character sheet
May. 26th, 2014 02:36 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Charismatic Hero lvl 9/Wizard lvl 3
STR 8
DEX 14
CON 12
INT 16
WIS 13
CHA 17
Action Points: 45
Occupation: Student
HP: 65
Current HP: 65
AC: 17
Init +6
Bluff 13+3+5(fast talk)+1+2+2= 26
Computer Use 9+3 = 12
Concentration 2+2 = 4
Craft
Decipher Script
Diplomacy 13+3+5(fast talk)+2+1+2 = 26
Disguise 7+3+2 = 12
Gather Information 6+3+2 = 11
Gamble 3+5(fast talk) = 8
Handle Animal 4+3 = 7
Intimidate 10+3 = 13
Knowledge (arcane lore) 4+3 = 7
Knowledge (pop culture) 6+3+1competency = 10
Knowledge (streetwise) 6+3 = 9
Perform
Profession
Research 9+2 = 11
Sense motive 6+1 = 7
Spellcraft 9+3 = 12
Base Attack +5
Fort +6
Ref +9
Will +11
WEAPON
Bat +1 spell storing -- +9 -- 1d6-1 -- x2 -- default stored spell: scorching ray
Excalibur -- +7 -- 2d6+1 -- x2
Feats
Simple Weapons Proficiency
Trustworthy - +2 on diplomacy and gather information
Lightning Reflexes +2 on reflex saves
Iron Will + 2 will save
Heroic Surge: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Weapon Finesse (BAT): With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Deceptive - +2 on bluff and disguise
Improved Init - +4 on init
Toughness - +3 HP
Weapon Focus (BAT) - +1 on attacks with bat
Negotiator - +2 to diplomacy and sense motive
Persuasive - +2 to bluff and intimidate
Firearms Proficiency
Point Blank Shot
Iron Will +2 will save
FAMILIAR
Owl +3 spot checks in shadows
Talent
Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
SPELLS PER DAY
Level 0 - 4
Level 1 - 2
Level 2 - 1
STR 8
DEX 14
CON 12
INT 16
WIS 13
CHA 17
Action Points: 45
Occupation: Student
HP: 65
Current HP: 65
AC: 17
Init +6
Bluff 13+3+5(fast talk)+1+2+2= 26
Computer Use 9+3 = 12
Concentration 2+2 = 4
Craft
Decipher Script
Diplomacy 13+3+5(fast talk)+2+1+2 = 26
Disguise 7+3+2 = 12
Gather Information 6+3+2 = 11
Gamble 3+5(fast talk) = 8
Handle Animal 4+3 = 7
Intimidate 10+3 = 13
Knowledge (arcane lore) 4+3 = 7
Knowledge (pop culture) 6+3+1competency = 10
Knowledge (streetwise) 6+3 = 9
Perform
Profession
Research 9+2 = 11
Sense motive 6+1 = 7
Spellcraft 9+3 = 12
Base Attack +5
Fort +6
Ref +9
Will +11
WEAPON
Bat +1 spell storing -- +9 -- 1d6-1 -- x2 -- default stored spell: scorching ray
Excalibur -- +7 -- 2d6+1 -- x2
Feats
Simple Weapons Proficiency
Trustworthy - +2 on diplomacy and gather information
Lightning Reflexes +2 on reflex saves
Iron Will + 2 will save
Heroic Surge: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Weapon Finesse (BAT): With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Deceptive - +2 on bluff and disguise
Improved Init - +4 on init
Toughness - +3 HP
Weapon Focus (BAT) - +1 on attacks with bat
Negotiator - +2 to diplomacy and sense motive
Persuasive - +2 to bluff and intimidate
Firearms Proficiency
Point Blank Shot
Iron Will +2 will save
FAMILIAR
Owl +3 spot checks in shadows
Talent
Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
SPELLS PER DAY
Level 0 - 4
Level 1 - 2
Level 2 - 1