Difference between revisions of "Zyindra"
From Krystallos
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Revision as of 21:52, 2 December 2014
Zyindra | ||||||||||||||||||||||
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Contents
Background
XYZ information about Zyindra
Character Sheet
Attributes
STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)
Hit Points 7 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4
Defenses & Attacks
Armor Class 12 • Touch 12 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11
- Armor: XYZ • AC Bonus +0 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%
Fortitude Save +1 • Reflex Save +2 • Will Save +5
Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1
- XYZ • Attack Bonus +1 • Damage xdy + STR • Crit 20/x2 • Type Piercing
- ABC • Attack Bonus +2 • Damage xdy • Crit 20/x2 • Range X ft • Type Piercing
Skills
- Craft (Alchemy) +14
- Diplomacy +1 (+2 for gathering information)
- Heal +8
- Knowledge (Arcana) +8
- Knowledge (History) +8
- Knowledge (Local) +9
- Knowledge (Nature) +8
- Perception +3
- Spellcraft +8
- Use Magic Device +5
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.
- 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.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Spells: You can cast arcane spells. You must choose and prepare your spells ahead of time. To learn or cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier.
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