Character Roster




Character Roster

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  1. renau1g
    renau1g
    http://www.obsidianportal.com/campai...haracters/rynn

    Rynn/18493-1 (Out Adventuring)

    <pre>

    Name: Rynn Age: 225
    Class: Oracle (Battle) Height: 5'6"
    Race: Elf Weight: 125 lbs
    Size: Medium Hair: Blond
    Gender: Female Eyes: Green
    Align: Chaotic Good Faction: X
    Deity: Cayden Cailean

    Str: 16 +3 Level: 01 XP: 0/3
    Dex: 12 +1 BAB: +0 HP: 10 (8 + CON + 1 favored class)
    Con: 12 +1 CMB: +3 CMD: 3
    Int: 10 +0 Speed: 20' Dmg Red: 0/anything
    Wis: 10 +0 Init: +3 Spell Res: None
    Cha: 15 +2 ACP: -4 Spell Save: 12+SL


    AC: Total Base Armor Shld Dex Size Def Nat Misc
    16 10 +5 +0 +1 +0 +0 +0

    Touch AC: 11 Flatfooted AC: 15


    Total Base Mod Misc Special
    Fort: 01 0 +1
    Ref: 01 0 +1
    Will: 02 2 +0


    Weapon Attack Damage Critical Special
    Elven Curved Blade +4 1d10+3 18-20/x2 +4 Damage (2H)
    Javelin +1 1d6 +3 20/x2


    Languages: Common, Elvish


    Elf Traits:
    * +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
    * Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Elves have a base speed of 30 feet.
    * Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
    * Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    * Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    * Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
    * Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
    * Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    * Favored Class: Oracle

    Background Trait:
    * Expert Duelist: +1 to AC as long as only adjacent to 1 foe
    * Warrior of Old: +2 to Initiative

    Feats:
    * Extra Revelation - Weapon Mastery (Elven Curved Blade)

    Oracle:
    * Curse - Wasting - Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
    * Mystery - Skill at Arms


    Skill Points: 4 (4 + INT Mod/Lvl)

    Skills Total Rank CS Ability Misc
    Acrobatics -3 1 -4
    Appraise 2 0
    Bluff -2 2 -4
    Climb -1 3 -4
    Craft 2 0
    Diplomacy -2 2 -4
    Disable Device 0
    Disguise 0 2
    Escape Artist -3 1 -4
    Fly 1
    Handle Animal 2
    Heal 4 1 3 0
    Intimidate 6 1 3 2
    Knowledge (Arcana) 0
    Knowledge (Dngnrng) 0
    Knowledge (Engnrng) 0
    Knowledge (Geography) 0
    Knowledge (History) 0
    Knowledge (Local) 0
    Knowledge (Nature) 0
    Knowledge (Nobility) 0
    Knowledge (Planes) 0
    Knowledge (Religion) 4 1 3 0
    Linguistics 2
    Perception 2 0 +2
    Perform 0 0
    Profession 0
    Ride 1 1
    Sense Motive 0
    Slight of Hand 1
    Spellcraft 4 1 3 0
    Stealth -3 1 -4
    survival 5 0
    Swim -5 3 -8
    Use Magic Device 0



    Money
    PP: 00 GP: 16 SP: 03 CP: 00

    Equipment Cost Weight
    Traveler's Outfit
    Scale Mail 50 gp 30 lb
    Elven Curved Blade 80 gp 7 lb
    Javelin (2) 2 gp 4 lb
    Backpack 2 gp 2 lb
    Bedroll 1 sp 5 lb
    Winter Blanket 5 sp 3 lb
    Rope (Hemp, 50') 1 gp 10 lb


    Total Weight: 61 lb

    Light Medium Heavy
    Max Weight: 0-58 58-116 116-175

    </pre>

    ~~~~~~~

    <pre>

    Stat Block
    Code:
       HP: 10/10     AC: 16   AC(T): 11   AC(FF): 15
     Init: +03   ST(F):+05   ST(R):+03    ST(W):+08
      Per: +02                        
    
      BAB: 00       CMB: 03     CMD: 03
    
    Weapon                  Attack    Damage      Critical     Special
    Elven Curved Blade      +5        1d10+4         19-20/x2     +4 Damage (2H)
    Javelin                 +1        1d6 +3         20/x2     
    
    Spells:
        Orisons (4)                           First Level (3 - 2 known)
        * Create Water                        * Shield of Faith
        * Detect Magic                        * Divine Favor
        * Light                               * CLW (Bonus Spell)
        * Mending

    </pre>
  2. renau1g
    renau1g
    http://www.obsidianportal.com/campai...haracters/kade

    Kade/18493-2 (available)

    <pre>

    Name: Kade Age: 25
    Class: Ranger Height: 5'8"
    Race: Human Weight: 185 lbs
    Size: Medium Hair: Brown
    Gender: Male Eyes: Blue
    Align: Chaotic Good Faction: X
    Deity: Sarenrae

    Str: 18 +4 Level: 01 XP: 0/3
    Dex: 14 +2 BAB: +1 HP: 13 (10 + CON + 1 favored class)
    Con: 14 +2 CMB: +5 CMD: 17
    Int: 11 +0 Speed: 20' Dmg Red: 0/anything
    Wis: 13 +1 Init: +4 Spell Res: None
    Cha: 07 -2 ACP: -4 Spell Save: 11+SL


    AC: Total Base Armor Shld Dex Size Def Nat Misc
    17 10 +5 +0 +2 +0 +0 +0

    Touch AC: 12 Flatfooted AC: 15


    Total Base Mod Misc Special
    Fort: 04 0 +4
    Ref: 04 2 +2
    Will: 01 0 +1


    Weapon Attack Damage Critical Special
    Greatsword +5 2d6+6 19-20/x2
    Greatsword +4 2d6+9 19-20/x2 Power Attack
    Shortbow +3 1d6 20/x3 Range 60'

    Languages: Common

    Human Traits:
    * +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. - Strength is chosen
    * Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Humans have a base speed of 30 feet.
    * Bonus Feat: Humans select one extra feat at 1st level.
    * Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    * Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
    * Favored Class: Ranger

    Background Trait:
    * Freedom Fighter: +1 to Stealth and +1 to attack rolls in surprise round
    * Reactionary: +2 to Initiative

    Feats:
    * Power Attack - 1st
    * Cleave - Human Bonus

    Ranger:
    * Armor Proficiency (Light/Medium)
    * Simple/Martial Weapon Proficiency (All)
    * Shield Proficiency
    * Track: +1 to Survival skills to follow/identify tracks
    * Favored Enemy: Human
    * Wild Empathy: 1d20-1 to adjust animals attitude


    Skill Points: 7 (6 + INT Mod/Lvl + 1 for human)

    Skills Total Rank CS Ability Misc
    Acrobatics -3 2 -4
    Appraise 2 0
    Bluff -2 -2
    Climb +4 1 3 4 -4
    Craft 0 0
    Diplomacy -2 -2
    Disable Device 0 0
    Disguise -2 -2
    Escape Artist -2 2 -4
    Fly 2 2
    Handle Animal 2 1 3 -2
    Heal 1 1
    Intimidate -2 -2
    Knowledge (Arcana) 0
    Knowledge (Dngnrng) 0
    Knowledge (Engnrng) 0
    Knowledge (Geography) 0
    Knowledge (History) 0
    Knowledge (Local) 0
    Knowledge (Nature) 4 1 3 0
    Knowledge (Nobility) 0
    Knowledge (Planes) 0
    Knowledge (Religion) 0
    Linguistics 1
    Perception 5 1 3 1
    Perform -2 -2
    Profession 0
    Ride -2 2 -4
    Sense Motive 1 1
    Slight of Hand 2
    Spellcraft 0 0
    Stealth 3 1 3 2 -3 (-4ACP+1trait)
    Survival 5 1 3 1
    Swim 4 1 3 4 -4
    Use Magic Device 0



    Money
    PP: 00 GP: 02 SP: 03 CP: 00

    Equipment Cost Weight
    Explorer's Outfit
    Scale Mail 50 gp 30 lb
    Greatsword 50 gp 8 lb
    Shortbow 30 gp 2 lb
    Arrows (40) 4 gp .15 lb
    Backpack 2 gp 2 lb
    Bedroll 1 sp 5 lb
    Rope (Hemp, 50') 1 gp 10 lb
    Caltrops (2) 2 gp 2 lb
    Cold Weather Outfit 8 gp 7 lb
    Flint and Steel 1 gp 0 lb
    Trail Rations (7) 3.5 gp 1 lb
    Torches (10) 1 gp 1 lb
    Waterskin 1 gp 4 lb

    Total Weight: 96.1 lb

    Light Medium Heavy
    Max Weight: 0-100 101-199 201-300

    </pre>

    ~~~~~~~

    <pre>

    Stat Block
    Code:
       HP: 13/13     AC: 17   AC(T): 12   AC(FF): 15
     Init: +04   ST(F):+04   ST(R):+04    ST(W):+01
      Per: +05                        
    
      BAB: 01       CMB: 05     CMD: 17
    
    Weapon                  Attack    Damage      Critical     Special
    Greatsword              +5        2d6+6        19-20/x2     
    Greatsword              +4        2d6+9        19-20/x2   Power Attack
    Shortbow                +3        1d6           20/x3       Range 60'

    </pre>
  3. PeteZero
    PeteZero
    Farouq, human lion shaman 3 #2312-1

    Spoiler:

    Farouq Male human
    N Medium Humanoid (Human)
    Init +4; Senses normal vision; Perception +6
    Favored class: lion shaman (extra hp)
    --------------------
    DEFENSE
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 27
    Fort +5, Ref +2, Will +5
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Melee Scimitar, +5 (1d6+3) 18-20x2

    --------------------
    STATISTICS
    --------------------
    Str 17, Dex 14, Con 14, Int 10, Wis 15, Cha 7
    Base Atk +2; CMB +5; CMD 17
    Feats:spell focus: conjuration, augment summoning
    Traits: genie-caller, reactionary
    Skills: Knowledge (nature) +4, Perception +6, Survival 6
    Languages Common, druidic
    Gear Potion of cure light wounds, hand axe, backpack, bedroll, caltrops, 2x candle, case, 2x chalk, fishhook, pouch 3x trailration, 3x torch, waterskin, hide shirt, earth breaker, sling, 20 bullets, wand of CLW
    --------------------

    SPECIAL ABILITIES
    --------------------
    Racial abilities Heart of the wilderness
    Spells
    Totem transformation
    Bite +5 1d4+4
    2x Claw +5 1d4+5
    Rake
    +2 to grapple
  4. vl.arandur
    vl.arandur
    Oh, dear. Here we go.

    Etain (17821-1, Andoran) - Adventuring
    Thomas (17821-2, Taldor) - Available
    Ashleigh (17821-3, Qadira) - Available
    Nathaniel (17821-4, Andoran) - Available
    Bearach (17821-5, Cheliax) - Available
    Tsauk (17821-6, Andoran) - Available
    Asha (17821-7, Andoran) - Available
    Rachel (17821-8, Andoran) - Available
    Kayleigh (17821-9, Andoran) - Adventuring
    Nikolai (17821-10, Taldor) - Available
    Filiu (17821-11, Andoran) - Available
    Tessara (17821-12, Cheliax) - Adventuring
    Kathryn (17821-13, Taldor) - Adventuring
    Tsaa (17821-14, Osiron) - Available
    Timothy (17821-15, Cheliax) - Available
    Harken (17821-16, Cheliax) - Adventuring
  5. soulnova
    soulnova
    Lanel Brandain # 29065-2 (Available)
    Male Human Sorcerer 1 (Andoran)


    Isandra Aemaldir # 29065-1 (Adventuring)
    Female Human Cleric 1 (Andoran)
  6. Mowgli
    Mowgli
    You'll need to enclose it in 'sblock' tags, like so:

    [sblock]Insert information here[/sblock]

    No real requirement that you do so - it just makes it so more posts will fit on a screen.
  7. mkb152
    mkb152
    Here are my current characters:

    Krelin, Elven Ranger 4 (Quadira)
    Spoiler:

    KRELIN CR 3
    Male Elf Ranger 4
    CG Medium Humanoid (Elf)
    Init +6; Senses Low-Light Vision; Perception +10
    --------------------
    DEFENSE
    --------------------
    AC 19, touch 14, flat-footed 15. . (+5 armor, +4 Dex)
    hp 30 (4d10)
    Fort +5, Ref +9, Will +3
    Immune sleep; Resist Elven Immunities
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Masterwork Longsword +7 (1d8+2/19-20/x2) and
    . . Unarmed Strike +6 (1d3+2/20/x2)
    Ranged +1 Darkwood Longbow, Composite (Str +2) +10 (1d8+3/20/x3)
    Ranger Spells Known (CL 1, 6 melee touch, 8 ranged touch):
    1 (1/day) Gravity Bow (DC 12)
    --------------------
    STATISTICS
    --------------------
    Str 14, Dex 19, Con 10, Int 12, Wis 13, Cha 10
    Base Atk +4; CMB +6; CMD 20
    Feats Elven Weapon Proficiencies, Endurance, Point Blank Shot, Precise Shot, Weapon Focus: Longbow
    Traits Desert Shadow, Reactionary
    Skills Acrobatics +3, Climb +1, Craft: Bows +6, Escape Artist +3, Fly +3, Handle Animal +7, Intimidate +7, Knowledge: Dungeoneering +6, Knowledge: Geography +5, Knowledge: Nature +7, Perception +10, Ride +3, Stealth +10, Survival +8, Swim +1
    Languages Common, Elven, Sylvan
    SQ Elven Magic, Enemies: Humanoids (Human) (+2 bonus) (Ex), Hunting Companions (1 rounds) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +2, Wild Empathy +4 (Ex)
    Combat Gear +1 Chain Shirt, +1 Darkwood Longbow, Composite (Str +2), Arrows (40), Masterwork Longsword; Other Gear Acid (flask) (2), Backpack (10 @ 12 lbs), Cloak of Resistance, +1, Potion of Cat's Grace, Potion of Cure Light Wounds (3), Potion of Cure Moderate Wounds (2), Pouch, belt (3 @ 6 lbs), Rations, trail (per day) (2), Rope, silk (50 ft.), Signet ring, Sunrod (5), Tindertwig, Waterskin
    --------------------
    TRACKED RESOURCES
    --------------------
    Arrows - 25/40
    Potion of Cat's Grace - 0/1
    Potion of Cure Light Wounds - 0/3
    Potion of Cure Moderate Wounds - 0/2
    --------------------
    SPECIAL ABILITIES
    --------------------
    Desert Shadow No -5 penalty to stealth checks while moving at full speed.
    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to Sleep effects.
    Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
    Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
    Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
    Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into combat.
    Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
    Track +2 +2 to survival checks to track.
    Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


    Kevaln Thorn, Human Fighter 2 (Cheliax)
    Spoiler:

    KEVLAN THORN CR 1
    Male Human (Chelaxian) Fighter 2
    LN Medium Humanoid (Human)
    Init +2; Senses Perception +0
    --------------------
    DEFENSE
    --------------------
    AC 21, touch 13, flat-footed 18. . (+6 armor, +2 shield, +2 Dex, +1 dodge)
    hp 20 (2d10+2)
    Fort +4, Ref +2, Will +0
    Defensive Abilities Bravery +1
    --------------------
    OFFENSE
    --------------------
    Spd 20 ft.
    Melee Dagger +6 (1d4+4/19-20/x2) and
    . . Gauntlet (from Armor) +6 (1d3+4/20/x2) and
    . . Masterwork Flail +8 (1d8+4/20/x2) and
    . . Shield, Heavy Steel +6 (1d4+4/20/x2) and
    . . Unarmed Strike +6 (1d3+4/20/x2)
    Ranged Crossbow, Light +2 (1d8/19-20/x2)
    --------------------
    STATISTICS
    --------------------
    Str 18, Dex 14, Con 13, Int 13, Wis 11, Cha 8
    Base Atk +2; CMB +6 (+8 Tripping); CMD 19 (21 vs. Trip)
    Feats Combat Expertise +/-1, Improved Trip, Power Attack -1/+2, Weapon Focus: Flail
    Traits Soul-Drinker (1/day), Threatening Defender
    Skills Acrobatics -5, Climb +2, Craft: Weapons +4, Escape Artist -5, Fly -5, Intimidate +4, Ride -5, Stealth -5, Swim +2
    Languages Common, Infernal
    Combat Gear Bolts, Crossbow (10), Chainmail, Crossbow, Light, Dagger, Masterwork Flail, Shield, Heavy Steel; Other Gear Backpack (10 @ 15 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Grappling hook, Holy symbol, wooden: Law, Potion of Cure Light Wounds (3), Pouch, belt (15 @ 10 lbs), Rations, trail (per day) (2), Rope, silk (50 ft.), Sunrod (4), Tindertwig, Waterskin, Whistle, Signal
    --------------------
    SPECIAL ABILITIES
    --------------------
    Bravery +1 (Ex) +1 Will save vs. Fear
    Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
    Improved Trip You Trip at +2 and don't cause an attack of opportunity.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Soul-Drinker (1/day) 1/day, gain temporary HP equal to the HD of a defeated foe for 1 minute.

    Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


    I have player credit for the following scenarios, so I can't play these:
    Spoiler:


    Master of the Fallen Fortress - Krelin
    #5 - Mists of Mwangi - Krelin
    #35 - Voice in the Void - Krelin
    #51 - City of Strangers I - Kevlan
    #52 - City of Strangers II - Kevlan
    #8 - Slave Pits of Absolom - Kevlan


    I have GM credit for the following scenarios (all to Krelin), so I can theoretically play these with any other character:
    Spoiler:

    #29, 30, 41, 48 - Devil We Know series
    #43 - Pallid Plague
    #38 - Beggar's Pearl
    #2-1, 2-2: Before the Dawn Series
  8. DalkonCledwin
    DalkonCledwin
    So you know, I tend to use Myth-Weavers for recording my characters on, which doesn't at the current time have a distinct individual

    Currently Active Characters in the Society

    Completed Adventures
    #45: Delirium's Tangle (Shilandra Daliandos #28345-2)


    Thanks for welcoming me here.
  9. Nebten
    Nebten
    These are my characters avaible for play. Until they are in a game here, I may use these characters for my GM credit. Updates may occur.

    Zyenp Ravana (Cleric of Calistria)

    ZYNEP RAVANA CR 1
    Female Elf Cleric 2
    CN Medium Humanoid (Elf)
    Init +2; Senses Low-Light Vision; Perception +5
    --------------------
    DEFENSE
    --------------------
    AC 12, touch 12, flat-footed 10. . (+2 Dex)
    hp 13 (2d8)
    Fort +3, Ref +2, Will +6
    Defensive Abilities Copy Cat (Su) (6/day); Immune sleep; Resist Elven Immunities
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Unarmed Strike +1 (1d3/20/x2)
    Spell-Like Abilities Bit of Luck (6/day), Copy Cat (Su) (6/day)
    Cleric Spells Known (CL 2, 1 melee touch, 3 ranged touch):
    1 (3/day) Disguise Self (DC 14)
    --------------------
    STATISTICS
    --------------------
    Str 10, Dex 14, Con 10, Int 12, Wis 17, Cha 13
    Base Atk +1; CMB +1; CMD 13
    Feats Elven Weapon Proficiencies, Selective Channeling
    Traits Child of the Streets, Dilettante Artist: Perform (Act), Perform (Act)
    Skills Bluff +5, Diplomacy +2, Knowledge (Religion) +5, Perception +5, Perform (Act) +6, Sense Motive +7, Sleight of Hand +7, Spellcraft +5, Stealth +7
    Languages Common, Elven, Sylvan
    SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Luck, Cleric Domain: Trickery, Elven Magic, Spontaneous Casting
    --------------------
    TRACKED RESOURCES
    --------------------
    Bit of Luck (6/day) (Sp) - 0/6
    Channel Positive Energy 1d6 (4/day) (DC 12) (Su) - 0/4
    Copy Cat (Su) (6/day) (Sp) - 0/6
    --------------------
    SPECIAL ABILITIES
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
    Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
    Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
    Dilettante Artist: Perform (Act), Perform (Act) You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.
    Elven Immunities +2 save bonus vs Enchantments.
    Elven Immunities - Sleep You are immune to Sleep effects.
    Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


    Shan Pangu of the Sacred Mountain

    SHAN PANGU CR 1/2
    Male Dwarf Monk (Monk of the Four Winds, Monk of the Sacred Mountain) 1
    LN Medium Humanoid (Dwarf)
    Init +1; Senses Darkvision (60 feet); Perception +7
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 14, flat-footed 14. . (+1 shield, +1 Dex)
    hp 10 (1d8+2)
    Fort +4, Ref +3, Will +5
    Defensive Abilities Defensive Training
    --------------------
    OFFENSE
    --------------------
    Spd 20 ft.
    Melee Unarmed Strike +3 (1d6+3/20/x2)
    Special Attacks Flurry of Blows -1/-1
    --------------------
    STATISTICS
    --------------------
    Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 8
    Base Atk +0; CMB +3 (+5 Grappling); CMD 17 (19 vs. Grapple)
    Feats Elemental Fist (1d6) (1/day), Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Style +1
    Traits Frostborn, Poverty-Stricken
    Skills Acrobatics +5, Knowledge (History) +4, Perception +7, Sense Motive +7, Survival +8 Modifiers Lorekeeper
    Languages Common, Dwarven
    SQ AC Bonus +3, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Unarmed Strike (1d6)
    --------------------
    SPECIAL ABILITIES
    --------------------
    AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
    Elemental Fist (1d6) (1/day) You can add 1d6 energy damage to an attack.
    Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
    Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
    Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
    Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
    Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
    Slow and Steady Your base speed is never modified by encumbrance.
    Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
    Stability +4 to avoid being bull rushed or tripped while standing.
    Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
    Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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