Difference between revisions of "Ghan Burnt-Rat's Character Sheet (Pathfinder)"
(Redo as Hunter 2, Zen Archer X) |
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<td align="left" style="font-family: Arial, sans-serif; font-size:x-small;"> Climb</td> | <td align="left" style="font-family: Arial, sans-serif; font-size:x-small;"> Climb</td> | ||
<td align="center" style="font-family: Arial, sans-serif; font-size:x-small;">STR</td> | <td align="center" style="font-family: Arial, sans-serif; font-size:x-small;">STR</td> | ||
− | <td align="center" class="borderbottom8" valign="bottom"><b> | + | <td align="center" class="borderbottom8" valign="bottom"><b>8</b></td> |
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>=</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>=</b></td> | ||
<td align="center" class="borderbottom8" valign="bottom">3<br /></td> | <td align="center" class="borderbottom8" valign="bottom">3<br /></td> | ||
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | ||
− | <td align="center" class="borderbottom8" valign="bottom"> | + | <td align="center" class="borderbottom8" valign="bottom">2<br /></td> |
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | ||
− | <td align="center" class="borderbottom8" valign="bottom"> | + | <td align="center" class="borderbottom8" valign="bottom">3<br /></td> |
</tr> | </tr> | ||
<tr bgcolor="#DDDDDD"> | <tr bgcolor="#DDDDDD"> | ||
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<td align="left" style="font-family: Arial, sans-serif; font-size:x-small;"> Craft (Bows)</td> | <td align="left" style="font-family: Arial, sans-serif; font-size:x-small;"> Craft (Bows)</td> | ||
<td align="center" style="font-family: Arial, sans-serif; font-size:x-small;">INT</td> | <td align="center" style="font-family: Arial, sans-serif; font-size:x-small;">INT</td> | ||
− | <td align="center" class="borderbottom8" valign="bottom"><b> | + | <td align="center" class="borderbottom8" valign="bottom"><b>5</b></td> |
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>=</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>=</b></td> | ||
<td align="center" class="borderbottom8" valign="bottom">0<br /></td> | <td align="center" class="borderbottom8" valign="bottom">0<br /></td> | ||
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | ||
− | <td align="center" class="borderbottom8" valign="bottom"> | + | <td align="center" class="borderbottom8" valign="bottom">2<br /></td> |
<td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | <td align="center" valign="bottom" style="font-family: Arial, sans-serif; font-size:x-small;"><b>+</b></td> | ||
<td align="center" class="borderbottom8" valign="bottom">3<br /></td> | <td align="center" class="borderbottom8" valign="bottom">3<br /></td> |
Latest revision as of 01:20, 13 May 2016
Ghan Burnt-Rat | 1b | Lawful Neutral | 20 | ||||
Character Name | PLAYER | ALIGNMENT | DEITY | POINTS | |||
Hunter2 Monk2
(Feral Hunter, Qinggong Monk (Empty Body), Qinggong Monk (High Jump), Qinggong Monk (Slow Fall), Zen Archer) |
9000 | Hobgoblin | Medium / 5 ft. | 4' 9" | 200 lbs. | Normal | |
CLASS | EXPERIENCE | RACE | SIZE / FACE | HEIGHT | WEIGHT | VISION | |
4 | 15000 | 22 | Female | , | |||
LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR |
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◆ = Useable Untrained
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Player: 1bartley; Character Name: Ghan Burnt-Rat
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<tr><td>
Temporary Bonuses Applied |
Gravity Bow • Zen Archer ~ Flurry of Blows • Deadly Aim • Animal Focus - Bull |
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Hunter
Spells |
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LEVEL | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
KNOWN | 5 | 4 | 0 | 0 | 0 | 0 | 0 |
PER DAY | 0 | 3 | 0 | 0 | 0 | 0 | 0 |
LEVEL 0 | |||||||||
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (30 ft.) |
Comp: V, S |
SR: No |
School: Conjuration |
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Effect: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
Source: CR p.262 |
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Target Area: Up to 4 gallons of water |
Caster Level: 2 |
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Save: None |
Time: 1 standard action |
Duration: Concentration, up to 2 minutes [D] |
Rng: 60 ft. |
Comp: V, S |
SR: No |
School: Divination |
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Effect: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power: Original Strength | Duration of Lingering Aura Faint | 1d6 rounds Moderate | 1d6 minutes Strong | 1d6 x 10 minutes Overwhelming | 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. |
Source: CR p.267 |
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Target Area: Cone-shaped emanation |
Caster Level: 2 |
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DC: 14 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minute or until discharged |
Rng: Touch |
Comp: V, S |
SR: Yes |
School: Divination, VoidElementalSchool |
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Effect: This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. |
Source: CR p.292 |
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Target Area: Creature touched |
Caster Level: 2 |
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Save: None |
Time: 1 standard action |
Duration: 20 minutes |
Rng: Touch |
Comp: V, M/DF |
SR: No |
School: Evocation |
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Effect: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. |
Source: CR p.304 |
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Target Area: Object touched |
Caster Level: 2 |
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DC: 14 |
Save: Will negates (harmless, object) |
Time: 10 minutes |
Duration: Instantaneous |
Rng: 10 ft. |
Comp: V, S |
SR: Yes (harmless, object) |
School: Transmutation |
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Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. |
Source: CR p.312 |
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Target Area: One object of up to 2 lb. |
Caster Level: 2 |
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LEVEL 1 | |||||||||
Save: |
Time: 1 standard action |
Duration: 2 minutes |
Rng: Personal |
Comp: V, S, DF |
SR: |
School: Transmutation |
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Effect: You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon. |
Source: APG p.203 |
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Target Area: You |
Caster Level: 2 |
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DC: 15 |
Save: Will half (harmless); see text |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless); see text |
School: Conjuration |
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Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Source: CR p.263 |
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Target Area: Creature touched |
Caster Level: 2 |
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Save: |
Time: 1 standard action |
Duration: 2 minutes [D] |
Rng: Personal |
Comp: V, S |
SR: |
School: Transmutation, VoidElementalSchool |
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Effect: Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow [see page 145 of the Core Rulebook for more information]. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. |
Source: APG p.226 |
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Target Area: You |
Caster Level: 2 |
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Save: None |
Time: 1 standard action |
Duration: 2 minutes [D] |
Rng: 20 ft. |
Comp: V, S |
SR: No |
School: Conjuration, WaterSchool |
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Effect: A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment [attacks have a 20% miss chance]. Creatures farther away have total concealment [50% miss chance, and the attacker cannot use sight to locate the target]. A moderate wind [11+ mph], such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind [21+ mph] disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. |
Source: CR p.317 |
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Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high |
Caster Level: 2 |
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* = Domain/Specialty Spell |