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Started by Anastasia, October 17, 2023, 10:20:52 AM

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Anastasia

For new character sheets. That's aimed at you, Cor.
<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?

Corwin

#1
Skaya

Gender: Female, Age: 26 (29), Eyes: Gold, Hair: Light Blue, mid-back length
Appearance/Background: Skaya is often seen wearing a modified version of a courtier's outfit of a soft, off white color. Comfortable with either a dress or a knight's formal wear in equal measure, she rarely carries much with her aside from a small courier's haversack that compliments her eyes. Off the clock, she likes to drink tea leisurely while studying magical texts, combining two of her passions.

Factotum 4//Monk 4

Size/Type: Medium Cansin (Native Outsider)
HP: 31
Init: +7
Speed: 40ft (land)
Armor Class: 17 touch, 17 normal. [-2 flat-footed]
Base Attack: +4
CMB: +7
CMD: 24
Full Attack (Flurry/Unarmed): +5/+5, 1d8+3/1d8+3
Full Attack (Flurry/Sai): +6/+6, 1d4+3/1d4+3, +4 to disarm
Full Attack (Flurry/Kama): +5/+5, 1d6+3/1d6+3, +0 trip
Space/Reach: 5ft/15ft
Special Attacks: Flurry of Blows (+5/+5), Stunning Fist 4/day (Fort DC10+5+2), Ki Strike (magic), Cunning Strike (Ex) +1d6 damage for 1IP.
Special Qualities: Darkvision 60ft, Entropic Shield 1/day (Sp, CL3), AC Bonus +0 (Ex), Unarmored
Speed Bonus 10ft, Evasion (Ex), Still Mind (Ex), Slow Fall 20ft, Inspiration 5/encounter, Cunning Insight (Ex) +5 competence to attack/damage/saving throw for 1IP, Cunning Knowledge 1/day per skill (Ex) +5 to skill for 1IP, Trapfinding (Ex), Arcane Dilettante (Sp) 2 spells/lvl1, Brains over Brawn (Ex), Cunning Defense (Ex) +5 dodge to AC vs one opponent for 1IP.
Resistances and Immunities: Fire Resistance 5, Acid Resistance 5
Saves: Fort +6, Ref +6, Will +5
Abilities: STR 17 (+3), DEX 15 (+2), CON 15 (+2), INT 20 (+5), WIS 13 (+1), CHA 17 (+3)
Languages: Common, Elven, Dwarven, Celestial, Draconic
Full Skills (21): Acrobatics +14 (4, Dex), Appraise +12 (4, Int), Bluff +12 (4, Cha, +2 racial), Diplomacy +10 (4, Cha), Disable Device +12 (4, Int), Disguise +10 (4, Cha), Escape Artist +14 (4, Dex), Intimidate +10 (4, Cha), Knowledge/Arcana +12 (4, Int), Knowledge/Dungeoneering +12 (4, Int), Knowledge/Local +12 (4, Int), Knowledge/Nature +12 (4, Int), Knowledge/Religion +12 (4, Int), Knowledge/The Planes +12 (4, Int), Perception +15 (4, Wis, +2 racial +5 EotE item), Perform/Oratory +10 (4, Cha), Sense Motive +8 (4, Wis), Sleight of Hand +14 (4, Dex), Spellcraft +12 (4, Int), Stealth +14 (4, Dex), Use Magic Device +10 (4, Cha).
Partial Skills: Climb +12 (1, Str), Craft/Traps +9 (1, Int), Heal +5 (1, Wis), Handle Animal +7 (1, Cha), Ride +11 (1, Dex), Swim +12 (1, Str), Knowledge/Engineering +11 (3, Int), Knowledge/Geography +11 (3, Int), Knowledge/History +11 (3, Int), Knowledge/Nobility +11 (3, Int), Survival +7 (3, Wis).
Feats: Kung-Fu Genius (lvl1), Improved Unarmed Strike (B, lvl1, Monk1), Stunning Fist (B, lvl1, Monk1), Combat Reflexes (B, lvl2, Monk2), Font of Inspiration (lvl3)
Alignment: Neutral Good

Items: FUNDS 710.6gp, Adventuring Kit (25gp), Masterwork Sai (301gp, 1d4/x2, 10ft, +4 disarm, Bludgeoning), Kama (2gp, 1d6/x2, Slashing), Siangham (3gp, 1d6/x2, Piercing), Handy Haversack (2,000gp), Courtier's Outfit and Jewelry (80gp), Explorer's Outfit (10gp), Cold Weather Outfit (8), Sling + 20 bullets (2sp), 5 regular sais (5gp), Gold ring with large red gemstone (red key), Gold ring with large blue gemstone (blue key, keys combine to purple), Eyes of the Eagle (2,500gp).
Spoiler: ShowHide
Loot/gear update: 171gp +1gp +285gp +5gp (3 quest rewards) -1 healing potion -50gp (Sanda and I pay 100gp together to research the cursed ring some more) +727gp (my share of the bandit loot) -5gp (five sais to throw, non-masterwork) = 1,133.8gp. +300gp revised quest reward, +293gp from 'the three mages' loot distribution = 1,726.8gp. +148.8gp from 'Kale and companions' loot = 1,875.6gp. So we're getting 670gp from Milla's quest, which translates to 335gp to Devar and myself. Then we're both along with Anne, Sanda, Rina and Regis getting a 1000gp advance from our 2000gp offer for the red-masked man quest. This brings my money up to 1,875.6gp+335gp+1,000gp = 3,210.6gp.
I'm buying Eyes of the Eagle for 2,500gp for the eyes slot to provide +5 Perception. I'm going to wear one and also buy a fashionable eyepatch for the other eye. Money = 3,210.6gp - 2,500gp = 710.6gp.


Cansin
Spoiler: ShowHide

Children of randomness and entropy, cansin are most often descended from the inhabitants of Limbo, the plane of chaos. Cansin generally appear disheveled and disorganized. Their clothing is mismatched, their hair is mussed, and their caps perch at odd angles. Cansin typically have at least one, but possibly several, minor physical traits that reflect their origins. Some have eyes that randomly change color (not necessarily in sync), others have slightly irregular features, and still others carry around an aura of randomnes that causes strange things to happen in the cansin's presence. This aura does not affect dice rolls in any way, of course, but it can affect insignificant events such as chance meetings, minor accidents, and strange but harmless occurances. Naturally, most cansin are chaotic, but their very unpredictability makes neutral and even lawful cansin more common than good tieflings, evil aasimar, or chaotic axani.

+2 Intelligence, +2 Charisma: Cansin are flamboyant and vivacious, capable of stunning leaps of deductive reasoning, and others often find their impulsiveness intriguing.
Outsider: Cansin are native outsiders.
Medium-size.
Cansin base speed is 30 feet.
Darkvision up to 60 feet.
Acid and fire resistance 5.
Entropic Shield (Sp): Cansin can cast entropic shield once per day as a cleric of their character level.
+2 racial bonus to Bluff and Search (changed to Perception) checks: Cansin are good at coming up with involved fabrications on the spot, and they often find what they are looking for by chance.


Cunning Strike (Ex): With a quick study of a vulnerable opponent's defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Build Notes
Spoiler: ShowHide

BAB+saves - Monk side
Armor Class: 17 = 10Base +2Dex +5Int (Monk)
CMB: 7 = 4BAB + 3Str
CMD: 24 = 10Base + 7CMB + 2Dex + 5Int
Skills: 105 = (5int+6factotum+4home)x4 lvl1 + (5+6+4)x3 lvl2-4

20:51 <Corwin> roll 2d8 hp
20:51 <Kobot> Corwin rolled 2d8 hp --> [ 2d8=9 ]{9}

19:28 <Skaya> roll 1d8 monk lvl4
19:28 <Kobot> Skaya rolled 1d8 monk lvl4 --> [ 1d8=6 ]{6}

Lvl4 attribute point to Int (19->20).

17, 15, 15, 17, 15, 13
<Steph> I might have made a terrible mistake

Nephrite

#2
Devar of Eldath
Paladin of Freedom 4//Monk 2 Wiz 2
Size/Type: Medium Outsider (Chaotic Good)
HP: 32
Initiative: +2
Speed: 30ft
Armor Class: 16 (2 Dex, 4 Monk)
Base Attack/CMB/CMD: 6/6/16
Attack Roll: 1d20+6
Damage: 2d4+2
Full Attack: 2d4+2
Space/Reach: 5/5
Special Attacks: Smite Evil 1/day, stunning fist 2/day
Special Qualities: Darkvision 60ft, Acid Resistance 5, Fire Resistance 5, aura of good, detect evil, divine grace (+4), lay on hands (20), divine health, aura of resolve, combat expertise, evasion, channel energy 8/day 1d6,
Languages: Common, Draconic, Dwarven, Elven, Celestial

STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 13 (+1) CHA: 20 (+5)
Saves: Fort (12) Reflex (8) Will (7)

Feats:

Spoiler: ShowHide

1 Kung-Fu Genius (wis->int for monk stuff)
M1: Stunning Fist
W1: Scribe Scroll
M2: Combat Reflexes
3 Toughness


Spells

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0- Prestidigitation x2, Detect Magic, Detect Magic, Detect Magic (5)
1- Mage Armor, Mage Armor, Shield (3)

Paladin:
1 -  Cure Light Wounds, Protection from Evil (2)




Skills (All at +7 unless noted)

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STR
Swim (-1)

DEX
CON

INT (+4)
Appraise
Knowledge: Arcana
Knowledge: History
Knowledge: Local (-1)
Knowledge: Nature
Knowledge: Planes
Knowledge: Religion
Spellcraft

WIS (+1)
Heal
Perception
Sense Motive

CHA (+5)
Bluff
Diplomacy
Handle Animal
Use Magic Device



Paladin Abilities

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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 Resolve (Su): Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.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).

Channel Energy Channels Energy at Paladin Level -3



Monk Abilities

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AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): -2/-2

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. (1d6)

Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.



Wizard Abilities
Spoiler: ShowHide

Aligned Spellcaster (Good)
Your passions drive your magical abilities, imbuing your every spell with the power of your conviction. Those who oppose your ideals suffer the most from your magical energy.

Level: 1st (4th for hexblades).

Replaces: If you select this class feature you do not gain a familiar.

Benefit: Choose an alignment component you have that is not neutral. Spells you cast gain the apropriate alignment descriptor unless they already have the opposite alignment descriptor. For example, a neutral good wizard who selects this ability (and who must choose good) casts all spells that aren't evil spells as good spells.

Spells you cast that target creatures of the opposite alignment are cast at +1 caster level (+2 if they have the opposite alignment as a subtype). Area of effect and other spells that affect such creatures without targeting them do not gain this bonus. A neutral spellcaster gains no benefit from this ability.



Items

Weapon: +1 Greatsword (2000)

Spoiler: ShowHide

Handy Haversack (2000) (all below is in the sack)
Adventuring Kit (25gp)
Traveler's Outfit (1)
Cold weather outfit (8)
Wizard's Spellbook (15)
Spell component pouch (5)

Wealth: 584g


Backstory

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A former Paladin of Tempus, Devar fought in several battles for the Kingdom of Laremy during the Godsrush, but became disenchanted with a life of neverending war and stepped back from the battlefield for several years to try and find the right role for him in the world.

Through introspection and some amount of helping with the Heroic guild Mellanics, Devar took up a mantle of Eldath in an attempt to find a way to solve problems without unnecessary violence. Although he does not take any sort of sacred vow of peace or nonviolence, his path has taken him towards magic as a tool to protect others and martial study to know how to disable foe without killing them.


HP Rolls:
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1-3: [19:48] <Nephrite> roll 2d10+10+6+3
[19:48] <Kobot> Nephrite rolled 2d10+10+6+3 --> [ 2d10=7 ]{26}