Bel's Character Sheet (Pathfinder): Difference between revisions
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<td colspan="2" style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Investigator1(Empiricist) / Swashbuckler1(Inspired Blade) | <td colspan="2" style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Investigator1(Empiricist) / Swashbuckler1(Inspired Blade) | ||
</td> | </td> | ||
<td colspan="1" style="font-family: sans-serif; font-size:small; vertical-align: bottom;"> | <td colspan="1" style="font-family: sans-serif; font-size:small; vertical-align: bottom;">2110</td> | ||
<td colspan="1" style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Elf</td> | <td colspan="1" style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Elf</td> | ||
<td style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Medium / 5 ft.</td> | <td style="font-family: sans-serif; font-size:small; vertical-align: bottom;">Medium / 5 ft.</td> | ||
Line 621: | Line 621: | ||
<tr> | <tr> | ||
<td align="left" bgcolor="black" class="border"><font style="font-size:8pt" color="white"><b> Bonus</b></font></td> | <td align="left" bgcolor="black" class="border"><font style="font-size:8pt" color="white"><b> Bonus</b></font></td> | ||
<td align="center" bgcolor="white" class="border7"><b>+0<br /></b></td> | <td align="center" bgcolor="white" class="border7"><b>+0<br /></b></td> | ||
<td align="center" bgcolor="white" class="border7"><b> | <td align="center" bgcolor="white" class="border7"><b>-4<br /></b></td> | ||
<td align="center" bgcolor="white" class="border7"><b>+0<br /></b></td> | <td align="center" bgcolor="white" class="border7"><b>+0<br /></b></td> | ||
<td align="center" bgcolor="white" class="border7"><b>-4<br /></b></td> | <td align="center" bgcolor="white" class="border7"><b>-4<br /></b></td> | ||
<td align="center" bgcolor="white" class="border7"><b>-6<br /></b></td> | |||
<td align="center" bgcolor="white" class="border7"><b>-8<br /></b></td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
Line 1,144: | Line 1,144: | ||
</td> | </td> | ||
<td valign="top" class="border8" align="center">Equipped<br /></td> | <td valign="top" class="border8" align="center">Equipped<br /></td> | ||
<td valign="top" class="border8" align="center">2<br /></td> | |||
<td valign="top" class="border8" align="center">1<br /></td> | <td valign="top" class="border8" align="center">1<br /></td> | ||
<td valign="top" class="border8" align="center"> | <td valign="top" class="border8" align="center">10<br /></td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
Line 1,178: | Line 1,169: | ||
</tr> | </tr> | ||
<tr bgcolor="white"> | <tr bgcolor="white"> | ||
<td valign="top" class="border8"> Poisoned Sand Tube< | <td valign="top" class="border8"> Poisoned Sand Tube<b | ||
</td> | </td> | ||
Line 1,265: | Line 1,256: | ||
<tr bgcolor="#DDDDDD"> | <tr bgcolor="#DDDDDD"> | ||
<td valign="top" class="border8"> <b>Wand (Cure Light Wounds/Cleric/1st)</b><br /> | <td valign="top" class="border8"> <b>Wand (Cure Light Wounds/Cleric/1st)</b><br /> | ||
7 Charges | |||
</td> | </td> | ||
<td valign="top" class="border8" align="center">Bandolier<br /></td> | <td valign="top" class="border8" align="center">Bandolier<br /></td> | ||
<td valign="top" class="border8" align="center">1<br /></td> | <td valign="top" class="border8" align="center">1<br /></td> | ||
<td valign="top" class="border8" align="center">0<br /></td> | <td valign="top" class="border8" align="center">0<br /></td> | ||
<td valign="top" class="border8" align="center"> | <td valign="top" class="border8" align="center">105<br /></td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td valign="top" width="41%" class="border" align="right" colspan="1"><font style="font-size: x-small">TOTAL WEIGHT CARRIED/VALUE </font></td> | <td valign="top" width="41%" class="border" align="right" colspan="1"><font style="font-size: x-small">TOTAL WEIGHT CARRIED/VALUE </font></td> | ||
<td valign="top" width="3%" class="border" align="center" colspan="2" nowrap><font style="font-size: x-small"><span style="color:green;">37.9 lbs.</span></font></td> | <td valign="top" width="3%" class="border" align="center" colspan="2" nowrap><font style="font-size: x-small"><span style="color:green;">37.9 lbs.</span></font></td> | ||
<td valign="top" width="3%" class="border" align="center" colspan="2" nowrap><font style="font-size: x-small"> | <td valign="top" width="3%" class="border" align="center" colspan="2" nowrap><font style="font-size: x-small">1013.57 gp (discounted cost due to kits 997.35gp)</font></td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
Line 1,329: | Line 1,320: | ||
<tr> | <tr> | ||
<td valign="top" width="70%" class="border"><font style="font-size: x-small"> | <td valign="top" width="70%" class="border"><font style="font-size: x-small"> | ||
<span class="notes"> Unspent Funds = | <span class="notes"> Unspent Funds = 2.65</span></font></td> | ||
</tr> | </tr> | ||
</table> | </table> |
Latest revision as of 00:35, 24 July 2016
Beladriendir Nameroc Shimeran
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Level | 2 |
Race | Elf |
Class | Swashbuckler 1 (Inspired Blade) / Investigator 1 (empiricist ) |
Armor | Lamellar Cuirass |
Weapon(s) | Rapier and buckler or Longbow |
Hometown | Hirado, Sidhe-Praxen |
Beladriendir Nameroc Shimeran | 1bartley | Neutral/(Chaotic-leaning) Good | meh | |||
Character Name | PLAYER | ALIGNMENT | DEITY | |||
Investigator1(Empiricist) / Swashbuckler1(Inspired Blade) | 2110 | Elf | Medium / 5 ft. | 6' 0" | 124 lbs. | |
CLASS | EXPERIENCE | RACE | SIZE / FACE | HEIGHT | WEIGHT | |
2 | 5000 | 130 | Male | Blue | Black, worn long and straight usually. Black beard as well. | |
LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR | |
4 | 5 | 1 | Low-Light Vision, Trapfinding | |||
Inspiration points/day | Panache points/day | BAB | Vision and other senses |
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Innate Spell-like Abilities |
Save: |
Time: 1 standard action,
1/Day |
Duration: 20 minutes |
Rng: Personal |
Comp: V, S, M/DF |
SR: |
School: Divination |
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Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. |
Source: CR p.258 |
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Target Area: You |
Caster Level: 2 |
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Save: None |
Time: 1 standard action,
1/Day |
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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Save: None |
Time: 1 standard action,
1/Day |
Duration: Instantaneous |
Rng: Close (30 ft.) |
Comp: V, S |
SR: No |
School: Divination |
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Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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. |
Source: CR p.268 |
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Target Area: Or Area one creature, one object, or a 5-ft. cube |
Caster Level: 2 |
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Save: |
Time: 1 standard action,
1/Day |
Duration: 20 minutes |
Rng: Personal |
Comp: V, S, F |
SR: |
School: Divination |
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Effect: You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell. |
Source: CR p.330 |
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Target Area: You |
Caster Level: 2 |
Investigator Spells | ||||||
LEVEL | 1 | 2 | 3 | 4 | 5 | 6 |
CAST/PREPARE PER DAY | 2* | 0* | 0* | 0* | 0 | 0 |
* = +1 spell from INT; ** = +2 spells from INT | ||||||
DC | 15 | 16 | 17 | 18 | 19 | 20 |
LEVEL 1 | |||||||||
Save: None |
Time: 1 standard action |
Duration: 10 minutes |
Rng: Personal |
Comp: S |
SR: No |
School: Illusion |
☐☐☐ | ||
Effect: You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility]. |
Source: ARG p.29 |
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Target Area: You |
Caster Level: 1 |
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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 |
☐☐☐ | |
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: 1 |
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Save: |
Time: 1 standard action |
Duration: 10 minutes [D] |
Rng: Personal |
Comp: V, S |
SR: |
School: Illusion |
☐☐☐ | ||
Effect: You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type [although you can appear as another subtype]. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile [touch] or audible [sound] properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. |
Source: CR p.271 |
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Target Area: You |
Caster Level: 1 |
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Save: None |
Time: 1 standard action |
Duration: 3 rounds [D] |
Rng: 60 ft. |
Comp: V, S, M |
SR: No |
School: Divination |
☐☐☐ | ||
Effect: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts. |
Source: CR p.299 |
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Target Area: Cone-shaped emanation |
Caster Level: 1 |
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Monkey Fish
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Save: |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: Personal |
Comp: V, S |
SR: |
School: Transmutation |
☐☐☐ | |
Effect: Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. |
Source: ACG p.188 |
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Target Area: you |
Caster Level: 1 |
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Save: |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: Personal |
Comp: V, S |
SR: |
School: Abjuration |
☐☐☐ | ||
Effect: Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. |
Source: CR p.342 |
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Target Area: You |
Caster Level: 1 |