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Sad Darkvision (60)

Player Name Character Name VISION Yet Another


Tiefling, Shackleborn Cheliax Medium 5 ft 8 in 160 lbs
Race Region Size Height Weight Hair/Eyes
3rd Antipaladin/6th UC Rogue Neutral 21 years Male
Level/Class Alignment Deity Age Gender Character Generator
ABILITY ABILITY TEMP TEMP
SCORE MOD SC ADJ AB MOD
HP 92 SPEED 30 ft 6
sq x4 0 ft 0 ft 0 ft
STR 14 +2 BASE SPEED RUN SWIM CLIMB FLY

WOUNDS NON-LETHAL
DEX 18 +4 TEMP
INIT +4 = 4 + 0 0 ft
DEX MISC BURROW

CON 14 +2 SKILLS

CLASS
ABIL ABIL
SKILL NAME SCORE TOTAL MOD RANKS MISC
INT 14 +2
DAMAGE REDUCTION C Acrobatics DEX 10 4 3 3
WIS 14 +2 C Appraise INT 2 2 0 0
ENERGY RESISTANCE
C Bluff CHA 19 5 9 5
CHA 20 +5 Cold 5, Electricity 5, Fire 5
C Climb STR 6 2 1 3
C Diplomacy CHA 19 5 9 5
AC 14 10+ 0 + 0 + 4 + 0 + 0 + 0 + 0
ARMOR SHIELD DEX SIZE NAT. DEFL. MISC C Disguise CHA 9 5 1 3
BONUS BONUS MOD. MOD. ARMOR MOD. MOD.
C Escape Artist DEX 10 4 1 5
TOUCH 14 FLATFOOTED 10
CONDITIONAL MOD X Fly DEX 4 4 0 0
TOTAL BASE ABILITY RACIAL MISC TEMP
X Heal WIS 2 2 0 0
FORT 12 = 5 + 2 + 0 + 5 +
BASE ABILITY RACIAL MISC TEMP C Intimidate CHA 20 5 9 6
REFLEX 15 = 6 + 4 + 0 + 5 +
C Knowledge (religion) INT 10 2 5 3
BASE ABILITY RACIAL MISC TEMP
0 C Perception WIS 14 2 9 3
WILL 12 = 5 + 2 + + 5 +
C Ride DEX 8 4 1 3
SPELL HERO C Sense Motive WIS 14 2 9 3
BAB 7 RESISTANCE POINTS
C Sleight of Hand DEX 13 4 6 3
CMD 23 = 7 + 2 + 4 + 0 + 0 + 10 0 C Spellcraft INT 10 2 5 3
TOTAL BAB STR DEX SIZE MISC
C Stealth DEX 16 4 9 3
CMB 9 = 7 + 2 + 0 + 0 Prestige Points 0
TOTAL BAB STR SIZE MISC X Survival WIS 2 2 0 0

+1 Menacing Kukri / +1 Menacing Kukri C Swim STR 2 2 0 0


ATTACK BONUS Critical
C Use Magic Device CHA 9 5 1 3
Two-weapon Fighting +11/+6 [+11] 18-20/x2 [18-20/x2]
TYPE RANGE AMMUNITION DAMAGE
S/[S] 1d4+5 [1d4+3]
SPECIAL PROPERTIES
Menacing: +2 bonus to flanking allies Menacing: +2 bonus to flanking allies

+1 Menacing Kukri ATTACK BONUS Critical


Light / Power Attack +11/+6 18-20/x2
TYPE RANGE AMMUNITION DAMAGE
S 1d4+9
SPECIAL PROPERTIES
Menacing: +2 bonus to flanking allies

+1 Menacing Kukri ATTACK BONUS Critical


Light / Single Attack +13 18-20/x2
TYPE RANGE AMMUNITION DAMAGE
S 1d4+5
SPECIAL PROPERTIES
Menacing: +2 bonus to flanking allies CUSTOM TEXT

Weapon 4 ATTACK BONUS Critical


#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
LANGUAGES
#N/A #N/A #N/A
SPECIAL PROPERTIES
Infernal, Common, Elven, Dwarven
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.

• Defen
PROTECTION -----DWARVEN RACIAL TRAITS -----

• Con: +2, Wis: +2, Cha: -2


ABILITIES
• Type: Humanoid (Dwarf)

• Size: Medium

• Darkvision 60 ft. - Dwarves can see in the dark


# up to 60 ft.

• Defen
----- CLASS ABILITIES -----
----- GENERAL FEATS -----
ARMOR TYPE ARMOR BONUS MAX DEX BONUS Tiefling, Shackleborn Traits (BoF 22)
• Alternate Racial Traits: Variant Tiefling Ability 70
ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES • Native Outsider (ARG 169): Tieflings are outsiders with the
#N/A native subtype.
• Languages (ARG 169): Tieflings begin play speaking Common and
SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE either Abyssal or Infernal.*
• Fiendish Resistance (ARG 169): You have cold resistance 5*,
SPECIAL PROPERTIES electricity resistance 5*, and fire resistance 5*.
#N/A • Fiendish Sorcery (ARG 168): Tiefling sorcerers with the
Abyssal or Infernal bloodlines treat their Charisma score as
OTHER POSSESSIONS 2 points higher for all sorcerer class abilities.
QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT
• Skilled (BoF 22): You gain a +2 racial bonus on Escape Artist*
1 Elven Chain (enchantable) Carried 40
and Intimidate checks*.
1 +1 Menacing Kukri Carried 2
• Variant Tiefling Ability 70 (BoF 17): You are aware of and can
1 Curve blade, elven Carried 7
choose the result of any attempt to detect your alignment.
Traits
• Omen (UCa 55): You gain a +1 trait bonus on Intimidate
checks*, and Intimidate is always a class skill for you*.
Once per day, you may attempt to demoralize an opponent as a
swift action.
• Fiery Glare (Custom): You can always take 10 on Intimidate
checks, even in combat.
Class Features
• Archetypes: Rake, Bandit
• Armor and Shield Proficiency: You are proficient in Light,
Medium and Heavy Armor. You are proficient with shields
(excluding tower shields.) *
• Weapon Proficiency: You are proficient with all Simple and
Martial Weapons. Additionally you are proficient with the
following weapons: Crossbow, hand
• Sneak Attack (Ex) (Core 68): When you are flanking your
target, or when they are denied their Dexterity bonus to AC,
you can deal an extra 3d6 damage. This is precision damage
and is not multiplied on a critical hit. You can sneak attack
with a ranged weapon if the target is within 30ft.
If using a nonlethal weapon, your sneak attack does nonlethal
damage. You cannot deal nonlethal sneak attack damage with a
weapon that deals lethal damage.
You must be able to see your target well enough to pick out a
vital spot. You cannot sneak attack a creature with total
concealment.
• Bravado’s Blade (Ex) (APG 134): When you hit an opponent and
deal sneak attack damage, you can forgo 1d6 points of that
damage and make a free Intimidate check to demoralize the
foe. For every additional 1d6 points of sneak attack damage
you forgoe, you receive a +5 circumstance bonus on this
check.
• Finesse Training (Ex) (PU 20): You gain Weapon Finesse as a
bonus feat.* When you make a successful melee attack with a
Armor, Shield and Slotted Items 0
Kukri, you can use your Dexterity instead of Strength on the
* Weight is modified by its location Total Weight Carried 49
damage roll.*
SLOTS EXPERIENCE / LEVEL • Evasion (Core 68): If you make a successful Reflex saving
BELT None HEADBAND None throw against an attack that normally deals half damage on a
Current XP 65000
BODY None NECK None successful save, you take no damage. A helpless character
CHEST None RING (LEFT) None 10th Level 105.000 does not gain the benefit of evasion.
EYES None RING (RIGHT) None • Rogue Talents (Core 68): You have acquired new skills. Only
ENCUMBRANCE
FEET None SHOULDERS None one talent can be applied to any one attack.
HANDS None WRIST None
58 116 175 • Weapon Training (Ex) (Core 69): You gain Weapon Focus as a
HEAD None Hand of Glory None LIGHT LOAD MEDIUM LOAD HEAVY LOAD bonus feat.*
OVERLOADED • Combat Trick (0) (Core 68): You gain a bonus combat feat*
WEALTH [0 lbs]
175 350 875 • Fast Stealth (Ex) (Core 68): You can move at full speed
PP ,0 GP ,0 SP ,0 CP ,0
OVER HEAD LIFT OFF PUSH/ DRAG using the Stealth skill without penalty.
MISC GROUND
* Denotes bonuses or penalties already included in the calculations
YAPCG 9.15
5
#
ABILITIES (continued) CLASS ABILITIES/MAGIC ITEMS #

• Rake’s Smile (Ex) (APG 134): You gain a +2 morale bonus on Smite Good (Su)
Bluff* and Diplomacy* checks. /day
• Debilitating Injury (Ex) (PU 23): Whenever you deal sneak
attack damage to a foe, you can also debilitate the target of
Touch of Corruption (Su)
your attack, causing them to take one of the following
penalties for one round (this is in addition to any penalty times/day
from a talent or other ability). These penalties do not
stack with themselves, but additional abilities that deal Handwritten Notes
sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty at a time -
a new penalty removes the old penalty.
• Bewildered (PU 23): The target takes a -2 penalty to AC,
and an additional 2 penalty to AC against attacks from
you.
• Disoriented (PU 24): The target takes a -2 penalty to
attack rolls, and an additional 2 penalty to attack rolls
against you.
• Hampered (PU 24): All the target's speeds are reduced by
half (to a minimum of 5ft) and they cannot take a 5ft
step.
• Ambush (Ex) (UC 71): When you act in the surprise round, you
can take a move action, standard action, and swift action
during the surprise round
• Rogue's Edge (Ex) (PU 23): You gain Signature Skill as a bonus
feat* for the following skills: , Intimidate
• Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on
you deals 2 points of damage per paladin level on its first
successful attack.
• Detect Good (Sp) (APG 120): You can use detect good, as a move
action by concentrating on a single Item or individual within
60 feet and determine if it is good, learning the strength of
its aura as if having studied it for 3 rounds.
• Smite Good (Su) (APG 120): As a swift action, you can choose
one target within sight to smite. If this target is good, you
add +5 on your attack rolls and you can add +3 on all damage
rolls made against the target of your smite. If the target of
smite good is an outsider with the good subtype, a
good-aligned dragon, or a good creature with levels of cleric
or paladin, the bonus to damage on the first successful
attack is 6. Regardless of the target, smite good attacks
automatically bypass any DR the creature might possess. While
smite good is in effect, you gain a +5deflection bonus to
your AC against attacks made by the target of the smite. If
you target a creature that is not good, the smite is wasted
with no effect.
• Unholy Resilience (Su) (APG 120): You gain a bonus equal to
your Charisma bonus (+5) on all saving throws.*
• Touch of Corruption (Su) (APG 120): As a touch attack, you can
do 1d6 points of damage. You can use this ability 6 times a
day. You can also use this ability to heal undead creatures.
• Aura of Cowardice (Su) (APG 120): You radiate a palpably
daunting aura that causes all enemies within 10 feet to take
a –4 penalty on saving throws against fear effects. Creatures
that are normally immune to fear lose that immunity while
within 10 feet of you.
• Plague Bringer (Ex) (APG 120): You do not take any damage or
take any penalty from diseases. You can still contract
diseases and spread them to others, but you are otherwise
immune to their effects.
• Shaken (APG 120): The target is shaken for 3 rounds.
Feats
• Power Attack (Core 131): You can choose to take a -2 penalty
* Denotes bonuses or penalties already included in the calculations
YAPCG 9.15
Sad
Player Name Character Name Portrait
Weapon 5 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 6 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 7 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 8 ATTACK BONUS CRITICAL


Additional Notes
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 9 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 10 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 11 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

Weapon 12 ATTACK BONUS CRITICAL

#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE

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


SPECIAL PROPERTIES

YAPCG 9.15
5
#
ABILITIES (continued) ABILITIES (continued) #

on all melee attack rolls and combat maneuver checks to gain a +4


bonus on all melee damage rolls. This bonus to damage is increased to
+6 with two-handed weapons, a one handed weapon using two hands, or a
primary natural weapon that deals 1.5 strength damage. This bonus to
damage is decreased to +2 if you are making an attack with an
off-hand weapon or secondary natural weapon. These effects last until
your next turn.
• Dazzling Display (Core 120): While wielding a weapon you have Weapon
Focus in, you can perform a bewildering show of prowess as a
full-round action to demoralize all foes within 30 feet who can see
your display.
• Cornugon Smash (CHE 26): When you damage an opponent with a Power
Attack, you may make an immediate Intimidate check as a free action
to attempt to demoralize your opponent.
• Shatter Defenses (Core 133): Any shaken, frightened, or panicked
opponent hit by you this round is flat-footed to your attacks until
the end of your next turn.
• Violent Display (BoTM 23): When you land a successful sneak attack or
confirm a critical hit against a creature with a weapon with which
you have Weapon Focus, you can use Dazzling Display as an immediate
action.
• Two-Weapon Fighting (Core 136): Your penalties on attack rolls for
fighting with two weapons are reduced. The penalty for your primary
hand lessens by 2 and the one for your off hand lessens by 6.*
• Weapon Finesse (Core 136): 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*.
• Weapon Focus (Kukri) (Core 136): You gain a +1 bonus on all attack
rolls you make with this weapon.*
• Signature Skill (Intimidate) (PU 85): You gain the following benefits:
• If you exceed the DC to demoralize a target by at least 10, it is
frightened for 1 round and shaken thereafter. A DC 19 Will save
negates the frightened condition, but the target is still
shaken, even if it has the stalwart ability.
• Note that the total demoralize duration cannot exceed 1 round + 1
round for every 5 by which you exceed the DC
Weapon Descriptions
• Elven curve blade
• You gain a +2 circumstance bonus to CMD against attempts to sunder
an elven curve blade

* Denotes bonuses or penalties already included in the calculations


YAPCG 9.15
5
#
ABILITIES (continued) ABILITIES (continued) #

* Denotes bonuses or penalties already included in the calculations


YAPCG 9.15
CONDITIONAL MODIFIERS
AC:
• +5 deflection - vs smite good target if target is good (Smite Good)

Attack Rolls:
• +5 - vs smite good target if target is good (Smite Good)

Damage:
• +3 and bypass DR - vs smite good target if target is good (doubled on
the first successful attack vs an good dragon, good outsider, or has
levels of Cleric or Paladin) (Smite Good)

* denotes bonus that have been included in the calculations. You should subtract the values if the condition no longer applies
Cavaliers and similar, please use the Animal Companion tab
Horse, light Large Sad
Companion Name Species Size Character Name

ABILITY ABILITY TEMP TEMP DEX MISC


TOTAL
SCORE MOD SCORE MOD MOD. MOD

STR 16 +3 HP 15 INIT 2 = +2 + 0
Mount
DEX 14 +2 WOUNDS NON-LETHAL
SPEED 50 ft 10 sq x5 ft ft ft
CON 17 +3 BASE SPEED RUN SWIM CLIMB FLY

INT 2 -4 PROTECTIVE ITEM AC BONUS MAX DEX


DAMAGE REDUCTION
0 99
WIS 13 +1 ACP WEIGHT SPECIAL PROPERTIES
ENERGY RESISTANCE
0 0 0
CHA 7 -2
ABILITIES
AC 11 10+ 0 + + 2 + -1 + + + 0 Mount Features
Total ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC • Combat Trained (Core 98): Your mount knows the
BONUS BONUS MOD. MOD. ARMOR MOD. MOD. following Tricks:
SPELL • Attack: The animal attacks apparent enemies.
TOUCH 11 FLAT FOOTED 9 RESISTANCE You may point to a particular creature that you wish
the animal to attack, and it will comply if able.
TOTAL TRICKS • Come: The animal comes to you, even if it
normally would not do so.
FORT 6 BAB 1 • Defend: The animal defends you (or is ready to
defend you if no threat is present), even without any
command being given. Alternatively, you can command the
REFLEX 5 CMD 17 animal to defend another specific character.
• Down: The animal breaks off from combat or
otherwise backs down.
WILL 1 CMB 3 • Guard: The animal stays in place and prevents
others from approaching.
• Heel: The animal follows you closely, even to
places where it normally wouldn’t go.
ENCUMBRANCE

228 459 690 690 1380 3450


LIGHT MEDIUM HEAVY PUSH /
OVERHEAD LIFT OFF
LOAD LOAD LOAD PULL
GROUND

Primary Attack ATTACK BONUS Damage

Primary Attack ATTACK BONUS Damage


Hooves (x2) +3 1d4+3

Extraordinary Attack

NOTES

SKILLS
ABIL ABIL
SKILL NAME SCORE TOTAL MOD RANKS MISC

C Acrobatics DEX +2 +2 0 0
C Climb STR +3 +3 0 0
X Escape Artist DEX +2 +2 0 0
C Fly DEX +2 +2 0 0
X Intimidate CHA -2 -2 0 0
C Perception WIS +6 +1 0 +5
C Stealth DEX +2 +2 0 0
X Survival WIS +1 +1 0 0
C Swim STR +3 +3 0 0
X 0 #N/A 0 0 ####
X 0 #N/A 0 0 ####

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