Theodor von Sturmburg
An aristocrat fighter, born to lead?
- Ancestry: Human
- 2x free ability boosts
- Languages: common, one extra (free choice from available, +1 if int >= 14)
- Traits: Human, Humanoid
- Speed 25ft, HP 8, Size Medium
- Background: Noble
- ability boost: int|cha
- ability boost: free
- Courtly Graces skill feat
- Trained in Nobility Lore
- Class: Fighter
- HP: 10 + con mod
- key abilities: str, dex
- expert in perception
- expert in fort, reflex, trained in will saves
- trained in skills: 3 + int mod
- weapons: expert in simple & martial, trained in all exotic weapons
- armor: trained in all armor & shields
- signature skills: acrobatics, athletics, crafting? what the fuck is this -> it’s just to help people pick shit
- Features:
- attack of opportuniy (trigger: a creature within your reach uses a manupulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using): make a melee attack at -2.
- 1x fighter class feat
- Finalize ability scores:
“Point-buy method”
STR: 16 / +3 (10 base + 2 from human + 2 from free selections + 2 from fighter) DEX: 12 / +0 (10 base) CON: 14 / +2 (10 base + 2 from human + 2 from free selection) INT: 14 / +2 (10 base + 2 from noble + 2 from free selection) WIS: 12 / +1 (10 base + 2 from free selection) CHA: 12 / +1 (10 base + 2 from noble)
- Apply class (fighter) / Determine skill mods
HP: 20 (8 from human + 10 from fighter level 1 + 2 from con mod level 1)
(UTEML: untrained (-2) / trained (+0) / expert (+1) / master (+2) / legendary (+3))
Senses:
- Perception (E): +2 (+1 wis, +1 expert)
Saves:
- Fortitude (E): +3 (+2 con, +1 expert (proficiency))
- Reflex (E): +1 (+0 dex, +1 expert)
- Will (T): +1 (+1 wis, +0 trained)
Skills:
- Athletics (T): -2 (+3 str, +0 trained, -5 Armor)
- Lore (Noble) (T): +2 (+2 int, +0 trained)
- Diplomacy (T): +1 (+1 cha, +0 trained)
- Society (T): +2 (+2 int, +0 trained)
- Intimidation (T): +1 (+1 cha, +0 trained)
- Acrobatics: -5 (+0 dex, +0 trained. -5 armor)
Feats:
- Courtly Graces (pg 164): can use Recall Knowledge with Society, using DC for Nobility Lore if lower.
- Attack of Opportunity (reaction) (pg 87)
- Sudden Charge (2 actions) (pg 89): Stride up to double speed, make melee attack
- Natural Ambition (human ancestry feat level 1): gain a 1st level class feat
- Reactive Shield (reaction, pg 89): if enemy hits or critically hits you: automatically raise the shield
- Equipment
Cash: 5sp (0 bulk)
- breastplate (+4 ac, +2 tac, +3 max dex, check penalty -4, speed -5 ft, bulk 2, clumsy)
- clumsy: dex mod cap applies to Reflex saves and dex-based skills and ability checks
- heavy steel shield (+2 ac, +2 tac, check penalty -1, bulk 1)
- longsword (d8 S, bulk 1, hands 1, versatile P)
- hand crassbow w/ 10 bolts (d6 P, 60ft, reload 1, bulk L, hands 1)
- backpack
- bedroll (bulk L)
- flint and steel
- rations x10 (bulk L)
- torch x10 (bulk L)
- waterskin x2 (bulk L)
- sheath (bulk -)
- 50ft hemp rope (bulk 1)
- “Misc crap”
Age: no mechanical effects anymore Alignment: LN - the laws of the kingdom aught to be abided by AC: 17 (10 base + 1 dex + 4 breastplate + 2 heavy shield) TAC: 15 (10 base + 1 dex + 2 breastplate + 2 heavy shield) Bulk : 6 / Limit 8 (5 + 3 str mod), max 13 (10 + 3 str mod)
- encumbrance: -10ft speed (min 5), -2 armor check penalty Deity: Abadar -> the worship of capitalism Gender: male presenting Hero Points: 1 (like fate?) Strike: Longsword +4(+3 str, +1 expert) Resonance: 2/2 (+1 first level +1 cha) Languages: common, X, Y
Azuria Skyfall
Gnome cleric of Omens
- Ancestry: Gnome
- HP: 8
- Size: Small
- Speed: 20ft
- Ability boosts: Con, Cha, free
- note: free is removed for having rolled abilities
- Ability flaw: str
- Languages: common, gnomish, sylvan, +1 if int >= 14
- Traits: Gnome, Humanoid
- Low-light vision
- 1st level ancestry feat: first world magic (primal cantrip at will)
- Class: Cleric
- key ability: wisdom
- hp: 8 + con mod
- Perception: trained
- Fort: Expert
- Reflex: trained
- Will save: expert
- trained Skills: 5 + int mod
- weapons: trained in all simple + deity’s favoured weapon
- armor: trained in light, medium, & shields
- spells: trained in divine spell rolls and DCs, and spell attack rolls for divine spells
- signature skills: diplomacy, medicine, performance, religion, diety skill
- features:
- Cast a Spell (Divine): Material casting, somatic casting, verbal casting (requires divine focus)
- prepaire 2x 1st level, 4x cantrips
- deity: Desna (dreams, luck, stars, travellers)
- Alignment: CG/NG/CG/CN
- edicts: explore new places, express oneself through art and song, find what life has to offer, follow your dreams
- anathema: cause fear or despair, cast nightmare or use similar magic to corrupt dreams
- channel: positive
- skill: acrobatics (trained)
- weapon: starknife (trained)
- domains: dreams, luck, moon, travel
- spells: sleep (1 lvl), dream message (3 lvl), fly (4 lvl)
- domain: moon
- power: moonlight glow (costs 1 spell point)
- advanced power: moonbeam (costs 2 spell points) - locked until the advanced domain cleric feat is taken
- channel energy: cast heal spell 3 + cha mod times per day without preparing it. heightened to max cleric spell level (pg 229 for heal)
- Background: Acrobat
- ability boost: str|dex
- ability boost: free
- note: free is removed for having rolled ability scores
- Steady balance feat
- trained in Circus Lore
- Finalize ability scores
Base scores (rolled): 10, 10, 8, 10, 14, 16
- note: rolling means you miss out on 6x free increases overall + the bonus for class. so to maintain balance, the avg bonus needs to be +7. In this case, the overall base bonus I rolled is +4 (+2,+3,-1) so this character is weaker than a point-choice character.
- note: 4d6 drop lowest should avg around 12 (+6 avg bonus w/ 6 stats) (https://anydice.com/articles/4d6-drop-lowest/). meaning that on average a rolled character will be less strong than a point-choice character
STR: 8 / -1 (10 base, -2 ancestry) DEX: 16 / +3 (14 base + 2 background) CON: 12 / +1 (10 base + 2 ancestry) INT: 8 / -1 (8 base) WIS: 16 / +3 (16 base) CHA: 12 / +1 (10 base + 2 ancestry)
- Apply class and determine skills
HP: 17 (8 gnome + 8 cleric 1st level + 1 con mod 1st level) Perception: +3 (+3 wis, +0 trained) Saves:
- Fort: +2 (+1 con, +1 expert)
- Reflex: +3 (+3 dex, +0 trained)
- Will: +4 (+3 wis, +1 expert) Skills:
- Lore (Circus) (T): -1 (-1 int, +0 trained)
- Acrobatics (T): +3 (+3 dex, +0 trained)
- Performance (T): +1 (+1 cha, +0 trained)
- Religion (T): +3 (+3 wis, +0 trained)
- Stealth (T): +3 (+3 dex, +0 trained)
- Deception (T): 1 (+1 cha, +0 trained) Feats:
- First World Magic (1 primal cantrip): Ray of Forst (somatic + verbal, 60ft, ranged touch attack d8 cold)
- Steady Balance (pg 172): success is always critical on balance actions, not flat-footed while balancing, if targeted only fall if critically fail when trying to maintain balance
- Spells
Channel: 4/day Heal (3 base + 1 cha)
Spell points: 3 (+3 wis; regained when resting)
- Moonlight Glow (1 point): somatic + verbal, 60ft burst centered on caster for 10 minutes. Dim light in area, +1 on seek checks to find magical script/arcane symbols.
Cantrips (4 slots + 1 primal from feats):
- Detect Magic
- Shield
- Know Direction
- Message
- Ray of Frost (somatic + verbal, 60ft, ranged touch attack d8 cold)
1st Level (2 slots):
- Summon monster
- Sleep
- Equipment
Coins: 65sp (0 bulk)
- studded leather (+2 ac, +0 tac, +5 dex map, -1 check penalty, bulk 1)
- starknife (1d4 P, bulk L, hands 1, agile / deadly d6 / finesse, thrown 20ft, versatile S)
- deadly: on a crit adds the noted weapon damage die (two dice if master, 3 if legendary)
- finesse: dex mod instead of strength when making attack rolls
- agile: penalty on second attack is -4 instead of -5, -8 instead of -10 for third and subsequent attacks
- crossbow + 10 bolts (1d8 P, 120ft range, reload 1, bulk 1 (+L for bolts), hands 2
- Misc
Age: no mechanical effects anymore Alignment: CN - the only true guide is your dreams AC: 15 (10 base + 3 dex + 2 leather) TAC: 13 (10 base + 3 dex + 0 leather) Bulk : 3 / Limit 4 (5 - 1 str mod), max 9 (10 -1 str mod)
- encumbrance: -10ft speed (min 5), -2 armor check penalty Deity: Desna Gender: female presenting Hero Points: 1 (like fate?) Strike: Star Knife (+3 to hit, d4-1 P/S dmg) Resonance: 2/2 (+1 first level +1 cha) Languages: common, gnomish, sylvan
Orelle Planethyre
An elven sorceress
- Ancestry: Elven
- 6 HP
- Ability boosts: Dex, Int, Free
- Ability Flaw: Con
- Languages: Common, Elven, +1 bonus if int >= 14
- Traits: Elf, Humanoid
- Low-light vision
- Ancestry feat: Ageless patience (+2 on downtime checks)
- Background: Barkeep
- Ability bonus: Con|Cha
- Ability bonus: free
- Hobnobber skill feat
- trained in Lore (Alcohol)
- Class: Sorceror
Key ability: Cha HP: 6 + con mod Proficiencies:
- perception: trained
- fort: trained
- reflex; trained
- will: expert
- skills: 5 + int mod
- weapons: simple
- armor: untrained in all
- spells: as per bloodline (TBD)
- signature skills: crafting, as per bloodline
Spell casting: somatic, material and verbal casting. most material casting can be replaced by somatic for sorcerors. Cast up to two 1st level spells, plus 1 extra for bloodline (no preperation)
- 4 cantrips + 1 bloodline cantrip
- 2 1st level + 1 bloodline 1st level spell
Bloodline: Aberrant
- spell list: occult
- signature skills: acrobatics, intimidation, occultism, stealth
- granted spells: daze (cantrip), phantom pain (1)
- power: tentacular limbs (basic) ; aberrant whispers (2, advanced) ; unusual anatomy (2, greater power)
- Abilities
point buy (6 free)
STR: 10 / +0 (10 base) DEX: 14 / +2 (10 base + 2 ancestry + 2 free) CON: 10 / +0 (10 base - 2 ancestry + 2 free) INT: 14 / +2 (10 base + 2 ancestry + 2 free) WIS: 12 / +2 (10 base + 2 free) CHA: 18 / +4 (10 base + 2 background + 2 sorceror + 2x2 free)
- Known Spells
Cantrips:
- Daze
- Chill touch
- Ghost sound
- Disrupt Undead
- Read aura
1st level:
- Colour spray
- Phantom pain
- Grim tendrils
Note: persistent damage take amount specified at end of turn, afterwhich you may attempt DC20 flat check
- aid from allies (eg healing, dousing, etc.) reduces check to a flat DC15 until a persistent dmg with the same type is applied again
- Apply class and determine skills
HP: 12 (6 elf + 6 sorceror + 0 con mod) Perception: +1 (+1 wis, +0 trained) Saves:
- Fort: +0 (+0 con, +0 trained)
- Reflex: +2 (+2 dex, +0 trained)
- Will: +2 (+1 wis, +1 expert) Skills:
- Lore (Alcohol): +2 (+2 int, +0 trained)
- Acrobatics: +2 (+2 dex, +0 trained)
- Deception: +4 (+4 cha, +0 trained)
- Diplomacy: +4 (+4 cha, +0 trained)
- Stealth: +2 (+2 dex, +0 trained)
- Occultism: +2 (+2 int, +0 trained)
- Intimidation: +4 (+4 cha, +0 trained)
- Thievery: +2 (+2 dex, +0 trained) Feats:
- Hobnobber: gather information twice as much during downtime
- Ageless patience (+2 on downtime checks)
- Equipment
Coins: 144sp (0 bulk)
- spiked gauntlet (d4 P, bulk L, hands 1, agile, free-hand)
- free-hand:
- gauntlet (d4 B, bulk L, hands 1, agile, free-hand)
- sling (d6 B, 50ft, reload 1, Bulk L, 1+ hands, propulsive0
- 100 bullets (bulk L / 10 bullets)
- Misc
Age: no mechanical effects anymore Alignment: NE - AC: 12 (10 base + 2 dex) TAC: 12 (10 base + 2 dex) Bulk : 2 / Limit 5 (5 + 0 str mod), max 10 (10 -0 str mod)
- encumbrance: -10ft speed (min 5), -2 armor check penalty Deity: Gender: female presenting Hero Points: 1 (like fate?) Strike: (Spiked) Gauntlet +2 (+2 dex + 0 trained): d4+0 B/P dmg Strike: Sling: +2; d6 B dmg Resonance: 5/5 (+1 first level +4 cha) Languages: common, elven, draconic
Pliplup the Weighty
A portly goblin monk
- Ancestry: Goblin
- HP: 6
- Size: Small
- Speed: 25ft
- Ability boosts: Dex, Cha, Free
- Ability flaw: Wis
- Languages: Common, Goblin, +1 if int >= 14
- Traits: Goblin, Humanoid
- Darkvision
- Ancestral feat: Razor Teeth (unarmed bite attack d6 P)
- Background: Blacksmith
- Ability boost: str|int
- Ability boost: free
- Specialiy Crafting (blacksmithing) feat
- Lore (Smithing): trained
- Class: Monk
- Key ability: dex or str
- HP: 10 + Con
- Perception: trained
- Saving throw: Expert in fort, ref, and will
- Skills: 3 + int mod
- Trained in unarmed attacks
- Untrained in all armor
- Signature skills: acrobatics, athletics, religion
- Flurry of Blows (one per round, one action): two unarmed strikes, if both hit combine dmg and enhancements for resistances and weaknesses
- Gracefulexpertise: expert in unarmoured defense
- Powerful fist: 1d6 dmg w/ first strikes. Use normal proficiency for lethal attacks
- Monk feat (1st level): Dragon stance
- Finalize Ability Scores
rolled stats: 10, 8, 10, 16, 17, 7
STR: 17 / +3 (17 base) DEX: 18 / +4 (16 base + 2 goblin) CON: 10 / +0 (10 base) INT: 12 / +1 (10 base + 2 blacksmith) WIS: 5 / -3 (7 base - 2 goblin) CHA: 9 / -1 (7 base + 2 goblin)
- Apply Class / Finalize Skills
HP: 16 (6 goblin + 10 1st lvl monk + 0 1st lvl con mod) Perception: -3 (-3 wis + 0 trained) Fort: +1 (+0 con mod + 1 expert) Reflex: +5 (+4 dex mod + 1 expert) Will: -2 (-3 wis mod + 1 expert) Skills:
- Lore (Blacksmith): +1 (+1 int +0 trained)
- Acrobatics: +4 (+4 dex mod +0 trained)
- Athletics: +3 (+3 str mod +0 trained)
- Stealth: +4 (+4 dex mod +0 trained)
- Thievery: +4 (+4 dex mod +0 trained) Feats:
- Razor Teeth (goblin)
- Dragon Stance (monk)
- Equipment
Coins: 150sp (0 bulk)
- Misc Stuff
Age: no mechanical effects anymore Alignment: AC: 15 (10 base + 4 dex + 1 expert unarmored) TAC: 15 (10 base + 4 dex + 1 expert unarmored) Bulk : 2 / Limit 8 (5 + 3 str mod), max 13 (10 +3 str mod)
- encumbrance: -10ft speed (min 5), -2 armor check penalty Deity: Gender: male presenting Strike (unarmed): +4 to hit; 1d6+3 B dmg Strike (teeth): +4 hto hit; 1d6+3 P dmg Strike (dragon tail): +4 to hit; 1d10+3 B dmg Hero Points: 1 (like fate?) Resonance: 0/0 (+1 first level -1 cha) Languages: common, goblin