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Una Culanga

CHARACTER NAME

Julia Milton
PLAYER NAME

Desna
DEITY

None
REGION

Chaotic Good
ALIGNMENT

Bard 3
CLASS

Half-Elf
RACE

Medium / 5 ft.
SIZE / FACE

6' 2"
HEIGHT EYES
SUBDUAL DAMAGE

170 lbs.
WEIGHT HAIR
DAMAGE REDUCTION

Low-Light
VISION

3/2
Character Level / CR
ABILITY NAME

5000 / 9000
EXP / NEXT LEVEL
ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE PENALTY

26
AGE

Female
GENDER
WOUNDS/CURRENT HP

20
POINTS SPEED

STR
Strength Dexterity

10

+0 +4 +1 +1 -2 +3
TOTAL
BASE SAVE ABILITY

HP
hit points

30 14
TOTAL :

Walk 20 ft.

DEX 18 CON 12
Constitution

AC
armor class

11
FLAT

13
TOUCH

10 + 1
BASE ARMOR BONUS

0
SHIELD BONUS

3
STAT

0
SIZE

0
NATURAL ARMOR

0
DEFLECTION

0
DODGE

0
MISC

-3

0
SPELL RESIST

MISS ARCANE ARMOR CHANCE SPELL CHECK FAILURE PENALTY

INT
Intelligence

12 7

INITIATIVE
modifier

+4
TOTAL

+4
DEX MODIFIER

+0
MISC MODIFIER

TOTAL SKILLPOINTS: 21

SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER

MAX RANKS: 3/3


RANKS MISC MODIFIER

SKILL NAME
         

WIS
Wisdom Charisma

BASE ATTACK
bonus

+2 Medium
Conditional Modifiers +2 vs. enchantment spells and effects +4 vs. Bardic Performance, sonic, and language-dependent effects TEMP

CHA 16
SAVING THROWS

ENCUMBERANCE
MAGIC MISC EPIC

FORTITUDE
(constitution)

+2 +7 +1
+2 +6 +2

= = =

+1 +3 +3

+ + +

+1 +4 -2

+ + +

+0 +0 +0
+2 +2 +2

+ + +

+0 +0 +0

+ + +

+0 +0 +0
STAT

+ + +
SIZE

REFLEX
(dexterity)

WILL
(wisdom)

TOTAL

BASE ATTACK BONUS

MISC

EPIC

TEMP

MELEE
attack bonus

= = =
TRIP

+ + +
DISARM

+0 +4 +0

+ + +

+0 +0 +0

+ + +

+0 +0 +0

+ + +

+0 +0

+ + +

  

RANGED
attack bonus

CMB
attack bonus GRAPPLE

SUNDER

BULL RUSHOVERRUN

Offense Defense

+2

+2

+2

+2

+2 +2 16 16
REACH

        

16

16
TOTAL ATTACK BONUS

16
DAMAGE

16
CRIT / MULT

Touch Attack (Ray)


Ray

+6

As Spell
HAND

20 /x2
CRITICAL

0 ft.
REACH

*Composite Shortbow STR


Range: 30 ft.
70 ft. 140 ft.

TYPE SIZE

Both
210 ft.

To Hit: +7 +4 1d6
490 ft.

M 20/x3 Damage: 1d6+1


350 ft.

5 ft.

280 ft.

TH Dam TH Dam

+6 1d6
420 ft.

+2 1d6
560 ft.

+0 1d6
630 ft.

-2 1d6
700 ft.

-4 1d6

-6 1d6

-8 1d6
HAND

-10 1d6
TYPE SIZE

-12 1d6
CRITICAL REACH

Acrobatics Acrobatics (Jump) Appraise Bluff Bluff (Perform (Sing)) Climb Craft (Untrained) Diplomacy Disable Device Disguise Escape Artist Fly Heal Intimidate Knowledge (Arcana) Knowledge (Geography) Knowledge (Planes) Knowledge (Untrained) Linguistics(Aklo, Draconic) Perception Perform (Sing) Perform (Untrained) Ride Sense Motive Sense Motive (Perform (Sing)) Spellcraft Stealth Survival Swim Use Magic Device

DEX DEX INT CHA CHA STR INT CHA DEX CHA DEX DEX WIS CHA INT INT INT INT INT WIS CHA CHA DEX WIS CHA INT DEX WIS STR CHA

1 -3 1 4 12 1 1 10 2 8 5 1 -2 3 7 6 6 2 6 4 12 3 1 -2 12 5 5 -2 -3 7

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

4 4 1 3 3 0 1 3 4 3 4 4 -2 3 1 1 1 1 1 -2 3 3 4 -2 3 1 4 -2 0 3

+ + + + + + + + +

-3 -7 1 6

[3] 1 3 1 2 1

+ + + +

4 -3 3 -3

+ + + + + +

2 1 1 2 1 3

+ + + + + + + +

4 4 4 1 3 5 6 -3 6 3

+ + +

[3] 1 1

+ +

+ +

+ + +

-3 3

Dagger
To Hit
1H-P 1H-O 2H 10 ft.

Carried
Dam

PS

M
To Hit

19-20/x2

5 ft.
Dam

= + = + : can be used untrained. : exclusive skills. *: Skill Mastery.

+2 -2 +2
20 ft.

1d4 1d4 1d4 +5 1d4+1

2W-P-(OH) 2W-P-(OL) 2W-OH 30 ft.

-4 -2 -6
40 ft.

1d4 1d4 1d4


50 ft.

BARDIC MUSIC
Uses per day JJJJJ JJJJJ J

TH Dam

+7 1d4+1

+3 1d4+1

+0 1d4

-2 1d4

Bardic Performance
Rounds per days

JJJJJ JJJJJ J

*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

TYPE

AC

MAXDEX

CHECK

SPELL FAILURE

*Barding (Padded)

Light

+1

+8

+0

You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 11 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time. [Paizo Publishing - Core Rulebook, p.35]

Character: Una Culanga Player: Julia Milton

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen 6.00.01 on Nov 9, 2013 at 12:17:03 PM

Level:3 (CR:2) Page 1

EQUIPMENT
ITEM

Special Qualities
QTY 1 1 1 5 WT 2 10 5 3 (15) COST 75 10 0 1 (5) Adaptability (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves receive Skill Focus as a bonus feat at 1st level. Armored Casting (Ex) [Paizo Publishing - Core Rulebook, p.35] You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Bardic Knowledge (Ex) [Paizo Publishing - Core Rulebook, p.35] You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained. Bardic Performance [Paizo Publishing - Core Rulebook, p.35] You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 11 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time. Cantrips [Paizo Publishing - Core Rulebook, p.38] You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Countersong (Su) [Paizo Publishing - Core Rulebook, p.36] You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Elf Blood (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Inspire Competence (Su) [Paizo Publishing - Core Rulebook, p.37] You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Inspire Courage (Su) [Paizo Publishing - Core Rulebook, p.37] You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Keen Senses (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) [Paizo Publishing - Core Rulebook] You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Multitalented (Ex) [Paizo Publishing - Core Rulebook, p.24] Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Versatile Performance (Sing) (Ex) [Paizo Publishing - Core Rulebook, p.38] You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill. Well-Versed (Ex) [Paizo Publishing - Core Rulebook, p.38] You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Composite Shortbow STR


0 lbs.

LOCATION Equipped Equipped Equipped Equipped

Barding (Padded) Outfit (Traveler's) Arrows (20)


JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ

Musical Instrument (Lute) Dagger

Equipped Carried

1 2

3 1 (2)

5 2 (4)

TOTAL WEIGHT CARRIED/VALUE

37 lbs. / 99 gp

WEIGHT ALLOWANCE
Light 33 Lift over head 100 Medium 66 Lift off ground 200 Heavy 100 Push / Drag 500

LANGUAGES
Abyssal, Aklo, Common, Draconic, Elven

Traits
Ease of Faith [Paizo Publishing Character Traits Web Enhancement, p.4] Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. Fast-Talker [Paizo Publishing Character Traits Web Enhancement, p.6] You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Special Attacks
Distraction (Su) [Paizo Publishing - Core Rulebook, p.36] You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate (Su) [Paizo Publishing - Core Rulebook, p.37] You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Character: Una Culanga Player: Julia Milton

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen 6.00.01 on Nov 9, 2013 at 12:17:03 PM

Level:3 (CR:2) Page 2

Feats
Point-Blank Shot [Paizo Publishing - Core Rulebook, p.131] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot [Paizo Publishing - Core Rulebook, p.131] You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Skill Focus (Perform (Sing)) [Paizo Publishing - Core Rulebook, p.134] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Armor Proficiency, Light [Paizo Publishing - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Shield Proficiency [Paizo Publishing - Core Rulebook, p.133] When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty.

PROFICIENCIES
Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Sword (Short), Unarmed Strike, Whip

TEMPLATES

Character: Una Culanga Player: Julia Milton

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen 6.00.01 on Nov 9, 2013 at 12:17:03 PM

Level:3 (CR:2) Page 3

Bard Spells
LEVEL KNOWN PER DAY Concentration 0 6 at will +6 1 4 4 2 3 4 5 6

LEVEL 0
Name

JJJJJ Daze JJJJJ Light

Save Information DC: 13, Will negates

Time 1 standard action

Duration 1 round

Range Close (30 ft.)

Comp. V, S, M Caster Level:3

Source PFCR: p.264 Concentration:+6 PFCR: p.304 Concentration:+6 PFCR: p.306 Concentration:+6 PFCR: p.312 Concentration:+6 PFCR: p.317 Concentration:+6 PFCR: p.334 Concentration:+6

School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. School: Evocation [Light] SR: No Effect: This spell causes a touched object to glow like a torch.

Target: One humanoid creature of 4 HD or less 1 standard action Target: Object touched 1 standard action Concentration Close (30 ft.) 30 minutes Touch

V, M/DF Caster Level:3 V, S Caster Level:3

JJJJJ Mage Hand


School: Transmutation SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. DC: 13, Will negates (harmless, object) Mending

Target: One nonmagical, unattended object weighing up to 5 lbs. 10 minutes Instantaneous 10 ft.

JJJJJ JJJJJ JJJJJ

V, S Caster Level:3

School: Transmutation SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. DC: 13, Will negates (object) Open/Close

Target: One object of up to 3 lb. 1 standard action Instantaneous Close (30 ft.)

V, S, F Caster Level:3 V, S, M/DF Caster Level:3

School: Transmutation SR: Yes (object) Target: Object weighing up to 30 lbs. or portal that can be opened or closed Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. DC: 13, Will negates (harmless) 1 standard action 1 minute Touch Resistance School: Abjuration SR: Yes (harmless) Target: Creature touched Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

LEVEL 1
Name

JJJJJ Cure Light Wounds JJJJJ JJJJJ

Save Information DC: 14, Will half (harmless); see text

Time 1 standard action

Duration Instantaneous

Range Touch

Comp. V, S Caster Level:3

Source PFCR: p.263 Concentration:+6 PFCR: p.268 Concentration:+6 PFCR: p.281 Concentration:+6

School: Conjuration (Healing) SR: Yes (harmless); see text Target: Creature touched Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+3 points of damage. 1 standard action Concentration, up to 3 minutes [D] Detect Secret Doors School: Divination SR: No Effect: You can detect secret doors, compartments, caches, and so forth. DC: 14, Will negates (harmless) or Will Feather Fall negates (object); School: Transmutation SR: Yes (object) Effect: The affected creatures or objects fall slowly. Target: Cone-shaped emanation 1 immediate action Until landing or 3 rounds

60 ft.

V, S Caster Level:3

Close (30 ft.)

V Caster Level:3

Target: 3 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart 1 round 2d4 rounds [D] Close (30 ft.)

JJJJJ Hypnotism

DC: 14, Will negates

V, S Caster Level:3

PFCR: p.298 Concentration:+6

School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Target: Several living creatures, no two of which may be more than 30 ft. apart Effect: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. * =Domain/Speciality Spell

Character: Una Culanga Player: Julia Milton

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen 6.00.01 on Nov 9, 2013 at 12:17:03 PM

Level:3 (CR:2) Page 4

Una Culanga
Half-Elf
RACE

26
AGE

Female
GENDER

Low-Light
VISION

Chaotic Good
ALIGNMENT

Right
DOMINANT HAND

6' 2"
HEIGHT

170 lbs.
WEIGHT EYE COLOUR SKIN COLOUR

,
HAIR PHOBIAS

,
PERSONALITY TRAITS INTERESTS

,
SPOKEN STYLE / CATCH PHRASE RESIDENCE LOCATION

None
REGION

Description: Biography:

Character: Una Culanga Player: Julia Milton

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Created using PCGen 6.00.01 on Nov 9, 2013 at 12:17:03 PM

Level:3 (CR:2) Page 5

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