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Pathfinder - Official.

Posted by EnygmaSoulFor group 0
EnygmaSoul
GM, 1 post
Just keeping track
Wed 8 Nov 2017
at 14:35
  • msg #1

Pathfinder - Official

Some Meaningful Text
Pathfinder Template
Mon 20 Nov 2017
at 21:12
  • msg #2

Pathfinder - Official

----------------------------------------------------------------------------
Basic Information

Character Name  :                          Height :
Player Name     :                          Weight :
Character Race  :                          Eyes   :
Alignment       :                          Hair   :
Deity           :                          Size   :
Total Level     :                          Speed  :
----------------------------------------------------------------------------
Character Class Information

Class and Level     :
Class and Level     :
Class and Level     :

Favored Class(es)   :
Favored Class Bonus : +1 hit point or +1 skill point
----------------------------------------------------------------------------
Ability Scores

Strength     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Dexterity    : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Constitution : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Intelligence : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Charisma     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc

Maximum Load  : 000 lbs.
Lift Overhead : 000 lbs.   (equal to Maximum Load)
Lift          : 000 lbs.   (equal to Maximum Load x2)
Drag or Push  : 000 lbs.   (equal to Maximum Load x5)
----------------------------------------------------------------------------
Combat Statistics

Hit Points        : 00
Base Attack (BAB) : +0
Initiative        : +0     0 Dex + 0 misc

Base Melee        : +0     0 BAB + 0 Str + 0 misc
Base Ranged       : +0     0 BAB + 0 Dex + 0 misc

Combat Maneuver   : +0          0 BAB + 0 Str + 0 misc          <- CMB
Maneuver Defense  : +10    10 + 0 BAB + 0 Str + 0 Dex + 0 misc  <- CMD

Armor Class       : 10     10 base + 0 armor + 0 shield + 0 Dex + 0 misc
Touch AC          : 10     10 base                      + 0 Dex + 0 misc
Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc
----------------------------------------------------------------------------
Saving Throws

Fortitude  : +0    0 base + 0 Con + 0 misc
Reflex     : +0    0 base + 0 Dex + 0 misc
Will       : +0    0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
----------------------------------------------------------------------------
Racial Abilities and Features

----------------------------------------------------------------------------
Class Abilities and Features

----------------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics         : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise           : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff              : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Climb              : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Craft:             : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Diplomacy          : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Disable Device ^   : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist      : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Fly                : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Handle Animal ^    : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Heal               : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Intimidate         : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Know: Arcana ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception         : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform:           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession: ^      : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Ride               : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive       : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^  : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^       : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth            : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Survival           : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim               : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +00    0 ranks + 0 Cha + 0 class + 0 misc

Languages : Common
----------------------------------------------------------------------------
Traits and Feats

Trait #1 :
Trait #2 :

Level 1 Feat :
----------------------------------------------------------------------------
Money and Equipment

Armor     :
Belt      :
Body      :
Chest     :
Eyes      :
Feet      :
Hands     :
Head      :
Headband  :
Neck      :
Ring #1   :
Ring #2   :
Shield    :
Shoulders :
Wrists    :

Weapon    :
Weapon    :

Other Equipment :

Money : 0 GP

----------------------------------------------------------------------------
Magic

Level 0     0 spells per day    0 bonus    DC 10 (10 + level + 0 ability)
   Known/Prepared:

Level 1     0 spells per day    0 bonus    DC 11 (10 + level + 0 ability)
   Known/Prepared:

Level 2     0 spells per day    0 bonus    DC 12 (10 + level + 0 ability)
   Known/Prepared:
----------------------------------------------------------------------------
Spellbook

Level 0 :
Level 1 :
Level 2 :
----------------------------------------------------------------------------
Background (from RTJ)

----------------------------------------------------------------------------

This message was last edited by the GM at 19:46, Wed 03 Oct 2018.
EnygmaSoul
GM, 5 posts
Just keeping track
Mon 27 Aug 2018
at 22:32
  • msg #3

Pathfinder - Official

---------------------------------------------------------------------------
 Basic Information

 Character Name  : Djanah                   Height :
 Player Name     : Enygma                   Weight :
 Character Race  : Lawbringer Aasimar       Eyes   :
 Alignment       : LE                       Hair   :
 Deity           : Achaekek                 Size   : Medium
 Total Level     : 20                       Speed  : 30'
 ----------------------------------------------------------------------------
 Character Class Information

 Class and Level     : Monk 2   (Sensei)
 Class and Level     : Medic 18 (Sanguinist)

 Favored Class(es)   : Medic
 Favored Class Bonus : +1 hit point or +1 skill point
 Hero Points         :
 ----------------------------------------------------------------------------
 Ability Scores

 Strength     : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Dexterity    : 16 (+3)     16 point buy + 0 racial + 0 level + 0 misc
 Constitution : 14 (+2)     12 point buy + 2 racial + 0 level + 0 misc
 Intelligence : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Wisdom       : 24 (+7)     17 point buy + 2 racial + 5 level + 0 misc
 Charisma     : 10 (+0)     00 point buy + 0 racial + 0 level + 0 misc

 Maximum Load  : 000 lbs.
 Lift Overhead : 000 lbs.   (equal to Maximum Load)
 Lift          : 000 lbs.   (equal to Maximum Load x2)
 Drag or Push  : 000 lbs.   (equal to Maximum Load x5)
 ----------------------------------------------------------------------------
 Combat Statistics

 Hit Points        : 143
 Base Attack (BAB) : +14/+9/+4
 Initiative        : +0     0 Dex + 0 misc

 Base Melee        : +0     14 BAB + 0 Str + 0 misc
 Base Ranged       : +0     14 BAB + 0 Dex + 0 misc

 Combat Maneuver   : +0     14 BAB + 0 Str + 0 misc               <- CMB
 Maneuver Defense  : +10    10 + 0 BAB + 0 Str + 0 Dex + 0 misc  <- CMD

 Armor Class       : 10     10 base + 0 armor + 0 shield + 3 Dex + 20 misc
 Touch AC          : 10     10 base                      + 3 Dex + 0 misc
 Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc
 ----------------------------------------------------------------------------
 Saving Throws

 Fortitude  : +21    14 base + 2 Con + 5 misc
 Reflex     : +17    9 base  + 3 Dex + 5 misc
 Will       : +29    14 base + 10 Wis + 5 misc

Conditional Bonuses and Penalties :
----------------------------------------------------------------------------
 Racial Abilities and Features
-- Ability Scores: +2 Dex, +2 Con
-- Outsider (Native)   Medium.  Speed 30ft.
-- Darkvision 60'
-- Acid Resist 5   Cold Resist 5   Electric Resist 5
-- +2 Intimidate, +2 Sense Motive
-- Lost Promise : gain the Tiefling's Maw or Claw trait (1d6 Bite)

----------------------------------------------------------------------------
 Class Abilities and Features
Monk
 -- (Monk 1) AC Bonus :
    gain +10 (WIS) to AC and CMD when unarmored and unencumbered.
 -- (Monk 1) Bonus Feat
 -- (Monk 1) Stunning Fist 6/day
    [Fort DC 30] or Stunned
 -- (Monk 1) Unarmed Strike

Medic
 -- (Medic 1) Medic's Training (Ex)
    1/rd, free: know the health of all allies (hp, conditions, etc)
    May also roll a Heal check to assess the health of enemies (DC 10+CR)
    Failure prevents assessment for one round.
 -- (Medic 1) Triage 8/encounter (Ex)
 -- (Sanguinist 1) Barefisted Syringe (Ex)
    Gain Improved Unarmed Strike and Greater Unarmed Strike as bonus feats.
    May freely choose between bludgeoning, piercing, or slashing with unarmed.
 -- (Sanguinist 1) Blood Transfusion (Su)
    Unarmed attacks deal +10 damage, and transfer 10 damage into the Blood Reserve.
 -- (Sanguinist 1) Blood Reserve (Su)
    the Blood Reserve has no maximum capacity, but points fade after 24 hours.
    When using Triage, the healing provided must be drawn from the current Blood Reserve.
    These may be used in any increment, chosen at the time of Triage.
 -- (Medic 2+) Medic's Expertise (Ex)
    2nd  : Combat Training
    4th  : Recovering Touch (Triage: fatigued, sickened, shaken, staggered)
    6th  : Imp. Rec Touch (Triage two conditions ; blind, deaf, exhausted,
                           frightened, nauseated, paralyzed, stunned)
    8th  : Combat Training
   10th  : Revitalizing Touch (Triage can remove up to 10 pts of ability damage)
   12th  : Invigorating Touch (Triage can Fast HEaling 10 for 1m)
   14th  : Agile Runner
   16th  : First Responder
   18th  : Regroup
 -- (Medic 2/6/11) Improved Treatment (Ex)
    Using the Heal Skill to Treat Deadly wounds does not require a healing kit.
    Up to 10 targets may recover up to [6 x Level] Health and 6 ability damage per score.
 -- (Sanguinist 3) Pain's Gain
    Gain a +4 untyped bonus to hit and damage with Unarmed Strikes and Natural Weapons
 -- (Sanguinist 4) Unnatural Vitality (Su)
    Immune to all Poisons and Diseases.
    When using either Triage or Blood Transfusion, may absorb Poisons or Diseases on the target.
    This cures the target of the Poison or Disease, and stores it in my Blood Reserve.
    I may have up to 10 poisons or diseases stored at once.
    Unlike Reserve Points, they do not fade after 24 hours.
    Later, w/ Triage or Blood Transfusion, may transfer a stored Poison/Disease to new target.
    They must Fortitude (DC 30) or suffer ability damage as if onset was Immediate.
 -- (Medic 5/10/15) Improved Triage (Ex)
    May apply up to 4 Medic Expertise modifiers to one use of Triage.
 -- (Medic 6/12/18) Guardian of Life 3/day (Su)
    May use one of my Immediate Reaction maneuvers on an ally within 30'
    Use ally for positioning and targeting.  Use me for modifiers.
 -- (Medic 9)  Resuscitation (Ex)
    Using Triage on allies who have died in the past 1 round restores them to life.
    Does not work vs death effects.
 -- (Medic 14) Improved Resuscitation (Su)
    1/week, SLA: Raise Dead
 -- (Medic 17) Greater Resuscitation (Su)
    1/month, SLA: True Ressurection
----------------------------------------------------------------------------
 Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.

CS? TRAINED ONLY             Ability Total  Ability   Ranks   Class    Misc
[ ] Disable Device             Dex    +0   =  +0        0       +0      +0
[ ] Knowledge [arcana]         Int    +0   =  +0        0       +0      +0
[ ] Knowledge [dungeoneering]  Int    +0   =  +0        0       +0      +0
[ ] Knowledge [local]          Int    +0   =  +0        0       +0      +0
[ ] Knowledge [nature]         Int    +0   =  +0        0       +0      +0
[ ] Knowledge [planes]         Int    +0   =  +0        0       +0      +0
[ ] Knowledge [religion]       Int    +0   =  +0        0       +0      +0
[ ] Spellcraft                 Int    +0   =  +0        0       +0      +0
[ ] Use Magic Device           Cha    +0   =  +0        0       +0      +0

CS? CAN USE UNTRAINED        Ability Total  Ability   Ranks   Class    Misc
[ ] Acrobatics                 Dex    +0   =  +0        0       +0      +0
[ ] Bluff                      Cha    +0   =  +0        0       +0      +0
[ ] Climb                      Str    +0   =  +0        0       +0      +0
[ ] Diplomacy                  Cha    +0   =  +0        0       +0      +0
[ ] Disguise                   Cha    +0   =  +0        0       +0      +0
[ ] Escape Artist              Dex    +0   =  +0        0       +0      +0
[ ] Fly                        Dex    +0   =  +0        0       +0      +0
[ ] Heal                       Wis    +0   =  +0        0       +0      +0
[ ] Intimidate                 Cha    +0   =  +0        0       +0      +0
[ ] Perception                 Wis    +0   =  +0        0       +0      +0
[ ] Ride                       Dex    +0   =  +0        0       +0      +0
[ ] Sense Motive               Wis    +0   =  +0        0       +0      +0
[ ] Stealth                    Dex    +0   =  +0        0       +0      +0
[ ] Survival                   Wis    +0   =  +0        0       +0      +0
[ ] Swim                       Str    +0   =  +0        0       +0      +0

CS? BACKGROUND SKILLS        Ability Total  Ability   Ranks   Class    Misc
[ ] Appraise                   Int    +0   =  +0        0       +0      +0
[ ] Artistry []                Int    +0   =  +0        0       +0      +0
[ ] Craft []                   Int    +0   =  +0        0       +0      +0
[ ] Handle Animal              Cha    +0   =  +0        0       +0      +0
[ ] Knowledge [engineering]    Int    +0   =  +0        0       +0      +0
[ ] Knowledge [geography]      Int    +0   =  +0        0       +0      +0
[ ] Knowledge [history]        Int    +0   =  +0        0       +0      +0
[ ] Knowledge [nobility]       Int    +0   =  +0        0       +0      +0
[ ] Linguistics                Int    +0   =  +0        0       +0      +0
[ ] Lore []                    Int    +0   =  +0        0       +0      +0
[ ] Perform []                 Cha    +0   =  +0        0       +0      +0
[ ] Profession []              Wis    +0   =  +0        0       +0      +0
[ ] Sleight of Hand            Dex    +0   =  +0        0       +0      +0


Languages : Common
 ----------------------------------------------------------------------------
 Traits and Feats

 Trait #1 :
 Trait #2 :

Level 1 Feat  : Angelic Blood                          https://tinyurl.com/y9rbc565
Level 1 Feat  : [Monk] Improved Unarmed Strike         https://tinyurl.com/y8vbmcbc
Level 1 Feat  : [Monk]
Level 3 Feat  : Broken Blade Style                     https://tinyurl.com/y8z2zjes
Level 4 Feat  : [Medic] Weaken the Prey                https://tinyurl.com/y9m9dvf8
Level 5 Feat  : Fuse Styles                            https://tinyurl.com/yap4ml7z
Level 5 Feat  : [Sanguinist] Greater Unarmed Strike    https://tinyurl.com/ybfmytq3
Level 7 Feat  : Broken Blade Crush                     https://tinyurl.com/y96kka9y
Level 9 Feat  : Discipline Focus : Broken Blade        https://tinyurl.com/ycyryadb
Level 10 Feat : [Medic] Bonus Combat Feat
Level 11 Feat : Angel Wings                            https://tinyurl.com/yah3gxgd
Level 13 Feat : Broken Blade Rythym                    https://tinyurl.com/yahf4qfk
Level 15 Feat :
Level 17 Feat :
Level 19 Feat :

 ----------------------------------------------------------------------------
 Money and Equipment

 Armor     :
 Belt      :
 Body      :
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    :
 Shoulders :
 Wrists    :

 Weapon    :
 Weapon    :

Other Equipment :

Money : 0 GP

----------------------------------------------------------------------------
 Martial Maneuvers
 Available Disciplines:
   Broken Blade, Golden Lion, Shattered Mirror, Steel Serpent, Tempest Gale
 Maneuvers Known   : 15
 Maneuvers Readied : 8
    Readied
      Boosts   : Night's Knife, Virulence
      Strikes  : Five-Fold Hydra Strike, Septenniel Seal, Storm of Iron Fists
      Counters : Counter Step, Flat Iron Riposte, Throw the Blade Down
 ----------------------------------------------------------------------------
- 1st  : [BB 2, Immediate Counter] Counter Step            https://tinyurl.com/y75h56r8
- 1st  : [SS 2, Immediate Counter] Fading Dodge            https://tinyurl.com/y9kremxf
- 1st  : [BB 3, Immediate Counter] Flat Iron Riposte       https://tinyurl.com/y9fppj68
- 1st  : [SS 4, Swift Boost] Night's Knife                 https://tinyurl.com/yd9ox7k2
- 1st  : [BB 9, Full Round Strike] Storm of Iron Fists     https://tinyurl.com/ycznfatx
- 1st  : [BB 1, Stance]  Pugilist Stance                   https://tinyurl.com/y8ou57aj
- 2nd  : [SM 1, Standard Strike]  Mimic's Gambit           https://tinyurl.com/ydfua7xx
- 2nd  : [SS 1, Stance]  Poisoner's Stance                 https://tinyurl.com/y9hv4j3o
- 3rd  : [GL 2, Standard Strike]  Distracting Strike       https://tinyurl.com/y79jk3nq
- 5th  : [SM 3, Standard Strike]  Fetch's Wrath            https://tinyurl.com/y874xwpv
- 5th  : [BB 3 Stance] Broken Blade Stance                 https://tinyurl.com/yd6x7q8f
- 7th  : [GL 3, Standard Strike]  Kill the Wounded         https://tinyurl.com/y94sh9tb
- 9th  : [BB 5, Immediate Counter]  Throw the Blade Down   https://tinyurl.com/ybtduyov
- 9th  : [SS 5, Stance]  Hooded Killer's Stance            https://tinyurl.com/yd65gybn
- 11th : [SM 5, Standard Strike]  Murderous Reflection     https://tinyurl.com/y9tct8tn
- 11th : [GL 6, Stance]  Golden General's Attitude         https://tinyurl.com/ybyynrmm
- 13th : [SS 6, Swift Boost]  Virulance                    https://tinyurl.com/y8z7u3mj
- 15th : [SM 9, Standard Strike]  Septenniel Seal          https://tinyurl.com/ya9x6d8t
- 15th : [BB 8, Stance]  Unbreakable Stride Stance         https://tinyurl.com/y7eg3f6e
- 17th : [SS 9, Standard Strike]  Five-Fold Hydra Sting    https://tinyurl.com/yc4yfujq
- 18th : [SM 8, Stance]  Unholy Mirror Stance              https://tinyurl.com/ybghzhee
Notes:
  Counter Step was added using Level 4 Retrain
  Fading Dodge was added using Level 6 Retrain
  Night's Knife was added using Level 8 Retrain
  Storm of Iron Fists was added using Level 16 Retrain
  Septenniel Seal was added using L18 Retrain
 ----------------------------------------------------------------------------
 Background (from RTJ)

----------------------------------------------------------------------------
EnygmaSoul
GM, 6 posts
Just keeping track
Tue 28 Aug 2018
at 03:52
EnygmaSoul
GM, 8 posts
Just keeping track
Wed 3 Oct 2018
at 19:46
  • msg #5

Pathfinder - Official

----------------------------------------------------------------------------
Basic Information

Character Name  : Zehra Kartal             Height :
Player Name     : EnygmaSoul               Weight :
Character Race  : Quetzalcoatl             Eyes   :
Alignment       :                          Hair   :
Deity           : Ouroboros                Size   : Medium
Total Level     : 1                        Speed  : 30'.  Fly 20' (Average).
----------------------------------------------------------------------------
Character Class Information

Class and Level     :  Divine Heretic Warpriest
Class and Level     :
Class and Level     :

Favored Class(es)   :
Favored Class Bonus :  +1 skill point
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Ability Scores

Strength     : 16 (+3)     14 point buy + 0 racial + 0 level + 2 misc
Dexterity    : 16 (+3)     14 point buy + 0 racial + 0 level + 0 misc
Constitution : 12 (+1)     10 point buy + 2 racial + 0 level + 0 misc
Intelligence : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
Charisma     : 16 (+3)     14 point buy + 2 racial + 0 level + 0 misc

Maximum Load  :  300 lbs.
Lift Overhead :  300 lbs.   (equal to Maximum Load)
Lift          :  600 lbs.   (equal to Maximum Load x2)
Drag or Push  : 1500 lbs.   (equal to Maximum Load x5)
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Combat Statistics

Hit Points        : 9/9
Base Attack (BAB) : +0
Initiative        : +3     3 Dex + 0 misc

Base Melee        : +3     0 BAB + 3 Str + 0 misc
Base Ranged       : +3     0 BAB + 3 Dex + 0 misc

Combat Maneuver   : +0          0 BAB + 3 Str + 0 misc          <- CMB
Maneuver Defense  : +10    16 + 0 BAB + 3 Str + 3 Dex + 0 misc  <- CMD

Armor Class       : 20     10 base + 5 armor + 0 shield + 3 Dex + 2 misc
Touch AC          : 13     10 base                      + 3 Dex + 0 misc
Flat-Footed AC    : 17     10 base + 5 armor + 0 shield         + 2 misc
----------------------------------------------------------------------------
Saving Throws

Fortitude  : +3    2 base + 1 Con + 0 misc
Reflex     : +3    0 base + 3 Dex + 0 misc
Will       : +5    2 base + 3 Cha + 0 misc

Conditional Bonuses and Penalties :
----------------------------------------------------------------------------
Racial Abilities and Features
-- Ability Scores : +2 Con, +2 Cha
-- Speed 30'    Fly Speed 20' (Average)
-- Medium size.
-- Polymer Feathers : +2 Natural Armor and Resist 5 (Fire)
-- Serpent Tail : Primary natural attack (1d8+3, Grab, Constrict 1d8) @ +3 melee
-- Doctrine of Expression : +2 to an artistic skill of choice.
-- Inspiring Artist : to be determined
----------------------------------------------------------------------------
Class Abilities and Features

-- Proficiency : Simple/Martial weapons.  Light/Medium/Heavy armor. Shields.
-- Casting
   Mid Caster (3/4 CL).  Charisma-based.
-- Domain Spheres (War and Life).  Full caster level for these spheres.
-- Focus Weapon (Ballistic Gauntlet)
-- Sacred Weapon (1d6)

----------------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics         : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[ ] Appraise           : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff              : +00    0 ranks + 0 Cha + 0 class + 0 misc
[c] Climb              : +00    0 ranks + 0 Str + 0 class + 0 misc - 6 armor
[c] Craft:             : +00    0 ranks + 0 Int + 0 class + 0 misc
[c] Diplomacy          : +07    1 ranks + 3 Cha + 3 class + 0 misc
[ ] Disable Device ^   : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[ ] Disguise           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist      : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[ ] Fly                : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[c] Handle Animal ^    : +00    0 ranks + 0 Cha + 0 class + 0 misc
[c] Heal               : +00    0 ranks + 0 Wis + 0 class + 0 misc
[c] Intimidate         : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Know: Arcana ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Engineer ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Religion ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^      : +01    1 ranks + 0 Int + 3 class + 0 misc
[ ] Perception         : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform:           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[c] Profession: ^      : +00    0 ranks + 0 Wis + 0 class + 0 misc
[c] Ride               : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[c] Sense Motive       : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^  : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[c] Spellcraft ^       : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth            : +00    0 ranks + 0 Dex + 0 class + 0 misc - 6 armor
[c] Survival           : +00    0 ranks + 0 Wis + 0 class + 0 misc
[c] Swim               : +00    0 ranks + 0 Str + 0 class + 0 misc - 6 armor
[ ] Use Magic Device ^ : +00    0 ranks + 0 Cha + 0 class + 0 misc

Languages : Rivian, Nehuatl
----------------------------------------------------------------------------
Traits and Feats

Trait #1 :  Force of Spirit (Faith).  When spending SP on totems, +2 rd duration.
Trait #2 :

Level 1 Feat : Weapon Proficiency: Ballistic Gauntlet
Level 1 Feat : (Warpriest Bonus) Weapon Focus: Ballistic Gauntlet
Level 1 Feat : (Divine Heretic Bonus) Steadfast Personality

Magical Talents
-- Casting   :  War: Blood Totem
-- Casting   :  War: Resilient Momentum
-- Level 1   :  (Divine Heretic Bonus) Sphere Access: War [Totem of War]
-- Level 1   :  (Divine Heretic Bonus) War: Totemic Aura

Drawbacks    :  War: Personal Conflict (May only create totems attached to creatures)

----------------------------------------------------------------------------
Money and Equipment

Armor     :  Powered Scale Mail
Belt      :
Body      :
Chest     :
Eyes      :
Feet      :
Hands     :
Head      :
Headband  :
Neck      :
Ring #1   :
Ring #2   :
Shield    :
Shoulders :
Wrists    :

Weapon    : Ballistic Gauntlet
           [2d4+3 B @ +4 melee, 19-20 (x3).  Followup 1d6 S @ +3 ranged, 20 (x3)]
Weapon    :

Other Equipment :

Money : 83 GP

----------------------------------------------------------------------------
Talent Descriptions

-- Sphere Access: War
  Grants access to Mandates, Momentum, Rallies, and Totems, and the Totem of War talent
-- Mandates
   As a Standard, declare two allies within Medium range (self counts). When one member of
   the pairing performs an action described in the Mandate power, the other recieves the
   Mandate's benefits.  Mandates last for Concentration or (1 SP) 1 min/lvl.
-- Momentum
   As a standard, using a Momentum talent grants a Momentum Pool of (level+cha) for 1 hr / lvl.
   During this time, any allies within 30' of you may spend Momentum to generate the
   effects of any Momentum Talents you know, deducing their cost from the pool.
-- Rally
   Rallies are Immediate actions that grant an action to an ally.  To target with a Rally
   the target must be within the range of a Totem or part of a Mandate with the caster.
-- Totems
   As a Standard, create a zone with a 50-ft (+5/2 lvls) radius that does not move.
   Targets within the radius are subject to the specific totem's listed effect.
   Totems last for Concentration or for (1 SP) 1 rd/level.

TOTEM TALENTS
-- Totem of War
   Allies within the radius of this totem gain a +2 bonus on all weapon damage rolls.
-- Blood Totem
   Allies within the radius of this totem reduce incoming damage by 1 and deal 1 damage to
   attackers.
-- Totemic Aura
   May anchor a totem on yourself or an ally who is adjacent, altering it to a
   30' radius that moves with the target.
-- Personal Conflict (drawback)
   May not create static Totem zones, only anchor them through Totemic Aura or Totemic Presence.

MOMENTUM TALENTS
-- Resilient Momentum
   Allies within range of a totem may spend 1 Momentum to reduce an incoming attack's damage by (Charisma = 3).

----------------------------------------------------------------------------
Background (from RTJ)

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This message was last edited by the GM at 10:34, Fri 05 Oct 2018.
EnygmaSoul
GM, 21 posts
Just keeping track
Fri 21 Feb 2020
at 02:23
  • msg #6

Pathfinder - Official


----------------------------------------------------------------------------
Name  : Lohri Nelview       | Race  : Halfling         | Height: x'x"
Player: Enygma              | Gender: female           | Weight: xxxlbs
Update:                     | Age   : 41               | Eyes  : xxx
Align : Neutral Good        | Size  : Small            | Hair  : xxx
Deity : xxxxx               | Speed : 20ft             | Hand  : xxx
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Scholar (Doctor)       9
STR   12      +1  |               |  Technician (M.Breaker) 9
DEX   22      +6  |               |
CON   14      +2  |               |
INT   22      +6  |               |
WIS   16      +3  |               |Total Level: 1         Extra Feats: 0
CHA   14      +2  |               |XP  :    xxxxx         Next:   xxxxxx
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :   62       62             | Init  :   +6  =  6  +
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex  Misc
Full    :   22  =  10 +     +     +  6  + 6
AC      :   22  =  10 +     +     +  6  + 6
Touch   :   22  =  10 + xxx + xxx +  6  + 6
FlatFoot:   22  =  10 +     +     + xxx + 6
----------------------------------------------------------------------------
SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +6    =  3  +  2  +     + 1
Ref  (Dex):   +13   =  6  +  6  +     + 1
Will (Wis):   +10   =  6  +  3  +     + 1

Conditional:  +2 vs Illusions
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc | Base    Total   Base   Dex   Misc
Melee :   +8  =  6   +  1  +  1   | Range :   +13 =   6  +  6  +  1
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr   Total  Base   Str   Dex  Misc
Mnvr   : +6  =  6  +  1  - 1      | Defense: 22  =  6  +  1  +  6  - 1
----------------------------------------------------------------------------

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |
Charge      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

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ABILITIES/FEATS
(Racial)
-- Ability Modifiers: +2 Dexterity, +2 Charisma, and –2 Strength.
-- Size             : Small (+1 AC, +1 attack, -1 CMB/CMD, +4 Stealth)
-- Type             : Humanoid (Halfling)
-- Base Speed       : 20 ft
-- Halfling Luck    : +1 racial bonus to all saves
-- Keen Senses      : +2 Perception
-- Practicality     : +2 Craft (Alchemy), +2 saves vs Illusions
-- Weapon Famil.    : Proficient with Slings.  "Halfling" weapons are Martial.

(Class Features - Scholar)
-- Combat Training (Proficient / Intelligence)
-- Problem Solver
   Gain 1 free combat talent from both the Alchemy and Scout spheres
-- Flashbangs (Ex)
   [Standard, Ranged Touch attack, range 120']
   Deal 1d8 b/p/s damage and force Fort DC 20 or be blind/deaf 1d4 rounds.
   If an enemy fails this save, regain Martial Focus
   You may add one [Explosive] effect from a Material Imposition by expending Martial Focus.
-- Inoculations (Ex)
   At start of day, designate up to 6 allies.  These allies are immune to all negative
   effects of your alchemical items and material impositions, including hp damage.
-- Medical Training (Ex), Advanced Medical Training (Ex), Expert Medical Training (Ex)
   May use Intelligence with the Heal skill.
   [Standard, use of Healer's Kit] target an ally with a DC 15 Heal check
   Heal the Ally for 3 hp + 3 hp per point above DC 15.
   OR
   Heal 1 ability damage + 1 ability damage per 5 points above DC 15.
   [Standard, 5 uses of Healer's Kit] target an ally with a DC 20 Heal check.
   Remove 1 of (Blind, Deaf, Paralyzed, Poisoned), +1 per 10 points above DC 20
   OR
   Heal 1 ability drain + 1 ability drain per 5 points above DC 20
   [Standard, 10 uses of a HEaler's Kit] target an ally with a DC 25 heal check
   Remove 1 of (confused, cursed, diseased - including magical), +1/10 pts above DC 25.
   Maximum 6 uses/day/person.
-- Revitalizing Compounds (Ex)
   When crafting an Alchemical Item, make a Heal check as if using Medical Training.
   When you or an Inoculated ally are within the area of the Alchemical Item effect,
   they regain hp as if subjected to that Medical Training result.
   Enemies suffer half-damage from this item, and gain a +2 to the save against it.
   This counts against your daily Medical Training limit/person.
-- Regenerative Mists (Ex)
   When using a Flashbang, expend martial focus to fill a 30' radius around the target
   with a fine mist. For 6 rounds, you and inoculated allies within the mist have
   Fast Healing 4.
   Ending your turn within the mist allows Immediate Action --> regain Martial Focus
   at any point before the start of your next turn.
-- Scholars Knack's (Ex)
   2nd: Expert Healing.  Gain +4 to Heal checks.
        When healing with Alchemicals or the Heal skill, excess healing is gained
        as temp hp by the target for 9 hours.
   4th: Academic Knowledge.
        Gain +4 to all Knowledge checks. May use Knowledge untrained.
        If an enemy has been Scouted, passing a Knowledge check to Identify it
        allows [move action] grant allies +2 CMB and save DCs for 1m against it.
   6th: Martial Study (Sniper)
        Treat BAB as = to level for Sniper sphere talents
   7th:
   8th:
-- Material Impositions
   5th: Ammonium Nitrate
        -- [Standard] Lower temperature in a 30' area for 10, preventing extreme heat
           effects and granting 9 Fire Resistance (stacks with existing).
        -- [Standard] Ranged Touch vs target within 30'.
           On failed Fort DC 20, frozen in a solid block of ice for 9 rounds.
           (paralyzed, but cannot be harmed until ice expires or is destroyed)
        -- [Explosive] Glacial Percussion: +4d6 cold damage.
           On failed Fort DC 20, stagger for 1d4 rounds.
           If already staggered, paralyze 1 rd.
   9th: Howling Herbology
        -- [Standard] 9d4 sonic (Ref half) to all creatures, undead, objects within 30'
        -- [Explosive] +9d6 sonic (Fort half). +2 to flashbang DC.

(Class Features - Technician)
-- Combat Training (Adept/Intelligence)
-- Trap Specialist
   Gain 1 free combat talent from the Trap sphere
-- Trapfinding
   Gain +4 to Perception for locating traps and Disable Device to disarm them.
   You may disarm magical traps.
-- Skeptic
   +4 bonus on Sense Motive checks
-- Experimentation (Ex)
   U.M.D. checks may be rerolled as either a Move action or by expending Martial Focus
-- Remove Magic (Ex)
   [1d4 rds, Disable Device check vs DC 11+caster level]
   May dispel magical effects by making a Melee Touch attack.
-- Gadget (Ex)
   Gadget Points: 10/day
   [Standard, or Move + Martial Focus]  choose one of:
   -- Improvised Tools.  1 use gets normal tools, 2 for masterwork.
   -- Constructed Weapons.  1 pt = an improvised weapon works as simple weapon for 1 min.
   -- Detonator. Explodes for 9d6 half fire|half b/p/s damage in a 5 ft radius at EoRound
      Ref (DC 20) for half. Other detonators going off simulatneously do 2d6 damage.
   -- Hook and Pulley. Ranged (20 ft increment) to pull unattended object to you OR
      make a ranged Drag/Trip/Disarm/Steal attempt after a Ranged Touch attack hits.
   -- Launcher. Throw an object with a 55 ft range increment.
      2 pts = throw a different gadget (such as a detonator) in this fashion.
-- Technical Insights
   2nd: Chemical Insight
        May modify Detonator gadgets with one of the following:
        -- Powerful (10 ft radius)
        -- Foam (15 ft radius) 9m duration, reveals invisible creatures.
           May choose to entangle (ref DC 20) instead of deal damage.
        -- Flare (50 ft radius) raises light level one step, to max normal for 9m.
           May choose to blind (fort dc 20) instead of deal damage
        -- Incendiary. Deals pure fire damage, ignites objects, Ref DC 20 or set aflame.
        -- Smoke (10 ft radius) Obscures sight beyond 5 ft for 9m
           Concealment (20% miss) within 5 ft, Full Conceal (50% miss) beyond that.
           May choose to Sicken 1d4+1 rds (Fort DC 20) instead of deal damage.
           If already sickened, Nauseated 1 rd.
        All damage replacement effects recur each round the target is in the area.
   4th: Medical Insight
        [Standard, 1 gadget point] heal a target for 3d8+9 OR
        Grants +2 alchemical to Str/Dex/Con for 9m
   5th: Steampower Insight
        Gain access to the following two new gadgets:
        -- Grapple Gun [1 gadget point]
        Fire at a surface within 45' to pull yourself to it, provoking AoO.
        For 2 gadget points, extend range to 190'
        -- Steam Release [1 gadget point]
        Fire a jet of steam in a 20' cone. Obscures all vision beyond 5 ft for 1 rd.
        Deals 4d6 fire (Ref Half). May be used underwater.
   6th: Mechanical Insight
        You may modify a Detonator gadget with one of the following trigger mechanisms
        Detonators with triggers remain in place and go inert if not triggered within 90m.
        -- Land Mine.
        Explodes when a creature enters square. Counts as a (snare) Trap talent.
        -- Remote Detonator
        May be triggered from within 190' as a Swift action
        -- Timed
        Lasts up to 9 hours instead of 90m. Explodes at time determined when set.
   8th: Professional Insight
        Gain +4 on all Craft and Profession checks
-- Inventions
   1st: Improved Crossbow
        -- Speed Loader
        Reloading is a free action.
        --
   7th:

FEATS
1st :
1st :
2nd :
3rd :
4th :
5th : Extra Technical Insight
6th :
7th : Extra Scholar's Knack
8th :
9th : Great Focus
---------------------------------------------------------------------------
Sphere      Talent
A      B

Martial Tradition: Chemical Warfare Specialist
[Equipment]  Unarmored Defense
[Alchemy  ]  Base Sphere (Formulae Package), Improved Fuse Grenade (formulae)
[Trap     ]  Base Sphere : Darts, Snares, Tripwire (snare)
[Alchemy  ]  Fuse Master

Class Bonus Talents:
[Alchemy  ]  Salve (formulae)
[Scout    ]  Base Sphere : Scout action
[Trap     ]  Trap Launcher

Adept Practitioner  (Levels 2, 3, 3, 4, 6, 6, 7, 8)
[Scout    ]  Uncanny Dodge
[Alchemy  ]  Panacea (formulae)
[Snipe    ]  Base Sphere : Deadly Shot +3d10 normal /+3d6 with touch/splash
[Trap     ]  Aimed Dart
[Trap     ]  Deadly Dart
[Trap     ]  Razor Wire
--
--

---------------------------------------------------------------------------
SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

                 Key     Total Ability     Class  Misc
                 Ability  Mod   Mod  Ranks Skill  Mod
Acrobatics          (Dex) +    =  6 +    +    +
*Athletics          (Str) +    =  1 +    +    +
*Appraise           (Int) +    =  6 +    +    +
*Bluff              (Cha) +2   =  2 +    +    +
*Craft: Alchemy     (Int) +24  =  6 + 9  + 3  + 6
*Craft: Traps       (Int) +22  =  6 + 9  + 3  + 4
*Diplomacy          (Cha) +2   =  2 +    +    +
*Disable Device^    (Dex) +18  =  6 + 9  + 3  +
*Disguise           (Cha) +    =  2 +    +    +
*Escape Artist      (Dex) +    =  6 +    +    +
Fly                 (Dex) +    =  6 +    +    +
*Handle Animal^     (Cha) +    =  2 +    +    +
*Heal               (Int) +22  =  6 + 9  + 3  + 4
*Intimidate         (Cha) +2   =  2 +    +    +
*Knowledge:Arcana^  (Int) +22  =  6 + 9  + 3  + 4
*Knowledge:Dung.^   (Int) +22  =  6 + 9  + 3  + 4
*Knowledge:Local^   (Int) +22  =  6 + 9  + 3  + 4
*Knowledge:Nature^  (Int) +22  =  6 + 9  + 3  + 4
*Knowledge:Planes^  (Int) +22  =  6 + 9  + 3  + 4
*Knowledge:Relig.^  (Int) +22  =  6 + 9  + 3  + 4
*Linguistics        (Int) +19  =  6 + 9  + 3  +
*Perception         (Wis) +17  =  3 + 9  + 3  + 2
*Perform:_____      (Cha) +    =  2 +    +    +
*Profession:Doctor ^(Wis) +19  =  3 + 9  + 3  + 4
Ride                (Dex) +    =  6 +    +    +
*Sense Motive       (Wis) +19  =  3 + 9  + 3  + 4
*Sleight of Hand^   (Dex) +    =  6 +    +    +
*Spellcraft^        (Int) +    =  6 +    +    +
*Stealth            (Dex) +22  =  6 + 9  + 3  + 4
*Survival           (Wis) +    =  3 +    +    +
*Use Magic Device^  (Cha) +    =  2 +    +    +
Wordcraft^          (Int) +    =  6 +    +    +
^Trained only
*Class Skills

Skill Points: (8+Int = 14) * (Level 9) = 126 ranks
108/126 spent

Free Ranks:
-- Craft (Alchemy) 9r from Alchemy sphere
-- Craft (Traps)   9r from Trap sphere
-- Stealth         9r from Scout sphere

Conditional:
+4 Perception vs traps.  +4 Disable Device vs traps.

Languages:
1. Common  2. Halfling  3. Dwarven  4. Elven  5. Gnome  6. Goblin
7. Draconic  8. Riedran  9. Celestial  10. Infernal  11.  Daan
12. Giant   13. Undercommon  14. Syranian  15. Quori
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MONEY:
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GEAR (Weight):



TOTAL WEIGHT:
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LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
          lb         lb           lb             lb            lb
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MAGIC ITEMS

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DESCRIPTION

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BACKGROUND


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This message was last edited by the GM at 19:14, Sat 22 Feb 2020.
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