I would say that while Úlfr has traveled widely in the past, it has been a couple of years since he's gone so far afield.
I should ask how long. Jasir is currently 26. Much of his wandering has occurred in the last 4-5 years. Happy to approach the guide exchanges from a different direction, too.
I would say that while Úlfr has traveled widely in the past, it has been a couple of years since he's gone so far afield.
I should ask how long. Jasir is currently 26. Much of his wandering has occurred in the last 4-5 years. Happy to approach the guide exchanges from a different direction, too.
Úlfr is actually only 24, so I literally meant 2 years lol
Traveler's Outfit: Wide Leather Belt, Waterskin with shoulder strap, Shawm on leather cord Attached: Rapier in scabbard, Dagger in sleave, Spell Component Pouch , Belt Pouch: (0 gp, 0 sp, 0 cp, 4 Goodberries)
Backpack: Sack, Whetstone, Package with 1 Trail Rations, Small Wooden Box with Flint & Steel, 3 Torches tied in a bundled, Bar of Soap, Mess Kit, 10gp of treated Leather, 3 Flasks of lantern Oil, pouch with Grooming Kit Attached: Small Tent, Bedroll, Shortbow in leather bag, Hooded Lantern, Quiver: (20 Arrows)
_____________________________________________
Shawm: Common Musical Instrument Waterskin: Filled with water Traveler's Outfit: With hooded cloak Mess Kit: Metal box with wooden plate, metal sfork, wooden cup Small Tent: One medium creature and takes 20 minutes to assemble Hooded Lantern: It is empty Grooming Kit: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Raven (TORK)
WEAPON STATS
Rapier (Melee): +3 to Hit, 1d6 piercing damage, Crit 18-20/2x Dagger (Melee): +3 to Hit, 1d4 slashing or piercing damage, Crit 19-20/2x Dagger (Range: 10'): +3 to Hit, 1d4 piercing damage, Crit 19-20/2x Shortbow (Range: 60'): +3 to Hit, 1d6 piercing damage, Crit 20/3x
SKILLS
SKILL
MOD
RANK
CLASS
MISC
BONUS
Acrobatics (+4 if trees)
dex
0
0
Appraise
int
1
0
Bluff
cha
3
0
Climb (+4 if trees)
str
1
0
Concentration
con
1
0
Craft (alchemy)
int
1
0
Craft (any)
int
0
0
Diplomacy
cha
1
0
Disable Device
int
1
0
Escape Artist
dex
0
0
Handle Animal
cha
1
0
Heal
wis
1
0
Intimidate
cha
1
0
Jump
str
0
0
Knowledge (arcana)
int
1
0
Knowledge (history)
int
0
0
Knowledge (local)
int
0
0
Knowledge (nature)
int
0
2
Knowledge (shadow)
int
1
0
Knowledge (spirits)
int
1
0
Linguistics
int
5
0
Perception
wis
1
2
Perform (stringed instrument)
cha
1
0
Perform (any)
cha
0
0
Profession (herbalist)
wis
2
0
Profession (any)
wis
0
0
Ride
dex
0
0
Sense Motive
wis
0
0
Sleight of Hand
dex
1
0
Spellcraft
int
1
0
Stealth
dex
2
0
Survival
wis
3
2
Swim
str
0
0
Use Magic Device
cha
0
0
[ +- ] Skills Basic
Rogue's Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
Skill Bonus: +1 skill point per level. (+3 Linguistics) Favored Class Bonuses: +1 skill point per level. (+1 Handle Animal, +1 Heal, +1 Intimidate) Racial Skill Bonus: +2 racial bonus on perception checks & perception is a class skill Natural Bond: Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them. Racial Climbing Skill: +4 racial bonus on climb and acrobatic checks when in trees
Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] WILD EMPATHY (Nature Bond)
The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[ +- ] FINESSE TRAINING
a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
[ +- ] SNEAK ATTACK
Precision Damage & Critical Hits: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
Critical Hits: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
[ +- ] TRAPFINDING
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Innate Magic: Spell-like abilities, at will, INT Stat and Level 3 Detect Magic (VS) Disrupt Undead (VS) Mage Hand (VS)
1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
Level 0 Spells: WIS Stat and Level 2 Acid Splash (VS) Cure Minor Wounds (VS) Light (VM a firefly) Prestidigitation (VS)
Castable times per day.
Spiritual Tradition Caster: WIS & Level 2 Cure Light Wounds (VS) Faerie Fire (VS) Grease (VSM butter) Mage Armor (VSM a piece of cured leather) Goodberry (VS) Spell Points
Magecraft: One 1st-level spell of any school and level you can cast. Bonus spells: Any two spells of any school and level you can cast. Spell Knowledge (General): Two new spells of any school and level you can cast.
You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
[ +- ] Innate Magic (feat)
Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours). Natural Channelers: May select an additional known spell for innate magic.
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
[2column][col]
[table=rolls ht center zebra]CHARACTER[/table]
[b]Name[/b]: Azote
[b]Race[/b]: Wood (Caransil) Elf (Humanoid: Elf)
[b]Gender[/b]: Female
[b]Classes[/b]: Rogue Level 1 & Channeler: Level 2
[b]Alignment[/b]: Neutral Good
[b]Age[/b]: 146 years old
[spoiler="Age Table"]1-175: Normal
175 - 263: Middle Aged
264 - 350: Old
351 - 350+4d100: Venable[/spoiler]
[b]Height[/b]: 4'8"
[b]Weight[/b]: 83#
[b]Size[/b]: Medium
[b]Eyes[/b]: Hazel
[b]Vision[/b]: Low-light (Color)
[b]Favored Regions[/b]: Erethor, Caraheen (bonus increase by +2 when in this area)
[b]Heroic Path[/b]: Naturefriend
[b]Favored Class/Tradition[/b]: Channeler/Spiritual
[b][color="blue"]Languages[/color][/b]:
[b]High Elven[/b] (3)
[b]Trader's Tongue[/b] (1)
[b]Danisit[/b] (1)
[b]Colonial[/b] (2) Backup
[b]Erenlander[/b] (3) Normally Spoken
[b]Orcish[/b] (1)
[/col][col]
[table=rolls ht center zebra]PICTURE[/table]
[f=display:block zoom:150%][img]https://t3.ftcdn.net/jpg/05/69/26/16/360_F_569261619_Rh4Ny75nD1lNyBuDFNMhEjCxg1ShmFgJ.jpg[/img][/f]
[/col][/2column]
[3column][col]
[table=rolls ht center zebra]STAT[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]VALUE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MOD[/color][/b]
[_mstr=10]| [b]STR[/b]|[_str$=+floor(mstr/2)-5]
[_mdex=16]| [b]DEX[/b]|[_dex$=+floor(mdex/2)-5]
[_mcon=12]| [b]CON[/b]|[_con$=+floor(mcon/2)-5]
[_mint=16]| [b]INT[/b]|[_int$=+floor(mint/2)-5]
[_mwis=14]| [b]WIS[/b]|[_wis$=+floor(mwis/2)-5]
[_mcha=10]| [b]CHA[/b]|[_cha$=+floor(mcha/2)-5]
[/table][/f]
[/col][col]
[table=rolls ht center zebra]SAVE & PROFICEINCY[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SAVE[/color][/b]|[b][color="blue"]BASE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MISC[/color][/b]|[b][color="blue"]BONUS[/color][/b]
[b]Fort[/b]|[_mfort=0]|[_con$=+(mcon/2)-5]|[_mis=0]|[_$=+(mfort+floor(mcon/2)-5)+mis]
[b]Reflex[/b]|[_mref=2]|[_dex$=+(mdex/2)-5]|[_mis=0]|[_$=+(mref+floor(mdex/2)-5)+mis]
[b]Will[/b]|[_mwill=3]|[_wis$=+(mwis/2)-5]|[_mis=0]|[_$=+(mwill+floor(mwis/2)-5)+mis]
[/table][/f]
[b]Racial Saving Throws[/b]: +2 racial bonus on saving throw vs. enchantment effects
[b]Weapons[/b]: Longbow & shortbow (including composite variants), longsword, short sword, simple weapons, hand crossbow, rapier, sap
[b]Armor[/b]: Light
[/col][col]
[table=rolls ht center zebra]ABILITIES[/table]
[b]HP[/b] 21
[b]AC[/b]: [_$=10+floor(mdex/2)-5]
[b]Movement[/b]: 30'
[b]INIT[/b]: [_$=+floor(mdex/2)-5]
[b]CMB[/b]: 0
[b]CMD[/b]: 13
[b]BAB[/b]:+1
[/col][/3column]
[2column][col]
[table=rolls ht center zebra]GEAR[/table]
[b]Traveler's Outfit[/b]: Wide Leather [b]Belt[/b], [b]Waterskin[/b] with shoulder strap, [b]Shawm[/b] on leather cord
[b][color="green"]Attached[/color][/b]: [b]Rapier[/b] in scabbard, [b]Dagger[/b] in sleave, [b]Spell Component Pouch[/b] , [b]Belt Pouch[/b]: (0 gp, 0 sp, 0 cp, [b][color="blue"]4 Goodberries[/color][/b])
[b]Backpack[/b]: [b]Sack[/b], [b]Whetstone[/b], Package with [b]1 Trail Rations[/b], Small Wooden Box with [b]Flint & Steel[/b], [b]3 Torches[/b] tied in a bundled, Bar of [b]Soap[/b], [b]Mess Kit[/b], [b]10gp of treated Leather[/b], 3 Flasks of lantern [b]Oil[/b], pouch with [b]Grooming Kit[/b]
[b][color="green"]Attached[/color][/b]: [b]Small Tent[/b], [b]Bedroll[/b], [b]Shortbow[/b] in leather bag, [b]Hooded Lantern[/b], [b]Quiver[/b]: ([b]20 Arrows[/b])
_____________________________________________
[b]Shawm[/b]: Common Musical Instrument
[b]Waterskin[/b]: Filled with water
[b]Traveler's Outfit[/b]: With hooded cloak
[b]Mess Kit[/b]: Metal box with wooden plate, metal sfork, wooden cup
[b]Small Tent[/b]: One medium creature and takes 20 minutes to assemble
[b]Hooded Lantern:[/b] It is empty
[b]Grooming Kit[/b]: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
[b][color=blue]Raven[/color][/b] (TORK)
[/col][col]
[table=rolls ht center zebra]WEAPON STATS[/table]
[b]Rapier[/b] (Melee): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 18-20/2x
[b]Dagger[/b] (Melee): +3 to Hit, [b][color="red"]1d4 slashing or piercing damage[/color][/b], Crit 19-20/2x
[b]Dagger[/b] (Range: 10'): +3 to Hit, [b][color="red"]1d4 piercing damage[/color][/b], Crit 19-20/2x
[b]Shortbow[/b] (Range: 60'): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 20/3x
[/col][/2column]
[2column][col]
[table=rolls ht center zebra]SKILLS[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SKILL[/color][/b] |[b][color="blue"]MOD[/color][/b]| [b][color="blue"]RANK[/color][/b] | [b][color="blue"]CLASS[/color][/b] | [b][color="blue"]MISC[/color][/b] | [b][color="blue"]BONUS[/color][/b]
[b]Acrobatics[/b] (+4 if trees)|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Appraise[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Bluff[/b]|cha|[_rnk=3]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Climb[/b] (+4 if trees)|str|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Concentration[/b]|con|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+con+((rnk>0)*(3*c))+misc]
[b]Craft (alchemy)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Craft (any)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Diplomacy[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Disable Device[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Escape Artist[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Handle Animal[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Heal[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Intimidate[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Jump[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Knowledge (arcana)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (history)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (local)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (nature)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=2]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (shadow)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (spirits)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Linguistics[/b]|int|[_rnk=5]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Perception[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Perform (stringed instrument)[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]|[_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Perform (any)[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Profession (herbalist)[/b]|wis|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Profession (any)[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Ride[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Sense Motive[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Sleight of Hand[/b]|dex|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Spellcraft[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Stealth[/b]|dex|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Survival[/b]|wis|[_rnk=3]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Swim[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Use Magic Device[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[/table][/f]
[spoiler="Skills Basic"][b]Rogue's Skills[/b]: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
[b][color="blue"]11 points[/color][/b]:
[b]Class:[/b] 1 Appraise, 1 Bluff, 1 Climb, 1 Craft (alchemy), 1 Diplomacy, 1 Disable Device, 1 Knowledge (shadow), 1 Perform (string instrument), 1 Profession (herbalist), 1 Sleight of Hand, 1 Stealth
[b]Channeler's Skills[/b]: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Profession (Wis), Perception (Wis), Ride (Dex), Spellcraft (Int). Skills: 4 +3 INT per level.
[b]Spiritual Channeler's Skills[/b]: Diplomacy (Cha), Knowledge (nature) (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
[b][color="blue"]14 Points[/color][/b]:
[b]Class[/b]: 1 Concertation, 1 Knowledge (arcana), 1 Knowledge (spirits), 1 Perception, 1 Spellcraft
[b]Rogue[/b]: 2 Bluff, 3 Survival, 1 Profession (herbalist), 2 Linguistics, 1 Stealth
[b]Skill Bonus[/b]: +1 skill point per level. ([color=blue]+3 Linguistics[/color])
[b]Favored Class Bonuses[/b]: +1 skill point per level. ([color="blue"]+1 Handle Animal, +1 Heal, +1 Intimidate)[/color]
[b]Racial Skill Bonus[/b]: [color=blue]+2 racial bonus on perception checks & perception is a class skill[/color]
[b]Natural Bond:[/b] Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
[b]Racial Climbing Skill[/b]: +4 racial bonus on climb and acrobatic checks when in trees
[/spoiler]
[b][color="blue"]Feats[/color][/b]:
[b]1st[/b]: [b]Spellcasting (Channeling)[/b]
[b]3rd[/b]:[b]Spellcasting (Channeling)[/b]
[/col]
[col]
[table=rolls ht center zebra]FEATURES[/table]
[spoiler="WEAPON FINESSE"]Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.[/spoiler]
[spoiler="WILD EMPATHY (Nature Bond)"]The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/spoiler]
[spoiler="FINESSE TRAINING"] a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.[/spoiler]
[spoiler="SNEAK ATTACK"][b]Precision Damage & Critical Hits[/b]: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
[b]Critical Hits[/b]: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
[b]Creatures Immune to Flanking[/b]: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/spoiler]
[spoiler="TRAPFINDING"]A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.[/spoiler]
[b][color="blue"]Naturefriend Spells[/color][/b]: No spell modifier stated.
[_1/1] [b]Calm animals[/b] (VS)
[_1/1] [b]Entangle[/b] (VS)
[b][color="blue"]Innate Magic[/color][/b]: Spell-like abilities, at will, INT Stat and Level 3
[b]Detect Magic[/b] (VS)
[b]Disrupt Undead[/b] (VS)
[b]Mage Hand[/b] (VS)
[_5/5] 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
[b][color="blue"]Level 0 Spells[/color][/b]: WIS Stat and Level 2
[b]Acid Splash[/b] (VS)
[b]Cure Minor Wounds[/b] (VS)
[b]Light[/b] (VM a firefly)
[b]Prestidigitation[/b] (VS)
[_5/5] Castable times per day.
[b][color="blue"]Spiritual Tradition Caster[/color][/b]: WIS & Level 2
[b]Cure Light Wounds[/b] (VS)
[b]Faerie Fire[/b] (VS)
[b]Grease[/b] (VSM butter)
[b]Mage Armor[/b] (VSM a piece of cured leather)
[b]Goodberry[/b] (VS)
[_=4/7] [b][color="blue"]Spell Points[/color][/b]
[/col]
[/2column]
[2column][col]
[f=h1]SPELLCASTING[/f]
[b]Chosen Schools[/b]: Lesser Conjuration, Lesser Evocation, Transmutation
[b]Magecraft[/b]: One 1st-level spell of any school and level you can cast.
[b]Bonus spells[/b]: Any two spells of any school and level you can cast.
[b]Spell Knowledge (General)[/b]: Two new spells of any school and level you can cast.
[spoiler="Spell Points"][b][color="blue"]Spell Points[/color][/b]: 7 Spell Points
[b]Magecraft[/b]+[b]Natural Channelers[/b]: +3 Spell Points (+2 WIS +1 Natural Channeler)
[b]Natural Channelers[/b]: +2 Spell Points
[b]Bonus Spell Energy[/b]: +2 Spell Points[/spoiler]
[spoiler="Spellcasting (Channeling) Feat"]You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.[/spoiler]
[spoiler="Innate Magic (feat)"]Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
[b]Natural Channelers[/b]: May select an additional known spell for innate magic.
[/spoiler]
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
Traveler's Outfit: Wide Leather Belt, Waterskin with shoulder strap, Shawm on leather cord Attached: Rapier in scabbard, Dagger in sleave, Spell Component Pouch , Belt Pouch: (0 gp, 0 sp, 0 cp, 4 Goodberries)
Backpack: Sack, Whetstone, Package with 1 Trail Rations, Small Wooden Box with Flint & Steel, 3 Torches tied in a bundled, Bar of Soap, Mess Kit, 10gp of treated Leather, 3 Flasks of lantern Oil, pouch with Grooming Kit Attached: Small Tent, Bedroll, Shortbow in leather bag, Hooded Lantern, Quiver: (20 Arrows)
_____________________________________________
Shawm: Common Musical Instrument Waterskin: Filled with water Traveler's Outfit: With hooded cloak Mess Kit: Metal box with wooden plate, metal sfork, wooden cup Small Tent: One medium creature and takes 20 minutes to assemble Hooded Lantern: It is empty Grooming Kit: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Raven (TORK)
WEAPON STATS
Rapier (Melee): +3 to Hit, 1d6 piercing damage, Crit 18-20/2x Dagger (Melee): +3 to Hit, 1d4 slashing or piercing damage, Crit 19-20/2x Dagger (Range: 10'): +3 to Hit, 1d4 piercing damage, Crit 19-20/2x Shortbow (Range: 60'): +3 to Hit, 1d6 piercing damage, Crit 20/3x
SKILLS
SKILL
MOD
RANK
CLASS
MISC
BONUS
Acrobatics (+4 if trees)
dex
0
0
Appraise
int
1
0
Bluff
cha
3
0
Climb (+4 if trees)
str
1
0
Concentration
con
1
0
Craft (alchemy)
int
1
0
Craft (any)
int
0
0
Diplomacy
cha
1
0
Disable Device
int
1
0
Escape Artist
dex
0
0
Handle Animal
cha
1
0
Heal
wis
1
0
Intimidate
cha
1
0
Jump
str
0
0
Knowledge (arcana)
int
1
0
Knowledge (history)
int
0
0
Knowledge (local)
int
0
0
Knowledge (nature)
int
0
2
Knowledge (shadow)
int
1
0
Knowledge (spirits)
int
1
0
Linguistics
int
5
0
Perception
wis
1
2
Perform (stringed instrument)
cha
1
0
Perform (any)
cha
0
0
Profession (herbalist)
wis
2
0
Profession (any)
wis
0
0
Ride
dex
0
0
Sense Motive
wis
0
0
Sleight of Hand
dex
1
0
Spellcraft
int
1
0
Stealth
dex
2
0
Survival
wis
3
2
Swim
str
0
0
Use Magic Device
cha
0
0
[ +- ] Skills Basic
Rogue's Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
Skill Bonus: +1 skill point per level. (+3 Linguistics) Favored Class Bonuses: +1 skill point per level. (+1 Handle Animal, +1 Heal, +1 Intimidate) Racial Skill Bonus: +2 racial bonus on perception checks & perception is a class skill Natural Bond: Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them. Racial Climbing Skill: +4 racial bonus on climb and acrobatic checks when in trees
Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
[ +- ] WILD EMPATHY (Nature Bond)
The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
[ +- ] FINESSE TRAINING
a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
[ +- ] SNEAK ATTACK
Precision Damage & Critical Hits: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
Critical Hits: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
[ +- ] TRAPFINDING
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Innate Magic: Spell-like abilities, at will, INT Stat and Level 3 Detect Magic (VS) Disrupt Undead (VS) Mage Hand (VS)
1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
Level 0 Spells: WIS Stat and Level 2 Acid Splash (VS) Cure Minor Wounds (VS) Light (VM a firefly) Prestidigitation (VS)
Castable times per day.
Spiritual Tradition Caster: WIS & Level 2 Cure Light Wounds (VS) Faerie Fire (VS) Grease (VSM butter) Mage Armor (VSM a piece of cured leather) Goodberry (VS) Spell Points
Magecraft: One 1st-level spell of any school and level you can cast. Bonus spells: Any two spells of any school and level you can cast. Spell Knowledge (General): Two new spells of any school and level you can cast.
You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
[ +- ] Innate Magic (feat)
Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours). Natural Channelers: May select an additional known spell for innate magic.
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
[2column][col]
[table=rolls ht center zebra]CHARACTER[/table]
[b]Name[/b]: Azote
[b]Race[/b]: Wood (Caransil) Elf (Humanoid: Elf)
[b]Gender[/b]: Female
[b]Classes[/b]: Rogue Level 1 & Channeler: Level 2
[b]Alignment[/b]: Neutral Good
[b]Age[/b]: 146 years old
[spoiler="Age Table"]1-175: Normal
175 - 263: Middle Aged
264 - 350: Old
351 - 350+4d100: Venable[/spoiler]
[b]Height[/b]: 4'8"
[b]Weight[/b]: 83#
[b]Size[/b]: Medium
[b]Eyes[/b]: Hazel
[b]Vision[/b]: Low-light (Color)
[b]Favored Regions[/b]: Erethor, Caraheen (bonus increase by +2 when in this area)
[b]Heroic Path[/b]: Naturefriend
[b]Favored Class/Tradition[/b]: Channeler/Spiritual
[b][color="blue"]Languages[/color][/b]:
[b]High Elven[/b] (3)
[b]Trader's Tongue[/b] (1)
[b]Danisit[/b] (1)
[b]Colonial[/b] (2) Backup
[b]Erenlander[/b] (3) Normally Spoken
[b]Orcish[/b] (1)
[/col][col]
[table=rolls ht center zebra]PICTURE[/table]
[f=display:block zoom:150%][img]https://t3.ftcdn.net/jpg/05/69/26/16/360_F_569261619_Rh4Ny75nD1lNyBuDFNMhEjCxg1ShmFgJ.jpg[/img][/f]
[/col][/2column]
[3column][col]
[table=rolls ht center zebra]STAT[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]VALUE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MOD[/color][/b]
[_mstr=10]| [b]STR[/b]|[_str$=+floor(mstr/2)-5]
[_mdex=16]| [b]DEX[/b]|[_dex$=+floor(mdex/2)-5]
[_mcon=12]| [b]CON[/b]|[_con$=+floor(mcon/2)-5]
[_mint=16]| [b]INT[/b]|[_int$=+floor(mint/2)-5]
[_mwis=14]| [b]WIS[/b]|[_wis$=+floor(mwis/2)-5]
[_mcha=10]| [b]CHA[/b]|[_cha$=+floor(mcha/2)-5]
[/table][/f]
[/col][col]
[table=rolls ht center zebra]SAVE & PROFICEINCY[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SAVE[/color][/b]|[b][color="blue"]BASE[/color][/b]|[b][color="blue"]STAT[/color][/b]|[b][color="blue"]MISC[/color][/b]|[b][color="blue"]BONUS[/color][/b]
[b]Fort[/b]|[_mfort=0]|[_con$=+(mcon/2)-5]|[_mis=0]|[_$=+(mfort+floor(mcon/2)-5)+mis]
[b]Reflex[/b]|[_mref=2]|[_dex$=+(mdex/2)-5]|[_mis=0]|[_$=+(mref+floor(mdex/2)-5)+mis]
[b]Will[/b]|[_mwill=3]|[_wis$=+(mwis/2)-5]|[_mis=0]|[_$=+(mwill+floor(mwis/2)-5)+mis]
[/table][/f]
[b]Racial Saving Throws[/b]: +2 racial bonus on saving throw vs. enchantment effects
[b]Weapons[/b]: Longbow & shortbow (including composite variants), longsword, short sword, simple weapons, hand crossbow, rapier, sap
[b]Armor[/b]: Light
[/col][col]
[table=rolls ht center zebra]ABILITIES[/table]
[b]HP[/b] 21
[b]AC[/b]: [_$=10+floor(mdex/2)-5]
[b]Movement[/b]: 30'
[b]INIT[/b]: [_$=+floor(mdex/2)-5]
[b]CMB[/b]: 0
[b]CMD[/b]: 13
[b]BAB[/b]:+1
[/col][/3column]
[2column][col]
[table=rolls ht center zebra]GEAR[/table]
[b]Traveler's Outfit[/b]: Wide Leather [b]Belt[/b], [b]Waterskin[/b] with shoulder strap, [b]Shawm[/b] on leather cord
[b][color="green"]Attached[/color][/b]: [b]Rapier[/b] in scabbard, [b]Dagger[/b] in sleave, [b]Spell Component Pouch[/b] , [b]Belt Pouch[/b]: (0 gp, 0 sp, 0 cp, [b][color="blue"]4 Goodberries[/color][/b])
[b]Backpack[/b]: [b]Sack[/b], [b]Whetstone[/b], Package with [b]1 Trail Rations[/b], Small Wooden Box with [b]Flint & Steel[/b], [b]3 Torches[/b] tied in a bundled, Bar of [b]Soap[/b], [b]Mess Kit[/b], [b]10gp of treated Leather[/b], 3 Flasks of lantern [b]Oil[/b], pouch with [b]Grooming Kit[/b]
[b][color="green"]Attached[/color][/b]: [b]Small Tent[/b], [b]Bedroll[/b], [b]Shortbow[/b] in leather bag, [b]Hooded Lantern[/b], [b]Quiver[/b]: ([b]20 Arrows[/b])
_____________________________________________
[b]Shawm[/b]: Common Musical Instrument
[b]Waterskin[/b]: Filled with water
[b]Traveler's Outfit[/b]: With hooded cloak
[b]Mess Kit[/b]: Metal box with wooden plate, metal sfork, wooden cup
[b]Small Tent[/b]: One medium creature and takes 20 minutes to assemble
[b]Hooded Lantern:[/b] It is empty
[b]Grooming Kit[/b]: Pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
[b][color=blue]Raven[/color][/b] (TORK)
[/col][col]
[table=rolls ht center zebra]WEAPON STATS[/table]
[b]Rapier[/b] (Melee): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 18-20/2x
[b]Dagger[/b] (Melee): +3 to Hit, [b][color="red"]1d4 slashing or piercing damage[/color][/b], Crit 19-20/2x
[b]Dagger[/b] (Range: 10'): +3 to Hit, [b][color="red"]1d4 piercing damage[/color][/b], Crit 19-20/2x
[b]Shortbow[/b] (Range: 60'): +3 to Hit, [b][color="red"]1d6 piercing damage[/color][/b], Crit 20/3x
[/col][/2column]
[2column][col]
[table=rolls ht center zebra]SKILLS[/table]
[f=display:table; background-color:yellow][table=compact grid]
[b][color="blue"]SKILL[/color][/b] |[b][color="blue"]MOD[/color][/b]| [b][color="blue"]RANK[/color][/b] | [b][color="blue"]CLASS[/color][/b] | [b][color="blue"]MISC[/color][/b] | [b][color="blue"]BONUS[/color][/b]
[b]Acrobatics[/b] (+4 if trees)|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Appraise[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Bluff[/b]|cha|[_rnk=3]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Climb[/b] (+4 if trees)|str|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Concentration[/b]|con|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+con+((rnk>0)*(3*c))+misc]
[b]Craft (alchemy)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Craft (any)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Diplomacy[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Disable Device[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Escape Artist[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Handle Animal[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Heal[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Intimidate[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Jump[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Knowledge (arcana)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (history)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (local)[/b]|int|[_rnk=0]|[_c=0/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (nature)[/b]|int|[_rnk=0]|[_c=1/1]|[_misc=2]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (shadow)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Knowledge (spirits)[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Linguistics[/b]|int|[_rnk=5]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Perception[/b]|wis|[_rnk=1]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Perform (stringed instrument)[/b]|cha|[_rnk=1]|[_c=1/1]|[_misc=0]|[_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Perform (any)[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[b]Profession (herbalist)[/b]|wis|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Profession (any)[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Ride[/b]|dex|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Sense Motive[/b]|wis|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Sleight of Hand[/b]|dex|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Spellcraft[/b]|int|[_rnk=1]|[_c=1/1]|[_misc=0]| [_$=+rnk+int+((rnk>0)*(3*c))+misc]
[b]Stealth[/b]|dex|[_rnk=2]|[_c=1/1]|[_misc=0]| [_$=+rnk+dex+((rnk>0)*(3*c))+misc]
[b]Survival[/b]|wis|[_rnk=3]|[_c=1/1]|[_misc=2]| [_$=+rnk+wis+((rnk>0)*(3*c))+misc]
[b]Swim[/b]|str|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+str+((rnk>0)*(3*c))+misc]
[b]Use Magic Device[/b]|cha|[_rnk=0]|[_c=1/1]|[_misc=0]| [_$=+rnk+cha+((rnk>0)*(3*c))+misc]
[/table][/f]
[spoiler="Skills Basic"][b]Rogue's Skills[/b]: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (shadow) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha). Skills: 8 + 3 INT per Level.
[b][color="blue"]11 points[/color][/b]:
[b]Class:[/b] 1 Appraise, 1 Bluff, 1 Climb, 1 Craft (alchemy), 1 Diplomacy, 1 Disable Device, 1 Knowledge (shadow), 1 Perform (string instrument), 1 Profession (herbalist), 1 Sleight of Hand, 1 Stealth
[b]Channeler's Skills[/b]: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Profession (Wis), Perception (Wis), Ride (Dex), Spellcraft (Int). Skills: 4 +3 INT per level.
[b]Spiritual Channeler's Skills[/b]: Diplomacy (Cha), Knowledge (nature) (Int), Sense Motive (Wis), Survival (Wis), Swim (Str)
[b][color="blue"]14 Points[/color][/b]:
[b]Class[/b]: 1 Concertation, 1 Knowledge (arcana), 1 Knowledge (spirits), 1 Perception, 1 Spellcraft
[b]Rogue[/b]: 2 Bluff, 3 Survival, 1 Profession (herbalist), 2 Linguistics, 1 Stealth
[b]Skill Bonus[/b]: +1 skill point per level. ([color=blue]+3 Linguistics[/color])
[b]Favored Class Bonuses[/b]: +1 skill point per level. ([color="blue"]+1 Handle Animal, +1 Heal, +1 Intimidate)[/color]
[b]Racial Skill Bonus[/b]: [color=blue]+2 racial bonus on perception checks & perception is a class skill[/color]
[b]Natural Bond:[/b] Gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
[b]Racial Climbing Skill[/b]: +4 racial bonus on climb and acrobatic checks when in trees
[/spoiler]
[b][color="blue"]Feats[/color][/b]:
[b]1st[/b]: [b]Spellcasting (Channeling)[/b]
[b]3rd[/b]:[b]Spellcasting (Channeling)[/b]
[/col]
[col]
[table=rolls ht center zebra]FEATURES[/table]
[spoiler="WEAPON FINESSE"]Weapon finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.[/spoiler]
[spoiler="WILD EMPATHY (Nature Bond)"]The wildlander can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The wildlander rolls 1d20 and adds her wildlander level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildlander and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The wildlander can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/spoiler]
[spoiler="FINESSE TRAINING"] a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.[/spoiler]
[spoiler="SNEAK ATTACK"][b]Precision Damage & Critical Hits[/b]: Precision damage (such as that dealt by a rogue’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
[b]Critical Hits[/b]: The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are…> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
Elemental (subtype): "<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
[b]Creatures Immune to Flanking[/b]: Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
Ooze (Type): "<An ooze is…> not subject to … flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are…> not subject to flanking."
*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.[/spoiler]
[spoiler="TRAPFINDING"]A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.[/spoiler]
[b][color="blue"]Naturefriend Spells[/color][/b]: No spell modifier stated.
[_1/1] [b]Calm animals[/b] (VS)
[_1/1] [b]Entangle[/b] (VS)
[b][color="blue"]Innate Magic[/color][/b]: Spell-like abilities, at will, INT Stat and Level 3
[b]Detect Magic[/b] (VS)
[b]Disrupt Undead[/b] (VS)
[b]Mage Hand[/b] (VS)
[_5/5] 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours.
[b][color="blue"]Level 0 Spells[/color][/b]: WIS Stat and Level 2
[b]Acid Splash[/b] (VS)
[b]Cure Minor Wounds[/b] (VS)
[b]Light[/b] (VM a firefly)
[b]Prestidigitation[/b] (VS)
[_5/5] Castable times per day.
[b][color="blue"]Spiritual Tradition Caster[/color][/b]: WIS & Level 2
[b]Cure Light Wounds[/b] (VS)
[b]Faerie Fire[/b] (VS)
[b]Grease[/b] (VSM butter)
[b]Mage Armor[/b] (VSM a piece of cured leather)
[b]Goodberry[/b] (VS)
[_=4/7] [b][color="blue"]Spell Points[/color][/b]
[/col]
[/2column]
[2column][col]
[f=h1]SPELLCASTING[/f]
[b]Chosen Schools[/b]: Lesser Conjuration, Lesser Evocation, Transmutation
[b]Magecraft[/b]: One 1st-level spell of any school and level you can cast.
[b]Bonus spells[/b]: Any two spells of any school and level you can cast.
[b]Spell Knowledge (General)[/b]: Two new spells of any school and level you can cast.
[spoiler="Spell Points"][b][color="blue"]Spell Points[/color][/b]: 7 Spell Points
[b]Magecraft[/b]+[b]Natural Channelers[/b]: +3 Spell Points (+2 WIS +1 Natural Channeler)
[b]Natural Channelers[/b]: +2 Spell Points
[b]Bonus Spell Energy[/b]: +2 Spell Points[/spoiler]
[spoiler="Spellcasting (Channeling) Feat"]You are able to learn new spells from one school of magic. Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation. Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.[/spoiler]
[spoiler="Innate Magic (feat)"]Your people are tied to the land and its spirits, allowing you to produce magic from within. Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spell like abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting. If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
[b]Natural Channelers[/b]: May select an additional known spell for innate magic.
[/spoiler]
[spoiler="Magecraft (channeling) Feat"] • Learns prestidigitation and three other 0-level spells of their choice.
• Selects one 1st-level spell, excluding those from the Greater Schools (abjuration, necromancy, or evocation).
Yeah, that is about the same. The character changes for the last week really have been just how many spells to mark off casted. Which was what I was doing when the character vanished.
She has casted goodberry, mage armor, & grease so far today.
Smiles. The above lets you see all that lovely math & such I put into the character. Noticed I need a spot for description of spell casted and my general spell to hit & save. Both are missing from the sheet created.
I like the style of this one better. Where did you get it?
Can you send me your sheet code so I can update mine?
Please!
I self-create my character sheets that aren't standard. Azote is an example of such. I haven't seen sheets that I like otherwise. As far as code, I would look at what you see to copy. You can be sure that in many cases I have copied code to learn it.
Yes please, back where I was and will hold for an AoO if he tries to move. Sorry again, I’m sure I just got myself turned around with the tokens. Appreciate your patience. :)
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Being new to PF1 is there anything I can get that allows me to Grapple or stop them when I use an AoO?
Something like the Sentinel from 5e
[ +- ] Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
From what I can tell, at Level 3 you cannot manage the Feat chain you would need to "grapple" as an AOO. (Unless you are a certain kind of monk getting free Style feats but this game doesn't have those.)
You can't use the "Combat Maneuver--Grapple" on someone in PF1E in place of an AOO without taking a chain of Feats to allow it. The only Combat Maneuvers that CAN be done in place of a melee attack are specifically Disarm, Sunder, and Trip until you take Feats to expand the list.
I would argue Trip Combat Manuever (in place of a melee attack AOO) is the bestcheapest-in-build-costs low-level option to 'stop movement.' BUT there's a price, you are going to take an AOO from your target first, for even trying it, unless you took the "Improved Trip" Feat.
EDIT: Ninja'd by GM. Yes, Combat Reflexes Feat + Stand Still = you can make an AOO that stops movement....and THAT does not involve Grapple related Feats or Trip related Feats!
EDIT #2: I hope I contributed to the discussion usefully, rather than stepping on any toes! Obviously the GM's (your) reply was spot-on.
Ok, let me know if I am missing it but I don't think the Defender class lets you pick feats at all.
It gets bonus feats and Defender Abilities but I don't see any features that let you just pick feats.