Results 1 to 8 of 8

Thread: COTE Character Sheets

  1. #1
    Join Date
    Jun 2011
    Location
    Ohio
    Posts
    1,628

    Cool COTE Character Sheets

    QuickSheets for PC Attacks & Saves & Magic Gear & Unique Abilities

    MINGY GLASSCHEWER:
    HP: 16/16
    SAVES: Fort +4 (+6 while raging); Ref +4; Will +2 {+2 Will while raging}
    AC: 21 {WITH +1 shield} (Touch 15, Flat 16) {-2 AC while raging}
    OFFENSE

    1) Ghost Touch Short Sword of Awe: attack +6, damage d4+6 (crit 19-20x2) {raging +8 attack, +8 damage} [attack +1 BAB, +1 size, +3 Str, +1 magic; damage +2 sacred +1 magic +3 Str]

    2) MW greatsword : attack +6, damage d8+4 (crit 19-20 x2) {raging +8 attack, +7 damage} [attack +1 BAB, +1 size, +3 Str, +1 mwk; damage +4 for 2-handed Strength 3 x 1.5]

    3) Halfling sling staff : ranged attack +4, damage 1d6+3 (crit x3, up to 80 ft range)


    MAGIC ITEMS/BOONS
    1) One-time boost +4 Strength for 1 minute (boon from harrowing spell, STANDARD to activate by blowing into your fist, gain +2 Strength mod to attacks/damage)
    2) Farook's Cure Light Potions (3) : 1d8 +4
    3) Cure Light Potion (1) : 1d8 +1
    3) Shield Potion (1) : +4 force shield bonus for 1 min
    4) Potion of False Life (1): gain 1d10 +1 temp HP for 1 hour
    5) War Spirit Pouch (1): gain 1d4 +1 temp HP for 10 minutes (FREE ACTION to activate by crushing in your fist)
    6) Potion of Hide from Undead: a mindless undead cannot hear, smell, or see you UNLESS you attack, lasts 30 min.

    ABILITIES
    1) Used 2 out of 3 "Adaptable Luck" (+2 on any one roll)
    2) Used 2 out of 6 (or while raging, 8) potential rounds of rage per day (+2 HP, +2 hit and damage, -2 AC)


    MONDO:
    HP: 22
    SAVES: Fort +6; Ref +5; Will +1
    AC 18 (Touch 13, Flat 15)
    OFFENSE:

    FULL ATTACK: bite +3 (1d6+2), 2 claws +3 (1d4+2) [add +1 attack/damage rolls while raging Mingy rides]


    FUEGO
    HP: 14/14
    SAVES: Fort +5; Ref +5; Will +1
    AC: 17 (Touch 13, Flat 14)
    OFFENSE

    1) Magic Spear: melee attack +4, damage d8 +4 (*incorporeal foes take 1/2 damage)

    OR ranged attack +6, damage same

    2) Holy Water (9 flasks) : ranged touch attack +4, damage d6 +4 plus 5 splash damage within 5 ft radius (*incorporeal take FULL damage)

    3) Alchemist Fire Bomb: ranged touch attack 20 ft, attack d20 +4; damage 3d6 +5 fire on direct hit, 7 fire damage in 5 ft radius for splash {Ref DC 15}

    4) alchemist ice or acid flask (5 ice left, 2 acid) : ranged touch attack 10 ft, attack d20 +4; damage d6 +4 on direct hit, 5 cold OR acid damage in 5 ft radius for splash {Ref DC 15}

    5) alchemist fire flask (9 left) : same as ice or acid BUT also deals an extra d6 fire damage next round

    MAGIC ITEMS/BOONS
    1) One-time boost +4 Dexterity for 1 min (boon from harrowing spell, activate by blowing into your fist, gain +2 on ranged attack rolls or melee attacks with a light weapon AND +2 AC; standard action to activate)
    2) Farook's Cure Light Potions (3) : 1d8 +4
    3) 2 Cure Light Potions (brown) : 1d8 +1
    4) Shield Potion (1) : +4 force shield bonus for 1 min
    5) War Spirit Pouch (1): gain 1d4 +1 temp HP for 10 minutes (FREE ACTION to activate by crushing in your fist)
    6) Potion of Hide from Undead: a mindless undead cannot hear, smell, or see you UNLESS you attack, lasts 30 min.
    7) Wand of Lesser Restoration: cure 1d4 temporary ability damage AND remove the fatigued condition (1 charge left)

    ABILITIES
    1) Used 3 out of 5 alchemist bombs (touch attack 3d6+4 damage, 7 splash damage)
    2) Used 1 out of 2 extracts (cast "shield" or another spell on yourself)
    3) Used 0 out of 1 mutagen (drink as a standard, grant yourself +2 natural AC, +4 to ONE physical ability score, and -2 to Intelligence if you chose Strength, Wisdom if you chose Dexterity, and Charisma if you chose Constitution; lasts 1 hour)


    YEN WUKONG
    HP: 14/14
    SAVES: Fort +6; Ref +6; Will +5
    AC: 18 (Touch 18, Flat 13)
    OFFENSE

    1) Magic Bracers Flurry melee attack (full-round) : d20 +3 and a second d20 +3, damage d6+4 each

    2) Magic Bracers melee attack (single) : d20 +4, damage d6 +4

    3) Shuriken: attack +4; damage d2+4 (crit x2, 10 ft, 5/10 shuriken)

    4) MW bo staff: two-hand grip attack +5; damage 1d6+6 (x2 crit) OR while flurrying 2 attacks at +4, damage d6+4

    MAGIC ITEMS/BOONS
    1) Ghost Bracers (grant 5 ki points---attacks are treated as magic AND if an undead is reduced to 0 HP you gain a ki point)
    2) Farook's Potions of Cure Light (3) : 1d8 +4 (harmful to undead)
    3) Potion of Bull's Strength: +4 Strength (effectively +2 to attack rolls and melee damage rolls) for 1 min.
    4) Potion of Bear's Con: +4 Constitution (effectively +2 on Fort saving throws and +2 HP) for 1 min.
    5) Potion of Hide from Undead: a mindless undead cannot hear, smell, or see you UNLESS you attack, lasts 30 min.

    ABILITIES
    1) Used 3 out of 5 ki points (+4 Dodge bonus OR an extra flurry attack OR +20 ft movement)
    2) Used 1/1 Punishing Kick (try to knock foe back, or prone, during your attack)
    Last edited by UngainlyDodge; 06-28-2016 at 02:03 PM. Reason: UPDATED QuickSheets
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

  2. #2
    Join Date
    Jul 2013
    Posts
    522

    Default Fuego the Ifrit Alchemist (in progress)

    Fuego

    Neutral; Ifrit Female Level 1 Alchemist, Medium Humanoid; Outsider (Native)
    AGE: 14; HEIGHT: 5’11” ; WEIGHT: 105 lbs; EYES: Red; HAIR: Red-Orange Flames and red horns; SKIN: polished brass with black scales alone my arms
    Languages: Common, Ignan, Halfling, Dwarven, Elven, Terran
    Experience Points:
    Money: 700 -250 (chain shirt) -150 (invisibility potion) -300 (6 level 1 potions) = 0
    Stats
    Str: 12 (+1)
    Dex: 17 (+3) [15 base, +2 race bonus]
    Con: 16 (+3)
    Int: 18 (+4)
    Wis: 13 (+1) [15 base, -2 race]
    Cha: 15 (+2) [13 base, +2 race bonus]

    Base Attack Bonus (BAB): 0
    Combat Maneuver Bonus (CMB): 1 [Base attack bonus (0) + Strength modifier (1) + special size modifier]
    Combat Maneuver Defense (CMD): 14 [10 + Base attack bonus (0) + Strength modifier (1) + Dexterity modifier (3) + special size modifier + miscellaneous modifiers]

    Saving Throws
    +5 Fort [+2 base, +3 Con]
    +5 Ref [+2 base, +3 Dex]
    +1 Will [+0 base, +1 Wis]

    *+5 fire resistance

    Movement: Speed: 30 ft
    Initiative: +3 [+3 Dex]
    Senses: + Perception Checks [Darkvision 60 ft]

    HP
    (14/14) [8 max + Favored Class +3 Toughness +3 Con (add +3 for con at each level)]

    Favored Class:
    AC

    Armor Class: 17 [10 +4 masterwork chain shirt armor bonus +3 dex]
    Touch AC: 13 [ AC - armor]
    Flat-footed AC: 14 [AC -3 Dex]

    Armor and Shields
    + masterwork chain shirt (Masterwork quality),
    +4 armor bonus,
    +3 Max Dex bonus,
    (Move speed 30 ft on land, -1 Armor Check Penalty, can be slept in)

    Weapons and Attack Bonuses/Damage

    Bomb (fire): d20 + 4 vs TOUCH AC, 3d6 +5 damage [from + 4 (Int mod) and +1 (Focused burn)] AND 7 splash damage in a 5 ft radius---Reflex save DC 15 for 1/2 of splash damage. Bombs can be thrown up to 20 ft.

    Alchemist flask: d20 + 4, 1d6+4 damage (ice, fire, or acid) AND 5 splash damage in a 5 ft radius. Flask can be thrown up to 10 ft without a range penalty (which is -2 for every 10 feet beyond the initial 10 ft, rounded up).
    *A fire flask deals an extra 1d6 fire damage next round after a direct hit, UNLESS the target makes a DC 15 Reflex save (at +2 for rolling on the ground) or immerses self in water.

    Magic Spear (melee): d20 + 4 [+1 Str, +3 enhancement], 1d8 + 4 piercing damage

    Magic Spear (ranged): d20 + 6 [+3 Dex, +3 enhancement], 1d8 + 4 piercing damage

    Ifrit's Blood: A creature can apply a flask of ifrit's blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon and deals 1 point of fire damage to the weapon itself, bypassing the weapon's hardness if any part of it is made of wood. If the oil is applied to a creature's natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).

    Armor Check Penalty: -1


    Feats:

    1) Toughness

    2) Weapon Finesse: Use Dexterity bonus on melee attack rolls with light weapons

    3) Brew Potion: Make potions (takes 2 hours, costs half the gp of the finished product's sale value)

    4) Quick Draw: Draw a weapon as a Free action

    5) Throw Anything: +1 on attack rolls with splash weapons (bombs and flasks), NO PENALTY on attack rolls when throwing an improvised weapon

    Traits:

    1) Focused Burn: You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb's splash damage.

    2) Meticulous Concoction: Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

    3) Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.

    Skills: [4 +4 Int +5 bonus from DM = 13]
    Appraise: [+3 class skill, +4 Int, + skill ranks]

    Persuasion: [+2 Cha, + skill ranks]
    Bluff
    Intimidate
    Diplomacy

    Acrobatics: [+1 Str, + skill ranks]
    Climb
    Ride
    Swim


    Craft (alchemy): 9 [+3 class skill, +4 Int, +1 skill ranks, +1 alchemist level competency bonus]
    Disable Device: 7 [+3 class skill, +3 Dex, +1 skill ranks]
    Disguise: [+2 Cha, + skill ranks]
    Escape Artist: [+3 Dex, + skill ranks]
    Fly: [+3 class skill, +3 Dex, + skill ranks]
    Handle Animal: [+2 Cha, + skill ranks]
    Heal: 5 [+3 class skill, +1 Wis, +1 skill ranks]
    Knowledge (Arcana): 8 [+3 class skill, +4 Int, +1 skill ranks]
    Knowledge (Dungeoneering): [+4 Int, +1 skill ranks]
    Knowledge (Engineering): [+4 Int, + skill ranks]
    Knowledge (Geography): [+4 Int, + skill ranks]
    Knowledge (History): [+4 Int, + skill ranks]
    Knowledge (Local): 5 [+4 Int, +1 skill ranks]
    Knowledge (Nature): 8 [+3 class skill, +4 Int, +1 skill ranks]
    Knowledge (Nobility): [+4 Int, + skill ranks]
    Knowledge (Planes): [+4 Int, + skill ranks]
    Knowledge (Religion): [+4 Int, + skill ranks]
    Linguistics: [+4 Int, + skill ranks]
    Perception: 5 [+3 class skill, +1 Wis, +1 skill ranks]
    Perform: [+2 Cha, + skill ranks]
    Profession: [+3 class skill, +1 Wis, + skill ranks]
    Sense Motive: [+1 Wis, + skill ranks]
    Sleight of Hand: 7 [+3 class skill, +3 Dex, +1 skill ranks]
    Spellcraft: 8 [+3 class skill, +4 Int, +1 skill ranks]
    Stealth: 4 [+3 Dex, +1 skill ranks]
    Survival: 5 [+3 class skill, +1 Wis, +1 skill ranks]
    Use Magic Device: 8 [+3 class skill, +2 Cha, +1 skill ranks]



    Extracts (1 per day +1 bonus for high Int score = 2)
    1) Shield

    2)

    Bombs (1 per day +4 Int = 5 +1/2 to damage for infrit favored class, 3d6)

    1) 3d6 fire damage

    2) 3d6 fire damage

    3) 3d6 fire damage

    4) 3d6 fire damage

    5) 3d6 fire damage


    Potions (can brew potion of any formulae I know)

    1) Invisibility

    2) Comprehend Languages

    3) Cure Light Wounds

    4) Disguise Self

    5) Enlarge Person

    6) Reduce Person

    7) Shield

    Magic Equipment
    Burning hands 1/day (caster level equals the ifrit's level) A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

    Bombardier Gloves: Makes my bombs do 3d6 damage

    Portable Alchemist Kit





    Racial Abilities:

    1) +2 Dexterity, +2 Charisma, –2 Wisdom
    2) Darkvision 60 ft
    3) Move speed 30 ft


    Class Abilities

    1) Alchemy (Su):
    • 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.
    • 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.

    Equipment:


    Encumbrance



    Wealth Start

    Gold:
    Silver:
    Copper:
    Last edited by Simoriah; 01-31-2016 at 03:27 PM. Reason: Added weapon attack and damage calculations, hokay?
    "Friends don't let friends mend evil altars." - UngainlyDodge
    "The goblin died as he had lived, ignorant of what was going on and generally outraged." - UngainlyDodge

  3. #3
    Join Date
    Aug 2013
    Location
    NeverNeverLand
    Posts
    1,477

    Default Mingy Glasschewer

    image.jpg
    image.jpg

    Halfling Barbarian (Mounted Fury) w/ a giant weasel companion


    12 int
    15 ch
    15 wis
    15 con
    16 str
    18 dex

    BAB = 1
    HP = 16
    AC = 20 or 21(with buckler)
    CMB = 3
    CMD = 16

    Fort 4
    Ref 4
    Will 2


    Halfling stuff
    --------------
    +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.

    Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

    Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

    Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.

    Barbarian stuff
    -----------------
    Fast Rider (Ex): The speed of any mount the barbarian rides is increased by 10 feet.

    Rage: a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

    Skills
    ------
    Athletics 1+3+4=8
    Survival 1+3+2=5
    Ride 1+3+4+1=9
    Knowledge (nature) 1+3+1=5
    Perception 1+3+2=6
    Handle Animal 1+3+2=6
    Craft (armor) 1+3+1=5
    Stealth 4+4=8
    Persuation 1+3+2=6

    Traits
    ------
    Armor Expert : -1 Armor Check Penalty
    Beast Bond: You share a close bond with animals. You gain a +1 bonus on Ride checks. Ride is always a class skill for you

    Feats
    ------
    Quick Draw
    Dodge: +1 AC
    Mounted Combat : Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

    Stuff
    ------
    MW Great Sword
    MW Chain Shirt
    14.4 GP
    Staff Sling
    Sling bullets 50
    Bedroll
    Rope, silk (50 ft.)
    Rations, Halfling Trail X 10
    Crowbar
    6 flasks oil
    Flint and steel
    Hook, grappling, common
    Hooded Lantern
    Exotic Saddle
    Studded Leather barding (on weasel)
    MW buckler


    Mondo
    --------
    *Giant Weasel (wolverine stats)
    Size: Medium
    Speed: 40 ft., burrow 10 ft, climb 10 ft
    AC 18 (+2 natural armor, +2 Dex, +1 Dodge, +3 Studded Leather barding)
    Attack bite +3 (1d6+2), 2 claws +3 (1d4+2) [add +1 attack/damage rolls while raging Mingy rides]
    Str 14
    Dex 15
    Con 17
    Int 2
    Wis 12
    Cha 10
    HP 22
    BAB 1

    Special Attacks: rage (like a barbarian 6 rounds)
    SQ low-light vision, scent
    SQ +2 morale bonus to Strength while master is mounted and raging (from Mounted Fury)
    HD 2 (d8)
    BAB +1
    Fort +6 (+3 base, +3 Con)
    Ref +5 (+3 base, +2 Ref)
    Will +1 (+0 base,+1 Wis)
    Skills: Survival 1+3+1= 5, Perception 1+3+1=5
    Feats: Dodge (+1 AC), Armor Proficiency(Light)
    Traits: Armor Expert (-1 ACP), Bullied (+1 to attack rolls for AOO)
    Tricks: Combat trained - attack, come, defend, down, guard, heel, and track
    Last edited by Drakestendor; 01-10-2016 at 08:27 AM.

  4. #4
    Join Date
    Jul 2013
    Posts
    522

    Post Sarha the Tengu Cleric

    SARHA, female tengu cleric Level 1 (Neutral Good)

    Speed: 40 ft Deity: Torag [God of Creation, Artifice, & Discovery] Languages: Common, Tengu, Orc, Celestial

    ABILITIES:

    Str 12 (+1)
    Dex 17 (+4)
    Con 14 (+2)
    Int 15 (+2)
    Wisdom 15 (+2)
    Charisma 18 (+4)

    DEFENSE:

    HP 10

    AC 18
    touch 15, flat 15

    SAVES Fort +4, Ref +3, Will +4

    Special Ability: Channel Energy in a 30 ft burst to heal allies from 3d6 damage. Usable 9/day.
    OR…Special Attack (versus Undead): Channel Energy deals 3d6 damage to undead (Will Save DC 16 )

    OFFENSE:

    Melee mwk warhammer +2 (1d8+1 damage)
    katana (2 hands) +1 (1d8+2 damage)
    starknife (1d4 +1)
    beak +1 (1d3+1)
    Ranged starknife (ammo 2) +4 (1d8, 80 ft, 10/10 bolts)
    sling +4 (1d4+1/ 50 ft, 50/50 bullets)
    Base attack +0, +1 CMB, +14 CMD

    SKILLS:
    Appraise +6
    Athletics +3
    Heal +8 (with Healer’s Kit)
    Knowledge History +6
    Knowledge Religion +6
    Perception +5
    Perform (music on horn) +4
    Persuasion +8
    Sense Motive +6
    Stealth +6
    Use Magic Device +9

    SPELLS:
    Spells (CL 1st), 3/day:
    1st---Ant Haul: Give someone (or you) +8 to their Strength score for lifting & carrying (lasts 1 hour)
    Bless: +1 to attack rolls for you & your allies (lasts 10 rounds, 10 rounds = 1 minute)
    Bless Water: Create holy water by mixing silver (5 lbs of it, worth 25 gp) and water during a 1 minute ritual
    Cause Fear: Scare someone up to 30 ft away into fleeing. Good Will Save makes him shaken instead (1 round)
    Command: Order someone up to 30 ft away “Approach,” “Drop it!” “Fall Prone!” “Flee!” or “Halt” (lasts 1 round)
    Cure Light Wounds: Cure 1d8+1 points of damage with your touch, or deal 1d8+1 to an undead
    Doom: Foe up to 110 ft away becomes shaken (-2 on attack rolls, Saves, Skill rolls, & ability rolls) (10 rounds)
    Hide from Undead: One person you touch cannot be seen, smelled, or heard by the undead (lasts 10 minutes)
    Inflict Light Wounds: Deal 1d8+1 damage as a melee attack with a touch (versus foe’s Touch Armor Class)
    Magic Stone: 3 sling bullets become magic (+1 attack & damage),1d6+1 damage or 2d6+2 to undead (30 min)
    Magic Weapon: One weapon you touch becomes magic (+1 attack & damage) (10 rounds)
    Obscuring Mist: A solid, stationary cloud surrounds you for 20 ft in all directions (10 rounds)
    Remove Fear: End a fear effect on someone you touch, or +4 to Will Saves against fear effects (10 rounds)
    Shield of Faith: +2 Deflection bonus to Armor Class for you or person you touch (lasts 1 minute)
    Summon Monster I: After 1 full round of you doing nothing but chanting, a Celestial helper appears to do your bidding for 1 round. [Choose: dire rat, dog, dolphin, eagle, fire beetle, poison frog, pony, or viper]

    0 Level---Infinite Times Per Day
    Create Water: Summon 2 gallons fresh water up to 30 ft [Choose: rain, a trickle into a container, or a big splash]
    Detect Magic: A 60 ft cone in front of you locates and slowly identifies magical auras on creatures or objects
    Guidance: +1 to the next d20 roll of one person you touch (lasts 1 minute)
    Light: A touched object sheds light like a torch (1 hour)
    Mending: Repairs 1d4 damage to any object, re-assembles broken pieces (works on minor magic items)
    Read Magic: Automatically read any magic spell scroll or spellbook
    Resistance: Your touch gives someone +1 to all Saves (10 rounds)
    Spark: Your touch lights a flammable object or substance on fire
    Stabilize: Your touch stops someone from dying if they’re below 0 Hit Points

    RACE ABILITIES:
    Tengu can wield any blade (from Simple and Martial weapon lists in Core Rulebook/Advanced Players Guide)

    CLASS ABILITIES:

    Channel Energy: You can send out a burst of positive healing energy 30 ft in every direction. Choose to either heal other characters 3d6 points, OR deal 3d6 damage to undead. Usable 9/day. (Your holy symbol must be 'presented' (visible to others) to use this power. It is a mental action that does not require speech or movement, but dramatic flair is good.)

    Door Sight: You can lay your hand upon any surface and see what is on the other side, as if using the spell clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes. Usable 5/day.

    Artificer's Touch: You can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage. Usable 5/day.

    TRAITS:
    Dangerously Curious: +1 to Use Magic Device & gain that Skill
    Sacred Conduit: +1 DC to resist Channel Energy

    FEATS:
    Extra Channel: +2 uses of Channel Energy per day (new total: 9/day)
    Dodge: +1 AC
    Quick Draw: Instantly draw your weapon (without spending a Move action to do it)


    MAGIC GEAR: Potion of Charm Person, Potions of Shield (2), Amulet of Channel Energy
    COMBAT GEAR: mwk warhammer, katana, sling (50 bullets), starknives (2), chainmail armor
    OTHER GEAR: backpack, rope, grapple hook, waterskin, bedroll, silver holy symbol necklace, holy water (2), traveler’s outfits (2), signal horn [‘Attack!’ or ‘Retreat!’ or ‘Raise the Alarm!’ or ‘Help!’], chalk (10), ear plugs, torches (2), healer’s kit [10 uses till it’s gone]
    MONEY: 20 gp
    Last edited by Simoriah; 01-27-2015 at 11:16 PM.
    "Friends don't let friends mend evil altars." - UngainlyDodge
    "The goblin died as he had lived, ignorant of what was going on and generally outraged." - UngainlyDodge

  5. #5
    Join Date
    Aug 2013
    Location
    West Virginia
    Posts
    286

    Default Mort



    Mortius "Mort" Vargidan

    Neutral Good Male Gnome Sorcerer (Fey Bloodline) Level 1
    Speed 20' Deity: Brigh [Goddess of clockwork, invention, and time]
    Height: 3' 7" Weight: 39lbs. Blonde Hair(Dyed From Blue), Dark Blue Eyes, Pale Yellow Skin

    Str: 10 +0
    Dex: 15 +2
    Con: 17 +3
    Int: 18 +4
    Wis: 13 +1
    Chr: 18+4

    HP:10/10(current)

    AC: 13 =10 +2(dex) +1(size)[+4 shield spell]
    FF: 10 [+4 shield spell]
    Touch: 13
    CMB: -1
    CMD: 11(9 FF)

    Fort: +3= 0(class)+3(con)
    Ref: +2= 0(class)+2(dex)
    Will: +3= +2(class)+1(wis)
    Additional: +2 vs. illusion, +2 vs. transmutation, +2 charm and compulsion

    Racial Traits:
    Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
    Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
    Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
    Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
    Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
    Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (Engineering)
    Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
    Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.

    Spell-like Abilities:
    1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.
    The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

    Class Abilities:
    Fey Bloodline

    Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

    Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. [7/day]

    Spells
    Spell DC: 14+spell level (+3 Enchantment/ +1 Illusion)
    0 lvl: Detect Magic, Jolt, Mage Hand, Read Magic
    1st lvl: 4/day Shield, Sleep

    Attacks:
    BaB +0, Melee +1, Ranged +3

    Light crossbow +3 =0(BaB)+1(size)+2(Dex); Dam: D6; Crit:19-20/x2; 80' range; 2lbs.

    Spiked Gauntlet +1=0(BaB)+1(size)+0(str); Dam: D3; Crit: x2; .5lbs.

    Light Mace +1=0(BaB)+19(size)+0(str); Dam D4; Crit: x2; 2lbs.


    Skills:

    Craft (carpentry): +10 =+1(rank)+3(class)+4(Int)+2(MW tools)
    Craft (clockwork): +8 =+1(rank)+3(class)+4(Int)
    Craft (sculpture): +8 =+1(rank)+3(class)+4(Int)
    Disable Device: +4 =+1(rank)+2(Dex)+1(racial)
    Knowledge (arcana): +8 =+1(rank)+3(class)+4(Int)
    Knowledge (engineering): +11 =+1(rank)+3(class)+4(Int)+3(racial)
    Persuasion: +8 =+1(rank)+3(class)+4(Chr)
    Spellcraft: +8 =+1(rank)+3(class)+4(Int)
    Stealth: +7 =+1(rank)+2(dex)+4(size)
    Use Magic Device: +8 =+1(rank)+3(class)+4(Chr)

    Traits:
    Birthmark: You gain a +2 trait bonus on all saving throws against charm and compulsion effects. (A single toothed gear)
    Mathematical Prodigy]: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. (Engineering)

    Feats:
    Bonus: Quick Draw
    Bonus: Expanded Resistance(Transmutation) +2 Racial bonus vs. selected school.
    1st lvl: Spell Focus(Enchantment) +1 DC of selected school.

    Equipment:
    Light crossbow, Light mace, Spiked Gauntlet, MW Backpack, MW carpentry tools, clockwork tools, sculpting tools, theives tools, candles(x10), candle lamp, flint and steel, bedroll, blanket.
    Last edited by Madkerik; 03-05-2015 at 03:59 PM.

  6. #6
    Join Date
    Mar 2015
    Posts
    5

    Default Micah

    Micah Callen, male Ifrit Oracle Level 1 (Neutral Good), (Native Outsider)
    Speed: 30 ft
    Deity: Sarenrae [Goddess of the Sun, Redemption, Honesty, & Healing]
    Languages: Common, Ignan, Sign Language, Lip Reading
    Darkvision 60ft.

    ABILITIES:

    Str 12 (+1)
    Dex 18 (+4)
    Con 15 (+2)
    Int 13 (+1)
    Wisdom 13 (+1)
    Charisma 20 (+5)

    DEFENSE:
    HP 10
    AC 18 touch 15, flat 13
    SAVES Fort +2, Ref +4, Will +3
    Energy Resistance: Fire 5

    Special Attacks:
    Channel Energy 1d6 vs undead (DC 15)
    Spell-like Ability: Burning Hands 1/day Caster level = Character Level - DC is Charisma Based

    SPELLS:
    Spells Known: All Oracle Spells

    Mystery Life
    Curse Deaf
    Mystery Revelation Channel Energy 1d6, 6/day

    OFFENSE:
    Melee Scimatar +2 (1d6+1/Crit 18-20x2)
    Ranged crossbow +5 (1d8/Crit 19-20 x2, 80 ft, 10/10 bolts)
    sling +4 (1d4+2/Crit x2, 50 ft, 10/10 bullets) Base attack +0,
    CMB +2, CMD +16

    SKILLS:
    Athletics 5
    Heal 5
    Knowledge History 5
    Knowledge the Planes 5
    Knowledge Religion 5
    Linguistics 2
    Perception 6
    Persuasion 9
    Spellcraft 5
    Use Magic Device 10

    TRAITS:
    Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
    Eyes and Ears of the City You gain a +1 bonus on Perception checks, and Perception is always a class skill for you.

    FEATS:
    Selective Channel
    Dodge +1 AC
    Quick Draw

    COMBAT GEAR: Masterwork Scimatar, mace, sling (10 bullets), Masterwork light crossbow (10 bolts), studded leather armor

    OTHER GEAR: backpack, rope, grapple hook, torch, waterskin, bedroll, silver holy symbol, holy water (5), Masterwork Healer's Kit, Mother's Magical Harrow Deck ~35gp unspent

    Favored Class Bonus spent toward +1/2 Level to Channel Energy
    Last edited by Micah; 04-16-2015 at 02:58 PM. Reason: No Title and No Carriage Returns

  7. #7
    Join Date
    Sep 2015
    Posts
    75

    Default My Monkey Monk!

    YEN WUKONG, male vanara hungry ghost monk Level 1 (Neutral)

    Speed: 30 ft Climb speed 20 ft Languages: Common, Vanaran, Infernal (with DM permission), *Regional Tian Xian

    ABILITIES:

    Str 18 (+4)
    Dex 18 (+4)
    Con 15 (+2)
    Int 13 (+1)
    Wis 17 (+3)
    Cha 10 (+0)

    DEFENSE:

    HP 14

    AC 18
    touch 18, flat 13

    SAVES Fort +6, Ref +6, Will +5


    OFFENSE:

    MeleeAttacks as a Standard Action before or after your Move Action

    1) Bo staff! (quarterstaff stats) in both hands, Attack Roll d20 +5 then Damage Roll (1d6+6/ x2 damage on a Critical Hit)

    2) Punishing Kick! (ONCE per day): With unarmed strike (foot), Attack Roll d20+4 then Damage Roll 1d6+4 AND choose one effect:

    ---May push a foe 5 ft away from you automatically on a successful hit, OR

    ---May try to knock him prone (Fort save DC 14 to stay on his feet).

    *Tip: You and allies get +4 to Melee Attacks against a prone creature, -4 to Ranged Attacks

    Melee Attacks as a Full-Round Action (no Move Action except a Free 5 ft step into adjacent square)
    3) Flurry of Blows! = 2 Attack Rolls 1d20+3 each (with unarmed strike) with Damage Roll 1d6+4,OR 1d20+4 (with mwk quarterstaff), Damage Roll 1d6+4)

    *Tip: You may use Punishing Kick during a Flurry of Blows, Roll 1d20+3

    Ranged Attacks
    1) Shuriken! Attack Roll 1d20+4 then Damage Roll 1d2+4/Critx2, 10 ft, 10/10 shuriken)

    Base attack +0, CMB +4, CMD +21


    SPECIAL ABILITIES:

    KI POOL (from Magic Item: Ghost Strike Bracers)
    Points per day = 5

    IF AT LEAST 1 KI POINT IS IN YOUR POOL:

    1) Ki Strike: unarmed attacks are treated as magic (happens automatically)

    2) Steal Ki (from undead only) : Regain 1 ki point after reducing an undead foe below 0 HP, or scoring a Critical Hit (happens automatically)

    May spend 1 ki point as a Free Action and choose one ability:


    (1) Make one Extra Attack during a Flurry of Blows at d20+3, OR
    (2) Gain +20 ft of Movement for 1 round (each square = 5 ft), OR

    (3) Gain +4 Dodge Bonus to AC (to regular AC and Touch AC only) for 1 round


    SKILLS:
    Athletics +10

    Knowledge History +7
    Knowledge Religion +7
    Perception +6
    Perform (comedy/buffoonery/joke telling) +4

    Persuasion +4
    Sense Motive+8
    Stealth +10
    Use Magic Device +5

    TRAITS:
    Bullied: +1 to Attacks of Opportunity made with your unarmed strike
    Dangerously Curious: +1 to Use Magic Device and it becomes a Class Skill (+3 bonus)

    Prehensile Tail can retrieve a small item as a Swift action
    Low light vision see twice as a far as a human in dim light

    FEATS:
    1) Combat Reflexes: Extra Attacks of Opportunity when a foe passes through a square you threaten (etc) up to your Dex modifier (+4)


    2) Quick Draw (DM Bonus Feat) Draw a weapon as a Free action


    3) Improved Unarmed Strike (monk Bonus Feat) Deal more damage with fists, and foes get no Attack of Opportunity

    4) Dodge (monk Bonus Feat) : +1 Dodge bonus to AC & Touch AC (stacks with other Dodge bonuses)

    5) Toughness (character creationBonus Feat) +3 HP

    COMBAT GEAR: mwk bo staff (mwk add +1 to attack rolls), 10 shuriken, Ghost Strike Bracers (grant 5th level monk ki pool abilities, steal ki from undead only)

    OTHER GEAR: bedroll, monk's outfit, obsidian dog figurine amulet, potion of Mage Armor, map of Kassen's tomb, special wooden dice, 43 gp

    FREE GEARfrom folks of Kassen: 1 backpack and 1 belt pouch containing: 3 torches, full waterskin, fine winter blanket, 5 days' worth rations, 3 tindertwigs (may light torch as a Move action), 3 potions of Cure Light Wounds (1d6+1), 8 goodberries (heal 1 HP each)
    Attached Images Attached Images
    Last edited by homunculus8; 09-16-2015 at 12:21 PM.

  8. #8
    Join Date
    Jun 2011
    Location
    Ohio
    Posts
    1,628

    Default SAMPLE CHARACTER SHEET

    Use this Character Sheet Format (or email me your favorite):

    CASSANDRA DELPHI, female human oracle Level 1 (Neutral Good)

    Speed: 30 ft Deity: Desna [Goddess of Luck, Dreams, & Travelers] Languages: Common, Celestial, *Regional Azlanti

    ABILITIES:

    Str 15 (+2)
    Dex 18 (+4)
    Con 15 (+2)
    Int 13 (+1)
    Wisdom 12 (+1)
    Charisma 18 (+4)

    DEFENSE:

    HP 10

    AC 18
    touch 15, flat 13

    SAVES Fort +2, Ref +4, Will +3 (+2 vs fear)

    Special Attacks: Channel Energy 1d6 vs undead (DC 16)


    SPELLS:
    Spells Known (CL 1st), 4/day:
    1st---Bless, Cure Light Wounds, Magic Stone
    0---Create Water, Detect Magic, Guidance, Light

    Mystery Life Curse Lame
    Mystery Revelation Channel Energy 1d6, 5/day;

    OFFENSE:

    Melee mace +3 (1d8+2/Crit x2)
    Ranged crossbow +4 (1d8/Crit 19-20 x2, 80 ft, 10/10 bolts)
    sling +4 (1d4+2/Crit x2, 50 ft, 10/10 bullets)
    Base attack +0, CMB +2, CMD +16

    SKILLS:
    Athletics +5
    Heal +5
    Knowledge History +5
    Knowledge Religion +5
    Perception +2
    Persuasion +8

    TRAITS:
    Courageous: +2 Will saves vs fear
    Sacred Conduit: +1 DC to resist Channel Energy

    FEATS:
    Weapon Focus +1 to mace attack rolls
    Dodge +1 AC

    COMBAT GEAR: mace, sling (10 bullets), light crossbow (10 bolts), studded leather armor OTHER GEAR: backpack, rope, grapple hook, torch, waterskin, bedroll, silver holy symbol, holy water (5)
    "Fall into my pit trap, shame on you. Fill my pit trap with bloodthirsty sharp-toothed goblins with abyssal templates, shame on me." ---SuperBall

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •