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13:39, 28th April 2024 (GMT+0)

Talash Silvauntree

PC Name: Talash Silvauntree            Gender : Male      HD : 6d10
Player Name:Hotshot                    Height : 5’10”
Race:Human                             Weight : 120       HP : 49/49
Class: Rogue/fighter                   Age : 120         current/Normal
Level: 6                               Hair : Blue
Align: NE                              Eyes : Gold   XP :
Deity: Vol                             Speed : 30ft  Next Level :
Size : Medium
Current DM :

SHEET UPDATED :

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ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 13     --     --     --      13 / +1
DEX : 18     +2     --     --      20 / +5
CON : 14     -2     --     --      12 / +1
INT : 16     --     --     --      16 / +3
WIS : 12     --     --     --      12 / +1
CHA : 16     --     --     --      16 / +3

+1 Ability Increase every 4th level is added to Base number.

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COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            21                    MELEE          RANGED
AC when Flat-Footed   16                    Total: 7/2     Total: 11/6
AC vs Touch Attack    15                    Base:  6/1     Base:  6/1
Base:                 10                    STR:   1       DEX:   5
Armor:                06                    Misc:  --      Misc:  --
Dexterity:            05                        INITIATIVE
Size:                 00                        Total:  05
Magic:                --                        DEX:    05
Misc.:                --                        Misc.:  --

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SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +6  =   5  +    1    +   0   +   0
Reflex     : +10 =   5  +    5    +   0   +   0
Will       : +3  =   2  +    1    +   0   +   0

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RACIAL TRAITS
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing


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FEATS
Level 1
WEAPON FINESSE
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.

Level 1 (Bonus)
TWO-WEAPON FIGHTING
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Level 2 (Bonus)
WEAPON FOCUS [Thinblade]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
 Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Level 3
IMPROVED TWO-WEAPON FIGHTING
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.



Level 4 (Bonus)
WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
 Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.

Level 6
Dual Strike
You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.
Prerequisites: Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Both attacks use the same attack roll to determine success, using the worse of the weapons’ attack modifiers. If you are using a one-handed or light weapon in your primary hand and a light weapon in your off hand, you take a -4 penalty on this attack roll; otherwise you take a -10 penalty. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.
Special: When you make this attack, you apply precision-based damage (such as from sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage, your off-hand weapon deals regular damage. A fighter may select Dual Strike as one of her fighter bonus feats.


Level 6 (Bonus)
IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

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TRAITS                                         From Unearthed Arcana -- Optional

Polite (+1 on Diplomacy, -2 on Intimidate)
Honest (+1 on Diplomacy, -1 on Bluff and Sense Motive; no chaotic-evils)
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CLASS ABILITIES                                  Indicate current abilities only

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.




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PRESTIGE CLASS ABILITIES




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LANGUAGES

Common
Racial: Elven
Bonus:  Orc
Bonus:  Goblin
Bonus:  Giant
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SKILLS                          Fill in skills you have ranks in AND skills that
                                can be used untrained.  Mod is the final score, Rnk
Skill Point Total:              is the number of ranks attained in the skill, Abl
Max Class ranks:                is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:          miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
Mod = Rnk Abl Msc  |  Skills: 99 points         Ability       Unt
      +3  =  0  +3  +0   |  Appraise                    (INT)       Yes
      +3  =  0  +5  +0!  |  Balance                     (DEX)       Yes
      +12 =  9  +3  +0   |  Bluff                       (CHA)       Yes
      +10 =  9  +1  +0!  |  Climb                       (STR)       Yes
      +12 =  9  +3  +0   |  Decipher Script             (INT)       No
      +16 =  9  +3  +4   |  Diplomacy                   (CHA)       Yes
      +12 =  9  +3  +0   |  Disable Device              (INT)       No
      +3  =  0  +3  +0   |  Disguise                    (CHA)       Yes
      +5  =  0  +5  +0!  |  Escape Artist               (DEX)       Yes
      +?  =  0  +?  +0   |  Forgery                     (INT)       Yes
      +3  =  0  +3  +0   |  Gather Information          (CHA)       Yes
      +1  =  0  +1  +0   |  Heal                        (WIS)       Yes
      +19 =  9  +5  +5!  |  Hide                        (DEX)       Yes
      +5  =  0  +3  +2   |  Intimidate                  (CHA)       Yes
      +1  =  0  +1  +0!  |  Jump                        (STR)       Yes
      +7  =  4  +1  +2   |  Listen                      (WIS)       Yes
      +19 =  9  +5  +5!  |  Move Silently               (DEX)       Yes
      +14 =  9  +5  +0   |  Open Lock                   (DEX)       No
      +3  =  0  +3  +0   |  *Perform:                   (CHA)       Yes
      +5  =  0  +5  +0   |  Ride                        (DEX)       Yes
      +12 =  9  +1  +2   |  Search                      (INT)       Yes
      +5  =  5  +1  +0   |  Sense Motive                (WIS)       Yes
      +12 =  5  +5  +2!  |  Sleight of Hand             (DEX)       No
      +8  =  5  +1  +2   |  Spot                        (WIS)       Yes
      +1  =  0  +1  +0   |  Survial                     (WIS)       Yes
      +1  =  0  +1  +0!  |  Swim                        (STR)       Yes
      +13 =  8  +5  +0!  |  Tumble                      (DEX)       No
      +5  =  0  +5  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

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WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME : +1 Thinblade NAME : Comp Longbow +1 (Mwk) NAME:+1 Thinblade
ATT  : 13/8         ATT  : 11/6                  ATT : 11/6
DMG  : 1D8+1        DMG  : 1d8+1                 DMG : 1D8+1
CRIT : 18-20x2      CRIT : 20x3                  CRIT: 18-20x2
RNG  : melee        RNG  : 110ft                 RNG : melee
WGHT :              WGHT : 3lbs                  WGHT:
TYPE : Piercing     TYPE : piercing              TYPE: Piercing
SIZE : medium       SIZE : medium                SIZE: medium
COST : 2000         COST : 510                   COST: 2000

GRAPPLE BONUS: BAB 06 + STR 01 + SIZE 00 = 7

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PROTECTION

ARMOR
NAME : +2 Mithril Chain shirt
TYPE : Light
AC BONUS : 6
MAX DEX  : 6
CHECK PENALTY : 0
SPEED: 30ft
WGHT : 10lbs
PROPERTIES: +2 enhancement bonus
COST: 5100

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EQUIPMENT

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:

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MAGIC ITEMS      List items weights, costs, location, number of charges

Cloak of Elven kind
Boots of Elven Kind


TREASURE                                                      List where carried

PP:
GP:
SP:
CP:

MISC.:

GEMS:

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HISTORY / BACKGROUND







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MOTIVATIONS & GOALS






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PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Things the DM can incorporate into adventures and rumors.





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PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due to
sickness, vacations, acts of god.  This way the DM won't inadvertantly have your
PC do something he/she would not normally do.