Fighter BAB advancement
Base Attack +3
melee Attack +2
Favoured Enemy Humanoid(Humans)
MWrk QStaff attack [dice]1d20+4[/dice]
MWrk QStaff damage [dice]1d4-1[/dice]
MWrk QStaff attack(human) [dice]1d20+6[/dice]
MWrk QStaff damage(human) [dice]1d4+1[/dice]
Critical Range x2
ranged Attack +6
Long Bow attack [dice]1d20+7[/dice]
Long Bow damage [dice]1d6-1[/dice]
Long Bow attack(human) [dice]1d20+9[/dice]
Long Bow damage(human) [dice]1d6+2[/dice]
Critical range x3 100ft
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
CMB = Base attack bonus + Strength modifier + special size modifier
CMB [dice]1d20+1[/dice] = 3 + -1 + -1
Channel Positive Energy [dice]2d6[/dice] DC 12 for half
4/day dmg 1d6 Will Save DC 12 for half, DC12 = 10 + 1 + 1 + 0 (1/2 cleric level + Cha + no Improved Channel)
Saves:
Fort [dice]1d20+5[/dice] (3+1+1)
Reflex [dice]1d20+7[/dice] (3+3+1)
Will [dice]1d20+6[/dice] (3+3) {+2 vs mind enchantments and charms}
Spells:
Concentration = +6 (Wis bonus + spell level)
Spells per day 0/4, 1/3+1, 2/2+1
Prohibited Spells Evil/Chaotic
Ability Adjustments: –4 Strength, +2 Dexterity, –2 Constitution: Kobolds are fast but weak.
Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Ability Adjustments: –4 Strength, +2 Dexterity, –2 Constitution: Kobolds are fast but weak.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have 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.
Blue: The blue variant of kobolds appears most often within tribes dominated by other scale colors. They are said to be among the best diabolists and schemers, and gain a +1 inherent bonus to their Wisdom. Many are powerful clerics of Asmodeus.
Feats
Toughness (1st level):
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Selective Channeling: Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Point-Blank Shot (Archery Fighting Style 1) Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (3rd level) Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Endurance (3rd level ranger): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Class Abilities Cleric
Aura: A cleric of a lawful, good deity has a particularly powerful aura corresponding to the deity’s alignment
Channel Positive Energy: 5/day (3+2) for 1d6. DC Will save vs damage 13 = 10 + 1 + 2 + 0(1/2 cleric, Cha bonus, feats)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
An evil cleric channels negative energy and can choose to heal damage to undead creatures or to damage living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting
An evil cleric can channel stored spell energy into inflict spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name).
Cannot cast Evil and Chaotic Spells
A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the evil and chaotic descriptors in their spell descriptions.
Domain Abilities
Good - Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Travel - increase speed by 10ft
Travel - Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Class Abilities Ranger
Favoured Enemy(Humans): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Fighting Style: Archery gain Point-Blank Shot feat
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain: 3rd Lev: Mountains (and hills)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Traits
Birthmark: Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Deft Dodger: Benefit: You gain a +1 trait bonus on Reflex saves.
Rostlander: Benefit: You gain a +1 trait bonus on Fortitude saves.
300 (starting money)
297.6 = 5.6 + 292
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2.4 gp in purse.
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Total Weight carried ??lbs
Favourite sayings:
Appearance:
Background:
Notes:
20 points build,
Str 13 Dex 14 Con 15, Int 8, Wis 15, Cha 12
- 4 str for lev 1, +2 dex, -2 con, +1 Wis blue Kobold
Str: 9(-1) Dex: 16(+3) Con: 13(+1) Int: 8(-1) Wis: 16(+3) Cha: 14(+2)
Character Creation
Character creation rules are the following:
* 25-point buy.
* Core PF classes/prestige classes and APG classes allowed.
* 3 traits (1 campaign, 2 other)
* Gesault Characters
Changes following DM BF's ooc post
a) +1 ability to Charisma
b) Channel DC = 13
c) replace Resilient Trait (-1 Fort save) with Deft Dodger +1 Reflex
d) change masterwork quarterstaff melee to hit
e) change masterwork bow ranged to hit
progression:
Level 4.
10+1+1 HP increase(con,fav class)
+1 BAB
Level 3.
10+1+1 HP increase(con,fav class)
+1 BAB
Feat: Precise Shot
Channel Energy 2d6
Casting 2+1 2nd level clerical spells
Ranger gets endurance, favored terrain: Mountains (including hills)
+ 5 skills, survival, knowledge(nature), knowledge(geography), sense motive, perception... also consider profession(cartography) or spellcraft
Level 2.
10+1+1 HP increase(con,fav class)
+1 BAB
all saves now +3
Feat: Selective Channelling
cleric casting per day +1 0-level spell, +1 1-level spell.
ranger combat style archery Point Blank shot +1 attack/damage within 30ft.
+ 5 skills, survival, knowledge(religion), spellcraft, profession(miner), perception