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09:06, 26th April 2024 (GMT+0)

Mercy St Claire

Liniste's Character Sheet

Name       : Liniste Thulile   HP      : 34/34             Total HD:4
Nickname   : Lini              Height  : 6'2"              Deity : Three Sister
Race       : Human             Weight  : 120               Nonlethal Damage:
Gender     : Female            Age     : 20                Damage Reduction: -/-
Class(#)   : Bard (4)          Hair    : Red               Spell Resistance:
ECL        :                   Eyes    : Hazel             Current Total XP:
Alignment  : C/G               Handed  : Left              Next Level      :
Archetype  : Street performer  Build   : Average           Favored Class   :Bard
Size       : Med               Skin    : Fair w/freckles   Speed           :30'
Template(s):                   Hero Points:   

ABILITY SCORES

               Racial   Age   Level   Equip   Magic    Final    Temporary
        Base   Bonus    Mod   Bonus   Bonus   Bonus   Ability     Score

STR  :   10      +0     +0     +0      +0      +0      10/+0      --/+0
DEX  :   16      +0     +0     +0      +0      +0      16/+3      --/+0
CON  :   12      +1     +0     +0      +0      +0      12/+1      --/+0
INT  :   12      +2     +0     +0      +0      +0      14/+2      --/+0
WIS  :   12      +0     +0     +0      +0      +0      12/+1      --/+0
CHA  :   18      +0     +0     +1      +0      +0      19/+4      --/+0



COMBAT

Melee  Range  Armor  Flat-                Fort  Ref   Will  Bonus
 Atk    Atk   Class  Footed  Touch  Init  Save  Save  Save  Type


 +3     +6     16     13      13    +7    +2    +7    +5    TOTAL


 +3     +3     10     10      10    -     +1    +4    +4    Base
 +0     +3     +3     +3      +3    +3    +1    +3    +1    Ability

 +0     +0     +0     +0      +0    +0    +0    +0    +0    Alchemical
 -      -      +3     +3       -     -     -     -     -     Armor
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Circumstance
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Competence
 -      -      +0     +0      +0    -     -     -     -     Deflection
 -      -      +0     -       +0    -     -     -     -     Dodge
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Enhancement
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Insight
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Luck
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Morale
 -      -      +0     +0      -     -     -     -     -     Natural
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Profane
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Racial
 -      -      +0     +0      +0    -     +0    +0    +0    Resistance
 +0     +0     +0     +0      +0    +0    +0    +0    +0    Sacred
 -      -      +0     +0      -     -     -     -     -     Shield
 +0     +0     +0     +0      +0    -     -     -     -     Size
 +0     +0     +0     +0      +0    +4    +0    +0    +0    Trait
 +0     +0     +0     +0      +0    +0    +4    +4    +4    well versed 1
1.vs bardic performance, sonic, and language-dependent effects.

Combat Maneuvers

              Flat-   Bonus
 CMB    CMD   Footed  Type


 +3     16     13     TOTAL


 -      10     10     Base
 +3     +3     +3     Attack
 +0     +0     +0     Strength
 -      +3     -      Dexterity

 +0     +0     +0     Alchemical
 +0     +0     +0     Circumstance
 +0     +0     +0     Competence
 -      +0     +0     Deflection
 -      +0     -      Dodge
 +0     +0     +0     Enhancement
 +0     +0     +0     Insight
 +0     +0     +0     Luck
 +0     +0     +0     Morale
 +0     +0     +0     Profane
 +0     +0     +0     Racial
 +0     +0     +0     Sacred
 +0     +0     +0     Size
 +0     +0     +0     Trait
 +0     +0     +0     Untyped

Maneuver     Bonus  TOTAL  Notes

Bull rush     +0     +0
Dirty trick   +0     +0
Disarm        +0     +0
Drag          +0     +0
Grapple       +0     +0
Overrun       +0     +0
Reposition    +0     +0
Steal         +0     +0
Sunder        +0     +0
Trip          +0     +0

IMMUNITIES/RESISTANCES

WEAKNESSES

WEAPONRY

NAME  : Comp. shortbow  NAME  :
ATK   : +6              ATK   :
DMG   : 1d6             DMG   :
CRIT  : x3              CRIT  :
RANGE : 70"             RANGE :
SIZE  :                 SIZE  :
TYPE  : P               TYPE  :
AMMO  : Arrow x20       AMMO  :
NOTES :                 NOTES :

ARMOR                                  SHIELD

NAME          :Studded leather         NAME          :
TYPE          : Light                  TYPE          :
AC BONUS      : +3                     AC BONUS      :
MAX DEX       : +5                     CHECK PENALTY :
CHECK PENALTY : -1                     SPELL FAILURE :
SPELL FAILURE : 15%                    WEIGHT        :
SPEED         :                        PROPERTIES    :
WEIGHT        : 20lb
PROPERTIES    : Glamoured



LANGUAGES (Common + Int Bonus (2) Orc, Elven, Linguistic(4),Dwarf,Halfling,sign language,gnome.)



SKILLS

Max Ranks (HD)  : 6+[int mod] 2+ [human] 1=9 x4
Total Ranks     : 36
Fave Class Ranks: 4

                               Key
CL? TRAINED ONLY             Ability Total  Ability   Ranks   Class    Misc

[ ] Disable Device             Dex    +3   =  +3        0       +0      +0
[ ] Handle Animal              Cha    +4   =  +4        0       +0      +0
[c] Knowledge [arcana]         Int    +2   =  +2        0       +0      +0
[c] Knowledge [dungeoneering]  Int    +2   =  +2        0       +0      +0
[c] Knowledge [engineering]    Int    +2   =  +2        0       +0      +0
[c] Knowledge [geography]      Int    +6   =  +2        1       +3      +0
[c] Knowledge [history]        Int    +6   =  +2        1       +3      +0
[c] Knowledge [local]          Int    +8   =  +2        1       +3      +2
              [-music scene]   Int    +10  =  +2        1       +3      +4
[c] Knowledge [nature]         Int    +6   =  +2        1       +3      +0
[c] Knowledge [nobility]       Int    +6   =  +2        1       +3      +0
[c] Knowledge [planes]         Int    +2   =  +2        0       +0      +0
[c] Knowledge [religion]       Int    +5   =  +2        1       +3      +0
[c] Linguistics                Int    +12  =  +2        4       +3      +3
[c] Sleight of Hand            Dex    +11  =  +3        1       +3      +2
[c] Spellcraft                 Int    +6   =  +2        1       +3      +0
[c] Use Magic Device           Cha    +4   =  +4        0       +0      +0


                               Key
CL? CAN USE UNTRAINED        Ability Total  Ability   Ranks   Class    Misc

[c] Acrobatics                 Dex    +11  =  +0        0       +0      +0
[c] Appraise                   Int    +7   =  +2        2       +3      +0
[c] Bluff                      Cha    +10  =  +4        1       +3      +2
[c] Climb                      Str    +0   =  +0        0       +0      +0
[c] Craft []                   Int    +2   =  +2        0       +0      +0
[c] Craft []                   Int    +2   =  +2        0       +0      +0
[c] Diplomacy                  Cha    +11  =  +4        2       +3      +0
   - gather information        Cha    +13  =  +4        2       +3      +2
   -Influence crowds           Cha    +13  =  +4        2       +3      +2
[c] Disguise                   Cha    +6   =  +4        0       +0      +2
[c] Escape Artist              Dex    +7   =  +3        1       +3      +0
[ ] Fly                        Dex    +3   =  +3        0       +0      +0
[ ] Heal                       Wis    +1   =  +1        0       +0      +0
[c] Intimidate                 Cha    +4   =  +4        0       +0      +0
[c] Perception                 Wis    +7   =  +1        3       +3      +0
[c] Perform* [Dance]           Cha    +12  =  +4        4       +3      +1***
[c] Perform [Act ]             Cha    +11  =  +4        4       +3      +0
[c] Perform [Woodwind]         Cha    +13  =  +4        4       +3      +2**
[c] Perform []                 Cha    +0   =  +4        0       +0      +0
[c] Profession [entertainer]   Wis    +11  =  +4        4       +3      +0
[ ] Ride                       Dex    +0   =  +0        0       +0      +0
[c] Sense Motive               Wis    +8   =  +1        4       +3      +0
[ ] Stealth                    Dex    +4   =  +4        0       +0      +0
[ ] Survival                   Wis    +1   =  +1        0       +0      +0
[ ] Swim                       Str    +0   =  +0        0       +0      +0

*source Preform unchained With sufficient ranks in Perform, you earn the following.
5 Ranks: Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
** Aspiring bard *** masterwork Flute



RACIAL ABILITIES
Standard Racial Traits

    Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
    0 Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
    Base Speed: Humans have a base speed of 30 feet.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.




TRAITS
Aspiring Bard (Human):
Benefit: You gain a +1 trait bonus to one category of Perform checks [woodwind] and a +2 trait bonus to any Knowledge (local) checks that deal with the local music scene.

Gesture Expertise

You are adept at nonverbal communication.

Benefit(s) You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.




FLAWS

Attached
You have a strong emotional attachment to a person or object that you’re terrified of losing.

Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Dependent
You are dependent upon the acceptance of others.

Effect: Whenever you fail a Diplomacy check, you become shaken for 1 hour.






FEATS

LV         Name(Source)

Human      Fast Learner (Advance Race Guide): gain both +1 HP and +1 skill ranks
Flaw       Skill Focus (+3 bonus on one skill (+6 at 10 ranks).
Flaw       Toughness: You gain +3 hit points beyond 3, you gain an additional +1 hit point.
1st        Point-Blank Shot (Core): +1 bonus on attack/damage up to 30'
3rd        Precise Shot (Core): no penalty for shooting into melee




CLASS ABILITIES
Weapons and armor: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip.Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Spells:A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level.

The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier +4.

Streetwise
A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
This replaces bardic knowledge.

List of Bardic Performances:

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

This performance replaces inspire courage.

Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

This performance replaces inspire competence.


Suggestion (Sp)
: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.


Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Madcap Prank (Su): At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:

1—blinded,
2—dazzled,
3—deafened,
4—entangled,
5—fall prone,
6—nauseated.

Each effect lasts 1 round.

This performance replaces inspire greatness.


Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Slip through the Crowd (Su): At 15th level, a street performer’s disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.

This performance replaces inspire heroics.


Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Versatile Performance
: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).


Well Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Gladhanding: A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.

This ability replaces countersong.

Quick Change: At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.

This ability replaces lore master.


Streetwise
:A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

This replaces bardic knowledge.

Jack Of all Trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.




PRESTIGE CLASS ABILITIES



MAGIC

CL: 4; concentration +
Arcane Spell Failure = 0% (Armored Mage: ?)

                Base      Ability
Lvl    DC    Spell/Day    Bonus(+0)  Spells Per Day   Known
0      14        3      +    -     =       3            6
1      15        1      +    1     =       2           4+0

2      16        -      +    1     =       -           0+0
3      17        -      +    1     =       -           0+0
4      18        -      +    -     =       -           0+0
5      19        -      +    -     =       -           0+0
6      20        -      +    -     =       -           0+0
7      21        -      +    -     =       -           0+0
8      22        -      +    -     =       -           0+0
9      23        -      +    -     =       -           0+0
Epic   24        -      +    -     =       -           0+0

SPELLS

SPELLBOOK/SPELLS KNOWN

Cantrips/Orisons:
1. Dancing Lights: Creates torches or other lights
2. Lullaby: Makes subject drowsy (–5 on Perception checks, –2 on Will saves against sleep.)
3. Ghost Sound: Figment Sound
4. Know Direction: You discern north
5. Prestidigitation: preform minor tricks
6. Read Magic: Read Scrolls and Spellbooks

LV1:
1. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
2. Invigorate temporarily relieves fatigue or exhaustion.For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first immediately ends.
3.  Restful Sleep You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night's sleep. If a subject completes a full night's rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure.
4. Silent Image: Creates minor illusion of your design.effect: 4 10-ft. cubes + one 10-ft. cube/level (S)


LV2:

LV3:

LV4:

LV5:

LV6:

LV7:

LV8:

LV9:

EPIC:



MONEY

PP  :            TRADE SCRIP:
GP  : 1,798      TRADE BARS :
SP  :            GEMS       :
CP  :            OTHER      :

TRADE GOODS

CAPITAL

GOODS    :
INFLUENCE:
LABOR    :
MAGIC    :

CRAFTING POOL



EQUIPMENT

Carried
                                   Weight     Cost    Location

Glamoured Studded Leather            20bs  2,725gp    Armor
mw instrument flute                  3lbs    100gp    waist- (Belt)
composite shortbow                   2lb     375gp    Shoulders
Quiver(20 arrows)                    3lb       1gp    Waist -(Belt)
Backpack, mw                         4lbs      50gp   Back
Bedroll                              5lbs      1sp
Blanket winter                       3lbs      5sp
Flint and Steel                       --       1gp
MW instrument flute                  3lbs    100gp    Chest
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Eyes
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Feet
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Hands
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Head
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Headband
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Neck
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Ring
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Ring
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Shield
SAMPLE ITEM NAME                   XXXlbs    XXXgp    Wrist(s)
Lamp                                 1lbs      1sp    Wagon


TOTAL WEIGHT:24 lb
TOTAL COST :

Owned
Vesicle and type of Propulsion      Weight     Cost    Location

Horse light x2                      600lb     150gp   to be decided
Heavy Covered wagon                           600gp   to be decided


Cost covered 500 gp + heavy wagon 100g ;
hp 20
Traveler Capacity 6; Cargo Capacity 4
Limit none; Consumption 2
Special Benefit none
DESCRIPTION

A covered wagon gives travelers a comfortable if basic place to shelter, both during a caravan’s travels and when it stops for the night in the wild.

Huge Land vehicle
Squares 8 (10 ft. by 20 15 ft.; 5 10 feet high); Cost 100 gp
DEFENSE

AC 9; Hardness 5
hp 120 (59)
Base Save +2
OFFENSE

Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
Attack ram 2d8
CMB +2; CMD 12
DRIVE

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
LOAD

Decks 1
Cargo Up to 4,000 lbs..



Property and Land
                                   Value      Location

SAMPLE BUILDING/LOCATION NAME

Note:
-Backpack 15lb.,short bow, Quiver of arrows 3lb,Flute mw
- glamoured studded leather .



WEIGHT 63

Total Weight Carried:
Now carrying (load) :

Light Load      :
Medium Load     :
Heavy Load      :
Lift Over Head  :
Lift Off Ground :
Push Or Drag    :



APPEARANCE
link to another game



HISTORY / BACKGROUND
link to a message in another game


FAVORED CLASS BONUSES

LV  Bonus Assigned

1-4 Fast learner: gain both +1 hit point and +1 skill rank instead of choosing either one


EXPERIENCE

Award Amount    Location (Thread Name/Message #)

[/code]




Blank Business Sheet

[code]For your reference:
Downtime
Running a business
Promoting a business
Managers
Investment
Rooms/construction



BASICS

Business Name     :
SAMPLE NAME
Location of Venue : STREET/GEOGRAPHIC ADDRESS (GAME THREAD)
Classification    : CHOSEN FROM TABLE: INVESTMENT REWARDS
Check Modifier(s) : SKILL +X
GP Generation     : /day
Goods Yield       : /day
Influence Yield   : /day
Labor Yield       : /day
Magic Yield       : /day



BONUSES AND CONDITIONAL MODIFIERS

Source                      Modifier(s)

SAMPLE CONDITION            DETAILS/EXPLANATION (E.G., AUDITORIUM'S +2 ON PERFORM CHECKS)



UPKEEP

Leadership Modifier      : +X
Ongoing Cost(s)          : /day
Days Since Last Visit    : X
Capital Attrition Rate*  : X/Y
Business Attrition Rate* : X/Y
Ongoing Event(s)         : DESCRIPTION

*Remember to include any adjustments for managers, if applicable.



MANAGER

Name   :
PLEASE HYPERLINK NAME TO CHARACTER DESCRIPTION IF AVAILABLE
Wage   : XXXgp
Skills :



CURRENT INVESTMENTS

Investor                  Seed Money

SAMPLE CHARACTER NAME            XXXgp



VENUE

Total Construction Costs Invested :

Approximate Square Footage        :

Room                   GP Cost       Capital Cost           Augmentation(s)

SAMPLE ROOM                XXXgp     XXG, XXI, XXL, XXM     SAMPLE AUGMENTATION