95 lbs, Jet Black hair, with a stark white streak, One white eye, one green eye, deathly pale skin.
Init +2, Perception +9
Defenses
HP 19, AC 17, Touch 11, Flat-footed 16
Fortitude +3, Reflex +2, Will +7
Offenses
Dagger: -5 to hit, 1d4-2 damage
Speed 30 (20 in armor)
Stats
STR 7 (-2)
DEX 13 (+1)
CON 12 (+1)
INT 18 (+4)
WIS 18 (+4)
CHA 11 (+0)
BAB: +1, CMB: -1, CMD: 10
Racial Abilities
Hag Magic: The DCs of any saving throws against enchantment spells she casts increase by 1,
1/1 - dancing lights, 1/1 - detect magic, 1/1 - disguise self, 1/1 - pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier
Darkvision: Changelings see perfectly in the dark up to 60 feet.
+2 bonus on saves versus gaze attacks
Class Abilities
Detect Thoughts: 1/1
Phrenic Pool: 4/4
Overpowering Mind: Spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1.
Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
-Lore Discipline-- Spoiler:
- (Su): 4/4 - You can glean deeper truths from advice you magically obtain, even if the information itself is specious. When you use a spell or spell-like ability that allows you to get answers to questions (such as augury, blood biography, or contact other plane) and get at least one answer, you regain 1 point in your phrenic pool. You regain this point even if the answer is false or vague. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.
- Spoiler:
- (Su): The last 15 pages of the journal
You can memorize a piece of information and later recall it perfectly. Your mnemonic cache can hold roughly 10 pages of written information, including images and maps, or 30 minutes’ worth of speech or music. (Memorizing music doesn’t confer the ability to perform it properly.) The amount you can store increases by 5 pages and 5 minutes at 2nd level, and at every psychic level thereafter.
You can hold only one piece of information in your mnemonic cache at a time.
The information doesn’t go away when you recall it, but when you put a new piece of information in the cache, the old piece becomes as imperfect any other memory.
Memorizing magical writing (such as a scroll or a page from a spellbook) doesn’t confer the ability to borrow, duplicate, or retain any of the magic in the writing. You could reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it, though this functions as using a borrowed spellbook for anyone other than you. If you’re in telepathic contact with another creature (through telepathic bond, for example), you can transfer the information directly into its mind as a free action. For this creature, the information functions like a normal memory, not one with perfect clarity.
You can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in your mnemonic cache and destroy it. Treat this as a Disable Device check to disarm a magical trap (as though you had the trapfinding class feature). Your bonus on this roll is equal to either your Disable Device modifier or the sum of 5 + your psychic level + your Wisdom modifier, whichever is higher. If you succeed, instead of being disabled, the trap is erased and destroyed.
This ability can’t destroy symbol traps; it functions only if written text is involved.
- Spoiler:
- : Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect.
Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
Table: Spell Recollection d% Result 1–10 The amnesiac is unable to cast spells this round.
11–35 The amnesiac can't remember the new spell (but can still cast spells this round).
36–95 The amnesiac remembers and can cast the new spell.
96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that's 1 level higher than the spell she's attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higherlevel spell, and she forgets the spell after it's cast.
Spells
An amnesiac's ability to cast psychic spells is the same as that of the psychic class, with the following exceptions.
An amnesiac's faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1–8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1–8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1–8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list.
This change to spells doesn't apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1–8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4thlevel spells, and so on).
- Spoiler:
Caster level: 3
Concentration: +7
0th level - x/x
Daze, Read Magic, Prestidigitation, Detect Psychic Signifigance,
1st level - 6/6
Sow Thought, Comprehend Languages, Murderous Command, Amnesiac Slot
Spell Save DC: 14 + Spell Level + 3 if enchantment
Feats
1: Spell Focus (Enchantment)
3: Greater Spell Focus (Enchantment)
Traits
Ritualistic - Scrivener's Chant - 1/1, +2 on occult rituals
Resilient - +1 to fort saves
Survivor - +1 to initiative and sense motive
Foul Brand - -1 to disable device, disguise, and sleight of hand
Skills
Knowledge(Arcana)(C, 3) +10
Knowledge(Dungeoneering) (C, 3) +10
Knowledge(Local) (C, 3) +10
Linguistics(C, 3) +10
Lore(Psychic)(C, 3) +10
Perception(C, 3) +10
Sense Motive(C, 3) +11
Spellcraft(C, 3) +10
Languages
Common, Varisian, Aklo, Draconic, Giant, Goblin, Elven, Sylvan, Necril
Gear
Currently have: Armored Coat, Heavy Wooden Shield, Dagger, backpack, Scholar's Outfit.
Armored Coat, Heavy Wooden Shield, Dagger, backpack, a belt pouch, a blanket, trail rations (5 days), waterskin, soft leather case, 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, a small ruler, 5 sheets of parchment
Scholar's Outfit
Weight
46/46 lbs
Gold
1 silver
- Spoiler:
Description: Vadoma is on the shorter side, standing 5'4" tall, with a slim stature. Her jet black hair is long and straight, with a white streak, coming down to just above her waist. Her eyes are her most striking feature, with one completely white, and the other a pale green. Her eyes are often darkened from a lack of sleep. She has six fingers on each hand, and on her left hand, she has a brand of a writhing sphere of tentacles with two entwined tendrils snaking down from it.
Personality: Vadoma is a melancholy individual on her own, often lost in her own thoughts. She is often intensely curious, always looking to expand her knowledge or to learn more. Her outlook on the world is cynical and bleak, resigned to what fate has in store for her. In all things, she is controlled and cautious, nervous about what might come and deliberate with what she can do. She is honest, industrious, and meticulous to a fault, especially in her writing. With others, she tends to be reserved and shy, withdrawn, being more interested in reading a book than in a conversation. Vadoma is spiteful, and quick to resent others, with a cold personality, which is part of why she prefers not to interact with others.
Quirks, ect: Vadoma has a habit of biting her lip when she's concentrating on something. When nervous, she tends to chew her fingernails. Her hobbies include riddles, cards, and research.
Last edited by Drekkle on Sun Jun 23, 2019 9:12 am; edited 4 times in total
Drekkle- Admin
- Posts : 1157
Join date : 2018-08-16
Re: Strange Aeons Character Sheets
- Thulvreiss Cel:
N Male Elf Arcanist 3 (Twilight Sage)
6’4” 130 lbs, long black hair, black eyes, dusky skin, 173 years old
Low Light Vision, Darkvision, Perception +0, Initiative +4
Defenses:
HP: 19 AC: 12
Fort: 2 Reflex: 3 Will: 3
Offenses:
Dagger -2 (1d4-2)
Ranged Touch +3
Stats:
Strength: 7
Dexterity: 14
Constitution: 12
Intelligence: 20
Wisdom: 10
Charisma: 14
BAB: 1 CMB: -1 CMD: 11
Race Features:
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Blended View: Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Class Features:
Consume Life (Su)
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature’s Hit Dice equaled or exceeded the sage’s character level, or 1 point if the creature’s Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Twilight Barrier (Ex)
A twilight sage’s arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage’s arcane barrier, the barrier’s negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier’s maximum temporary hit point capacity.
Arcane Resevoir: 6 Points
Exploits:
Arcane Barrier (Su)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Quick Study (Su)
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.- Spellbook:
Cantrips
All of Them
Level 1:
Alarm
Mount
Cause Fear
Mage Armour
Ray of Sickening
Colour Spray
Grease
Sleep
Shield
Snowball
Burning Hands
Interrogation
Prepped:
Cantrips (DC 15):
Detect Magic
Ray of Frost
Disrupt Undead
Message
Presti
Level 1(5/day) (DC 16):
Ray of Sickening
Colour Spray
Methodical Mind: +1 concentration, Know (Arcana) (Planes) and (Dungeoneering) and Skill Focus for Planes when determining library dice.
Convincing Liar: +1 Bluff and it’s a class skill
Reactionary: +2 initiative
Drawback: Power Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Feats:
Precise Shot
Spell Focus (Necromancy)
Skills: Spellcraft +11 (13 to ID magic items), Knowledge (Arcana) +12, Knowledge (Planes) +12, Knowledge (Religion) +11, Bluff +10, UMD +9, Knowledge (Dungeoneering) +12
BG Skills: Knowledge (History) +11 Knowledge (Geography) +12
Gear: Spellbook, spell component pouch, backpack, alchemist’s fire, CLW potion, soap, bedroll, dagger
Languages: Common, Elvish, Celestial, Draconic, Sylvan, Varisian, Osiriani
Nobody7713- Posts : 2269
Join date : 2018-08-17
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