Character Sheets.

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Character Sheets.

Post by Script-Z on Thu Jun 21, 2012 4:48 pm

Each character starts at level 4. Make a separate post for each character.

Addendum. Class Skills are not Class Feats. Class Feats are listed under Class Features on the website.

Addendum 2. Items. I realize the list is long as balls. Parse through it with liberal use of Ctrl+F and having a general idea of what you're looking for.

<Insert Character Name>
Lvl <insert level>

-Equipment-

Gold: (The RP will only use gold, start with 1000)

Primary Hand: (Can be a shield or weapon. It is recommended to put the strongest weapon in your dominant hand. Include the material it is constructed with if applicable, this goes for all weapons, shields, and armor.)

Off Hand: (Can be a shield or weapon. Some weapons are two-handed. There are penalties involved with dual wielding, including the use of shields.)

Armor: (Light/ Med/ Heavy)

Accessories: (Includes footwear, rings, mantles, etc.)

Items: (Carried items; will not be implementing a carrying limit)

Magic Items: (Carried magical/ wondrous items that are not being used as accessories)

-Character's Feats-

Class Feats:

(Feats given out by character class)

Feats:

(All other feats. Start out with 2, humans start out with 3, human with the class fighter start out with 4.)

Code:
[b]<Insert Character Name>[/b]
[b]Lvl <insert level>[/b]

[b]-Equipment-[/b]

[b]Gold:[/b] (The RP will only use gold, start with 1000)

[b]Primary Hand:[/b] (Can be a shield or weapon. It is recommended to put the strongest weapon in your dominant hand. Include the material it is constructed with if applicable, this goes for all weapons, shields, and armor.)

[b]Off Hand:[/b] (Can be a shield or weapon. Some weapons are two-handed. There are penalties involved with dual wielding, including the use of shields.)

[b]Armor:[/b] (Light/ Med/ Heavy)

[b]Accessories:[/b] (Includes footwear, rings, mantles, etc.)

[b]Items:[/b] (Carried items; will not be implementing a carrying limit)

[b]Magic Items:[/b] (Carried magical/ wondrous items that are not being used as accessories)

[b]-Character's Feats-[/b]

[b]Class Feats:[/b]

(Feats given out by character class)

[b]Feats:[/b]

(All other feats. Start out with 2, humans start out with 3, human with the class fighter start out with 4.)


Last edited by Script-Z on Fri Jun 22, 2012 2:47 am; edited 2 times in total
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Re: Character Sheets.

Post by Script-Z on Thu Jun 21, 2012 4:49 pm

Jeanne Sacre
Lvl 5

-Equipment-

Gold: 150gp

Primary Hand: Masterwork Greatsword

Off Hand: -

Armor: Banded Mail (Heavy)

Accessories: N/A

Items:
  • 5 Cure Light Wound Potions


Magic Items: N/A

-Character's Feats-

Class Feats:

Aura of Good- Level 5 aura.

Detect Evil- Can use at will, 60ft range. Can focus on a single target to study it more quickly, but becomes oblivious to the evil auras of anything else in her range.

Smite Evil- Twice per day she can choose to target an evil creature. Against this creature she gains a bonus to her attack rolls equal to her Cha modifier, and a bonus to her damage rolls equal to her Paladin level. In addition, she gains an AC bonus equal to her Cha modifier.

Divine Grace- Gains a bonus on all saving throws equal to her Cha modifier.

Lay on Hands- Can use 7 times per day. As a standard action she can heal another person she touches for 2d6 points of damage. As a swift action she can heal herself. As a standard action she can harm the undead.

Aura of Courage- Immune to fear. All allies close to her gain +4 to their saving throws against fear effects. Doesn't work if she is unconscious.

Divine Health- Immune to all diseases.

Mercy- Cures sickened effect with every use of Lay on Hands.

Channel Positive Energy- Lay on Hands with a 30ft range. Costs 2 uses of Lay on Hands.

Spells

Divine Bond

Feats:

Power Attack- -2 to attack rolls, +4 to damage rolls.

Cleave- Can hit two adjacent enemies with one swing.

Endurance- Nothing. Fucking nothing, but it leads up to something good.

Die Hard- When HP is 0, become staggered instead of unconscious, don't need to make Con checks each round to avoid losing HP, take 1 point of dmg for every standard action.

Heart of the Streets- +1 to AC, and Reflex saving throw.


Last edited by Script-Z on Wed Aug 15, 2012 6:33 pm; edited 1 time in total
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Re: Character Sheets.

Post by Script-Z on Thu Jun 21, 2012 4:49 pm

Iliad Bell
Lvl 5

-Equipment-

Gold: 89gp

Primary Hand: Pistol

Off Hand: Buckler

Armor: Chain Shirt (Light)

Accessories: N/A

Items:
  • Powder Horn
  • Gunsmith Kit
  • Firearm Bullets (70)
  • Black Powder Dose (70)



Magic Items: N/A

-Character's Feats-

Class Feats:

Gunsmith

Gunsmithing

Grit- A 'badass' meter equal to her Wis modifier. Currently 4 at total. Refills by one for every kill, and critical hit with a gun, and for every 'daring' action performed, to be determined at the GM's discretion.

Deeds-
  • Up Close and Deadly: Extra 1d6 damage at the cost of 1 point of grit.
  • Gunslinger's Dodge: Can sidestep attack to add +2 to AC. Can drop to prone to add +4 to AC. 1, and 2 points of grit respectively.
  • Quick Clear: Can clear broken status from a gun at the cost of a standard action, and 1 point of grit.
  • Gunslinger's Initiative: So long as the gunslinger has at least 1 point of grit she gains a +2 on Initiative rolls.
  • Pistol Whip: Deals 1d6 non-lethal damage at the cost of 1 grit. Should the attack land she can make a CMB check to knock the target prone.
  • Utility Shot: Can make a variety of non-damaging utilitarian actions with her gun so long as she has 1 point of grit.
    • Blast Lock
    • Shoot Unattended Object
    • Stop Bleeding


Nimble- +1 Dodge bonus to AC.

Gun Training-
  • Pistol- Gains a bonus to damage equal to Dex modifier with pistol, or one-handed firearm.


Feats:

Point-Blank Shot- +1 to attack and damage rolls.

Rapid Reload- Reload as a move action.

Rapid Shot- Can attack twice per round. -2 to attack rolls.

Deadly Aim- -2 to attack, +4 to damage.

Dual Minded- +2 to Will saving throw.


Last edited by Script-Z on Wed Aug 15, 2012 6:48 pm; edited 1 time in total
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Re: Character Sheets.

Post by Neo Bahamut on Thu Jun 21, 2012 6:13 pm

Senthose Rasheverek
Lvl 5

-Equipment-

Gold: 682

Primary Hand: Morning Star

Off Hand: The fact that this setting does not account for ambidexterity is racist.

Armor: He is a regular glass cannon. Only without the cannon part.

Accessories: N/A

Items:
>5 Cure Light Wounds Potions
>1 Hide From Animals Potions

Magic Items: N/A

Bloodline: Rakshasa

Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Powers:

Silver Tongue
Mind Reader

Spells

0. Mage Hand
0. Light
0. Message
0. Ray of Frost
0. Drench
0. Detect Magic

1. Mage Armor
1. Burning Hands
1. Shock Shield
1. Charm Person

2. Command Undead
2. Burning Gaze
2. Invisibility

-Character's Feats-

Class Feats:

Simple Weapons Proficiency

Feats:
Improved Initiative
Improved Counterspell
Extend Spell
Toppling Spell


Last edited by Neo Bahamut on Mon Aug 13, 2012 8:35 am; edited 6 times in total

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Re: Character Sheets.

Post by Seraph on Thu Jun 21, 2012 6:50 pm

Levin Colbrandt
Lvl 5

-Equipment-

Gold: 135g

Primary Hand: Steel Scimitar

Off Hand: - (Sometimes a freehand is a good thing)

Armor: Agile Half Plate

Accessories: N/A

Items: (Still can't find an item list)

Magic Items: N/A

-Character's Feats-

Class Feats:

Class Features Pt1:
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Class Features Pt2:
Order: At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
-Order of the Sword
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).

By My Honor: At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. (Neutral Good)

Mounted Mastery: At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Knight's Challenge:At 15th level, the cavalier can make a knight’s challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight’s challenge.

Class Features Pt3:
Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cavalier’s Charge: At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Expert Trainer: At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Banner: At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician: At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Mighty Charge: At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Demanding Challenge: At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Greater Banner: At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Supreme Charge: At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

Class Skills:

Feats:

Combat Expertise
Improved Disarm
Weapon Focus (Scimitars)

Racial Feats

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait


Last edited by Seraph on Thu Sep 06, 2012 7:29 pm; edited 13 times in total
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Re: Character Sheets.

Post by Leafy on Thu Jun 21, 2012 7:26 pm

Namond Kronuion.
Lvl 5

-Equipment-

Gold: 790gp

Primary Hand: Light Crossbow

Off Hand: N/A

Armor: Quilted Cloth (Light)

Accessories: (Includes footwear, rings, mantles, etc.)

Items: Crossbow blots (100) Trail Rations (3) Masterwork backpack

Magic Items:

-Character's Feats-

Class Feats:

Spells:

Level 0:
Read Magic
Create Water
Detect Poison
Detect Magic
Stabilize
Spark
*Jolt

Level 1:
Detect Charm
Dancing Lantern

Level 2:
Oracle's Burden
Summon Monster II

Spell like abilities: 1/day—Dancing Lights
Ghost sound
Prestidigitation
Speak with animals

Mystery: Time

Bonus Spells: Memory Lapse
Gentle Repose

Oracle Curse: Legalistic

Revelation(s): Erase from Time
Aging Touch

Feats:

Arcane Talent*

Brew Potion

Prophetic Visionary


Last edited by Leafy on Sun Sep 09, 2012 8:37 pm; edited 6 times in total
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Re: Character Sheets.

Post by Azena on Thu Jun 21, 2012 7:58 pm

Rygar
Lvl 5

-Equipment-

Gold: 656

Primary Hand: Repeating Crossbow

Off Hand: --

Armor: Armored Coat

Accessories: N/A

Items:
Dagger x2
Crossbow Bolts (Repeating) x198
Common Backpack

Magic Items: N/A

-Character's Feats-

Racial Feats:

Fight On
Ironguts
Ironhide

Class Feats:

Domain -- Metal (Grants Metal Fist power)
Judgement 2/day
Monster Lore (EX)
Stern Gaze (EX)
Cunning Initiative
Detect Alignment
Track
Solo Tactics
Escape Route (Teamwork Feat)
Discern Lies
Bane

Spells
0. Detect Poison
0. Create Water
0. Sift
0. Stabilize
0. Light
0. Detect Magic

1. Tireless Pursuit
1. Cure Light Wounds
1. Comprehend Languages
1. Longshot

2. Detect Thoughts
2. Effortless Armor
2. Cure Moderate Wounds

Feats:

Endurance
Favored Judgment (Magical Beasts)


Last edited by Azena on Sun Aug 26, 2012 6:07 pm; edited 3 times in total
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Re: Character Sheets.

Post by Dego on Thu Jun 21, 2012 8:01 pm

Cale Shira
Lvl 4

-Equipment-

Gold: 480

Primary Hand: Halfling Sling Staff

Off Hand: Buckler

Armor: Masterwork Studded Leather

Accessories: N/A

Items:

Silver Holy Symbol
Compass
20 Sling Bullets
Backpack - Contents:
Spoiler:

Bodybalm
Healing Kit
Flint and Steel
2 Trail Rations
Everburning Torch

Donkey w/ Saddlebag - Contents:
Spoiler:

Healing Kit
80 Sling Bullets
100 ft of Silk Rope
Cauldron
Cooking Kit
Surgeon's Tools
Folding Chair
Winter Blanket
Bedroll
Portable Alchemist's Lab
Waterskin
Small Tent
8 Trail Rations

Magic Items: TBD

-Character's Feats-

Racial Traits:

Fearless: +2 racial bonus on saving throws against fear, stacks with halfling luck

Halfling Luck: +1 racial bonus to all saving throws.

Keen Senses: +2 racial bonus on perception skill checks

Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks

Class Feats:

Aura: Level 4 Chaotic Good Aura

Spellcasting:

Spell DC: 14+spell level

Can prepare any spells off cleric spell list. Orisons are 0 level spells not used up when cast.

Level 0 : 4

Level 1 : 4 (3 base, bonus 1 from high wisdom)
+ 1 Domain spell

Level 2 : 3 (2 base, bonus 1 from high wisdom)
+ 1 Domain spell

Channel Energy:

Channels positive energy in 30ft burst around cleric, healing 2d6 to living creatures or dealing 2d6 damage to undead (with Will save of 17), must choose living or undead, can't do both. Can use this ability 8 times per day.

Domains:

Luck Domain:

Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability (3+Wis Mod) 7 times a day.

Domain Spells: 1st- True Strike, 2nd - Aid

Travel Domain:

Increase base speed by 10 feet.

Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take penalties for moving through it. You can use this ability a number of times per day equal to 3+Wisdom Modifier (7)

Domain Spells: 1st- Longstrider, 2nd - Locate object


Spontaneous Casting:

Can lose any prepared spell that's not an orison or domain spell to cast a cure spell of the same level or lower (any spell with 'cure' in its name).

Feats:

Selective Channeling:

Can not effect up to (Cha Bonus: 5) targets in channel area.

Brew Potion:

Self explanatory.


Last edited by Dego on Fri Jun 22, 2012 8:25 am; edited 3 times in total
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Re: Character Sheets.

Post by Neo Bahamut on Thu Jun 21, 2012 11:32 pm

Euryale Rakshashi
Lvl 5

-Equipment-

Gold: 700

Primary Hand: Unarmed

Off Hand: Unarmed

Armor: N/A

Accessories: N/A

Items:

10 Shuriken
5 Cure Light Wounds Potions

Magic Items: N/A

Abilities

Flurry of Blows
Stunning Fist
Evasion
Maneuver Training
Still Mind
Ki Pool
Slow Fall (20 Ft.)
High Jump
Purity of Body

-Character's Feats-

Class Feats:

Improved Unarmed Strike
Deflect Arrows
Improved Grapple

Feats:

Scorpion Style
Combat Expertise
Improved Disarm
Chokehold


Last edited by Neo Bahamut on Mon Aug 13, 2012 8:46 am; edited 2 times in total

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Re: Character Sheets.

Post by Azena on Sat Jun 23, 2012 8:33 am

Marcus Draco
Lvl 5

-Equipment-

Gold: 503

Primary Hand: Greatsword

Off Hand: --

Armor: Field Plate

Accessories: N/A

Items:
Light Crossbow
Crossbow Bolts x50
Quiver (Tied to Waist)
Flute

Magic Items: N/A

-Character's Feats-

Class Feats:

Flanking Foil (Bonus Feat)
Dodge (Bonus Feat)
Bravery
Armor Training
Weapon Focus - Two Handed/Greatsword (Bonus Feat)
Weapon Training -- Blades, Heavy

Feats:

Death From Above
Endurance
Diehard
Heart of the Streets (Alternate Race Trait) -- Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.


Last edited by Azena on Thu Aug 30, 2012 4:30 am; edited 2 times in total
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Re: Character Sheets.

Post by Dego on Sat Jun 23, 2012 9:23 am

Verano Delacroix
Lvl 4

-Equipment-

Gold: 355

Primary Hand: Dwarven Maulaxe

Off Hand: Dwarven Maulaxe

Armor: Masterwork Parade Armor (Light)

Accessories: N/A

Items:
Heavy Crossbow
20 Bolts
5 Potions of Cure Light Wounds
2 Potions of Hide from Undead

Magic Items: N/A

-Character's Feats-

Class Feats:

Trapfinding
Trap Sense +1
Sneak Attack +2d6
Evasion
Uncanny Dodge
Rogue Talents:
Fast Picks
Fast Stealth

Feats:

Weapon Finesse
Two Weapon Fighter
Exotic Weapon Proficiency (Dwarven Maulaxe)
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Re: Character Sheets.

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