4
 5 ----- ----- : i: : - : i i : i ii . - i . i # ----- ----- : i: : - : i i : i ii . - i . i #  ----- ----- ----- ----- HANDS WRIST Bracers of Armor +2 38 Tiefling Traits (ARG 168)  Alternate Racial Traits: Fiendish S printer, Prehensile Tail, Claw, Scaled Skin (cold) • Native Outsider (ARG 169): Tieflings a re outsiders with the native subtype.  • Language s (ARG 169): Tieflings begin play speaking Common and CHEST HEAD Hand of Glory #N/A LIGHT L OAD MEDIUM LOAD HEAVY L OAD 75,000 Ar mor, S hi el d an d Sl ot ted It ems 2 RING (LEFT) 9th Level EYES RING (RIGHT) Ring of Protection +1 0 SP 0 CP 0 ENCUMBRANCE FEET SHOULDERS Cloak of Resistance +2 76 115  bonus on all attack rolls until the end of your turn. • Familiar (Ex) (UM 12): You gain a f amiliar.  • Spellstrike (Su) (UM 12): Whe never you cast a spe ll with a range of “touch” from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. MISC OVER HEAD LIFT OFF GROUND PUSH/ DRAG * Denotes bonuses or penalties already included in the calculations WEALTH [0 lbs] OVERLOADED 115 230 575 PP 0 GP  either Abyssal or Infernal.*  • Fie ndish Sprinter (ARG 169): You gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw action. • Claw (ARG 169): You gain two claws that each deal 1d4 points of damage. • Prehensile Tail (ARG 169): You have a long tail that can be used to grab or carry items. • Scaled Skin (cold) (ARG 169): You gain cold resistance 5* and a +1 to natural armor*. Traits  Arcane Accuracy (Ex) (UM 11): You can expend 1 point from your arcane pool (swift action) to grant you a +7 insight SLOTS EXPERIENCE / LEVEL BELT Belt of Incredible Dexterity +4 HEADBAND Headband of Vast Intelligence +4 Current XP 0 BODY NECK Amulet of Natural Armor +2  concentration check to cast defensively if you take the same penalty on all your attacks.  • Magus Arcana (UM 1 0): You have learned secrets to combine combat and magic: * Weight is modified by its location Tot al Weigh t Car rie d (in clu din g coi ns) 29  action, you can make all your attacks at a -2 and cast a spell. You can add your intelligence bonus to your attack and cast spells on the same round. As a full round • Spell Combat (Ex) (UM 10): If you have one hand free you can or vorpal.  burst, frost, icy burst, keen, shock, shocking burst, speed, the following weapon properties: dancing, flaming, flaming holding for 1 minute. These bonuses can be used to add any of this reservoir to give your weapon a +2 to one weapon you are energy. You get 11 points a day. You can expend 1 point from • Arcane Pool (Su) (UM 9): You gain a reservoir of arcane weapons: Scimitar weapons. Additionally you are proficient with the following • Weapon Proficiency: You are proficient with all Simple • Archetype(s): Kensai Class Features  language.  can communicate verbally as if they were using a common • Speak with Master (Ex) (Core 83): A familiar and the master emotions can be shared.  eyes. Because of the link’s limited nature, only general emphatically with the familiar, but cannot see through its • Empathic Link (Su) (Core 83): The master can communicate Alertness Feat  • Alertne ss (Ex) (Core 8 3): The familiar provides you with the 1 Wand of mirror image (50 charges) Backpack, masterwork 1 Benefits of Familiar 1 Wand of infernal healing (50 charges) Backpack, masterwork 1  checks*. 1 Wand of obscuring mist (50 charges) Backpack, masterwork 1  • Reactionary (APG 32 8): You gain a + 2 trait bonus to Initiative 1 Wand of bull's strength (50 charges) Backpack, masterwork 1  minutes instead of 1. 1 Wand of cat's grace (50 charges) Backpack, masterwork 1  grant a weapon an enhancement bonus, that bonus lasts for 2 1 Wand of magic missile (11 charges) Backpack, masterwork 1  addition, when you use your arcane pool class ability to 1 Wand of shield (39 charges) Backpack, masterwork 1  checks made to craft magic or masterwork weapons. In 1 Metamagic; Maximize lesser (Rod) Backpack, masterwork 5  • Bladed Magic (UCa 56): You gain a + 1 trait bonus on C raft 1 Potion of cure light (CL: 1) Backpack, masterwork 0 1 Artisians tools masterwork Backpack, masterwork 5 1 Alchemist’s lab, portable Familiar 1 Thieves' tools, masterwork Backpack, masterwork 2 1 Backpack, masterwork Carried 4 1 +2 Scimitar Carried 4 QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT SPECIAL PROPERTIES #N/A OTHER POSSESSIONS SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES #N/A PROTECTION ABILITIES ARMOR TYPE ARMOR BONUS MAX DEX BONUS YAPCG8.102

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  • 5-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #

    ----- CLASS ABILITIES -----

    ----- GENERAL FEATS -----

    HANDS WRIST Bracers of Armor +2 38

    Tiefling Traits (ARG 168)

    Alternate Racial Traits: Fiendish Sprinter, Prehensile Tail,

    Claw, Scaled Skin (cold)

    Native Outsider (ARG 169): Tieflings are outsiders with the

    native subtype.

    Languages (ARG 169): Tieflings begin play speaking Common and

    CHEST

    HEAD Hand of Glory #N/ALIGHT LOAD MEDIUM LOAD HEAVY LOAD

    75,000

    Armor, Shield and Slotted Items 2

    RING (LEFT) 9th Level

    EYES RING (RIGHT) Ring of Protection +1

    0 SP 0 CP 0

    ENCUMBRANCEFEET SHOULDERS Cloak of Resistance +2

    76 115

    bonus on all attack rolls until the end of your turn.

    Familiar (Ex) (UM 12): You gain a familiar.

    Spellstrike (Su) (UM 12): Whenever you cast a spell with a

    range of touch from the magus spell list, you can deliver

    the spell through any weapon you are wielding as part of a

    melee attack.MISC

    OVER HEAD LIFT OFF

    GROUND

    PUSH/ DRAG

    * Denotes bonuses or penalties already included in the calculations

    WEALTH [0 lbs]OVERLOADED

    115 230 575PP 0 GP

    either Abyssal or Infernal.*

    Fiendish Sprinter (ARG 169): You gain a 10-foot racial bonus

    to their speed when using the charge, run, or withdraw

    action.

    Claw (ARG 169): You gain two claws that each deal 1d4 points

    of damage.

    Prehensile Tail (ARG 169): You have a long tail that can be

    used to grab or carry items.

    Scaled Skin (cold) (ARG 169): You gain cold resistance 5* and

    a +1 to natural armor*.

    Traits

    Arcane Accuracy (Ex) (UM 11): You can expend 1 point from

    your arcane pool (swift action) to grant you a +7 insight

    SLOTS EXPERIENCE / LEVEL

    BELT Belt of Incredible Dexterity +4 HEADBAND Headband of Vast Intelligence +4Current XP 0

    BODY NECK Amulet of Natural Armor +2

    concentration check to cast defensively if you take the same

    penalty on all your attacks.

    Magus Arcana (UM 10): You have learned secrets to combine

    combat and magic:

    * Weight is modified by its location Total Weight Carried (including coins) 29

    action, you can make all your attacks at a -2 and cast a

    spell. You can add your intelligence bonus to your

    attack and cast spells on the same round. As a full round

    Spell Combat (Ex) (UM 10): If you have one hand free you can

    or vorpal.

    burst, frost, icy burst, keen, shock, shocking burst, speed,

    the following weapon properties: dancing, flaming, flaming

    holding for 1 minute. These bonuses can be used to add any of

    this reservoir to give your weapon a +2 to one weapon you are

    energy. You get 11 points a day. You can expend 1 point from

    Arcane Pool (Su) (UM 9): You gain a reservoir of arcane

    weapons: Scimitar

    weapons. Additionally you are proficient with the following

    Weapon Proficiency: You are proficient with all Simple

    Archetype(s): Kensai

    Class Features

    language.

    can communicate verbally as if they were using a common

    Speak with Master (Ex) (Core 83): A familiar and the master

    emotions can be shared.

    eyes. Because of the links limited nature, only general

    emphatically with the familiar, but cannot see through its

    Empathic Link (Su) (Core 83): The master can communicate

    Alertness Feat

    Alertness (Ex) (Core 83): The familiar provides you with the 1 Wand of mirror image (50 charges) Backpack, masterwork 1

    Benefits of Familiar1 Wand of infernal healing (50 charges) Backpack, masterwork 1

    checks*. 1 Wand of obscuring mist (50 charges) Backpack, masterwork 1

    Reactionary (APG 328): You gain a +2 trait bonus to Initiative 1 Wand of bull's strength (50 charges) Backpack, masterwork 1

    minutes instead of 1.1 Wand of cat's grace (50 charges) Backpack, masterwork 1

    grant a weapon an enhancement bonus, that bonus lasts for 2 1 Wand of magic missile (11 charges) Backpack, masterwork 1

    addition, when you use your arcane pool class ability to 1 Wand of shield (39 charges) Backpack, masterwork 1

    checks made to craft magic or masterwork weapons. In 1 Metamagic; Maximize lesser (Rod) Backpack, masterwork 5

    Bladed Magic (UCa 56): You gain a +1 trait bonus on Craft 1 Potion of cure light (CL: 1) Backpack, masterwork 0

    1 Artisians tools masterwork Backpack, masterwork 5

    1 Alchemists lab, portable Familiar

    1 Thieves' tools, masterwork Backpack, masterwork 2

    1 Backpack, masterwork Carried 4

    1 +2 Scimitar Carried 4QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT

    SPECIAL PROPERTIES

    #N/A

    OTHER POSSESSIONS

    SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE

    ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES

    #N/A

    PROTECTION ABILITIES

    ARMOR TYPE ARMOR BONUS MAX DEX BONUS

    YAPCG 8.102

  • 5#

    #

    Weapon Focus (Ex) (UC 55): You gained Weapon Focus with your

    chosen weapon as a bonus feat.

    Perfect Strike (Ex) (UC 55): When you hit with your chosen

    weapon, you can spend 1 point from your arcane pool in order

    to maximize your weapon damage. If you confirms a critical

    hit, you can instead spend 2 points to increase your weapons

    critical multiplier by 1.

    Fighter Training (Ex) (UC 55): You count as a level 5 fighter

    for the purpose of qualifying for feats

    Iaijutsu (Ex) (UC 55): You apply your Intelligence modifier as

    well as your Dexterity modifier on initiative rolls.* You may

    make attacks of opportunity when flat-footed, and may draw

    Feats

    ABILITIES (Cont)

    Improved Spell Combat (Ex) (UM 12): When using the spell

    combat ability, you receive a +2 circumstance bonus on

    concentration checks, in addition to any bonus granted by

    taking an additional penalty on the attack roll.

    Weapon Finesse (Core 136): With a light weapon, elven curve

    blade, rapier, whip, or spiked chain made for a creature of

    your size category, you may use your Dexterity modifier

    instead of your Strength modifier on attack rolls*. If you

    carry a shield, its armor check penalty applies to your

    attack rolls*.

    Weapon and Armor Proficiency (UC 55): You are proficient in

    simple weapons and in a single martial or exotic melee weapon

    of your choice. You are not proficient with armor or shields

    and suffers normal arcane spell failure chance when casting

    magus spells while armored.

    Diminished Spellcasting (UC 55): You may cast one fewer spell

    of each level than normal.*

    Canny Defense (Ex) (UC 55): You add +7 intelligence bonus to

    your Dexterity bonus to Armor Class.*

    your favored weapon as a free action as part of taking an

    spells/day

    points/day

    charges

    charges

    charges

    charges

    charges

    charges

    charges

    CLASS ABILITIES/MAGIC ITEMS

    Arcane Pool (Su)

    shield

    magic missile

    cat's grace (+10)

    bull's strength (+10)

    obscuring mist (+10)

    infernal healing (+10)

    mirror image (+10)

    Rod: Metamagic; Maximize lesser (Rod)

    Handwritten Notes

    YAPCG 8.102

    +4.*

    Amulet of Natural Armor +2 (Core 500): This amulet toughens

    your body and flesh giving you a +2 enhancement bonus to your

    natural armor

    Ring of Protection +1 (Core 481): This ring provides a +1

    deflection bonus*

    Cloak of Resistance +2 (Core 507): Gives a +2 resistance bonus

    to all saves*.

    Bracers of Armor +2 (Core 504): Grants you a +2 Armor bonus

    Metamagic; Maximize lesser (Rod) (Core 485): The wielder can

    cast up to three spells per day of 3rd level or lower that * Denotes bonuses or penalties already included in the calculations

    Dervish Dance (ISC 286): When wielding a scimitar with one

    hand, you can use your Dexterity modifier instead of your

    Strength modifier on melee attack and damage rolls.

    Improved Familiar (Core 127): You can choose from additional

    familiars

    Dodge (Core 122): You gain a +1 dodge bonus to your AC.*

    Craft Wands (Core 120): You can create magic wands

    Alertness (Core 117): You get a +2 bonus on all Perception and

    Sense Motive skill checks. Increases to +4 if you have 10 or

    more ranks.*

    Weapon Focus (Scimitar) (Core 136): You gain a +1 bonus on all

    attack rolls you make with this weapon.*

    Magic Items

    Belt of Incredible Dexterity +4 (Core 502): You receive a +4

    enhancement bonus to dexterity*

    Headband of Vast Intelligence +4 (Core 517): The headband

    grants the wearer an enhancement bonus to Intelligence of

    attack of opportunity.

  • Player Name Character Name

    CRITICAL

    #N/A #N/A

    #N/A #N/A #N/A

    Weapon 10

    CRITICAL

    #N/A #N/ATYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    TYPE

    SPECIAL PROPERTIES

    RANGE AMMUNITION

    Weapon 7 ATTACK BONUS CRITICAL#N/A

    #N/A #N/A #N/A

    ATTACK BONUS CRITICAL

    #N/A #N/ATYPE RANGE AMMUNITION DAMAGE

    #N/ATYPE RANGE AMMUNITION DAMAGE

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    Portrait

    Additional Notes

    Weapon 6 ATTACK BONUS CRITICAL#N/A #N/A

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    #N/A #N/A

    DAMAGE

    #N/A

    #N/A

    Weapon 8

    #N/A #N/A

    #N/A

    #N/A #N/A

    TYPE RANGE AMMUNITION DAMAGE

    RANGE AMMUNITION DAMAGE

    #N/A#N/A

    #N/A

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    Weapon 9 ATTACK BONUS

    Weapon 5 ATTACK BONUS CRITICAL

    #N/A

    ATTACK BONUS CRITICAL

    ATTACK BONUS

    #N/A #N/A

    Weapon 12 ATTACK BONUS CRITICAL

    Weapon 11

    TYPE

    YAPCG 8.102

  • 5#

    #

    ABILITIES (Cont) ABILITIES (Cont)

    are maximized as though using the Maximize Spell feat.

    * Denotes bonuses or penalties already included in the calculations

    YAPCG 8.102