fortinbras ii (2nd oracle)
DESCRIPTION
FortinbrasTRANSCRIPT
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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
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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
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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)
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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
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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.
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