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Name: Auren Sparxsenthrax
Lesser Title: Marshall of Pestilence, AZ Territory
Race: Golden Drack
Fighter\Paladin, Martialist
Follower of Paledine
Lvl 4
STR 21
DEX 10
CON 10
INT 10
WIS 19
CHA 12
Wound: 10
Vitality: 25
FORT:2 2 5 1 2 = 22
REFL: 1 2 = 13
WILL: 4 1 2 = 17
Attacks:
Favorite Focus Greatsword +12\+22 dam
Melee (STR) +9\ +10 dam\+115 2h
Ranged (STR) +7, big 50 2d12, range 120
Fire Breath (CON) +3 1d8+4
DR: +12, + 14 fire. +1 if greathelm
+ 11 armor, 1/2 plate +3, -5 dex
+1 hide
+2 vs fire
+1 Greathelm (-2 perception)
Cold Weakness: As a reptile, you
are fatigued and suffer a -5 penalty on Endurance
checks when the temperature is below
freezing.
Dragon Breath: You have a breath weapon. Foes in a 15-ft
cone suffer 1d8 damage + 1 per level, or ½ damage if Reflex resists.
The energy type (acid, cold, fire or lightning) is decided when creating
the drack and cannot be changed. Use Constitution when resolving
attack rolls with this ability. Each use costs 1 vitality.
A drack who becomes a sorcerer and gains that class’s Breath
Weapon ability must select the same energy type as his Dragon Breath
and enjoys an increased area of effect as described under that ability.
Resistant Scales: You enjoy +2 DR against attacks using
the same energy as your breath weapon.
Scaly Hide: You gain +1 DR due to your thick scales.
Racial Abilities: 2
Great Fortitude
Lesser Title - "Marshall"
Your title grants you a +5 bonus
on Nobility checks and a stipend of 25 gp per month
Class Abilities:
Fighter Core Abilities
Combat Focus: As a move action
you concentrate to achieve focus. Apply a +2
bonus on your next attack roll. After attacking, the focus ends.
Rapid Attack: You may make 2 attacks with the same melee
weapon in rapid succession as a standard action. You may direct
attacks to the same foe or different foes. Apply a -2 penalty on both
attack rolls.
Weapon Focus: When you take this ability, select a melee
weapon such as the longsword. Apply a +1 bonus on attack rolls and
+2 damage when using that weapon. Greatsword
Basic Tier (4)
Charge: As a swift action, apply +5 damage to your next
melee weapon attack roll. You must move at least 10 ft in a straight
line just prior to using this ability.
Power Attack: As a swift action, apply a -2 penalty to your
next attack roll but add +5 damage to that attack’s damage if you hit.
Action Ready: Boost Athletics and Perception checks by +5.
Hustle: As a swift action you gain a bonus move
action. Requires Combat Focus and Rapid Attack.
Costs 1 vitality.
Intermediate Tier:
Second Wind: Once daily after 1 minute of rest you recover
4d6 vitality. Requires you know Combat Focus.
Weapon Specialization: This improves Weapon Focus,
such that you apply a +2 bonus on attack rolls and +5 damage when
using the weapon.
Paladin Core
Core Abilities
Paladins start with the following abilities at 1st level.
Boost Morale: As a move action in combat, allies within 60
ft who can see or hear you regain 1 vitality and enjoy a +1 bonus on
all dice rolls until the start of your next turn. Costs 1 vitality.
Detect EvilM: You learn whether fiends and/or undead are
present within a 30-ft cone.
Holy WeaponM: Whenever you attack with a melee
weapon, apply a +1 bonus on attack rolls and +2 holy damage.
Basic Tier:
Lay on HandsM: Your touch heals an ally’s wound damage.
The amount of wounds healed equals 1d8 + your level. A creature
can benefit 3x daily if it is good, 2x daily if it is neutral, and once
daily if it is evil. You must be nonevil to use this ability.
Holy SmiteM: Whenever you successfully strike an evilaligned
foe, add +1 holy damage per level to your damage roll.
Repulse EvilM: As a move action, your next successful melee
weapon attack that round against an evil-aligned foe also pushes back
that foe a distance of 1d4 x 5 ft. If there is no space to move back,
your foe falls prone instead. Costs 1 vitality
Intermediate Tier:
Blessed WeaponM: This improves Holy Weapon, such that
you enjoy a +2 bonus on attack rolls and +5 holy damage.
Theme Abilities:2
Trophy +1 all saves. Red Bandana he took from Dirty Bob when he busted up the Red Wranglers gang.
Favorite Weapon: Select 1 weapon that you have wielded
in combat during the past level. You enjoy a +1 bonus on attack rolls
and deliver +2 damage using that weapon. Greatsword
Martial Skills: Apply a +2 bonus on Athletics, Endurance,
Heal, Intimidate, and Warcraft checks.
SKILLS:
Drack Skills: Apply a +2 bonus on History and Intimidate
checks.
Honorable Mien: Dracks dislike blatant lying. You suffer
a -2 penalty on Bluff and Trick checks.
Perception +9 (-2 helm)
History +4
Intimidate +9
Heal +8 (pg 106)
Bluff -1
Trick -1
Athletics +12 (climb, jump, bend bars, swim)
Insight +4 (sense motive and locate ally)
Literacy +5
Survival -1
Diplomacy +3
Nobility +8
Endurance +2
Warcraft +2
PROPERTY Value 1250
Marshall's office\jail - (basic shop) 300 sq ft. (500gp)
Enough room for a desk, equipment storage for armor\wpns = 150 sq ft
3 jail cells, each 5x10 with straw bedding and bucket.
extra 250gp for reinforced metal bars for cells, 5 sides (including top), attached to each other for support, with locks
Living space (basic shop) 500 gp - 300 sq ft.
located above jail on 2nd story
Encumberance - 20 slots
Half plate - 5
greathelm - 1
greatsword - 3
basic pack - 3
EQUIPMENT: 669.90 gp remaining
Full Plate 200g (+3 item)
Greathelm 12g
Greatsword 50g
Basic Pack 13g
Guard Dog "Tinder" for jail 25g
Manacles with average (DC25) locks (3) 190g
Torches (10) 1sp .1g
Lasso 1g
dagger 2g
Heavy Warhorse "High Dollar" 400g
Leather Barding 30gp (+2DR)
military saddle 20g
saddle bags 4gp
bit+bridle 2g
Tent 10g
Healer kit +2 50g
Holy Symbol 1g
Pen, ink, paper, signet ring 14
Sharps Big 50 range 120 2d12 40g
ammo (100) 10g x .10 = 1
Potions:
Healing x3
Resistance x2
Decadent
Imperial
You are wealthy and well-trained in the social arts. You
gain 500 gp to spend on any gear that you like. Also,
modify Literacy checks by +5, Survival checks by -5, and
Diplomacy, History, and Nobility checks by +2.
Name: Auren Sparxsenthrax
Lesser Title: Marshall of Pestilence, AZ Territory
Race: Golden Drack
Fighter\Paladin, Martialist
Follower of Paledine
Lvl 4
STR 21
DEX 10
CON 10
INT 10
WIS 19
CHA 12
Wound: 10
Vitality: 25
FORT:2 2 5 1 2 = 22
REFL: 1 2 = 13
WILL: 4 1 2 = 17
Attacks:
Favorite Focus Greatsword +12\+22 dam
Melee (STR) +9\ +10 dam\+115 2h
Ranged (STR) +7, big 50 2d12, range 120
Fire Breath (CON) +3 1d8+4
DR: +12, + 14 fire. +1 if greathelm
+ 11 armor, 1/2 plate +3, -5 dex
+1 hide
+2 vs fire
+1 Greathelm (-2 perception)
Cold Weakness: As a reptile, you
are fatigued and suffer a -5 penalty on Endurance
checks when the temperature is below
freezing.
Dragon Breath: You have a breath weapon. Foes in a 15-ft
cone suffer 1d8 damage + 1 per level, or ½ damage if Reflex resists.
The energy type (acid, cold, fire or lightning) is decided when creating
the drack and cannot be changed. Use Constitution when resolving
attack rolls with this ability. Each use costs 1 vitality.
A drack who becomes a sorcerer and gains that class’s Breath
Weapon ability must select the same energy type as his Dragon Breath
and enjoys an increased area of effect as described under that ability.
Resistant Scales: You enjoy +2 DR against attacks using
the same energy as your breath weapon.
Scaly Hide: You gain +1 DR due to your thick scales.
Racial Abilities: 2
Great Fortitude
Lesser Title - "Marshall"
Your title grants you a +5 bonus
on Nobility checks and a stipend of 25 gp per month
Class Abilities:
Fighter Core Abilities
Combat Focus: As a move action
you concentrate to achieve focus. Apply a +2
bonus on your next attack roll. After attacking, the focus ends.
Rapid Attack: You may make 2 attacks with the same melee
weapon in rapid succession as a standard action. You may direct
attacks to the same foe or different foes. Apply a -2 penalty on both
attack rolls.
Weapon Focus: When you take this ability, select a melee
weapon such as the longsword. Apply a +1 bonus on attack rolls and
+2 damage when using that weapon. Greatsword
Basic Tier (4)
Charge: As a swift action, apply +5 damage to your next
melee weapon attack roll. You must move at least 10 ft in a straight
line just prior to using this ability.
Power Attack: As a swift action, apply a -2 penalty to your
next attack roll but add +5 damage to that attack’s damage if you hit.
Action Ready: Boost Athletics and Perception checks by +5.
Hustle: As a swift action you gain a bonus move
action. Requires Combat Focus and Rapid Attack.
Costs 1 vitality.
Intermediate Tier:
Second Wind: Once daily after 1 minute of rest you recover
4d6 vitality. Requires you know Combat Focus.
Weapon Specialization: This improves Weapon Focus,
such that you apply a +2 bonus on attack rolls and +5 damage when
using the weapon.
Paladin Core
Core Abilities
Paladins start with the following abilities at 1st level.
Boost Morale: As a move action in combat, allies within 60
ft who can see or hear you regain 1 vitality and enjoy a +1 bonus on
all dice rolls until the start of your next turn. Costs 1 vitality.
Detect EvilM: You learn whether fiends and/or undead are
present within a 30-ft cone.
Holy WeaponM: Whenever you attack with a melee
weapon, apply a +1 bonus on attack rolls and +2 holy damage.
Basic Tier:
Lay on HandsM: Your touch heals an ally’s wound damage.
The amount of wounds healed equals 1d8 + your level. A creature
can benefit 3x daily if it is good, 2x daily if it is neutral, and once
daily if it is evil. You must be nonevil to use this ability.
Holy SmiteM: Whenever you successfully strike an evilaligned
foe, add +1 holy damage per level to your damage roll.
Repulse EvilM: As a move action, your next successful melee
weapon attack that round against an evil-aligned foe also pushes back
that foe a distance of 1d4 x 5 ft. If there is no space to move back,
your foe falls prone instead. Costs 1 vitality
Intermediate Tier:
Blessed WeaponM: This improves Holy Weapon, such that
you enjoy a +2 bonus on attack rolls and +5 holy damage.
Theme Abilities:2
Trophy +1 all saves. Red Bandana he took from Dirty Bob when he busted up the Red Wranglers gang.
Favorite Weapon: Select 1 weapon that you have wielded
in combat during the past level. You enjoy a +1 bonus on attack rolls
and deliver +2 damage using that weapon. Greatsword
Martial Skills: Apply a +2 bonus on Athletics, Endurance,
Heal, Intimidate, and Warcraft checks.
SKILLS:
Drack Skills: Apply a +2 bonus on History and Intimidate
checks.
Honorable Mien: Dracks dislike blatant lying. You suffer
a -2 penalty on Bluff and Trick checks.
Perception +9 (-2 helm)
History +4
Intimidate +9
Heal +8 (pg 106)
Bluff -1
Trick -1
Athletics +12 (climb, jump, bend bars, swim)
Insight +4 (sense motive and locate ally)
Literacy +5
Survival -1
Diplomacy +3
Nobility +8
Endurance +2
Warcraft +2
PROPERTY Value 1250
Marshall's office\jail - (basic shop) 300 sq ft. (500gp)
Enough room for a desk, equipment storage for armor\wpns = 150 sq ft
3 jail cells, each 5x10 with straw bedding and bucket.
extra 250gp for reinforced metal bars for cells, 5 sides (including top), attached to each other for support, with locks
Living space (basic shop) 500 gp - 300 sq ft.
located above jail on 2nd story
Encumberance - 20 slots
Half plate - 5
greathelm - 1
greatsword - 3
basic pack - 3
EQUIPMENT: 669.90 gp remaining
Full Plate 200g (+3 item)
Greathelm 12g
Greatsword 50g
Basic Pack 13g
Guard Dog "Tinder" for jail 25g
Manacles with average (DC25) locks (3) 190g
Torches (10) 1sp .1g
Lasso 1g
dagger 2g
Heavy Warhorse "High Dollar" 400g
Leather Barding 30gp (+2DR)
military saddle 20g
saddle bags 4gp
bit+bridle 2g
Tent 10g
Healer kit +2 50g
Holy Symbol 1g
Pen, ink, paper, signet ring 14
Sharps Big 50 range 120 2d12 40g
ammo (100) 10g x .10 = 1
Potions:
Healing x3
Resistance x2
Decadent
Imperial
You are wealthy and well-trained in the social arts. You
gain 500 gp to spend on any gear that you like. Also,
modify Literacy checks by +5, Survival checks by -5, and
Diplomacy, History, and Nobility checks by +2.
Last edited by Chris on Fri Apr 19, 2013 10:31 am; edited 20 times in total