This is something I've been curious about doing for a while. Generally people are willing to share stat block styles and templates for use in game posts. But sometimes it's a lot of trawling to find what works for you, especially if it's not a game as big as D&D.
This thread is for anyone to share their in-post stat block for any game system.
The best way is to provide both a pasted example of the table. You may also provide the code again but within [noparse] tags so that the raw text can be copied without messing around with QUOTE, but this isn't essential. As long as it's there, it's there.
Some quick guidelines:
- Please stick to one stat block per post.
- Clearly state the intended system for clarity.
Some stat cards I used in a one-on-one for PCs or NPCs. You should be able to fit 4 of them abreast in any site background style.
Parchi
Bodyguard to the Windseeker prince
Resentful of his oath
Hyper-competitive in all physical endeavours
+4 Lore
+3 Athletics
+2 Fight, Investigate
+1 Stealth, Will
No Consequence slots
Phy: [1] [2]
Men: [1] [2] [3]
Tandem striker: Once per conflict, Parchi may provide assistance in a Fight check.
Resolute: Parchi may provide assistance in recovery checks on consequences from mental or emotional damage.
Lady Marsaili Pellice
No-nonsense knight-commander of Bonaville
The Silver Gardeners answer to me without question
+4 Physique, Will
+3 Fight (Melee), Investigate
+2 Athletics, Contacts, Notice
+1 Fight (Ranged), Knowledge, Provoke
Moderate (4)
Mild (2)
Phy: [1] [2] [3] [4]
Men: [1] [2] [3] [4]
Stunts Unknown
[CENTER][TABLE][TABLE=head;css=padded;width=215][b][COLOR="Lime"][SIZE="3"]Parchi[/SIZE][/COLOR][/B]
[SIZE="1"]Bodyguard to the Windseeker prince[hr][/hr]Resentful of his oath[hr][/hr]Hyper-competitive in all physical endeavours[/SIZE]
[SIZE="1"]+4 Lore[hr][/hr]+3 Athletics[hr][/hr]+2 Fight, Investigate[hr][/hr]+1 Stealth, Will[/SIZE]
[SIZE="1"][I]No Consequence slots[/I][/SIZE]
[SIZE="1"][b]Phy:[/b] [1] [2][hr][/hr][b]Men:[/b] [1] [2] [3][/SIZE]
[SIZE="1"][b]Tandem striker:[/b] Once per conflict, Parchi may provide assistance in a Fight check.[hr][/hr][B]Resolute:[/B] Parchi may provide assistance in recovery checks on consequences from mental or emotional damage.[/SIZE][/TABLE]|[TABLE=head;css=padded;width=215][b][SIZE="3"]Lady Marsaili Pellice[/SIZE][/B]
[SIZE="1"]No-nonsense knight-commander of Bonaville[hr][/hr]The Silver Gardeners answer to me without question[/SIZE]
[SIZE="1"]+4 Physique, Will[hr][/hr]+3 Fight (Melee), Investigate[hr][/hr]+2 Athletics, Contacts, Notice[hr][/hr]+1 Fight (Ranged), Knowledge, Provoke[/SIZE]
[SIZE="1"][b]Moderate (4)[/b][hr][/hr][b]Mild (2)[/b][/SIZE]
[SIZE="1"][b]Phy:[/b] [1] [2] [3] [4][hr][/hr][b]Men:[/b] [1] [2] [3] [4][/SIZE]
[SIZE="1"][I]Stunts Unknown[/I][/SIZE][/TABLE][/TABLE][/CENTER]
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. ElfMagus (Bladebound hexcrafter)
Intelligence: 14 Wisdom: 10 Charisma: 10 Ego: 12 Languages: common, X, Y, Z Skills: Knowledge (arcana): +3 Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.Blackblade Pool
3/d
x
Cast Check
+19
-
vs 15+2x
-
Equipment
Handy Haversack: Std Adv Gear
Spells Known
Prestidigitation
0
Detect Magic
0
Read Magic
0
Mage Hand
0
Brand/Arcane Mark
0
-
-
Shocking Grasp
1
Mage Armor
1
True Strike
1
Floating Disk
1
X
1
X
1
-
-
Defending Bone
2
Glitterdust
2
Blindness
2
Euphoric Cloud
2
Frigid Touch
2
-
-
Vampiric touch
3
Bestow Curse
3
Dispel Magic
3
X
3
-
-
Dimension Door
4
Greater Invisibility
4
Expend 1 point/swift action = +3 for 1 minute. These bonuses stack to a +5. Multiple uses of this ability do not stack.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
Notes: Elyzha speaks Common, Elven, Celestial, Draconic, Sylvan, and infernal.
[Table=head;css=cent]{colsp=6}Elyzha
{colsp=3}[TT="Elf"][B]Elven Magic: [/B]Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. [B]Dreamspeaker:[/B] A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. [B]Arcane Focus:[/B] Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. [/TT] [B]Magus[/B] (Bladebound hexcrafter)|{colsp=3}[TT="Class Skills"] ♦ Climb +6 ♦ Craft Toys +10 ♦ Fly +17 ♦ Intimidate +5 ♦ K(Arcana) +11 ♦ K(Dungeoneering) +10 ♦ K(Planes) +11 ♦ P(Researcher) +8 ♦ Ride +8 ♦ Spellcraft +18 ♦ Swim +6 ♦ Use Magic Device +11 ♦[/TT]
[IMG]https://www.rpgcrossing.com/attachment.php?attachmentid=77356&stc=1&thumb=1&d= 1532736689[/IMG]|[Table=head;width=200]{colsp=5}Attribute Score Mod
[B]Str[/B]|14/+2|[B]Int[/B]|20/+5
[B]Dex[/B]|18/+4|[B]Wis[/B]|13/+1
[B]Con[/B]|16/+3|[B]Cha[/B]|13/+1
{colsp=5}[URL="https://www.rpgcrossing.com/profiler/view.php?id=76626"]Sheet[/URL]
[/Table]|[Table=head;width=200]{colsp=4}Defenses
[B]HP[/B]|[B][COLOR="SeaGreen"]90[/COLOR]/90[/B]|[B]CMD[/B]|23
[B]AC[/B]|22|[B]Fort[/B]|14
[B]Tch[/B]|15|[B]Ref[/B]|11
[B]Flat[/B]|18|[B]Will[/B]|12[/Table]|[Table=head;width=100]{colsp=4}Field
[B]Percep[/B]|20|[B]Init[/B]|+4
[B]Speed[/B]|{colsp=3}30
[B]Senses[/B]|{colsp=3}LL/DV 60'
[B]H. Pts[/B]|{colsp=3}0[/Table]|[Table=head;width=200]{colsp=4}Magus
[b]Arcana Pool[/b]|8/d|[I]x[/I]|
[b][TT="Blackblade"] [B]Intelligence:[/B] 14 [B]Wisdom:[/B] 10 [B]Charisma:[/B] 10 [B]Ego:[/B] 12 [B]Languages:[/B] common, X, Y, Z [B]Skills:[/B] Knowledge (arcana): +3 [B]Senses:[/B] A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.[/TT] Pool[/b]|3/d|[I]x[/I]|
[b]Cast Check[/b]|+19|[I]-[/I]|
[i]vs 15+2x[/i]|-|{colsp=2}[/Table]|[TT="[img]https://image.ibb.co/geE3Hy/2322e0fa_ecb0_4e50_970c_4068f34a60c6.png[/img]"][TABLE=head]{colsp=2}Equipment
Handy Haversack: Std Adv Gear
|[/TABLE][/TT][TT="[img]https://image.ibb.co/ccVw4d/e2e9601e_9431_4e63_a7a4_f627d229b207.png[/img]"][TABLE=head]{colsp=2}Spells Known
Prestidigitation|0
Detect Magic|0
Read Magic|0
Mage Hand|0
Brand/Arcane Mark|0
-|-
Shocking Grasp|1
Mage Armor|1
True Strike|1
Floating Disk|1
X|1
X|1
-|-
Defending Bone|2
Glitterdust|2
Blindness|2
Euphoric Cloud|2
Frigid Touch|2
-|-
Vampiric touch|3
Bestow Curse|3
Dispel Magic|3
X|3
-|-
Dimension Door|4
Greater Invisibility|4
[/TABLE][/TT][hr][/hr][TT="[img]https://image.ibb.co/h53ijd/71d662cc_35c9_4ce2_bb6d_d2514d70ceee.png[/img]"][TABLE=head;width=400]Expend 1 point/swift action = +3 for 1 minute. These bonuses stack to a +5. Multiple uses of this ability do not stack.
These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.[/TABLE][/TT][TT="[img]https://image.ibb.co/if0PqJ/b274b40e_1397_4159_a0c0_0d43abf29961_1.jpg[/img]"]Notes: Elyzha speaks Common, Elven, Celestial, Draconic, Sylvan, and infernal. [/TT][/Table]
__________________
Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk!
Arcane Surge (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature?s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability. Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.Mythic Path
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.Hexes
Move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Misfortune
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Heal
-
Scar
-
Ward
-
Party ItemsNotes
[Center][Table=head;css=cent]{colsp=6}[B][URL="https://www.rpgcrossing.com/profiler/view.php?id=58035"]Esprix Malshanse[/URL][/B]
{colsp=2}Ratfolk Witch|{colsp=2}[TT="Mythic Path "][B]Arcane Surge (Su)[/B] As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature?s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability. [B]Amazing Initiative (Ex)[/B] At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.[/TT]|[TT="Hexes"]Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.[/TT]
[Table=head;width=125]{colsp=3}Attributes
[B]Str[/B]|10|+0
[B]Dex[/B]|17|+3
[B]Con[/B]|15|+2
[B]Int[/B]|22|+6
[B]Wis[/B]|11|+0
[B]Cha[/B]|12|+1
[/Table]|[Table=head;width=100]{colsp=2}Defenses
[B]HP[/B]|[B][COLOR="SeaGreen"]56[/COLOR][/B]
[B]AC[/B]|20
[B]Touch[/B]|14
[B]Flat[/B]|17
[B]Fort[/B]|+6
[B]Ref[/B]|+7
[B]Will[/B]|+7
[/Table]|[Table=head;width=100]{colsp=2}Senses
[B]Percept[/B]|+16
[b]Init[/b]|+11
[B]-[/B]|-
[B]Speed[/B]|20
[B][TT="Vision"]Dark Vision 60'[/TT][/B]|-
[B][TT="Languages"]Common, Draconic, Undercommon, Aklo, RatCant, Dwarven[/TT][/B][/Table]|[Table=head;width=120]{colsp=2}Key Skills
[I]Spellcraft[/I]|14
[I]Stealth[/I]|12
[I]Fly[/I]|11
[i]Craft: Alchemy[/i]|12
[i]Ride[/i]|10[/Table]|[Table=head;width=150]{colsp=2}Feats
[SIZE="1"]Extra Hex[/SIZE]|[SIZE="1"]Spell Penet[/SIZE]
[SIZE="1"]Extra Hex[/SIZE]|[SIZE="1"]Accursed Hex[/SIZE]
[SIZE="1"]Shield Ally[/SIZE]|[SIZE="1"]Healer Touch[/SIZE]
-|[SIZE="1"]Mount Combat[/SIZE]
[SIZE="1"]xxx[/SIZE]|
[/Table]|[IMG]https://www.rpgcrossing.com/picture.php?pictureid=732&albumid=55&dl=1627494527 &thumb=1[/IMG][hr][/hr][TT="[img]https://image.ibb.co/geE3Hy/2322e0fa_ecb0_4e50_970c_4068f34a60c6.png[/img]"][TABLE=head]{colsp=2}Equipment
Std Adventure Gear|
Headband Charisma|
Magic Torque|
Pearl of Power|
Sleeves of many garments|
Magic Slingpack|
x|[/TABLE][/TT][TT="[img]https://image.ibb.co/ccVw4d/e2e9601e_9431_4e63_a7a4_f627d229b207.png[/img]"][TABLE=head]{colsp=2}Spells Known
-|-
-|-
-|-
-|-
-|-
-|-
-|-
-|-
-|-
Updraft|1[/TABLE][/TT][TT="[img]https://image.ibb.co/ccVw4d/e2e9601e_9431_4e63_a7a4_f627d229b207.png[/img]"][TABLE=head]{colsp=2}More Spells Known
-|-
-|-
-|-
-|-
-|-
-|-
-|-
-|-
-|-
-|-[/TABLE][/TT][hr][/hr][TT="[img]https://image.ibb.co/h53ijd/71d662cc_35c9_4ce2_bb6d_d2514d70ceee.png[/img]"][TABLE=head]{colsp=2}Hexes
Cackle|Move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye|The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Misfortune|The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber|A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Heal|-
Scar|-
Ward|-
[/TABLE][/TT][TT="[img]https://image.ibb.co/h53ijd/71d662cc_35c9_4ce2_bb6d_d2514d70ceee.png[/img]"][TABLE=head;width=400]Party Items[/TABLE][/TT][TT="[img]https://image.ibb.co/if0PqJ/b274b40e_1397_4159_a0c0_0d43abf29961_1.jpg[/img]"]Notes[/TT][/TABLE][/center][hr][/hr]
__________________
Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk!
A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).
⠀
Due to her feat, Malifeek may channel positive OR negative energy, albeit at a lesser level.Channel Energy:
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.selective channel
When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.channel resolve
You gain a +2 bonus to your CMD and AC against creatures absorbed by your Tomb Of Flesh, and you may carry up to 2 additional creatures inside your Tomb Of Flesh at a time. You may choose whether or not to deal negative energy damage to your absorbed creatures or not, but must make the same choice for all absorbed creatures.Flesh Absorption Master
All creatures you reanimate gain a +6 enhancement bonus to their Strength and Dexterity, or a +8 enhancement bonus to either Strength or Dexterity. These bonuses supercede those of Empowered Reanimate.Sup Reanimation
You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.Versatile Channeler
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.Undead Master
When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.Blight Mastery
You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
⠀
*You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
⠀
*You may clean, soil, or color up to 1 cubic foot of material per round.
⠀
*You may create floating lights the size of candle flames and move them up to 20 feet per round as a free action.
⠀
*You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
⠀
*You may open or close a door or container weighing no more than 30 lbs.
⠀
*You may chill, warm, or flavor 1 lb. of nonliving material.
⠀
*You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
⠀
*You may lift objects weighing up to 1 lb. and move them up to 10 feet per round.
⠀
*You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
⠀
*You may touch a creature or object and detect whether it possesses a magical aura. You may use Spellcraft to identify its aura as if using the detect magic spell.
⠀
*You can make up new effects, but they should not be more powerful than those listed above. The GM is the final arbiter of what is or is not a cantrip.Cantrips
Death Sphere
When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level. You may reanimate a single corpse as a sustained undead without spending a spell point, but the duration of the reanimate effect is changed to ‘concentration’. A sustained undead only counts as half their Hit Dice (rounded up, minimum 1) against the total amount you may have reanimated at once. You can never have more than 1 sustained undead.Sustained Necromancy
You can alter a corpse in one of the following ways by touching it as a standard action:
⠀
1) You grow flesh on a decomposed or skeletonized corpse, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did just before death. The new flesh is not fit for eating.
⠀
2) You decompose the flesh from a corpse, leaving behind a perfectly cleaned skeleton.
⠀
3) You can spend a spell point to touch a collapsed or destroyed undead corpse, mending it so it is a valid target to be reanimated again.
⠀
4) You can spend a spell point to preserve the remains of a dead creature for 1 day per caster level so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell do not count against the time limit. Additionally, this makes transporting a slain (and thus decaying) comrade less unpleasant. This ability also works on severed body parts and the like.
⠀
5) You can reshape the dead body to look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks. You can make the corpse one size larger or smaller or change its apparent type, gender, or age. Attempt a Disguise check to determine how convincing the change is, though you may substitute your caster level for ranks in Disguise if desired.Corpse Manipulation
You can make a melee touch attack against a living creature up to your size to attempt to absorb it into your body, similar to the swallow whole ability (Reflex negates). Being absorbed causes a creature to take negative energy damage each round equal to 1d6 + 1d6 for every three caster levels you have (undead are not affected). An absorbed creature gains the grappled condition, while you do not. An absorbed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 your total hit points), or it can just try to escape as if escaping a grapple (using your CMD or your MSD, whichever is higher). The armor class of your interior is 10 + 1/2 your caster level, with no modifiers for size or Dexterity. If an absorbed creature cuts its way out, you cannot use this talent again until the damage is healed.
⠀
Alternatively, you can touch a corpse or undead that you control as a move action to absorb it into your body or to expel an absorbed corpse or undead into an adjacent square. While absorbed, an undead cannot use any of its senses or take any actions, and time passes normally - corpses rot and reanimate’s duration continues to pass.
⠀
You can have a number of corpses or controlled undead absorbed at a time equal to 1 plus 1 for every 3 caster levels you have. You can spend a spell point to expel all absorbed corpses and undead with a single swift action.
⠀
While you have at least one undead absorbed, you give off an aura that can be detected by Divine Undead equal to the highest Hit Dice undead absorbed, but your appearance is not otherwise changed. Creatures and bodies storied within your tomb of flesh are stored in an extradimensional space; you do not increase in size no matter how many creatures and bodies are stored inside you.Tomb Of Flesh
You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. The created undead cannot have a challenge rating above 1/2 your caster level, and the created undead are not automatically under your control; alternate means of control must be established.
⠀
Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, bodaks are extraplanar undead created in the Abyss, allips are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead. At caster level 15th, you may create any form of undead, regardless of CR, provided you meet its additional prerequisites. GMs always have the final say over what prerequisites an undead might require.Greater Undead
When you reanimate a corpse as a skeleton or zombie, you may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you may have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will attack you or any other nearby living creatures.Permanent Undead
When you reanimate a creature you may reanimate it as a variant skeleton or zombie, such as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their normal Hit Dice when casting the reanimate sphere effect, but once controlled, count normally against your Hit Dice limit.Expanded Necromancy
Increase the range at which you can reanimate from touch to close range, your ghost strike from medium to long range, and the range you can use your dominion abilities from close to medium range. You may select this talent up to 3 times. Each time it is selected, the range of your Death sphere abilities increase by 1 additional step to a maximum range of long (close to medium, medium to long).Ranged Death
Increase the total Hit Dice creatures you may have reanimated at once to four times your caster level (from two times your caster level). You may select this talent a second time. If you do, increase the benefits of this talent to five times your caster level.Greater Reanimate x2
All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.Empowered
You may spend a spell point to make a ghost strike that imposes 1 temporary negative level on the target for one hour per caster level (no save). This increases by 1 die size per 5 caster levels (1d2, 1d3, 1d4, and 1d6).
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Unlike with other ghost strikes, negative levels stack. While normally negative levels have a chance to become permanent and can kill a target whose negative levels equal its Hit Dice, these negative levels do not last long enough to become permanent, and if a negative level from this ghost strike would reduce the creature to 0 Hit Dice, the creature instead takes 4 points of Constitution drain for the duration of the effect. If a negative level lasts longer than 1 day, the target must succeed at a Fortitude save per negative level or have the negative level become permanent. If this ability is used on an undead creature, it instead grants the creature 5 temporary hit points per negative level, which last for 1 hour.Drain (Strike)
You can telepathically order and communicate with undead creatures you control within your dominion range. You do not need line of sight or effect to maintain this connection. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such do not qualify.
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Giving basic commands to an undead is a free action, but your increased control allows you to master complex commands for your undead as well. Choose any 2 tricks + 1 per 5 caster levels that can be taught to an animal or the pose as scenery trick (see the Handle Animal skill). Mindless undead you control are able to perform these tricks when ordered to as a move action.
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This does not allow you to train undead for a purpose, “push” an undead to perform a task it normally would not be able to, or accomplish other effects of the Handle Animal skill. Additionally, so long as an undead you control is within your dominion range, you may, as a full-round action, concentrate on that undead to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., darkvision, etc.), you must use your own Perception skill if attempting a check. You can select this talent multiple times; each time you do after the first, increase the number of tricks your undead can perform by 3.Master's presence
Choose a Leadership package you do not possess. You gain that package.Expanded leadership
When creating an undead cohort via recruit, you may choose to have it count as a controlled undead that you created for the purpose of Death sphere abilities and effects. Additionally, mindless undead that you reanimate may count as cohorts for using Leadership talents. An undead creature recruited or reanimated benefiting from this ability counts its Hit Dice against both your recruit and your reanimate Hit Dice limits.
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If you possess the Greater Undead advanced talent of the Death sphere, when recruiting undead cohorts, you may create them with the normal Intelligence score for a cohort, so they are not mindless, allowing them to gain skills and feats normally. Such cohorts may be of any profession.master necroturge
You may recruit intelligent (Int greater than 2) creatures of any type into your service, though creatures of a different type impose a +10 increase to their recruit DC. Creatures so recruited use their normal statistics and equipment. Unlike normal cohorts, advanced cohorts that are not of normal player races are unlikely to be found in settlements, though may be encountered over the course of the campaign; finding a particular creature may require a seperate adventure to seek out and ally yourself with them. Monstrous creatures often have very different perspectives and goals than common adventurers, so may be even more likely to have the cohort relationship be transitory.
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Creatures recruited with this talent cannot have a CR greater than half your ranks in Diplomacy (round down as usual). Use the minimum required Diplomacy ranks to recruit such a creature in place of its Hit Dice for determining the number of Hit Dice required from your Hit Dice pool. Advanced cohorts start with whatever gear is appropriate per their creature entry or situation. As usual, the cohort must be compensated for any equipment that is lost. Equipment you provide to an advanced cohort is not factored into their CR calculation.
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Creatures that advance by class levels may advance as a cohort, using cohort professions, whenever a cohort would normally be allowed to gain Hit Dice. Otherwise, they may advance by class, using their new CR to determine equivalent Hit Dice. Treat such a creature’s Hit Dice as equal to its CR x 2 + the number of cohort Hit Dice added to it for the purpose of determining the number of Hit Dice required from your Hit Dice pool. Creatures that advance by Hit Dice may do so whenever the cohort would normally be allowed to advance, but cannot exceed the normal limits on effective Hit Dice.
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Intelligent creatures that you create, such as via the Bestow Life advanced talent of the Enhancement sphere or the Greater Undead advanced talent of the Death sphere, are usually willing to serve as advanced cohorts, removing the +10 DC increase for having a different type.Adv Cohorts
You may recruit cohorts with the undead type, finding and reanimating dead bodies with arcane rituals. Such cohorts are built normally, including racial selection, but have the undead type, and gain +1 natural armor and either DR5/bludgeoning or DR/5/slashing. Such cohorts are mindless, gaining no skill points, and must have the warrior or woodsman profession.
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Mindless cohorts still gain skill ranks from spheres that grant them and may use these skills normally. They do not gain feats, but may take a combat talent any time they would have gained a feat. As undead, the cohort have no Constitution score (Con (-)) and determine their hit points using their Charisma score. Any creature or a race normally suitable to be a cohort may be recruited when using this ability and you may choose the number of Hit Dice the reanimated creature has.
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Mindless cohorts of the undead type will obey harmful and even suicidal orders. You take no penalties to your recruit checks for the destruction of undead cohorts. No Diplomacy check is required to recruit creatures in this way. You may take this talent a second time; doing so allows you to create undead cohorts with their normal Intelligence scores, gaining feats and skills normally. These cohorts may be of any profession.Master of Dead x2
Increase the total Hit Dice of creatures you may have recruited at once by an additional 1 per rank of Diplomacy you possess. This has no effect on the maximum Hit Dice of a given cohort. You may select this talent up to 3 times.Greater Recruitment x2
You may make any of your ghost strikes against any corpse capable of being raised as a skeleton or zombie, or against any corporeal mindless undead under your control. The corpse explodes in a 20-foot radius, affecting all creatures in range as if they had been struck by the chosen ghost strike; if the ghost strike does not allow a saving throw, creatures affected are allowed a Reflex save to negate its effects. The corpse or undead collapses and is destroyed; it cannot be reanimated or targeted by another Corpse Bomb.Corpse Bomb
When you gain the Mind sphere, you gain the following charm:
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Suggestion: You may plant thoughts into a target’s mind. Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
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Greater Charm: This works as the lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
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Powerful Charm: This works as the lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.Mind Sphere
You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.
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Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).
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Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.
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Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.Enthrall
You may spend 2 spell points to use the powerful charm and powerful cloud version of any charm or cloud you possess.Powerful Charm
You can communicate directly into the mind of another.
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Lesser Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Unlike other lesser charms, there is no limit to the number of times you may use this on a target in a day.
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Greater Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.
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Powerful Charm: This functions the same as the greater charm, except the target may also respond to you with their own projected telepathic messages, allowing for two-way communication. However, the target is under no obligation to respond in any way and can simply remain silent if they so choose.Project thoughts
You can reach the minds of creatures thought, by some, to be untouchable by the mental arts. When you gain this talent, you may choose plants and oozes, or one creature type from the following list: constructs, vermin, or undead. Once selected, you may affect creatures of that creature type with your charms and other mind-affecting effects, bypassing any type-based immunity to mind-affecting effects these creatures may have, and treating mindless creatures as having an Intelligence score of 1 for the purposes of Mind sphere talents.Recondite Stimuli
When a creature is flanked by at least two of the collective’s controlled cohorts, it takes a -2 penalty on saving throws against mind-affecting effects.Psychic Static
A soul weaver possesses a number of souls equal to 3 + her casting ability modifier. These souls replenish whenever the soul weaver rests to regain spell points. These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Souls either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a free action that may be taken once per soul per round. Souls behave as creatures with a fly speed of 40 feet that may only take actions to move and always succeed at Fly checks. These souls are only projected into the same plane as the soul weaver, and as such are considered ethereal and are also immune to damage of any kind. A soul must remain within medium range of the soul weaver, or disappear back to the nether.
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A soul weaver gains a number of abilities, each of which uses up a soul’s energy, returning it to the nether until the soul weaver rests to regain spell points. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + casting ability modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.
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Aid the Dead
expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and channel resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
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Lovelorn Soul
expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level + her casting ability modifier for 1 minute.
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Siphon Health
expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.
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Curious Spirit
At 4th level, commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to attempt a single Knowledge check, even if untrained, and with an insight bonus equal to her soul weaver level + her casting ability modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit for up to 1 minute per caster level, which retains all knowledge it had in life but is under no obligation to talk or answer any questions.
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Summon Spirit I
4th Level summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s casting ability modifier.
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Channel Mastery
At 8th level, channeling energy to add the benefits of any one (channeling) feat to that channeling.
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Summon Spirit II
At 8th level, summon 1 shadow or 2 poltergeists in the soul’s square and/or the nearest unoccupied squares. Multiple creatures appear in adjacent squares to each other. A summoned creature cannot create spawn. These creatures last for a number of rounds equal to the soul weaver’s casting ability modifier.
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Divine Soul
At 8th level, channeling energy to increase the die size to d10s instead of d6s.
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Blessed Soul
At 8th level, immediate action to allow a target to reroll a saving throw it just failed.
Summon Spirit III
At 12th level, summon either 1 wraith, 2 shadows, or 4 poltergeists.
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Ghostpoint
At 12th level, the soul weaver may, when using a spell, spell-like ability, sphere ability, or soul weaver ability, target the effect as if she were standing in the same square as one of her souls. If the magic effect requires a touch attack, the soul may make the touch attack for the soul weaver, using her bonuses. This expends the soul.
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Summon Spirit IV
At 16th level, the soul weaver may expend a soul to summon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 poltergeists.
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Temporary Resurrection
At 16th level, the soul weaver may expend a soul to bring a creature who has died within 48 hours back to life. See SRD for more info.
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Trap Soul
At 16th level, if a target is at negative hit points or has died within 1 round, the soul weaver may expend a soul to trap the target’s soul. See SRD for more info.
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Summon Spirit V
At 20th level, summon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 wraiths, 4 shadows, or 4 poltergeists.
Drawbacks
Focus Casting
Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used. See SRD for info on lost Foci
Oathbound
If break Oath of Loyalty, forsake it, or have no Oaths to upkeep, you lose your spellcasting abilities until you atone, or select a new Oath to be the focus for your spellcasting in a ritual that takes 8 hours to complete. Your oaths connections to your magic leaves openings for others to exploit, even without forcing you to break your oath. Creatures that succeed at a Spellcraft check to identify your magic become aware of the Oath sworn as well as the vulnerabilities to exploit. By succeeding at a Spellcraft check as a move action, they gain a +2 bonus to AC and saving throws against your magical effects for 1 minute. The DC of this check is equal to 15 + your magic skill bonus.
Somatic x2
You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Witchmarked
Some aspect of your visage is a dead giveaway about your magical nature. Malifeek has stench of death clinging to her. The intensity of this trait grows proportional to your power. Anyone who sees you may attempt a Knowledge (arcana) check (DC 20 - your MSB, minimum DC 0) to learn your magic skill bonus, caster level and what base magic spheres you possess.
Innate Curse: Lame
Lose 10' from base speed.
OATHS
Oath of Loyalty
Gith the Lich Queen
Oath of Offerings
Half gold to Gith
Oath of Abstention
You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed.
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You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Scout Sphere
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice).
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As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.
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Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
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Rogue Weapons
You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.
Leadership
Becomes an Extra talent
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-
Equipment
Std Adventure Gear
Canteen (2)
Candles (10)
Fishing Line & Hooks
Bells (5)
Magnet
Compass
Winter Blanket
Bedroll
Silk Rope (50’)
Powder
Chalk
Mirror
Earplugs
Notebook
Ink/pen
Charcoal
Flint & Steel
Oil
Tindertwig (5),
Soap
Bullseye Lantern
Mess Kit
Grappling Arrow(or hook)
Sling
Signal Whistle
Knives
Deck of Cards
Pitons
Tent Quarter
Vials
Cold Iron Dagger,
healing kit
x
[Center][Table=head;css=cent]{colsp=10}[B][URL="https://www.rpgcrossing.com/profiler/view.php?id=89208"]Malifeek, the Jackal[/URL][/B]
{colsp=2}Githyanki|{colsp=3}Soulweaver/[TT="Wraith"]Collective Wraith[/TT]|Level 10|[TT="Channel Energy:"] A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1). [center]⠀[/center] Due to her feat, Malifeek may channel positive OR negative energy, albeit at a lesser level.[/TT]|[URL="https://www.rpgcrossing.com/showthread.php?p=9251908#post9251908"]Blessings[/URL]|[URL="https://www.rpgcrossing.com/showthread.php?p=9251909#post9251909"]Blights[/URL]|
[IMG]https://www.rpgcrossing.com/picture.php?pictureid=735&albumid=55&dl=1630631540 &thumb=1[/IMG]|[Table=head;width=100]{colsp=2}Attributes
[B]Str[/B]|12/+1
[B]Int[/B]|19/+4
[B]Dex[/B]|18/+4
[B]Wis[/B]|12/+1
[B]Con[/B]|16/+3
[B]Cha[/B]|25/+7
[/Table]|[Table=head;width=100]{colsp=2}Defenses
[B]HP[/B]|[B][COLOR="SeaGreen"]110/110[/COLOR][/B]
[B]AC[/B]|29|
[i]Tch[/i]|13
[i]Flat[/i]|25
[B]Fort[/B]|+10
[B]Ref[/B]|+15
[B]Will[/B]|+12
[TT="SR"]Spell Resistance[/TT]|16[/Table]|[Table=head;width=100]{colsp=2}Senses
[SIZE="1"][B]Perception[/B]|+14[/SIZE]
[SIZE="1"][B]Init[/B]|+6[/SIZE]
[SIZE="1"][B]Speed[/B]|30[/SIZE]
[SIZE="1"][B]Dark Vision[/B]|60'[/SIZE]
[SIZE="1"][B][TT="Languages"]Common, Gith, Draconic, Infernal, Undercommon, Abyssal, Darkspeech[/TT][/B][/SIZE][/Table]|[Table=head;width=120]{colsp=2}Key Skills
[SIZE="1"][I]Intimidate[/I]|23[/SIZE]
[SIZE="1"][i]Know Religion[/i]|21[/SIZE]
[SIZE="1"][I]Acrobatics[/I]|18[/SIZE]
[SIZE="1"][I]Diplomacy[/I]|18[/SIZE]
[SIZE="1"][i]Use Magic[/i]|18[/SIZE]
[SIZE="1"][i]Stealth[/i]|20[/SIZE]
[SIZE="1"][I]Know Arcana[/I]|17[/SIZE][/Table]|[Table=head;width=200]{colsp=2}Feats
[SIZE="1"][TT="Basic Magic: Mind"] Gain the Basic Magic Training Feat: Mind Sphere.[/TT][/SIZE]|[SIZE="1"][TT="Spell Focus Death Sphere"]+1 DC "Death" Sphere Effects[/TT][/SIZE]
[SIZE="1"][TT="selective channel"] When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.[/TT][/SIZE]|[SIZE="1"][TT="channel resolve"]When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.[/TT][/SIZE]
[SIZE="1"][TT="Flesh Absorption Master"]You gain a +2 bonus to your CMD and AC against creatures absorbed by your Tomb Of Flesh, and you may carry up to 2 additional creatures inside your Tomb Of Flesh at a time. You may choose whether or not to deal negative energy damage to your absorbed creatures or not, but must make the same choice for all absorbed creatures.[/TT][/SIZE]|[SIZE="1"][TT="Mage Tattoo"]+1 Caster Level "Death" Sphere Effects[/TT][/SIZE]
[SIZE="1"][TT="Sup Reanimation"]All creatures you reanimate gain a +6 enhancement bonus to their Strength and Dexterity, or a +8 enhancement bonus to either Strength or Dexterity. These bonuses supercede those of Empowered Reanimate.[/TT][/SIZE]|[SIZE="1"][TT="Versatile Channeler"]You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.[/TT][/SIZE]
[SIZE="1"][TT="Undead Master"]When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.[/TT][/SIZE]|
[SIZE="1"][TT="Blight Mastery"]When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.[/TT][/SIZE]|[SIZE="1"][TT="Cantrips"]You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created. [center]⠀[/center] *You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target. [center]⠀[/center]*You may clean, soil, or color up to 1 cubic foot of material per round. [center]⠀[/center]*You may create floating lights the size of candle flames and move them up to 20 feet per round as a free action. [center]⠀[/center]*You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects. [center]⠀[/center]*You may open or close a door or container weighing no more than 30 lbs. [center]⠀[/center]*You may chill, warm, or flavor 1 lb. of nonliving material. [center]⠀[/center]*You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles. [center]⠀[/center]*You may lift objects weighing up to 1 lb. and move them up to 10 feet per round. [center]⠀[/center]*You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation. [center]⠀[/center]*You may touch a creature or object and detect whether it possesses a magical aura. You may use Spellcraft to identify its aura as if using the detect magic spell. [center]⠀[/center]*You can make up new effects, but they should not be more powerful than those listed above. The GM is the final arbiter of what is or is not a cantrip.[/TT][/SIZE]
[/Table]|[Table=head;width=175]{colsp=2}Death Sphere
[SIZE="1"][TT="Sustained Necromancy"]When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level. You may reanimate a single corpse as a sustained undead without spending a spell point, but the duration of the reanimate effect is changed to ‘concentration’. A sustained undead only counts as half their Hit Dice (rounded up, minimum 1) against the total amount you may have reanimated at once. You can never have more than 1 sustained undead.[/TT][/SIZE]|[SIZE="1"][TT="Corpse Manipulation"]You can alter a corpse in one of the following ways by touching it as a standard action: [center]⠀[/center]1) You grow flesh on a decomposed or skeletonized corpse, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did just before death. The new flesh is not fit for eating. [center]⠀[/center]2) You decompose the flesh from a corpse, leaving behind a perfectly cleaned skeleton. [center]⠀[/center]3) You can spend a spell point to touch a collapsed or destroyed undead corpse, mending it so it is a valid target to be reanimated again. [center]⠀[/center] 4) You can spend a spell point to preserve the remains of a dead creature for 1 day per caster level so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell do not count against the time limit. Additionally, this makes transporting a slain (and thus decaying) comrade less unpleasant. This ability also works on severed body parts and the like. [center]⠀[/center]5) You can reshape the dead body to look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks. You can make the corpse one size larger or smaller or change its apparent type, gender, or age. Attempt a Disguise check to determine how convincing the change is, though you may substitute your caster level for ranks in Disguise if desired.[/TT][/SIZE]
[SIZE="1"][TT="Tomb Of Flesh"]You can make a melee touch attack against a living creature up to your size to attempt to absorb it into your body, similar to the swallow whole ability (Reflex negates). Being absorbed causes a creature to take negative energy damage each round equal to 1d6 + 1d6 for every three caster levels you have (undead are not affected). An absorbed creature gains the grappled condition, while you do not. An absorbed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 your total hit points), or it can just try to escape as if escaping a grapple (using your CMD or your MSD, whichever is higher). The armor class of your interior is 10 + 1/2 your caster level, with no modifiers for size or Dexterity. If an absorbed creature cuts its way out, you cannot use this talent again until the damage is healed. [center]⠀[/center]Alternatively, you can touch a corpse or undead that you control as a move action to absorb it into your body or to expel an absorbed corpse or undead into an adjacent square. While absorbed, an undead cannot use any of its senses or take any actions, and time passes normally - corpses rot and reanimate’s duration continues to pass. [center]⠀[/center]You can have a number of corpses or controlled undead absorbed at a time equal to 1 plus 1 for every 3 caster levels you have. You can spend a spell point to expel all absorbed corpses and undead with a single swift action. [center]⠀[/center]While you have at least one undead absorbed, you give off an aura that can be detected by Divine Undead equal to the highest Hit Dice undead absorbed, but your appearance is not otherwise changed. Creatures and bodies storied within your tomb of flesh are stored in an extradimensional space; you do not increase in size no matter how many creatures and bodies are stored inside you.[/TT][/SIZE]|[SIZE="1"][TT="Greater Undead"]You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. The created undead cannot have a challenge rating above 1/2 your caster level, and the created undead are not automatically under your control; alternate means of control must be established. [center]⠀[/center]Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, bodaks are extraplanar undead created in the Abyss, allips are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead. At caster level 15th, you may create any form of undead, regardless of CR, provided you meet its additional prerequisites. GMs always have the final say over what prerequisites an undead might require.[/TT][/SIZE]
[SIZE="1"][TT="Permanent Undead"]When you reanimate a corpse as a skeleton or zombie, you may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you may have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will attack you or any other nearby living creatures.[/TT][/SIZE]|[SIZE="1"][TT="Expanded Necromancy"]When you reanimate a creature you may reanimate it as a variant skeleton or zombie, such as a bloody skeleton, burning skeleton, fast zombie, or plague zombie. When reanimating a creature in this way, they count as twice their normal Hit Dice when casting the reanimate sphere effect, but once controlled, count normally against your Hit Dice limit.[/TT][/SIZE]
[SIZE="1"][TT="Ranged Death"]Increase the range at which you can reanimate from touch to close range, your ghost strike from medium to long range, and the range you can use your dominion abilities from close to medium range. You may select this talent up to 3 times. Each time it is selected, the range of your Death sphere abilities increase by 1 additional step to a maximum range of long (close to medium, medium to long).[/TT][/SIZE]|[SIZE="1"][TT="Greater Reanimate x2"]Increase the total Hit Dice creatures you may have reanimated at once to four times your caster level (from two times your caster level). You may select this talent a second time. If you do, increase the benefits of this talent to five times your caster level.[/TT][/SIZE]
[SIZE="1"][TT="Empowered"]All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.[/TT][/SIZE]|[SIZE="1"][TT="Drain (Strike)"]You may spend a spell point to make a ghost strike that imposes 1 temporary negative level on the target for one hour per caster level (no save). This increases by 1 die size per 5 caster levels (1d2, 1d3, 1d4, and 1d6). [center]⠀[/center]Unlike with other ghost strikes, negative levels stack. While normally negative levels have a chance to become permanent and can kill a target whose negative levels equal its Hit Dice, these negative levels do not last long enough to become permanent, and if a negative level from this ghost strike would reduce the creature to 0 Hit Dice, the creature instead takes 4 points of Constitution drain for the duration of the effect. If a negative level lasts longer than 1 day, the target must succeed at a Fortitude save per negative level or have the negative level become permanent. If this ability is used on an undead creature, it instead grants the creature 5 temporary hit points per negative level, which last for 1 hour.[/TT][/SIZE]
[SIZE="1"][TT="Master's presence"]You can telepathically order and communicate with undead creatures you control within your dominion range. You do not need line of sight or effect to maintain this connection. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such do not qualify. [center]⠀[/center]Giving basic commands to an undead is a free action, but your increased control allows you to master complex commands for your undead as well. Choose any 2 tricks + 1 per 5 caster levels that can be taught to an animal or the pose as scenery trick (see the Handle Animal skill). Mindless undead you control are able to perform these tricks when ordered to as a move action. [center]⠀[/center]This does not allow you to train undead for a purpose, “push” an undead to perform a task it normally would not be able to, or accomplish other effects of the Handle Animal skill. Additionally, so long as an undead you control is within your dominion range, you may, as a full-round action, concentrate on that undead to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., darkvision, etc.), you must use your own Perception skill if attempting a check. You can select this talent multiple times; each time you do after the first, increase the number of tricks your undead can perform by 3.[/TT][/SIZE]|[SIZE="1"][TT="-"]fd.[/TT][/SIZE]
[SIZE="1"][TT="-"]fs.[/TT][/SIZE][/table]|[SIZE="1"][TT="-"]fd.[/TT][/SIZE][Table=head;width=175]{colsp=2}Leadership Sphere
[SIZE="1"][TT="Expanded leadership"]Choose a Leadership package you do not possess. You gain that package.[/TT][/SIZE]|[SIZE="1"][TT="master necroturge "]When creating an undead cohort via recruit, you may choose to have it count as a controlled undead that you created for the purpose of Death sphere abilities and effects. Additionally, mindless undead that you reanimate may count as cohorts for using Leadership talents. An undead creature recruited or reanimated benefiting from this ability counts its Hit Dice against both your recruit and your reanimate Hit Dice limits. [center]⠀[/center] If you possess the Greater Undead advanced talent of the Death sphere, when recruiting undead cohorts, you may create them with the normal Intelligence score for a cohort, so they are not mindless, allowing them to gain skills and feats normally. Such cohorts may be of any profession.[/TT][/SIZE]
[SIZE="1"][TT="Adv Cohorts"]You may recruit intelligent (Int greater than 2) creatures of any type into your service, though creatures of a different type impose a +10 increase to their recruit DC. Creatures so recruited use their normal statistics and equipment. Unlike normal cohorts, advanced cohorts that are not of normal player races are unlikely to be found in settlements, though may be encountered over the course of the campaign; finding a particular creature may require a seperate adventure to seek out and ally yourself with them. Monstrous creatures often have very different perspectives and goals than common adventurers, so may be even more likely to have the cohort relationship be transitory.[center]⠀[/center] Creatures recruited with this talent cannot have a CR greater than half your ranks in Diplomacy (round down as usual). Use the minimum required Diplomacy ranks to recruit such a creature in place of its Hit Dice for determining the number of Hit Dice required from your Hit Dice pool. Advanced cohorts start with whatever gear is appropriate per their creature entry or situation. As usual, the cohort must be compensated for any equipment that is lost. Equipment you provide to an advanced cohort is not factored into their CR calculation.[center]⠀[/center] Creatures that advance by class levels may advance as a cohort, using cohort professions, whenever a cohort would normally be allowed to gain Hit Dice. Otherwise, they may advance by class, using their new CR to determine equivalent Hit Dice. Treat such a creature’s Hit Dice as equal to its CR x 2 + the number of cohort Hit Dice added to it for the purpose of determining the number of Hit Dice required from your Hit Dice pool. Creatures that advance by Hit Dice may do so whenever the cohort would normally be allowed to advance, but cannot exceed the normal limits on effective Hit Dice.[center]⠀[/center] Intelligent creatures that you create, such as via the Bestow Life advanced talent of the Enhancement sphere or the Greater Undead advanced talent of the Death sphere, are usually willing to serve as advanced cohorts, removing the +10 DC increase for having a different type.[/TT][/SIZE]|[SIZE="1"][TT="Magic Cohort"]Your cohorts can have magic,[/TT][/SIZE]
[SIZE="1"][TT="Master of Dead x2"]You may recruit cohorts with the undead type, finding and reanimating dead bodies with arcane rituals. Such cohorts are built normally, including racial selection, but have the undead type, and gain +1 natural armor and either DR5/bludgeoning or DR/5/slashing. Such cohorts are mindless, gaining no skill points, and must have the warrior or woodsman profession. [center]⠀[/center]Mindless cohorts still gain skill ranks from spheres that grant them and may use these skills normally. They do not gain feats, but may take a combat talent any time they would have gained a feat. As undead, the cohort have no Constitution score (Con (-)) and determine their hit points using their Charisma score. Any creature or a race normally suitable to be a cohort may be recruited when using this ability and you may choose the number of Hit Dice the reanimated creature has. [center]⠀[/center]Mindless cohorts of the undead type will obey harmful and even suicidal orders. You take no penalties to your recruit checks for the destruction of undead cohorts. No Diplomacy check is required to recruit creatures in this way. [center] [/center] You may take this talent a second time; doing so allows you to create undead cohorts with their normal Intelligence scores, gaining feats and skills normally. These cohorts may be of any profession.[/TT][/SIZE]|[SIZE="1"][TT="Greater Recruitment x2"]Increase the total Hit Dice of creatures you may have recruited at once by an additional 1 per rank of Diplomacy you possess. This has no effect on the maximum Hit Dice of a given cohort. You may select this talent up to 3 times.[/TT][/SIZE]
[SIZE="1"][TT="Corpse Bomb"]You may make any of your ghost strikes against any corpse capable of being raised as a skeleton or zombie, or against any corporeal mindless undead under your control. The corpse explodes in a 20-foot radius, affecting all creatures in range as if they had been struck by the chosen ghost strike; if the ghost strike does not allow a saving throw, creatures affected are allowed a Reflex save to negate its effects. The corpse or undead collapses and is destroyed; it cannot be reanimated or targeted by another Corpse Bomb.[/TT][/SIZE]|[SIZE="1"][TT="Ghost Glide"]I can fly. Mum can't[/TT][/SIZE]
[SIZE="1"][TT="-"]fd.[/TT][/SIZE]|[SIZE="1"][TT="-"]fs.[/TT][/SIZE][SIZE="1"][TT="-"]fd.[/TT][/SIZE]|[SIZE="1"][TT="-"]fs.[/TT][/SIZE]
[SIZE="1"][TT="-"]fd.[/TT][/SIZE]|[SIZE="1"][TT="-"]fs.[/TT][/SIZE]
[SIZE="1"][TT="-"]fd.[/TT][/SIZE]|[SIZE="1"][TT="-"]fs.[/TT][/SIZE][/table]|[Table=head;width=175]{colsp=2}[TT="Mind Sphere"]When you gain the Mind sphere, you gain the following charm: [center]⠀[/center]Suggestion: You may plant thoughts into a target’s mind. Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed. [center]⠀[/center]Greater Charm: This works as the lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do. [center]⠀[/center]Powerful Charm: This works as the lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.[/TT]
[SIZE="1"][TT="Enthrall"]You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect. [center]⠀[/center]Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates). [center]⠀[/center]Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing. [center]⠀[/center]Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.[/TT][/SIZE]|[SIZE="1"][TT="Charm"]fs.[/TT][/SIZE]
[SIZE="1"][TT="Mind Control"]fd.[/TT][/SIZE]|[SIZE="1"][TT="Powerful Charm"]You may spend 2 spell points to use the powerful charm and powerful cloud version of any charm or cloud you possess.[/TT][/SIZE]
[SIZE="1"][TT="Project thoughts"]You can communicate directly into the mind of another. [center]⠀[/center]Lesser Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Unlike other lesser charms, there is no limit to the number of times you may use this on a target in a day. [center]⠀[/center]Greater Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language. [center]⠀[/center]Powerful Charm: This functions the same as the greater charm, except the target may also respond to you with their own projected telepathic messages, allowing for two-way communication. However, the target is under no obligation to respond in any way and can simply remain silent if they so choose.[/TT][/SIZE]|[SIZE="1"][TT="Recondite Stimuli"]You can reach the minds of creatures thought, by some, to be untouchable by the mental arts. When you gain this talent, you may choose plants and oozes, or one creature type from the following list: constructs, vermin, or undead. Once selected, you may affect creatures of that creature type with your charms and other mind-affecting effects, bypassing any type-based immunity to mind-affecting effects these creatures may have, and treating mindless creatures as having an Intelligence score of 1 for the purposes of Mind sphere talents.[/TT][/SIZE]
[SIZE="1"][TT="Psychic Static"]When a creature is flanked by at least two of the collective’s controlled cohorts, it takes a -2 penalty on saving throws against mind-affecting effects.[/TT][/SIZE]|[SIZE="1"][TT="-"]fs.[/TT][/SIZE][/table]|
[TABLE=head;width=400][/TABLE]
[URL="https://www.rpgcrossing.com/showthread.php?p=9251725#post9251725"]Mum[/URL] [URL="https://www.rpgcrossing.com/showthread.php?p=9251727#post9251727"]Maw[/URL] [URL="https://www.rpgcrossing.com/showthread.php?p=9252956#post9252956"]Morta[/URL]|[TT="[IMG]https://www.rpgcrossing.com/picture.php?pictureid=740&albumid=55&dl=1631465656 &thumb=1[/IMG]"][TABLE=head;width=400]
Fast Zombie Switchback Jackal (2 hd)
Bloody Skeleton River Elk (6 hd)
Fast Zombie Griffon (10 hd)
Fast Zombie Human (4 hd)
Bloody Skeleton Human (4 hd)
Fast Zombie Dire Hyena (4 hd)
Bloody Skeleton Hyena (4 hd)
Fast Zombie Rat (2 hd)
Bloody Skeleton Snake (2 hd)
Fast Zombie Bat (2 hd)
Fast Zombie Thrush (2 hd)
[/TABLE][/TT]|[TT="[IMG]https://www.rpgcrossing.com/picture.php?pictureid=741&albumid=55&dl=1631466113 &thumb=1[/IMG]"][TABLE=head]{colsp=2}A soul weaver possesses a number of souls equal to 3 + her casting ability modifier. These souls replenish whenever the soul weaver rests to regain spell points. These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Souls either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a free action that may be taken once per soul per round. Souls behave as creatures with a fly speed of 40 feet that may only take actions to move and always succeed at Fly checks. These souls are only projected into the same plane as the soul weaver, and as such are considered ethereal and are also immune to damage of any kind. A soul must remain within medium range of the soul weaver, or disappear back to the nether.[center]⠀[/center] A soul weaver gains a number of abilities, each of which uses up a soul’s energy, returning it to the nether until the soul weaver rests to regain spell points. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + casting ability modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.
[center]⠀[/center]Aid the Dead|expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and channel resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
[center]⠀[/center]Lovelorn Soul|expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level + her casting ability modifier for 1 minute.
[center]⠀[/center]Siphon Health|expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.
[center]⠀[/center]Curious Spirit|At 4th level, commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to attempt a single Knowledge check, even if untrained, and with an insight bonus equal to her soul weaver level + her casting ability modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit for up to 1 minute per caster level, which retains all knowledge it had in life but is under no obligation to talk or answer any questions.
[center]⠀[/center]Summon Spirit I|4th Level summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s casting ability modifier.
[center]⠀[/center]Channel Mastery|At 8th level, channeling energy to add the benefits of any one (channeling) feat to that channeling.
[center]⠀[/center]Summon Spirit II|At 8th level, summon 1 shadow or 2 poltergeists in the soul’s square and/or the nearest unoccupied squares. Multiple creatures appear in adjacent squares to each other. A summoned creature cannot create spawn. These creatures last for a number of rounds equal to the soul weaver’s casting ability modifier.
[center]⠀[/center]Divine Soul|At 8th level, channeling energy to increase the die size to d10s instead of d6s.
[center]⠀[/center]Blessed Soul|At 8th level, immediate action to allow a target to reroll a saving throw it just failed.
Summon Spirit III|At 12th level, summon either 1 wraith, 2 shadows, or 4 poltergeists.
[center]⠀[/center]Ghostpoint|At 12th level, the soul weaver may, when using a spell, spell-like ability, sphere ability, or soul weaver ability, target the effect as if she were standing in the same square as one of her souls. If the magic effect requires a touch attack, the soul may make the touch attack for the soul weaver, using her bonuses. This expends the soul.
[center]⠀[/center]Summon Spirit IV|At 16th level, the soul weaver may expend a soul to summon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 poltergeists.
[center]⠀[/center]Temporary Resurrection|At 16th level, the soul weaver may expend a soul to bring a creature who has died within 48 hours back to life. See SRD for more info.
[center]⠀[/center]Trap Soul|At 16th level, if a target is at negative hit points or has died within 1 round, the soul weaver may expend a soul to trap the target’s soul. See SRD for more info.
[center]⠀[/center]Summon Spirit V|At 20th level, summon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 wraiths, 4 shadows, or 4 poltergeists.
[/TABLE][/TT]||[TT="[IMG]https://www.rpgcrossing.com/picture.php?pictureid=739&albumid=55&dl=1631465454 &thumb=1[/IMG]"][TABLE=head;width=750]{colsp=2} [B]Drawbacks[/B]
Focus Casting|Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used. See SRD for info on lost Foci
Oathbound|If break Oath of Loyalty, forsake it, or have no Oaths to upkeep, you lose your spellcasting abilities until you atone, or select a new Oath to be the focus for your spellcasting in a ritual that takes 8 hours to complete. Your oaths connections to your magic leaves openings for others to exploit, even without forcing you to break your oath. Creatures that succeed at a Spellcraft check to identify your magic become aware of the Oath sworn as well as the vulnerabilities to exploit. By succeeding at a Spellcraft check as a move action, they gain a +2 bonus to AC and saving throws against your magical effects for 1 minute. The DC of this check is equal to 15 + your magic skill bonus.
Somatic x2|You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Witchmarked|Some aspect of your visage is a dead giveaway about your magical nature. Malifeek has stench of death clinging to her. The intensity of this trait grows proportional to your power. Anyone who sees you may attempt a Knowledge (arcana) check (DC 20 - your MSB, minimum DC 0) to learn your magic skill bonus, caster level and what base magic spheres you possess.
Innate Curse: Lame| Lose 10' from base speed.
[/TABLE][/TT]|[TT="[img]https://image.ibb.co/if0PqJ/b274b40e_1397_4159_a0c0_0d43abf29961_1.jpg[/img]"][TABLE=head;width=750]{colsp=2}[B]OATHS[/B]
Oath of Loyalty|Gith the Lich Queen
Oath of Offerings|Half gold to Gith
Oath of Abstention|You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.[/TT][/TABLE]|[TT="[img]https://image.ibb.co/ccVw4d/e2e9601e_9431_4e63_a7a4_f627d229b207.png[/img]"][TABLE=head]{colsp=2}Magic Items
Headband Charisma +4|+4 Charisma Score
Circlet Persuasion|+3 to Charisma Checks
Fragment of Destiny|+1 luck to all saves
Boots of Alarcity|+10' speed, +2 Initiative
Belt Physical Prowess/healing|+2 Dex, +2 Strength, Negative Healing 3 charges/day
Eyes of Eagle|+5 Perception Check
CryptKeeper's Coffin|-
Death Ankh|Called, Erudite:
Handy Haversack|-Soul Soap/Traveler's Anytool/Standard Items
Wands| Cure Light Wounds, Cause Light Wounds
[/TABLE][/TT]|[TT="[img]https://image.ibb.co/h53ijd/71d662cc_35c9_4ce2_bb6d_d2514d70ceee.png[/img]"][TABLE=head]{colsp=2}Martial Sphere
Commando|-
Unarmored Training|Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. [center]⠀[/center]You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Scout Sphere|Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). [center]⠀[/center]As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. [center]⠀[/center]Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
[center]⠀[/center]Rogue Weapons|You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.
Leadership|Becomes an Extra talent
-|-
[/TABLE][/tt]|[TT="[img]https://image.ibb.co/geE3Hy/2322e0fa_ecb0_4e50_970c_4068f34a60c6.png[/img]"][TABLE=head]{colsp=2}Equipment
Std Adventure Gear|
Canteen (2)|Candles (10)
Fishing Line & Hooks|Bells (5)
Magnet|Compass
Winter Blanket|Bedroll
Silk Rope (50’)|Powder
Chalk|Mirror
Earplugs|Notebook
Ink/pen|Charcoal
Flint & Steel|Oil
Tindertwig (5),|Soap
Bullseye Lantern|Mess Kit
Grappling Arrow(or hook)|Sling
Signal Whistle|Knives
Deck of Cards|Pitons
Tent Quarter|Vials
Cold Iron Dagger,
healing kit|
x|[/TABLE][/TT]|[/table][/Center]
__________________
Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk!
You’ve learned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.Been reading the files
When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.Be mindful of your surroundings
When you enter battle as a team, add an extra Team to the pool and carry +1 forward if you are the leader.Captain
[table="head;css=cent;width=150"]{colsp=2}[B]Labels[/B]
Danger|0
Freak|-1
Savior|+1
Superior|+2
Mundane|+1[/table]|[table="head;css=cent;width=150"]{colsp=2}[B]Conditions[/B]
[TT="Angry"]-2 to comfort or support someone or pierce the mask[/TT]|[COLOR="Red"]Yes[/COLOR]
[TT="Afraid"]-2 to directly engage[/TT]|No
[TT="Guilty"]-2 to provoke someone or assess the situation[/TT]|No
[TT="Hopeless"]-2 to unleash your powers[/TT]|No
[TT="Insecure"]-2 to stand in defense or reject what others say about you or the world[/TT]|No[/table]
{colsp=2}[table="head;css=cent;width=305"][B]Abilities[/B]
Superhuman physique
Hacking
[TT="Mentor resources"]Supercomputer, communicators, simple robots[/TT][/table]
[table="head;css=cent;width=305"][B]Moves[/B]
[TT="Been reading the files"]You’ve learned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.[/TT]
[TT="Be mindful of your surroundings"]When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.[/TT]
[TT="Captain"]When you enter battle as a team, add an extra Team to the pool and carry +1 forward if you are the leader.[/TT][/table][/table][/CENTER]
More of a Character Sheet for FATE: Core, but I thought it worth sharing.
[FIELDSET="Character Sheet"][center][IMG]https://i.imgur.com/GOLIluK.png[/IMG][table=head;width=800]{colsp=2}[SIZE="5"][B]Shōri Ha-kata / Hikari[/B][/SIZE]
[B]FATE POINTS:[/B] 3 (5) | [B]REFRESH:[/B] 3
[table=head;width=400][B]ASPECTS[/B]
High Concept/Aptitude: [tt=Business and/or Pleasure: Hightailed Hikari for Hire][COLOR="indigo"]Invoke:[/COLOR] "Witness my warlike, worldly-wise ways!" / [COLOR="red"]Compel:[/COLOR] "I see my reputation precedes me..."[/tt]
Trouble/D Class: [tt=Everybody Wants to Rule the Multiverse][COLOR="indigo"]Invoke:[/COLOR] "I see my reputation precedes me!" / [COLOR="red"]Compel:[/COLOR] "Tell me I can't do it. One. More. Time."[/tt]
Background:[tt=I Wanna Know What Love Is][COLOR="indigo"]Invoke:[/COLOR] "Sometimes, battles are won by sheating one's sword." / [COLOR="red"]Compel:[/COLOR] "Emotion is weakness, and weakness is the enemy."[/tt]
Background:[tt=To Forge A New Path, One Must Burn A Few Bridges][COLOR="indigo"]Invoke:[/COLOR] "One must be willing to pillage, for power and prestige..." / [COLOR="red"]Compel:[/COLOR] "What is a person, without his principles?"[/tt]
Captain:[tt=X]X[/tt]
Berth:[tt=The Bunny Must Save Face Before the Bot][COLOR="indigo"]Invoke:[/COLOR] Shōri sees The Abbot's sordid but accomplished past as something to strive towards as well, and seeks to up his game whenever the utility bot is involved. / [COLOR="red"]Compel:[/COLOR] Shori's laser-focus on The Abbot's opinion of him makes him overlook... other things.[/tt]
Berth:[tt=X]X[/tt]
[/table]
[table=head;width=400][B]Species Abilities[/B]
[tt=Strike to the Heart (-1)]Swordplay is a revered skill to the Hikari - a physical expression of their warlike culture. Once per conflict on a successful melee hit, spend a fate point to add three shifts to the hit. This stacks with any other damage increasing stunts for Weapons and counts as the same scale.[/tt]
[tt=Menacing Legacy (+0)]Though the Hikari Imperium has long faded away, its brutal legacy lives on. The character suffers a –1 penalty when making social interaction rolls with characters of a species other than her own. In addition, a Hikari may use Intimidation no matter what the power imbalance in the situation is.[/tt]
[tt=Timpanic Senses (-1)]Hikari have sensitive ears that pick up even the faintest sound. Their ears are lined with tiny hairs that are sensitive to faint changes in air pressure. Any scene aspect that restricts vision or other senses must directly block this additional sense or the aspect can be ignored.[/tt]
[tt=X]X[/tt][/table][table=head;width=400]{colsp=5}[b]SKILLS[/b]
[B]Superb (+5) [/B] | | | | |
[B]Great (+4)[/B] | Fight | | | |
[B]Good (+3)[/B] | Athletics | Physique | |
[B]Fair (+2)[/B] | Command | Rapport | Stealth |
[B]Average (+1)[/B] | Contacts | Empathy | Haggle | Survival
[/table][table=head;width=400][b]STUNTS[/b]
[tt=Heavy Hitter]When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.[/tt]
[tt=Hardcore Parkour]+2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.[/tt]
[/table][table=head;width=400][B]Debt[/B]
[SIZE="1"]1[/SIZE][x] [SIZE="1"]2[/SIZE][x] [SIZE="1"]3[/SIZE][x] [SIZE="1"]4[/SIZE][x] [SIZE="1"]5[/SIZE][x] [SIZE="1"]6[/SIZE][x] [SIZE="1"]7[/SIZE][x] [SIZE="1"]8[/SIZE][x] [SIZE="1"]9[/SIZE][x] [SIZE="1"]10[/SIZE][ ][/table]|[table=head;width=400][B]GENERAL CONSEQUENCES[/B]
(mild)
(moderate)
(severe)[/table][table=head;width=400][B]MINOR STRESS[/B]
[ ] [B]Angry[/B]
[ ] [ ] [B]Winded[/B][/table]
[table=head;width=400][B]MAJOR STRESS[/B]
[ ] [ ] [B]Stunned[/B][/table]
[table=head;width=400][B]CRITICAL STRESS[/B]
[ ] [ ] [B]Broken[/B][/table][table=head;width=400][B]ARMOR (If Applicable)[/B]
[Center][ ][/center]
[/table][table=head;width=400][B]SHIELD (If Applicable)[/B]
[Center][ ] [ ] [ ] [ ][/center]
[/table][TABLE="head;width=400"]{colsp=4}[b]INVENTORY[/b]
[center][TABLE="css=cent;head"][b][u]Armor/Shield[/b][/u]
[b][u]Item[/b][/u]
[b][tt=Light Shield]Shōri's scabbard activates an energy shield when needed.[/tt][/b]|
[b][/b]|
[b][/b]|
[b][/b]|
[b][/b]|
[/table][/center]|[center][TABLE="css=cent;head"]{colsp=2}[b][u]Weapons[/b][/u]
[b][u]Item[/b][/u]|[b][u]Tier[/b][/u]
[b][tt=Tritanium Monoblade]slightly curved, totally deadly.[/tt][/b]| Heavy |
[b][/b]| |
[b][/b]| |
[b][/b]| |
[b][/b]| |
[/table][/center]|[center][TABLE="css=cent;head"][b][u]Tools[/b][/u]
[b][u]Item[/b][/u]
[b][tt=X]X[/tt][/b]|
[b][/b]|
[b][/b]|
[b][/b]|
[b][/b]|[/table][/center]|[center][TABLE="css=cent;head"][b][u]Flavor/Other Items[/b][/u]
[b][u]Item[/b][/u]
[b][tt=Kimono Vac-Suit]Environmental Protection only; decorated with flowers and hikari in various "states"[/tt][/b]|
[b][tt=Ear Worm]basically a Babel fish and communicator?[/tt][/b]|
[b][/b]|
[b][/b]|
[b][/b]|[/table][/center][/table][/table]
[/center][/FIELDSET]
__________________
"The last enemy that shall be destroyed is death."
Status: Stable. ish.
Last edited by ElderOblex; Apr 5th, 2022 at 01:35 AM.
When you work on a clock with rig or hack, or when you study a schematic, fill +1 segment.Tinker | When you acquire parts or equipment during downtime, you may either gain 2 assets, or gain +1 effect level on the roll.Junkyard Hunter
△▽ Slice, a junkyard owner.
△▽ Nisa, a previous employer.
△▼ Stev, a gambler of ill repute.
▲▽ Len, a black market dealer.
△▽ Kenn, a family member.
Below the table can immediately follow the Prepared Spells
Cantrips: Mage Hand, Prestidigitation, Ray of Frost
L1 Spells: Burning Hands, Charm Person, Mage Armor, Magic Missile, Shield, Sleep
L2 Spells: nonelist of Prepared Spells. ( Equipment ) could then be moved after physical weapons.
Denair, proficiency bonus: +2Level 1 (XP 0) +1 to all ability scoresHumanBattle Master potential [see Note 1]Fighter
Condition: normal
mod
proficiency to Dexterity and Constitution [see Notes 2,3]Saves
Attack Bonus = proficiency bonus + Dex mod
proficient with: Dagger, Rapier, Shortsword (Finesse weapons) [see Note 6]
fighting style: Dueling, which gives +2 to damage when wielding one melee weapon in one hand and no other weaponMelee capacity: to Hit +5, Attack Bonus = proficiency bonus + Dex mod
proficient with all simple ranged: Dart, Light Crossbow, Shortbow, Sling
can throw the Dagger (see Weapon 2) [see Note 6]Ranged capacity: to Hit +5
Rapier [see Note 7]
- function:
main weapon
- held:
in Right Hand
- category:
melee
- looks:
simple design, unardorned
- condition:
seviceable
- range:
app. 3' to 6'
- properties:
Finesse
- damage:
1d8+5 (as the single weapon used)
- type:
piercing
- about the range:
- the length of the weapon is ~3'5"
- the length of the arm is ~2'8"
- the Rapier may be used at a slightly inclined angle, up-close
- about the damage bonuses:
- they come from Dexterity (+3) and Dueling (+2)
- the Dueling bonus is applied if the Rapier is the only weapon in useWeapon 1: 1d8+5pierce, Dagger [see Note 7]
- function:
occasional secondary weapon
- held:
in Left Hand
- category:
melee/thrown
- looks:
simple design, unardorned
- condition:
seviceable
- range:
under 3'
- properties:
Finesse, Light, Thrown (range 20/60)
- damage:
1d4+5 (as the single weapon used)
- type:
piercing
- the range is given by the length of the arm (~2'8")
- about the damage bonuses:
- they come from Dexterity (+3) and Dueling (+2)
- the Dueling bonus is applied if the Dagger is the only weapon in useWeapon 2: 1d4+5pierce
Born in Neverwinter, to a less prominent noble family, Denair showed little promise compared to his siblings. Although smart and not lacking talent, he took the gaining of skill and knowledge lightly - his airy mind inclining him to treat all as amusements. His was a lighthearted approach to existence, not matched by the facing of hardships or by involvement with the power struggles of that time. As he neared his coming of age, the sheltered Denair became more aware of the harsher realities of life in the city. His idealized view on things - where everyone had a place and all would turn out well - started to crack. Its place was slowly taken by inner conflict, as he saw his notion of good challenged by people's natures and means. What threatened to trouble him the most were the arguments against his father, on one side, and Lord Neverember, on the other - the latter secretly being admired by Denair for his deeds aimed at general welfare.
Following His Lordship's instatement as rightful ruler, the Ambermores - who supported the Sons of Alagondar - fell unto hard times. The heavy taxes and loss of connections brought an abrupt ending to their life of high status and comforts. Reduced to being the equals of traders and craftsmen, the family soon had to employ its talents on whatever avenues, to make it over this major hurdle. Of all, Denair found it the hardest to adapt, as his carefree heart suddenly became burdened with both their predicament and his helplessness against it. He took to wondering the streets, beset by dark moods - and one day gave in to anger, in response to some brute's insult. His rapier jumped out of sheath and left that fellow a lasting memory. Afraid of repercussions to the family, Denair's father saw no solution other than his secret departure. Next morning, brooding over his fate and wondering if he will ever see his kin again, the young man was on the road to Phandalin, a member of some Rockseeker's expedition. Lord Neverember was relying on such adventuring bands in dealing with matters outside the walls, and the selection criteria were rather lax. Upon success, he would gain favor for his family and might even find good employment within the city guard. But Denair was to travel incognito - as failure he alone was to carry into oblivion...
-ideals:
Ideals... Would he only be able to return safely home! ...If he could also succeed in this quest brought upon him, ensuring thus his family's good standing, how fortunate that would be... His childish vision on life, if that can be called an ideal, Denair doesn't even dare to remember now. The goodness in his heart does seek to take shape, but his understanding and control of things are too much of a mess to allow it a clear path.
-bonds:
Of his heart's ties, that with his family remained the least disrupted. While Denair never liked the burden of being a 'credit' to them, he cares the most about their safety and wellbeing. For his attempted role model - Lord Neverember, should admiration have spilled into that, Denair carried now feelings too contrary to see service to Him as more than something he's forced to make use of. And after all, the grounds for that model - the care for the common citizens - was mostly a romantic idea Denair used to entertain. Now that he sees himself devoid of status and among strangers, to a life where everyone seeks his own interest and fends for himself, there is little reason to hang unto such dreams.
-flaws:
Denair's background did not prepare him to stand on his own two feet in the world. The sudden change in his life also made him question his own identity. In dealing with any situation he has very little to rely on: He'll either go with whatever his intuition nudges him do, or hesitate - avoiding decisions if possible. His preference for refined things makes mingling with common folk difficult and things ranging from gross to rough may occasionally cause distraction, even when least desirable. Denair is also preoccupied with keeping his origins secret, and he fears he might unknowingly betray them. This constantly being on guard is a quite tiring task...
-traits:
By necessity and sometimes tastes, Denair keeps to himself and acts evasively when having to mingle or asked of personal matters. If he feels cornered in, he might even reach for his blade - although his recent fighting experience made him somewhat cautious against his instincts. His view on things being so confused now, he can rely on little more than a moment's feeling for drive - but he takes pains to seek and follow a sense of order, however faint. In a group, while maintaining some degree of suspicion - Denair would go with the decisions of those that seem to know what they're doing. He would also try, against his habitual negligence, to pick up something of other's skills and reasoning - in order to increase his chances of survival. He'll have a hard time dealing with the ill-mannered, the offensive and the bullies, though.
-gender: Male, age: young adult [see Note 12]
-eyes: hazel, hair: black, skin: pale almond
-height: 6 ft, size: Medium
When Denair does not manage to hide his face, the fine lines of a life free of hardship stand out. Their elegant, highborn assembly is marred by a recent addition - a trench in his brow's middle, which quickly darkens as he frowns. The look in his eyes, sometimes sad, sometimes lost or aloof gives color to an otherwise unremarkable expression.
Denair's outfit is a display of dark greys and purples: a set of common clothes, light leather armor over them, and over all - a cloak. The armor protects his upper body, forearms and lower legs. They all show signs of wear and seem to fit him well - although he looks uncomfortable in them. They bear no marks of any kind and Denair wears no jewelry. To the left of his belt is tied the rapier's sheath, at his right hip a dagger hides.
Denair's is an average physique, not built for feats of strength - his agility being rather explained by play developed talent, than trained muscle. His posture is a mixture of awkward restriction and carefree habits. Under the spell of his darker moods, he may stoop. No physical defects or wounds hinder him and, with the exception of a few sunspots, his delicate skin is clean.
[ 1] (future topic)Martial Achetype: Battle Master seems the most suitable (of the standard types); in spite of Daneir's shortcomings.
[ 2] Save proficiency: Dexterity - Denair is nimble and rather quick with his arms, which should at least count for saving him in some dangerous situations.
[ 3] Save proficiency: Constitution - While Denair could not have grown tough, given his sheltered life of comforts, he was born with enough resilience to assure him good health even in moderately trying circumstances.
[ 4] Denair's height, weight and even speed are not that round figures, but why stumble on such minor details...
[ 5] Carrying Capacity and Push/Drag/Lift weights - The actual numbers can be expected to be considerably less than those determined by the sheet here at RPGX.
[ 6] Armor and Weapons proficiency - Armor of rough materials or cumbersome would not match Denair's physique or the social standards of his life so far. From melee Weapons, only those called Versatile were said to fit, and the ranged - he has some experience with but no favorites; hence starting out on this trip with none.
[ 7] wielded Weapons: Rapier (and Dagger) - In accordance with the Fighting Style chosen (Dueling), Denair would generally use only his Rapier to fight. In certain situations, however, he has the option of also wielding the Dagger, in his left hand. He would still be fighting single handedly then - the choice of weapon being only an adaptation to fighting range: under 3 ft the Dagger would hit without penalty.
[ 8] Skill proficiency: none - Denair's airy approach to development and life, in general, prevented him from mastering any skill.
[ 9] Languages - What was said of Skills applies here as well, although - as it can be expected of a noble - Denair had lessons in languages other than Common. He quickly forgot most of he was thought, except for a few words - insufficient for speaking or even sufficiently understanding speech or writing.
[10] Personality - Denair's is in a state of transition, forced as he is to redefine himself in the midst of unpredictable circumstances. He is at a turning point in his life: from Chaotic Neutral to Neutral Good, from irresponsible to involved and dependable, from carefree to painstaking, from relying on social standing to relying on his own abilities, from the gratuitous circle of family and play friends to potential ties based on his deeds.
[11] Personality: deity - Whatever name or shape Denair may have associated with good, will remain a part of his childhood's mythology only. No deity ever revealed to him and he never felt driven to pray divine assistance.
[12] Appearance: age - "Young adult" i take to mean about 18 years old; can be more.
-
[spoilerbutton=STATS+]
[url="http://www.rpgcrossing.com/profiler/view.php?id=90657"]Denair[/url], [tt="Level"]proficiency bonus: +2[/tt] 1 (XP 0) [tt="Human"]+1 to all ability scores[/tt] [tt="Fighter"]Battle Master potential [see Note 1][/tt]
Condition: normal
[table]||[u]mod[/u]|[tt="Saves"]proficiency to Dexterity and Constitution [color=blue][see Notes 2,3][/color][/tt]|||
[b][tt="Str"]Athletics[/tt][/b]: |13(13) |[right]+1[/right] |[center]+1[/center] ||[b]Speed[/b]: 30|[b]Size[/b]: Medium
[b][tt="Dex"]Acrobatics, Sleight of Hand, Stealth; AC, Initiative, Attack Bonus[/tt][/b]: |16(16) |[right]+3[/right] |[center]+5[/center] |[b][tt="AC"]Leather Armor, AC = 11 + Dex mod; protects his chest, forearms and lower legs[/tt][/b]: 14|[b]Initiative: +3[/b]|[b][tt="Height"][color=blue][see Note 4][/color][/tt][/b]: 6 ft
[b][tt="Con"]HP[/tt][/b]: |14(14) |[right]+2[/right] |[center]+4[/center] |[b][tt="HP"]max HP = 10 from hit dice + Con mod[/tt][/b]: 12(12) ||[b][tt="Weight"][color=blue][see Note 4][/color][/tt][/b]: 160 lb
[b][tt="Int"]Arcana, History, Investigation, Nature, Religion[/tt][/b]: |15(15) |[right]+2[/right] |[center]+2[/center] |[b]Temp HP[/b]: 0 ||
[b][tt="Wis"]Animal Handling, Insight, Medicine, Perception, Survival[/tt][/b]: |11(11) |[right]0[/right] |[center]0[/center] |[i][tt="S. Wind"]Second Wind: regain 1d10+1 HP as a bonus action; once until resting[/tt][/i] |[b][tt="Perception"]passive = 10 + Wis mod[/tt][/b]: 10 |[center][tt="..."][color=blue][see Note 5][/color][/tt][/center]
[b][tt="Cha"]Deception, Intimidation, Performance, Persuasion[/tt][/b]: |9(9) |[right]-1[/right] |[center]-1[/center] |[tt="hit dice"]d10, available to spend: 1 out of 1[/tt]: 1(1) ||[b][tt="Carried"]19 lb without the backpack[/tt][/b]: 43 lb
||||||
{colsp=2}[tt="unskilled"]no bonuses to Skills, as he did not study hard enough [color=blue][see Note 8][/color][/tt]|{colsp=2}[tt="other"]Playing cards 'proficiency'[/tt] |[tt="Languages"]Common [color=blue][see Note 9][/color][/tt] ||[tt="Money"]gp: 2, sp: 10, cp: 20[/tt][/table]
[tt="Melee capacity"]Attack Bonus = proficiency bonus + Dex mod
proficient with: Dagger, Rapier, Shortsword ([i]Finesse[/i] weapons) [color=blue][see Note 6][/color]
fighting style: Dueling, which gives +2 to damage when wielding one melee weapon in one hand and no other weapon[/tt]: to Hit [b]+5[/b], [tt="Ranged capacity"]Attack Bonus = proficiency bonus + Dex mod
proficient with all simple ranged: Dart, Light Crossbow, Shortbow, Sling
can throw the Dagger (see Weapon 2) [color=blue][see Note 6][/color][/tt]: to Hit [b]+5[/b]
[table]- function: |main weapon
- held: |in Right Hand
- category: |melee
- looks: |simple design, unardorned
- condition: |seviceable
- range: |app. [b]3'[/b] to [b]6'[/b]
- properties: |[i]Finesse[/i]
- damage: |[b]1d8+5[/b] (as the single weapon used)
- type: |[i]piercing[/i][/table]
- about the range:
- the length of the weapon is ~3'5"
- the length of the arm is ~2'8"
- the Rapier may be used at a slightly inclined angle, up-close
- about the damage bonuses:
- they come from [i]Dexterity[/i] (+3) and [i]Dueling[/i] (+2)
- the [i]Dueling[/i] bonus is applied if the Rapier is the only weapon in use[/tt]: [b]1d8+5[/b] [i]pierce[/i], [tt="Weapon 2"][b]Dagger[/b] [color=blue][see Note 7][/color]
- the range is given by the length of the arm (~2'8")
- about the damage bonuses:
- they come from [i]Dexterity[/i] (+3) and [i]Dueling[/i] (+2)
- the [i]Dueling[/i] bonus is applied if the Dagger is the only weapon in use[/tt]: [b]1d4+5[/b] [i]pierce[/i]
Looking pretty sharp, @ultracheng - although the intention of this thread is stat blocks for use in RPGX game posts, as in the text-based arrays above. Do you have a text-based version of this, or something otherwise usable within an RPGX post?