Difference between revisions of "Sharrondra"

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'''STR''' 15 (+2) • '''DEX''' 14 (+2) • '''CON''' 14 (+2) • '''INT''' 10 (+0) • '''WIS''' 16 (+3) • '''CHA''' 10 (+0)
 
'''STR''' 15 (+2) • '''DEX''' 14 (+2) • '''CON''' 14 (+2) • '''INT''' 10 (+0) • '''WIS''' 16 (+3) • '''CHA''' 10 (+0)
 
<hr>
 
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'''Hit Points''' 22 • '''Initiative''' +2 • '''Speed''' 30 ft (land) • '''Stamina Points''': 5
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'''Hit Points''' 50 • '''Initiative''' +2 • '''Speed''' 30 ft (land) • '''Stamina Points''': 5
  
 
====Defenses & Attacks====
 
====Defenses & Attacks====

Revision as of 16:04, 28 August 2015

Sharrondra
Sharrondra.jpg
Class Spell-less Ranger
Archetype Weapon & Shield (Barbarian)
Level 5
Race Human (Amazonite Tribeswoman)
Experience Points 10,000
Details
Full Name Sharrondra the Guide of the White Crows
Age 21
Alignment Neutral Good
Homeland Amazonite Swamps
Favored Class Spell-less Ranger

Background

Character Sheet

Attributes

STR 15 (+2) • DEX 14 (+2) • CON 14 (+2) • INT 10 (+0) • WIS 16 (+3) • CHA 10 (+0)


Hit Points 50 • Initiative +2 • Speed 30 ft (land) • Stamina Points: 5

Defenses & Attacks

Armor Class 12/16 • Touch 12/13 • Flat-Footed 10 • CMD 15 • Flat-Footed CMD 13

  • Armor: Protection Aegis • AC Bonus +4 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%

Fortitude Save +2 • Reflex Save +3 (+5 w/ fox) • Will Save +7


Base Attack Bonus +2 • Melee Attack +3 • Ranged Attack +4 • CMB +3

  • SpellstaffAttack Bonus +6 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Force

Trained Skills

6 skill ranks per level (Spell-less Ranger class), +0 per level (Intelligence), +1 per level (human race), +2 per level (Background): 45 skill points

  • Craft/Alchemy © +4 (Int) +17
  • Craft/Cooking © +4 (Int) +11
  • Diplomacy +3 (Chr) +4 (+5 for Gather Information checks)
  • Heal © +4 (Wis) +11
  • Knowledge/Arcana © +4 (Int) +11
  • Knowledge/Dungeoneering +1 (Int) +5
  • Knowledge/History © +2 (Int) +9
  • Knowledge/Local © +3 (Int) +11
  • Knowledge/Nature © +2 (Int) +9
  • Knowledge/Religion © +2 (Int) +9
  • Linguistics +2 (Int) +6
  • Perception +3 (Wis) +7 (+9 when within arm's length of your familiar) [Sabbath: +10]
  • Sense Motive +2 (Wis) +6 (+8 when within arm's length of your familiar)
  • Spellcraft © +4 (Int) +11
  • Survival +2 (Wis) +5 [Sabbath: +6, +10 tracking scent]
  • Use Magic Device © +1 (Cha) +5

Untrained Skills

  • Acrobatics (Dex) +2
  • Appraise (Int) +4
  • Bluff (Cha) +1
  • Climb (Str) +1
  • Disable Device (Dex) +2 TRAINED ONLY
  • Disguise (Cha) +1
  • Escape Artist (Dex) +2
  • Fly © (Dex) +2
  • Handle Animal (Cha) +1 TRAINED ONLY
  • Intimidate © (Cha) +1
  • Perform (Cha) +1
  • Profession (Wis) +4 TRAINED ONLY
  • Ride (Dex) +2
  • Sleight of Hand (Dex) +2 TRAINED ONLY
  • Stealth (Dex) +2
  • Swim (Str) +1

Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic

Proficiencies

  • Weapons: Simple Weapons
  • Armor/Shields: None

Traits, Drawbacks and Feats

  • Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
  • Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
  • Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
  • Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.

  • Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.

  • Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
  • Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.

  • Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
  • Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.

  • Cantrip: (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
    • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
    • You may clean, soil, or color up to 1 cubic ft of material per round.
    • You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
    • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
    • You may open or close a door or container weighing no more than 30 lbs.
    • You may chill, warm, or flavor 1 lbs. of nonliving material.
    • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
    • You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
    • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

  • Cunning (Feat, 3rd level): You gain +3 skill points, and +1 skill point per character level above 3rd.

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
  • Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
    • Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
    • Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
    • Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

      The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
    • Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
  • Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
    • While the familiar is within arm's length you gain the Alertness feat.
    • You may cast spells with a target of "You" on your familiar as a touch spell.
    • You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
    • Your familiar gives you a special ability (+2 bonus on Reflex saves).
  • Ability Score Increases:
    • +1 Wisdom @ 4th level

Equipent

Item Weight Location
Dagger 1 lb Belt, left

Gallery

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