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<blockquote data-quote="amnuxoll" data-source="post: 5438830" data-attributes="member: 13028"><p><strong>Example Characters</strong></p><p></p><p>As requested, I'm posting some sample characters.</p><p></p><p>[sblock="Fahfrd the Barbarian"]</p><p>Race: Human</p><p>Class: Barbarian/Rogue/Fighter</p><p>Level: 8/5/2=15</p><p>Languages: Common, Goblin, Dwarven, Elven</p><p></p><p>28 pt buy + racial +5 bonuses </p><p>Value Bonus Cost lvl adds End result</p><p>STR: 16 +3 (10) +2 (18) +4</p><p>DEX: 15 +2 (8) +1 (16) +3</p><p>CON: 14 +2 (6) +1 (15 ) +2</p><p>INT: 12 +1 (4) +1 (13) +1</p><p>WIS: 8 -1 (0) 8 -1</p><p>CHA: 8 -1 (0) 8 -1</p><p>HP: 137 Hide Armor (AC 4 armor check -1)</p><p>Defenses: AC : base 10 + 10.75 + 3 Dex + Armor 4 = 27.5</p><p>Fort: 24.5 Reflex: 23.5 Will: 20.5 (human bonus) </p><p></p><p>Save Mods: Fort +3 Reflex +3 Will +3</p><p></p><p>Base Speed: 6 in armor 6 out</p><p>Initiative: 1d20+6 (Gain 3 tokens, + 1 fighter bonus = 4)</p><p>Base Attacks: </p><p>Str 12.5 Dex 6.5 Con 6 Int 0 Wis 4 Cha 4.75 </p><p>Attacks: To hit Dmg Crit</p><p>TH Sword 1d20+12 2d6+8 19-20</p><p>Javelin 1d20+12 1d6+4 </p><p>Greatclub 1d20+12 1d10+8 </p><p></p><p>Skills: 88 ranks + 2 background ranks</p><p>Acrobatics (Dex - +3/-1) 8 = 10</p><p>Athletics (Str +4/-1) 10 = 13</p><p>Bluff (Cha -1) 11 = 10</p><p>Craft (Int 1) (Metal work) 1 = 2</p><p>Endurance (Con 2) 11 = 13</p><p>Handle Animal (Cha -1) 7 = 6</p><p>Knowledge (Int 1) 2 = Nature, edible plants</p><p>Linguistics (Int 1) 3 = Goblin, Dwarven, Elven</p><p>Perception (Wis -1) 15 = 14</p><p>Profession (Int 1) 2 = Hunter, Nature Cook (adept at putting all kinds of weird things together)</p><p>Stealth (Dex +3/-1) 11 = 13</p><p>Sense Motive (Wis -1) 9 = 8</p><p></p><p>=============</p><p>Feats: </p><p>Barbarian - 15</p><p>Repressed Rage (x2) (1 for Fighter, 1 for Rogue)</p><p>Rage</p><p>Greater Rage</p><p>Mighty Rage (16 tokens generated when entering Rage)</p><p>Sustained Rage (maintain rage even while healed)</p><p>Untempered Rage (enter rage anytime wounded)</p><p>Unfettered Rage (enter rage anytime)</p><p>Steel Teeth (use metal weapons, pro Greatsword)</p><p>Unfeeling Rage (spend tokens to reduce dmg taken 1 token - 3pts)</p><p>Pain Fueled Rage (each time you take dmg gain 2 tokens)</p><p>Armored Rage (opponent spends 2 tokens instead of 1 for automatic hit while raging)</p><p>Second Skin (treat Hide as light armor)</p><p>Primal Howl (Con bonus + level HP recd + 4 tokens as a swift action, while not raging)</p><p></p><p>Rogue - 10</p><p>Evasion (Dex 13, Int 13 1/2 dmg from aoe attacks)</p><p></p><p>Fighter - 3</p><p>Brutal Attacker (spend power tokens to improve attack, also count towards damage)</p><p>Cleave</p><p>Great Cleave (free action extra attack)</p><p>Blind Fighting (treat invis creatures as concealed)</p><p>Improved Iniative (double Dex bonus for init)</p><p>Toughness (4 + 1 hp lvl)</p><p>=======================</p><p>Strong Focus (resistant to Distracted (req Int 13)</p><p>Iron Skull (resistant to being Dazed)</p><p>Improved Iron Skull (resistant to being Stunned Con 15)</p><p>Clear Mind (resistant to being confused)</p><p>Bottomless Courage (resistant to fear)</p><p>Iron Stomach (resistant to sickened or nausated)</p><p>Perfect Balance (resistant to becoming unbalanced)</p><p></p><p>=================</p><p>Equipment with Total Weight: gp, sp, cp spent Pounds total: 102.5 lbs</p><p>Greatsword 8 lb Favored sheath on back</p><p>Greatclub 8 lb</p><p>Full Plate Armor AC 8 Armor Check - 7 Spd 20 ft 50 lb</p><p>Javelins (6) 12 lb</p><p></p><p>Traveling items.</p><p>Backpack (empty) 2 lb.</p><p>Bedroll 5 lb</p><p>Blanket, winter 3 lb</p><p>Flint and steel </p><p>Grappling hook 4 lb</p><p>Rope, silk (50 ft.) 5 lb</p><p>Pouch, belt (empty) ½ lb</p><p>Waterskin 4 lb</p><p>Whetstone 1 lb</p><p>Funds: gp sp cp</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Percival the Bard]</p><p>Race: Human </p><p>Classes(Level): Bard(11),Rogue(4)</p><p>Character Level: 15</p><p>Languages: Common, Elven</p><p>Vision: Normal</p><p></p><p>Attributes:</p><p>Increases: DEX@3, CHA@6, CON@9, DEX@12, DEX@15</p><p>BASE(COST) MODIFIER</p><p>Total: (28)</p><p>STR: 10(2) +0</p><p>DEX: 18(8) +4</p><p>CON: 13(4) +1</p><p>INT: 10(2) +0</p><p>WIS: 12(4) +1</p><p>CHA: 16(8) +3</p><p></p><p>HP: 88 ( 13 + (15x5) = 88 )</p><p>Bloodied: 44</p><p>Bard HP Gain: 5 HP/Level</p><p>Rogue HP Gain: 5 HP/Level</p><p>Defenses: AC 30</p><p>Fort 18 1/2</p><p>Reflex 30</p><p>Will 25</p><p>Save Mods: Fort 2 Reflex 4 Will 3</p><p>Base Speed: 40' (8 tiles)</p><p>Initiative: +3 (3 Tokens)</p><p>Base Attack Bonuses: (w/ Stats)</p><p>Str +8 1/2 +8</p><p>Dex +12 1/4 +16</p><p>Con +5 1/2 +6</p><p>Int +5 1/2 +5</p><p>Wis +5 1/2 +6</p><p>Cha +13 +16</p><p></p><p>Attacks: Attack | Dmg | Crit Range | Range | Other</p><p>Merciful Rapier +16 | 2d6+2 | 17-20(Keen:16) | - | No Con Dam</p><p>Whip +16 | 1d3+2 | 20(Keen:19) | - | 3 sq Reach</p><p>Dagger +16 | 1d4+2 | 19-20(Keen:18) | 5 sq. | P/S Throw</p><p></p><p>Skills: Bard: 5 Ranks/Level | Rogue: 7 Ranks/Level (7x4+5x11=55+28=83 skills total)</p><p>Acrobatics [12 RNK, 3 DEX, 0 MISC, 15 TOTAL]</p><p>Athletics [ 0 RNK, 0 STR, 0 MISC, 0 TOTAL]</p><p>Bluff [15 RNK, 3 CHA, 0 MISC, 18 TOTAL]</p><p>Endurance [ 0 RNK, 1 CON, 0 MISC, 1 TOTAL]</p><p>Perception [ 4 RNK, 1 WIS, 0 MISC, 5 TOTAL] (15 Passive)</p><p>Perform [13 RNK, 3 CHA, 5 MISC, 21 TOTAL]</p><p>Sense Motive [14 RNK, 1 WIS, 0 MISC, 15 TOTAL] (25 Passive)</p><p>Sleight of Hand [ 9 RNK, 3 DEX, 2 MISC, 14 TOTAL]</p><p>Spellcraft [ 4 RNK, 3 CHA, 0 MISC, 7 TOTAL]</p><p>Stealth [ 8 RNK, 3 DEX, 0 MISC, 11 TOTAL]</p><p>Search [ 3 RNK, 0 INT, 0 MISC, 3 TOTAL]</p><p>Tinker [ 1 RNK, 0 INT, 2 MISC, 3 TOTAL]</p><p></p><p></p><p>Knowledge Skills (7 to start)</p><p>(Craft, Knowledge, Linguistics, Profession]</p><p>Linguistics [Common (Speak/RW), Elven (Speak)]</p><p>Knowledge [History, Politics, Government]</p><p>Profession [Stringed Instruments]</p><p></p><p></p><p>Feats: </p><p>BARD(1): Feint (Bluff/Sense Motive vs Reflex - steal 2 Speed tokens)</p><p>BARD(1): Free Hand Fighting (+1 AC Dodge Bonus)</p><p>HUMAN(1): Two-Weapon Defense (+1 AC when dual wielding)</p><p>HUMAN(1): Mobility (+5 AC vs Opportunity Attacks)</p><p>BARD(2): Parry (+1-5 AC, grant threatening foes Power tokens)</p><p>BARD(3): Combat Reflexes (+DEX Opportunity Attacks @4 = 5 total)</p><p>BARD(4): Predictive Strike (Couterattack threatened foes who roll less than Sense Motive)</p><p>BONUS(4): Verbal Compensation</p><p>BARD(5): Fencer (gain 1 power token when attacking successfully)</p><p>ROGUE(1): Luring Move (Unbalance a foe that misses you)</p><p>ROGUE(1): Feint, Improved (Gain 3 tokens instead of 2)</p><p>ROGUE(2): Omnipresent Blade (Swift action, 2 power tokens when ally is adjacent)</p><p>ROGUE(2): Opportunist (Spend 1 speed token to attack threatened foe that an ally hit)</p><p>BARD(6): Punishing Strike (+5 Damage w/ Opportunity Attacks)</p><p>BONUS(6): Song of Courage (Standard: Perform result/15 tokens to each ally. Maintain w/ Swift.)</p><p>BARD(7): Reactive Step (Move 1 square when opponent misses)</p><p>ROGUE(3): Improved Critical (Rapier)</p><p>ROGUE(3): Coordinated Swap (exchange places with adjacent, willing ally)</p><p>BARD(8): Unwelcome Swap (Unwilling creature gains Unbalanced to prevent)</p><p>ROGUE(4): Fast Movement (Base speed +2)</p><p>ROGUE(4): Coordinated Strike (Gain 1 speed token if you hit an unbalanced target)</p><p>BARD(9): Penetrating Strike (Spend 2 Power tokens to ignore DR of target for one attack)</p><p>BARD(10): Improved Defensive Attack (Gain 4 speed tokens instead of 2)</p><p>BONUS(10): Song of the Hero (One ally gains Perform chk/5 tokens of choice - Maintain w/ Swift.)</p><p>BARD(11): Weapon Finesse (+2 Damage w/ Dex-based melee attacks)</p><p></p><p></p><p></p><p>Racial Abilities:</p><p>2 Bonus Feats</p><p>+2 Racial Bonus to Defense (Will)</p><p>1 Bonus Skill @ Each Level</p><p>+1 to Saving Throws</p><p>Extra Token when rolling Initiative.</p><p>Class Abilities: </p><p>Weapon Proficiencies: </p><p>Simple Weapons, Longsword, Hand Crossbow, Rapier, Sap, Short Sword, Shortbow, Whip</p><p>Armor Proficiencies:</p><p>Light Armor, Bucklers</p><p>Greater Masteries (Bard):</p><p>Arcane, Combat, Magic</p><p>Greater Masteries (Rogue):</p><p>Combat, Skulduggery</p><p>Lesser Masteries (Bard): </p><p>Agility, Companion, Expertise, Item Creation, Leadership, Metamagic, Two-Weapon Fighting, Transmutation(Selected @1), Amelioration(Selected @2), Illusion (Selected @8)</p><p>Lesser Masteries (Rogue):</p><p>Agility, Companion, Expertise, Intuition, Power Attack, Stamina, Two-weapon Fighting, Unarmed, Weapon</p><p></p><p>Expertise: +1/2 Bard Level in Perform Skill.</p><p>Bard Spells: Gain 1 Spell Per Level (+CHA Cast)</p><p>Bardic Practice: At Even levels, gain bonus feat from Performance OR one lesser mastery from (list)</p><p>Expertise: +1/2 Rogue Level in Tinker & Sleight of Hand Skills.</p><p>Rogue Bonus Feats: Rogues gain a bonus feat from Combat and Skulduggery at each level</p><p></p><p>Magic: (Refresh, Components, Cast Time, Duration, Attack, Effect)</p><p>Bard Spell Lv1: (Knock)</p><p>Bard Spell Lv2: (Pyrotechnics)</p><p>Bard Spell Lv3: (Glibness)</p><p>Bard Spell Lv4: (Darkvision)</p><p>Bard Spell Lv5: (Blink @ 5) - Enhance to @15 (CL13)</p><p>Bard Spell Lv6: (Haste @ 6) - Enhance to @12 (CL9)</p><p>Bard Spell Lv7: (Keen Edge)</p><p>Bard Spell Lv8: (Invisibility @8) - (CL10)</p><p>Bard Spell Lv9: (Image @9) - (CL11)</p><p>Bard Spell Lv10: (Mislead @10) - (CL11)</p><p>Bard Spell Lv11: (Mage Armor @11) - (CL13)</p><p></p><p>Equipment with Total Weight: </p><p>* = Item is Carried or Worn</p><p># = Item is assumed in Wagon</p><p>Item (Container Tabbed) Qty Cost Weight</p><p>Merciful Rapier 1</p><p>Whip 1</p><p>Daggers (3) 3</p><p>Flashy clothes 1</p><p>Feathered cap 1</p><p>Lyre (in case) 1</p><p>Violin (in case) 1</p><p></p><p>Total Weight: xx lbs</p><p>Load: xxxxx (xx lbs) </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Gulg the Druid]</p><p>Race: Half-Orc</p><p>Class: Druid 14 / Ranger 1</p><p>Level: 15</p><p>Languages: Common, Druidic</p><p></p><p>STR: 22 (8 points)</p><p>DEX: 14 (6 points)</p><p>CON: 14 (6 points)</p><p>INT: 8 (2 points)</p><p>WIS: 14 (6 points)</p><p>CHA: 6 (0 points)</p><p></p><p>HP: 119</p><p>Defenses: AC 21.75 Fort 29 Reflex 19.75 Will 23</p><p>Save Mods: Fort +2 Reflex +1 Will +2</p><p>Base Speed: 6 squares (usually 8 with longstrider spell)</p><p>Other Speeds: fly 6 with pterodactyl form</p><p>Initiative: +2 (gains 5 tokens)</p><p>Base Attacks:</p><p>Str +21 Dex +2.75 Con +12 Int -1 Wis +9.5 Cha -2</p><p></p><p>Attacks:</p><p>Club: +21 vs. AC // 1d6+12 damage (2-handed)</p><p>Bite: +21 vs. AC // 2d6+9 damage</p><p>Claw: +21 vs. AC // 2d6+9 damage</p><p>Grabbing Claw: +21 vs. AC // 1d8+9 damage</p><p>Rock(thrown): +2 vs. AC // 1d3+6 damage // range 10 sq.</p><p></p><p>Wild Shapes:</p><p>Wolf: 2 tokens of each type, bite, scent, 3 tokens for flank, </p><p>Bear (Troll): 6 power tokens, -5 Int/Cha checks, gain 1 power token for spending 1+, gain half power tokens for spending on defense, swift action=2 hp</p><p>Pterodactyl: bite, grabbing claw, improved grab, fly 8 sq. (hover), can std action while flying</p><p>Smilodon (Tiger): 2 tokens of each type, bite, claw, successful charge = prone foe</p><p></p><p>Skills (2 ranks per level):</p><p>- Linguisitics: Common, Druidic (R/W)</p><p>- Profession: Wilderness Survivor <--1 background rank!</p><p>- Knowledge: Natural medicine</p><p>- Athletics: +18</p><p>- Endurance: +17</p><p>- Handle Animal: +5</p><p></p><p></p><p>Feats:</p><p>1: Animal Ferocity // Swap Wis and Str BAB bonuses from druid class</p><p>1: Short Charge // Can charge with only 1 square</p><p>1: Crocodile Totem // bite attack</p><p>2: Imbued Natural Attack // magic item properties transfer to natural attacks</p><p>2: Wolf Totem // 3 power tokens from flank</p><p>3: Dual Strike // 2nd attack as swift if first hits) <-- ranger multiclass</p><p>4: Improved Unarmed Strike // Add Str mod to natural attacks</p><p>5: Cougar Totem // claw attack deals 1d8 damage</p><p>5: Wolf Form // see above</p><p>6: Rending Claws // if two claw attacks hit, deal more damage equal to Str mod</p><p>7: Improved Natural Attack: Claw // increase damage 1d10</p><p>7: Wild Shape Scent</p><p>8: Improved Natural Attack: Claw // increase damage to 2d6</p><p>9: Bear Totem // gain +2 power tokens, get 1 power token back when you spend some</p><p>9: Lizard Totem // Spend tokens on AC or Fort --> get half of them back</p><p>10: Troll Form // see above</p><p>11: Eagle Totem // flight</p><p>11: Crag Totem // grab with claw attack</p><p>12: Pterodactyl Form // claw attack while flying</p><p>13: Variant Totem (stealth) // +5 stealth</p><p>13: Tiger Form // +2 tokens of each type, successful charge = prone</p><p>14: 1000 faces // take any humanoid form</p><p>15: Winged Hover // can hover while flying</p><p>15: Healing Form // gain hp when leaving wild shape</p><p></p><p></p><p>Racial Abilities:</p><p>- gain Power Attack area of mastery.</p><p>- Ignore pain when it inhibits actions.</p><p>- Darkvision. </p><p>- Orc Blood</p><p></p><p>Class Abilities:</p><p>- +1/2 level bonus to Handle Animal skill</p><p></p><p></p><p>Spells:</p><p>1: Summon (level 1->15) // summons "Stinker" (see below)</p><p>1: Shillelagh (level 1)// use power token for +5 to club damage 1/round</p><p>2: Cure Wounds (level 1->15) // heal 4d8+25 hp for you and all allies in a cube 5 centered on you</p><p>4: Produce Flame (level 2->10) // swift + standard = ranged attack: 3d6+8 fire damage; range 10</p><p>5: Longstrider (level 1) // +2 sq. movement</p><p>6: Enlarge (level 2->10) // +1 size category, +2 power tokens, +1 sq. reach, +1 speed (affects 2 as swift action)</p><p>7: Meld Into Stone (level 3->7) // You and ajacent allies hide in stone</p><p>8: Bull's Strength (level 4->12) // +4 power tokens and +5 to Str checks in cube 5 centered on you</p><p>9: Bear's Endurance (level 4) // +4 power tokens and +5 to Con checks</p><p>10: Cat's Grace (level 4->12) // +4 speed tokens and +5 to Dex checks in cube 5 centered on you</p><p>11: Restoration (level 4->14) // remove all negative levels, ability damage and mental effects incl. dazed/stunned</p><p>12: Barkskin (level 2->6) // can spend swift action to gain 4 speed tokens that must be spent for defense if attacked before next turn.</p><p>13: Speak with Animals (level 1)</p><p>14: Stone Shape (level 6) //mold stone into crude shapes</p><p>15: Spike Stones (level 6) // foes take 2 hp damage per square of movement</p><p></p><p>Equipment with Total Weight:</p><p>- leather armor (15lb)</p><p>- club (3lb)</p><p>- belt pouch (1/2 lb)</p><p>- flint+steel</p><p>- trail rations x5 (5 lb)</p><p>- waterskin (1lb)</p><p>- amulet of mighty fists +3</p><p>TOTAL 24 1/2 lbs</p><p></p><p></p><p>Funds:</p><p>3 gp (in assorted coinage)</p><p>182 gp (in unrefined gold ore nuggets)</p><p></p><p>----</p><p></p><p>"Stinker" (Dire Bear)</p><p>Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10</p><p></p><p>HP: 105</p><p>Defenses: AC 17 Fort 22 Reflex 19 Will 19</p><p>Save Mods: Fort +2 Reflex +1 Will +1</p><p>Base Speed: 8 squares</p><p></p><p>Attacks:</p><p>Claw: +19 melee (2d4+10) //standard action</p><p>Bite: +13 melee (2d8+5) //swift action</p><p></p><p>Skills:</p><p>Athletics +13, Perception +12</p><p></p><p>Feats: Toughness </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Belkar the Rogue]</p><p>11 levels rogue, 4 sorcerer (first level sorcerer, then 11 levels of rogue, then the remaining three of sorcerer)</p><p>STR: 10</p><p>DEX: 24</p><p>CON: 15</p><p>INT: 10</p><p>WIS: 10</p><p>CHA: 12</p><p></p><p></p><p>HP: 101</p><p>Defenses: 29 AC 18 Fort 31 Reflex 20 Will </p><p>Save Mods: 8 Fort 21 Reflex 10 Will (+1 racial to all, -2 fort for size)</p><p>Base Speed 6, increased 8</p><p>Initiative: 7</p><p>Base Attacks: </p><p>10.25 Str 14 Dex 0 Con 0 Int 0 Wis 9.5 Cha</p><p></p><p>AC = 10 base + 7 dex bonus + 3 armor + 1 size bonus + 1 dodge feat + 1 dual weapon + 6.5 level bonus = 29</p><p>Fort = 10 base + 2 con bonus + 1 halfling - 2 small + 7.5 class save mod = 18</p><p>Ref = 10 base + 7 dex bonus + 1 halfling + 13 class save mod = 31</p><p>Will = 10 base + 9.5 class save mod + 1 halfling = 20</p><p></p><p>Attacks</p><p></p><p></p><p>2x punching dagger: +22, 1d3+5 dmg, crit: +1</p><p>crossbow: +22, 2d6 dmg, crit: 19-20</p><p>(+7 from dex, +14 BAB, +1 from size = +22)</p><p></p><p>Skills</p><p></p><p>82/82 ranks (11 * 6 rogue + 4 * 3 sorcerer + 4 background)</p><p>Skill Attr. Racial Ranks Misc Total</p><p>Acrobatics (Dex) +7 +2 +10 +19</p><p>Athletics(Str) +0 -4 -4</p><p>Bluff (Cha) +1 +15 +16</p><p>Craft (Int) +0 +0</p><p>Endurance (Con) +2 +2</p><p>Heal(Wis) +0 +4 +4</p><p>Knowledge (Int) +0 +7 +7</p><p>Linguistics (Int)(Drac)+0 +1 +1</p><p>Perception (Wis) +0 +2 +15 +17</p><p>Perform (Cha) +1 +1 +2</p><p>Profession (Wis) +0 +1 +1</p><p>Search (Int) +0 +0</p><p>Sense Motive (Wis) +0 +10 +10</p><p>Spellcraft (Int) +0 +2 +2</p><p>Sleight of Hand (Dex) +7 +2 +6 +15</p><p>Stealth (Dex) +7 +6 +15 +28</p><p>Tinker (Int) +0 +6 +6</p><p></p><p>two ranks spent for gaining heal</p><p></p><p>Feats</p><p></p><p>2 feats per rogue level, 1 feat per sorcerer level</p><p>Light Foot (racial): As long as you are not wearing medium or heavy armor and are lightly encumbered, your speed increases to 6 squares. Your base speed is still 4 squares.</p><p>Weapon Finesse: +2 dmg (melee)</p><p>Weapon Finesse, Improved: +4 instead of +2 damage</p><p>Dual Strike</p><p>Dual Strike, Improved</p><p>Two-Weapon Defense: +1 AC</p><p>Dodge: + 1 AC</p><p>Feint</p><p>Parry: retroactively increase AC by up to 5, grant threatening foes equal number of power tokens</p><p>Fencer: 1 power token per hit</p><p>Sneak Attack (spend 2 speed tokens for +20 dmg)</p><p>Bigfolk Assailant: +1 dmg</p><p>Bigfolk Threat: +2 tokens at initiative if one enemy is larger</p><p>Goliath Maneuver: jump larger creature, always add sneak attack bonus</p><p>Two-weapon Rend: if both attacks hit same creature, str BAB extra dmg</p><p>Anatomical Sneak Attack: +3 sneak attack dmg</p><p>Scholar's Sneak Attack: +3 sneak attack dmg</p><p>Sneak Attack Intuition: +3 sneak attack dmg</p><p>Assassin's Eye: +3 sneak attack dmg</p><p>Daggermaster: +3 sneak attack dmg</p><p>Improved Defensive Attack: +4 speed tokens when attacking defensively</p><p>Hidden Blade: if sneak attack misses, attack again, dmg = sneak attack bonus</p><p>Fast Movement: +2 movespeed</p><p>Combat Reflexes: +7 Attacks of Opportunity</p><p>Debilitating Strike: no sneak attack damage but foe loses 7 tokens</p><p>Opportunist: spend 1 speed token to hit a threatened foe which was just hit by an ally</p><p>Spring Attack: move before an after attack</p><p></p><p>Spells</p><p></p><p>minor AoMs: Illusion, amelioration, force, evocation</p><p>2 for first level sorc, 2 per sorc level = 10 spells</p><p>spells, in the order they were learned in:</p><p>Mage Armor + enhancement to 13 at level 13: +8 AC (force)</p><p>Blink + enhacement to 13 at level 14: swift action to blink up to movespeed squares, +1 speed token for blink, +3 for cast, can stay in etheral plane (amelioration)</p><p>Darkness to 13 at level 15: full concealment, only see with dark vision, self unaffected (evocation) - magic domain feat</p><p>Telekinesis (force)</p><p>Invisibility + enhancement to 13 (illusion): swift to cast, can affect cube 3, self can take all actions normally, spend swift action to gain 2 power and 5 speed tokens</p><p>Silence (illusion): swift to cast, silences whole area for encounter</p><p>Darkvision (amelioration)</p><p>Image (illusion)</p><p>Limited Wish: duplicate any 8th level spell or any 12th Arcane spell within AoM</p><p>Fly: swift to fly for encounter, speed 12</p><p></p><p>Racial Abilities</p><p></p><p>small, Immunity to fear effects.</p><p></p><p>possible feats:</p><p></p><p>Name: Omnipresent Blade</p><p>Areas of Mastery: Combat, Expertise</p><p>Prerequisites: Dex BAB +5</p><p>Description: When you and at least one other ally</p><p>are adjacent to a foe, you can spend a swift action</p><p>to gain 2 power tokens.</p><p></p><p>Name: Sand in the Eyes</p><p>Areas of Mastery: Skulduggery, Weapon</p><p>Prerequisites: Sneak Attack, 1 rank in Acrobatics</p><p>Description: You must spend 2 speed tokens to</p><p>activate this ability. As a standard action, make</p><p>two Acrobatics checks vs an adjacent creature's</p><p>Reflex defense. If both are successful, the</p><p>creature is blinded for 1 round. This feat does not</p><p>work against creatures that lack eyes.</p><p></p><p>good magic gear:</p><p>armor:</p><p>best shadow version: +10 stealth</p><p>speed: act as if under 'haste' till end of encounter</p><p>weapons:</p><p>subtle: +5 sneak attack damage </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Fabio the Cleric]</p><p>Race: Human</p><p>Class: Cleric</p><p>Level: 15</p><p>EXP: 91000</p><p>Alignment: Chaotic Good</p><p>Diety: Lathander</p><p></p><p>Gender: M</p><p>Size: M</p><p>Age: 25</p><p>Height: 6'2"</p><p>Weight: 210lbs</p><p>Eyes: Bright Blue</p><p>Hair: Blonde</p><p>Languages: Common, Literate in Common, Elven</p><p></p><p>STR: 14 +2 (6)</p><p>DEX: 10 +0 (2)</p><p>CON: 12 +1 (4)</p><p>INT: 10 +0 (2)</p><p>WIS: 16 +3 (6) </p><p>CHA: 18 +4 (8)</p><p></p><p>HP: 127</p><p>Defenses: AC: 20, Fort 27, Reflex 19 1/2 (10+2)+1, Will 27 </p><p>Save Mods: Fort +21 Reflex +15 Will +21</p><p>Base Speed: 6</p><p>Initiative: 0 (2 tokens +1 from Race)</p><p>Base Attacks: </p><p> Str 11 1/4 Dex 0 Con 0 Int 0 Wis 15 Cha 7 1/2</p><p></p><p>Attacks:</p><p></p><p>Heavy Mace: +2(str)+10(BAB) to hit, 1d8+2(str) damage</p><p>Channel Energy: +3(wis)+14(BAB) to hit, 5 damage to undead (swift action)</p><p>Turn Undead: +3(wis)+14(BAB) to hit, 5 damage and Frightened Condition to undead</p><p></p><p>Skills: 2 at first level, 7 background, 1 as Human</p><p>2 from 2nd level, 1 from Human at 2nd Level</p><p>24 from 14th level, 12 from Human at 14th Level</p><p>2 from 15th level, 1 from Human at 15th level</p><p></p><p>The cleric’s class skills (and the key ability for each skill) are Craft (Int), Endurance (Con), Heal (Wis), Knowledge (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).</p><p></p><p>Athletics (4)</p><p>Bluff (7)</p><p>Heal (15) </p><p>Knowledge: Humanoid Anatomy</p><p>Knowledge: Religious Texts and Rites</p><p>Linguistics:</p><p> Common (literate)</p><p> Elven (spoken)</p><p> Elven (literate)</p><p>Perception (2)</p><p>Profession: Companion (similar to <a href="http://www.fireflywiki.org/Firefly/Companion" target="_blank">FireflyWiki.org | Firefly / Companion</a>)</p><p>Profession: Fertility Priest</p><p>Sense Motive (7)</p><p>Spellcraft (8)</p><p>Endurance</p><p></p><p>Class Abilities: </p><p>Proficient with simple weapons, light armor & all non-tower shields.</p><p>Greater Areas of Mastery: Combat, Divine & Magic</p><p>Lesser Areas of Mastery: Abjuration, Amelioration, Channeling, Companion, Compulsion, Conjuration, Detection, Divination, Domain, Enchantment, Evocation, Faith, Force, Hallowed, Item Creation, Leadership, Metamagic, Necromancy, Secrecy, Summoning, Teleportation, and Transmutation. </p><p>Clerics with the Good subtype also gain the Healing area of mastery.</p><p></p><p>Feats: 2 at first level, 2 as Human 1 at 2nd level, 12 at 14th level, 1 at 15th level</p><p></p><p>1) Channel Energy</p><p>Description: You gain the ability to channel positive energy. As a swift action, spend two insight tokens to channel positive energy. All living creatures that you have line of effect to are healed a number of hit points equal to your ranks in the Heal skill (1). Enemy undead take a like amount of damage from this ability.</p><p></p><p>2) Turn Undead</p><p>By presenting your holy symbol and channeling positive energy, you invoke fear in one undead creature. You can spend additional insight tokens to affect additional creatures (1 per token). As a standard action, make an area of effect attack with your Wisdom BAB against all target creatures. If you succeed, the undead creature gains the frightened condition. The condition can not be ended with a saving throw. Instead, it persists as long as you continue to concentrate (move actions and free actions only) and present your holy symbol.</p><p></p><p>3) Sun Domain</p><p>Description: When you successfully turn an undead creature with your Turn Undead feat, the creature also takes damage as if it were affected</p><p>by your Channel Energy feat. Bonus spells: endure elements, light</p><p></p><p>4) Nobility Domain</p><p>Description: You gain Combat Leader as a bonus feat. Bonus spells: command, magic vestment</p><p></p><p>4a) Combat Leader</p><p>Description: Your allies look to you for leadership in combat. When an adjacent ally spends tokens to retroactively increase her attack roll, she only needs to spend 2 tokens for each +1 bonus. You can not use this ability on yourself.</p><p></p><p>5) Coordinated Move</p><p>Description: As a standard action, you can spend two insight tokens to grant a move action to every ally you can see including yourself. Each ally must take this move immediately in initiative order and it does not count against the ally's regular allotment of actions.</p><p></p><p>6) Name: Lay on Hands Areas of Mastery: Divine, Channeling Prerequisites: none Description: By spending one insight token as a swift action, you can heal an adjacent ally 2 hit points per class level.</p><p></p><p>7) Name: Remove Affliction Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight token as a swift action, you can remove any one of the following conditions from an adjacent ally: blinded, confused, dazed, dazzled, frightened, nauseated, shaken or stunned.</p><p></p><p>8) Name: Channeled Resolve Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight tokens as a swift action, you allow a non-adjacent ally that you can see to make a saving throw. If the saving throw is versus a fear effect, it is automatically successful.</p><p></p><p>9) Eyes in the Back of your Head - Your opponents can not gain tokens due to flanking you.</p><p></p><p>10) Name: Counterspell Areas of Mastery: Magic Prerequisites: Ability to cast spells Description: When a foe attempts to cast a spell, you spend 2 insight tokens as an immediate action to use your own magical energies to disrupt the spell as it is being cast. Make a Spellcraft check versus the caster's passive Spellcraft skill. On a success, the caster's spell dissipates with no effect and the caster loses the action he was using to cast the spell. On a failure, you must discard one spell of any level that is currently ready to cast. Counterspell can also be used to negate spells cast from spell storing items like scrolls and wands.</p><p></p><p>11) Feint (take 1 level of Expertise) As a swift action, you make a Bluff skill check against an adjacent opponent's Reflex defense or passive Sense Motive (whichever is higher). On a success, you gain 2 speed tokens and your opponent loses 2 speed tokens. On a failure, your opponent gains 2 speed tokens and you lose 2 speed tokens.</p><p></p><p>12) Name: Enlarge Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 11</p><p>Description: When you cast a spell with a range of Close, Medium or Long, you can spend 2 insight tokens to double the spell's range. </p><p></p><p>13) Name: Realign Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 11</p><p>Description: When you cast a spell that deals energy damage (fire, electricity, cold or acid), you may spend 1 insight token to change the type of damage it deals to one of the other three energy types.</p><p></p><p>14) Name: Shape Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 13</p><p>Description: When you cast a spell that has a cube shaped area of effect, you may spend 2 insight tokens to use your lowest attack roll against creatures in the area who are your allies. (Normally when you an attack a spell with an area of effect, you must use the second highest attack roll against all creatures except the primary target. See Area of Affect Attack in Chapter 7: Combat.)</p><p></p><p>15) Name: Spell Focus</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 13</p><p>Description: When attacking with a spell, you may proactively spend insight tokens to increase your attack roll. If attacking with an area-of-effect spell, you must specify which die each token is augmenting. You may also retroactively spend insight tokens to increase your spell attack rolls on a 3-for-1 basis.</p><p></p><p>16) Name: Tenacious Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 15</p><p>Description: When you hit a foe with a spell with effects can be shaken off with a saving throw, you can spend a swift action and 3 insight tokens to require that the enemy make two successful saving throws to shake off the effect.</p><p></p><p>17) Name: Twin Touch Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 11</p><p>Description: When you cast a spell with a range of touch that normally affects one creature, you can spend 2 insight tokens to cast this spell on two creatures instead of one provided both of them are in range. When split this way, the spell only affects willing targets.</p><p></p><p>18) Name: Widen Spell</p><p>Areas of Mastery: Magic, Metamagic</p><p>Prerequisites: Cha 13</p><p>Description: When you cast a spell that has a Target that is cube shaped, you can spend 2 insight tokens to increase all the dimensions (width, height and depth) of the cube by 2. Thus, for example, a cube 3 would become a cube 5. </p><p></p><p>Racial Abilities: </p><p>• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</p><p>• Human base land speed is 6 squares.</p><p>• Humans gain a +2 racial bonus to one defense: Fortitude, Reflex or Will (player's choice).</p><p>• Humans gain a +1 racial bonus to saving throws.</p><p>• Humans gain 2 extra feats at 1st level.</p><p>• Humans gain 1 extra skill rank at every level.</p><p>• Each time a human rolls initiative, he gains 1 additional token of his choice.</p><p></p><p>Expertise: Clerics receive a bonus to Heal checks equal to half their class level.</p><p></p><p>Alignment Subtype: Good</p><p></p><p>Power of Faith: Cure Wounds usable 2/encounter, bonus spells enhanced at every level.</p><p>Gift of Faith: At every (even?) level, either a. learn a new spell, or b. gain access to one of the following areas of mastery: Agility, Courage, Stamina, Expertise, Mounted Combat, Power Attack, Ranged, Two-Weapon Fighting, Unarmed and Weapon.</p><p>Bound by Faith: Follow your deity's code or you lose powers.</p><p></p><p>Magic/Psionics: 1 new spell per level, 1 extra spell or feat per level from Gift of Faith. WIS+BAB (17) to attack.</p><p></p><p>Spells:</p><p>Endure Elements</p><p>Light</p><p>Command</p><p>Breath of Life</p><p>Cure Wounds</p><p>Bless</p><p>Dispel Magic</p><p>Wind Wall</p><p>Consecrate</p><p>Owl's Wisdom</p><p>Restoration</p><p>Glyph of Warding</p><p>Searing Light</p><p>Protection from Energy</p><p>Bestow Curse</p><p>Good Hope</p><p>Flame Strike</p><p>Divine Power</p><p>Dispel Diametric</p><p>Banishment</p><p>Resurrection</p><p>Crushing Despair</p><p>Break Enchantment</p><p>Heal</p><p>Heroes’ Feast</p><p>Regenerate</p><p>Owl's Wisdom</p><p>Holy Word</p><p>Holy Aura</p><p>Cloak of Chaos</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Equipment with Total Weight: </p><p>Item (Container Tabbed) Qty Cost Weight</p><p>Heavy Mace(1d8) 1 6Gp 3lbs </p><p>Light Steel Shield (1AC,-1ACP) 1 9Gp 6lbs </p><p>Studded Leather (3AC,-2ACP) 1 25Gp 20lbs</p><p></p><p>Backpack 1 2Gp 2lbs</p><p>Blanket 1 5sp 3lbs</p><p>Flask 1 3cp 1.5lbs</p><p>Flint and Steel 1 1gp</p><p>Grappling Hook 1 1gp 4lbs</p><p>Holy Water 1 25gp 1lb</p><p>Lamp 1 1sp 1lb</p><p>Rations, trail 6 3gp 6lbs</p><p>Water Skin 1 1gp 4lbs</p><p>Rope, hempen (50ft) 1 1gp 10lbs</p><p>Rope, silk (50ft) 1 10gp 5lbs</p><p>Traveler's Outfit 1 1gp 5lbs</p><p>Cleric's Vestments 1 5gp 6lbs </p><p></p><p>Case 2 2gp 1lb</p><p> Ink 2 16gp </p><p> Parchment 10 2gp </p><p> Sealing Wax 1 1gp 1lb</p><p> Signet Ring 3 15gp</p><p> </p><p> Mirror, small steel 1 10gp .5lbs</p><p> Oil 3 1sp 1lb</p><p> Soap 2 1gp 2lbs</p><p></p><p>Bedroll 1 1sp 5lbs</p><p>Pole, 10-Foot 1 2sp 8lbs</p><p>Pouch, belt 2 1gp .5lb</p><p></p><p>Barrel 1 2gp 30 lbs</p><p> Ale (32 Gallons) 32 6gp 4sp 256 lbs</p><p></p><p>Donkey 2 8Gp - lbs</p><p>Open-topped Wagon 1 35Gp 400 lbs</p><p>Waterproof Tarps 2 6Gp 6 lbs</p><p></p><p>Total: 130.8gp 445.5lbs</p><p></p><p>Total: 130gp 2sp 445lbs</p><p></p><p>On Person:</p><p></p><p>Heavy Mace</p><p>Light Steel Shield</p><p>Studded Leather</p><p>Traveler's Outfit</p><p>Coin Pouch</p><p>Belt Pouch</p><p>Potion of Coure Moderate Wounds</p><p>Holy Water</p><p>Flask</p><p>Flint & Steel</p><p></p><p>Load: 38lbs</p><p></p><p></p><p>Funds: 44gp 2sp </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 5438830, member: 13028"] [b]Example Characters[/b] As requested, I'm posting some sample characters. [sblock="Fahfrd the Barbarian"] Race: Human Class: Barbarian/Rogue/Fighter Level: 8/5/2=15 Languages: Common, Goblin, Dwarven, Elven 28 pt buy + racial +5 bonuses Value Bonus Cost lvl adds End result STR: 16 +3 (10) +2 (18) +4 DEX: 15 +2 (8) +1 (16) +3 CON: 14 +2 (6) +1 (15 ) +2 INT: 12 +1 (4) +1 (13) +1 WIS: 8 -1 (0) 8 -1 CHA: 8 -1 (0) 8 -1 HP: 137 Hide Armor (AC 4 armor check -1) Defenses: AC : base 10 + 10.75 + 3 Dex + Armor 4 = 27.5 Fort: 24.5 Reflex: 23.5 Will: 20.5 (human bonus) Save Mods: Fort +3 Reflex +3 Will +3 Base Speed: 6 in armor 6 out Initiative: 1d20+6 (Gain 3 tokens, + 1 fighter bonus = 4) Base Attacks: Str 12.5 Dex 6.5 Con 6 Int 0 Wis 4 Cha 4.75 Attacks: To hit Dmg Crit TH Sword 1d20+12 2d6+8 19-20 Javelin 1d20+12 1d6+4 Greatclub 1d20+12 1d10+8 Skills: 88 ranks + 2 background ranks Acrobatics (Dex - +3/-1) 8 = 10 Athletics (Str +4/-1) 10 = 13 Bluff (Cha -1) 11 = 10 Craft (Int 1) (Metal work) 1 = 2 Endurance (Con 2) 11 = 13 Handle Animal (Cha -1) 7 = 6 Knowledge (Int 1) 2 = Nature, edible plants Linguistics (Int 1) 3 = Goblin, Dwarven, Elven Perception (Wis -1) 15 = 14 Profession (Int 1) 2 = Hunter, Nature Cook (adept at putting all kinds of weird things together) Stealth (Dex +3/-1) 11 = 13 Sense Motive (Wis -1) 9 = 8 ============= Feats: Barbarian - 15 Repressed Rage (x2) (1 for Fighter, 1 for Rogue) Rage Greater Rage Mighty Rage (16 tokens generated when entering Rage) Sustained Rage (maintain rage even while healed) Untempered Rage (enter rage anytime wounded) Unfettered Rage (enter rage anytime) Steel Teeth (use metal weapons, pro Greatsword) Unfeeling Rage (spend tokens to reduce dmg taken 1 token - 3pts) Pain Fueled Rage (each time you take dmg gain 2 tokens) Armored Rage (opponent spends 2 tokens instead of 1 for automatic hit while raging) Second Skin (treat Hide as light armor) Primal Howl (Con bonus + level HP recd + 4 tokens as a swift action, while not raging) Rogue - 10 Evasion (Dex 13, Int 13 1/2 dmg from aoe attacks) Fighter - 3 Brutal Attacker (spend power tokens to improve attack, also count towards damage) Cleave Great Cleave (free action extra attack) Blind Fighting (treat invis creatures as concealed) Improved Iniative (double Dex bonus for init) Toughness (4 + 1 hp lvl) ======================= Strong Focus (resistant to Distracted (req Int 13) Iron Skull (resistant to being Dazed) Improved Iron Skull (resistant to being Stunned Con 15) Clear Mind (resistant to being confused) Bottomless Courage (resistant to fear) Iron Stomach (resistant to sickened or nausated) Perfect Balance (resistant to becoming unbalanced) ================= Equipment with Total Weight: gp, sp, cp spent Pounds total: 102.5 lbs Greatsword 8 lb Favored sheath on back Greatclub 8 lb Full Plate Armor AC 8 Armor Check - 7 Spd 20 ft 50 lb Javelins (6) 12 lb Traveling items. Backpack (empty) 2 lb. Bedroll 5 lb Blanket, winter 3 lb Flint and steel Grappling hook 4 lb Rope, silk (50 ft.) 5 lb Pouch, belt (empty) ½ lb Waterskin 4 lb Whetstone 1 lb Funds: gp sp cp [/sblock] [sblock=Percival the Bard] Race: Human Classes(Level): Bard(11),Rogue(4) Character Level: 15 Languages: Common, Elven Vision: Normal Attributes: Increases: DEX@3, CHA@6, CON@9, DEX@12, DEX@15 BASE(COST) MODIFIER Total: (28) STR: 10(2) +0 DEX: 18(8) +4 CON: 13(4) +1 INT: 10(2) +0 WIS: 12(4) +1 CHA: 16(8) +3 HP: 88 ( 13 + (15x5) = 88 ) Bloodied: 44 Bard HP Gain: 5 HP/Level Rogue HP Gain: 5 HP/Level Defenses: AC 30 Fort 18 1/2 Reflex 30 Will 25 Save Mods: Fort 2 Reflex 4 Will 3 Base Speed: 40' (8 tiles) Initiative: +3 (3 Tokens) Base Attack Bonuses: (w/ Stats) Str +8 1/2 +8 Dex +12 1/4 +16 Con +5 1/2 +6 Int +5 1/2 +5 Wis +5 1/2 +6 Cha +13 +16 Attacks: Attack | Dmg | Crit Range | Range | Other Merciful Rapier +16 | 2d6+2 | 17-20(Keen:16) | - | No Con Dam Whip +16 | 1d3+2 | 20(Keen:19) | - | 3 sq Reach Dagger +16 | 1d4+2 | 19-20(Keen:18) | 5 sq. | P/S Throw Skills: Bard: 5 Ranks/Level | Rogue: 7 Ranks/Level (7x4+5x11=55+28=83 skills total) Acrobatics [12 RNK, 3 DEX, 0 MISC, 15 TOTAL] Athletics [ 0 RNK, 0 STR, 0 MISC, 0 TOTAL] Bluff [15 RNK, 3 CHA, 0 MISC, 18 TOTAL] Endurance [ 0 RNK, 1 CON, 0 MISC, 1 TOTAL] Perception [ 4 RNK, 1 WIS, 0 MISC, 5 TOTAL] (15 Passive) Perform [13 RNK, 3 CHA, 5 MISC, 21 TOTAL] Sense Motive [14 RNK, 1 WIS, 0 MISC, 15 TOTAL] (25 Passive) Sleight of Hand [ 9 RNK, 3 DEX, 2 MISC, 14 TOTAL] Spellcraft [ 4 RNK, 3 CHA, 0 MISC, 7 TOTAL] Stealth [ 8 RNK, 3 DEX, 0 MISC, 11 TOTAL] Search [ 3 RNK, 0 INT, 0 MISC, 3 TOTAL] Tinker [ 1 RNK, 0 INT, 2 MISC, 3 TOTAL] Knowledge Skills (7 to start) (Craft, Knowledge, Linguistics, Profession] Linguistics [Common (Speak/RW), Elven (Speak)] Knowledge [History, Politics, Government] Profession [Stringed Instruments] Feats: BARD(1): Feint (Bluff/Sense Motive vs Reflex - steal 2 Speed tokens) BARD(1): Free Hand Fighting (+1 AC Dodge Bonus) HUMAN(1): Two-Weapon Defense (+1 AC when dual wielding) HUMAN(1): Mobility (+5 AC vs Opportunity Attacks) BARD(2): Parry (+1-5 AC, grant threatening foes Power tokens) BARD(3): Combat Reflexes (+DEX Opportunity Attacks @4 = 5 total) BARD(4): Predictive Strike (Couterattack threatened foes who roll less than Sense Motive) BONUS(4): Verbal Compensation BARD(5): Fencer (gain 1 power token when attacking successfully) ROGUE(1): Luring Move (Unbalance a foe that misses you) ROGUE(1): Feint, Improved (Gain 3 tokens instead of 2) ROGUE(2): Omnipresent Blade (Swift action, 2 power tokens when ally is adjacent) ROGUE(2): Opportunist (Spend 1 speed token to attack threatened foe that an ally hit) BARD(6): Punishing Strike (+5 Damage w/ Opportunity Attacks) BONUS(6): Song of Courage (Standard: Perform result/15 tokens to each ally. Maintain w/ Swift.) BARD(7): Reactive Step (Move 1 square when opponent misses) ROGUE(3): Improved Critical (Rapier) ROGUE(3): Coordinated Swap (exchange places with adjacent, willing ally) BARD(8): Unwelcome Swap (Unwilling creature gains Unbalanced to prevent) ROGUE(4): Fast Movement (Base speed +2) ROGUE(4): Coordinated Strike (Gain 1 speed token if you hit an unbalanced target) BARD(9): Penetrating Strike (Spend 2 Power tokens to ignore DR of target for one attack) BARD(10): Improved Defensive Attack (Gain 4 speed tokens instead of 2) BONUS(10): Song of the Hero (One ally gains Perform chk/5 tokens of choice - Maintain w/ Swift.) BARD(11): Weapon Finesse (+2 Damage w/ Dex-based melee attacks) Racial Abilities: 2 Bonus Feats +2 Racial Bonus to Defense (Will) 1 Bonus Skill @ Each Level +1 to Saving Throws Extra Token when rolling Initiative. Class Abilities: Weapon Proficiencies: Simple Weapons, Longsword, Hand Crossbow, Rapier, Sap, Short Sword, Shortbow, Whip Armor Proficiencies: Light Armor, Bucklers Greater Masteries (Bard): Arcane, Combat, Magic Greater Masteries (Rogue): Combat, Skulduggery Lesser Masteries (Bard): Agility, Companion, Expertise, Item Creation, Leadership, Metamagic, Two-Weapon Fighting, Transmutation(Selected @1), Amelioration(Selected @2), Illusion (Selected @8) Lesser Masteries (Rogue): Agility, Companion, Expertise, Intuition, Power Attack, Stamina, Two-weapon Fighting, Unarmed, Weapon Expertise: +1/2 Bard Level in Perform Skill. Bard Spells: Gain 1 Spell Per Level (+CHA Cast) Bardic Practice: At Even levels, gain bonus feat from Performance OR one lesser mastery from (list) Expertise: +1/2 Rogue Level in Tinker & Sleight of Hand Skills. Rogue Bonus Feats: Rogues gain a bonus feat from Combat and Skulduggery at each level Magic: (Refresh, Components, Cast Time, Duration, Attack, Effect) Bard Spell Lv1: (Knock) Bard Spell Lv2: (Pyrotechnics) Bard Spell Lv3: (Glibness) Bard Spell Lv4: (Darkvision) Bard Spell Lv5: (Blink @ 5) - Enhance to @15 (CL13) Bard Spell Lv6: (Haste @ 6) - Enhance to @12 (CL9) Bard Spell Lv7: (Keen Edge) Bard Spell Lv8: (Invisibility @8) - (CL10) Bard Spell Lv9: (Image @9) - (CL11) Bard Spell Lv10: (Mislead @10) - (CL11) Bard Spell Lv11: (Mage Armor @11) - (CL13) Equipment with Total Weight: * = Item is Carried or Worn # = Item is assumed in Wagon Item (Container Tabbed) Qty Cost Weight Merciful Rapier 1 Whip 1 Daggers (3) 3 Flashy clothes 1 Feathered cap 1 Lyre (in case) 1 Violin (in case) 1 Total Weight: xx lbs Load: xxxxx (xx lbs) [/sblock] [sblock=Gulg the Druid] Race: Half-Orc Class: Druid 14 / Ranger 1 Level: 15 Languages: Common, Druidic STR: 22 (8 points) DEX: 14 (6 points) CON: 14 (6 points) INT: 8 (2 points) WIS: 14 (6 points) CHA: 6 (0 points) HP: 119 Defenses: AC 21.75 Fort 29 Reflex 19.75 Will 23 Save Mods: Fort +2 Reflex +1 Will +2 Base Speed: 6 squares (usually 8 with longstrider spell) Other Speeds: fly 6 with pterodactyl form Initiative: +2 (gains 5 tokens) Base Attacks: Str +21 Dex +2.75 Con +12 Int -1 Wis +9.5 Cha -2 Attacks: Club: +21 vs. AC // 1d6+12 damage (2-handed) Bite: +21 vs. AC // 2d6+9 damage Claw: +21 vs. AC // 2d6+9 damage Grabbing Claw: +21 vs. AC // 1d8+9 damage Rock(thrown): +2 vs. AC // 1d3+6 damage // range 10 sq. Wild Shapes: Wolf: 2 tokens of each type, bite, scent, 3 tokens for flank, Bear (Troll): 6 power tokens, -5 Int/Cha checks, gain 1 power token for spending 1+, gain half power tokens for spending on defense, swift action=2 hp Pterodactyl: bite, grabbing claw, improved grab, fly 8 sq. (hover), can std action while flying Smilodon (Tiger): 2 tokens of each type, bite, claw, successful charge = prone foe Skills (2 ranks per level): - Linguisitics: Common, Druidic (R/W) - Profession: Wilderness Survivor <--1 background rank! - Knowledge: Natural medicine - Athletics: +18 - Endurance: +17 - Handle Animal: +5 Feats: 1: Animal Ferocity // Swap Wis and Str BAB bonuses from druid class 1: Short Charge // Can charge with only 1 square 1: Crocodile Totem // bite attack 2: Imbued Natural Attack // magic item properties transfer to natural attacks 2: Wolf Totem // 3 power tokens from flank 3: Dual Strike // 2nd attack as swift if first hits) <-- ranger multiclass 4: Improved Unarmed Strike // Add Str mod to natural attacks 5: Cougar Totem // claw attack deals 1d8 damage 5: Wolf Form // see above 6: Rending Claws // if two claw attacks hit, deal more damage equal to Str mod 7: Improved Natural Attack: Claw // increase damage 1d10 7: Wild Shape Scent 8: Improved Natural Attack: Claw // increase damage to 2d6 9: Bear Totem // gain +2 power tokens, get 1 power token back when you spend some 9: Lizard Totem // Spend tokens on AC or Fort --> get half of them back 10: Troll Form // see above 11: Eagle Totem // flight 11: Crag Totem // grab with claw attack 12: Pterodactyl Form // claw attack while flying 13: Variant Totem (stealth) // +5 stealth 13: Tiger Form // +2 tokens of each type, successful charge = prone 14: 1000 faces // take any humanoid form 15: Winged Hover // can hover while flying 15: Healing Form // gain hp when leaving wild shape Racial Abilities: - gain Power Attack area of mastery. - Ignore pain when it inhibits actions. - Darkvision. - Orc Blood Class Abilities: - +1/2 level bonus to Handle Animal skill Spells: 1: Summon (level 1->15) // summons "Stinker" (see below) 1: Shillelagh (level 1)// use power token for +5 to club damage 1/round 2: Cure Wounds (level 1->15) // heal 4d8+25 hp for you and all allies in a cube 5 centered on you 4: Produce Flame (level 2->10) // swift + standard = ranged attack: 3d6+8 fire damage; range 10 5: Longstrider (level 1) // +2 sq. movement 6: Enlarge (level 2->10) // +1 size category, +2 power tokens, +1 sq. reach, +1 speed (affects 2 as swift action) 7: Meld Into Stone (level 3->7) // You and ajacent allies hide in stone 8: Bull's Strength (level 4->12) // +4 power tokens and +5 to Str checks in cube 5 centered on you 9: Bear's Endurance (level 4) // +4 power tokens and +5 to Con checks 10: Cat's Grace (level 4->12) // +4 speed tokens and +5 to Dex checks in cube 5 centered on you 11: Restoration (level 4->14) // remove all negative levels, ability damage and mental effects incl. dazed/stunned 12: Barkskin (level 2->6) // can spend swift action to gain 4 speed tokens that must be spent for defense if attacked before next turn. 13: Speak with Animals (level 1) 14: Stone Shape (level 6) //mold stone into crude shapes 15: Spike Stones (level 6) // foes take 2 hp damage per square of movement Equipment with Total Weight: - leather armor (15lb) - club (3lb) - belt pouch (1/2 lb) - flint+steel - trail rations x5 (5 lb) - waterskin (1lb) - amulet of mighty fists +3 TOTAL 24 1/2 lbs Funds: 3 gp (in assorted coinage) 182 gp (in unrefined gold ore nuggets) ---- "Stinker" (Dire Bear) Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 HP: 105 Defenses: AC 17 Fort 22 Reflex 19 Will 19 Save Mods: Fort +2 Reflex +1 Will +1 Base Speed: 8 squares Attacks: Claw: +19 melee (2d4+10) //standard action Bite: +13 melee (2d8+5) //swift action Skills: Athletics +13, Perception +12 Feats: Toughness [/sblock] [sblock=Belkar the Rogue] 11 levels rogue, 4 sorcerer (first level sorcerer, then 11 levels of rogue, then the remaining three of sorcerer) STR: 10 DEX: 24 CON: 15 INT: 10 WIS: 10 CHA: 12 HP: 101 Defenses: 29 AC 18 Fort 31 Reflex 20 Will Save Mods: 8 Fort 21 Reflex 10 Will (+1 racial to all, -2 fort for size) Base Speed 6, increased 8 Initiative: 7 Base Attacks: 10.25 Str 14 Dex 0 Con 0 Int 0 Wis 9.5 Cha AC = 10 base + 7 dex bonus + 3 armor + 1 size bonus + 1 dodge feat + 1 dual weapon + 6.5 level bonus = 29 Fort = 10 base + 2 con bonus + 1 halfling - 2 small + 7.5 class save mod = 18 Ref = 10 base + 7 dex bonus + 1 halfling + 13 class save mod = 31 Will = 10 base + 9.5 class save mod + 1 halfling = 20 Attacks 2x punching dagger: +22, 1d3+5 dmg, crit: +1 crossbow: +22, 2d6 dmg, crit: 19-20 (+7 from dex, +14 BAB, +1 from size = +22) Skills 82/82 ranks (11 * 6 rogue + 4 * 3 sorcerer + 4 background) Skill Attr. Racial Ranks Misc Total Acrobatics (Dex) +7 +2 +10 +19 Athletics(Str) +0 -4 -4 Bluff (Cha) +1 +15 +16 Craft (Int) +0 +0 Endurance (Con) +2 +2 Heal(Wis) +0 +4 +4 Knowledge (Int) +0 +7 +7 Linguistics (Int)(Drac)+0 +1 +1 Perception (Wis) +0 +2 +15 +17 Perform (Cha) +1 +1 +2 Profession (Wis) +0 +1 +1 Search (Int) +0 +0 Sense Motive (Wis) +0 +10 +10 Spellcraft (Int) +0 +2 +2 Sleight of Hand (Dex) +7 +2 +6 +15 Stealth (Dex) +7 +6 +15 +28 Tinker (Int) +0 +6 +6 two ranks spent for gaining heal Feats 2 feats per rogue level, 1 feat per sorcerer level Light Foot (racial): As long as you are not wearing medium or heavy armor and are lightly encumbered, your speed increases to 6 squares. Your base speed is still 4 squares. Weapon Finesse: +2 dmg (melee) Weapon Finesse, Improved: +4 instead of +2 damage Dual Strike Dual Strike, Improved Two-Weapon Defense: +1 AC Dodge: + 1 AC Feint Parry: retroactively increase AC by up to 5, grant threatening foes equal number of power tokens Fencer: 1 power token per hit Sneak Attack (spend 2 speed tokens for +20 dmg) Bigfolk Assailant: +1 dmg Bigfolk Threat: +2 tokens at initiative if one enemy is larger Goliath Maneuver: jump larger creature, always add sneak attack bonus Two-weapon Rend: if both attacks hit same creature, str BAB extra dmg Anatomical Sneak Attack: +3 sneak attack dmg Scholar's Sneak Attack: +3 sneak attack dmg Sneak Attack Intuition: +3 sneak attack dmg Assassin's Eye: +3 sneak attack dmg Daggermaster: +3 sneak attack dmg Improved Defensive Attack: +4 speed tokens when attacking defensively Hidden Blade: if sneak attack misses, attack again, dmg = sneak attack bonus Fast Movement: +2 movespeed Combat Reflexes: +7 Attacks of Opportunity Debilitating Strike: no sneak attack damage but foe loses 7 tokens Opportunist: spend 1 speed token to hit a threatened foe which was just hit by an ally Spring Attack: move before an after attack Spells minor AoMs: Illusion, amelioration, force, evocation 2 for first level sorc, 2 per sorc level = 10 spells spells, in the order they were learned in: Mage Armor + enhancement to 13 at level 13: +8 AC (force) Blink + enhacement to 13 at level 14: swift action to blink up to movespeed squares, +1 speed token for blink, +3 for cast, can stay in etheral plane (amelioration) Darkness to 13 at level 15: full concealment, only see with dark vision, self unaffected (evocation) - magic domain feat Telekinesis (force) Invisibility + enhancement to 13 (illusion): swift to cast, can affect cube 3, self can take all actions normally, spend swift action to gain 2 power and 5 speed tokens Silence (illusion): swift to cast, silences whole area for encounter Darkvision (amelioration) Image (illusion) Limited Wish: duplicate any 8th level spell or any 12th Arcane spell within AoM Fly: swift to fly for encounter, speed 12 Racial Abilities small, Immunity to fear effects. possible feats: Name: Omnipresent Blade Areas of Mastery: Combat, Expertise Prerequisites: Dex BAB +5 Description: When you and at least one other ally are adjacent to a foe, you can spend a swift action to gain 2 power tokens. Name: Sand in the Eyes Areas of Mastery: Skulduggery, Weapon Prerequisites: Sneak Attack, 1 rank in Acrobatics Description: You must spend 2 speed tokens to activate this ability. As a standard action, make two Acrobatics checks vs an adjacent creature's Reflex defense. If both are successful, the creature is blinded for 1 round. This feat does not work against creatures that lack eyes. good magic gear: armor: best shadow version: +10 stealth speed: act as if under 'haste' till end of encounter weapons: subtle: +5 sneak attack damage [/sblock] [sblock=Fabio the Cleric] Race: Human Class: Cleric Level: 15 EXP: 91000 Alignment: Chaotic Good Diety: Lathander Gender: M Size: M Age: 25 Height: 6'2" Weight: 210lbs Eyes: Bright Blue Hair: Blonde Languages: Common, Literate in Common, Elven STR: 14 +2 (6) DEX: 10 +0 (2) CON: 12 +1 (4) INT: 10 +0 (2) WIS: 16 +3 (6) CHA: 18 +4 (8) HP: 127 Defenses: AC: 20, Fort 27, Reflex 19 1/2 (10+2)+1, Will 27 Save Mods: Fort +21 Reflex +15 Will +21 Base Speed: 6 Initiative: 0 (2 tokens +1 from Race) Base Attacks: Str 11 1/4 Dex 0 Con 0 Int 0 Wis 15 Cha 7 1/2 Attacks: Heavy Mace: +2(str)+10(BAB) to hit, 1d8+2(str) damage Channel Energy: +3(wis)+14(BAB) to hit, 5 damage to undead (swift action) Turn Undead: +3(wis)+14(BAB) to hit, 5 damage and Frightened Condition to undead Skills: 2 at first level, 7 background, 1 as Human 2 from 2nd level, 1 from Human at 2nd Level 24 from 14th level, 12 from Human at 14th Level 2 from 15th level, 1 from Human at 15th level The cleric’s class skills (and the key ability for each skill) are Craft (Int), Endurance (Con), Heal (Wis), Knowledge (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). Athletics (4) Bluff (7) Heal (15) Knowledge: Humanoid Anatomy Knowledge: Religious Texts and Rites Linguistics: Common (literate) Elven (spoken) Elven (literate) Perception (2) Profession: Companion (similar to [url=http://www.fireflywiki.org/Firefly/Companion]FireflyWiki.org | Firefly / Companion[/url]) Profession: Fertility Priest Sense Motive (7) Spellcraft (8) Endurance Class Abilities: Proficient with simple weapons, light armor & all non-tower shields. Greater Areas of Mastery: Combat, Divine & Magic Lesser Areas of Mastery: Abjuration, Amelioration, Channeling, Companion, Compulsion, Conjuration, Detection, Divination, Domain, Enchantment, Evocation, Faith, Force, Hallowed, Item Creation, Leadership, Metamagic, Necromancy, Secrecy, Summoning, Teleportation, and Transmutation. Clerics with the Good subtype also gain the Healing area of mastery. Feats: 2 at first level, 2 as Human 1 at 2nd level, 12 at 14th level, 1 at 15th level 1) Channel Energy Description: You gain the ability to channel positive energy. As a swift action, spend two insight tokens to channel positive energy. All living creatures that you have line of effect to are healed a number of hit points equal to your ranks in the Heal skill (1). Enemy undead take a like amount of damage from this ability. 2) Turn Undead By presenting your holy symbol and channeling positive energy, you invoke fear in one undead creature. You can spend additional insight tokens to affect additional creatures (1 per token). As a standard action, make an area of effect attack with your Wisdom BAB against all target creatures. If you succeed, the undead creature gains the frightened condition. The condition can not be ended with a saving throw. Instead, it persists as long as you continue to concentrate (move actions and free actions only) and present your holy symbol. 3) Sun Domain Description: When you successfully turn an undead creature with your Turn Undead feat, the creature also takes damage as if it were affected by your Channel Energy feat. Bonus spells: endure elements, light 4) Nobility Domain Description: You gain Combat Leader as a bonus feat. Bonus spells: command, magic vestment 4a) Combat Leader Description: Your allies look to you for leadership in combat. When an adjacent ally spends tokens to retroactively increase her attack roll, she only needs to spend 2 tokens for each +1 bonus. You can not use this ability on yourself. 5) Coordinated Move Description: As a standard action, you can spend two insight tokens to grant a move action to every ally you can see including yourself. Each ally must take this move immediately in initiative order and it does not count against the ally's regular allotment of actions. 6) Name: Lay on Hands Areas of Mastery: Divine, Channeling Prerequisites: none Description: By spending one insight token as a swift action, you can heal an adjacent ally 2 hit points per class level. 7) Name: Remove Affliction Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight token as a swift action, you can remove any one of the following conditions from an adjacent ally: blinded, confused, dazed, dazzled, frightened, nauseated, shaken or stunned. 8) Name: Channeled Resolve Areas of Mastery: Divine, Channeling Prerequisites: Lay on Hands Description: By spending one insight tokens as a swift action, you allow a non-adjacent ally that you can see to make a saving throw. If the saving throw is versus a fear effect, it is automatically successful. 9) Eyes in the Back of your Head - Your opponents can not gain tokens due to flanking you. 10) Name: Counterspell Areas of Mastery: Magic Prerequisites: Ability to cast spells Description: When a foe attempts to cast a spell, you spend 2 insight tokens as an immediate action to use your own magical energies to disrupt the spell as it is being cast. Make a Spellcraft check versus the caster's passive Spellcraft skill. On a success, the caster's spell dissipates with no effect and the caster loses the action he was using to cast the spell. On a failure, you must discard one spell of any level that is currently ready to cast. Counterspell can also be used to negate spells cast from spell storing items like scrolls and wands. 11) Feint (take 1 level of Expertise) As a swift action, you make a Bluff skill check against an adjacent opponent's Reflex defense or passive Sense Motive (whichever is higher). On a success, you gain 2 speed tokens and your opponent loses 2 speed tokens. On a failure, your opponent gains 2 speed tokens and you lose 2 speed tokens. 12) Name: Enlarge Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 11 Description: When you cast a spell with a range of Close, Medium or Long, you can spend 2 insight tokens to double the spell's range. 13) Name: Realign Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 11 Description: When you cast a spell that deals energy damage (fire, electricity, cold or acid), you may spend 1 insight token to change the type of damage it deals to one of the other three energy types. 14) Name: Shape Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 13 Description: When you cast a spell that has a cube shaped area of effect, you may spend 2 insight tokens to use your lowest attack roll against creatures in the area who are your allies. (Normally when you an attack a spell with an area of effect, you must use the second highest attack roll against all creatures except the primary target. See Area of Affect Attack in Chapter 7: Combat.) 15) Name: Spell Focus Areas of Mastery: Magic, Metamagic Prerequisites: Cha 13 Description: When attacking with a spell, you may proactively spend insight tokens to increase your attack roll. If attacking with an area-of-effect spell, you must specify which die each token is augmenting. You may also retroactively spend insight tokens to increase your spell attack rolls on a 3-for-1 basis. 16) Name: Tenacious Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 15 Description: When you hit a foe with a spell with effects can be shaken off with a saving throw, you can spend a swift action and 3 insight tokens to require that the enemy make two successful saving throws to shake off the effect. 17) Name: Twin Touch Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 11 Description: When you cast a spell with a range of touch that normally affects one creature, you can spend 2 insight tokens to cast this spell on two creatures instead of one provided both of them are in range. When split this way, the spell only affects willing targets. 18) Name: Widen Spell Areas of Mastery: Magic, Metamagic Prerequisites: Cha 13 Description: When you cast a spell that has a Target that is cube shaped, you can spend 2 insight tokens to increase all the dimensions (width, height and depth) of the cube by 2. Thus, for example, a cube 3 would become a cube 5. Racial Abilities: • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 6 squares. • Humans gain a +2 racial bonus to one defense: Fortitude, Reflex or Will (player's choice). • Humans gain a +1 racial bonus to saving throws. • Humans gain 2 extra feats at 1st level. • Humans gain 1 extra skill rank at every level. • Each time a human rolls initiative, he gains 1 additional token of his choice. Expertise: Clerics receive a bonus to Heal checks equal to half their class level. Alignment Subtype: Good Power of Faith: Cure Wounds usable 2/encounter, bonus spells enhanced at every level. Gift of Faith: At every (even?) level, either a. learn a new spell, or b. gain access to one of the following areas of mastery: Agility, Courage, Stamina, Expertise, Mounted Combat, Power Attack, Ranged, Two-Weapon Fighting, Unarmed and Weapon. Bound by Faith: Follow your deity's code or you lose powers. Magic/Psionics: 1 new spell per level, 1 extra spell or feat per level from Gift of Faith. WIS+BAB (17) to attack. Spells: Endure Elements Light Command Breath of Life Cure Wounds Bless Dispel Magic Wind Wall Consecrate Owl's Wisdom Restoration Glyph of Warding Searing Light Protection from Energy Bestow Curse Good Hope Flame Strike Divine Power Dispel Diametric Banishment Resurrection Crushing Despair Break Enchantment Heal Heroes’ Feast Regenerate Owl's Wisdom Holy Word Holy Aura Cloak of Chaos Equipment with Total Weight: Item (Container Tabbed) Qty Cost Weight Heavy Mace(1d8) 1 6Gp 3lbs Light Steel Shield (1AC,-1ACP) 1 9Gp 6lbs Studded Leather (3AC,-2ACP) 1 25Gp 20lbs Backpack 1 2Gp 2lbs Blanket 1 5sp 3lbs Flask 1 3cp 1.5lbs Flint and Steel 1 1gp Grappling Hook 1 1gp 4lbs Holy Water 1 25gp 1lb Lamp 1 1sp 1lb Rations, trail 6 3gp 6lbs Water Skin 1 1gp 4lbs Rope, hempen (50ft) 1 1gp 10lbs Rope, silk (50ft) 1 10gp 5lbs Traveler's Outfit 1 1gp 5lbs Cleric's Vestments 1 5gp 6lbs Case 2 2gp 1lb Ink 2 16gp Parchment 10 2gp Sealing Wax 1 1gp 1lb Signet Ring 3 15gp Mirror, small steel 1 10gp .5lbs Oil 3 1sp 1lb Soap 2 1gp 2lbs Bedroll 1 1sp 5lbs Pole, 10-Foot 1 2sp 8lbs Pouch, belt 2 1gp .5lb Barrel 1 2gp 30 lbs Ale (32 Gallons) 32 6gp 4sp 256 lbs Donkey 2 8Gp - lbs Open-topped Wagon 1 35Gp 400 lbs Waterproof Tarps 2 6Gp 6 lbs Total: 130.8gp 445.5lbs Total: 130gp 2sp 445lbs On Person: Heavy Mace Light Steel Shield Studded Leather Traveler's Outfit Coin Pouch Belt Pouch Potion of Coure Moderate Wounds Holy Water Flask Flint & Steel Load: 38lbs Funds: 44gp 2sp [/sblock] [/QUOTE]
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