Wednesday, March 16, 2011

Xutec - Character Sheet

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Name  : Okoye          | Race  : Gnome       | Height: 3'
Player: ojames         | Gender: Male        | Weight: 34lbs
Update:                | Age   : 38          | Eyes  : Green
Align : Neutral-Good   | Size  : Small       | Hair  : Gray/Black
Deity : Pharasma       | Speed : 20ft        | Hand  : Right
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       Ability    |   Temporary   | Class                Level
     Score   Mod  |  Score   Mod  |  Cleric                 3
STR   9       +0  |               |  Wizard(Necromancer)    3
DEX   16      +3  |               |  Mystic Theurge         0
CON   16      +3  |               |
INT   15      +2  |               |
WIS   18      +4  |               |Total Level: 3 
CHA   19      +4  |               |XP  :      0  Next:   xxxxxx
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        Total   Current   Subdual |         Total   Dex   Misc
HP    :   32       32             | Init  :   +3  =  3  +
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          Total        Armr  Shld   Dex  Misc
Full    :   19  =  10 +  3  +  0  +  3  + 2+1 size
AC      :   19  =  10 +  3  +  0  +  3  + 2+1 size
Touch   :   16  =  10 + xxx + xxx +  3  + 2+1 size
FlatFoot:   16  =  10 +  3  +  0  + xxx + 2+1 size
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SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +6    =  3  +  3  +  0  +
Ref  (Dex):   +4    =  1  +  3  +  0  +
Will (Wis):   +10   =  6  +  4  +  0  + 
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Base    Total Base Str Misc | Base    Total   Base   Dex   Misc
Melee :   +3  =3   +  +     | Range :   +6  =   3  +  3  +
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Combat  Total Base Str Misc | Mnvr   Total  Base   Str   Dex  Misc
Mnvr   : +2  =3  +  0  + -1 | Defense: 15  =  3  +  0  +  3 - 1
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Weapon: Dagger             Weight: XX lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +xx | 1d3   |    19/x3 |   -   |   P   | Holy Symbol

Weapon:                    Weight: 4 lbs
                             Atk   Damage    Crit      Range   Type    Special
Crossbow, light (Ranged)           1d6       19–20/×2  80 ft.  P       35gp
   Bolts, crossbow (10)  1 lb.


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ABILITIES/FEATS
+2 Constitution, +2 Charisma, -2 Strength 
Small:     Gnomes are small and gain +1 to AC 
           +1 size bonus to Attack Rolls
           +4 Size bonus to Stealth checks
Slow:      Base Speed of 20 feet
Low Light: Gnomes see twice as far as humans in dim light
Defensive: Gnomes receive +4 AC dodge bonus against monsters of the
           giant type.
Magic:     Gnomes add +1 to the DC of Illusion spells they cast.
           Dancing Lights, Ghost Sound, Prestidigitation and Speak
           with Animals each 1 per Day.
Hatred:    +1 to attack rolls against humanoid reptilian and
           goblinoid subtypes.
Resistnce: +2 saving throw vs Illusion Spells/Effects
Keen Snse: +2 bonus to Perception
Obsessive: +2 Craft/Profession skill
Weapon:    Gnome Weapon = Martial
    
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. 

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Repose Domain

Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of 7 times per day (3 + Wis Mod).

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.


Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: Xutec and channel stored spell energy into inflict spells not prepared ahead of time. 



Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


The following are the class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. 

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Necromancy School

The dread and feared promise of necromancy drives Xutec to master its mystery.
Although forbidden by ancient mandate from use of some of the schools more obvious power--Xutec never favored the obvious. . .

Power over Undead (Su): You receive Turn Undead as a bonus feat. You can channel energy a number of 5 times per day (3 + Int Mod)

Grave Touch (Sp): As a standard action, Xutec can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. Xutec can use this ability a number of 5 times per day (3 + Int Mod).

 

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SPELLBOOK:
     -All Cantrips except Evocation and Divination
     - Level One
       5 Spells 
       2  
     - Level Two 
       2
 
*Read Magic may be prepared from memory 
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SPELLS KNOWN/PREPARED:
0:
 
1: 
Domain Spell:     Comprehend Languages
Necromancy Spell: Ray of Enfeeblement 
 
2:
Domain Spell:     Gentle Repose
Necromancy Spell: False Life
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SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10) 
      Divine/Arcane 
1:  / DC xx
2:  / DC xx
x:  / DC xx

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SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

                 Key     Total Ability     Class  Misc
                 Ability  Mod   Mod  Ranks Skill  Mod
Acrobatics         (Dex) + 1  =  1 + 1  +  3 +(-4 Armor)
Appraise           (Int) +    =    +    +    +
Bluff              (Cha) +    =    +    +    +
Climb              (Str) + 3  =  3 + 1  +  3 +(-4 Armor)
Craft:_____        (Int) +    =    +    +    +
Diplomacy          (Cha) + 1  =    +    +    +    + 1
Disable Device^    (Dex) +    =    +    +    +
Disguise           (Cha) +    =    +    +    +
Escape Artist      (Dex) +    =    +    +    +
Fly                (Dex) +    =    +    +    +
Handle Animal^     (Cha) +    =    +    +    +
Heal               (Wis) +    =    +    +    +
Intimidate         (Cha) + 8  =  0 + 1  + 3  + 1+3
Knowledge: Nature  (Int) + 4  =    + 1  + 3  +
Knowledge: Local   (Int) +    =    +    +    +
Linguistics        (Int) +    =    +    +    +
Perception         (Wis) +    =    +    +    +
Perform:_____      (Cha) +    =    +    +    +
Profession:_____^  (Wis) +    =    +    +    +
Ride               (Dex) +    =    +    +    +(-4 Armor)
Sense Motive       (Wis) + 5  = 0  + 1  + 3  + 1
Sleight of Hand^   (Dex) +    =    +    +    + (-4 Armor)
Spellcraft^        (Int) +    =    +    +    +
Stealth            (Dex) +    =    +    +    + 4 Size
Survival           (Wis) +    =    +    +    (-4 Armor)
Swim               (Str) +    =    +    +    (-4 Armor)
Use Magic Device^  (Cha) +    =    +    +    +

^Trained only
Languages: Common and Orc


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MONEY:
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GEAR (Weight):



TOTAL WEIGHT:
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LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
          lb         lb           lb             lb            lb
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MAGIC ITEMS

- None
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DESCRIPTION

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BACKGROUND

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Heropoints: 2

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