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Redgi
сообщение Feb 17 2018, 16:34:40
Сообщение #1


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Группа: Gunblade Master



Цитата
Name Race Class (Archetype) Level / Other_Class Level (if any)
Alignment Formal (Digital), Faith (if any)
Initiative +X (+N Dex + Other Sources), Perception +Y (+Ranks + Wis + Other Sources)
Spd: X ft, additional movement modes, situational improvements
Languages: Basic, Sylvan, Other (Int bonus), Other (Linguistics)

Ability Scores
Str X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources
Dex X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources
Con X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources
Int X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources
Wis X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources
Cha X (+Y)=10 + PointBuy Points +/- Racial Adjustment + Other sources

Racial Abilities
1 name - RP price - short explanation
...

Traits
1. name - short explanation
2. name - short explanation
...

Class abilities
name - short explanation
...

Feats
1. name - source - short explanation
...

Skills
Basic
name X=ranks+ability+other sources
...
Group
name X=ranks+ability+other sources
...

HitPoints
X (Class HDs + ConBonuses + Other sources)

Saves
Fort X = Class + Attribut + Other sources (specials last)
Ref X = Class + Attribut + Other sources (specials last)
Will X = Class + Attribut + Other sources (specials last)

Armor Class
Basic X=10+Dex+Trained+Shield+Other sources
FF X=10+Shield (?)+Other applicable sources
Touch - ?
Situational bonuses: +X for Y
DR X=Armor+Natural+Other sources

Maneuvers
CMB
Str Based +X=BAB+STR+Size Mod+Other
Dex Based +X=BAB+STR+Size Mod+Other
CMD
X=10+STR+DEX+BAB+Size Mod+deflection+dodge+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +X
Melee/weapon +X to hit/ Y dam/ Z crit
Ranged/weapon +X to hit/ Y dam/ Z crit

Carrying Capacity
Light up to 59/Medium up to 116/Heavy up to 175
Loading: X lbs

Inventory
...
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Redgi
сообщение Feb 17 2018, 17:09:43
Сообщение #2


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Группа: Gunblade Master



Personal data
Xaikon Male Tengu Monk 1 (Maneuver Master (Archtype)
Alignment LN. (24), Irori
Initiative +6 (+4 Dex+2trait bonus), Perception +9
Spd: 35 ft
Languages: Tengu, Silvan, Goblin, Cytonic

Ability Scores
Str 14 (+2)=10 +5
Dex 18 (+4)=10 +10 +2 Racial Adjustment
Con 12 (+1)=10 +5 - 2 Racial Adjustment
Int 10 (+0)=10 + 0
Wis 16 (+3)=10 + 5 +2 Racial Adjustment
Cha 10 (+0)=10 + 0

Racial Abilities
1. Sneaky - 2 RP - Tengus gain a +2 racial bonus on Perception and Stealth checks.
2. Gifted Linguist - 2 RP - Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
3. Swordtrained - 2 RP - Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
4. Natural Weapons - 3 RP - A tengu has a beak attack that deals 1d3 points of damage & two claw attack deals 1d6 damage each.
5. LLV - 1 RP - Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
6. Carrion sense - Free - While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).

Traits
1. Indomitable Soul - never abandon your faith, +1 will save
2. Reactionery You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Class abilities
Flurry of Maneuvers - At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Crane style - You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Feats
1. Dodge - 1st CL feat - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
2. Improved Unarmed Strike - Monk auto feat - You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
3. Improved Trip – Bonus monk 1st level feat - You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
4. Bonded Mind - teamwork bonus feat - As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

Skills
Basic
Acrobatics 8 =1 + 3class + 4Dex
Stealth 10 = 1 + 3class + 4Dex + 2 Racial
Perception 9 = 1 + 3class + 3Wis + 2 Racial
Linguistics 5 = 1 + 4 racial
Group
Perform 4 = 1 + 3class
Heal 4 = 1+ 3Wis
Sense Motive 7 = 1 +3class +3Wis
Climb 6 = 1 + 3class +2Str

HitPoints
18 (8 + 1Con + *2 starting)

Saves
Fort 3 = 2 + 1Con
Ref 6 = 2 + 4Dex
Will 7 = 2 + 3Wis + 1trait +1 starting bonus

Armor Class
Basic 18=10+4Dex+0Trained+0Shield+3Wis+1Dodge
FF 13=10+0Shield (?)+3Wis
Touch 10 = 18-8
Situational bonuses:
DR 0=Armor+Natural+Other sources

Maneuvers
CMB
Str Based +2=0BAB+2STR+0Size Mod+Other
Dex Based +4 (+6 Trip)=0BAB+4Dex+0Size Mod+2Trip
CMD
20 (22 Trip)=10+2STR+4DEX+3Wis+0BAB+0Size Mod+0deflection+1dodge+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +0
+5 melee, Kusarigama Mvk 1d6+2, 20x2, reach, trip, grapple,double S
+4 melee Dan bong 1D3+2 19-20x2, block, monk, special: +2 grapple attempt
+4 melee Claw/Unarmed attack, 1d4, 20x2, S (two attacks)
+4 ranged, crossbow 1d8, 19-20x2, P
Full attack (unarmed): +4 Claw/+4 Claw/+4 Beak

Carrying Capacity
Light up to 59/Medium up to 116/Heavy up to 175
Loading: 45 lbs

Inventory
Kusarigama masterwork - 3 lb
Dan bong -
Light crossbow - 4 lb
20 bolts - 2 lb
Standard Adventurer's Kit - 13 lbs
- Backpack - 2 lb
- Belt Pouch - 1/2 lb
- Flint & Steel -
- Hooded Lantern with three pints of Oil 2 lb + 3 lb
- Sack - 1/2 lb
- Waterskin - 4 lb
- Whetstone - 1 lb
- Improved healer's kit - 3 lb
Rope 50ft - 10 lbs
Cold-Weather Outfit x2 - 10 lbs
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Redgi
сообщение Feb 18 2018, 15:34:57
Сообщение #3


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Группа: Gunblade Master



Personal data
Zefirin Male Ursine Fighter 1
Alignment N (55), Silvanus
Initiative +1 (+1 Dex), Perception +0
Spd: 30 ft
Languages: Silvan, Ursine, Dwarven

Ability Scores
Str 18 (+4)=10 +10 +2 Racial Adjustment
Dex 13 (+1)=10 +3
Con 18 (+4)=10 +10 + 2 Racial Adjustment
Int 12 (+0)=10 + 2
Wis 10 (+0)=10 + 0
Cha 10 (+0)=10 + 0

Racial Abilities
1. Low-light vision - 1 RP - Ursines have low-light vision allowing them to see twice as far as humans in conditions of dim light
2. Natural attack - Slam 1d6+Str - 1 RP
3. Stalwart - 2 RP - count as Large creature for combat maneuvers bonuses and can use weapon designed for large creatures as if be large himself.
4. Pack Mule - 2 RP - Str count as +2 for break/bend and carrying capacity purposes
5. Powerful charge - 2 RP - Whenever charges, it deals twice the number of damage dice with the natural attack plus 1-1/2 times its Strength bonus.

Traits
1. muscle of the society: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity
2. savant - You gain a +2 trait bonus on all Perform checks. Perform is always a class skill for you.

Class abilities
Proficient with all martial weapon, armor, shields
+1 step on Armor Training feature (-1 ACP, +1MaxDex) - favored class bonus for next 4 level

Feats
1. Endurance - 1st CL - half penalties from wounds, +4 cap for nonlethal hitpoints (including tiredness), fast resting, many other.
2. Dodge - Fighter bonus feat - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
3. Distracting Charge - teamwork bonus feat - When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Skills
Basic
Knowledge(dangeoneering) 5 = 1+ 3class +1int
Knowledge (engineering) 5 = 1+ 3class +1int
Use magic device 1 = 1
Group
Perform 6 = 1 + 3class +2trait
Handwork 5 = 1+ 3class +1int
Survival 4 = 1 +3class
Swim 8 = 1 + 3class +4Str

HitPoints
28 (10 + 4Con + *2 starting)

Saves
Fort 6 = 2 + 4Con
Ref 1 = 0 + 1Dex
Will 1 = 0 + 0Wis +1 starting bonus

Armor Class
Basic 15=10+1Dex+0Trained+3Shield+1Dodge
FF 13=10+3Shield
Touch 7 = 15-8
Situational bonuses: +3 when "shields up"
DR 6 = Armor basic 4 + 2 mwk

Maneuvers
CMB
Str Based +9=1BAB+4STR+4Size Mod+Other
CMD
21=10+4STR+1DEX+1BAB+4Size Mod+0deflection+1dodge+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +1
+5 melee, longsword 1d8+4, 19-20x2; OR with PA +4 melee, 1d8+6 - S
+5 melee, large club 1d8+4, 20x2; OR with PA +4 melee, 1d8+6 - B
+5 melee dagger, 1d4+4, 19-20x2; OR with PA +4 melee, 1d4+5 - P or S
+5 melee, natural slam, 1d6+4, 20x2; OR with PA +4 melee, 1d6+5 - B
Special: charge with slam does 2d6+6 dmg
+2 ranged, longbow/composite +4, 1d8+4, 20x3

Carrying Capacity
Light up to 173/Medium up to 346/Heavy up to 520
Loading: 163 lbs

Inventory
Lamellar (leather), mwk - 20 lb
Shield, heavy wooden - 10 lb
Longsword - 4 lb
Club (large) - 6 lb
Dagger - 1 lb
Longbow, Mighty Composite +4 - 6 lb
Arrows, 20 - 3 lb

Backpack, large - 4 lb
- Artisan tools - 15 lb
- Campsite Kit - This kit is actually four bundles of gear, designed so four individuals can share the load. It consists of four bedrolls, four blankets, a flint and steel, a tindertwig, four mess kits and a cooking kit - 20+12+4+16=52 lbs
- Sextant - 2 lb
- Waterskin x4 - 16 lb
- Whetstone - 1 lb
- Rope 50ft - 10 lbs
- Grappling hook - 4 lb
- Torches x5 - 5 lb
Cold-Weather Outfit x2 - 14 lbs
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Redgi
сообщение Feb 19 2018, 01:18:44
Сообщение #4


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Группа: Gunblade Master



Personal data
Julia Female Kitsune Bard 1
Alignment CN. (84), Olidammara
Initiative +3 (+3 Dex), Perception +7
Spd: 30 ft
Languages: Kitsune, Silvan, Zexen, Aklo

Ability Scores
Str 11 (+0)=10 +3 - 2 Racial Adjustment
Dex 16 (+3)=10 +5 +2 Racial Adjustment
Con 14 (+2)=10 +5
Int 14 (+2)=10 + 5
Wis 12 (+1)=10 + 2
Cha 16 (+3)=10 + 5 +2 Racial Adjustment

Racial Abilities
1. Agile - 1 RP - Kitsune receive a +2 racial bonus on Acrobatics checks.
2. Change Shape - 2 RP - Assume humanlike form
3. Kitsune magic - 2 RP - Kitsune add +2 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level). //Includes favored class bonus for 4 levels.
4. Natural weapon/bite - 1 RP.
5. LLV - 1 RP.
6. Acute senses - 2 RP - receive a +2 racial bonus to Perception checks and a +4 on checks to locate noises within 30 feet. Additionally, they can hear ultrasonic noises normally only audible to canines, such as dog whistles.
7. Object of Desire (1 RP):Members of this race add +1 to their caster level when casting charm person and charm monster

Traits
1. Trustworthy:You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
2. Desperate resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

Class abilities
Bardic knowledge - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic performance - 2 tiredness points per triggering after encounter; max 14 rounds duration/triggering
- Countersong
- Distraction
- Fascinate (+2 to DC)
- Inspire Courage
Dual identity - read this wall of text
Spells
0-level (cantrips)
- Lullaby(+3 to DC)
- Sift
- Unwitting Ally (+3 to DC)
- Detect magic
1 level (2/day)
- Sleep (+3 to DC)
- Charm person (+4 to DC)

Feats
1. Spell Focus - Enchantment - 1-st CL feat - DC of enchantment skills raise by 1.
2. Basic Harmony - teamwork bonus feat - You can increase the effectiveness of an ally’s Perform checks.

Skills
Basic
Acrobatics 9= 1 + 3class + 3Dex +2racial=9
Bluff 7= 1 + 3class + 3Cha (+1 to lie – racial) (+1 to fool - trait)
Diplomacy 8 = 1 + 3class + 3Cha +1trait (+1 to gather information)
Knowledge (arcana) 7= 1 + 3class + 2Int + 1bardic_knowledge
Perception 7 = 1 + 3class + 1Wis + 2racial/4racial on 30 feet
Sleight Of Hand 7 = 1 + 3class + 3Dex
Escape Artist 7 = 1 + 3class + 3Dex
Use magic Device 7= 1 + 3class + 3Cha
Group
Perform 7 = 1 + 3class + 3Cha
Knowledge (common) 7 = 1 + 3class +2Int + 1bardic_knowledge
Disguise 7 = 1 + 3class + 3Cha
Sense Motive 5 = 1 + 3class + 1Wis

HitPoints
20 (8 + 2Con + *2 starting)

Saves
Fort 2 = 0 + 2Con
Ref 5 = 2 + 3Dex
Will 4 = 2 + 1Wis + 1 starting bonus

Armor Class
Basic 13=10+3Dex+0Trained+0Shield
FF 10=10+0Shield (?)
Touch 5 = 13-8
Situational bonuses:
DR 2=2Armor

Maneuvers
CMB
Str Based +0=0BAB+0STR+0Size Mod+Other
Dex Based +3=0BAB+3Dex+0Size Mod
CMD
13=10+0STR+3DEX+0BAB+0Size Mod+0deflection+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +0
+3 melee, Rapier 1d6, 18-20x2, P
+3 melee Dagger 1D4, 19-20x2. P or S
+3 melee bite, 1d3, 20x2, S (can be used as secondary attack with other melee)
+3 ranged, shortbow 1d6, 20x3, P

Carrying Capacity
Light up to 38/Medium up to 76/Heavy up to 115
Loading: 29 lbs

Inventory
Rapier – 2lb
Leather - 11lb
Shortbow – 2 lb
Dagger – 1lb
Arrows, 20 - 3 lb
- Component pouch - 2 lb

Outfit, Explorer's x1 - 8 lbs
//Into Ursine backpack - Dancer's Garb & Courtier Outfit, overall 11 lbs
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Redgi
сообщение Feb 19 2018, 18:55:10
Сообщение #5


чучело-мяучело
Группа: Gunblade Master



Personal data
Bugsy Male Catfolk Unchained Rogue 1
Alignment CN. (74), Erevan Ilesere
Initiative +6 (+4Dex +2trait), Perception +11 (+1 traps)
Spd: 30 ft
Languages: Catfolk, Silvan, Elven

Ability Scores
Str 8 (-1)=10 - 2
Dex 18 (+4)=10 +10 +2 Racial Adjustment
Con 14 (+2)=10 +5
Int 12 (+1)=10 + 2
Wis 12 (+1)=10 + 5 - 2 Racial Adjustment
Cha 16 (+3)=10 + 5 +2 Racial Adjustment

Racial Abilities
1. Lesser luck - 2 RP +1 to saves
2. Skill bonus - 2RP - Catfolk receive a +2 racial bonus on Stealth and Perception checks.
3. Climber - 2 RP - Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
4. Scent - 1RP
5. Low-light vision - 1RP
6. Claws - 2 RP

Traits
1. Elven Reflexes: You gain a +2 trait bonus on initiative checks.
2. Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. //corrected: masterwork jewelry or clothes instead non-actual price qualification.

Class abilities
Trapfinding - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training - changed to Dex-to-damage for one weapon type
Sneak attack - +1d6
Fast stealth - bonus talent - This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Offensive Defense - favored class bonus talent for 6 class levels - When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains against that creature a +1 circumstance bonus to AC for each sneak attack die rolled for one round.

Feats
1. Two-Weapon Fighting - 1-st CL feat
2. Lookout - teamwork bonus feat - Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Skills
Basic
Acrobatics 8 = 1 + 3class +4Dex
Bluff 7 = 1 + 3class + 3Cha [+1 if >150 gp]
Climb 11 = 1 + 3class -1Str + 8race
Diplomacy 7 = 1 + 3class + 3Cha [+1 if >150 gp]
DD 9 = 1 + 3class + 4Dex + 1trapfinding
Escape Artist 8 = 1 + 3class + 4Dex
Perception 11 = 1 + 3class +1Wis + 4feat + 2racial + 1trapfinding
Sense motive 5 = 1 + 3class + 1Wis
Stealth 10 = 1 + 3class + 4Dex+ 2race
Group
Perform 7 = 1 + 3class + 3Cha
Profession/Couterier 5 = 1 + 3class + 1Wis
Survival 2 = 1 + 1Wis
Disguise 7 = 1 + 3class + 3Cha

HitPoints
20 (8 + 2Con + *2 starting)

Saves
Fort 3 = 0 + 2Con + 1trait
Ref 7 = 2 + 4Dex + 1trait
Will 3 = 0 + 1Wis + 1trait + 1 starting bonus

Armor Class
Basic 14=10+4Dex+0Trained+0Shield
FF 10=10+0Shield (?)
Touch 6 = 14-8
Situational bonuses:
DR 2=2Armor

Maneuvers
CMB
Str Based -1=0BAB-1STR+0Size Mod+Other
Dex Based +3=0BAB-1STR+4Dex+0Size Mod //Disarm, Sunder, Trip, Steal, Dirty Trick
CMD
13=10-1STR+4DEX+0BAB+0Size Mod+0deflection+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +0
+4 melee kukri 1d4+4 18-20/x2; OR +2/+2 1d4+4/1d4+4; NO PA
+4 melee dagger 1d4-1 19-20/x2; OR +2/+2 1d4-1/1d4-1; NO PA
+4 melee claws 1d4-1 20/x2; OR +4/+4 1d4-1/1d4-1; NO PA
+4 ranged light crossbow 1d8 19-20/x2

Carrying Capacity
Light up to 26/Medium up to 53/Heavy up to 80
Loading: 25 lbs

Inventory
kukri x2 – 4lb
Leather - 11lb
Light crossbow – 4lb
Dagger x2 – 2lb
Bolts, 10 - 1lb

Outfit, Pickpocket's x1 - 3 lbs
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Redgi
сообщение Feb 21 2018, 16:18:38
Сообщение #6


чучело-мяучело
Группа: Gunblade Master



Багси - устаревший sad.gif

Personal data
Bugsy Male Catfolk Unchained Rogue 1
Alignment CN. (74), Erevan Ilesere
Initiative +6 (+4Dex +2trait), Perception +11 (+1 traps)
Spd: 30 ft
Languages: Catfolk, Silvan, Elven

Ability Scores
Str 8 (-1)=10 - 2
Dex 18 (+4)=10 +10 +2 Racial Adjustment
Con 14 (+2)=10 +5
Int 12 (+1)=10 + 2
Wis 12 (+1)=10 + 5 - 2 Racial Adjustment
Cha 16 (+3)=10 + 5 +2 Racial Adjustment

Racial Abilities
1. Lesser luck - 2 RP +1 to saves
2. Skill bonus - 2RP - Catfolk receive a +2 racial bonus on Stealth and Perception checks.
3. Climber - 2 RP - Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
4. Scent - 1RP
5. Low-light vision - 1RP
6. Claws - 2 RP

Traits
1. Elven Reflexes: You gain a +2 trait bonus on initiative checks.
2. Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. //corrected: masterwork jewelry or clothes instead non-actual price qualification.

Class abilities
Trapfinding - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training - changed to Dex-to-damage for one weapon type
Sneak attack - +1d6
Fast stealth - bonus talent - This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Canny observer - favored class bonus talent for 6 class levels - When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Feats
1. Two-Weapon Fighting - 1-st CL feat
2. Lookout - teamwork bonus feat - Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Skills
Basic
Acrobatics 8 = 1 + 3class +4Dex
Bluff 7 = 1 + 3class + 3Cha [+1 if >150 gp]
Climb 11 = 1 + 3class -1Str + 8race
Diplomacy 7 = 1 + 3class + 3Cha [+1 if >150 gp]
DD 9 = 1 + 3class + 4Dex + 1trapfinding
Escape Artist 8 = 1 + 3class + 4Dex
Perception 11 = 1 + 3class +1Wis + 4feat + 2racial + 1trapfinding
Sense motive 5 = 1 + 3class + 1Wis
Stealth 11 = 1 + 3class + 4Dex+ 2race + 1softpaw boots
Group
Perform 7 = 1 + 3class + 3Cha
Profession/Couterier 5 = 1 + 3class + 1Wis
Survival 2 = 1 + 1Wis
Disguise 7 = 1 + 3class + 3Cha

HitPoints
20 (8 + 2Con + *2 starting)

Saves
Fort 3 = 0 + 2Con + 1trait
Ref 7 = 2 + 4Dex + 1trait
Will 3 = 0 + 1Wis + 1trait + 1 starting bonus

Armor Class
Basic 14=10+4Dex+0Trained+0Shield
FF 10=10+0Shield (?)
Touch 6 = 14-8
Situational bonuses:
DR 2=2Armor

Maneuvers
CMB
Str Based -1=0BAB-1STR+0Size Mod+Other
Dex Based +3=0BAB-1STR+4Dex+0Size Mod //Disarm, Sunder, Trip, Steal, Dirty Trick
CMD
13=10-1STR+4DEX+0BAB+0Size Mod+0deflection+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +0
+4 melee kukri 1d4+4 18-20/x2; OR +2/+2 1d4+4/1d4+4; NO PA
+4 melee dagger 1d4-1 19-20/x2; OR +2/+2 1d4-1/1d4-1; NO PA
+4 melee claws 1d4-1 20/x2; OR +4/+4 1d4-1/1d4-1; NO PA
+4 ranged light crossbow 1d8 19-20/x2

Carrying Capacity
Light up to 26/Medium up to 53/Heavy up to 80
Loading: 26 lbs

Inventory
kukri x2 – 4lb
Leather - 11lb (No helmet)
Light crossbow – 4lb
Dagger x2 – 2lb
Bolts, 10 - 1lb
Flint & Steel
Thieves’ tools, common - 1lb

Outfit, Pickpocket's x1 - 3 lbs
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Redgi
сообщение Feb 21 2018, 16:24:49
Сообщение #7


чучело-мяучело
Группа: Gunblade Master



Багси - обновленный

Personal data
Bugsy Male Catfolk Unchained Rogue 1
Alignment CN. (74), Erevan Ilesere
Initiative +5 (+3Dex +2trait), Perception +11 (+1 traps)
Spd: 30 ft
Languages: Catfolk, Silvan, Elven

Ability Scores
Str 10 (+0)=10
Dex 17 (+3)=10 +7 +2 Racial Adjustment
Con 14 (+2)=10 +5
Int 13 (+1)=10 + 3
Wis 12 (+1)=10 + 5 - 2 Racial Adjustment
Cha 16 (+3)=10 + 5 +2 Racial Adjustment

Racial Abilities
1. Lesser luck - 2 RP +1 to saves
2. Skill bonus - 2RP - Catfolk receive a +2 racial bonus on Stealth and Perception checks.
3. Climber - 2 RP - Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
4. Scent - 1RP
5. Low-light vision - 1RP
6. Claws - 2 RP

Traits
1. Elven Reflexes: You gain a +2 trait bonus on initiative checks.
2. Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. //corrected: masterwork jewelry or clothes instead non-actual price qualification.

Class abilities
Trapfinding - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training - changed to Dex-to-damage for one weapon type
Sneak attack - +1d6
Fast stealth - bonus talent - This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Canny observer - favored class bonus talent for 6 class levels - When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Feats
1. Two-Weapon Fighting - 1-st CL feat
2. Lookout - teamwork bonus feat - Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Skills
Basic
Acrobatics 7 = 1 + 3class +3Dex
Bluff 7 = 1 + 3class + 3Cha [+1 if >150 gp]
Climb 12 = 1 + 3class +0Str + 8race
Diplomacy 7 = 1 + 3class + 3Cha [+1 if >150 gp]
DD 8 = 1 + 3class + 3Dex + 1trapfinding
Escape Artist 7 = 1 + 3class + 3Dex
Perception 11 = 1 + 3class +1Wis + 4feat + 2racial + 1trapfinding
Sense motive 5 = 1 + 3class + 1Wis
Stealth 10 = 1 + 3class + 3Dex+ 2race + 1softpaw boots
Group
Perform 7 = 1 + 3class + 3Cha
Profession/Couterier 5 = 1 + 3class + 1Wis
Survival 2 = 1 + 1Wis
Disguise 7 = 1 + 3class + 3Cha

HitPoints
20 (8 + 2Con + *2 starting)

Saves
Fort 3 = 0 + 2Con + 1trait
Ref 6 = 2 + 3Dex + 1trait
Will 3 = 0 + 1Wis + 1trait + 1 starting bonus

Armor Class
Basic 13=10+3Dex+0Trained+0Shield
FF 10=10+0Shield (?)
Touch 5 = 13-8
Situational bonuses:
DR 2=2Armor

Maneuvers
CMB
Str Based 0=0BAB+0STR+0Size Mod+Other
Dex Based +3=0BAB+3Dex+0Size Mod //Disarm, Sunder, Trip, Steal, Dirty Trick
CMD
13=10+0STR+3DEX+0BAB+0Size Mod+0deflection+insight+morale+profane+sacred+Other - any penalties at all to AC

Аttacks
BAB +0
+3 melee kukri 1d4+3 18-20/x2; OR +1/+1 1d4+3/1d4+3; NO PA
+3 melee dagger 1d4 19-20/x2; OR +1/+1 1d4/1d4; NO PA
+3 melee claws +3/+3 1d4/1d4; NO PA
+3 ranged light crossbow 1d8 19-20/x2

Carrying Capacity
Light up to 33/Medium up to 66/Heavy up to 100
Loading: 26 lbs

Inventory
kukri x2 – 4lb
Leather - 11lb (No helmet)
Light crossbow – 4lb
Dagger x2 – 2lb
Bolts, 10 - 1lb
Flint & Steel
Thieves’ tools, common - 1lb

Outfit, Pickpocket's x1 - 3 lbs
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Текстовая версия Сейчас: 24th May 2018 - 13:13:38