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Character Sheets (Fitz)

Started by Anastasia, February 18, 2022, 07:12:03 PM

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Anastasia

For those heroes you call your own.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

#1
Fitzcarald
Paladin 3 // Factotum 3
Size/Type: Medium Outsider (Lawful Good)
HP: 33
Initiative: +3
Speed: 30ft
Armor Class: 20 (6 armor, 3 shield, 1 ring)
Base Atack/CMB/CMD: 3/5/20
Attack Roll: 1d20+7
Damage: 1d6+5
Full Attack:  1d6+5
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 1/day
Special Qualities: Darkvision 60ft, Acid Resistance 5, Fire Resistance 5, aura of good, detect evil, Inspiration (3 points, +3 bonus), cunning insight, cunning knowledge, trapfinding, arcane dilettante (wiz/sorc 1), divine grace, lay on hands (6), divine health, aura of courage, brains over brawn, cunning defense
Languages: Common, Celestial, Infernal, Dwarven, Elven
Saves: Fort +7, Reflex +3, Will +4
14 STR (+2) 11 DEX (+0) 14 CON (+2) 16 INT (+3) 13 WIS (+1) 15 CHA (+2)

Cheatsheet
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HP: 33/33
Attack roll: 1d20+6
Damage roll: 1d6+4, crits on 18-20
3 Inspiration points per fight, add +3 to attack/damage/saving throws/AC


Skills (All at +6)
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STR
DEX
CON

INT (+3)
Appraise
Disable Device
Knowledge: Arcana
Knowledge: History (4)
Knowledge: Nature
Knowledge: Religion
Knowledge: Planes
Spellcraft (1)

WIS (+1)
Heal
Perception (+2)
Sense Motive

CHA (+2)
Diplomacy
Bluff (+2)
Use Magic Device


Feats
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P1: Power Attack Combat Expertise
P3: Weapon Focus (Scimitar)


Paladin Abilities
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Holy Warrior

By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence—in fact, several of these feats actually increase your divine power.
Level: 1st.

Replaces: To select this class feature, you must sacrifice your spellcasting ability.
Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can select any feat from the following list for which you meet the Prerequisites: any divine feat, Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting™,
Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample. This is an extraordinary ability.

Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn?t have to use it all at once. Using lay on hands is a standard action.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).



Factotum Abilities
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Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of ?elds to ?nd the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.

Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns, provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex):
You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1?1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Diffculty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modi?ed spell?s level.

Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.


Equipment

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This scimitar+1 has a special power when used with the combat expertise feat. When you take a penalty to your attack roll with the combat expertise feat, the bonus to armor class lasts an additional round. This bonus doesn't stack with another bonus from combat expertise. In essence, you suffer the penalty to attack rolls for one round but gain the bonus to armor class for two rounds.
Scimitar 15 gp 1d6, 18-20x2
Chain Mail+1 (1200)
Heavy Wooden Shield+1 (1157)
Ring of Protection +1 (2000)
Artisan's Monocle (3000)
Red Knight's Holy Symbol, wooden 1gp
Explorer's Outfit 10gp

In his coin bag:
13 half marls (silver coins worth 5 silver pieces per coin)

And that's it!

Iron Dragoon

#2
Kreios Dasios
Age: 40
Face:
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Background:
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Kreios Dasios is an old pirate hand, been one most of his life and in general has just been sort of going with the flow, never really motivated by anything. However, he recently found a special book of magic: a Prayer Book. It contained the power of divine magic, and he has seen a few pirate wizards with their spellbooks, leading him to recognizing the value of the book and spells, as divine magic is rare in the pirate life. Moreover, he recognized the value in easily transported divine magic in a book. The crews he's been on have always been short on healers/divine casters and he put two and two together, figuring that divine spells in a prayerbook was easily concealed and extremely valuable, so he spent some time studying and tracking down the origin of the book, learning how to make the power of the book his own. In exchange for the training, he had to turn over the Prayer Book he found, losing all the value contained in it. Now, though, he's out building his own library so he can make scrolls and trades, and since pirates tend to be out of the "good" divine influence, him being able to cast the width and breadth of divine spells makes him valuable to any crew.

Archivist 3// Swashbuckler 3
Size/Type: Medium Human (Lawful Good)
HP: 25/25
Initiative: +6
Speed: 30 ft
Move/Reach: 5 ft/5 ft
Armor Class: 19 (6 armor, 1 shield, Dex +2, Base 10)
Base Atack/CMB/CMD: +1/3/14
Attack Roll: 1d20+3
Damage: 1d6+1
Full Attack:  1d20+3/1d6+1
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities:
Languages: Common, Celestial, Elven, Dwarven
Saves (Archivist): +5 Fort , +3 Reflex , +5 Will
Abilities: 12 STR (+1) 15 DEX (+2) 15 CON (+2) 18 INT (+4) 14 WIS (+2) 15 CHA (+2)

Rolls:
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<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=3 ]{3}, [ 1d6=1 ]{1}, [ 1d6=5 ]{5}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=5 ]{5}, [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=3 ]{3}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}
<•Kotono> 18, 15, 15, 15, 14, 12 for set 1.

<Iddy> roll 1d10 HP Lvl 2
<Kobot> Iddy rolled 1d10 HP Lvl 2 --> [ 1d10=7 ]{7}
<Kreios> roll 1d10+2 Level 3 HP
Kobot> Kreios rolled 1d10+2 Level 3 HP --> [ 1d10=2 ]{4}


Cheatsheet:
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HP: 21/21
Attack roll: Morningstar: 1d20+3; Handaxe: 1d20+4
Damage roll: Morningstar: 1d6+5, 20x2; Handaxe: 1d6+6, 20x3


Skills:
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STR (+1)

DEX (+2)

CON (+2)
Concentration +6

INT (+4)
Knowledge (Arcana) +6
Knowledge (Dungeoneering) +6
Knowledge (Nature) +4 (+2 Lore Mastery)
Knowledge (The Planes) +6
Spellcraft +6

WIS (+2)

CHA (+2)

Total SP: 34
Lvl 1: 4+4Int+4+4Human
Lvl 2: 4+4Int+1Human
Lvl 3: 4+4Int+1Human


Feats
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(Human) Improved Initiative
(Lvl 1) Extend Spell
(Lvl 3) Reach Spell


Archivist Abilities:
(Lvl 1) Divine Spellcasting:
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 An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.


(Lvl 1) Prayerbook:
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Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.


(Lvl 3) Dark Knowledge (4/day):
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Three times per day, an archivist can draw upon his expansive knowledge.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.


-Tactics:
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The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.


(Lvl 1) Scribe Scroll:
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Archivists gain Scribe Scroll as a bonus feat.


(Lvl 2) Lore Mastery:
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Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.


Swashbuckler Abilities:
(Lvl 1) Weapon Finesse (Ex):
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A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.


(Lvl 2) Grace (Ex) +1:
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A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.


(Lvl3) Insightful Strike (Ex):
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At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Equipment
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Weapon 1: Feycrafted Morningstar (Bludgeoning/Piercing), 1d6, 20x2, 4 lbs, 1808 gp
Weapon 2: +1 Handaxe (Slashing), 1d6+1, 20x3, 3 lbs, 1306 gp
Shield: Mithral Light Steel Shield, Wand Chamber, 1 AC, 3 lbs, 1409 gp
Head:
Armor: +1 Mithral Breastplate (Light), 6 AC/+5 Dex, -1 Check Penlaty, 15 lbs, 2500gp
Bracers:
Boots:
Ring 1:
Ring 2:
Neck:
Back: Handy Haversack, 5 lbs, 2000 gp


Clothes: Explorer's Outfit, 10 gp

Full Essentials Kit, 5.63 gp, 15.5 lbs
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backpack, 2 gp, 2 lbs
bedroll, 1 sp, 5 lbs
1-pint flask, 3 cp, 1.5 lbs
7 days' trail rations, 3.5 gp, 7 lbs


Full Wilderness Kit, 17.32 gp, 44 lbs
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hunting knife, 2 gp, 1 lb
whestone, 2 cp, 1 lb
shovel, 2 gp, 8 lb
hammer, 5 sp, 2 lbs
2 square yards canvas, 2 sp, 2 lbs
fishing line and hook, 1 sp
flint and steel, 1 gp
iron pot, 5 sp, 10 lbs
tent, 10 gp, 20 lbs
waterskin, 1 gp, 4 lbs


Full Dungeoneering Kit, 13.13 gp, 37.5 lbs
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hooded lantern, 7 gp, 2 lb
4 pints of oil, 4 sp, 4 lbs
5 pitons, 5 sp, 2.5 lbs
grappling hook, 1 gp, 4 lbs
50-foot hemp rope, 1 gp, 10 lbs
3x chalk, 3 cp
10-foot pole, 2 sp, 8 lbs
caltrops, 1 gp, 2 lbs
1x Dagger, 1d4, 19-20/x2, 2gp
5x Bandana


Total Encumberance: 30
Wealth: 180.92
This is not the greatest post in the world, no... this is just a tribute.