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Post by Papa Bear on Mar 24, 2020 19:57:31 GMT
How does this look for a character sheet?
Name: xxx Race: xxx Class: xxx Gender: xxx Size: xxx Eyes: xxx Hair: xxx Height: xxx Weight: xxx Alignment: xxx Deity: xxx
Initiative: xxx . . (+ xx DEX + xx Misc) Experience Points: 10,000 XP for Next Level: 15,000
Armor Class: xx . . (10+ xx Armor + xx Shield + xx Dex + xx Size + xx Natural + xx Deflection + xx Misc.) Flat-Footed: xx Touch: xx CMD: xx . . (10 + xx BAB + xx STR + xx DEX + xx Size)
Hit Points: xxx . . Current: xxx
Base Speed: xxx Feet (xxx squares)
Base Attack Bonus: +xx Base Melee Attack: +xx (+xx BAB, +xx Str) Base Ranged Attack: +xx (+xx BAB, +xx Dex) CMB: xx . . (+ xx BAB + xx STR + xx Size)
Weapon and Armor Proficiencies xxxxxxxx
ATTACKS . . Copy the following 2 lines for each attack you make, make the yyys the name of the attack +xx yyyyyyyyyyyyyyy (Base + xx, + xx Feats +xx Misc.) Damage: xxx, Crit: xxx, Type: xxx, Range: xxx, Ammunition: xxx
ABILITIES STR: . . xx . . +xx Mod DEX: . xx . . +xx Mod CON: . xx . . +xx Mod INT: . xx . . +xx Mod WIS: . xx . . +xx Mod CHA: . xx . . +xx Mod
SAVING THROWS Fortitude: .+ xx Total . . (+xx Base . . +xx Con . . +xx Misc) Reflex: . . + xx Total . . (+xx Base . . +xx Dex . . +xx Misc) Will: . . . . + xx Total . . (+xx Base . . +xx Wis . . +xx Misc)
SKILLS : (Please put an * by Class Skills. If a rank is added to Class Skills, you gain a +3 Bonus), Underlined Skills are Trained Only and cannot be rolled unless a Rank has been put into the skill
Acrobatics (+xx), Appraise (+xx), Bluff (+xx), Climb (+xx), Craft XXX (+xx), Diplomacy (+xx), Disable Device (+xx), Disguise (+xx), Escape Artist (+xx), Fly (+xx), Handle Animal (+xx), Heal (+xx), Intimidate (+xx), KS: Arcana (+xx), KS: Dungeoneering (+xx), KS: Engineering (+xx), KS: Geography (+xx), KS: History (+xx), KS: Local (+xx), KS: Nature (+xx), KS: Nobility (+xx), KS: Planes (+xx), KS: Religion (+xx), Linguistics (+xx), Perception (+xx), Perform XXX (+xx), Profession XXX (+xx), Ride (+xx), Sense Motive (+xx), Sleight of Hand (+xx) Spellcraft (+xx), Stealth (+xx), Survival (+xx), Swim (+xx), Use Magic Device (+xx)
RACIAL ABILITIES
Xxxxxxxxxxx
CLASS ABILITIES Xxxxxxxxxxx
Favored Class Bonus: xxx
FEATS xxxxxxxxxxx
LANGUAGES SPOKEN Common xxxxxxxxxxx
GOLD: xxx SILVER: xxx COPPER: xxx PLATINUM: xxx
OTHER TREASURE xxxxxxx
GEAR AND EQUIPMENT xxxxxxxxxxx
APPEARANCE xxxxxxxxxxx
PERSONALITY xxxxxxxxxxx
HISTORY xxxxxxxxxxx
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Post by Papa Bear on Mar 24, 2020 20:10:22 GMT
to post the character sheet properly, you need to it the Quote button on the above page. THEN (very important), go down to the bottom of the post where you will see two tabs; "Preview" and "BBCode"
Preview is the default tab and will show all sorts of bolts and underlines and the whole post in a bubble with a quoting credit to Papa Bear at the top.
You NEED to click on the BBCode tab
Once on the BBCode tab, there will be all sorts of funny stuff with all the text. Delete the top line that ends with "how does this look for the character sheet?
do not delete the line below with the [ b ] That's the code to bold Name under it.
Go to the bottom and Delete [ /quote ]
When you go back to the Preview tab, it will show all the nice bolds, underlines, and italic stuff. Fill in your information in the xxx spaces
This should produce a decent looking character sheet for your phones as most of you will probably use the phone instead of a computer for this stuff.
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Post by Papa Bear on Mar 25, 2020 0:14:02 GMT
not using
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Dai
Knight Errant
Posts: 447
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Post by Dai on Mar 25, 2020 1:46:16 GMT
Name: Gotfried Race: Human Class: Paladin (5th level) Gender: Male Size: Medium Eyes: Blue Hair: Long Blonde Height: 6’1” Weight: 185lbs Alignment: LG Deity: Ragathiel
Initiative: +4 . . (4 DEX + 0 Misc) Experience Points: 10,000 XP for Next Level: 15,000
Armor Class: 21 . . (10+ 6 Armor + 2 Shield + 3 ex + 0 Size + 0 Natural + 0 Deflection + 0 Misc.) Flat-Footed: 20 Touch: 14 CMD: 24 . . (10 + 5 BAB + 5 STR + 4 DEX + 0 Size)
Hit Points: 56 . . Current: 56
Base Speed: 30(20) Feet (6/4 squares)
Base Attack Bonus: +5 Base Melee Attack: +10 (+5 BAB, +5 Str) Base Ranged Attack: +xx (+5 BAB, +4 Dex) CMB: 10. . (+ 5 BAB + 5 STR + 0 Size)
ATTACKS . . Copy the following 2 lines for each attack you make, make the yyys the name of the attack +12 MW Bastard Sword (Base + 10, + 1 Feats, +1 Misc.) Damage: 1d10+5/8, Crit: 19-20, Type: S/P
+10M/9R Dagger Damage: 1d4+5, Crit: 19-20, Type: S/P, Range:10’, Ammunition: 1
+9 Light Crossbow Damage: 1d8 Crit: 19-20, Type: S/P, Range: 80’, Ammunition: 25 bolts
ABILITIES STR: . . 20 . . +5 Mod DEX: . 18 . . +4 Mod CON: . 15 . . +2 Mod INT: . 10 . . +0 Mod WIS: . 12 . . +1 Mod CHA: . 18 . . +4 Mod
SAVING THROWS Fortitude: .+ 10 Total . . (+4 Base . . +2 Con . . +4 Misc) Reflex: . . + 9 Total . . (+1Base . . +4 Dex . . +4 Misc) Will: . . . . + 9 Total . . (+ 4Base . . +1 Wis . . +4 Misc)
SKILLS : (Please put an * by Class Skills. If a rank is added to Class Skills, you gain a +3 Bonus), Underlined Skills are Trained Only and cannot be rolled unless a Rank has been put into the skill
Acrobatics (-3), Appraise (+0), Bluff (+7), Climb (-2), Craft (+0), Diplomacy (+8), Disable Device (-3), Disguise (+4), Escape Artist (-3), Fly (-3), Handle Animal (+4), Heal (+8), Intimidate (+6), KS: Arcana (+0), KS: Dungeoneering (+0), KS: Engineering (+0), KS: Geography (+0), KS: History (+0), KS: Local (+0), KS: Nature (+0), KS: Nobility (+5), KS: Planes (+0), KS: Religion (+0), Linguistics (+0), Perception (+4), Perform (+4), Profession Soldier (+5), Ride (+1), Sense Motive (+5), Sleight of Hand (+xx) Spellcraft (+0), Stealth (-2), Survival (+1), Swim (-2), Use Magic Device (+0)
RACIAL ABILITIES
Human shit and stuff
CLASS ABILITIES Aura of Good Detect Evil Smit Evil 2/day (+4 Att, +5/10 dam, +4 AC vs target) Divine Grace (+3 all save’s) Lay on Hands 7/day 2d6HP Aura of Courage (Immune to fear, +4 morale bonus to allies vs fear) Divine Health (Immune to all diseases) Mercy (Remove Fatigued condition with Lay on Hands) Channel Positive Energy (per Cleric, uses 2x Lay on Hand) Divine Bond (weapon)
Favored Class Bonus: +1 HP x5
FEATS Human: Weapon Proficiency: Exotic Weapons 1st: Weapon Focus: Bastard Sword 3rd: Power Attack
LANGUAGES SPOKEN Common
GOLD: 200 SILVER: 50 COPPER: 50 PLATINUM: 0
OTHER TREASURE None (yet)
GEAR AND EQUIPMENT MW Bastard Sword Dagger Light Crossbow (25 Bolts) MW Breast Plate MW Heavy Steel Shield Other sundry shit like rope, pouches, food etc
APPEARANCE Tall physically fit bloke around 35 years old. Hair is long blonde as well as a long full ginger beard.
PERSONALITY Noble and a bit arrogant whilst on duty, but off-duty is known for a bit of drinking and carousing.
HISTORY his Worst subject in school
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Post by Dire Badger on Mar 25, 2020 2:09:00 GMT
Name: Angus Race: Half-Elf Class: Fighter [5] Gender: Male Size: M Eyes: Hazel Hair: Black Height: 6'3 Weight: 225 Alignment: NG Deity: Iomedae
Initiative: +4 . . (10 + 4 DEX) Experience Points: 10,500 XP for Next Level: 16,000
Armor Class: 21 . . (10+ 6 Armor + 0 Shield + 4 Dex + 0 Size + 0 Natural + 0 Deflection + 1 Dodge Feat) Flat-Footed: 16 Touch: 15 CMD: 23. . (10 + 5 BAB + 4 STR + 4 DEX + 0 Size)
Hit Points: 63 . . Current: 63
Base Speed: 30 Feet ( 6 squares)
Base Attack Bonus: +5 Base Melee Attack: +9 (+5 BAB, +4 Str) Base Ranged Attack: +9 (+5 BAB, +4 Dex) CMB: 9 . . (+ 5 BAB + 4 STR + 0 Size)
ATTACKS
Masterwork Greatsword [Standard Attack] +12 to Hit (Base + 9, + 1 Masterwork + 1 Weapon Focus + 1 Weapon Training 1) Damage: 2d6 + 9 (+6 STR [x1.5] + 2 Weapon Specialization + 1 Weapon Training 1), Crit: 19-20 x2, Type: S, Range: xxx, Ammunition: xxx
Masterwork Greatsword [Power Attack] +9 to Hit (Base + 9, + 1 Masterwork + 1 Weapon Focus + 1 Weapon Training 1 - 3 Power Attack Feat) Damage: 2d6 + 15 (+6 STR [x1.5] + 2 Weapon Specialization + 1 Weapon Training 1 + 6 Power Attack Feat), Crit: 19-20 x2, Type: S
Handaxe +9 to Hit (Base + 9) Damage: d6 + 4 (+4 STR), Crit: 19-20 x2, Type: S
Short Sword +9 to Hit (Base + 9) Damage: d6 + 4 (+4 STR), Crit: 19-20 x2, Type: P
Dagger +9 to Hit (Base + 9) Damage: d4 + 4 (+4 STR), Crit: 19-20 x2, Type: P/S, Range: 10'
Masterwork Composite Longbow +10 to Hit (Base + 9, + 1 Masterwork) Damage: d8 + 4 (+4 STR), Crit: x3, Type: P, Range: 110, Ammunition: 20
ABILITIES STR: . . 18 . . +4 Mod DEX: . . 18 . . +4 Mod CON: . . 17 . . +3 Mod INT: . . 15 . . +2 Mod WIS: . 12 . . +1 Mod CHA: . 12 . . +1 Mod
SAVING THROWS Fortitude: .+ 7 Total . . (+4 Base . . +3 Con . . +xx Misc) Reflex: . . + 5 Total . . (+1 Base . . +4 Dex . . +xx Misc) Will: . . . . + 2 Total . . (+1 Base . . +1 Wis . . +xx Misc)
SKILLS : (Please put an * by Class Skills. If a rank is added to Class Skills, you gain a +3 Bonus), Underlined Skills are Trained Only and cannot be rolled unless a Rank has been put into the skill
Acrobatics (+6), Appraise (+1), Bluff (+1), *Climb (+8), *Craft Armor (+6), *Craft Weapons (+6), Diplomacy (+2), Disable Device (+xx), Disguise (+1), Escape Artist (+4), Fly (+4), *Handle Animal (+5), Heal (+1), *Intimidate (+6), KS: Arcana (+xx), *KS: Dungeoneering (+6), *KS: Engineering (+6), KS: Geography (+xx), KS: History (+xx), KS: Local (+xx), KS: Nature (+xx), KS: Nobility (+xx), KS: Planes (+xx), KS: Religion (+xx), Linguistics (+xx), *Perception (+8), Perform XXX (+xx), *Profession Merchant (+5), *Ride (+8), Sense Motive (+4), Sleight of Hand (+4) Spellcraft (+xx), **Stealth (+8), *Survival (+6), *Swim (+8), Use Magic Device (+xx)
CLASS ABILITIES Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Weapon Training (Ex): [Heavy Blades] Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
FEATS Toughness You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dodge (Combat) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: 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.
Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave (Combat) You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Weapon Focus (Combat) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Combat) You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
LANGUAGES SPOKEN Common Elven Goblin Sylvan
GOLD: 173 SILVER: 11 COPPER: 8 PLATINUM: xxx
OTHER TREASURE xxxxxxx
GEAR AND EQUIPMENT Backpack Bed Roll 10 Candles Map Case 10 Pieces of Chalk Fish Hook Flint & Steel Small Steel Mirror 1 Pint of Oil 2 Belt Pouches 50' Silk Rope Grappling Hook Whistle Soap 2 Water Skins Whetstone
APPEARANCE Large for a Half-Elf, with skin tanned by the fires of the blacksmith's forge where he apprentices.
PERSONALITY Friendlier than most Half-Elves, until the battle begins.
HISTORY Blacksmith's Apprentice from a small trading post called "Tuskwater".
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Post by Papa Bear on Mar 25, 2020 4:03:49 GMT
Lads, Orccook decided to change to the fast xp system... so change your current XP to 10,000 and your next level to 15,000 if you already did your character sheet. I changed to base sheet at the top of this page to reflect the new XPs. I also forgot to put Level on the sheet (stupid me). Steve did it well by putting fifth level in parenthesis after his class.
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Post by Papa Bear on Mar 26, 2020 1:50:21 GMT
Name: xxx Race: Human Class: War Priest Gender: Male Size: Medium Eyes: xxx Hair: xxx Height: xxx Weight: xxx Alignment: Chaotic Good Deity: Cayden Cailean
Initiative: xxx . . (10 + xx DEX + xx Misc) Experience Points: 10,000 XP for Next Level: 15,000
Armor Class: xx . . (10+ xx Armor + xx Shield + xx Dex + xx Size + xx Natural + xx Deflection + xx Misc.) Flat-Footed: xx Touch: xx CMD: xx . . (10 + xx BAB + xx STR + xx DEX + xx Size)
Hit Points: xxx . . Current: xxx
Base Speed: xxx Feet (xxx squares)
Base Attack Bonus: +xx Base Melee Attack: +xx (+xx BAB, +xx Str) Base Ranged Attack: +xx (+xx BAB, +xx Dex) CMB: xx . . (+ xx BAB + xx STR + xx Size)
Weapon and Armor Proficiencies A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
ATTACKS . . Copy the following 2 lines for each attack you make, make the yyys the name of the attack +xx yyyyyyyyyyyyyyy (Base + xx, + xx Feats +xx Misc.) Damage: xxx, Crit: xxx, Type: xxx, Range: xxx, Ammunition: xxx
ABILITIES STR: . 18 . . +4 Mod . . (17 +1 Level 4 Increase) DEX: . 12 . . +1 Mod . . (12) CON: . 17 . . +3 Mod . . (17) INT: . 15 . . +2 Mod . . (15) WIS: . 20 . . +5 Mod . . (18 +2 Human Bonus) CHA: . 10 . . +0 Mod . . (10)
SAVING THROWS Fortitude: .+ xx Total . . (+xx Base . . +3 Con . . +xx Misc) Reflex: . . + xx Total . . (+xx Base . . +1 Dex . . +xx Misc) Will: . . . . + xx Total . . (+xx Base . . +5 Wis . . +xx Misc)
SKILLS : (Please put an * by Class Skills. If a rank is added to Class Skills, you gain a +3 Bonus), Underlined Skills are Trained Only and cannot be rolled unless a Rank has been put into the skill
Acrobatics (+xx), Appraise (+xx), Bluff (+xx), Climb (+xx), Craft XXX (+xx), Diplomacy (+xx), Disable Device (+xx), Disguise (+xx), Escape Artist (+xx), Fly (+xx), Handle Animal (+xx), Heal (+xx), Intimidate (+xx), KS: Arcana (+xx), KS: Dungeoneering (+xx), KS: Engineering (+xx), KS: Geography (+xx), KS: History (+xx), KS: Local (+xx), KS: Nature (+xx), KS: Nobility (+xx), KS: Planes (+xx), KS: Religion (+xx), Linguistics (+xx), Perception (+xx), Perform XXX (+xx), Profession XXX (+xx), Ride (+xx), Sense Motive (+xx), Sleight of Hand (+xx) Spellcraft (+xx), Stealth (+xx), Survival (+xx), Swim (+xx), Use Magic Device (+xx)
CLASS ABILITIES Blessings Per Day: 3 + half Warpriest level OOOOO O Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Blessing; Charm - Charming Presence (minor): At 1st level, you can touch an ally and grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as the Sanctuary spell, except if the ally attacks an opponent, the effect ends with respect to only that opponent. This is a mind-affecting effect. Blessing; Good - Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon). *Rapier* Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
** At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
** These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
** If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Fervor: At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
** A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
** As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level. Receives a bonus combat feat at level 3, 6, 9, 12, 15, & 18 Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
** Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Favored Class Bonus: Gain 1/6 of a new bonus combat feat. 5/6ths to a new feat.
FEATS xxxxxxxxxxx
RACIAL ABILITIES Xxxxxxxxxxx
LANGUAGES SPOKEN Common xxxxxxxxxxx
GOLD: xxx SILVER: xxx COPPER: xxx PLATINUM: xxx
OTHER TREASURE xxxxxxx
GEAR AND EQUIPMENT xxxxxxxxxxx
APPEARANCE xxxxxxxxxxx
PERSONALITY xxxxxxxxxxx
HISTORY xxxxxxxxxxx [/quote]
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Post by Deathclaw assassin on Mar 26, 2020 2:00:06 GMT
Sup ya'll I made it!
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Post by Deathclaw assassin on Mar 26, 2020 4:55:04 GMT
Name: Saucy Jack Race: Human Class: Swashbuckler Gender: Male Size: Medium Eyes: Blue Hair: Black Height: 6'2 Weight: 210 Alignment: True Neutral Deity: Cayden Cailean
Initiative: 6 . . (+ 4 DEX + 2 Misc*) Experience Points: 10,000 XP for Next Level: 15,000
Armor Class: 19 . . (10 + 3 Armor + 1 Shield + 4 Dex + 0 Size + 0 Natural + 0 Deflection + 1 Misc.) Flat-Footed: 14 Touch: 15 CMD: 21 . . (10 + 5 BAB + 2 STR + 4 DEX + 0 Size)
Hit Points: 57 . . Current: 57
Base Speed: 30 Feet (6 squares)
Base Attack Bonus: +5 Base Melee Attack W/ Weapon Finnesse: +9 (+5 BAB, +4 Dex) Base Melee Attack: +7 (+5 BAB, +2 Str) Base Ranged Attack: +9 (+5 BAB, +4 Dex) CMB: 7 . . (+ 5 BAB + 2 STR + 0 Size)
Weapon and Armor Proficiencies Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
ATTACKS . . Copy the following 2 lines for each attack you make, make the yyys the name of the attack +11 Masterwork Rapier Attack (Base + 9, + 1 Feats +1 Misc.) Damage: 1d6+10*, Crit: 15-20/x2, Type: Piercing, Range: 0, Ammunition: 0
+10 Backup Rapier (Base + 9, +1 Feats +0 Misc.) Damage: 1d6+8*, Crit: 15-20/x2, Type: Piercing, Range: 0, Ammunition: 0
ABILITIES STR: 15 . . +2 Mod DEX: 18 . . +4 Mod CON: 17 . . +3 Mod INT: 14 . . +2 Mod WIS: 10 . . +0 Mod CHA: 18 . . +4 Mod
SAVING THROWS Fortitude: .+ 4 Total . . (+1 Base . . +3 Con . . +xx Misc) Reflex: . . + 8 Total . . (+4 Base . . +4 Dex . . +xx Misc) Will: . . . . + 1 Total . . (+1 Base . . +0 Wis . . +xx Misc) Charmed Life Uses: 3 per day
SKILLS : (Please put an * by Class Skills. If a rank is added to Class Skills, you gain a +3 Bonus), Underlined Skills are Trained Only and cannot be rolled unless a Rank has been put into the skill
*Acrobatics (+12), Appraise (+2), *Bluff (+8), *Climb (+6), *Craft XXX (+xx), *Diplomacy (+4), Disable Device (+xx), Disguise (+9), *Escape Artist (+12), Fly (+4), Handle Animal (+xx), Heal (+0), *Intimidate (+8), KS: Arcana (+xx), KS: Dungeoneering (+xx), KS: Engineering (+xx), KS: Geography (+xx), KS: History (+xx), *KS: Local (+xx), KS: Nature (+xx), *KS: Nobility (+xx), KS: Planes (+xx), KS: Religion (+xx), Linguistics (+xx), *Perception (+10), *Perform XXX (+4), *Profession XXX (+xx), *Ride (+4), *Sense Motive (+6), *Sleight of Hand (+12) Spellcraft (+2), Stealth (+9), Survival (+0), *Swim (+6), Use Magic Device (+5)
RACIAL ABILITIES +1 skill point per level 1 bonus feat at first level
CLASS ABILITIES Panache (max 5 Panache) -More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
-Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
-Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex) At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
BONUS COMBAT FEAT at level 4, 8, 12, 16, 20
Swashbuckler Weapon Training (Ex) At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Favored Class Bonus: HUMAN: Increase the total number of points in the swashbuckler’s panache pool by ¼. (+1 Pinache at levels 4, 8, 12, 16, 20)
FEATS Human: 1(x2), 3, 4, 5 ALERTNESS (Level 1) - Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
WEAPON FOCUS: RAPIER (Level 1) +1 to attack with rapier
DODGE (Level 3) - Benefit: 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.
FENCING GRACE (LEVEL 4) - Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
BLIND FIGHT (LEVEL 5) - You are skilled at attacking opponents that you cannot clearly perceive. Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
LANGUAGES SPOKEN Common Orc Elvin
GOLD: 345 SILVER: xxx COPPER: xxx PLATINUM: xxx
OTHER TREASURE None
GEAR AND EQUIPMENT Masterwork Rapier Masterwork Studded Leather Armor Buckler
APPEARANCE Tall, Fit, with a chronic sunburn from a life at sea. Dark hair with a thin black mustache and full set of teeth
PERSONALITY Walks a fine line between Confidence and Arrogance.
HISTORY Not a Pirate....per se....
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Post by Ronin on Mar 26, 2020 21:52:14 GMT
From the Masterless Samurai....The Board is Up!
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Post by Ronin on Mar 26, 2020 21:53:06 GMT
Happy Gaming! Is this first or second edition?
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Dai
Knight Errant
Posts: 447
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Post by Dai on Mar 26, 2020 22:51:42 GMT
Thanks Ronin!
1st edition game to help keep our ftf group entertained during this quarantine rubbish
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Post by Papa Bear on Mar 27, 2020 0:19:54 GMT
Thanks Ronin! We did PF2 on the beta book but haven't tried it since
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Post by Ronin on Mar 27, 2020 0:22:54 GMT
Thanks Ronin! We did PF2 on the beta book but haven't tried it since We did PF2 recently and found that we liked it...I'm not sure if we liked it more than 5e. We shall see when we revisit it in a few days.
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Post by Papa Bear on Mar 27, 2020 0:26:34 GMT
both 5e and PF2 attempted to handle balancing issues in completely opposite ways and I think both will be successful at it, but I think I personally like 5es better... the numbers are not as big. There were some PF2 things I loved... like magic weapons dealing bonus dice of damage equal to the magic bonus! That's a great idea.
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