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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