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Virennia

CHARACTER NAME PLAYER NAME REGION

Ranger/Scout/Swordsage
CLASS

Human
RACE

Medium
SIZE

Female
GENDER

CN
ALIGNMENT DEITY

1/5/5
LEVEL ABILITY NAME ABILITY SCORE ABILITY MODIFIER

Humanoid(human)
TYPE TEMP. SCORE TEMP. MODIFIER

16
AGE TOTAL

5'3"
HEIGHT

110 lbs
WEIGHT WOUNDS

Blue
EYES

Reddish brown
HAIR NON-LETHAL DAMAGE SPEED

STR
STRENGTH

14 20 13 16 14 10

+2 +5 +1

HP
HIT POINTS

87 23
TOTAL

45 ft/x4
=

DEX
DEXTERITY

AC
ARMOR CLASS

10

5
ARMOR BONUS

0
SHIELD BONUS

5
DEX MODIFIER
CLASS SKILLS

0
SIZE MODIFIER

1
NATURAL ARMOR

0
DEFLECT BONUS

2
MISC. BONUS ARMOR CHECK PENALTY DAMAGE REDUCTION

CON
CONSTITUTION

TOUCH

INT
INTELLIGENCE

+3 +2 +0
TOTAL BASE SAVE ABILITY MODIFIER

ARMOR CLASS

17

FLAT-FOOTED
ARMOR CLASS

23
+

SKILLS
SKILL NAME KEY ABILITY SKILL MODIFIER

MAX RANKS:

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

ABILITY MODIFIER

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

RANKS

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

MISC. BONUS

INITIATIVE WIS
WISDOM

+8
TOTAL

5
DEX MODIFIER

3
MISC. BONUS

Appraise
Balance

INT DEX* CHA STR* CON INT CHA INT CHA DEX* INT CHA WIS DEX* CHA STR* INT WIS DEX* CHA WIS DEX INT WIS WIS WIS STR** DEX* DEX

CHA
CHARISMA

Bluff

BASE ATTACK
MISC. BONUS TEMP. MODIFIER

+7/+2
CONDITIONAL MODIFIERS

Climb Concentration Craft skills

SAVING THROWS

FORTITUDE
CONSTITUTION

+6 +15 +7 +8
TOTAL

= = =

4 10 5 7
BASE ATTACK

+ + +

1 5 2 2
STR MODIFIER

+ + +

1 0 0 0
SIZE MODIFIER

+ + +

Diplomacy
Disable Device

REFLEX
DEXTERITY

Disguise
Escape Artist

WILL
WISDOM

Forgery Gather Information


Heal Hide Intimidate ACTION POINTS
ABILITY MODIFIER SIZE MODIFIER MISC. BONUS TEMP. MODIFIER

GRAPPLE
MODIFIER

-1
MISC. BONUS

SPELL RESISTANCE

ARCANE SPELL FAILURE


BASE ATTACK

Jump Knowledge (nature)

TOTAL

Listen Move Silently

MELEE
ATTACK BONUS

+8/+3 +11/+6
TOTAL ATTACK BONUS

= =

7 7

+ +

2 5

+ +

0 0

+ +

-1 -1

+ +

Perform skills ...


Profession (Cartography) Ride Search
DAMAGE CRITICAL

RANGED
ATTACK BONUS

ATTACK 1

Sense Motive

+2 Kukri
RANGE WEIGHT TYPE

+11/+6
SIZE

1d4+4
SPECIAL PROPERTIES

15-20/x2

Skill Tricks
Spot Survival Swim

0 ft

3 lb
ATTACK 2

Medium
AMMUNITION TOTAL ATTACK BONUS

One-handed
DAMAGE CRITICAL

Tumble Use Rope

Iklen
RANGE WEIGHT TYPE

+11/+6
SIZE

1d4+4
SPECIAL PROPERTIES

18-20/x2

3 14 0 9 15 3 0 17 0 5 3 0 2 19 0 19 10 21 17 0 4 5 16 2 0 16 10 2 20 5

3 5 0 2 1 3 0 3 0 5 3 0 2 5 0 2 3 2 5 0 2 5 3 2 0 2 2 2 5 5

0 7 0 7 14 0 0 14 0 0 0 0 0 14 0 11 5 14 12 0 1 0 13 0 2 14 6 0 13 0

0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 6 2 5 0 0 1 0 0 0 0 0 2 0 2 0

0 ft

3 lb
ATTACK 3

Medium
AMMUNITION TOTAL ATTACK BONUS

One-handed
DAMAGE CRITICAL

= = = = = = = = = = =

Masterwork composite shortbow [+2]


RANGE WEIGHT TYPE

+12/+7
SIZE

1d6+2
SPECIAL PROPERTIES

20/x3

70 ft

2 lb
ATTACK 4

Medium
AMMUNITION TOTAL ATTACK BONUS

Two-handed
DAMAGE CRITICAL

Unarmed Strike
RANGE WEIGHT TYPE

+9/+4
SIZE

1d3+2
SPECIAL PROPERTIES

20/x2

0 ft

0 lb
ATTACK 5

Medium
AMMUNITION TOTAL ATTACK BONUS

One-handed
DAMAGE CRITICAL

= = = = = = = = = =

Ray
RANGE WEIGHT TYPE

+11/+6
SIZE

*
SPECIAL PROPERTIES

20/x2

0 ft

0 lb
ATTACK 6

Medium
AMMUNITION TOTAL ATTACK BONUS

Two-handed
DAMAGE CRITICAL

RANGE

WEIGHT

TYPE

SIZE

SPECIAL PROPERTIES

AMMUNITION

= = = = =
1

This skill can be used even if the character has zero skill ranks. This skill is a class skills for at least one of your classes. * Armor check penalty, if any, applies. ** Double the armor check penalty.

SPECIAL ABILITIES 60,805 / 66,000


CAMPAIGN EXPERIENCE POINTS

GEAR ARMOR/PROTECTIVE ITEM


TYPE ARMOR BONUS MAX DEX BONUS

+2 Studded Leather
ACP SPELL FAILURE SPEED

Light
WEIGHT

+5
SPECIAL PROPERTIES

+5

+0

15%

45

20

1/day 30% concealment 30rds| -2frost/fire/shock


WEIGHT CHECK PENALTY SPELL FAILURE

SHIELD/PROTECTIVE ITEM

ARMOR BONUS

SPECIAL PROPERTIES

OTHER POSSESSIONS
ITEM

Wgt

ITEM

Wgt

Revive Fertilityx2 Flight Memory

100 GP

antigrav

arrows

Magic Items Equipped by Slot


Ring Slot (RH) (none) (0 GP) Ring Slot (LH) (none) (0 GP) Hand Slot (none) (0 GP) Arm Slot (none) (0 GP) Head Slot (none) (0 GP) Face Slot (none) (0 GP) Shoulder Slot (none) (0 GP) Neck Slot Amulet of natural armor (+1) (2000 GP) Body Slot (none) (0 GP) Torso Slot (none) (0 GP) Waist Slot (none) (0 GP) Feet Slot (none) (0 GP) TOTAL WEIGHT CARRIED
NOTES LANGUAGES

RACIAL ABILITIES Base land speed of 30 feet. Bonus Feat: 1st level bonus feat Favored Class: Any CLASS ABILITIES Proficient in light armor, and all shields (except tower shields) Proficient with all simple and martial weapons. Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. Trackless Step(Ex): You leave no trail in natural surroundings; and cannot be tracked unless you choose to. Evasion(Ex): On a successful Reflex save against a magical attack; you take no damage. Fast Movement(Ex): Your speed increases (limited by armor and encumbrance) Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls. > Undead (+4 bonus) > Construct (+2 bonus) Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC. Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks. Spiritual Connection : You can use speak with animals and speak with plants, as the spells (caster level 1). You can use any combination of these effects up to three times per day. Quick to act(Ex): Initiative bonus +2. Discipline Focus: (Tiger Claw; Tiger Claw) > Weapon Focus(Ex): Pick a discipline you have at least one maneuver in. Each time you have Discipline focus, gain weapon focus for discipline related weapons, +2 Martial Lore checks for discipline that has discipline focus (does not stack). > Insightful Strike(Ex): Pick a discipline you have at least one maneuver in each time you have Discipline focus, add wisdom mod to damage whenever you execute a discipline strike, +2 Martial Lore checks for discipline that has discipline focus (does not stack) FEATS Mobility(PH 98) : +4 dodge bonus to AC against some attacks of opportunity. Spring Attack(PH 100) : Move before and after melee attack. Track(PH 101) : Use Survival skill to track. Weapon Focus(PH 102) (Kukri; Kama; Handaxe; Greataxe; Unarmed Strike) : +1 bonus on attack rolls with selected weapon. Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC. Swift Hunter(CS 81) : Ranger and Scout levels stack for skirmish bonuses and favored enemies. Expeditious Dodge(RW 150) : Move >=40 ft and gain +2 dodge to AC until next turn. Adaptive Style(ToB 28) : Change readied maneuvers in 1 round instead of 5 minutes. SKILL TRICKS Point it Out (Mental)(Pg 88) : Grant ally a free Spot check to see something you've spotted. Extreme Leap (Movement)(Pg 86) : Horizontal jump of at least 10 feet allows 10 extra feet of movement that round. MANEUVERS Swordsage - Initiator Level: 8 Known: 10 Readied: 6 Stances: 3 > Moment of Perfect Mind (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save. > Counter Charge (Setting Sun) (Counter Level 1) (Pg 71) : Ruin charge attack, force charging foe to move away from you. > Feigned Opening (R) (Setting Sun) (Counter Level 3) (Pg 72) : As an immediate action, provoke an attack, then counter. > Shadow Blade Technique (R) (Shadow Hand) (Strike Level 1) (Pg 78) :

20

Has consumed a longevity potion, halving her aging rate. Move 10ft get +2d6 +1ac Move 20ft get +4d6 +3ac Move 40ft get +4d6 +5ac

Common Celestial Draconic Sylvan

1 2 3 4 5 6 7 8 9 # # LIFT OVER HEAD # # # # # # # # # LIFT OFF GROUND PUSH DRAG LIGHT LOAD MED LOAD HEAVY LOAD buking Check Most Powerful Undead Affected(Max HD) # of HD Turned/Rebuked Times/Day Used

CARRYING INFO

TURN/REBUKE ATTEMPTS

58

116

175

Turning/Rebuking Check Modifier

175

350

875

Up to 0 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22+

2d6 If your cleric level is double the HD of the undead or more, the undead are destroyed/commanded rather than turned/rebuked. Dispelling rebuking/turning works like turning/rebuking, but you must equal or exceed the check result of the cleric who rebuked/turned.

MONEY PP GP SP CP Art Gems


Other (GP)

SPECIAL ABILITIES/FEATS

RACIAL ABILITIES Base land speed of 30 feet. Bonus Feat: 1st level bonus feat Favored Class: Any CLASS ABILITIES Proficient in light armor, and all shields (except tower shields) Proficient with all simple and martial weapons. Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. Trackless Step(Ex): You leave no trail in natural surroundings; and cannot be tracked unless you choose to. Evasion(Ex): On a successful Reflex save against a magical attack; you take no damage. Fast Movement(Ex): Your speed increases (limited by armor and encumbrance) Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls. Undead (+4 bonus) Construct (+2 bonus) Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC. Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks. Spiritual Connection : You can use speak with animals and speak with plants, as the spells (caster level 1). You can use any combination of these effects up to three times per day. Quick to act(Ex): Initiative bonus +2. Discipline Focus: (Tiger Claw; Tiger Claw) Weapon Focus(Ex): Pick a discipline you have at least one maneuver in. Each time you have Discipline focus, gain weapon focus for discipline related weapons, +2 Martial Lore checks for discipline that has discipline focus (does not stack). Insightful Strike(Ex): Pick a discipline you have at least one maneuver in each time you have Discipline focus, add wisdom mod to damage whenever you execute a discipline strike, +2 Martial Lore checks for discipline that has discipline focus (does not stack) FEATS Mobility(PH 98) : +4 dodge bonus to AC against some attacks of opportunity. Spring Attack(PH 100) : Move before and after melee attack. Track(PH 101) : Use Survival skill to track. Weapon Focus(PH 102) (Kukri; Kama; Handaxe; Greataxe; Unarmed Strike) : +1 bonus on attack rolls with selected weapon. Improved Skirmish(CS 78) : Move 20ft to gain +2d6 points of damage and +2 to AC. Swift Hunter(CS 81) : Ranger and Scout levels stack for skirmish bonuses and favored enemies. Expeditious Dodge(RW 150) : Move >=40 ft and gain +2 dodge to AC until next turn. Adaptive Style(ToB 28) : Change readied maneuvers in 1 round instead of 5 minutes. SKILL TRICKS Point it Out (Mental)(Pg 88) : Grant ally a free Spot check to see something you've spotted. Extreme Leap (Movement)(Pg 86) : Horizontal jump of at least 10 feet allows 10 extra feet of movement that round. MANEUVERS Swordsage - Initiator Level: 8 Known: 10 Readied: 6 Stances: 3 Moment of Perfect Mind (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save. Counter Charge (Setting Sun) (Counter Level 1) (Pg 71) : Ruin charge attack, force charging foe to move away from you. Feigned Opening (R) (Setting Sun) (Counter Level 3) (Pg 72) : As an immediate action, provoke an attack, then counter. Shadow Blade Technique (R) (Shadow Hand) (Strike Level 1) (Pg 78) : Roll two attacks, use lower result to deal bonus cold damage. Shadow Jaunt (Shadow Hand) (Level 2) (Pg 79) : Teleport 50 ft. through shadows as standard action Shadow Garrote (R) (Shadow Hand) (Strike Level 3) (Pg 78) : Ranged touch attack deals 5d6 points of damage. Mountain Hammer (Stone Dragon) (Strike Level 2) (Pg 84) : Deal +2d6 damage, overcome DR and hardness. Sudden Leap (R) (Tiger Claw) (Boost Level 1) (Pg 89) : Jump as a swift action. Wolf Fang Strike (R) (Tiger Claw) (Strike Level 1) (Pg 90) : Attack with two weapons. Death From Above (R) (Tiger Claw) (Strike Level 4) (Pg 86) : Leap into air, attack foe from above, deal +4d6 damage. Child of Shadow (Shadow Hand) (Stance Level 1) (Pg 76) : You gain concealment as long as you move. Dance of the Spider (Shadow Hand) (Stance Level 3) (Pg 76) : You climb walls like a spider. Hunter's Sense (Tiger Claw) (Stance Level 1) (Pg 88) : Gain scent.

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