CHARACTER SHEETS ONLY!

Aug 5, 2020 8:00 am
If you are able to place ALL Character Sheets here!
Aug 5, 2020 8:26 pm
PLAYER: Dankel
CHARACTER: Zampoliou Iconium

Rogue Racket Scoundrel

ANCESTRY Human (Varisian)
BACKGROUND Charlatan
You traveled from place to place, peddling false fortunes and
snake oil in one town, pretending to be royalty in exile to seduce
a wealthy heir in the next. Becoming an adventurer might be
your next big scam or an attempt to put your talents to use for a
greater cause. Perhaps it’s a bit of both, as you realize that after
pretending to be a hero, you’ve become the mask.
Choose two ability boosts. One must be to Intelligence or
Charisma, and one is a free ability boost.
You’re trained in the Deception skill and the Underworld
Lore skill. You gain the Charming Liar skill feat.
SPEED 25 feet
PERCEPTION Expert +4
ALIGNMENT CG
LANGUAGES Common, , Varisian

STATISTICS
Str 10 (+0) Dex 16 (+3) Con 10  Int 10 Wis 10  Cha 16 (+3)

Trained in Rogue Class DC

STRIKES
Melee  Rapier +5 Dagger+5
Ranged Dagger thrown +5
Trained in Simple weapons, rapier, short-bow, sap, short-sword, trained in unarmoured attacks


SKILLS
Acrobatics * (DEX+5) Athletics* (STR)+2 Deception*(CHA)+5 Underworld Lore*(INT)+2 Stealth* (DEX)+5 Diplomacy (CHA)* +5 Society*(INT) +2Performance* (CHA)+5 Survival * (WIS) +2 Lore - regional (Varisia)* +2 Thievery* (DEX) +5
* = trained +2


Class Abilities 
DEFENSE HP 16 AC 15 

Trained in light armour, Trained in unarmoured defence.

Fort +5 Ref +5 Wil +6

EQUIPMENT
Bulk  9 4l
Worn  Leather Armour fine clothing adventurers pack writing kit climbing kit sheath
Weapons Rapier 1d6 d p finesses weapon 2 daggers 1D4 finesse thrown
Stowed Wealth 5g 8s

SAVING THROWS Trained in Fortitude Expert in Reflex Expert in Will




FEATS AND ABILITIES
Ancestry feats Natural Skill
Your ingenuity allows you to learn a wide variety of skills. You
gain the trained proficiency rank in two skills of your choice.

Skill Feats 
Charming Liar,
Your charm allows you to win over those you lie to. When
you get a critical success using the Lie action, the target’s
attitude toward you improves by one step, as though you’d
succeeded at using Diplomacy to Make an Impression. This
works only once per conversation, and if you critically
succeed against multiple targets using the same result, you
choose one creature’s attitude to improve. You must be lying
to impart seemingly important information, inflate your
status, or ingratiate yourself, which trivial or irrelevant lies
can’t achieve.

Streetwise
Sneak Attack
When your enemy can’t properly defend itself, you take
advantage to deal extra damage. If you Strike a creature
that has the flat-footed condition (page 620) with an
agile or finesse melee weapon, an agile or finesse unarmed
attack, or a ranged weapon attack, you deal an extra 1d6
precision damage. For a ranged attack with a thrown
melee weapon, that weapon must also be agile or finesse
Surprise Attack
You spring into combat faster than foes can react. On
the first round of combat, if you roll Deception or Stealth
for initiative, creatures that haven’t acted are flat-footed
to you.
Rogue Feats
Twin Feint
Requirements You are wielding two melee weapons, each in a different hand.
You make a dazzling series of attacks with both weapons, using the first attack to
throw your foe off guard against a second attack at a different angle. Make one Strike
with each of your two melee weapons, both against the same target. The target is
automatically flat-footed against the second attack. Apply your multiple attack penalty
to the Strikes normally
Last edited August 8, 2020 7:16 pm
Aug 7, 2020 6:07 pm
PLAYER: Naatkinson
CHARACTER: Beskytter

CLASS Fighter

ANCESTRY Human (Wintertouched)
BACKGROUND Warrior
SPEED 25 feet
PERCEPTION +6 (Expert)
ALIGNMENT NG
LANGUAGES Common, Jotun, Orcish

STATISTICS
Str 18 (+4)
Dex 10 (+0)
Con 16 (+3)
Int 12 (+1)
Wis 12 (+1)
Cha 10 (+0)

STRIKES
Melee battleaxe +9, 1d8+4, sweep (+1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.)

Melee dagger +9, 1d4+4, agile, finesse, thrown 10 ft, versatile S

Ranged shortbow +5, 1d6, deadly (1d10)

SKILLS
Acrobatics * (DEX) +3
Arcana (INT) +1
Athletics * (STR) +7
Crafting * (INT) +4
Deception (CHA) +0
Diplomacy (CHA) +0
Intimidation * (CHA) +3
Lore: Warfare * (INT) +4
Medicine * (WIS) +4
Nature (WIS) +1
Occultism (INT) +1
Performance (CHA) +0
Religion (WIS) +1
Society (INT) +1
Stealth (DEX) +0
Survival * (WIS) +4
Thievery (DEX) +0
(* = TRAINED, ** = EXPERT, *** = MASTER, **** = LEGENDARY)

FEATS AND ABILITIES
Ancestry Abilities
Skill Feats
Class Abilities

DEFENSE
HP 21 AC 17 AC (shield raised) 19
Fort +5 Ref +5 Wil +6
Resistances Cold 1

EQUIPMENT
Bulk 6.2
Worn breastplate, steel shield
Weapons battle axe, shortbow, dagger
Stowed backpack, arrows (10), bedroll, belt pouch (2), chalk (10), flint and steel, rations (14), rope (50 ft), soap, torch (5), waterskin
Wealth 0 sp

EQUIPMENT
The following rules apply to Torag's equipment.

FEATS AND ABILITIES
Torag's feats and abilities are described below.

Wintertouched
The power of winter flows through you. This heritage is most common among the Jadwiga of Irrisen, due to their descent from Baba Yaga, and certain Erutaki touched by the spirits. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Incredible Initiative
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Sudden Charge Two Actions - Tags: Fighter, Flourish, Open
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Attack of Opportunity Reaction
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Raise Shield
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.


Shield Block Reaction - Tags: General
Trigger While you have your shield raised, you would take damage from a physical attack.

Effect You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Intimidating Glare Tags: General, Skill
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Last edited August 7, 2020 9:27 pm
Aug 7, 2020 6:10 pm
OOC:
This is the character sheet at creation, any updates will be placed here
PLAYER: Runekyndig
CHARACTER: Shrip

Wizard lev 1

ANCESTRY Human (Versatile Heritage)
BACKGROUND RETURNING DESCENDANT
SPEED 25 feet
PERCEPTION +4 (Trained)
ALIGNMENT CG
LANGUAGES Common, Dwarven, Elven, Gnomish, and Halfling.

STATISTICS
Str 10 (+0) Dex 14 (+2) Con 12 (+1) Int 18 (+4) Wis 12 (+1) Cha 12 (+1)

STRIKES
Melee staff +3 (two-hand1d8), 1d4 bludgeoning
Melee Dagger +5 , 1d4 pircing, Agile, Finesse, Thrown 10 ft., Versatile

Ranged Telekinetic Projectile +7 (bludgeoning, piercing, or slashing, evocation), 1d6+4

SKILLS
Acrobatics (DEX) +1; Arcana * (INT) +7; Athletics (STR) -1; Crafting * (INT) +7; Deception * (CHA) +4; Diplomacy (CHA) +1; Intimidation (CHA) +1; Lore: Engineering * (INT) +7; Medicine (WIS) +1; Nature (WIS) +1; Occultism * (INT) +7; Performance (CHA) +1; Religion (WIS) +1; Society * (INT) +7; Stealth * (DEX) +4; Survival * (WIS) +4, Thievery * (DEX) +4
(* = TRAINED, ** = EXPERT, *** = MASTER)

FEATS AND ABILITIES
Heritage Feat Versatile Heritage
Skill Feat Pickpocket
Feat 1st Haughty Obstinacy

Class Abilities arcane bond; Arcane School (Universalist); arcane thesis (Spell Substitution); Hand of the Apprentice

DEFENSE HP 15 AC 17 AC (shield raised) 18
Fort +4 Ref +5 Wil +6

SPELLS
Spell Attack +7 DC 17

SPELLS
Cantrips (at will)
*_Daze (enc): Damage a creature's mind and possibly stun it.
*_Detect Magic (div): Sense whether magic is nearby.
__Light (evo): Make an object glow.
*_Mage Hand (evo): Command a floating hand to move an object.
__Message (ill): Speak a message to a distant creature, who can reply.
__Read Aura (div): Detect if an object is magical, and determine the school of its magic.
__Prestidigitation (evo): Perform a minor magical trick.
__Shield (abj): A shield of magical force blocks attacks and magic missiles.
*_Telekinetic Projectile (evo): Fling an object at a creature.
*_Tanglefoot (con): Conjure a vine to entangle a creature.
1st Level (2/day)
__Charm (enc): A humanoid becomes more friendly to you.
__Lock (abj): Make a lock hard to open.
__Magic Missile (evo): Pelt creatures with unerring bolts of magical force.
*_Pest Form (tra): Turn into a nonthreatening animal.
*_Sleep (enc): Cause creatures in a small area to fall asleep.


EQUIPMENT
Bulk 3,5, 7L
Worn backpack, clothing, Studded Leather
Weapons staff, dagger
Stowed bedroll, two belt pouches, chalk (10 pieces, flint and steel, grappling hook, rope (50 feet), 2 weeks' rations, soap, torches (5), waterskin, writing set, spellbook, Thieves Tools
Wealth 6 gp, 3 sp

EQUIPMENT

Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.

Two-Hand (trait): This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value.

Thieves' Tools
Price 3 gp; Hands 2; Bulk L
You need thieves’ tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. Infiltrator thieves’ tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves’ tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn’t require using the Repair action.


https://i.pinimg.com/564x/c4/ba/7c/c4ba7cd32f808f172414b5ee2fca2b11.jpg


FEATS AND ABILITIES
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. See the Spells section below for details on the spells you have prepared.
Arcane School: You are a universalist, believing that arcane mastery comes from well-rounded knowledge of all schools of magic rather than specializing in one.
Arcane Bond: Your staff also serves as your arcane bond, which you can drain once per day as a free action at the start of your turn. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Arcane Thesis (Spell Substitution): You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty..

Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).

Hand of the Apprentice:You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools on page 207 for more information about focus spells.


FOCUS SPELLS
Focus point: 1
Hand of the Apprentice Cast [one-action] Range 500 feet; Targets 1 creature. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.


SPELLS
Daze (Cantrip Enchantment Mental Nonlethal)
Cast Two Actions somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

Detect Magic (Cantrip Detection Divination)
Cast Two Actions somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Light (Cantrip Evocation Light)
Cast Two Actions somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.

Mage Hand (Cantrip Evocation)
Cast Two Actions somatic, verbal; Range 30 feet; Targets 1 unattended object of light Bulk or less; Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Message (Auditory Cantrip Illusion Linguistic Mental)
Cast Single Action verbal; Range 120 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

Read Aura (Cantrip Detection Divination)
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.

Prestidigitation (Cantrip Evocation)
Cast Two Actions somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.

_Cook Cool, warm, or flavor 1 pound of nonliving material.
_Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
_Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
_Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.


Shield (Abjuration Cantrip Force)
Cast Single Action verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.

Shield Block[reaction] Trigger You would be damaged by a physical attack while your shield is conjured; Effect You interpose your magical shield between yourself and the attack, reducing the damage by 5. You take any remaining damage.

Telekinetic Projectile (Attack Cantrip Evocation)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.

Tanglefoot (Cantrip Conjuration Plant)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure: The target is unaffected.



Charm (Emotion Enchantment Incapacitation Mental)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Magic).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.

Magic Missile (Evocation Force)
Cast Single Action to Three Actions (somatic, verbal)
Range 120 feet; Targets 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Pest Form (Polymorph Transmutation)
Cast Two Actions somatic, verbal
Duration 10 minutes
You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities:

_AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
_Speed 10 feet.
_Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
_Low-light vision and imprecise scent 30 feet.
_Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.


Sleep (Enchantment Incapacitation Mental Sleep)
Cast Two Actions somatic, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will
Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.


RETURNING DESCENDANT BACKGROUND
You aren’t from Breachill yourself—you might not even be from Isger or Avistan at all. You’ve lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can’t help but wonder if you would have had an easier life if you’d grown up there instead, and have decided to seek out this small town to learn more about it. You've decided to respond to the Call for Heroes to follow in your ancestor’s footsteps, either to honor their memory or accomplish the great deeds they did not. Choose two ability boosts. One must be Dexterity or Wisdom, and one is a free ability boost. You’re trained in the Thievery skill and the Engineering Lore skill. You gain the Pickpocket skill feat.
Last edited August 7, 2020 6:11 pm
Aug 7, 2020 10:06 pm
PLAYER: FayeFlight
CHARACTER: Olwyn Varnham

Druid 1

ANCESTRY: Human (Half-Elf)
BACKGROUND: Haunting Vision
SPEED: 25 feet
PERCEPTION: +7 (Trained)
ALIGNMENT: CG
LANGUAGES: Common, Druidic, Elven, Gnomish, Sylvan

STATISTICS
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 18 (+4)
CHA 10 (+0)

STRIKES
Melee Dagger +5, 1d4 piercing, Agile, Finesse, Thrown 10 ft., Versatile S
Melee Spear +3, 1d6 piercing, thrown 20 ft.

Ranged Spell Hydraulic Push +7, 3d6 bludgeoning
Ranged Spell Tanglefoot +7, -10 ft. penalty to speed for 1 round can attempt to Escape versus a DC 17.


SKILLS
Acrobatics * (DEX) +5
Arcana (INT) +2
Athletics (STR) +0
Crafting (INT) +2
Deception (CHA) +0
Diplomacy * (CHA) +3
Intimidation (CHA) +0
Breachill Lore * (INT) +5
Dahak Lore * (INT) +5
Lore (Other: INT) +2
Medicine * (WIS) +7
Nature * (WIS) +7
Occultism (INT) +2
Performance (CHA) +0
Religion * (WIS) +7
Society (INT) +2
Stealth (DEX) +2
Survival * (WIS) +7
Thievery (DEX) +2
(* = TRAINED, ** = EXPERT, *** = MASTER)

FEATS AND ABILITIES
Ancestry Abilities Low-Light Vision, Otherworldly Magic(Shield, DC 13)
Skill Feats Student of the Canon
General Feats None
Class Abilities Anathema, Druidic Language, Druid Order(Storm), Primal Spellcasting, Storm Born, Wild Empathy

DEFENSE
HP 17
AC 16 | AC (shield raised) 17
Fort +4 | Ref +5 | Will +9

SPELLS
Spell Attack +7 | DC 17

Prepared Spells
Cantrips (at will)
Dancing Lights(evo): Create four floating lights you can move.
Electric Arc(evo): Zap one or two creatures with lightning.
Guidance(div): Divine guidance improves one roll.
Shield(abj): A shield of magical force blocks attacks and magic missiles.
Stabilize(nec): Stabilize a dying creature.
Tanglefoot(con): Conjure a vine to entangle a creature.

1st Level (2/day)
Heal(nec): Positive energy heals the living or harms undead, either a single creature or all in a burst.
Hydraulic Push(evo): Damage and push a creature with a blast of water.

FOCUS SPELLS
Focus Pool: 1

Spells
Tempest Surge(evo): You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning.

EQUIPMENT
Bulk 4, 3L
Worn Backpack, bandolier(healer's tools), clothing, leather armor.
Weapons Spear, dagger.
Stowed Bedroll, belt pouch(2), chalk(10), compass, flint and steel, healer's tools(bandolier), holy and mistletoe, rations(2 weeks), rope(50 ft.), soap, torch(5), and a waterskin.
Wealth 5 gp, 8 sp

EQUIPMENT
The following rules apply to Olwyn’s equipment.

Compass
A compass helps you Sense Direction or navigate, provided you’re in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

Dagger
Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Thrown 10 ft.: You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.
Versatile S: A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Healer's Tools
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.

Spear
Thrown 20 ft.: You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

FEATS AND ABILITIES
Olwyn’s feats and abilities are described below.

Anathema - Druid 1
As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.

The following acts are anathema to all druids:
Using metal armor or shields.
Despoiling natural places.
Teaching the Druidic language to non-druids.
Each druidic order also has additional anathema acts, detailed in the order’s entry.

Druidic Language - Druid 1
You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.

Druidic Order(Storm) - Druid 1
You carry the fury of the storm within you, channeling it to terrifying effect and riding the winds through the sky. You are trained in Acrobatics. You also gain the Storm Born druid feat. You gain the tempest surge order spell, and you increase the number of Focus Points in your focus pool by 1. Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished is anathema to your order. (This doesn’t force you to take action against merely potential harm to the environment or to sacrifice yourself against an obviously superior foe.)

Half-Elf - Heritage
As a half-elf Olwyn gains access to elf, half-elf, and human ancestry feats.

Low-Light Vision - Heritage
A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Otherworldly Magic - Ancestry Feat 1
Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. You can cast the Shield cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Primal Spellcasting - Druid 1
The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again.

Shield Block - Druid 1
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Storm Born - Druid 1
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).

Student of the Canon - Background
You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Wild Empathy - Druid 1
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

SPELLS
Olwyn can cast the following spells. She can cast up to two 1st-level spells but must prepare them in advance. Olwyn can prepare her spells from those on the Primal spell list, as the long as the spell is common and Olwyn has a high enough spell slot to prepare the spell.

CANTRIPS

Acid Splash(evo)
Damage creatures with acid.

Dancing Lights
Cantrip, Evocation, Light
Cast 2 actions, somatic, verbal
Range 120 feet
Duration sustained

You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

Detect Magic(div)
Sense whether magic is nearby.

Disrupt Undead(nec)
Damage undead with positive energy.

Electric Arc
Cantrip, Electricity, Evocation
Cast 2 actions, somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex

An arc of lightening leaps from one target to another. You deal electricity damage equal to 1d4+4.

Heightened(+1) The damage increases by 1d4.

Guidance
Cantrip, Divination
Cast 1 action, verbal
Range 30 feet; Targets 1 creature
Duration Until the start of your next turn.

You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Know Direction(div)
Find true north.

Light(evo)
Make an object glow.

Prestidigitation(evo)
Perform a minor magical trick.

Produce Flame(evo)
Kindle small flames to attack close or at range.

Ray of Frost(evo)
Damage a creature with cold.

Read Aura(div)
Detect if an object is magical, and determine the school of its magic.

Sigil(tra)
Leave a magical mark.

Stabilize
Cantrip, Healing, Necromancy, Positive
Cast 2 actions, somatic, verbal
Range 30 feet; Targets 1 dying creature

Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Tanglefoot
Cantrip, Conjuration, Plant
Cast 2 actions, somatic, verbal
Range 30 feet; Targets 1 creature

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.

Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.

1st LEVEL SPELLS
Air Bubble(con): React to create air for a creature to breathe.
Alarm(abj): Be alerted if a creature enters a warded area.
Ant Haul(tra) Target can carry more.
Burning Hands(evo): A small cone of flame rushes from your hands.
Charm(enc): A humanoid becomes more friendly to you.
Create Water(con): Conjure 2 gallons of water.
Fear(enc): Frighten a creature, possibly making it flee.
Feather Fall(abj): React to slow a creature’s fall.
Fleet Step(tra): Make your Speed much faster.
Goblin Pox(nec): Infect a creature with goblin pox.
Grease(con): Coat a surface or object in slippery grease.
Gust of Wind(evo): Wind blows out fires and knocks back objects and creatures.
Heal(nec): Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Hydraulic Push(evo): Damage and push a creature with a blast of water.
Jump(tra): Make an impressive leap.
Longstrider(tra): Increase your Speed for an hour.
Magic Fang(tra): Make a creature's unarmed attacks magical temporarily.
Mending(tra): Repair one non-magical item.
Negate Aroma(abj): Suppress a creature’s scent.
Pass Without Trace(abj): Make your tracks hard to find.
Pest Form(tra): Turn into a nonthreatening animal.
Purify Food and Drink(nec): Make beverages and meals safe.
Shillelagh(tra): Make a club or staff temporarily magical, and deal more damage to unnatural creatures.
Shocking Grasp(evo): Zap a creature with electricity.
Spider Sting(nec): Damage a creature and afflict it with spider venom.
Summon Animal(con): Conjure an animal to fight on your behalf.
Summon Fey(con): Conjure a fey to fight on your behalf.
Summon Plant or Fungi(con): Conjure a plant or fungus to fight on your behalf.
Ventriloquism(ill): Throw your voice.

Heal
Healing, Necromancy, Positive
Cast 1 to 3 actions
Range varies; Targets 1 willing living creature or 1 undead

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1 action (somatic) The spell has a range of touch.
2 actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Hydraulic Push
Attack, Evocation, Water
Cast 2 actions somatic, verbal
Range 60 feet; Targets 1 creature or object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.

Heightened (+1) The damage increases by 2d6.

FOCUS SPELLS
Tempest Surge
Uncommon, Air, Druid, Electricity, Evocation
Cast 2 actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Reflex

You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.

Heightened (+1) The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1.

OTHERWORLDLY MAGIC
Shield
Abjuration, Cantrip, Force
Cast 1 action verbal
Duration Until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Last edited August 8, 2020 3:55 pm
Aug 8, 2020 2:14 am
Player: FATenori
CHARACTER: Cookie(Bukt Ironpot)

Ranger

ANCESTRY Halfling(changeling)
BACKGROUND Cook
SPEED 25 feet
PERCEPTION +7** (LLV)
ALIGNMENT TN
LANGUAGES Common, halfling

STATISTICS
Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 10 (0) Wis 14 (+2) Cha 10 (+0)

STRIKES
Melee Filcher's fork +7 (agile, backstabber, deadly(d6), finesse, thrown 20), 1d4+1 P
Ranged Sling Staff +7 (propulsive), 1d10 B

SKILLS
Acrobatics * (DEX) +7;
Arcana (INT) +0;
Athletics (STR) +1;
Crafting * (INT) +3; +4 if cooking
Deception * (CHA) +3;
Diplomacy (CHA) +0;
Intimidation (CHA) +0;
Cooking Lore * (INT) +3;
Lore (Other: INT) +0;
Medicine * (WIS) +5;
Nature * (WIS) +5;
Occultism (INT) +0;
Performance (CHA) +0;
Religion (WIS) +2;
Society (INT) +0;
Stealth * (DEX) +7;
Survival * (WIS) +5,
Thievery (DEX) +4
(* = TRAINED, ** = EXPERT, *** = MASTER)

FEATS AND ABILITIES
Ancestry Abilities Halfling Weapon Familiarity
Skill Feats Seasoned: +1 circumstance bonus to cooking
Class Abilities: hunt prey, precision edge, animal companion(detailed at the end)

DEFENSE HP 18 AC 18
Fort +7 Ref +9 Wil +5

Focus Powers: none currently

EQUIPMENT
Bulk 4, 9L
Worn backpack, explorer's clothing, bandolier healer's kit, two belt pouches with bullets(10), and a signal whistle
Weapons Sling Staff, Filcher's Fork, Hand-axe
Stowed bedroll, chalk (10 pieces), flint and steel, rope (50 feet), 2 weeks' rations, soap, torches (5), waterskin, pup tent, cookware, limbing kit, basic crafter's book. sling bullets(30).
Wealth 2 sp, 8cp

EQUIPMENT
The following rules apply to Ezren?s equipment.

Climbing kit: +1 circumstance bonus to athletics checks to climb
healer's kit in bandolier: one interaction check to use to treat wounds, +1 item bonus

Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon?s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon?s normal damage dice doesn?t change the size of its deadly die.

FEATS AND ABILITIES
Ezren?s feats and abilities are described below.
Animal companion: detailed at the end, I have a bird companion with the minion trait, I can use one action to grant it two actions.

Seasoned: +1 circumstance bonus to checks to craft food and drink, including potions. If you're a master in alcohol lore, cooking lore, or crafting, this bonus increases to 2

Hunt Prey: 1 action: You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you?re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunter's edge(precision): The first time you hit your hunted Prey in a round you do an additional 1d8 precision damage. At 11th level this increased to 2d8, and at 19th level to 3d8.

Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Animal Companion:
Name: Tyne
Bird
Perception +5(LLV)
Speed: 10' walking, 60' flying
HP: 11, AC: 16
Fort: +4, Ref: +6, Will: +5

Skills:
Acrobatics +6
Athletics +5
Stealth +6

Melee attacks:
Jaws: +6 (Finesse), 1d6+2 P
Talon: +6 (Finesse, Agile), 1d4+2
support benefint: the bird pecks at your foes eyes when you create an opening. Until the start of your next turn strikes that damage a creature that the bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.
Last edited August 8, 2020 2:01 pm
Aug 9, 2020 7:45 pm
Quincell discovered he had a keen mind at a young age when it came to crafting alchemical potions, and it's something as an adult he would like to explore with the call to Company of Heroes.

Quincell Goodwalla
Alchemist Level 1
CG Small Gnome Chameleon Gnome Humanoid
Perception +3; Low-Light Vision
Languages Common, Gnomish
Skills Acrobatics +4, Arcana +5, Athletics +2, Crafting +5, Diplomacy +4, Lore: Alcohol +5, Medicine +3, Nature +3, Occultism +5
Str +2, Dex +1, Con +3, Int +2, Wis +0, Cha +1
Items Studded Leather, Alchemist's Tools (2), Backpack, Belt Pouch, Clothing (Explorer's), Adventurer's Pack, Sling Bullets (20), Caltrops (2),
Bandolier, Basic Crafter's Book, Sheath
AC 16, Fort +8, Ref +6, Will +3
HP 19
Unexpected Shift Trigger You would take damage from an attack, spell, or other effect. Your supernatural connection sometimes causes
you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your
enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a
+2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 (P)
Ranged Sling +4 (Propulsive), Damage 1d6+1 (B)
Quick Alchemy Cost 1 batch of infused reagents Requirements You have alchemist’s tools (page 287), the formula for the alchemical
item you’re creating, and a free hand. You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single
alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in
alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your
next turn.
Additional Feats Alchemical Crafting, Chameleon Gnome, Far Lobber, Hobnobber
Additional Specials Advanced Alchemy, Alchemy, Formula Book, Infused Reagents, Research Field (Bomber)

You do not have permission to post in this thread.