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.
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.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Free Hand: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[b]Agile[/b]: 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.
[b]Deadly[/b]: 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.
[b]Finesse[/b]: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
[b]Forceful[/b]: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
[b]Free Hand[/b]: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
[b]Reach[/b]: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
[b]Thrown[/b]: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
[b]Versatile[/b]: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[table="rolls d20"]
Weapon|Prof|Atk|Dmg|Traits & Notes
[b][_=Glaive*][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=Deadly d8, Forceful, Reach, slashing, 2h]
[b][_=Shortsword][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d6]|[_=Agile, Finesse,Versatile S, piercing]
[b][_=Gauntlet][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Free Hand, bludgeoning]
[b][_=Dagger][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Finesse, Thrown 10 feet, Versatile S, piercing]
[/table]
* Divinity Weapon
[snippet="Traits"]
[b]Agile[/b]: 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.
[b]Deadly[/b]: 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.
[b]Finesse[/b]: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
[b]Forceful[/b]: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
[b]Free Hand[/b]: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
[b]Reach[/b]: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
[b]Thrown[/b]: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
[b]Versatile[/b]: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[/snippet]
Equipment
Pieces : Platinum0 - Gold1 - Silver0 - Copper0 -- Total in GP
Bulk Encumbered > , Overloaded > Status - , Speed
Price 8 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft.
Strength +3; Bulk 2; Category Medium; Group Plate
Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (see below) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.
Price 8 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft.
Strength +3; Bulk 2; Category Medium; Group Plate
Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (see below) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.
Price 1 sp; AC Bonus +0; Dex Cap +5; Check Penalty —; Speed Penalty —
Strength —; Bulk L; Category Unarmored; Group Cloth
Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency runes.
Price 1 sp; AC Bonus +0; Dex Cap +5; Check Penalty —; Speed Penalty —
Strength —; Bulk L; Category Unarmored; Group Cloth
Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency runes.
Traits: Agile, Free-Hand
Price 2 sp; Damage 1d4 B; Bulk L; Hands 1
Type Melee; Category Simple; Group Brawling
A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.
[i]Traits[/i]: Agile, Free-Hand
Price 2 sp; Damage 1d4 B; Bulk L; Hands 1
Type Melee; Category Simple; Group Brawling
A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.
A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.
Price 5 cp; Hands 2; Bulk —
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
Price 1 cp; Hands 1; Bulk L
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
[b]Trigger[/b] An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Trigger While you have your shield raised, you would take damage from a physical attack.
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.
[b]Trigger[/b] While you have your shield raised, you would take damage from a physical attack.
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.
Type: Somatic, Range: Touch Target: 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
[i]Type[/i]: Somatic, [i]Range[/i]: Touch [i]Target[/i]: 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
Traits: General, Skill Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
Tenets
* You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
* You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
* You must act with honor, never taking advantage of others, lying, or cheating.
* You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
Edicts: be peaceful, choose and perfect an art, lead by example, see the beauty in all things Anathema: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender Weapon: Glaive, Shelyn's favored weapon you proudly use as much as possible.
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
[b]Tenets[/b]
* You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
* You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
* You must act with honor, never taking advantage of others, lying, or cheating.
* You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
[b]Edicts[/b]: be peaceful, choose and perfect an art, lead by example, see the beauty in all things
[b]Anathema[/b]: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
[b]Weapon[/b]: Glaive, Shelyn's favored weapon you proudly use as much as possible.
Shelyn's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
Devotion's Spells:
* Lay on Hands:
Shelyn's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.
[/ability]
[ability=]
[/ability]
You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.
[/ability]
[ability=]
[/ability]
[snippets="Character Information"]
[table]
[b]Name[/b]|[_name=Vespera Luminosa]|[b]Class[/b]|[_clss=Champion - Paladin of Shelyn]|[b]Ancestry[/b]|[_=Elf - Tiefling|[b]Background[/b]|[_back=Circus Born]
[b]Worship[/b]|[_patron=Shelyn]|[b]Size[/b]|[_=Medium]|[b]Alignment[/b]|[_=Lawgul Good]|[b]Base Speed[/b]|[_bspd=35] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Female]|[b]HP max[/b]|[_=15]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Vision Low-Light & Dark"]
[/snippet]
[snippet="Languages & Traits"]
[b]Languages[/b]: Common, Draconic, Elf, Undercommon
[b]Traits[/b]: Elf, Humanoid, Tiefling
[/snippet]
[/snippets]
[abilities="Quick Manual Reference"]
[b]HP 10x[/b] [_=1/1]0. - [_=0/1]1. - [_=0/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Unities[/b] [_=1/1].0 - [_=0/1].1 - [_=0/1].2 - [_=0/1].3 - [_=0/1].4 - [_=0/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[/abilities]
[snippets="Stats"]
[2column]
[col]
[table="rolls d20"]
Key|Ability|Score|Bonus
[_kstr=1/1]|Strength|[_str=18]|[_bstr$=+floor(str/2)-5]
[_kdex=0/1]|Dexterity|[_dex=12]|[_bdex$=+floor(dex/2)-5]
[_kcon=0/1]|Constitution|[_con=8]|[_bcon$=+floor(con/2)-5]
[_kint=0/1]|Intelligence|[_int=14]|[_bint$=+floor(int/2)-5]
[_kwis=0/1]|Wisdom|[_wis=12]|[_bwis$=+floor(wis/2)-5]
[_kcha=0/1]|Charisma|[_cha=14]|[_bcha$=+floor(cha/2)-5]
[/table]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Perception (wis)[/b]|[_sper=1/4]||[_bper$=+lookupBonus(sper,0,0,0,1,4,(sper*2)+lvl)+bwis]
[b]Fortitude (con)[/b]|[_sfrt=2/4]||[_bfrt$=+lookupBonus(sfrt,0,0,0,1,4,(sfrt*2)+lvl)+bcon]
[b]Reflex(dex)[/b]|[_srfl=1/4]||[_brfl$=+lookupBonus(srfl,0,0,0,1,4,(srfl*2)+lvl)+bdex]
[b]Will(wis)[/b]|[_swil=2/4]||[_bwil$=+lookupBonus(swil,0,0,0,1,4,(swil*2)+lvl)+bwis]
[/table]
[table]
Armors|Type||Weapon|Proficiency
[b]Unarmored[/b]|[_uac=1/4]||[b]Unarmed[/b]|[_c=1/4]
[b]Light Armor[/b]|[_lac=1/4]||[b]Regular Weapons[/b]|[_c=1/4]
[b]Medium Armor[/b]|[_mac=1/4]||[b]Martial Weapons[/b]|[_c=1/4]
[b]Heavy Armor[/b]|[_hac=1/4]||[b][_=][/b]|[_c=0/4]
[/table]
[b]Key Ability[/b]: [_$=lookupBonus(kstr,0,0,'',1,1,'Strength')] [_$=lookupBonus(kdex,0,0,'',1,1,'Dexterity')] [_$=lookupBonus(kcon,0,0,'',1,1,'Constitution')] [_$=lookupBonus(kint,0,0,'',1,1,'Intelligence')] [_$=lookupBonus(kwis,0,0,'',1,1,'Wisdom')] [_$=lookupBonus(kcha,0,0,'',1,1,'Charisma')] - [b]Key Spell Ability[/b]: [_=Charisma] - [b]Spell Type[/b] [_spltp=Divine]
[_cldc=1/4][b][_$=clss] class DC[/b]: [_$=lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(cldc,0,0,0,1,4,(cldc*2)+lvl)]
[_spdc=1/4][b] [_$=spltp] spells Atack[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,bcha+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl))]
[_spdc=1/4][b] [_$=spltp] spells DC[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,bcha+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl))]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Acrobatics (dex)[/b]|[_sacr=1/4]||[_bacr$=+lookupBonus(sacr,0,0,0,1,4,(sacr*2)+lvl)+bdex]
[b]Arcana (Int)[/b]|[_sarc=0/4]||[_barc$=+lookupBonus(sarc,0,0,0,1,4,(sarc*2)+lvl)+bint]
[b]Athletics (Str)[/b]|[_sath=1/4]||[_bath$=+lookupBonus(sath,0,0,0,1,4,(sath*2)+lvl)+bstr]
[b]Crafting (Int)[/b]|[_scra=0/4]||[_bcra$=+lookupBonus(scra,0,0,0,1,4,(scra*2)+lvl)+bint]
[b]Deception (Cha)[/b]|[_sdec=1/4]||[_bdec$=+lookupBonus(sdec,0,0,0,1,4,(sdec*2)+lvl)+bcha]
[b]Diplomacy (Cha)[/b]|[_sdip=1/4]||[_bdip$=+lookupBonus(sdip,0,0,0,1,4,(sdip*2)+lvl)+bcha]
[b]Intimidation (Cha)[/b]|[_snti=0/4]||[_bnti$=+lookupBonus(snti,0,0,0,1,4,(snti*2)+lvl)+bcha]
[b]Lore (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Medicine (Wis)[/b]|[_smed=0/4]||[_bmed$=+lookupBonus(smed,0,0,0,1,4,(smed*2)+lvl)+bwis]
[b]Nature (Wis)[/b]|[_snat=0/4]||[_bnat$=+lookupBonus(snat,0,0,0,1,4,(snat*2)+lvl)+bwis]
[b]Occultism (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Performance (Cha)[/b]|[_sprf=1/4]||[_bprf$=+lookupBonus(sprf,0,0,0,1,4,(sprf*2)+lvl)+bcha]
[b]Religion (Wis)[/b]|[_srel=1/4]||[_brel$=+lookupBonus(srel,0,0,0,1,4,(srel*2)+lvl)+bwis]
[b]Society (Int)[/b]|[_ssoc=1/4]||[_bsoc$=+lookupBonus(ssoc,0,0,0,1,4,(ssoc*2)+lvl)+bint]
[b]Stealth (Dex)[/b]|[_sstl=0/4]||[_bstl$=+lookupBonus(sstl,0,0,0,1,4,(sstl*2)+lvl)+bdex]
[b]Survival (Wis)[/b]|[_ssur=0/4]||[_bsur$=+lookupBonus(ssur,0,0,0,1,4,(ssur*2)+lvl)+bwis]
[b]Thievery (Dex)[/b]|[_sthi=0/4]||[_bthi$=+lookupBonus(sthi,0,0,0,1,4,(sthi*2)+lvl)+bdex]
[/table]
[table="rolls d20"]
Skills|b. Attrib|Proficiency|AC Pen.|Bonus
[b][_=Lore Circus][/b]|[_a=0]|[_n=1/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[/table]
[/col]
[/2column]
[/snippets]
[snippets="Defense"]
[i]Type: (0=Unarmored, 1=Light Armor, 2=Medium Armor, 3=Heavy Armor)[/i]
[table]
[b]Armor/shield[/b]|[b]Max Dex[/b]|[b]Type[/b]|[b]is worn?[/b]|[b]Ac Bonus[/b]|[b]Other Bonus[/b]|[b]Penalty[/b]|[b]Pen. Speed[/b]|[b]Strength[/b]
[_=Breastplate]|[_mxdx=1]|[_tac=1/3]|[_aon=1/1]|[_aac=4]|[_oac=0]|[_acpen=-2]|[_acpsp=-5]|[_acstr=+3]
[_=Shield]|||[_srd=0/1]|[_sac=0]||[_aspen=0]|[_=]
[/table]
[b]Natural Armor[/b]: [_acnat=0] - [b]Other Bonuses[/b]: [_acotb=0]
[b]AC[/b]: [_ac$=10+(lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac+oac)*aon+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))+lookupBonus(srd,0,0,0,1,1,sac)+acnat+acotb] - [b]Contact[/b]: [_acct$=10+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))] - [b]Flat-footed[/b]: [_acff$=10+lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac*aon+oac+acnat+acotb]
[spoiler="Armor Trait"]
[_="text here"]
[/spoiler]
[/snippets]
[snippets="Attack"]
[table="rolls d20"]
Weapon|Prof|Atk|Dmg|Traits & Notes
[b][_=Glaive*][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=Deadly d8, Forceful, Reach, slashing, 2h]
[b][_=Shortsword][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d6]|[_=Agile, Finesse,Versatile S, piercing]
[b][_=Gauntlet][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Free Hand, bludgeoning]
[b][_=Dagger][/b]|[_p=1/4]|[_$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Finesse, Thrown 10 feet, Versatile S, piercing]
[/table]
* Divinity Weapon
[snippet="Traits"]
[b]Agile[/b]: 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.
[b]Deadly[/b]: 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.
[b]Finesse[/b]: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
[b]Forceful[/b]: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
[b]Free Hand[/b]: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
[b]Reach[/b]: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
[b]Thrown[/b]: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
[b]Versatile[/b]: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
[/snippet]
[/snippets]
[2column]
[col]
[abilities="Equipment"]
[b]Pieces[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=1] - [b]Silver[/b] [_sp=0] - [b]Copper[/b] [_cp=0] -- Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=5/20]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
#_2 Breastplate
Price 8 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft.
Strength +3; Bulk 2; Category Medium; Group Plate
Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (see below) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.
#1L Clothing Explorer
Price 1 sp; AC Bonus +0; Dex Cap +5; Check Penalty —; Speed Penalty —
Strength —; Bulk L; Category Unarmored; Group Cloth
Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency runes.
#1L Dagger
[i]Traits[/i]: Agile, Finesse, Thrown 10 ft, Versatile S
Price 2 sp; Damage 1d4 P; Bulk L; Hands 1
Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
#1L Gauntlet
[i]Traits[/i]: Agile, Free-Hand
Price 2 sp; Damage 1d4 B; Bulk L; Hands 1
Type Melee; Category Simple; Group Brawling
A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.
#_2 Glaive (Shelyn favored weapon)
[i]Traits[/i]: Deadly d8, Forceful, Reach
Price 1 gp; Damage 1d8 S; Bulk 2; Hands 2
Type Melee; Category Martial; Group Polearm
This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.
#1L Shortsword
[i]Traits[/i]: Agile, Finesse, Versatile S
Price 9 sp; Damage 1d6 P; Bulk L; Hands 1
Type Melee; Category Martial; Group Sword
These blades come in a variety of shapes and styles, but they are typically 2 feet long.
#-2 Backpack (hold 4 bulk max)
A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
#_L - - Bedroll
Price 2 cp; Bulk L
#__ - - Chalk [_=10/10]
Price 1 cp (10 pieces); Hands 1; Bulk —
#2L - - Clothing Fine
Price 2 gp; Bulk L
#__ - - Fleet & Steel
Price 5 cp; Hands 2; Bulk —
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.
#2L - - Ration x2 [_=7/7] [_=7/7]
Price 4 sp (1 week); Hands 1; Bulk L
#1L - - Rope (50 feet)
Price 5 sp (50 ft.); Hands 2; Bulk L
#__ - - Soap
Price 2 cp; Hands 1; Bulk —
#5L - - Torches [_=5/5]
Price 1 cp; Hands 1; Bulk L
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
#1L - - Waterskin
Price 5 cp; Hands 1; Bulk L
When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.
[/abilities]
[abilities="Combat Actions"]
#Champion's Reaction (reaction)
[b]Trigger[/b] An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
#Shield Block (reaction)
[b]Trigger[/b] While you have your shield raised, you would take damage from a physical attack.
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.
[/abilities]
[abilities="Spells"]
Focus Points [_=1/1]
#Lay on Hands (1 action)
[i]Type[/i]: Somatic, [i]Range[/i]: Touch [i]Target[/i]: 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
[/abilities]
[/col]
[col]
[abilities="Feats & More"]
#Nimble Elf"
Your muscles are tightly honed. Your Speed increases by 5 feet.
#Experienced Professional
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
[i]Traits: General, Skill Lore[/i]
#Paladin of Shelyn's Code
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
[b]Tenets[/b]
* You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
* You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
* You must act with honor, never taking advantage of others, lying, or cheating.
* You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
[b]Edicts[/b]: be peaceful, choose and perfect an art, lead by example, see the beauty in all things
[b]Anathema[/b]: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
[b]Weapon[/b]: Glaive, Shelyn's favored weapon you proudly use as much as possible.
#Devotion Spells
Shelyn's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
Devotion's Spells:
* Lay on Hands:
#Ranged Reprisal
You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.
[/ability]
[ability=]
[/ability]
[/abilities]
[/col]
[/2column]
[snippets="Info"]
#Armor Class
[_$=ac]
#Background
[_$=back]
#Class
[_$=clss]
#HP
[_$=hp]
#Level
[_$=lvl]
#Name
[_$=name]
#Speed
[_$=spd]
#Worship
[_$=patron]
[/snippets]