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