Liath Starateli Female Fetchling Ranger (Skirmisher, Urban Ranger) 2 NG Medium outsider (native) Hero Points 1 Init +4; Senses darkvision 60 ft., low-light vision; Perception +5 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 20 (2d10) Fort +3, Ref +6, Will +0 Defensive Abilities shadow blending; Resist cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee cestus +4 (1d4+2/19-20) and . . dagger +4 (1d4+2/19-20) and . . dagger +4 (1d4+2/19-20) and . . rapier +4 (1d6+2/18-20) and . . warhammer +4 (1d8+2/×3) Ranged longbow +5 (1d8/×3) Special Attacks favored enemy (humans +2) Fetchling Spell-Like Abilities (CL 2nd; concentration +3) . . 1/day—disguise self -------------------- Statistics -------------------- Str 14, Dex 16, Con 10, Int 12, Wis 11, Cha 12 Base Atk +2; CMB +4; CMD 17 Feats Lost in the Crowd, Precise Shot Traits roof runner, westcrown firebrand Skills Acrobatics +4, Climb +14, Craft (traps) +5, Disable Device +5, Intimidate +6, Knowledge (local) +6, Perception +5, Stealth +9, Survival +5 (+6 to track), Swim +5; Racial Modifiers +2 Stealth Languages Common, Varisian SQ combat styles (archery), hero points, track, wild empathy +3 Combat Gear potion of cure light wounds (2); Other Gear studded leather, arrows (20), blunt arrows (20), cestus, dagger, dagger, longbow, rapier, warhammer, ring of better climbing, artisan's tools, belt pouch |
|
-------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans). Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Lost in the Crowd +2 circ bon to Stealth in urban areas, +4 in crowds. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Roof Runner You spent your early years exploring and foraging along the rooftops of your home city. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling. Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment. Track +1 Add the listed bonus to survival checks made to track. Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- | -------------------- TRACKED RESOURCES -------------------- Arrows - 6/20 Blunt arrows - 0/20 Dagger - 0/1 Dagger - 0/1 Disguise Self (1/day) - 0/1 Potion of cure light wounds - 0/2 |
Total Stat Rank CS Misc ACP
+01 = Acrobatics +01 +00 +0 +00 -3 DEX
+00 = Appraise +01 +00 +0 +00 INT
+01 = Bluff +01 +00 +0 +00 CHA
+02 = Climb +02 +00 +0 +00 -3 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+05 = Diplomacy +01 +01 +3 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -3 DEX
+01 = Disguise +01 +00 +0 +00 CHA
+01 = Escape Artist +01 +00 +0 +00 -3 DEX
+01 = Fly +01 +00 +0 +00 -3 DEX
+01 = Handle Animal^ +01 +00 +0 +00 CHA
+07 = Heal +02 +02 +3 +00 WIS
+01 = Intimidate +01 +00 +0 +00 CHA
+05 = Know:Arcana^ +01 +01 +3 +00 INT
+01 = Know:Dungeoneering^ +01 +00 +0 +00 INT
+01 = Know:Engineering^ +01 +00 +0 +00 INT
+01 = Know:Geography^ +01 +00 +0 +00 INT
+01 = Know:History^ +01 +00 +0 +00 INT
+01 = Know:Local^ +01 +00 +0 +00 INT
+01 = Know:Nature^ +01 +00 +0 +00 INT
+01 = Know:Nobility^ +01 +00 +0 +00 INT
+01 = Know:Planes^ +01 +00 +0 +00 INT
+05 = Know:Religion^ +01 +01 +3 +00 INT
+05 = Linguistics^ +01 +00 +0 +04+ INT
+04 = Perception +02 +00 +0 +02* WIS
+01 = Perform:_____ +01 +00 +0 +00 CHA
+00 = Professn^:_______ +02 +00 +0 +00 WIS
+01 = Ride +01 +00 +0 +00 -3 DEX
+06 = Sense Motive +02 +01 +3 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -3 DEX
+04 = Spellcraft^ +01 +01 +3 +00 INT
+08 = Stealth +01 +00 +0 +07* -3 DEX
+01 = Survival +01 +00 +0 +00 WIS
+08 = Swim +02 +00 +0 +00 -3 STR
+00 = Use Magic Device^ +01 +00 +0 +00 CHA
Equipment Cost Weight
+1 Shadow Kikko Armor xxgp 25
Buckler, sanctified 115gp 05
Sword, Bastard 35gp 06
Javelin x5 05gp 10
Dagger 02gp 01
Longspear 05gp 09
Explorers Outfit 00gp 00
Backpack 02gp 02
Scarf reinforced 10gp 02
Waterskin 01gp 04
Holy symbol, wooden 01gp 00
Bedroll 01sp 05
Pouch, Spell components 05gp 02
Food, wandermeal x4 04cp 02
Total Stat Rank CS Misc ACP
+01 = Acrobatics +01 +00 +0 +00 -3 DEX
+00 = Appraise +01 +00 +0 +00 INT
+01 = Bluff +01 +00 +0 +00 CHA
+02 = Climb +02 +00 +0 +00 -3 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+05 = Diplomacy +01 +01 +3 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -3 DEX
+01 = Disguise +01 +00 +0 +00 CHA
+01 = Escape Artist +01 +00 +0 +00 -3 DEX
+01 = Fly +01 +00 +0 +00 -3 DEX
+01 = Handle Animal^ +01 +00 +0 +00 CHA
+06 = Heal +02 +01 +3 +00 WIS
+16 = Intimidate +01 +00 +0 +00 CHA
+01 = Know:Arcana^ +01 +00 +0 +00 INT
+01 = Know:Dungeoneering^ +01 +00 +0 +00 INT
+01 = Know:Engineering^ +01 +00 +0 +00 INT
+01 = Know:Geography^ +01 +00 +0 +00 INT
+01 = Know:History^ +01 +00 +0 +00 INT
+01 = Know:Local^ +01 +00 +0 +00 INT
+01 = Know:Nature^ +01 +00 +0 +00 INT
+01 = Know:Nobility^ +01 +00 +0 +00 INT
+01 = Know:Planes^ +01 +00 +0 +00 INT
+05 = Know:Religion^ +01 +01 +3 +00 INT
+05 = Linguistics^ +01 +00 +0 +04+ INT
+04 = Perception +02 +00 +0 +02* WIS
+01 = Perform:_____ +01 +00 +0 +00 CHA
+00 = Professn^:_______ +02 +00 +0 +00 WIS
+01 = Ride +01 +00 +0 +00 -3 DEX
+02 = Sense Motive +02 +00 +0 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -3 DEX
+04 = Spellcraft^ +01 +01 +3 +00 INT
+08 = Stealth +01 +00 +0 +07* -3 DEX
+01 = Survival +01 +00 +0 +00 WIS
+08 = Swim +02 +00 +0 +00 -3 STR
+00 = Use Magic Device^ +01 +00 +0 +00 CHA
Equipment Cost Weight
Tobias Delacroix sorcerer or wizard 2
possible future plan: Arcane archer
Languages: Common; +1 more
[B]Str[/B] 11 +0 1 pt
[B]Dex[/B] 12 +1 2 pt
[B]Con[/B] 12 +1 2 pt
[B]Int [/B] 12 +1 2 pt
[B]Wis[/B] 15 +2 3 pt human +2
[B]Cha[/B] 14 +2 5 pt
[B]HP[/B] 18 [mk 1d8; sr 1d6; con +2; fc +2]
[B]Init[/B] +1 [dex +1]
[B]BAB[/B] +0 [B]CMB[/B] +0 [B]CMD[/B] 11
ranged touch +1
[B]Fort[/B] +3 [monk +2; con +1]
[B]Ref[/B] +3 [monk +2; dex +1]
[B]Will[/B] +6 [monk +2; Scor +2; wis +2]
[B]Conc[/B]. +5 [lv +1; cha +2; trait +2]
Armor: none
Ac 14 [wis +3][dex +1]
touch 14
Flatfoot 13
[B][U]Weapon att dam crit type notes[/U][/B]
Long Bow +1 1-8 X3 P ---
Dagger +0 1-4 19–20/×2 p/s ---
thrown +1 1-4 19–20/×2 p/s ---
temple sword +0 1-8 19-20/x2 S ---
nunchuck +0 1-6 x2 B ---
Kama +0 1-6 x2 B ---
[U][I]Profs:[/I][/U]
All simple; All Bows; brass knuckles, cestus, club, crossbow (light or heavy), dagger, hand axe, javelin,
kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword
[U][B]Feats[/B][/U]
Human: Eclectic [monk, scor] [URL]http://www.d20pfsrd.com/feats/racial-feats/eclectic[/URL]
level 1: Alertness +2 percep, +2 sense motive [URL]http://www.d20pfsrd.com/feats/general-feats/alertness---final[/URL]
monk 1: [SIZE=3][I][U][B]Precise shot[/B][/U] adept at firing ranged attacks into melee. [URL]http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final[/URL]
[/I]sorcerer 1: feature bonus feat [/SIZE]A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Skill points: 4 [monk 1] + 2 [scor 1] + 2 [Int] +2 [race] +2 [fav class]= 14
Skill ranks abil class misc total
Acrobatics (Dex) 2 1 3 1 +7 [feat]
Appraise (Int) x 1 3 x +4
Bluff (Cha) x 2 3 x +5
Climb (Str) 2 0 3 x +5 [-2 to fast climb]
Craft (Int) x 1 3 x +x
Escape Artist (Dex) x 1 3 x +4
Fly (Dex) 0 1 3 x +x
Intimidate (Cha) x 2 3 x +4
Knowledge
(arcana) (Int) 1 1 3 x +5
(history) (Int) x 1 3 x +4
(Planes) (Int) 1 1 3 x +5 Djinni bonus
(religion) (Int) 1 1 3 x +5
Perception (Wis) 2 2 3 2 +9 [+2 feat]
Perform (Cha) x 2 3 x +x
Profession (Wis) x x 3 x +x
Sense Motive (Wis) 1 2 3 2 +8 [+2 feat]
Stealth (Dex) 2 1 3 x +6
Spellcraft (Int) x 1 3 x +x
Swim (Str) x 0 3 x +x
Use Mag Dev (Cha) 2 2 3 x +7
[sblock=Human features]
[LIST]
[*][B]Ability Score Racial Traits[/B]: Human characters gain a +2 racial bonus to one ability score of their
[/LIST]
choice at creation to represent their varied nature.
[LIST]
[*][B]Size[/B]: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
[*][B]Base Speed[/B]: Humans have a base speed of 30 feet.
[*][B]Languages[/B]: Humans begin play speaking Common. Humans with high Intelligence scores can choose
[/LIST]
any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for
more information about these languages.
[CENTER]Feat and Skill Racial Traits
[/CENTER]
[LIST]
[*][B]Bonus Feat[/B]: Humans select one extra feat at 1st level.
[*][B]Skilled[/B]: Humans gain an additional skill rank at first level and one additional rank
[/LIST]
whenever they gain a level. Also, see Feat: Eclectic.
[/sblock]
[sblock=Monk-Zen Archer class features]
4 skill points+int/level
Bonus feat
Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.
flurry of blows
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when
using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his
unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage
rolls made with flurry of blows unless he is using a composite bow with a Strength rating. It otherwise
functions as normal for a monk of his level.
Perfect strike - replaces stunning fist
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the
prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his
attack roll three times and take the highest result. If one of these rolls is a critical threat, the
monk must choose one of his other two rolls to use as his confirmation roll.
Unarmed strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be
with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his
hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk
may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal
damage instead with no penalty on his attack roll. He has the same choice to deal lethal or
nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for
the purpose of spells and effects that enhance or improve either manufactured weapons or natural
weapons.
[U]combat features table:[/U]
unarmed damage 1d6
flurry of blows -1/-1
a/c bonus +0
move bonus +0 feet
[/sblock]
[sblock=Scorcerer - Djinni class features]
bloodline power:
[U][B]Electricity Ray (Sp)[/B][/U]: Starting at 1st level, you can unleash an elemental ray as a standard action,
targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity
damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times
per day equal to 3 + your Charisma modifier.
Bloodline spells: none at this time
Bloodline feat: None at this time
[/sblock]
Spells known
Cantrips (4)
Detect Magic; Light; Prestidigitation; Jolt
Level 1 (2)
mage armor; ear piercing scream but with electricity ??
casting per day
Level 1 2 3 4
base 4
[U]bonus 1 1[/U]
total 5
Long Bow 100 gp 3 lbg
Arrows 1 gp 3 lb
Dagger 2 gp 1 lb
nunchuks 2 gp 2 lb
Sword, Temple 30 gp 3 lb
water skin 1 gp 4 lb
back pack 2 gp 2 lb
rations x 7 3.5 gp 7 lb
bedroll 0.1 gp 5 lb
sunrod x 3 6 gp 3 lb
cash 2 gp, 4 sp weight: 33 lb
carrieing capacity </= 33 lb: light; 34 lb - 66 lb: Medium; 67 lb - 100 lb: Heavy