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Character Sheets Empty Character Sheets

Post by Game Master Fri Jul 04, 2014 8:14 pm

Character Sheet
(Name)
(Level) (Race) (Class)
(Alignment)



Description
Age: (The age of your character)
Gender: (The gender of your character)
Features: (Distinctive looks of your character)
Height/Weight/Size: (How tall your character is in inches and how much your character weighs in pounds/The Size Class of your character)



Ability Scores
Strength: (Base Score/Racial Modifier/Additional Modifiers/Total)
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:



Statistics
Hit Points: (Hit Points Left/Hit Points Total)
Initiative: (Total)
Action Points: (Total)
Base Speed: (Total)
Armor Class: (Base Score/Armor/Modifiers/Total)
Touch Armor Class: (Total/Flat-Footed)
Attack Bonus: (Total Melee/Total Ranged)
Combat Maneuver: (CMB/CMD)
Save Bonus: (Fortitude/Reflex/Will)
Carrying Capacity: (Light Load/Medium Load/Heavy Load/Lift Over Head/Lift Off Ground/Push or Drag)
Languages: (List the languages your character can speak)
Experience Points: (Experience points earned/Experience points needed until you level up)

Spells
(List all spells)

Special Abilities
(List all special Abilities)

Feats
(List all Feats)

Traits
(List all Traits)

Skills
Acrobatics: (Rank/Ability Score Modifiers/Additional Modifiers/Total)
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
K (Arcana):
K (Dungeoneering):
K (Engineering):
K (Geography):
K (History):
K (Local):
K (Nature):
K (Nobility):
K (Planes):
K (Religion):
Linguistics:
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:

Equipment
(List all equipment)

Biography: (Tell us your character's back story.  This is also where you can provide a picture or theme in a spoiler tag if necessary - but they cannot replace any other areas of the character sheet.)

Game Master
Admin

Posts : 348
Join date : 2011-11-08
Age : 29
Location : Temple, Texas

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Character Sheets Empty Re: Character Sheets

Post by Solidcannon Fri Jul 04, 2014 10:53 pm

Tariel Amar
Lvl. 1, Strix, Fighter
Chaotic Good/ Vigilante 

Description
Age: 22
Gender: Male
Features: Sharp facial structure, pointed ears, and fair 
Height/Weight/Size: 5'7"-160-Medium


Ability Scores
Strength: 17 (+3)
Dexterity: 12 (+1)
Constitution: 17 (+3)
Intelligence: 15 (+2)
Wisdom: 15 (+2)
Charisma: 12 (+1)


Statistics
Hit Points: 13
Initiative: 1
Action Points: 5
Base Speed: 30-60(flying)
Armor Class: 11
Touch Armor: 11/10
Attack Bonus: 4/1
Combat Maneuver: 3/14
Save Bonus: +5/+1/+2
Carrying Capacity: (Light Load/Medium Load/Heavy Load/Lift Over Head/Lift Off Ground/Push or Drag)
Languages: Strix, Common
Experience Points: 1000

Spells
(List all spells)

Special Abilities
(List all special Abilities)

Feats
Power Attack: You can choose to take a –1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack 
with a two-handed weapon, a one handed weapon using two hands, or a primary 
natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. 
This bonus to damage is halved (–50%) if you are making an attack with an 
off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, 
the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its 
effects last until your next turn. The bonus damage does not apply to 
touch attacks or effects that do not deal hit point damage.


Stalwart
While using the total defense action, fighting defensively action, 
or Combat Expertise, you can forgo the dodge bonus to AC you would 
normally gain to instead gain an equivalent amount of DR, to a 
maximum of DR 5/—, until the start of your next turn. This damage 
reduction stacks with DR you gain from class features, such as the 
barbarian's, but not with DR from any other source. If you are denied 
your Dexterity bonus to AC, you are also denied this DR.

Racial Traits


Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
Darkvision: Strix see perfectly in the dark up to 60 feet.
Low-Light vision: In addition to their ability to see perfectly in the dark up to 60 ft, Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.


Traits

Vengeful: Whenever you strike the last creature that damaged you 
in the past 24 hours, you gain a +1 trait bonus on damage rolls 
against that creature.

Dedicated Defender: You gain a +1 trait bonus on attack rolls and
on checks made to overcome spell resistance while you are adjacent 
to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Skills
Acrobatics: (Rank/Ability Score Modifiers/Additional Modifiers/Total)
Appraise:
Bluff:
Climb:
Craft: 1
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal: 1
Intimidate:
K (Arcana):
K (Dungeoneering):
K (Engineering):
K (Geography):
K (History):
K (Local):
K (Nature):
K (Nobility):
K (Planes):
K (Religion):
Linguistics:
Perception: 1
Perform:
Profession: 1
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival: 1
Swim:
Use Magic Device:

Equipment:
cloak
satchel
100 gp
rustic spear

Biography:

Tariel Amar


Last edited by Solidcannon on Thu Jul 10, 2014 8:30 pm; edited 7 times in total
Solidcannon
Solidcannon

Posts : 322
Join date : 2011-11-09
Age : 30
Location : West, Texas

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Character Sheets Empty Re: Character Sheets

Post by Reality Reject Fri Jul 04, 2014 11:20 pm

Basura
Level: 1
Race: Android
Class: Alchemist
Alignment: CG




Description
Age: (7) Apparent Age: (25)
Gender: (M)
Features: (Red tinted Skin, White hair, White Eyes with Red Pupils, Tron Lines)
Height/Weight/Size: (5'10'', 190lbs/Medium)





Ability Scores
Strength: (16/0/0/16)
Dexterity: (17/+2/0/19)
Constitution: (12/0/0/12)
Intelligence: (16/+2/0/18)
Wisdom: (12/0/0/12)
Charisma: (15/-2/0/13)





Statistics
Hit Points: (10/10)
Initiative: (+5)
Action Points: (5)
Base Speed: (40)
Armor Class: (10/0/Dex+3/13)
Touch Armor Class: (13/10)
Attack Bonus: (+3/+4)
Combat Maneuver: (3/17)
Save Bonus: (3/6/1)
Carrying Capacity: (76/153/230/230/460/1150)
Languages: (Common, Ignan, Undercommon, Abyssal, Aklo)
Experience Points: (1000/2000)


Spells
(2 per day/6 total known)
Shield
Jump
Touch of the Sea
Cure Light Wounds
True Strike
Expeditious Retreat



Special Abilities

Call upon The Amulet (Su) - Parameters: Active Ability, Daily, must not be under a mind control spell, must be within 200 meters of The Red Amulet, Effect: +5 Melee/Ranged Attack Bonus, +5 to Damage output, +5 to all types of Save rolls, +1 to a Str or Dex based skill rolls, and 100% heal to full HP.  Add 1 Consumed charge to your character.




Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)




Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.



Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Martial Weapon Proficiency (Flachion)
At 1st level, a grenadier picks one martial weapon to become proficient in the use of.
This ability replaces Brew Potion.




Feats

Additional Discovery (Vestigial Arm)
Throw Anything (Extra Feat from Class)




Traits
(Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)



[*]Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP))


[*]Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.


[*]Androids gain a +2 racial bonus on Perception checks.

[*]Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)


[*]
Skills
Acrobatics: (0/4/0/4)
Appraise:(0/4/0/4)
Bluff: (0/1/0/1)
Climb: (0/3/0/3)
Craft (Alchemy): (1/4/3/8 )
Diplomacy: (0/1/0/1) 
Disable Device: (1/4/0/5)
Disguise: (0/4/0/4)
Escape Artist: (0/4/0/4)
Fly: (0/4/0/4)
Handle Animal: (0/1/0/1)
Heal:(1/1/3/5)
Intimidate: (2/1/0/3) 
K (Arcana): (1/4/3/8 )
K (Dungeoneering): (0/4/0/4)
K (Engineering): (0/4/0/4)
K (Geography): (0/4/0/4)
K (History): (0/4/0/4)
K (Local): (0/4/0/4)
K (Nature): (0/4/0/4)
K (Nobility): (0/4/0/4)
K (Planes): (0/4/0/4)
K (Religion): (0/4/0/4)
Linguistics: (0/4/0/4)
Perception: (2/1/5/8 )
Perform: (0/1/0/1)
Profession: (0/1/0/1)
Ride: (0/4/0/4)
Sense Motive: (1/0/-4/-3)
Sleight of Hand: (0/4/0/4)
Spellcraft: (0/4/0/4)
Stealth: (0/4/0/4)
Survival: (0/1/0/1)
Swim: (0/3/0/3)
Use Magic Device: (0/1/0/1)

[*]Consumed Charges: 0

Equipment
Cloak
Rusty Dagger
100 GP
[*]Broadsword
[*]
Biography:
[*]
Lost, uncertain of his origins, and clearly not human, Basura has wandered the kingdoms, trying to discover more about his past. All he knows is that he's not quite like the normal android, but for what purpose, even he is unaware.


Last edited by Reality Reject on Sun Jul 06, 2014 3:44 am; edited 10 times in total

Reality Reject

Posts : 11
Join date : 2014-07-04

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Character Sheets Empty Re: Character Sheets

Post by Emiya Fri Jul 04, 2014 11:28 pm

Inari
1 | Okami (Kitsune) | Sorcerer
(Chaotic Good)



Description
Age: 99
Gender: Female
Features: Inari most often takes the appearance of a young woman with long brown-red hair along with wolf ears and a large puffy tail.  She appears extraordinarily attractive to humans even when hiding her wolf-like physical features, and some more savvy individuals can often tell that there is something unnatural about her, even if they cannot tell what it is.  In her Okami Wolf form, she is a red wolf with a bright coat, slightly larger than the average wolf but smaller than a dire wolf.  Even in her wolf form, the coat is unnaturally colorful and is easily distinguishable from that of a normal wolves.
Height/Weight/Size: 5'5"/118 lbs/Medium



Ability Scores
Strength: 10 / -2 / 0 / 8
Dexterity: 14 /+2 / 0 / 16
Constitution: 11 / 0 / 0 / 11
Intelligence: 16 / 0 / 0 / 16
Wisdom: 15 / 0 / 0 / 15
Charisma: 18 / +2 / 0 / 20



Statistics
Hit Points: 6/6
Initiative: 3
Action Points: 1
Base Speed: 30
Armor Class: 13
Touch Armor Class: 13/10
Attack Bonus: -1/+3
Combat Maneuver: -1/+12
Save Bonus: 0/3/4
Carrying Capacity: 26/53/80 80/160/400
Languages: Common, Elven, Sylvan, Gnoll
Experience Points: 0

Spells
0: Detect Magic, Dancing Lights, Daze, Whisper, Ghost Sound, Mage Hand
1: Sleep, Vanish

Special Abilities
Okami Bloodline
Class Skill: Survival
Bonus Spells: charm person (3rd), invisibility (5th), suggestion (7th), confusion (9th), dominate person (11th), suggestion, mass (13th), project image (15th), moment of prescience (17th), Overwhelming Presence(19th). 
Bonus Feats: Combat Casting, Agile Maneuvers, Persuasive, Improved Initiative, Lightning Reflexes, Self Sufficient, Skill Focus Knowledge (Nature), Skill Focus (Survival)
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers: The magic of the Okami flows through your blood, whether it be from having an Okami ancestor or being an Okami yourself.

Wolf Form (Ex): Starting at 1st level, you can transform into a Okami Wolf form as a standard action. You cannot use this ability while wearing heavy armor, and you cannot use weapons or armor while in Wolf form, but you gain an additional +3 to Survival and +3 to Stealth checks while in Wolf form. Every level after 1, add 1d8 hp, +1 attack, +2 perception, +1 stealth and +1 survival to the Wolf form. Every other level, add +1 damage to bite, +1 AC and +1 init.  At 5th level, you may transform into a Dire Okami Wolf, which gets the same bonuses after level 5.

At Home in the Woods (Ex): At 3rd level, you can speak with animals, as the spell, a number of rounds per day equal to 3+ your Charisma modifier. In addition, you can woodland stride as per the druid class ability.

Harvest Goddess Wisdom (Natural): At 9th level, you gain a inherent +2 bonus to Wisdom. This bonus increases to +4 at 13th level, and to +6 at 17th level. In addition, you may use your Wisdom modifier for any Knowledge checks in place of your Intelligence.

Siphon Magic (Su)
At 15th level, you can siphon magic used against you. As an immediate action, you may force any creature that targets you with a spell or spell-like ability to make a CL check (DC 10 + your sorcerer level). Failure means that all variable numeric effects of the spell are halved, and the save DC decreases by 2. Note that if the spell affects an area or multiple targets, these modifications only apply to you. You may use the stolen energy to boost the CL of your next spell by 2, providing you cast it before the end of your next turn.

Okami Deity (Ex):
At 20th level, you may transform into a Greater Okami as a full-round action once per day.



Feats
Agile (EX): Okami receive a +2 racial bonus on Acrobatics checks.

Okami Magic (Ex/Sp): OKami add +1 to the DC of any saving throws against enchantment spells that they cast. Okami with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Keen Senses: Okami receives a +2 racial bonus on all Perception skill checks, and +4 on listening checks.

Natural Weapon (EX): In her natural form, Okami has a bite attack that deals 1d3 points of damage.  


Traits:
Trickster
Mediator

































































































































































































Acrobatics*+5 = DEX 3+2+0
Appraise+7 = INT 3+1+3
Bluff+9 = CHA 5+1+3
Climb*-1 = STR -1+0+0
Craft+3 = INT 3+0+0
Craft+3 = INT 3+0+0
Craft+3 = INT 3+0+0
Diplomacy+6 = CHA 5+1+0
Disable Device*+3 = DEX 3+0+0
Disguise+5 = CHA 5+0+0
Escape Artist*+3 = DEX 3+0+0
Fly*+3 = DEX 3+0+0
Handle Animal+5 = CHA 5+0+0
Heal+2 = WIS 2+0+0
Intimidate+5 = CHA 5+0+0
K (Arcana)+7 = INT 3+1+3
K (Dungeoneering)+3 = INT 3+0+0
K (Engineering)+3 = INT 3+0+0
K (Geography)+3 = INT 3+0+0
K (History)+3 = INT 3+0+0
K (Local)+3 = INT 3+0+0
K (Nature)+3 = INT 3+0+0
K (Nobility)+3 = INT 3+0+0
K (Planes)+3 = INT 3+0+0
K (Religion)+3 = INT 3+0+0
Linguistics+3 = INT 3+0+0
Perception+4 = WIS 2+2+0
Perform+5 = CHA 5+0+0
Perform+5 = CHA 5+0+0
Profession+2 = WIS 2+0+0
Profession+2 = WIS 2+0+0
Ride+3 = DEX 3+0+0
Sense Motive+2 = WIS 2+0+0
Sleight of Hand*+3 = DEX 3+0+0
Spellcraft+7 = INT 3+1+3
Stealth*+3 = DEX 3+0+0
Survival+6 = WIS 2+1+3
Swim*-1 = STR -1+0+0
Use Magic Device+5 = CHA 5+0+
Equipment
Quarterstaff
Mead
Bread
Outfit, Travelers
Pouch, Belt
100 gp

Biography: Inari was born on the outskirts of the small rural village of Fore. Daughter of two very old Okami both of whom possessed close ties with the nearby village, her birth was something spoke of in legends to the human villagers, who believed that they were all distant descendents of an Okami and a human, and thus were protected by the gods of the harvest – the wolf gods that guaranteed rain and protected their livestock from predators - the Okami. The villagers and the Okami held a symbiotic relationship wherein the villagers would offer parts of their crop to the Okami, and the Okami would protect the villagers from creatures lurking in the forest. Although the divinity of the Okami was untrue, it was true that they had protected the village from predators and, in a way, did serve as 'gods of the harvest'. Inari, too, was to carry on that legacy.


However, while she was still considered a pup, her parents had decided to move on. The villagers, for years, had stopped the practice of giving offerings, for they had developed better technology and methods to harvest crops more efficiently, and with that became wealthy enough to protect their own. Their superstition began to subside as they no longer felt at the mercy of the gods, and thus, the symbiotic relationship broke, and there was no longer any reason for the Okami to stay. Figuring it was about time to let her experience the world on her own, Inari's parents left the village to her.


Eventually, the village was attacked by a pack of dire wolves who had previously only avoided the village in fear of confrontation with the Okami, Inari's parents. The wolves ransacked the villages livestock and struck a huge blow to the local economy, which led to a riot wherein the villagers gathered weapons and marched into the forest, eager to find and kill the wolves responsible. Considered hardly an adult at the age of 98, Inari could not fend for herself for long. After a close encounter with a group of humans, she managed to escape the forest which had been her home for 98 years and began to travel the countryside.

Personality: Inari is a proud Okami, and although mischievous and sometimes manipulative, is also very loyal and honorable.  Proud of her great heritage, she views individuals of the "young" races as imprudent but does not have a particular disliking for them, and on the contrary actually takes a liking to humans very much.  She is not afraid to use her wit to playfully mock others, although this is usually out of fun rather than spite.  Despite appearing upbeat for the most part, she has a very real fear of becoming completely alone and is actually very soft towards those she is close to, even if she pokes fun at them.

Image: https://i.imgur.com/tOx1g7T.jpg
Theme:
Spoiler:

Spoiler:


Last edited by Emiya on Sun Jul 13, 2014 2:52 am; edited 10 times in total
Emiya
Emiya

Posts : 217
Join date : 2011-11-08
Age : 30

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Post by Andris Greatwing Fri Jul 04, 2014 11:37 pm

Belorith
1 (human) (ranger)
(neutral good)



Description
Age: 25
Gender:male
Features: Dark Brown hair and eyes, a scar on his left eye a lean muscular build

Height/Weight/Size: 71 in 183 pounds and a medium class



Ability Scores
Strength: 16
Dexterity:17
Constitution:13
Intelligence:12
Wisdom:11
Charisma:13+2



Statistics
Hit Points: 11
Initiative: +5
Action Points: 5
Base Speed: 30
Armor Class: 13
Touch Armor Class: 10
Attack Bonus: +4/+4
Combat Maneuver: 1+3/10+1+6
Save Bonus: +3/+5/+0
Carrying Capacity:76lb or less/77-153 lbs/ 154-230 lbs
Languages: common,Draconic
Experience Points:1000

Spells


Special Abilities
Favored enemy-humaniod +2 in attack bluff sense motive knowledge survival perception.
Track-add half my level to survival to track
wild empathy
 Call upon The Amulet (Su) - Parameters: Active Ability, Daily, must not be under a mind control spell, must be within 200 meters of The Red Amulet, Effect: +5 Melee/Ranged Attack Bonus, +5 to Damage output, +5 to all types of Save rolls, +1 to a Str or Dex based skill rolls, and 100% heal to full HP.  Add 1 Consumed charge to your character.
Feats
Animal affinity-+2 in animal handling and ridding and if they are 10 +4
Fast learner-Gain +1 in both hit and skill in favored class

Traits
Reactionary +2 to inititive
hunter's knack

Skills
Acrobatics: +3
Appraise: +1
Bluff: +2
Climb: +3
Craft: +1
Diplomacy: +2
Disable Device:    +3
Disguise:    +2
Escape Artist:    +3
Fly:     +3
Handle Animal:2 +2 +2
Heal:+0
Intimidate: +2
K (Arcana): +1
K (Dungeoneering): +1
K (Engineering): +1
K (Geography):1 +1
K (History): +1
K (Local): +1
K (Nature): +1
K (Nobility): +1
K (Planes): +1
K (Religion): +1
Linguistics:1 +1
Perception:1 +0
Perform: +2
Profession: +0
Ride: +2 +3
Sense Motive:+0
Sleight of Hand:+3
Spellcraft: +1
Stealth: +3
Survival:1 +0
Swim: +3
Use Magic Device:+2

Equipment
Crappy bow
crappy sword
Robes

Biography:he comes from an island named "drake ember"
Belorith:


Last edited by Andris Greatwing on Tue Jul 08, 2014 1:21 am; edited 1 time in total
Andris Greatwing
Andris Greatwing

Posts : 252
Join date : 2011-11-09
Age : 29
Location : Temple, TX

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Character Sheets Empty Re: Character Sheets

Post by Andris Greatwing Sun Jul 06, 2014 5:29 pm

Archemides
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats: Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

SPECIAL ABILITIES

Familiar

The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.
Apperance:
Andris Greatwing
Andris Greatwing

Posts : 252
Join date : 2011-11-09
Age : 29
Location : Temple, TX

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