fortinbras ii (2nd oracle)

6
Player Name Character Name VISION Race Region Size Height Weight Hair/Eyes Level/Class Alignment Deity Age Gender ft sq ft ft ft ft X X X X C X X X C X C C C X X C X X X 0 -1 2 0 0 -5 0 0 0 1 -1 -1 -5 0 3 3 TYPE RANGE AMMUNITION DAMAGE #N/A #N/A #N/A LANGUAGES SPECIAL PROPERTIES Weapon 4 ATTACK BONUS Critical #N/A #N/A SPECIAL PROPERTIES CUSTOM TEXT #N/A #N/A #N/A TYPE RANGE AMMUNITION DAMAGE #N/A #N/A Weapon 3 ATTACK BONUS Critical SPECIAL PROPERTIES TYPE RANGE AMMUNITION DAMAGE B and P 1d6+3 +5 x2 Morningstar (Small) ATTACK BONUS Critical SPECIAL PROPERTIES P/S 1d3+3 TYPE RANGE AMMUNITION DAMAGE One-handed +5 19-20/x2 Dagger (Small) Swim STR -2 3 0 -5 ATTACK BONUS Critical TOTAL BAB STR MOD SIZE MOD MISC Survival WIS -1 -1 0 0 1 3 TOTAL BAB STR MOD DEX MOD SIZE MOD MISC -1 + CMB 3 = 1 + 3 + -1 + 0 Prestige Points 0 Stealth DEX -1 -1 + 0 + 10 0 Sense Motive WIS 3 CMD 13 = 1 + 3 + 0 RESISTANCE POOL POINTS Ride DEX -5 0 0 -5 BAB 1 SPELL ARCANE 1 HERO Perception WIS Linguistics INT 5 0 2 3 1 3 BASE ABILITY RACIAL MISC TEMP 0 + + Knowledge (local) INT 4 1 + 0 + Knowledge (religion) 0 1 WILL 3 = FORT 2 0 0 BASE ABILITY RACIAL MISC TEMP Intimidate CHA 3 3 0 0 3 + -1 + 3 INT 4 0 = 0 + 1 + 1 + 0 + Heal WIS -1 REFLEX 1 = 0 + 0 + 1 CONDITIONAL MOD Fly DEX -3 0 0 -3 ARMOR MOD. MOD. TOUCH 11 FLATFOOTED 17 Escape Artist DEX TOTAL BASE ABILITY RACIAL MISC TEMP Diplomacy CHA 7 3 1 3 Total ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC Disguise CHA 3 3 0 0 BONUS BONUS MOD. MOD. AC 17 10+ 5 + 1 + 0 + 1 + 0 + 0 + 1 Climb STR -2 3 0 -5 ENERGY RESISTANCE CHA 16 +3 Bluff CHA DAMAGE REDUCTION Acrobatics DEX -5 0 0 -5 WIS 8 -1 Appraise INT 0 0 0 0 DEX 10 0 WOUNDS TEMP HP NON-LETHAL INIT CON 12 +1 CLASS SKILLS ABIL ABIL INT 10 0 SKILL NAME SCORE TOTAL MOD RANKS MISC SWIM CLIMB 20 SPEED 20 4 x4 0 0 0 -2 = 0 + -2 0 DEX MOD MISC BURROW ABILITY ABILITY TEMP TEMP SCORE MOD SCORE MOD HP Benny Fortinbras II Normal Vision Yet Another Halfling Small 3 ft 8 in 42 lbs 2nd Oracle Neutral 22 years Male Character Generator STR 16 +3 BASE SPEED Halfling, Common, Read Lips, Sign Language FLY RUN

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Fortinbras

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  • Player Name Character Name VISION

    Race Region Size Height Weight Hair/Eyes

    Level/Class Alignment Deity Age Gender

    ft sq ft ft ft

    ft

    X

    X

    X

    X

    C

    X

    X

    X

    C

    X

    C

    C

    C

    X

    X

    C

    X

    X

    X

    0 -1

    2 0

    0 -5

    0 0

    0

    1 -1

    -1

    -5 0

    3 3

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/ALANGUAGES

    SPECIAL PROPERTIES

    Weapon 4 ATTACK BONUS Critical#N/A #N/A

    SPECIAL PROPERTIES

    CUSTOM TEXT

    #N/A #N/A #N/ATYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A

    Weapon 3 ATTACK BONUS Critical

    SPECIAL PROPERTIES

    TYPE RANGE AMMUNITION DAMAGE

    B and P 1d6+3

    +5 x2

    Morningstar (Small) ATTACK BONUS Critical

    SPECIAL PROPERTIES

    P/S 1d3+3TYPE RANGE AMMUNITION DAMAGE

    One-handed +5 19-20/x2Dagger (Small) Swim STR -2 3 0 -5ATTACK BONUS Critical

    TOTAL BAB STR MOD SIZE MOD MISC Survival WIS -1 -1 0 0

    1 3TOTAL BAB STR MOD DEX MOD SIZE MOD MISC

    -1+

    CMB 3 = 1 + 3 + -1 + 0 Prestige Points 0 Stealth DEX -1

    -1 + 0 + 10 0 Sense Motive WIS 3CMD 13 = 1 + 3 + 0

    RESISTANCE POOL POINTSRide DEX -5 0 0 -5

    BAB 1 SPELL ARCANE 1 HERO Perception WISLinguistics INT 5 0 2 3

    1 3BASE ABILITY RACIAL MISC TEMP

    0+ + Knowledge (local) INT 4

    1 + 0 + Knowledge (religion) 0 1WILL 3 =

    FORT 2 0 0

    BASE ABILITY RACIAL MISC TEMP Intimidate CHA 3 3 0 0

    3 + -1 + 3INT 4

    0

    = 0 + 1 + 1 + 0 + Heal WIS -1

    REFLEX 1 = 0 + 0 + 1

    CONDITIONAL MOD Fly DEX -3 0 0 -3

    ARMOR MOD. MOD.

    TOUCH 11 FLATFOOTED 17 Escape Artist DEX

    TOTAL BASE ABILITY RACIAL MISC TEMP

    Diplomacy CHA 7 3 1 3

    Total ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC Disguise CHA 3 3 0 0BONUS BONUS MOD. MOD.

    AC 17 10+ 5 + 1 + 0 + 1 + 0 + 0 + 1

    Climb STR -2 3 0 -5

    ENERGY RESISTANCE

    CHA 16 +3 Bluff CHA

    DAMAGE REDUCTION Acrobatics DEX -5 0 0 -5

    WIS 8 -1 Appraise INT 0 0 0 0

    DEX 10 0 WOUNDS TEMP HP NON-LETHAL INIT

    CON 12 +1 CLA

    SS

    SKILLSABIL ABIL

    INT 10 0 SKILL NAME SCORE TOTAL MOD RANKS MISC

    SWIM CLIMB20 SPEED 20 4 x4 0 0 0

    -2 = 0 + -2 0DEX MOD MISC BURROW

    ABILITY ABILITY TEMP TEMPSCORE MOD SCORE MOD

    HP

    Benny Fortinbras II Normal VisionYet Another

    Halfling Small 3 ft 8 in 42 lbs

    2nd Oracle Neutral 22 years MaleCharacter Generator

    STR 16 +3 BASE SPEED

    Halfling, Common, Read Lips, Sign Language

    FLYRUN

  • 5-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #-----DWARVEN RACIAL TRAITS ----- Con: +2, Wis: +2, Cha: -2 Type: Humanoid (Dwarf) Size: Medium Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft. Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes. Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word dwarven in its name as a martial weapon. Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance. Stability - Dwarves receive a +4 bonus to #

    ----- CLASS ABILITIES -----

    ----- GENERAL FEATS -----

    YAPCG 8.7

    PROTECTION ABILITIES

    ARMOR TYPE ARMOR BONUS MAX DEX BONUS

    Scale Mail Medium +5 +3

    SPECIAL PROPERTIES

    OTHER POSSESSIONS

    Buckler +1 99 5 1 5%

    SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE

    ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES

    4 25% 4 30.0

    1 Morningstar (Small) Carried 3

    1 Dagger (Small) Carried 0.5QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT

    Anatomist (APG 327): You know where to aim your blows to

    Initiative checks*.

    Reactionary (APG 328): You gain a +2 trait bonus to

    rolls made to confirm critical hits.

    strike vital organs and you gain a +1 trait bonus on all

    Tower Shields).*

    and Medium Armor. You are proficient with shields (except

    Armor and Shield Proficiency: You are proficient in Light

    Class Features

    weapons: Sling staff, halfling

    weapons. Additionally you are proficient with the following

    Weapon Proficiency: You are proficient with all Simple

    Revelation (APG 45): You discover a secret to your

    Spell feat.

    all of your spells as if they were modified by the Silent

    Oracles Curse (Ex) [Deaf] (APG 44): You are deaf. You cast

    Feats

    with the dead, as per the spell, for 2 rounds a day.

    Voice of the Grave [UM] (Su) (UM 54): You can speak

    abilities. (DC 14)

    Armor Proficiency, Medium (Core 118): You are proficient

    point.

    Hit Die you possess beyond 3, you gain an additional +1 hit

    Toughness (Core 135): You gain +3 hit points. For every

    Dexterity-based skills

    shield's armor check penalty only applies to Strength- and

    Shield Proficiency (Core 133): When you use a shield, the

    wearing medium armor.

    sound, takes a 4 penalty on opposed Perception checks*,

    and has a 20% chance of spell failure when casting spells

    checks*, automatically fails Perception checks based on

    Deafened (Core 566): You take a 4 penalty on initiative

    Conditions

    SLOTS EXPERIENCE / LEVEL

    BELT HEADBANDCurrent XP 0

    BODY NECK

    with verbal components. * Weight is modified by its location Total Weight Carried (including coins) 38.5

    RING (LEFT) 3rd Level

    Halfling Traits (Core 26)

    Alternate Racial Traits: Fleet of Foot, Low Blow

    Fearless: Halflings receive a +2 racial bonus on all

    saving throws against fear. This bonus stacks with the

    bonus granted by halfling luck.

    Halfling Luck: Halflings receive a +1 racial bonus on all

    saving throws.*

    Weapon Familiarity: Halflings are proficient with slings

    and treat any weapon with the word halfling in its name

    as a martial weapon.*

    Low Blow (APG 21): You gain a +1 bonus on critical

    confirmation rolls against opponents larger than

    themselves.

    Fleet of Foot (ARG 62): You move at normal speed and have

    a base speed of 30 feet.*

    Jump Modifier (Core 88): You gain a -4 to jump checks.

    Traits

    MISCOVER HEAD LIFT OFF

    GROUND

    PUSH/ DRAG

    * Denotes bonuses or penalties already included in the calculations

    WEALTH [0 lbs]OVERLOADED

    173 345 863PP 0 GP

    EYES RING (RIGHT)

    0 SP 0 CP 0

    ENCUMBRANCEFEET SHOULDERS

    115 173

    HEAD Hand of Glory #N/ALIGHT LOAD MEDIUM LOAD HEAVY LOAD

    5,000

    Armor, Shield and Slotted Items 35

    HANDS WRIST 57

    CHEST

  • 5#

    #

    YAPCG 8.7

    CLASS ABILITIES/MAGIC ITEMS

    Voice of the Grave [UM] (Su)

    Handwritten Notes

    rounds/day

    * Denotes bonuses or penalties already included in the calculations

    ABILITIES (Cont)

  • Player Name Character Name

    TYPE RANGE AMMUNITION DAMAGE

    #N/A#N/AWeapon 12 ATTACK BONUS CRITICAL

    Weapon 11 ATTACK BONUS

    RANGE AMMUNITION DAMAGE

    #N/A

    #N/A

    Weapon 8

    #N/A #N/A

    YAPCG 8.7

    Benny Fortinbras IIPortrait

    Additional Notes

    Weapon 6 ATTACK BONUS CRITICAL#N/A #N/A

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    Weapon 5 ATTACK BONUS CRITICAL

    #N/A

    #N/A #N/A

    #N/ATYPE

    ATTACK BONUS CRITICAL

    #N/A #N/ATYPE RANGE AMMUNITION DAMAGE

    ATTACK BONUS CRITICAL

    #N/A #N/A

    Weapon 7 ATTACK BONUS CRITICAL#N/A #N/A

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A

    #N/A

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    Weapon 9 ATTACK BONUS CRITICAL#N/A #N/A

    TYPE RANGE AMMUNITION DAMAGE

    #N/A #N/A #N/A

    #N/A #N/A

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    SPECIAL PROPERTIES

    #N/A #N/A #N/A

    Weapon 10

    CRITICAL

    #N/A #N/ATYPE RANGE AMMUNITION DAMAGE

    #N/A

  • 5#

    #

    * Denotes bonuses or penalties already included in the calculationsYAPCG 8.7

    ABILITIES (Cont) NOTEBOOK

  • Spell Sheet Printed on 9/11/2014

    L R

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    School

    Prepared Spells

    Prepared Spells

    1d20 + 5

    Class:

    Concentration Check:

    Character Name: Fortinbras II

    Prepared Spells

    Level 1 2 3 4 5 6 70

    8 9

    Oracle (2nd) 5 0 0 0 0 0 0## ## ## ## ##

    1 2 3 4 5

    ## ## ## ## ##

    Oracle (2nd)

    Level

    0 0## ## ## ##

    6 7 8 9

    2 0 0 0 0 0 0 0 0## ## ## ## ## ##

    ## ## ## ## ## ## #### ## ##

    ## ## ## ##

    Level Spell Name DC Range Save

    14necromancy [fear, mind-affecting, emotion]

    conjuration (healing)Area Comp SR

    V, S

    Prepared Spells

    Prepared Spells Level Spell Name DC Save

    Casting Time Duration

    Range

    Casting Time Duration SR V, S, M, F, DF 1 rd

    1 SA

    Source

    Area Comp SR V, S, M

    Level Spell Name DC Save Description

    Core

    364Prepared Spells Source

    Prepared Spells Description SourceLevel Spell Name

    Range

    Range

    1 SA14

    conjuration (creation) An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform

    only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you

    remain within range.

    #N/A #N/A

    #N/A## #N/A

    #N/ACasting Time Duration#N/A

    #N/A#N/A #N/AArea Comp SR

    #N/A #N/A

    DC Save

    ## #N/A Casting Time Duration#N/A #N/A

    #N/A #N/A

    #N/A

    #N/A

    #N/A

    #N/A#N/A #N/AArea Comp SR

    #N/A

    Source

    ## #N/A #N/A#N/A #N/A #N/A

    #N/A #N/AArea Comp Casting Time Duration SR#N/A #N/A #N/A #N/A #N/A

    Description

    #N/A

    Core

    348Area Comp Casting Time Duration SR

    V, S 1 SA

    30 ft. Will neg (h)

    instantaneous yes (h)

    Save Description

    Range

    Range

    Descriptionconjuration (summoning) [see text] This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn.

    It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not

    to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from

    the 1st Level list on Table 10-1.

    Area Comp

    Core

    274

    Description

    This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

    When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage.

    Since undead are powered by negative energy, this spell deals damage to them instead. An undead creature can

    apply spell resistance, and can attempt a Will save to take half damage.

    Core

    263

    Source

    Source

    Core

    350Description Source

    Prepared Spells Level Spell Name DC Range Save

    13conjuration (healing)

    1 SA

    0 Stabilize

    1 Doom120 ft. Will neg

    2 min.(s) yes

    Summon Monster I

    Will half (h); see text

    14

    Level Spell Name DC Save

    1

    Casting Time Duration

    Level Spell Name DC

    14

    Core

    304Area Comp Casting Time Duration SR

    V, M, DF 1 SA

    instantaneous yes (h); see text

    1 Unseen Servant30 ft. none

    2 hour(s) no

    Area Comp Casting Time Duration SR V, S, DF

    30 ft. none

    2 round(s) no

    1 Cure Light Woundstouch

    0

    Spell Name DC

    Create Water0

    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing

    the light level for an additional 20 feet by one step, up to normal lightLighttouch none

    20 min. no13

    evocation [light]Spell Name DC Range Save Description

    Casting Timeconjuration (creation) [water]

    Level Source

    13This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as

    small as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling

    many small receptacles. This water disappears after 1 day if not consumed.

    Range30 ft. none

    noinstantaneous V, SArea Comp

    0 Purify Food and Drink10 ft. Will neg (object)

    instantaneous yes (object)Duration

    Source

    Prepared Spells

    Prepared Spells Level Spell Name DC Range Save Description Source

    13transmutation

    This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and

    suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.

    Core

    328Area Comp Casting Time

    Level

    Prepared Spells Level Spell Name DC Range Save

    Source

    Description

    SR V, S 1 SA

    ## ##

    Source

    ## #N/A #N/A#N/A #N/A #N/A

    #N/A #N/AArea Comp Casting Time Duration SR#N/A #N/A #N/A #N/A #N/A

    #N/A #N/A

    Prepared Spells

    Core

    262Duration SR

    Level Spell Name DC Range Save Description

    Prepared Spells Level Spell Name DC Range Save Description Source

    ## #N/A #N/A#N/A #N/A #N/A

    #N/A #N/AArea Comp Casting Time Duration SR#N/A #N/A #N/A

    0

    5####

    Spells per day Spells Known

    Oracle (2nd)

    Save Description

    1 SA

    Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically

    stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

    Page 6