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Paladin
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« on: August 13, 2009, 10:52:39 PM »

Okay, I want to make some characters that I can use to introduce my players to Fantasycraft. I'm making them a little slowly but here they are for comment or in case others want to add their own.

So first, a substitute for the traditional "rogue" party slot.

Name: Chameleon Tinker
Origin: Saurian (Chameleon) Artisan
Class: Keeper 1

Strength       10 (+0)
Dexterity       16 (+3)
Constitution   12 (+1)
Intelligence    18 (+4)
Wisdom        12  (+1)
Charisma       10 (+0)

Skills:
(Origin Skills: Athletics, Sneak)
Athletics       4 (+4)
Bluff             2 (+2)
Crafting         4 (+8)
Haggle          4 (+5)
Impress        2 (+2)
Medicine       4 (+8)
Notice           4 (+5)
Resolve         4 (+5)
Search          4 (+8)
Sense Motive 4 (+5)
Sneak           4 (+7)
Survival          4 (+5)
Tactics          4 (+8)

Interests:
Language: Draconic
Language: Low Elven/Common
Study: Saurian Legends
Study: Clockwork

Knowledge:

BAB: +0
MAB: +0
RAB: +3

Defense: 16
Fortitude: +1
Reflex:     +3
Will:        +3
Initiative:

Vitality:    7
Wounds: 12

Action Dice: 3 (1d4)

Focuses
Crafting: Chemistry, Metalworking, Tailoring

Proficiencies:
Blunt
Hurled

Lifestyle: 2
Panache  1
Prudence 1

Appearance: +1

Legend: 3

 
Feats:
Jungle Clutch.
Crafting Basics (Metalworking).

Class Features:
Teacher
Man of Reason

Qualities:
• Base Speed: 30 ft.
• Cold-Blooded.
• Low-Light Vision.
• Practiced Crafting.

Chameleon I: The NPC gains a +4 bonus with Stealth and Hide checks in 1 terrain (aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp).

Bite 1d8 18-20
Tail Slap 1d8, 20, Reach 2

Gear:
Pouch [2s]
Chemist's kit [20s] 10 lbs
Doctor's Bag [20s] 2lbs
Smith's Kit [15s] 12lbs

Weapons:
Mallet 1/h 1d6 lethal/20 [10s] 5 lbs
Sling 1/h 1d4 subdual/20 60ftx6 Load 1 [1s] 1lbs
20 small rocks for sling 1lbs

Armor:
Padded Armor (Cold Resistance 3) [10s] 4lbs

34lbs load (Light Load)
Stake: 22s
« Last Edit: August 26, 2009, 12:17:26 AM by Paladin » Logged

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« Reply #1 on: August 13, 2009, 10:56:28 PM »

Name: Drake Guide
Origin: Drake Warden
Class: Scout 1

Attributes
Strength:      15 (+2)
Dexterity:     12 (+1)
Constitution: 16 (+3)
Intelligence:  12 (+0)
Wisdom:       13 (+1)
Charisma:      8 (-1)

Skills:
(Origin Skills: Investigate, Search)
Athletics        4 (+6)
Blend             4 (+3)
Investigate      4 (+5)
Notice            4 (+5)
Resolve          2 (+5)
Search           4 (+5)
Sneak            4 (+5)
Tactics           2 (+3)

Interests:
Language (Draconic)
Language (Low Elven/Common)
Study (Region: The Forests of Gorlan)
Study (Drake History)
Study (Jungle/Forest fauna)

Knowledge: +4

Feats:
Pathfinder Basics (Forest/Jungle).
Truescale: No size penalty to blend check in Forest/Jungle. Breath weapon damage type converted to acid.

Qualities:
• Beast: Lacks hands or other fine manipulators and can’t take actions requiring them. It can only use armor, handheld gear, and non-natural weapons specifically modified for its use.
• Base Speed: 30 ft.
• Breath Weapon: Once per round as a full action you may breathe acid in a 20-ft. line, inflicting 2d6 + 3. Make a single ranged attack against all characters and objects in the path; each character hit may make a Reflex Save (DC 14) to suffer only 1/2 damage (rounded down).
• Natural Attack:
     Bite I  1d10 +2 (Threat 18-20)
     Claw I 1d8 + 2 (Threat: 20)
• Winged Flight: You may fly with a Speed of 50 ft.
• Practiced Investigate.
• Unbreakable.

Class Abilities:
Trailblazer
Stalker

Proficiencies:
Blunt
Unarmed (forte)

Tricks:
Shove (Advanced Unarmed Attack Trick)
Wing Buffet (1 Full Action • Attack Action)

BAB: +0
MAB: +2
RAB: +1

Initiative +8

Defense: 11 (+1 Dex +1 Class -1 Size)
Fortitude: +5
Reflex:     +3
Will:         +1

Vitality:  12
Wounds: 24

Lifestyle:  0
Panache:  0
Prudence: 0

Legend: 0

Stake: 100 silver
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« Reply #2 on: August 13, 2009, 11:33:08 PM »

A level 7 iteration of an old standby of mine:

Name: Dalenthas
Origin: Elf Warden
Class: Scout 7
Type: Medium biped fey
Reach: 1
Speed: 40ft (50ft in Combat)

Str 14 = 14
Dex 16 = 14  +2 (Hart)
Con 12 = 14  -2 (Elf) + 1 (4th)
Int 12 = 12  -2 (Hart) + 1 (Warden) + 1 (4th)
Wis 16 = 12  +4 (Elf)
Cha 12 = 12

Origin Abilities:
Burden of Ages
Elf Sight
Iconic Classes (Captain, Sage, Scout)
Iconic Specialties (Adept, Adventurer, Archer, Aristocrat, Artisan, Druid, Fencer, Lord, Ranger, Rogue, Tribesman, Vanguard, Warden, or Wizard)
Light Sleeper
Natural Elegance
Sharp Hearing
Decisive
Practiced Investigate
Unbreakable

Class Abilities:
Trailblazer
Stalker
Rough Living +2
Sneak Attack +1d6
Huntsman (Sprint)

Feats:
Hart Nation
Pathfinder Basics (Forest/Jungle)
Ambush Basics
Bullseye
Bow Basics
Angry Hornet
Night Fighting

Skills (60):
Acrobatics  8
Athletics   8
Investigate 5
Notice      8
Resolve     7
Search*     8
Sneak*      8
Survival    8

Proficiencies:
Bows (Forte)
Edged (Forte)
Hurled
Cheap Shot
Relentless Attack

Interests:
Language: Elf
Study: Cale Nadere
Study: Goblins
Language: Goblin
Language: Human
Language: Rootwalker

Base Attack Bonus: +5
Melee/Unarmed Attack: +7
Ranged Attack: +8
Fort: 6 = 5 + 1
Ref: 8 = 5 + 3
Will: 5 = 2 + 3
Defense: 19 = 10 + 4 + 2 + 3 - ?
Initiative: 15 = 7 + 5 + 3

Lifestyle: 3
-Panache: 1
-Prudence: 2

Legend: 2

Gear:
Coin in Hand: 1s

Longbow 60s  (105s)
+Saurian Craftsmaship +25%
+Superior Materials +50%
> 30 Standard Arrows 10s
> 20 Barbed Arrows 10s

Cutlass 40s (124s)
+Elven Craftsmaship +100%
+Superior Materials +50%
+Armor-Piercing +25%
+Guard +10%
+Keen +25%

Sickle-Sword 40s (94s)
+Goblin Craftsmanship +0%
+Superior Materials +50%
+Finesse +50%
+Guard +10%
+Keen +25%

Hatchet 8s

Partial Hardened Leather 100s (300s)
+Dwarven Craftsmanship +50%
+Fitted +100%
+Lightweight +50%

Silk rope 20s
Firesteel/Tinderbox 8s
Climber's Gear 15s
Waterskin 5s


Reputation: 1
Renown: Heroic 1
Prizes: (19 Rep total)

Cloak of Invisibility (9 Rep)
+Lesser Essence: NPC Quality (Chameleon I) (6 Rep)
+Lesser Charm (Lvl 3): Spell Effect (Invisibility 1/scene) (3 Rep)

Bow of Quatlquetzl(10 Rep)
+Greater Essence: Threat Range, Greater (20 Rep)
+Two handed item (-10 Rep)
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« Reply #3 on: August 15, 2009, 04:45:54 AM »

Heres a character I posted at rpg.net, posting it here too for comments:

Xorlyss, the Red Maw

Folk use the word "Saurian" every day without ever wondering what its origins are. They often ignore the "run and hide" signal their little mammalian hindbrain broadcasts when faced with something descended from walking thunder.

Xorlyss is what you would call a "throwback", the bony ridge extending from the base of his skull to the top of his head supports overdeveloped jaw muscles that in turn anchors a pair of mandibles with three rows of razor sharp teeth, each. He was born in a swamp, and due to his *divine characteristics* is a conduit for the tribe's ancestor/totem, Yen'rab the devourer, a cthonic reptilian predator splattered with red blood and blue ichor.

With Xorlyss, folk can't ignore their little mammalian hindbrain anymore. They can't ignore the screaming.


Saurian Priest lvl 1

Str 18 (+4)
Dex 14 (+2)
Con 12 (+1)
Int 8 (-1)
Wis 14 (+2)
Cha 12 (+1)

Skills:

(Origin: Resolve, Athletics) (Alignment (Yen'rab the devourer): Survival, Sneak,  Athletics)

Survival 6
Athletics 10
Sneak 6
Intimidate 5
Notice 6
Resolve 5

Speciality: Tribesman

Interests:

Language: Saurian Hiss-speak
Language: Tradetongue
Study: Venomfang fens
Alignment: Yen'rab the devourer (Has Paths of Beasts, Strength and Destruction)

Base attack bonus: +0
Melee attack bonus: +5 (4 from Strength + 1 unarmed forte)
Ranged attack bonus: +3 (+2 from Dexterity +1 bow forte)

Vitality: 10 (9 Class + 1 Constitution)
Wounds: 12 (Constitution Score)

Defense: 17 (10 Base + 2 Dex +2 Class + 1 Race + 2 Shield)
Fort: +2 (1 Class + 1 Con)
Ref: +2 (2 Dex)
Will: +3 (1 Class + 2 Wisdom)

Damage Reduction: 2 (Thick Hide)

Initiative: +2 ( 2 Dex)

Speed: 30ft

Action Dice: 3(1d4)

Proficiencies:
Unarmed
Unarmed Forte
Bow
Bow Forte
Advanced trick: Salt the Wound (+1d6 damage to bleeding enemies Om nom nom nom!)

Lifestyle: 2
Panache: 0
Prudence: 2

Feats:
Native Ferocity (All natural attacks go up a grade)
Basic Skill Mastery (Athletics)
Animal Partner (55 XP to create an NPC animal teammate)

Class Features:
Devout (Reroll on attacks with ritual weapons and alignment skills)
Acolyte (Path of Beasts 1, Ritual Weapon: Bite)

Bite III: 2d8+6 (17-20)
Tail Slap III: 2d8+6 (20) (Reach 2)

Gear:
Ogre Crafted Moderate Padded Hide (Cold Resist 5) 32sp
Reflex Bow 30s
Barbed Arrow (Causes Poison and Bleeding) (40) 20s
Body Paint 4s
Hide Shield (Guard +2) 10s
24s worth of other gear, no actual coinage

and his NPC animal companion

Gutspiller (the triceratops) NPC teammate

Mount, friend and the closest nature ever got to making a tank, Gutspiller the triceratops was the runt of a litter saved by Xorlyss from the predation of his totem spirit's avatar. Completely devoted to each other, these two scaled compadres make a formidable team, with Gutspiller, a lumbering sack of hitpoints and damage reduction, making the enemies bleed with his Gore III attack, and Xorlyss, running interference, taking advantage of that with his salt the wound advanced trick.


Large Animal

Walker 30ft (0XP)

Str 18 (8XP)
Con 16 (6XP)
Dex 10 (0XP)
Int 6 (0XP)
Wis 10 (0XP)
Cha 10 (0XP)

Attack 4 (4XP)
Resiliance 3 (3XP)
Health 9 (9XP)
Signature Skill (Survival) 4 (4XP)

Vitality: 45
Wounds: 24

Defense: 9
Fort: 4
Ref: -1
Will: 1

BaB: +1
MaB: +5
Rab: +0

Qualities:

Damage Reduction 5 (15XP)
Charge Attack (2XP)
Cold Blooded (-2XP)
Knockback (2XP)
Lumbering (-2XP)

Attacks:

Gore III (6XP)
Damage: 2d8 + 4 (18-20) (Bleed)

prototype00
« Last Edit: August 25, 2009, 03:17:17 AM by prototype00 » Logged
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« Reply #4 on: August 24, 2009, 02:21:24 PM »

Here's my first FantasyCraft character. I didn't start out with any specific character in mind, he just sort of came together as I went through the book. Also, he doesn't have any weapons or armour yet, either.

Name: Chargey McShovealot [name pending]
Origin: Savage Barbarian
Class: Soldier 1

Strength       16 (+3)
Dexterity       12 (+1)
Constitution   14 (+2)
Intelligence    10 (+0)
Wisdom        14  (+2)
Charisma       12 (+1)

Skills:
(Enlightened Survival)
Athletics       2 (+5)
Intimidate    4 (+8)
Notice          4 (+6)
Resolve        4 (+6)
Survival        2 (+4)

Interests:
Language: Common
Study: Campfire tales
Study: Alcoholic drinks
Study: Weapons

BAB: +1
MAB: +4
RAB: +2

Defense: 12
Fortitude: +6
Reflex:     +1
Will:        +4
Initiative: +2

Vitality:    15
Wounds: 17

Action Dice: 3 (1d4)

Proficiencies:
Blunt
Edged (Forte)
Unarmed

Lifestyle: 1
Panache  1
Prudence 0

Legend: 1

Feats:
Great Fortitude
Rage Basics
Charging Basics


Class Features:
Accurate
Fight On!: Shield Basics

Qualities:
• Base Speed: 55 ft.
• Lean Season.
• Tenacious Spirit.
• Trap Sense.
• Mix Up [Bull Rush, Threaten]
« Last Edit: August 24, 2009, 08:26:47 PM by Wolverine » Logged

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« Reply #5 on: August 24, 2009, 05:03:21 PM »

I take it Chameleon Tinker is a keeper 1 and Chargey is a Soldier 1?
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« Reply #6 on: August 24, 2009, 08:03:11 PM »

Yes on the Tinker.
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« Reply #7 on: August 24, 2009, 08:26:19 PM »

....and Chargey is a Soldier 1?

Oh yeah, I should probably add that Tongue

He is indeed.
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« Reply #8 on: August 24, 2009, 08:30:16 PM »

Name: Heartless Duelist
Origin: Ruthless Aristocrat
Class: Assassin 1

Abilities:
Strength:      12 (+1)
Dexterity:     16  (+3)
Constitution: 10 (+0)
Intelligence:  12 (+1)
Wisdom:      11   (+0)
Charisma:    15   (+2)

Class Abilities:
Heartseeker

Qualities:
• Always Ready
• Menacing Threat
• Charming
• Noble Blood


Skills:
Origin Skills: Acrobatics, Impress, Ride
Acrobatics       4 (+7)
Blend              4 (+6)
Bluff                3 (+7)
Impress           4 (+8)
Intimidate        4 (+6)
Notice             4 (+4)
Prestidigitation 4 (+7)
Resolve           4 (+4)
Sense Motive   4 (+4)
Ride                1 (+4)

Interests:
Language: Low Elven/Common
Studies: History of Valdara
Language: High Elven
Studies: Aristocracy and Courtly Manners

Feats:
Basic Skill Mastery (Actor)
Fencing Basics


Proficiencies:
Edge (Forte)
Hurl
Unarmed

Tricks:
Cheap Shot (Attack Trick)
Work the Line (Stance)


BAB: +0/+1
MAB: +1/+2
RAB: +3/+4

Defense: 14 (+3 Dex +1 Class)
Fortitude: +1 (+0 Con +1 Class)
Reflex:     +4 (+3 Dex +1 Class)
Will:        +1 (+0 Wis +1 Class)

Lifestyle: 6 (+1 +3 +2)
Panache:  5
Prudence: 1
Appearance: +2
Income: 50s
Saved/Earned: 20%

Legend: +0

Base Speed: 30 ft.

Gear:
Reinforced Moderate Padded Armor (38s): DR 1, Edged Resistance 2, Cold Resistance 5, 8lbs
Rapier (Bleed, Finesse) 1d8+3 Stress, 19-20 (30s)
Dagger (Bleed, Hurl) 1d6+1 lethal (15s)

Stake: 13
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« Reply #9 on: August 25, 2009, 10:43:08 PM »

Name: Steam Pirate

Origin: Dwarf Corsair(Acrobatics, Intimidate)

Class: Explorer 1

Str: 10/+0
Dex: 14/+2
Con: 14/+2
Int: 16/+3
Wis: 8/-1
Cha: 12/+1

Class Abilities: Friends All Over, Tomb Raider

Qualities: Terrifying Look, Enlightened Ride, Improved Stability, Iron Gut,
                Low Light Vision, Thick Hide 3

Skills:Acrobatics +6
         Athletics +4
         Haggle +2
         Impress +3 (cc)
         Intimidate +3
         Notice +2
         Resolve +4
         Ride +8 (Land Mount, Land Vehicle, Water Vehicle)
         Search +5
         Tactics +5 (cc)

Interests: Language: Dwarfish
                Culture: Dwarfish
                Study: Steam Engines
                Language: Local Human Tongue

Feats: Hill-Born, Basic Skill Mastery(Officer)

Proficiencies: Blunt, Edged, Hurled, Black Powder

BAB: +0
MAB: +0
RAB: +2

Defense: 14(+2 Dex, +1Class, +1 Origin)
Fortitude: +4(+2 Con, +2 Class)
Reflex: +3(+2 Dex, +1 Class)
Will: -1(-1 Wis, +0 Class)
Reputation: 10

Lifestyle: 4(+1 Cha, +1 Class, +2Origin[Panache])
Panache: 3(Appearance +1, Income 30s)
Prudence: 1(20%)

Legend: +1

Gear: Cutlass(D10 lethal, 19-20, Cavalry, Finesse, Hard 2)
          Belaying Pin[Club](D8 subdual, 20, Hard 2)
          Harpoon(D8 lethal, 18-20, Bleed, Cord, Hard 2)
          Fireproof Padded Armor(DR 0, Fire 4, Cold 3, Soft 2)
          Bottle of Spirits

Stash: 17s

I'm aiming him toward Swashbuckler of course.
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« Reply #10 on: September 09, 2009, 09:09:00 AM »

Name: Missionary of the One God
Origin: Goblin Cleric
Class: Priest 1

Strength:      14 (+2)
Dexterity:     12 (+1)
Constitution: 12 (+1)
Intelligence:  10 (+0)
Wisdom:       14 (+2)
Charisma:     14 (+2)

Skills:
Impress:         4 (+5)
Investigate:     4 (+4)
Medicine:       4 (+4)
Notice:           2 (+4)
Resolve:         4 (+5)
Search:          4 (+6)
Sense Motive: 4 (+6)
Tactics:          2 (+2)

BAB: +0
MAB: +2
RAB +1

Caster: 1
Save DC: 13

Vitality: 11
Wounds: 8

Fortitude: +2
Reflex:     +1
Will:        +3

Defense: (+1 Dex, +1 Size, +2 Class)
Initiative: +1 (+1 Dex, +0 Class)

Lifestyle: 3
Panache: 1
Prudence: 25%

Legend: +1

Proficiencies:
Blunt
Edge (Forte)
Hurled

Qualities:
• Light-Sensitive (immune)
• Low-Light Vision
• Tenacious Spirit
• Charming
• Field Medicine
• Paired Skills
• Turning: Once per combat you may Turn undead.

Class Features:
Devout
Acolyte

Paths:
Life I
Light I

Feats:
Ambush Basics
Bandage
Fortunate

Interests:
Language: Low Elven (common)
Study: History of the Sallir
Study: The Precepts of the One God
Alignment: The One God

Alignment:
The One God
Paths: Good, Light, Life
Skills: Crafting, Investigate, Search, Tactics
Ritual Weapon: Long Sword
Avatar: Guardian Angel
Opposing Alignments: The Pact of Blood, The Ascendant Path, Evil
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« Reply #11 on: September 17, 2009, 12:18:03 PM »

After posting on the Magic Item thread, I thought I'd give making a Fantasy Craft superhero a go. I didn't want to for anything too spectacular as that would most likely end up in a Mage with interesting spell choices, so I went for someone a little more 'normal' instead. The end result is a Pech who spends his days either sleeping and his nights prowling the rooftops of the city, dealing to villains and ruffians. I also made him 5th level so that I could beef him up a little. I think it worked out rather well, and there is still plenty of room for expansion.

Name: Batling
Origin: Pech Acrobat (Acrobatics, Sneak)
Class: Explorer 5

Strength       12 (+1)
Dexterity       16 (+3)
Constitution   14 (+2)
Intelligence    14 (+2)
Wisdom        14  (+2)
Charisma       12 (+1)

Skills:
Acrobatics +15
Athletics +6
Blend +5
Investigate +10
Notice +10
Prestidigitation +7
Resolve +10
Sneak +13
Survival +8

Interests:
Language: Common
Language: Thieves Cant
Study: The Big City
Study: Criminal Underworld
Study: City Watch

BAB: +3
MAB: +4
RAB: +6

Defense: 17
Fortitude: +6
Reflex: +6
Will: +3
Initiative: +6

Vitality: 55
Wounds: 8

Action Dice: 3 (d4)

Proficiencies:
Blunt (Forte)
Edged
Unarmed (Forte)

Lifestyle: 4
Panache  0
Prudence 4

Legend: 3

Feats:
Armor Basics
Basic Skill Mastery (Robber)
Hurled Basics
Hurled Mastery
Lady Luck's Smile

Class Features:
Extra Contact (Commander in the City Watch)
Tomb Raider (DC 25)
Bookworm I
Uncanny Dodge I

Qualities:
• Base Speed: 40 ft.
• Enlightened Resolve
• Hearty Appetite
• Practiced Athletics

Weapons
Shurikens (30) - 60s
Sap - 2s

Armor
Pech Scalemail (Fire-proofed) - 275s
Heavy Fittings - 38s

Equipment
Manacles - 20s

Magic Item
Cloak of Gliding (Level 5) - 10 Rep
Lesser Essence: Damage Resistance (Acid 4)
Lesser Charm: Spell Effect (Jump, 2 uses)
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« Reply #12 on: September 17, 2009, 11:41:26 PM »

Silvia Lightheart
Angelic Agile Human Acrobat
Priest 5/ Rune Knight 2

Type: Medium biped outsider, Reach 1
Speed: 60ft. flying / 30ft. ground
Starting Action Dice: 3 (d6)

Str 10 =  9 + 1(Acrobat)
Dex 18 = 15 + 2(Agile) + 1(4th)
Con 12 = 12
Int 14 = 14
Wis 14 = 13 + 1(Angelic Heritage)
Cha 14 = 13 + 1(Angelic Legacy)

Vitality: 76 = (9 + 1) x 5 + (12 + 1) x 2
Wounds: 12 = 12

Base Attack Bonus: +4
      Total =  BAB  + Abil  +  Misc
Melee Attack:    +4   =   4   +   0  
Ranged Attack:   +8   =   4   +   4  
Unarmed Attack:  +0   =   4   +   0   -   4


                   Total =  BAB  +  Str  +  E F  +  SWD
• Longsword (MotC)  +6   =   4   +   0   +   1   +   1
1d12+5 (AP 2); threat 20; guard +1, finesse



Fort: +6 = 5 + 1
Ref : +8 = 4 + 4
Will: +5 = 3 + 2

Defense: 25 = 10 + 8(Class) + 4(Dex) + 1(Sword) + 1(Armor) + 1(Acrobat)
Defense + Mage Armor OR Shield: 29
Defense + MA + Shield: 33
DR: 2 = 2(Armor) + 1(Fittings) - 1(Ceremonial)
Resist: Edged  4  (2 Armor + 2 Reinforced)
   Divine 4  (Blessed)   
   Cold  10  (Angelic Legacy)
   Acid  10  (Angelic Legacy)
   Blunt  2  (Cushioned)

Initiative: +5 = 1 + 4

Origin Abilities:
• Double Boost
 (Dex)

• Natural Elegance
• Practiced Athletics
• Agile Defense

Class Abilities:
• /Devout/
• Acolyte
• Signs & Portents I
• /Battle Mage/
• Rune-Carved (Leeching, Gouging)
• Warcasting I

Skills:        Total = Rank + Att + Misc - ACP
• Acrobatics^   +15  =  10  +  4  +  2   -  1
• Athletics^     +8  =   9  +  0  +  0   -  1
• Impress*      +12  =  10  +  2
• Notice        +11  =   9  +  2
• Resolve        +8  =   8  +  1  +  0   -  1
• Sense Motive* +13  =  10  +  2
• Sneak          +6  =   1  +  4  +  2   -  1
• Survival^      +3  =   1  +  2
• Tactics^      +10  =   8  +  2
• Spellcasting  +12  =  10  +  2
*-Origin Skill
^-Alignment Skill

Feats:
• Basic Skill Mastery (Robber)
• Angelic Heritage
• Favored Gear (Sword)
• Fortune Favors the Bold
• Angelic Legacy

Interests:
• Language: Celestial
• Study: Tumerra (Home Region)
• Language: Human
• Study: Outsiders
• Study: Battlefield History
• Alignment: Order of the Guilded Wing (OGW)
  • Alignment Skills: Acrobatics, Athletics, Survival, Tactics
  • Paths: War, Magic, Strength, Order
  • Ritual Weapon: Longsword
  • Avatar:
    • Mayelle the Vengeful
    • The Gilded One
    • The One Winged Angel
    • Goddess of War and Order
  • Opposed Alignments: Chaos

Proficiencies:
• Edged (Forte)
• Parry
• Warding Strike
• Shove
• Relentless Attack

Paths:
• Magic III

Spell Points: 14 = (4 x 3) + 2
5
Spells:
• 0th:
  • Touch of Light
  • Detect Alignment
• 1st:
  • Call From Beyond I
  • Shield
  • Divine Favor
  • True Strike I
  • Magic Missile
  • Ray of Enfeeblement
• 2nd:
  • Blur
  • Brawn I
  • Cure Wounds II
  • Mage Armor
  • Restoration I
  • Scorching Ray
• 3rd:
  • Call From Beyond II
  • Cure Wounds III
  • Neutralize Poison
  • Searing Ray  
  • Haste
  • Remove Curse I
• 4th:
  • True Strike II
  • Cure Wounds IV
  • Divine Power  
  • Restoration II

Lifestyle: 5
• Panache: 5 (+7 Appearance, 50s Income)
• Prudence: 0 (15% Money Saved/Earned)

Legend: +5
Renown: 1 (Military)
Reputation: 1
Stake: 43s
Gear:

Backpack              10s
Blanket/Bedroll        5s
Canteen (x2)          10s
Firesteel              8s
Grappling Hook        12s
Grooming Case          8s
Pouch (x2)             4s
Purse                  5s
Rope, Silk (50ft)     20s
Sack, Large            3s
Sack, Small (x4)       4s
Whistle                2s
Signet Ring (OGW)     40s

Longsword          (96s)  60s
+ Superior Materials     +50%
+ Finesse                +50%
+ Guard                  +25%
+ Armor-Piercing         +25%
+ Grip                   +10%
- Ritual Weapon         -100%

Partial Chainmail (430s) 100s
+ Blessed                +25%
+ Lightweight            +50%
+ Cushioned              +50%
+ Reinforced             +50%
+ Fitted                +100%
+ Ceremonial             +25%
+ Light Fittings         +30s


Magic Items:

Mark of the Champion
~ Longsword (Level 7)                           |  9 Rep|
• Accuracy Bonus (+1)                           ( +8 Rep)
• Spell Effect (Call From Beyond II 2/scene)    ( +6 Rep)
• Exotic Damage (Divine)                        ( +5 Rep)
• Two-Handed Weapon                             (-10 Rep)

Mark of the Acros
~ Chainmail (Level 1)                           | 10 Rep|
• Defense Bonus (+1)                            ( +8 Rep)
• Storage, Greater (1 item)                     ( +2 Rep)
• Damage Aura, Greater (Divine)                 (+10 Rep)
• Armor                                         (-10 Rep)
« Last Edit: September 17, 2009, 11:42:57 PM by MordOptiMax » Logged
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