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<blockquote data-quote="HolyMan" data-source="post: 5592705" data-attributes="member: 84167"><p><strong>NPCs, Maps, and Misc</strong></p><p></p><p>[sblock=Tregin Kurr]</p><p>[sblock=Game Info]</p><p>Race: Half-Orc</p><p>Class: Cavalier/Oracle</p><p>Level: 1/1</p><p>Alignment: Neutral</p><p>Languages: Common, Orc, Abysall</p><p>Deity: pays homage to all gods[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 15 +2 (7pts)</p><p>DEX: 10 +0 (0pts)</p><p>CON: 14 +2 (5pts)</p><p>INT: 13 +1 (3pts)</p><p>WIS: 14 +2 (5pts)</p><p>CHA: 16 +3 (5pts) +2 racial adjustment[/sblock]</p><p>[sblock=Combat]</p><p>HP: 21 = [1d10/1d8=16] + 4 (CON) + 0 (misc) + 1 (favored class)</p><p>AC: 15 = 10 + 5 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)</p><p>AC Touch: 10 = 10 + 0 (DEX) + (misc)</p><p>AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield) + 0 (misc)</p><p>INIT: +0 = +0 (DEX) + 0 (misc)</p><p>BAB: +1 = +1 (Cavalier) + 0 (Oracle)</p><p>CMB: +3 = +2 (STR) + 1 (BAB)</p><p>CMD: 13 = 10 + 2 (STR) + 0 (DEX) + 1 (BAB)</p><p>Fort: +5 = +2 (Cavalier) + 0 (Oracle) + 1 (luck) + 2 (CON)</p><p>Reflex: +1 = +0 (Cavalier) + 0 (Oracle) + 1 (luck) + 0 (DEX)</p><p>Will: +5 = +0 (Cavalier) + 2 (Oracle) + 1 (luck) + 2 (WILL)</p><p>Speed: 20' </p><p>Damage Reduction: none</p><p>Spell Resistance: none</p><p>Spell Failure: n/a[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Falchion(melee): +4 = +1 (BAB) + 2 (STR) + 1 (MW)/ DMG = 2d4+3(S), CRIT 18-20x2</p><p>Dagger(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d4+2(S or P), CRIT 19-20x2</p><p>Dagger(range): +1 = +1 (BAB) + 0 (DEX)/ DMG = 1d4+2(S or P), CRIT 19-20x2[/sblock]</p><p>[sblock=Racial Traits]</p><p><strong>+2 to One Ability Score:</strong> (CHA) Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p><strong>Medium:</strong> Half-orcs are Medium creatures and have no bonuses or penalties due to their size.</p><p><strong>Normal Speed:</strong> Half-orcs have a base speed of 30 feet.</p><p><strong>Darkvision:</strong> Half-orcs can see in the dark up to 60 feet (see darkvision.)</p><p><strong>Intimidating:</strong> Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.</p><p><strong>Orc Blood:</strong> Half-orcs count as both humans and orcs for any effect related to race.</p><p><strong>Sacred Tattoo:</strong> Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.</p><p><strong>Chain Fighter:</strong> Some Half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.</p><p><strong>Languages:</strong> Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]</p><p>[sblock=Class Features]</p><p><strong>Challenge(Ex):</strong> Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.</p><p></p><p>Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.</p><p></p><p>The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.</p><p></p><p><strong>Mount(Ex)</strong>: A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.</p><p></p><p>A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.</p><p></p><p>A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.</p><p></p><p><strong>Order(Ex):</strong> At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benef its from his old order. He must then follow the edicts of his new order for one entire level without gaining any benef its from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.</p><p></p><p>The following orders represent the most common chosen by cavaliers. Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.</p><p></p><p><u>Order of the Dragon </u> </p><p>Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.</p><p></p><p><strong>Edicts:</strong> The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.</p><p></p><p><strong>Challenge: </strong>Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.</p><p></p><p><strong>Skills:</strong> An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).</p><p></p><p><strong>Tactician(Ex):</strong> At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.</p><p></p><p><strong>Spells:</strong> An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.</p><p></p><p>Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).</p><p></p><p>Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.</p><p></p><p>In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.</p><p></p><p>Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.</p><p></p><p><strong>Mystery: </strong>(Lore) Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.</p><p></p><p>At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.</p><p></p><p><strong>Revelations:</strong> At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.</p><p><em></em></p><p><em>Automatic Writing(Su):</em> Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.</p><p></p><p>Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.</p><p></p><p><strong>Oracle’s Curse(Ex):</strong> Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.</p><p></p><p><em>Haunted:</em> Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.</p><p></p><p><strong>Orisons:</strong> Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>1st lvl- Combat Expertise</p><p>Bonus- Coordinated Defense(teamwork)</p><p>3rd lvl-</p><p></p><p>Traits:</p><p>a) Adopted (human): Scholar of Ruins: You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.</p><p>b) Sacred Touch: As a standard action, you may automatically <a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable" target="_blank">stabilize</a> a dying creature merely by touching it.[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 10 = [04 (Cavalier) + 01 (INT) x 01 (LvL)] + [04 (Oracle) + 01 (INT) x 01 (LvL)] + 00 (misc) + 00 (Favored Class)]</p><p>Max Ranks: 02 </p><p>ACP: -4</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>-04 = Acrobatics +00 +00 +0 +00 -4 DEX</p><p>+01 =()Appraise +01 +00 +0 +00 INT</p><p>+03 =()Bluff +03 +00 +0 +00 CHA</p><p>-02 =()Climb +02 +00 +0 +00 -4 STR</p><p>+01 =()Craft:_____ +01 +00 +0 +00 INT</p><p>+07 =()Diplomacy +03 +01 +3 +00 CHA</p><p>+na = Disable Device^ +00 +00 +0 +00 -4 DEX</p><p>+03 = Disguise +03 +00 +0 +00 CHA</p><p>-04 = Escape Artist +00 +00 +0 +00 -4 DEX</p><p>-04 = Fly +00 +00 +0 +00 -4 DEX</p><p>+07 =()Handle Animal^ +03 +01 +3 +00 CHA</p><p>+02 =()Heal +02 +00 +0 +00 WIS</p><p>+09 =()Intimidate +03 +01 +3 +02 CHA</p><p>+na =()Know:Arcana^ +01 +00 +0 +00 INT</p><p>+06 =()Know:Dungeoneering^ +01 +01 +3 +01 INT</p><p>+na =()Know:Engineering^ +01 +00 +0 +00 INT</p><p>+06 =()Know:Geography^ +01 +01 +3 +01 INT</p><p>+05 =()Know:History^ +01 +01 +3 +00 INT</p><p>+na =()Know:Local^ +01 +00 +0 +00 INT</p><p>+na =()Know:Nature^ +01 +00 +0 +00 INT</p><p>+na =()Know:Nobility^ +01 +00 +0 +00 INT</p><p>+na =()Know:Planes^ +01 +00 +0 +00 INT</p><p>+na =()Know:Religion^ +01 +00 +0 +00 INT</p><p>+na = Linguistics^ +01 +00 +0 +00 INT</p><p>+02 =()Perception +02 +00 +0 +00 WIS</p><p>+03 = Perform:_____ +03 +00 +0 +00 CHA</p><p>+na =()Profession^:_____ +02 +00 +0 +00 WIS</p><p>+05 =()Ride +00 +02 +3 +00 -0 DEX</p><p>+02 =()Sense Motive +02 +00 +0 +00 WIS</p><p>+na = Sleight of Hand^ +00 +00 +0 +00 -4 DEX</p><p>+na =()Spellcraft^ +01 +00 +0 +00 INT</p><p>-04 = Stealth +00 +00 +0 +00 -4 DEX</p><p>+07 =()Survival +02 +02 +3 +00 WIS</p><p>-02 =()Swim +02 +00 +0 +00 -4 STR</p><p>+na = Use Magic Device^ +03 +00 +0 +00 CHA[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Spells Known:</p><p>Orisons - Create Water, Detect Magic, Resistance, Virtue, Mage Hand, Ghost Sound</p><p>1st LvL - Cure Light Wounds, Comprehend Languages, Endure Elements</p><p></p><p>Spells Per Day:</p><p>Orisons - Unlimited</p><p>1st LvL - 4[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Item Cost Weight</p><p>Hot weather outfit free 0lb</p><p>Falchion, mw 375gp 8lb</p><p>dagger 2gp 1lb</p><p>scalemail, mw 200gp 30lb</p><p>backpack 2gp 2lb</p><p>waterskin 1gp 4lb</p><p>rations(4 days) 2gp 4lb</p><p>sunrods(2) 4gp 2lb</p><p>bedroll 1sp 5lb</p><p>flint&steel 1gp 0lb</p><p>sack 1sp .5lb</p><p>whetstone 2cp 1lb</p><p></p><p>Total weight: 57.5 (light)</p><p></p><p>Mount- Semie free ---</p><p>saddle exotic riding 30gp 30lb</p><p>saddlebags 4gp 8lb</p><p>javelins(4) 4gp 8lb</p><p>misc equipment varies</p><p>- has what the group might need in a pinch</p><p></p><p>Total weight: varies (medium when mounted)[/code]Treasure: 14gp, 8sp, cp Gems: 1x50gp</p><p></p><p><u>Carrying Capacity (Tregin):</u></p><p>light- 0-66</p><p>medium- 67-133</p><p>heavy- 134-200</p><p></p><p><u>Carrying Capacity (Semie):</u></p><p> light- 0-300</p><p> medium- 301-600</p><p> heavy-601-900[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 24</p><p>Height: 6'-1"</p><p>Weight: 230lbs</p><p>Hair Color: black</p><p>Eye Color: hazel</p><p>Skin Color: greyish</p><p></p><p><u><strong>Appearance:</strong></u> Tergin is not unusual for one of his kind. Greyish skin covered by scalemail, a porturding jaw with at least on tusk showing and a high browed forehead that has dark hair under his helm. </p><p> </p><p>The tattoos marking him as a Modan-Re are clear under each eye. The Tear of Sorrow under his left eye is small and darkened in. It was received the day he became a slave letting everyone know that he was someone's property. The Tear of Joy under his right eye is hollow and was given to him the day he was set free or won his freedom. It is said that most Modan-Re win there freedom by killing their former masters and are not men to hold lightly.</p><p> </p><p><u><strong>Demeanor: </strong></u>jovial and forthwith makes Tregin not your most typical of half-orcs. When asked how he got so carefree and happy his face turns grim and he states simply that he never laughed his long years as a slave and is making up for lost time.[/sblock] </p><p>[sblock=Background]Unknown to PCs at this time. [/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class: Oracle</p><p>BAB: +0 to +0</p><p>Fort: +2 to +2</p><p>Ref: +0 to +0</p><p>Will: +0 to +2</p><p>Feat: none</p><p>Class Features: Spells, Orisons, Mystery, Revelation, Curse</p><p>HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 13 (Old Total) = 21 (new total)</p><p>Skill Ranks: +5 = +4 (Class) + 1 (INT) + 0 (misc) + 5 (Old Total) = 10 (new total)</p><p>Skills: Survival, Ride, Diplomacy, Know(History), Know(Dungeoneering)</p><p>Favored Class Bonus: n/a[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5592705, member: 84167"] [b]NPCs, Maps, and Misc[/b] [sblock=Tregin Kurr] [sblock=Game Info] Race: Half-Orc Class: Cavalier/Oracle Level: 1/1 Alignment: Neutral Languages: Common, Orc, Abysall Deity: pays homage to all gods[/sblock] [sblock=Abilities] STR: 15 +2 (7pts) DEX: 10 +0 (0pts) CON: 14 +2 (5pts) INT: 13 +1 (3pts) WIS: 14 +2 (5pts) CHA: 16 +3 (5pts) +2 racial adjustment[/sblock] [sblock=Combat] HP: 21 = [1d10/1d8=16] + 4 (CON) + 0 (misc) + 1 (favored class) AC: 15 = 10 + 5 (armor) + 0 (shield) + 0 (DEX) + 0 (misc) AC Touch: 10 = 10 + 0 (DEX) + (misc) AC Flatfooted: 15 = 10 + 5 (armor) + 0 (shield) + 0 (misc) INIT: +0 = +0 (DEX) + 0 (misc) BAB: +1 = +1 (Cavalier) + 0 (Oracle) CMB: +3 = +2 (STR) + 1 (BAB) CMD: 13 = 10 + 2 (STR) + 0 (DEX) + 1 (BAB) Fort: +5 = +2 (Cavalier) + 0 (Oracle) + 1 (luck) + 2 (CON) Reflex: +1 = +0 (Cavalier) + 0 (Oracle) + 1 (luck) + 0 (DEX) Will: +5 = +0 (Cavalier) + 2 (Oracle) + 1 (luck) + 2 (WILL) Speed: 20' Damage Reduction: none Spell Resistance: none Spell Failure: n/a[/sblock] [sblock=Weapon Stats] Falchion(melee): +4 = +1 (BAB) + 2 (STR) + 1 (MW)/ DMG = 2d4+3(S), CRIT 18-20x2 Dagger(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d4+2(S or P), CRIT 19-20x2 Dagger(range): +1 = +1 (BAB) + 0 (DEX)/ DMG = 1d4+2(S or P), CRIT 19-20x2[/sblock] [sblock=Racial Traits] [B]+2 to One Ability Score:[/B] (CHA) Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [B]Medium:[/B] Half-orcs are Medium creatures and have no bonuses or penalties due to their size. [B]Normal Speed:[/B] Half-orcs have a base speed of 30 feet. [B]Darkvision:[/B] Half-orcs can see in the dark up to 60 feet (see darkvision.) [B]Intimidating:[/B] Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. [B]Orc Blood:[/B] Half-orcs count as both humans and orcs for any effect related to race. [B]Sacred Tattoo:[/B] Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. [B]Chain Fighter:[/B] Some Half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait. [B]Languages:[/B] Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock] [sblock=Class Features] [B]Challenge(Ex):[/B] Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order. [B]Mount(Ex)[/B]: A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. [B]Order(Ex):[/B] At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benef its from his old order. He must then follow the edicts of his new order for one entire level without gaining any benef its from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference. The following orders represent the most common chosen by cavaliers. Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order. [U]Order of the Dragon [/U] Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies. [B]Edicts:[/B] The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt. [B]Challenge: [/B]Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. [B]Skills:[/B] An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). [B]Tactician(Ex):[/B] At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. [B]Spells:[/B] An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. [B]Mystery: [/B](Lore) Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels. [B]Revelations:[/B] At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. [I] Automatic Writing(Su):[/I] Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. [B]Oracle’s Curse(Ex):[/B] Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. [I]Haunted:[/I] Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known. [B]Orisons:[/B] Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.[/sblock] [sblock=Feats & Traits] 1st lvl- Combat Expertise Bonus- Coordinated Defense(teamwork) 3rd lvl- Traits: a) Adopted (human): Scholar of Ruins: You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you. b) Sacred Touch: As a standard action, you may automatically [URL="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable"]stabilize[/URL] a dying creature merely by touching it.[/sblock] [sblock=Skills] Skill Ranks: 10 = [04 (Cavalier) + 01 (INT) x 01 (LvL)] + [04 (Oracle) + 01 (INT) x 01 (LvL)] + 00 (misc) + 00 (Favored Class)] Max Ranks: 02 ACP: -4 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP -04 = Acrobatics +00 +00 +0 +00 -4 DEX +01 =()Appraise +01 +00 +0 +00 INT +03 =()Bluff +03 +00 +0 +00 CHA -02 =()Climb +02 +00 +0 +00 -4 STR +01 =()Craft:_____ +01 +00 +0 +00 INT +07 =()Diplomacy +03 +01 +3 +00 CHA +na = Disable Device^ +00 +00 +0 +00 -4 DEX +03 = Disguise +03 +00 +0 +00 CHA -04 = Escape Artist +00 +00 +0 +00 -4 DEX -04 = Fly +00 +00 +0 +00 -4 DEX +07 =()Handle Animal^ +03 +01 +3 +00 CHA +02 =()Heal +02 +00 +0 +00 WIS +09 =()Intimidate +03 +01 +3 +02 CHA +na =()Know:Arcana^ +01 +00 +0 +00 INT +06 =()Know:Dungeoneering^ +01 +01 +3 +01 INT +na =()Know:Engineering^ +01 +00 +0 +00 INT +06 =()Know:Geography^ +01 +01 +3 +01 INT +05 =()Know:History^ +01 +01 +3 +00 INT +na =()Know:Local^ +01 +00 +0 +00 INT +na =()Know:Nature^ +01 +00 +0 +00 INT +na =()Know:Nobility^ +01 +00 +0 +00 INT +na =()Know:Planes^ +01 +00 +0 +00 INT +na =()Know:Religion^ +01 +00 +0 +00 INT +na = Linguistics^ +01 +00 +0 +00 INT +02 =()Perception +02 +00 +0 +00 WIS +03 = Perform:_____ +03 +00 +0 +00 CHA +na =()Profession^:_____ +02 +00 +0 +00 WIS +05 =()Ride +00 +02 +3 +00 -0 DEX +02 =()Sense Motive +02 +00 +0 +00 WIS +na = Sleight of Hand^ +00 +00 +0 +00 -4 DEX +na =()Spellcraft^ +01 +00 +0 +00 INT -04 = Stealth +00 +00 +0 +00 -4 DEX +07 =()Survival +02 +02 +3 +00 WIS -02 =()Swim +02 +00 +0 +00 -4 STR +na = Use Magic Device^ +03 +00 +0 +00 CHA[/code][/sblock] [sblock=Spellcasting] Spells Known: Orisons - Create Water, Detect Magic, Resistance, Virtue, Mage Hand, Ghost Sound 1st LvL - Cure Light Wounds, Comprehend Languages, Endure Elements Spells Per Day: Orisons - Unlimited 1st LvL - 4[/sblock] [sblock=Equipment] [code] Item Cost Weight Hot weather outfit free 0lb Falchion, mw 375gp 8lb dagger 2gp 1lb scalemail, mw 200gp 30lb backpack 2gp 2lb waterskin 1gp 4lb rations(4 days) 2gp 4lb sunrods(2) 4gp 2lb bedroll 1sp 5lb flint&steel 1gp 0lb sack 1sp .5lb whetstone 2cp 1lb Total weight: 57.5 (light) Mount- Semie free --- saddle exotic riding 30gp 30lb saddlebags 4gp 8lb javelins(4) 4gp 8lb misc equipment varies - has what the group might need in a pinch Total weight: varies (medium when mounted)[/code]Treasure: 14gp, 8sp, cp Gems: 1x50gp [U]Carrying Capacity (Tregin):[/U] light- 0-66 medium- 67-133 heavy- 134-200 [U]Carrying Capacity (Semie):[/U] light- 0-300 medium- 301-600 heavy-601-900[/sblock] [sblock=Details] Size: Medium Gender: Male Age: 24 Height: 6'-1" Weight: 230lbs Hair Color: black Eye Color: hazel Skin Color: greyish [U][B]Appearance:[/B][/U] Tergin is not unusual for one of his kind. Greyish skin covered by scalemail, a porturding jaw with at least on tusk showing and a high browed forehead that has dark hair under his helm. The tattoos marking him as a Modan-Re are clear under each eye. The Tear of Sorrow under his left eye is small and darkened in. It was received the day he became a slave letting everyone know that he was someone's property. The Tear of Joy under his right eye is hollow and was given to him the day he was set free or won his freedom. It is said that most Modan-Re win there freedom by killing their former masters and are not men to hold lightly. [U][B]Demeanor: [/B][/U]jovial and forthwith makes Tregin not your most typical of half-orcs. When asked how he got so carefree and happy his face turns grim and he states simply that he never laughed his long years as a slave and is making up for lost time.[/sblock] [sblock=Background]Unknown to PCs at this time. [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: Oracle BAB: +0 to +0 Fort: +2 to +2 Ref: +0 to +0 Will: +0 to +2 Feat: none Class Features: Spells, Orisons, Mystery, Revelation, Curse HP: +8 = (1d8 - 2 = 6) + 2 [CON] + 13 (Old Total) = 21 (new total) Skill Ranks: +5 = +4 (Class) + 1 (INT) + 0 (misc) + 5 (Old Total) = 10 (new total) Skills: Survival, Ride, Diplomacy, Know(History), Know(Dungeoneering) Favored Class Bonus: n/a[/sblock] [/sblock] [/QUOTE]
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