Character Sheet
Jan 2, 2014 20:36:17 GMT 7
Post by gigisusu on Jan 2, 2014 20:36:17 GMT 7
=============IMAGE=============
=============INFORMATION=============
Name: Emmara Tandris
Race: Elf (Female)
Player:
Classes: Wizard (1)
Hit Points: 5
Experience: 5785/6000
Alignment: Lawful Good
Deity: Erastil
Vision:
Speed: Walk 30 ft.
Languages: Common, Sylvan, Gnome, Goblin, Celestial
Archetype : Woodcraft
Gold: 240 gp
=============ABILITY=============
Stat Score Mod
STR 10 (+0)
DEX 12 (+1)
CON 8 (-1)
INT 18 (+4)
WIS 14 (+2)
CHA 11 (+2)
=============SKILLS=============
-------------------------- Levels -----------------------------
1st. Wizard Bonus +1 Hitpoint
2nd. Wizard + 1/2 to Arcane School Power
3rd. Wizard + 1/2 to Arcane School Power
-------------------------- Houserule --------------------------
- Elf
Advantage:
>+1 DC ke semua spell yang karakter elf keluarkan.
>+2 to Diplomacy, Bluff, dan Sense Motive
Penduduk Eldant dengan
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 1 0
Appraise 4 0.0 4 0
Bluff 2 0.0 0 0
Climb 0 0.0 0 3
Craft (Untrained) 4 0.0 4 0
Diplomacy 4 0.0 0 0
Disguise 2 0.0 0 0
Escape Artist 1 0.0 1 0
Fly 1 0.0 1 0
Heal 2 0.0 2 0
Intimidate 2 0.0 0 0
Knowledge (Arcana) 9 2.0 4 6
Knowledge (Dungeoneering)8 1.0 4 3
Knowledge (History) 8 1.0 4 4
Knowledge (Local) 8 1.0 4 3
Knowledge (Nature) 11 2.0 4 3
Knowledge (Planes) 8 1.0 4 4
Knowledge (Nobility) 8 1.0 4 4
Knowledge (Religion) 8 1.0 4 4
Knowledge (Geography) 9 2.0 4 4
Perception 4 0.0 2 2
Linguistic 8 1.0 4 4
Perform (Untrained) 0 0.0 0 0
Ride 1 0.0 1 0
Sense Motive 2 0.0 2 2
Spellcraft 4 0.0 4 6
Stealth 1 0.0 1 0
Survival 3 0.0 2 0
Swim 0 0.0 0 0
Use Magic Device 2 0.0 4 4
=============FEATS and TRAITS=============
-------------------------- Feats ---------------------------
Spell Focus Conjuration: +1 DC to save roll from Conjuration spell Checks
-------------------- Special Abilities ---------------------
1) Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Bonus: Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
------------------------ Traits -------------------------
1) Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Diplomacy) is always a class skill for you.
2) Child of Nature
You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.
Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
------------------------ Drawbacks -------------------------
1) Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
2) Lovesick: Your love for another occupies your every thought, and you become despondent when you are away from that person. The person is chosen by your GM (with consideration to your roll on Table 1—56: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a —2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.
3) Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
=============COMBAT=============
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 11 / 12
Initiative: +1
BAB: +1
Melee tohit: +0
Ranged tohit: +1
Fortitude: -1
Reflex: +1
Will: +5
CMD: +12
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
=============EQUIPMENT and ARCHETYPE=============
------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Explorer's) 1 8lbs
Spellbook (Wizard's/Blank) 1 0lbs
Gown (Vanilla) 1 0lbs
Kit, Wizard 1 0lbs
Quarterstaff 1 4lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Class Achetype --------------------------
Spelbinder:
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.
Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.
This ability replaces arcane bond.
Spell Binded: Summon Monster I
===============SPELLS===============
===============DATING===============
=============INFORMATION=============
Name: Emmara Tandris
Race: Elf (Female)
Player:
Classes: Wizard (1)
Hit Points: 5
Experience: 5785/6000
Alignment: Lawful Good
Deity: Erastil
Vision:
Speed: Walk 30 ft.
Languages: Common, Sylvan, Gnome, Goblin, Celestial
Archetype : Woodcraft
Gold: 240 gp
=============ABILITY=============
Stat Score Mod
STR 10 (+0)
DEX 12 (+1)
CON 8 (-1)
INT 18 (+4)
WIS 14 (+2)
CHA 11 (+2)
=============SKILLS=============
-------------------------- Levels -----------------------------
1st. Wizard Bonus +1 Hitpoint
2nd. Wizard + 1/2 to Arcane School Power
3rd. Wizard + 1/2 to Arcane School Power
-------------------------- Houserule --------------------------
- Elf
Advantage:
>+1 DC ke semua spell yang karakter elf keluarkan.
>+2 to Diplomacy, Bluff, dan Sense Motive
Penduduk Eldant dengan
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 1 0
Appraise 4 0.0 4 0
Bluff 2 0.0 0 0
Climb 0 0.0 0 3
Craft (Untrained) 4 0.0 4 0
Diplomacy 4 0.0 0 0
Disguise 2 0.0 0 0
Escape Artist 1 0.0 1 0
Fly 1 0.0 1 0
Heal 2 0.0 2 0
Intimidate 2 0.0 0 0
Knowledge (Arcana) 9 2.0 4 6
Knowledge (Dungeoneering)8 1.0 4 3
Knowledge (History) 8 1.0 4 4
Knowledge (Local) 8 1.0 4 3
Knowledge (Nature) 11 2.0 4 3
Knowledge (Planes) 8 1.0 4 4
Knowledge (Nobility) 8 1.0 4 4
Knowledge (Religion) 8 1.0 4 4
Knowledge (Geography) 9 2.0 4 4
Perception 4 0.0 2 2
Linguistic 8 1.0 4 4
Perform (Untrained) 0 0.0 0 0
Ride 1 0.0 1 0
Sense Motive 2 0.0 2 2
Spellcraft 4 0.0 4 6
Stealth 1 0.0 1 0
Survival 3 0.0 2 0
Swim 0 0.0 0 0
Use Magic Device 2 0.0 4 4
=============FEATS and TRAITS=============
-------------------------- Feats ---------------------------
Spell Focus Conjuration: +1 DC to save roll from Conjuration spell Checks
-------------------- Special Abilities ---------------------
1) Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Bonus: Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
------------------------ Traits -------------------------
1) Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Diplomacy) is always a class skill for you.
2) Child of Nature
You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home.
Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
------------------------ Drawbacks -------------------------
1) Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
2) Lovesick: Your love for another occupies your every thought, and you become despondent when you are away from that person. The person is chosen by your GM (with consideration to your roll on Table 1—56: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a —2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.
3) Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
=============COMBAT=============
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 11 / 12
Initiative: +1
BAB: +1
Melee tohit: +0
Ranged tohit: +1
Fortitude: -1
Reflex: +1
Will: +5
CMD: +12
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
=============EQUIPMENT and ARCHETYPE=============
------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Explorer's) 1 8lbs
Spellbook (Wizard's/Blank) 1 0lbs
Gown (Vanilla) 1 0lbs
Kit, Wizard 1 0lbs
Quarterstaff 1 4lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Class Achetype --------------------------
Spelbinder:
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.
Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.
This ability replaces arcane bond.
Spell Binded: Summon Monster I
===============SPELLS===============
{Level-0 Cantrip}
Light
Ghost Sound
Prestidigitation
Mage Hand
Light
Ghost Sound
Prestidigitation
Mage Hand
{Level-1 4x Use}
Summon Monster 1 2x
Unseen Servant 1x
Mount 1x
Summon Monster 1 2x
Unseen Servant 1x
Mount 1x
===============DATING===============
{2/6/1240}
1,860 EXP + Report = 2,790 EXP
+850 GP: Mission Reward
1,860 EXP + Report = 2,790 EXP
+850 GP: Mission Reward
{5/6/1240}
Make A Rent For Room in the guild
Make A Rent For Room in the guild
{6/6/1240}
Open RP "Watching the Tournament"
Open RP "Watching the Tournament"
{7/6/1240 s/d 7/6/1240}
Berlatih dengan pergi ke daerah Eldant untuk belajar lebih banyak tentang alam dan sihir tentang binatang sampai tanggal 11
Berlatih dengan pergi ke daerah Eldant untuk belajar lebih banyak tentang alam dan sihir tentang binatang sampai tanggal 11
{12/6/1240}
Exp 2600 no.incl report
Gold: 1300 gp
[/spoiler]Exp 2600 no.incl report
Gold: 1300 gp