Drinking & Dragons

User:Mqs/Sandbox

From Drinking and Dragons
< User:Mqs
Revision as of 13:35, 19 February 2016 by >Mqs


Skills

Armor Check Penalty: 0

  • Acrobatics 1 Ranks 0 DEX 1 ACP 0
  • Appraise 3 Ranks 0 INT 3
  • Bluff -1 Ranks 0 CHA -1
  • Climb 0 Ranks 0 STR 0 ACP 0
  • Diplomacy -1 Ranks 0 CHA -1
  • Disguise -1 Ranks 0 CHA -1
  • Escape Artist 1 Ranks 0 DEX 1 ACP 0
  • Fly 1 Ranks 0 DEX 1 ACP 0
  • Heal 4 Ranks 0 WIS 4
  • Intimidate -1 Ranks 0 CHA -1
  • Perception 4 Ranks 0 WIS 4
  • Ride 1 Ranks 0 DEX 1 ACP 0
  • Sense Motive 4 Ranks 0 WIS 4 ACP 0
  • Stealth 1 Ranks 0 DEX 1 ACP 0
  • Survival 4 Ranks 0 WIS 4
  • Swim 0 Ranks 0 STR 0 ACP 0
  • Craft (base) 3 Ranks 0 INT 3
  • Perform (base) -1 Ranks 0 CHA -1

Overview

Bobba, the First level Neutral Human Commoner

  • Str 10 (0) • Dex 12 (1) • Con 14 (2) • Int 16 (3) • Wis 18 (4) • Cha 8 (-1)Str 10 • Dex 12 • Con 14 • Int 16 • Wis 18 • Cha 8
  • Initiative: 0 DEX 1Speed: 30 • Size: Medium
  • Languages: Common • Senses: Normal

Defense

  • Hit Points: 13 • Hit Dice: 2 1d6 + 1d4 + 0 + 0
  • AC: 10 Base 10 Armor 0 Shield 0 DEX 0 Size 0 Natural 0 Deflection 0Touch: 10 Base 10 DEX 0 Size 0 Deflection 0Flat-Footed: 10 Base 10 Armor 0 Shield 0 Size 0 Natural 0 Deflection 0
  • CMD: 1 BAB 0 STR 0 DEX 1 Size 0
  • Fortitude: 2 • Reflex: 1 • Will: 4
Resistances
  • DR: none • SR: none

Offense

  • BAB: 0
  • CMB: 0 BAB 0 STR 0 Size 0
  • Melee: 0 BAB 0 STR 0Ranged: 1 BAB 0 DEX 1
Attack Options
  • Melee Unarmed Strike 0 (1d3 nonlethal/×2) MELEE 0
  • Melee Dagger 1 (1d4/19-20×2) Slash or Pierece, MELEE 0 Focus 1
  • Thrown Dagger 2 (1d4/19-20×2) Slash or Pierce, RANGED 1 Focus 1
    10' (3, +1 Damage) • 20' (1, +1 Damage) • 30' (-1, +1 Damage) • 40' (-4) • 50' (-6)
  • Ranged Longbow 1 (1d4/×3) Pierce, RANGED 1
    30' (2, +1 Damage) • 100' (1) • 200' (-1) • 300' (-3) • 400' (-5) • 500' (-7) • 600' (-9) • 700' (-11) • 800' (-13) • 900' (-15) • 1000' (-17)

Options

sic.

Spells

Spells
Level DC Slots
Zeroth 14 4+D
First 15 2+D
  • Caster Level: 5 • Save Modifier: 4 WIS 4
  • Concentration: 9 CL 5 WIS 4
  • Range Close 35 • Medium 150 • Far 600

Feats

Weapon Focus
text
Source: Human
Choice: Dagger
Point Blank Shot
text
Source: 1st Level


Traits

Trait
Trait's text.
Source: Chargen


Race

+2 to One Ability Score
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Source: Core Human
Medium
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Source: Core Human
Normal Speed
Humans have a base speed of 30 feet.
Source: Core Human
Bonus Feat
Humans select one extra feat at 1st level.
Source: Core Human
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Source: Core Human
Language
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Source: Core Human


Class

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Source: Core Cleric 1st


Description