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Malvoisin's Slumbering Tsar Saga RG
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<blockquote data-quote="rangerjohn" data-source="post: 5958284" data-attributes="member: 2469"><p><strong>Work in progress</strong></p><p></p><p></p><p></p><p>[sblock=Sebastian of the Holy Blade]</p><p>[sblock=Game Info]<span style="color: white"><strong>Race:</strong></span> Human</p><p><strong>Class:</strong> Cleric of Muir</p><p><strong>Level:</strong> 7</p><p><strong>Alignment:</strong> Lawful Good</p><p><strong>Languages:</strong> Common</p><p><strong>Deity: </strong>Muir[/sblock]</p><p>[sblock=Abilities]<strong>STR:</strong> 14 (5 PB)</p><p><strong>DEX:</strong> 10</p><p><strong>CON:</strong> 14 (5 PB)</p><p><strong>INT:</strong> 10</p><p><strong>WIS:</strong> 21 (10 PB, +2 racial, +2 headband, + 1 4th Lvl)</p><p><strong>CHA:</strong> 14 (5 PB)[/sblock]</p><p>[sblock=Combat]<strong>HP:</strong> 69 = 8 +[6d8 =33 ] + 14 (CON) + 7 (Toughness) + 7 (Cleric)</p><p><strong>AC:</strong>21 = 10 + (+7 armor ) + 0 (DEX) + 3 (shield) + 1 (Deflection)</p><p><strong>AC Touch:</strong> 11 = 10 + 0 (DEX) + 1 (Deflection)</p><p><strong>AC Flatfooted:</strong> = 10 + (+2 ) + 1 (Deflection)</p><p><strong>INIT:</strong> +0</p><p><strong>BAB:</strong> +5 = +5 (Cleric)</p><p><strong>CMB:</strong> +7 = +2 (STR) + 5 (BAB)</p><p><strong>CMD:</strong> 17 = 10 + 2 (STR) + 0 (DEX) + 5 (BAB)</p><p><strong>Fort:</strong> + 7 = + 5 (Cleric) + 2 (CON) </p><p><strong>Reflex:</strong> + 2 = +2 (Cleric) + 0 (DEX) </p><p><strong>Will:</strong> +10 = + 5(Cleric) + 5 (WIS) </p><p><strong>Speed:</strong> 20' (30')</p><p><strong>Damage Reduction:</strong> None</p><p><strong>Spell Resistance:</strong> None</p><p><strong>Spell Failure:</strong> N/A[/sblock]</p><p>[sblock=Weapon Stats]<strong>+1 Longswrd(melee):</strong> +9 = +5 (BAB) + 2 (STR) + 1 (Enhancement) + 1 (Weapon Focus)/ DMG = 1d8+3(S), CRIT 19-20x2</p><p> </p><p><strong>MWK Crossbow (ranged):</strong> +6 = +5 (BAB) + 0 (DEX) + 1 (Masterwork)/ DMG = 1d8(P), CRIT 19-20x2, </p><p>Range: 100', Ammunition: 20, Special: Masterwork quality[/sblock]</p><p>[sblock=Racial Traits]<strong>+2 to One Ability Score:</strong> Humans get a +2 bonus to one ability score.</p><p> </p><p><strong>Medium:</strong> Humans are medium creatures and have no bonuses or penalties due to size.</p><p> </p><p><strong>Normal Speed:</strong> Humans have a base speed of 30'.</p><p> </p><p><strong>Bonus Feat: </strong>Human select one additional feat at 1st level.</p><p> </p><p><strong>Skilled:</strong> Humans gain an additional skill rank at 1st level and one additional rank when they gain a level.[/sblock]</p><p>[sblock=Class Features]<strong>Weapon and Armor Proficiency: </strong>A cracle is proficent withall simple, light armor, medium armor, and shields (except tower shields) and the favored weapon of their deity.</p><p> </p><p><strong>Spells: </strong>Clerics cast divine spells from the cleric spell list. To cast the spell an Oracle must have a Wisdom score equal to at least 10 + the spells levels. The DC for the saving throw against the oracle's spell is 10 + spell level + the Cleric's Wisdom modifier.</p><p> </p><p><strong>Domains:</strong> </p><p> </p><p><strong>GOOD [ARCHON]:</strong>Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day.</p><p></p><p>Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.</p><p></p><p>Bonus Spells: Divine Favor, Align Weapon [good only], Prayer, Holy Smite, Dispel Evil, Planar Ally [archon only], Holy Word, Holy Aura, Summon Monster IX [good only].</p><p></p><p><strong>WAR [TACTICS]:</strong>Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day.</p><p></p><p> Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.</p><p></p><p>Bonus Spells: Magic Weapon, Aid, Magic Vestment, Divine Power, Greater Command, Blade Barrier, Power Word Blind, Greater Planar Ally, Power Word Kill.</p><p></p><p><strong>Aura:</strong>A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).</p><p></p><p><strong>Spontanious Casting:</strong>A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).</p><p></p><p><strong>Chaotic, Evil, Good, and Lawful Spells:</strong>A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.</p><p></p><p><strong>Channel Positive Energy:</strong>Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.</p><p></p><p>A cleric must be able to present her holy symbol to use this ability.</p><p></p><p>4d6 DC 17 8 uses per day able to exclude 2 targets</p><p></p><p>[/sblock]</p><p>[sblock=Feats & Traits]<strong>Bonus- Toughness:</strong> +3 hit points and +1 for every level beyond 3rd.</p><p> </p><p><strong>1st lvl- Extra Channeling :</strong> Gain two additional channeling per day.</p><p> </p><p> </p><p><strong>3rd lvl- Selective Channeling:</strong> When you channel energy, you can choose a number of targets in the area up to your Charisma modifier[2]. These targets are not affected by your channeled energy.</p><p> </p><p><strong>5th lvl- :Weapon Focus (Long Sword)</strong>+ 1 to hit with long swords.</p><p> </p><p><strong>7th lvl-Improved Channel :</strong> Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. </p><p> </p><p>Traits:</p><p>a) <strong>: Exalted of the society</strong> Gain one additional channeling per day. </p><p>b) <strong>Focused Mind:</strong> +2 on concentration checks.[/sblock]</p><p>[sblock=Skills]<strong>Skill Ranks:</strong> 21 = [2 (Cleric) + 00 (INT)] x 7 (LvL) + 1 (Skilled) + 00 (Favored Class)</p><p><strong>Max Ranks:</strong> 7 </p><p><strong>ACP:</strong> -4/6</p><p> </p><p>Skills:</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>-03 = Acrobatics +02 +00 +0 +00 -6 DEX</p><p>+00 = Appraise +00 +00 +0 +00 INT</p><p>+02 = Bluff +02 +00 +0 +00 CHA</p><p>-01 = Climb +04 +00 +0 +00 -6 STR</p><p>+08 = Diplomacy +02 +03 +3 +00 CHA</p><p>+02 = Disguise +02 +00 +0 +00 CHA</p><p>-03 = Escape Artist +02 +00 +0 +00 -6 DEX</p><p>-03 = Fly +02 +00 +0 +00 -6 DEX</p><p>+00 = Heal +00 +00 +0 +00 WIS</p><p>+10 = Intimidate +02 +05 +3 +00 CHA</p><p>+06 = Know:Engineering^ +00 +03 +3 +00 INT</p><p>+07 = Know:History^ +00 +04 +3 +00 INT</p><p>+08 = Know:Planes^ +00 +05 +3 +00 INT</p><p>+06 = Know:Religion^ +00 +03 +3 +00 INT</p><p>+08 = Perception +00 +05 +3 +00 WIS</p><p>-03 = Ride +02 +00 +0 +00 -6 DEX</p><p>+00 = Sense Motive +00 +00 +0 +00 WIS</p><p>+10 = Spellcraft^ +00 +07 +3 +00 INT</p><p>-02 = Stealth +02 +00 +0 +00 -6 DEX</p><p>+00 = Survival +00 +00 +0 +00 WIS</p><p>-01 = Swim +04 +00 +0 +00 -6 STR</p><p>[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>[/sblock]</p><p>[sblock=Equipment][code]</p><p>Item Cost Weight</p><p>+1 breastplate 2,200 gp 30 lbs.</p><p>+1 Longsword 8,309 gp 4 lbs.</p><p>+1 Ring of Protection 1,000 gp -- lbs.</p><p>+1 Heavy Metal Shield 2,020 gp 15 lbs.</p><p>MWK Light Crossbow 335 gp 4 lbs.</p><p>-Bolts (20) 2 gp 2 lbs.</p><p></p><p></p><p> </p><p> Totals: .[/code]</p><p> </p><p><u>Carrying Capacity:</u> after slash is with ant haul spell</p><p><strong>Light- </strong>0-66/196 bs.</p><p><strong>Medium- </strong>67-133/201-399 lbs.</p><p><strong>Heavy-</strong> 134-200/402-600 lbs.[/sblock]</p><p>[sblock=Details]<strong>Size: </strong>Medium</p><p><strong>Gender: </strong>Male</p><p><strong>Age: </strong></p><p><strong>Height: </strong>5'11"</p><p><strong>Weight: </strong>180</p><p><strong>Hair Color: </strong>Black</p><p><strong>Eye Color: </strong>Green</p><p><strong>Skin Color: </strong>Tanned</p><p><strong>Appearance:</strong> </p><p><strong>Demeanor:</strong> [/sblock] </p><p>[sblock=Background]... [/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="rangerjohn, post: 5958284, member: 2469"] [B]Work in progress[/B] [sblock=Sebastian of the Holy Blade] [sblock=Game Info][COLOR=white][B]Race:[/B][/COLOR] Human [B]Class:[/B] Cleric of Muir [B]Level:[/B] 7 [B]Alignment:[/B] Lawful Good [B]Languages:[/B] Common [B]Deity: [/B]Muir[/sblock] [sblock=Abilities][B]STR:[/B] 14 (5 PB) [B]DEX:[/B] 10 [B]CON:[/B] 14 (5 PB) [B]INT:[/B] 10 [B]WIS:[/B] 21 (10 PB, +2 racial, +2 headband, + 1 4th Lvl) [B]CHA:[/B] 14 (5 PB)[/sblock] [sblock=Combat][B]HP:[/B] 69 = 8 +[6d8 =33 ] + 14 (CON) + 7 (Toughness) + 7 (Cleric) [B]AC:[/B]21 = 10 + (+7 armor ) + 0 (DEX) + 3 (shield) + 1 (Deflection) [B]AC Touch:[/B] 11 = 10 + 0 (DEX) + 1 (Deflection) [B]AC Flatfooted:[/B] = 10 + (+2 ) + 1 (Deflection) [B]INIT:[/B] +0 [B]BAB:[/B] +5 = +5 (Cleric) [B]CMB:[/B] +7 = +2 (STR) + 5 (BAB) [B]CMD:[/B] 17 = 10 + 2 (STR) + 0 (DEX) + 5 (BAB) [B]Fort:[/B] + 7 = + 5 (Cleric) + 2 (CON) [B]Reflex:[/B] + 2 = +2 (Cleric) + 0 (DEX) [B]Will:[/B] +10 = + 5(Cleric) + 5 (WIS) [B]Speed:[/B] 20' (30') [B]Damage Reduction:[/B] None [B]Spell Resistance:[/B] None [B]Spell Failure:[/B] N/A[/sblock] [sblock=Weapon Stats][B]+1 Longswrd(melee):[/B] +9 = +5 (BAB) + 2 (STR) + 1 (Enhancement) + 1 (Weapon Focus)/ DMG = 1d8+3(S), CRIT 19-20x2 [B]MWK Crossbow (ranged):[/B] +6 = +5 (BAB) + 0 (DEX) + 1 (Masterwork)/ DMG = 1d8(P), CRIT 19-20x2, Range: 100', Ammunition: 20, Special: Masterwork quality[/sblock] [sblock=Racial Traits][B]+2 to One Ability Score:[/B] Humans get a +2 bonus to one ability score. [B]Medium:[/B] Humans are medium creatures and have no bonuses or penalties due to size. [B]Normal Speed:[/B] Humans have a base speed of 30'. [B]Bonus Feat: [/B]Human select one additional feat at 1st level. [B]Skilled:[/B] Humans gain an additional skill rank at 1st level and one additional rank when they gain a level.[/sblock] [sblock=Class Features][B]Weapon and Armor Proficiency: [/B]A cracle is proficent withall simple, light armor, medium armor, and shields (except tower shields) and the favored weapon of their deity. [B]Spells: [/B]Clerics cast divine spells from the cleric spell list. To cast the spell an Oracle must have a Wisdom score equal to at least 10 + the spells levels. The DC for the saving throw against the oracle's spell is 10 + spell level + the Cleric's Wisdom modifier. [B]Domains:[/B] [B]GOOD [ARCHON]:[/B]Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day. Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Bonus Spells: Divine Favor, Align Weapon [good only], Prayer, Holy Smite, Dispel Evil, Planar Ally [archon only], Holy Word, Holy Aura, Summon Monster IX [good only]. [B]WAR [TACTICS]:[/B]Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 8/day. Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. Bonus Spells: Magic Weapon, Aid, Magic Vestment, Divine Power, Greater Command, Blade Barrier, Power Word Blind, Greater Planar Ally, Power Word Kill. [B]Aura:[/B]A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). [B]Spontanious Casting:[/B]A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). [B]Chaotic, Evil, Good, and Lawful Spells:[/B]A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. [B]Channel Positive Energy:[/B]Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 4d6 DC 17 8 uses per day able to exclude 2 targets [/sblock] [sblock=Feats & Traits][B]Bonus- Toughness:[/B] +3 hit points and +1 for every level beyond 3rd. [B]1st lvl- Extra Channeling :[/B] Gain two additional channeling per day. [B]3rd lvl- Selective Channeling:[/B] When you channel energy, you can choose a number of targets in the area up to your Charisma modifier[2]. These targets are not affected by your channeled energy. [B]5th lvl- :Weapon Focus (Long Sword)[/B]+ 1 to hit with long swords. [B]7th lvl-Improved Channel :[/B] Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. Traits: a) [B]: Exalted of the society[/B] Gain one additional channeling per day. b) [B]Focused Mind:[/B] +2 on concentration checks.[/sblock] [sblock=Skills][B]Skill Ranks:[/B] 21 = [2 (Cleric) + 00 (INT)] x 7 (LvL) + 1 (Skilled) + 00 (Favored Class) [B]Max Ranks:[/B] 7 [B]ACP:[/B] -4/6 Skills: [code] Total Stat Rank CS Misc ACP -03 = Acrobatics +02 +00 +0 +00 -6 DEX +00 = Appraise +00 +00 +0 +00 INT +02 = Bluff +02 +00 +0 +00 CHA -01 = Climb +04 +00 +0 +00 -6 STR +08 = Diplomacy +02 +03 +3 +00 CHA +02 = Disguise +02 +00 +0 +00 CHA -03 = Escape Artist +02 +00 +0 +00 -6 DEX -03 = Fly +02 +00 +0 +00 -6 DEX +00 = Heal +00 +00 +0 +00 WIS +10 = Intimidate +02 +05 +3 +00 CHA +06 = Know:Engineering^ +00 +03 +3 +00 INT +07 = Know:History^ +00 +04 +3 +00 INT +08 = Know:Planes^ +00 +05 +3 +00 INT +06 = Know:Religion^ +00 +03 +3 +00 INT +08 = Perception +00 +05 +3 +00 WIS -03 = Ride +02 +00 +0 +00 -6 DEX +00 = Sense Motive +00 +00 +0 +00 WIS +10 = Spellcraft^ +00 +07 +3 +00 INT -02 = Stealth +02 +00 +0 +00 -6 DEX +00 = Survival +00 +00 +0 +00 WIS -01 = Swim +04 +00 +0 +00 -6 STR [/code][/sblock] [sblock=Spellcasting] [/sblock] [sblock=Equipment][code] Item Cost Weight +1 breastplate 2,200 gp 30 lbs. +1 Longsword 8,309 gp 4 lbs. +1 Ring of Protection 1,000 gp -- lbs. +1 Heavy Metal Shield 2,020 gp 15 lbs. MWK Light Crossbow 335 gp 4 lbs. -Bolts (20) 2 gp 2 lbs. Totals: .[/code] [U]Carrying Capacity:[/U] after slash is with ant haul spell [B]Light- [/B]0-66/196 bs. [B]Medium- [/B]67-133/201-399 lbs. [B]Heavy-[/B] 134-200/402-600 lbs.[/sblock] [sblock=Details][B]Size: [/B]Medium [B]Gender: [/B]Male [B]Age: [/B] [B]Height: [/B]5'11" [B]Weight: [/B]180 [B]Hair Color: [/B]Black [B]Eye Color: [/B]Green [B]Skin Color: [/B]Tanned [B]Appearance:[/B] [B]Demeanor:[/B] [/sblock] [sblock=Background]... [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock] [/QUOTE]
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Malvoisin's Slumbering Tsar Saga RG
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