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20:05, 30th April 2024 (GMT+0)

Character Sheet

Posted by Vlad the StorytellerFor group 0
Vlad the Storyteller
GM, 1 post
Wed 28 Feb 2024
at 04:21
  • msg #1

Character Sheet

PATHFINDER Character Sheet
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Name  : Zarek               | Race  : Aasimar          | Height: 6'2"
Player: WxMan               | Gender: Male             | Weight: 180lbs
Update:                     | Age   : 20               | Eyes  : Brown
Align : CG                  | Size  : Medium           | Hair  : Brown
Deity : Tymora              | Speed : 40ft             | Hand  : Right
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       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  Bloodrager             1
STR   17      +3  |               |  Brawler                1
DEX   18      +4  |               |
CON   14      +2  |               |
INT   12      +1  |               |
WIS   14      +2  |               |Total Level: 1         Extra Feats: 6
CHA   16      +3  |               |XP  :    0             Next:   1300
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        Total   Current   Subdual |         Total   Dex   Misc
HP    :   15       15             | Init  :   +8  =  4  +   4
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          Total        Armr  Shld   Dex  Misc
Full    :   20  =  10 +  4  +     +  4  +  2
AC      :   20  =  10 +  4  +     +  4  +  2
Touch   :   15  =  10 +     +     +  4  +  1
FlatFoot:   15  =  10 +  4  +     +     +  1
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SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +4    =  2  +  2  +     +
Ref  (Dex):   +6    =  2  +  4  +     +
Will (Wis):   +3    =  0  +  2  +  1  +
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Base    Total   Base   Str   Misc | Base    Total   Base   Dex   Misc
Melee :   +4  =   1  +  3  +      | Range :   +5  =   1  +  4   +
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Combat  Total  Base  Str  Misc    | Mnvr   Total  Base   Str   Dex  Misc
Mnvr   : +4  =  1  +  3  +  0     | Defense: 18  =  1  +  3  +  4  +  10
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Weapon: Unarmed Strike         Weight: 0 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +4  | 1d6+3  |   20/x2 |   -   |   B    |
Charge      |Melee | +6  | 1d6+3  |   20/x2 |   -   |   B    |

Weapon: Nine Ring Broadsword         Weight: 4 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +4  | 1d8+3  |  20/x3 |   -   |   S   |    Monk
Charge      |Melee | +6  | 1d8+3  |  20/x3 |   -   |   S   |    Monk


Weapon: Composite Longbow         Weight: 4 lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +5  |  1d8   | 20/x3 |   110ft   |   P   |



Armor: Mwk Chain Shirt        Weight: 25 lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +4 |  +4  | -1 |  20%  | 40ft | None



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ABILITIES/FEATS
Brawlers Cunning: If Int is less than 13, treat as 13 for prerequisite for combat feats

Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. 4 times per day

Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: Home >Classes >Hybrid Classes >
Brawler
Contents [show]





Deadly even with nothing in her hands, a brawler eschews using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a brawler’s body is a powerful weapon.

Role: Brawlers are maneuverable and well suited for creating flanking situations or dealing with lightly armored enemies, as well as quickly adapting to a rapidly changing battlefield.

Alignment: Any.


Hit Die: d10.

Parent Classes: Fighter and monk.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The brawler’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Brawler
Level Base Attack Bonus Fort Save Ref Save Will Save Damage Special
1st +1 +2 +2 +0 1d6 Brawler’s cunning, martial flexibility, martial training, unarmed strike
2nd +2 +3 +3 +0 1d6 Bonus combat feat, brawler’s flurry (Two-Weapon Fighting)
3rd +3 +3 +3 +1 1d6 Maneuver training 1
4th +4 +4 +4 +1 1d8 AC bonus +1, knockout 1/day
5th +5 +4 +4 +1 1d8 Bonus combat feat, brawler’s strike (magic), close weapon mastery
6th +6/+1 +5 +5 +2 1d8 Martial flexibility (swift action)
7th +7/+2 +5 +5 +2 1d8 Maneuver training 2
8th +8/+3 +6 +6 +2 1d10 Bonus combat feat, brawler’s flurry (Improved Two-Weapon Fighting)
9th +9/+4 +6 +6 +3 1d10 AC Bonus +2, brawler’s strike (cold iron and silver)
10th +10/+5 +7 +7 +3 1d10 Martial flexibility (free action), knockout 2/day
11th +11/+6/+1 +7 +7 +3 1d10 Bonus combat feat, Maneuver training 3
12th +12/+7/+2 +8 +8 +4 2d6 Brawler’s strike (alignment), martial flexibility (immediate action)
13th +13/+8/+3 +8 +8 +4 2d6 AC bonus +3
14th +14/+9/+4 +9 +9 +4 2d6 Bonus combat feat
15th +15/+10/+5 +9 +9 +5 2d6 Brawler’s flurry (Greater Two-Weapon Fighting), Maneuver training 4
16th +16/+11/+6/+1 +10 +10 +5 2d8 Awesome blow, knockout 3/day
17th +17/+12/+7/+2 +10 +10 +5 2d8 Bonus combat feat, brawler’s strike (adamantine)
18th +18/+13/+8/+3 +11 +11 +6 2d8 AC bonus +4
19th +19/+14/+9/+4 +11 +11 +6 2d8 Maneuver training 5
20th +20/+15/+10/+5 +12 +12 +6 2d10 Bonus combat feat, improved awesome blow, martial flexibility (any number)
Class Features
The following are the class features of the brawler.

Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike:At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Controlled Bloodrage: When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.

Bloodline Elemental

Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Elemental Strikes(Fire): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.



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SPELLBOOK:

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SPELLS KNOWN/PREPARED:
0:
1:
2:
x:

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SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
1:  / DC xx
2:  / DC xx
x:  / DC xx

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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) +    =    +    +    +
Appraise           (Int) +    =    +    +    +
Bluff              (Cha) +    =    +    +    +
Climb              (Str) +    =    +    +    +
Craft:_____        (Int) +    =    +    +    +
Diplomacy          (Cha) +    =    +    +    +
Disable Device^    (Dex) +    =    +    +    +
Disguise           (Cha) +    =    +    +    +
Escape Artist      (Dex) +    =    +    +    +
Fly                (Dex) +    =    +    +    +
Handle Animal^     (Cha) +    =    +    +    +
Heal               (Wis) +    =    +    +    +
Intimidate         (Cha) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Linguistics        (Int) +    =    +    +    +
Perception         (Wis) +    =    +    +    +
Perform:_____      (Cha) +    =    +    +    +
Profession:_____^  (Wis) +    =    +    +    +
Ride               (Dex) +    =    +    +    +
Sense Motive       (Wis) +    =    +    +    +
Sleight of Hand^   (Dex) +    =    +    +    +
Spellcraft^        (Int) +    =    +    +    +
Stealth            (Dex) +    =    +    +    +
Survival           (Wis) +    =    +    +    +
Swim               (Str) +    =    +    +    +
Use Magic Device^  (Cha) +    =    +    +    +

^Trained only
Languages:Common, Celestial

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MONEY:  135GP
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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 06:43, Tue 12 Mar.
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