Vito Lawton :
Race Nagaji
Character Traits:
Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you. Hunter's Knack: When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action. Offense:
Init +4 Base Attack: +1 CMB: +5 Weapon Wooden Stake Attack Bonus +5 Critical *2 Type P Damage 1d4
Defense:
AC: 10+00+00+04+00+01+00+00=15
Feat:
Skill Focus (Knowledge: History)
Paladin (Hospitaler) Class Feature:
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 her 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 her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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. Smite Evil (Su): This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter). In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her 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 her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Statistics:
Ability Scores: STR 18(+4), DEX 18(+4), CON 13(+1), INT 16(+3), WIS 14(+2),CHA 18(+4)
[]Disable Device ................+--=DEX+4+0+0 []Disguise ......................+04=CHA+4+0+0 []Escape Artist .................+--=DEX+4+0+0 []Fly ...........................+04=DEX+4+0+0 []Intimidate ....................+04=CHA+4+1+3 []Knowledge (Arcana) ............+--=INT+3+0+0 []Knowledge (Dungeoneering) .....+--=INT+3+0+0 []Knowledge (Engineering) .......+--=INT+3+0+0 []Knowledge (Geography) .........+--=INT+3+0+0 []Knowledge (History) ...........+10=INT+3+1+6 []Knowledge (Local) .............+--=INT+3+0+0 []Knowledge (Nature) ............+--=INT+3+0+0 []Knowledge (Planes) ............+07=INT+3+1+3 []Linguistics ...................+--=INT+3+0+0 []Perception ....................+02=WIS+2+0+0 []Perform (Comedy)...............+04=CHA+4+0+0 []Perform (Oratory) .............+05=CHA+4+1+0 []Sleight of Hand ...............+--=DEX+4+0+0 []Stealth .......................+04=DEX+4+0+0 []Survival ......................+02=WIS+2+0+0 []Swim ..........................+04=STR+4+0+0 []Use Magic Device ..............+--=CHA+4+0+0 Racial Abilities:
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Equipment:
Masterwork Backpack .............4 lb.
Coins ........................2.26 lb. Total ....................46.26 lb. Light Load 190 lb. Medium Load 380 lbs. Heavy Load 560 lb. Lift Over Head 560 lb. Lift Off Ground 1120 lb. Drag Or Push 2800 lb. Money CP 9
Background coming
Jasper Smoot :
Race Nagaji
Character Traits:
Loyalty across Lifetimes: You and your eidolon share a link that seems to span multiple lifetimes. Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects. Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you. Offense:
Init +1 Base Attack: +0 CMB: +1 Weapon Masterwork ShieldAttack Bonus +1 Critical *2 Type P Damage 1d3
Defense:
AC: 10+04+00+01+01+00+00+00=16
Feat:
Deceitful
Scribe Scroll (Item Creation)
Summoner Class Features:
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier. A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.) Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. Wizard Class Features:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Transmutation School
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Statistics:
Ability Scores: STR 12(+1), DEX 11(+0), CON 12(+1), INT 11(+0), WIS 15(+2),CHA 19(+4)
[]Bluff ...........................+06=CHA+4+0+2 []Climb ...........................+02=STR+1+0+3-2 []Diplomacy .......................+04=CHA+4+0+0 []Disable Device ..................+--=DEX+0+0+0-2 []Disguise ........................+06=CHA+4+0+2 []Escape Artist ...................-02=DEX+0+0+0-2 []Heal ............................+02=WIS+2+0+0 []Intimidate ......................+04=CHA+4+0+0 []Perception ......................+04=WIS+2+0+2 []Perform (Oratory) ................+06=CHA+4+2+0 []Perform (String Instrument) .....+04=CHA+4+0+0 []Sense Motive ....................+02=WIS+2+0+0 []Sleight of Hand .................+--=DEX+0+0+0-2 []Stealth .........................-02=DEX+0+0+0-2 []Survival .........................+02=WIS+2+0+0 []Swim ............................-0=1STR+1+0+0-2 Racial Abilities:
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Equipment:
Masterwork Chain Shirt Armor ......................25 lb.
Coins ............................................2.58 lb. Total .......................................71.58 lb. Light Load 43 lb. Medium Load 86 lbs. Heavy Load 130 lb. Lift Over Head 120 lb. Lift Off Ground 240 lb. Drag Or Push 600 lb. Money CP 9
Summoner Cantrops:
ARCANE MARK
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). GUIDANCE
LIGHT
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. RESISTANCE
Resistance can be made permanent with a permanency spell. Summoner 1st-Level Spells:
ANT HAUL
UNFETTER
Wizard Cantrops:
MAGE HAND
MENDING
MESSAGE
OPEN/CLOSE
Wizard 1st-Level Spell:
ANIMATE ROPE
The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature. ERASE
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. Familiar:
LIZARD
Lizards can be found in any temperate or tropical climate. When confronted with predators, a lizard flees and hides. Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus. Int: The familiar's Intelligence score. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Eidolon:
Quadruped Eidolon
Bite Free (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet. Gore 2 Points (Ex): An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Limbs (2) Free (Ex): An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once. Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item. Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Tail 1 point (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once. Background coming
Millard's Girlfriend "Oh wonderful your family home is beautiful. Do you have a Library here? I understand your father researched at home mostly correct?" Millard's Friend Talking to Vynlastian "Sorry about the mishap at the funeral. Millard isn't the most subtle man I ever met. Sol Naquin how are you winner of the last fencing championship in the capital maybe you heard?" Raising his hand for a gentlemens handshake.
Background: Was born to a middle class family of tradespeople. I grew up in a good-sized settlement on the coast of Adivian
GM Wolf wrote:
Working on my background. Today is pretty hectic so I have to post it separate. Thank you, yes I wanted an interesting build so it would stand out. If I need to change it just tell me and it will get done.
Sanford Abreu:
Name Sanford Abreu ..........................Race Grippli
Character Traits:
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Offense:
Init +1 Base Attack: +1 CMB: +2
Defense:
HP 21/21
Statistics:
Ability Scores: STR 10(+0), DEX 13(+1), CON 10(+0), INT 18(+4), WIS 16(+3),CHA 10(+0)
[]Bluff .........................+00=CHA+0+0+0 []Climb .........................+06=STR+0+0+8-2 []Disable Device ................+--=DEX+1+0+0-2 []Disguise ......................+02=CHA+0+2+0 []Escape Artist .................-01=DEX+1+0+0-2 []Handle Animal .................+--=CHA+0+0+0 []Knowledge (Dungeoneering) .....+--=INT+4+0+0 []Knowledge (Engineering) .......+--=INT+4+0+0 []Knowledge (Geography) .........+--=INT+4+0+0 []Knowledge (Local) .............+--=INT+4+0+0 []Perception ....................+03=WIS+3+0+0 []Perform (Comedy) ..............+01=CHA+0+1+0 []Perform (Wind Instrument) .....+00=CHA+0+0+0 []Ride ..........................-01=DEX+1+0+0-2 []Sleight of Hand ...............+--=DEX+1+0+0-2 []Stealth .......................+06=DEX+1+3+4-2 []Swim ..........................-02=STR+0+0+0-2 Racial Abilities:
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Equipment:
Tear-Away Cleric's Vestments ..............1.5 lb.
Total ...............................74.495 lb. Light Load 36 lb. Medium Load 73 lbs. Heavy Load 110 lb. Lift Over Head 100 lb. Lift Off Ground 200 lb. Drag Or Push 500 lb. Money CP 4
Domain Spell:
TRUE STRIKE
SHATTER
Cleric Orisons:
BLEED
DETECT MAGIC
GUIDANCE
MENDING
READ MAGIC
RESISTANCE
VIRTUE
Cleric 1st-Level Spells:
BANE
DANCING LANTERN
DOOM
FORBID ACTION
REMOVE SICKNESS
Inflict Spells:
INFLICT LIGHT WOUNDS
INFLICT MODERATE WOUNDS
Witch Cantrips:
PUTREFY FOOD AND DRINK
SPARK
Witch 1st-Level Spell:
DECOMPOSE CORPSE
DIAGNOSE DISEASE
EAR-PIERCING SCREAM
RESTORE CORPSE
SHADOW WEAPON
Mount: Rosalyn:
Combat Pony
Masterwork Spike Chain Shirt Barding .....................35 lb.
Toad Familiar: Dorthea: N Diminutive animal
Name Ulysses Sizemore ..........................Race Elf
Spoiler:
Character Traits
Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how
[spoiler]Offense Init +2 Base Attack: +0 CMB: -1
Defense HP 3/3(4-1)
Statistics:
Ability Scores: STR 13(+1), DEX 14(+2), CON 12(+1), INT 16(+3), WIS 14(+2),CHA 14(+2) Feats: Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Class Features: Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels. Flame Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills. Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th). Revelations: An oracle with a flame mystery can choose from any of the following revelations. Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability. Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery. Skills: ............Total.....Abiltiy..Ranks..Misc. []Appraise .........................+3=INT+3+0+0 []Bluff ............................+2=CHA+2+0+0 []Disable Device ...................--=DEX+2+0+0 []Disguise .........................+2=CHA+2+0+0 []Escape Artist ....................+2=DEX+2+0+0 []Fly ..............................+2=DEX+2+0+0 []Handle Animal ....................--=CHA+2+0+0 []Knowledge (Arcana) ...............--=INT+3+0+0 []Knowledge (Dungeoneering) ........--=INT+3+0+0 []Knowledge (Engineering) ..........--=INT+3+0+0 []Knowledge (Geography) ............--=INT+3+0+0 []Knowledge (Local) ................--=INT+3+0+0 []Knowledge (Nature) ...............--=INT+3+0+0 []Knowledge (Nobility) .............--=INT+3+0+0 []Knowledge (Planes) ...............--=INT+3+0+0 []Linguistics ......................--=INT+3+0+0 []Perception .......................+5=WIS+2+1+2 []Ride .............................+2=DEX+2+0+0 []Sleight of Hand ..................--=DEX+2+0+0 []Stealth ..........................+3=DEX+2+1+0 []Survival .........................+3=WIS+2+0+1 []Swim .............................+1=STR+1+0+0 []Use Magic Device .................--=CHA+2+0+0 Racial Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic. Keen Senses:]/b] Elves receive a +2 racial bonus on Perception checks. [b]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. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Equipment: [spoiler]
Coins .......................lb. Total ....................... lb. Light Load 30 lb. Medium Load 60 lbs. Heavy Load 90 lb. Lift Over Head 90 lb. Lift Off Ground 180 lb. Drag Or Push 450 lb. Money CP
Born in a desert village I was born from a water merchant father who raped one of his many servants. My mother raise my brothers and sister and I under the
Name Ulysses Sizemore ......................Race Elf
Character Traits Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how
Spoiler:
Offense
Init +2 Base Attack: +0 CMB: -1
Defense HP 3/3(4-1)
Statistics:
Ability Scores: STR 13(+1), DEX 14(+2), CON 12(+1), INT 16(+3), WIS 14(+2),CHA 14(+2) Feats: Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Class Features: Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels. Flame Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills. Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th). Revelations: An oracle with a flame mystery can choose from any of the following revelations. Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability. Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery. Skills: ............Total.....Abiltiy..Ranks..Misc. []Appraise .........................+3=INT+3+0+0 []Bluff ............................+2=CHA+2+0+0 []Disable Device ...................--=DEX+2+0+0 []Disguise .........................+2=CHA+2+0+0 []Escape Artist ....................+2=DEX+2+0+0 []Fly ..............................+2=DEX+2+0+0 []Handle Animal ....................--=CHA+2+0+0 []Knowledge (Arcana) ...............--=INT+3+0+0 []Knowledge (Dungeoneering) ........--=INT+3+0+0 []Knowledge (Engineering) ..........--=INT+3+0+0 []Knowledge (Geography) ............--=INT+3+0+0 []Knowledge (Local) ................--=INT+3+0+0 []Knowledge (Nature) ...............--=INT+3+0+0 []Knowledge (Nobility) .............--=INT+3+0+0 []Knowledge (Planes) ...............--=INT+3+0+0 []Linguistics ......................--=INT+3+0+0 []Perception .......................+5=WIS+2+1+2 []Ride .............................+2=DEX+2+0+0 []Sleight of Hand ..................--=DEX+2+0+0 []Stealth ..........................+3=DEX+2+1+0 []Survival .........................+3=WIS+2+0+1 []Swim .............................+1=STR+1+0+0 []Use Magic Device .................--=CHA+2+0+0 Racial Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic. Keen Senses:]/b] Elves receive a +2 racial bonus on Perception checks. [b]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. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Equipment: Coins .......................lb. Total ....................... lb. Light Load 30 lb. Medium Load 60 lbs. Heavy Load 90 lb. Lift Over Head 90 lb. Lift Off Ground 180 lb. Drag Or Push 450 lb. Money CP
Name Jonah Wing ................................Race Human
Character Traits Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
Offense Init +2 Base Attack: +0 CMB: -1
Defense HP 3/3(4-1)
Statistics:
Ability Scores: STR 8(-1), DEX 10(+0), CON 8(-1), INT 14(+2), WIS 19(+4),CHA 11(+0) Feats: Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws. Defiant Luck: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature. Prerequisite: Human. Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll. Class Features: Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield. Skills: ............Total.....Ability..Ranks..Misc. []Acrobatics .....................+0=DEX+0+0+0 []Appraise .......................+2=INT+2+0+0 []Bluff ..........................+0=CHA+0+0+0 []Diplomacy ......................+0=CHA+0+0+0 []Disguise .......................+0=CHA+0+0+0 []Escape Artist ..................+0=DEX+0+0+0 []Fly ............................+0=DEX+0+0+0 []Heal ...........................+4=WIS+4+0+0 []Intimidate......................+0=CHA+0+0+0 []Knowledge (Arcana) .............--=INT+2+0+0 []Knowledge (Dungeoneering) ......--=INT+2+0+0 []Knowledge (Engineering) ........--=INT+2+0+0 []Knowledge (Geography) ..........--=INT+2+0+0 []Knowledge (History) ............--=INT+2+0+0 []Knowledge (Local) ..............+3=INT+2+1+0 []Knowledge (Nature) .............--=INT+2+0+0 []Knowledge (Nobility) ...........+3=INT+2+1+0 []Knowledge (Planes) .............--=INT+2+0+0 []Knowledge (Religion) ...........--=INT+2+0+0 []Linguistics ....................--=INT+2+0+0 []Perform (String Instrument) .....+0=CHA+0+0+0 []Perform (Wind Instrument) ......+1=CHA+0+1+0 []Sense Motive ...................+4=WIS+4+0+0 []Sleight of Hand ................+1=DEX+0+1+0 []Stealth ........................+0=DEX+0+0+0 []Survival .......................+5=WIS+4+0+1 []Use Magic Device ...............--=CHA+0+0+0 Racial Abilities:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Equipment: Peasant's Outfit .....2 lb. Wooden Stake .........1 lb. Club .................3 lb. Quarterstaff .........4 lb. Sling ................0 lb. Coins .............0.02 lb. Total ........ 10.02 lb. Light Load 28 lb. Medium Load 53 lbs. Heavy Load 80 lb. Lift Over Head 80 lb. Lift Off Ground 160 lb. Drag Or Push 400 lb. Money CP
Strix
If Uncommon races are a no please get back to me so I can change it I would love a slot in this game. |
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