Xumbara Kainjuzo Jackson
CHARACTER OVERVIEW
Character: NAMEOFCHARACTER
Race/Class: RACENAME CLASSNAME (ARCHETYPENAME) LEVEL
Size/Types: ALIGNMENT SIZE TYPE (SUBTYPE) w/ #-foot reach
Description: #'##" ### lbs. Adult M/F w/ Short/Long COLOR hair, COLOR skin, & COLOR eyes
Languages: LANGUAGE, LANGUAGE
Senses: Perception +#, Insight +#, Darkvision, etc.
Speed: Initiative +#, Land ## ft.
Health: ##/##; List of damage types accumulated here
Manna: ##/##
ATTRIBUTES
STRength: ## (+#) = ## base +# class
CONstitution: ## (+#) = ## base
DEXterity: ## (+#) = ## base +# race +# class
INTelligence: ## (+#) = ## base
WISdom: ## (+#) = ## base -# race +# class
CHArisma: ## (+#) = ## base +# race
DEFENSES
Armor DC: ## = 10 + (save) = +# MOD +# CLAS +# CIRC +# COMP +# INNA +# ITEM
Fortitude DC: ## = 10 + (save) = +# CON +# CLAS +# CIRC +# COMP +# INNA +# ITEM
Maneuver DC: ## = 10 + (save) = +# STR +# CLAS +# CIRC +# COMP +# INNA +# ITEM
Reflex DC: ## = 10 + (save) = +# DEX +# CLAS +# CIRC +# COMP +# INNA +# ITEM
Will DC: ## = 10 + (save) = +# WIS +# CLAS +# CIRC +# COMP +# INNA +# ITEM
ATTACKS
Proficiency: List the weapons & attacks that you get your +3 class bonus to.
Dagger: +3 vs. AC or Reflex (1d4+1 slashing, melee, crit 19/x2
Dagger throw: +5 vs. AC or Reflex (1d4+1 piercing, 10 ft, crit 19/x2
Magic Missile 1: +6 vs. AC or Reflex (2d4 bludgeoning, ghost touch, 25 ft, crit 20/x2
MW C Shortbow: +6 vs. AC or Reflex (1d6+1 piercing, 70 ft, crit 20/x3
Shortsword: +3 vs. AC or Reflex (1d6+1 piercing, melee, crit 19/x2
SKILLS
Acrobatics: + # = +# Dex +# rank +# class
Arcana: + # = +# Int
Athletics: + # = +# Str
Brawn: + # = +# Str
Craft:___________: + # = +# Int
Deception: + # = +# Cha
Diplomacy: + # = +# Cha
Finesse: + # = +# Dex
Initiative: + # = +# Dex
Insight: + # = +# Wis
Intimidation: + # = +0 Cha +# rank +# class
Linguistics: + # = +# Int
Lore:____________: + # = +# Int
Medicine: + # = +# Wis
Nature: + # = +# Wis
Occultism: + # = +# Int
Perception: + # = +# Wis +# rank +# class
Perf:____________: + # = +# Cha
Prof:____________: + # = +# Wis
Religion: + # = +# Int
Society: + # = +# Int +# rank
Stealth: + # = +# Dex +# rank +# class +# racial
Survival: + # = +# Wis
*Background skill
Skeleton Key: When used to pick a lock +10 to disable device using its
own bonus of +10, not adding to your own. No retries or taking 10.
SPELLS 0th 1st 2nd 3rd 4th 5th 6th
Known: 6 4
Class: AW 3
Bonus: 1 1 1
Total Daily: AW 4
Arcane Pool: 4/4 left (Spiderhawk Arcane Pool)(bane, ghost touch, glammered)
0th-arcane mark, detect magic, ghost sound, mage hand, prestidigitation, read magic
1st-dancing darkness, featherfall, vanish, windy escape
2nd-
3rd-
4th-
5th-
6th-
RACIAL TRAITS
- Abilities: +2 Dexterity, +2 Charisma, and 2 Wisdom
- Type: Medium Outsider (Native)
- Speed: 30 feet
- Shadow Blending (Su): In dim light attacks get 50% miss chance vs. you.
- Shadowy Resistance: Cold resistance 5, Electricity resistance 5
- World Walker: +2 racial bonus to Stealth, +1 racial bonus to Nature & Society
- Spell-Like Abilities (Sp): 1/day--disguise self (humanoid form)
- 9th HD (Sp): 1/day--shadow walk (self only)
- 13th HD (Sp): 1/day--plane shift (self, Shadow, & Material Plane only)
- Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
- Low-Light Vision: Fetchlings can see x2 as far as humans in dim light.
FEATS & TRAITS
- 1st trait: Resilient (Combat) +1 fortitude
- 2nd trait: Outlander: Exile (Regional) +2 initiative
- 3rd trait: Unnatural Presence (Faith) intimidate animals and vermin
- 1st level feat: Dodge (Combat)
- 3rd level feat: Eschew Materials
CLASS FEATURES
- Favored Class (Magus): +1 skill rank every level
- 1st level: Arcane pool, cantrips, spell combat
- 2nd level: Spellstrike
- 3rd level: Spiderhawk Arcana (Evasion)
EQUIPMENT
+1 Cloak of Resistance: 1,000 gp, 1 lb., +1 saving throws
Dagger: 2 gp, 1 lb.
Handy Haversack Bag: 2,000 gp, 5 lbs., holds 80 lbs. of stuff
-Infiltration Kit: 140 gp; 15 lbs., 4 caltrops, chalk, disguise kit, ear trumpet,
fake footprint shoes, skeleton key, wrist sheath.
-Forger's Kit: 200 gp; 6 lbs., +2 to checks made to create forgeries
-MW Thieves Tools: 100 gp; 2 lbs.; +2 circumstance disable device checks
-MW Survivor's Kit: 50 gp, 5 lbs., +2 circumstance Survival to subsist
MW Backpack: 50 gp, 4 lbs., +1 Str for purposes of carrying capacity
MW Spider-silk bodysuit: 1,000 gp, 4 lbs., drow weapon familiarity = +2 max dex
Pouch belt: 1 gp, 0.5 lb.
-Air Crystals: 50 gp, -lb.
-Coin Purse: 13 gp, 9 sp, 10 cp
-Potion (Goodberry): 50 gp, -lb., 2d4 berries each healing 1 hp
-Vials x2: 1 gp x2, -lb.,
Quiver: 6 lbs., see below
-20 arrows: 1 gp,
-12 thistle arrows: 12 gp
-4 lodestone arrows: 40 gp
-20 barbed arrows: 2 gp
Shortbow: 30 gp, 2 lbs., 60 ft., 1d6 piercing, 20/x3
Shortsword: 10 gp, 2 lbs., 1d6 piercing, 19/x2
Cash (see Coin Purse): 14.00
TOTAL WEIGHT: 20.5 lbs. (light)
Light 33, Medium 66, Heavy 100, Lift 200, Push/Drag 500
ASSETS (kept at safe location)
Shadowbash (Combat trained heavy crazy horse): 425 gp,
-Bit and bridle: 2 gp 1 lb.
-Military Saddle: 20 gp 30 lbs.
Banked: 3.00 gp