Skeleton

Sneakerz's page

54 posts. Alias of Massee.


Full Name

Sneakerz

Race

HP: 22/22 | AC: 18 | F: +7, R: +5, W: +6 | Perc: +4 | Hero Points: 1 |

Classes/Levels

| Speed: 25 ft. | Active Conditions:

Gender

NG Male Skeletal Champion 1 |

Size

Medium

Strength 3
Dexterity 2
Constitution 2
Intelligence 0
Wisdom 1
Charisma 1

About Sneakerz

Name: Sneakers | Pathfinder Second Edition | Mark of Crime
XP 0 | Cash 3.80g| Lady Ladile's Season of Ghosts AP
Male Skeletal Champion Of Shelyn 1 | Trained in Champion Class DC16
NG Medium Humanoid | Senses: Low Light Vision, Trained Perception: +4

LANGUAGES: Common/Tien, Necril

DEFENSE: Trained in all Armor and Shields.
AC 18 | HP 22 | Speed 25 ft | Diehard
Expert Fort: +7 Trained Reflex: +5 Expert Will: +6 | +1 vs Disease and Poisons

OFFENSE: Trained in Simple, Martial, and Unarmed Attacks. Trained in Divine Spell Attacks and DCs
[dice=◆ Glaive: 2H, Reach, Forceful, Deadly d8]1d20+6[/dice][dice=Damage: Slashing, Forceful]1d8+3[/dice]
[dice=◆ Dagger: 1H]1d20+6[/dice] [dice=Slashing or Piercing]1d4+3[/dice]
[dice=◆ Club: 1H]1d20+6[/dice] [dice=Bludgeoning]1d6+3[/dice]
[dice=◆ Intimidate: Demoralize]1d20+4[/dice]

SKILLS: ACP: 0
Trained in Athletics (STR) +6
Trained in Crafting (INT) +3 (Deity skill)
Trained in Intimidate (CHA) +4 (Group Coercion)
Trained in Lore: Forest (INT) +3
Trained in Medicine (WIS) +4
Trained in Religion (WIS) +4

CHAMPION CLASS FEATS - ABILITIES
↺ Glimpse of Redemption: Champion. Source Core Rulebook pg. 107 4.0
Trigger: An enemy damages your ally, and both are within 15 feet of you.Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
1. The ally is unharmed by the triggering damage.
2. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

◆ Focus Spell: Lay on Hands: Focus 1: Uncommon, Champion, Healing, Necromancy, Positive. Source Core Rulebook pg. 387 4.0.
Cast [one-action] somatic; Range touch; Targets 1 willing living creature or 1 undead creature:
-Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

◇ Desperate Prayer: Feat 1: Champion: Source Advanced Player's Guide pg. 118 2.0
Frequency once per day. Trigger: You begin your turn and have no Focus Points in your pool. You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.

SKILL FEATS:
Group Coercion: When you Coerce, you can compare your Intimidation check result to the Will DCs of 5 targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.

GENERAL FEATS
Diehard: Feat 1: General: Source Core Rulebook pg. 260 4.0
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Adopted Ancestry: Feat 1: General: Source Core Rulebook pg. 258 4.0
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. HUMAN

Shield Block: ↺*Trigger: While you have your shield raised, you would take damage from a physical attack*
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

STATS:
Strength: +3
Dexterity: +2
Constitution: +2
Intellect: +0
Wisdom: +1
Charisma: +1

EQUIPMENT
Predictable silver piece (heirloom)
Hide Armor
Glaive
Dagger
Club

CONSUMABLES
Oil of potency (heirloom) x1
Minor Oil of Unlife x2

CLASS: CHAMPION:

Key Ability: STRENGTH OR DEXTERITY: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

Champion's Code: You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.

If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.

Tenet of Good: Source Core Rulebook pg. 106 4.0
1. You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

2. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

Deity and Cause: Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity’s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.

Redeemer [Neutral Good]: Source Core Rulebook pg. 106 4.0
You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these:

3. You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.

4. You must show compassion for others, regardless of their authority or station.

Glimpse of Redemption: ↺ Champion. Source Core Rulebook pg. 107 4.0
Trigger: An enemy damages your ally, and both are within 15 feet of you.Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:

1. The ally is unharmed by the triggering damage.

2. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Focus Spell: Lay on Hands: Focus 1: Uncommon, Champion, Healing, Necromancy, Positive. Source Core Rulebook pg. 387 4.0.
Cast ◆ somatic; Range touch; Targets 1 willing living creature or 1 undead creature:
-Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Deific Weapon: You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Champion's Reaction: Your cause gives you a special reaction. See specific causes for more information.

Devotion Spells: Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.

SKELETON ANCESTRY:

Heritage: Sturdy Skeleton: Source Book of the Dead pg. 56
Certain hazardous conditions are not suitable for the average skeleton, so a necromancer might choose to reanimate the bones of a dwarf, orc, or other creature with a reputation for sturdiness. You have 10 Hit Points instead of 6 and gain the Diehard feat.

As in Life, So in Death: Feat 1: Skeleton: Source Book of the Dead pg. 56
Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the Adopted Ancestry feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt Deception checks against a creature's Perception DC to successfully Impersonate yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. This disguise doesn't provide any benefit against a creature actively attempting a Perception check against you.

Skeleton Mechanics: Hit Points: 6; Size: Medium; Speed: 25 feet; Ability Boosts: Dexterity, Charisma, Free; Ability Flaw(s): Intelligence Languages: Common, Necril. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Dwarven, Elven, Infernal, Orcish, Undercommon, and any other languages to which you have access (such as languages prevalent in your region). Undeath: You have basic undead benefits. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.

Basic Undead Benefits
Source Book of the Dead pg. 44
The archetypes and skeleton ancestry that follow can give the basic undead benefits detailed here. These are somewhat different from the normal undead creature abilities to better fit player characters.

Necril: You know the Necril language.
Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.
Undead Hunger: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

BANDIT BACKGROUND:

Bandit
Background
Source Advanced Player's Guide pg. 48 2.0
Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life. Now, adventure is your stock and trade, and years of camping and skirmishing have only helped.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and a Lore skill related to the terrain you worked in (such as Desert Lore or Plains Lore). You gain the Group Coercion skill feat.

SHELYN (THE ETERNAL ROSE):

Shelyn (The Eternal Rose) [NG]
Source Core Rulebook pg. 440 4.0
Shelyn watches over existence with a kind and loving eye, encouraging mortals to make the best of their lives by spreading love, art, and beauty as best they can. Even the crudest artistic awakenings are worthy of praise in the goddess’s eyes, as they represent an individual’s expression of life’s trials and triumphs. She believes every creature is worthy of love and capable of creating art in their own way. Shelyn’s religion does not require chastity, fidelity, or a particular relationship structure, as the passion of early romance is a facet of love just as important and valid as the comfortable trust between a long-married couple. However, she does make the distinction between courtship and pure carnal desire, and she prefers that trysts blossom into more meaningful relationships along the way.

Category Gods of the Inner Sea
Edicts be peaceful, choose and perfect an art, lead by example, see the beauty in all things
Anathema destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
Areas of Concern art, beauty, love, and music
Follower Alignments LG, NG, CG
Pantheons The Enlightened Scholar's Path, The Prismatic Ray, The Resplendent Court
Devotee Benefits
Divine Ability Wisdom or Charisma
Divine Font heal
Divine Skill Crafting or Performance
Favored Weapon glaive
Domains creation, family, passion, protection
Alternate Domains repose
Cleric Spells 1st: color spray, 3rd: enthrall, 4th: creation

DESCRIPTION:

A tall thin man, dark greasy hair tied neatly in a bun stalks through the forest along the edge of town. A long pole with a thick chopping blade tied to his back to free up his hands for carrying bundles of wood. Tirelessly he makes trips in and out of the forest, dropping bundles of firewood at the doorsteps of homes, making brief eye contact with anyone that stops to greet him. "For you." He replies each time, before quickly heading back into the woods for another load, his lanky height boosted by strange looking shoes moving between the trees. Those along the outskirts of town, along the north bank and the south bank have seen this man for years. Some see him as a good omen. Others as a sign of a harsh winter ahead. A few see his generosity as a threat to their own livelihoods. He works dawn til dusk, every day of the year.. for nothing, how can we compete with that!

ITEM DESCRIPTIONS: