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Old Dec 13th, 2021, 03:49 PM
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Post Share your character stat block templates!

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.

CONTENTS
13th Age 1
D&D 5e 1, 2, 3
Fate 1, 2, 3
Forbidden Lands 1
Masks: A New Generation 1
Monster of the Week 1
Pathfinder 1e 1, 2, 3, 4, 5, 6, 7, 8
Scum & Villainy 1
Shadowrun 1
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Last edited by HotsuSama; Jan 5th, 2023 at 10:52 PM.
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Old Dec 13th, 2021, 03:59 PM
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Fate Core

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]
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Last edited by HotsuSama; Dec 13th, 2021 at 04:20 PM.
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Old Dec 13th, 2021, 05:53 PM
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PF1e Melee Stat Block


Melliare Wenderdam
Vital Statistics
HP:16/16Armor Class19Strength18
Speed20 ftTouch AC11Dexterity12
Initiative+1Flat-Footed18Constitution14
Fortitude+5BAB+1Intelligence12
Reflex+1CMB+5Wisdom7
Will+0CMD16Charisma16
Melee
Longsword at +51d8+4 (19-20/x2)
Warhammer at +51d8+4 (x3)
Dagger at +51d4+4 (19-20/x2)
Ranged
Dagger at +21d4+4 (19-20/x2)
Miscellaneous
SensesPerception -2
LanguagesCommon, Celestial
FeatsPaladinLight Armor Proficiency, PaladinMedium Armor Proficiency, PaladinHeavy Armor Proficiency, PaladinShield Proficiency, PaladinSimple Weapon Proficiency, PaladinMartial Weapon Proficiency (all), Level 1Shield Focus, HumanToughness
SkillsDiplomacy +9, Intimidate +8, Knowledge (Religion) +6
Class Abilities:Smite Evil 1/day, Lay on Hands (1d6) 1/day
Status Effects:None
Consumables:None

[table="head;width=50%"][size=4][b][u][url=https://www.rpgcrossing.com/profiler/view.php?id=84953]Melliare Wenderdam[/url][/u][/b][/size]
[table="head;width=100%"]{colsp=6}[b]Vital Statistics[/b]
[b]HP:[/b]|16/16|[b]Armor Class[/b]|19|[b]Strength[/b]|18
[b]Speed[/b]|20 ft|[b]Touch AC[/b]|11|[b]Dexterity[/b]|12
[b]Initiative[/b]|+1|[b]Flat-Footed[/b]|18|[b]Constitution[/b]|14
[b]Fortitude[/b]|+5|[b]BAB[/b]|+1|[b]Intelligence[/b]|12
[b]Reflex[/b]|+1|[b]CMB[/b]|+5|[b]Wisdom[/b]|7
[b]Will[/b]|+0|[b]CMD[/b]|16|[b]Charisma[/b]|16[/table]
[table="head;width=100%"]{colsp=2}[b]Melee[/b]
[b]Longsword[/b] at +5|1d8+4 (19-20/x2)
[b]Warhammer[/b] at +5|1d8+4 (x3)
[b]Dagger[/b] at +5|1d4+4 (19-20/x2)[/table]
[table="head;width=100%"]{colsp=2}[b]Ranged[/b]
[b]Dagger[/b] at +2|1d4+4 (19-20/x2)[/table]
[table="head;width=100%"]{colsp=2}[b]Miscellaneous[/b]
[b]Senses[/b]|Perception -2
[b]Languages[/b]|Common, Celestial
[b]Feats[/b]|[tt=Light Armor Proficiency]Paladin[/tt], [tt=Medium Armor Proficiency]Paladin[/tt], [tt=Heavy Armor Proficiency]Paladin[/tt], [tt=Shield Proficiency]Paladin[/tt], [tt=Simple Weapon Proficiency]Paladin[/tt], [tt=Martial Weapon Proficiency (all)]Paladin[/tt], [tt=Shield Focus]Level 1[/tt], [tt=Toughness]Human[/tt]
[b]Skills[/b]|Diplomacy [b]+9[/b], Intimidate [b]+8[/b], Knowledge (Religion) [b]+6[/b]
[b]Class Abilities:[/b]|Smite Evil 1/day, Lay on Hands (1d6) 1/day
[b]Status Effects:[/b]|None
[b]Consumables:[/b]|None[/table][/table]
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Last edited by Ziether; Dec 13th, 2021 at 06:02 PM.
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Old Dec 13th, 2021, 06:57 PM
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simple one

Malifeek the Jackal
HP: 120/120 Senses: Initiative: +5; Perception: +16,
AC (Normal, Touch, Flat): 28; 22; 25
Saves: Fort +16, Ref +15, Will +19
CMB 10/5 CMD 23:
Languages: Common, Gith, Infernal, Draconic
Feats of interest: Dodge/Mobility; Evasion/Improved Evasion;
Low Light Vision 60'


[URL="https://www.rpgcrossing.com/profiler/view.php?id=72365"]Malifeek the Jackal[/URL]
[SIZE="1"][B]HP: [/B]120/120 [B]Senses: [/B]Initiative: +5; Perception: +16,
[B]AC (Normal, Touch, Flat):[/B] 28; 22; 25
[B]Saves:[/B] Fort +16, Ref +15, Will +19
[b]CMB 10/5 CMD 23:[/b]
[B]Languages:[/B] Common, Gith, Infernal, Draconic
[B]Feats of interest[/B]: Dodge/Mobility; Evasion/Improved Evasion;
[B]Low Light Vision 60'[/B][/size]
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Old Dec 13th, 2021, 06:58 PM
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more complex

left-aligned image
Xi
HP: 45* Senses: Initiative: +4; Perception: +12,
AC (Normal, Touch, Flat): 18; 15; 14
Saves: Fort +8, Ref +8, Will +6
CMB +5 CMD 19:
Languages: Common, Tien, Elven, Sylvan
Feats: Improved Unarmed Strike; Precise Shot; Perfect Strike; Point Blank Shot; Weapon Focus (bow); Point Blank Master; Deadly Aim; Weapon Finesse; Combat Expertise; Combat Reflexes; Dodge; Mobility; Zen Archery;
Low Light Vision 60'


[IMGL]https://s-media-cache-ak0.pinimg.com/736x/63/ac/bd/63acbd72296d11c559ee803ee38b32fe.jpg[/imgl] [URL="https://www.rpgcrossing.com/profiler/view.php?id=61774"]Xi[/URL]
[SIZE="1"][B]HP: [/B]45* [B]Senses: [/B]Initiative: +4; Perception: +12,
[B]AC (Normal, Touch, Flat):[/B] 18; 15; 14
[B]Saves:[/B] Fort +8, Ref +8, Will +6
[b]CMB +5 CMD 19:[/b]
[B]Languages:[/B] Common, Tien, Elven, Sylvan
[B]Feats[/B]: Improved Unarmed Strike; Precise Shot; Perfect Strike; Point Blank Shot; Weapon Focus (bow); Point Blank Master; Deadly Aim; Weapon Finesse; Combat Expertise; Combat Reflexes; Dodge; Mobility; [STRIKE]Zen Archery[/STRIKE];
[B]Low Light Vision 60'[/B]


Items: +1 Adaptive Composite Longbow, Arrows; Haversack – Camping Gear, bedroll, candle, mess kit, personal stuff, rations.
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Old Dec 13th, 2021, 07:01 PM
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traditional stat block


Elyzha
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. Elf Magus (Bladebound hexcrafter) ♦ 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 ♦Class Skills
Attribute Score Mod
Str14/+2Int20/+5 
Dex18/+4Wis13/+1 
Con16/+3Cha13/+1 
Sheet
Defenses
HP90/90CMD23
AC22Fort14
Tch15Ref11
Flat18Will12
Field
Percep20Init+4
Speed30
SensesLL/DV 60'
H. Pts0
Magus
Arcana Pool8/dx 
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 Pool3/dx 
Cast Check+19- 
vs 15+2x-
Equipment
Handy Haversack: Std Adv Gear 
  
Spells Known
Prestidigitation0
Detect Magic0
Read Magic0
Mage Hand0
Brand/Arcane Mark0
--
Shocking Grasp1
Mage Armor1
True Strike1
Floating Disk1
X1
X1
--
Defending Bone2
Glitterdust2
Blindness2
Euphoric Cloud2
Frigid Touch2
--
Vampiric touch3
Bestow Curse3
Dispel Magic3
X3
--
Dimension Door4
Greater Invisibility4

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]
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Old Dec 13th, 2021, 07:03 PM
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complex stat block

Esprix Malshanse
Ratfolk WitchArcane 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 
Attributes
Str10+0
Dex17+3
Con15+2
Int22+6
Wis11+0
Cha12+1
Defenses
HP56
AC20
Touch14
Flat17
Fort+6
Ref+7
Will+7
Senses
Percept+16
Init+11
--
Speed20
Dark Vision 60'Vision-
Common, Draconic, Undercommon, Aklo, RatCant, DwarvenLanguages 
Key Skills
Spellcraft14
Stealth12
Fly11
Craft: Alchemy12
Ride10
Feats
Extra HexSpell Penet
Extra HexAccursed Hex
Shield AllyHealer Touch
-Mount Combat
xxx 

Equipment
Std Adventure Gear 
Headband Charisma 
Magic Torque 
Pearl of Power 
Sleeves of many garments 
Magic Slingpack 
x 
Spells Known
--
--
--
--
--
--
--
--
--
Updraft1
More Spells Known
--
--
--
--
--
--
--
--
--
--

Hexes
CackleMove 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 EyeThe 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.
MisfortuneThe 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.
SlumberA 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]
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[/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
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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
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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]
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Old Dec 13th, 2021, 07:03 PM
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My most complex stat block

Malifeek, the Jackal
GithyankiSoulweaver/Collective WraithWraithLevel 10 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:
BlessingsBlights 
Attributes
Str12/+1
Int19/+4
Dex18/+4
Wis12/+1
Con16/+3
Cha25/+7
Defenses
HP110/110
AC29
Tch13
Flat25
Fort+10
Ref+15
Will+12
Spell ResistanceSR16
Senses
Perception+14
Init+6
Speed30
Dark Vision60'
Common, Gith, Draconic, Infernal, Undercommon, Abyssal, DarkspeechLanguages 
Key Skills
Intimidate23
Know Religion21
Acrobatics18
Diplomacy18
Use Magic18
Stealth20
Know Arcana17
Feats
Gain the Basic Magic Training Feat: Mind Sphere.Basic Magic: Mind+1 DC "Death" Sphere EffectsSpell Focus Death Sphere
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 channelWhen 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+1 Caster Level "Death" Sphere EffectsMage Tattoo
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 ReanimationYou 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 MasteryYou 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 NecromancyYou 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 UndeadWhen 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 DeathIncrease 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.EmpoweredYou 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).
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.
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.
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
fd.-
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Leadership Sphere
Choose a Leadership package you do not possess. You gain that package.Expanded leadershipWhen 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.
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.
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.
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.
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
Your cohorts can have magic,Magic Cohort
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.
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.
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 BombI can fly. Mum can'tGhost Glide
fd.-fs.-fd.-
fd.-fs.-
fd.-fs.-
When you gain the Mind sphere, you gain the following charm:
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.
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.
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.
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).
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.
Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.
Enthrall
fs.Charm
fd.Mind ControlYou 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.
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.
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.
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 Staticfs.-
 
Mum Maw Morta
 
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)
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.
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.
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.
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.
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.
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.
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.
Channel Mastery
At 8th level, channeling energy to add the benefits of any one (channeling) feat to that channeling.
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.
Divine Soul
At 8th level, channeling energy to increase the die size to d10s instead of d6s.
Blessed Soul
At 8th level, immediate action to allow a target to reroll a saving throw it just failed.
Summon Spirit IIIAt 12th level, summon either 1 wraith, 2 shadows, or 4 poltergeists.
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.
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.
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.
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.
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 CastingYour 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
OathboundIf 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 x2You 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.
WitchmarkedSome 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 LoyaltyGith the Lich Queen
Oath of OfferingsHalf gold to Gith
Oath of AbstentionYou 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.
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 AnkhCalled, Erudite:
Handy Haversack-Soul Soap/Traveler's Anytool/Standard Items
Wands Cure Light Wounds, Cause Light Wounds
Martial Sphere
Commando-
Unarmored TrainingYour 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.
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 SphereTraining 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).
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.
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.
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.
LeadershipBecomes an Extra talent
--
Equipment
Std Adventure Gear 
Canteen (2)Candles (10)
Fishing Line & HooksBells (5)
MagnetCompass
Winter BlanketBedroll
Silk Rope (50’)Powder
ChalkMirror
EarplugsNotebook
Ink/penCharcoal
Flint & SteelOil
Tindertwig (5),Soap
Bullseye LanternMess Kit
Grappling Arrow(or hook)Sling
Signal WhistleKnives
Deck of CardsPitons
Tent QuarterVials
Cold Iron Dagger,  
healing kit 
x 
 
 
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Old Dec 13th, 2021, 08:14 PM
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MASKS: A NEW GENERATION


Hero NameOverwrite
Real NameAri Dalahan
Age16
Potential
XXXOO
On MeInfluenceOn Them
XChandra/SnapsX
XA.G./WallflowerX
OErnesto/SyzygyO
XMatty/EdgeX
Labels
Danger0
Freak-1
Savior+1
Superior+2
Mundane+1
Conditions
-2 to comfort or support someone or pierce the maskAngryYes
-2 to directly engageAfraidNo
-2 to provoke someone or assess the situationGuiltyNo
-2 to unleash your powersHopelessNo
-2 to stand in defense or reject what others say about you or the worldInsecureNo
Abilities
Superhuman physique
Hacking
Supercomputer, communicators, simple robotsMentor resources
Moves
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


[CENTER][table]{colsp=2}[table="width=305"][B]Hero Name[/B]|Overwrite
[B]Real Name[/B]|Ari Dalahan
[B]Age[/B]|16[/table][table="head;css=cent;width=305"]{colsp=5}[B]Potential[/B]
X|X|X|O|O[/table][table="head;css=cent;width=305"][I]On Me[/I]|[B]Influence[/B]|[I]On Them[/I]
X|Chandra/Snaps|X
X|A.G./Wallflower|X
O|Ernesto/Syzygy|O
X|Matty/Edge|X[/table]

[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]
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Old Dec 13th, 2021, 10:13 PM
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More of a Character Sheet for FATE: Core, but I thought it worth sharing.

Stat Block
Shōri Ha-kata / Hikari
FATE POINTS: 3 (5) REFRESH: 3
ASPECTS
High Concept/Aptitude: Invoke: "Witness my warlike, worldly-wise ways!" / Compel: "I see my reputation precedes me..."Business and/or Pleasure: Hightailed Hikari for Hire
Trouble/D Class: Invoke: "I see my reputation precedes me!" / Compel: "Tell me I can't do it. One. More. Time."Everybody Wants to Rule the Multiverse
Background:Invoke: "Sometimes, battles are won by sheating one's sword." / Compel: "Emotion is weakness, and weakness is the enemy."I Wanna Know What Love Is
Background:Invoke: "One must be willing to pillage, for power and prestige..." / Compel: "What is a person, without his principles?"To Forge A New Path, One Must Burn A Few Bridges
Captain:XX
Berth:Invoke: 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. / Compel: Shori's laser-focus on The Abbot's opinion of him makes him overlook... other things.The Bunny Must Save Face Before the Bot
Berth:XX
Species Abilities
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.Strike to the Heart (-1)
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.Menacing Legacy (+0)
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.Timpanic Senses (-1)
XX
SKILLS
Superb (+5)
Great (+4) Fight
Good (+3) Athletics Physique  
Fair (+2) Command Rapport Stealth  
Average (+1) Contacts Empathy Haggle Survival
STUNTS
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.Heavy Hitter
+2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.Hardcore Parkour
Debt
1[x] 2[x] 3[x] 4[x] 5[x] 6[x] 7[x] 8[x] 9[x] 10[ ]
GENERAL CONSEQUENCES
(mild)
(moderate)
(severe)
MINOR STRESS
[ ] Angry
[ ] [ ] Winded
MAJOR STRESS
[ ] [ ] Stunned
CRITICAL STRESS
[ ] [ ] Broken
ARMOR (If Applicable)
[ ]
SHIELD (If Applicable)
[ ] [ ] [ ] [ ]
INVENTORY
Armor/Shield
Item
Shōri's scabbard activates an energy shield when needed.Light Shield
 
 
 
 
Weapons
ItemTier
slightly curved, totally deadly.Tritanium Monoblade Heavy
 
 
 
 
Tools
Item
XX
 
 
 
 
Flavor/Other Items
Item
Environmental Protection only; decorated with flowers and hikari in various "states"Kimono Vac-Suit
basically a Babel fish and communicator?Ear Worm
 
 
 


 
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Old Dec 16th, 2021, 07:41 AM
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My favorite block for DND5e that I stole from someone else

StatBlock
ActionsMove: -
Action: Channel Divinity: Night's Chill (CON 15 or 21pts cold damage, half on save)
Bonus Action: Cast: Spiritual Weapon
Free Action: -
Reaction: -
Interaction: -
Contingencies: -
Notes/Rolls:
left-aligned image

Renfield Weavers
Level 6 Kavir Wanderer Panthiest Priest [current: Moon Domain]
HP: 41/45 | AC: 14 (Scale Mail) | Speed: 30 Ft.| PP: 14 | HD: 6/6 d8+2
Initiative: -
Status: Curse lifted (ADV on CHA-checks)
Concentration:
Feats: Know Evil (Hero Handbook p.106)

Your time in the Black City left a mark on your spirit and your flesh. Dark deeds lie in your past, and you have a keen insight into the motivations of evil-aligned beings. Unless a creature's alignment is obscured by magical means, you know whether a creature's alignment is evil after interacting with it for a minute or more. Also, you must choose the location on your body where the five-spoked wheel was branded into your flesh. Showing the mark to bandits, criminals, burglars, thieves, and other unsavory types (GM's discretion) grants you advantage on Charisma checks when dealing with them, but good folk are likely to turn against you if your past is revealed.
Know Evil, Turn Undead, Destroy Undead, Night's ChillChannel Divinity, Moon's Grace

Starting at 1st level, you gain proficiency in the Perception and Stealth skills, and you don't have disadvantage on Stealth checks from wearing mediums armor.
Moon's Grace, Luminescent Aura

Starting at 6th level, you can emit a nimbus of light in a 30ft radius for a number of rounds equal to your cleric level. This acts a light spell but provides only dim illumination. All weapons and ammunition are treated as silvered while they're in the aura and for one round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn.
Luminescent Aura, Practiced Expert:

You have honed your proficiency with particular skills or tools, gaining the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20 {WIS}
  • You gain proficiency with one skill or tool of your choice. {Forgery Kit}
  • Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses the chosen proficiency. {Persuasion}
Practiced Expert(UA)
Skills: Animal Handling +7, Deception +5, Performance +5, Persuasion +8, Religion +4, Survival +7
Tools: Forgery Kit, Theives' Tools, Vehicles (Land)
Languages: Common, Minotaur
Combat Equipment: Dagger (+4<>1d4), Sling (+2<>1d4)

AbilitiesStrDexConIntWisCha
Score:91114121814
Modifier:-1+0+2+1+4+2
Saves:-1+0+2+1+7+5

 

 


 
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Last edited by Retry; Dec 16th, 2021 at 07:41 AM.
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Old Dec 16th, 2021, 07:51 AM
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Using this one for Scum and Villiany, which is a Blades in the Dark hack. So it might be easily adjustable for BitD.

StatblockOscar Ryle | "Lucky" | Human Male | Mechanic

Heritage: Spacer (Station Mechanic) | Background: Guilder ((Ex)Starsmith Guild)

Vice: Gambling (Racetrack-Races)

Stress[♦][♦][♦][ ][ ][ ][ ][ ][ ]
Trauma[ ][ ][ ][ ] cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
 Armor [ ]Heavy [ ]Special [ ]
INSIGHT: 3
ᐅ ᐅ Doctor
⯈ ᐅ Hack
⯈ ⯈ Rig
ᐅ ᐅ Study
PROWESS: 2
ᐅ ᐅ Helm
ᐅ ᐅ Scramble
ᐅ ᐅ Scrap
ᐅ ᐅ Skulk
RESOLVE: 1
ᐅ ᐅ Attune
ᐅ ᐅ Command
ᐅ ᐅ Consort
ᐅ ᐅ Sway
Harm
3
<injury>
HELP
2<injury><injury>-1D
1<injury><injury>LESS
Recovery [ ][ ][ ][ ][ ][ ]

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

 


 
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Old Apr 4th, 2022, 10:09 AM
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DnD 5e
The stats table can be extended to include This is a sample from my other character, the wizard Melnik.

Spellcasting
ability:
Intelligence
tradition:
Abjuration
feat:
Arcane Ward
save DC:
14
prepared:
5(6)
L1 slots:
2(3)
L2 slots:
0(0)
Spellcasting details.
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: none
list of Prepared Spells. ( Equipment ) could then be moved after physical weapons.
StatblockDenair, proficiency bonus: +2Level 1 (XP 0) +1 to all ability scoresHuman Battle Master potential [see Note 1]Fighter

Condition: normal

  modproficiency to Dexterity and Constitution [see Notes 2,3]Saves   
AthleticsStr: 13(13)
+1
+1
 Speed: 30Size: Medium
Acrobatics, Sleight of Hand, Stealth; AC, Initiative, Attack BonusDex: 16(16)
+3
+5
Leather Armor, AC = 11 + Dex mod; protects his chest, forearms and lower legsAC: 14Initiative: +3[see Note 4]Height: 6 ft
HPCon: 14(14)
+2
+4
max HP = 10 from hit dice + Con modHP: 12(12)  [see Note 4]Weight: 160 lb
Arcana, History, Investigation, Nature, ReligionInt: 15(15)
+2
+2
Temp HP: 0   
Animal Handling, Insight, Medicine, Perception, SurvivalWis: 11(11)
0
0
Second Wind: regain 1d10+1 HP as a bonus action; once until restingS. Wind passive = 10 + Wis modPerception: 10
[see Note 5]...
Deception, Intimidation, Performance, PersuasionCha: 9(9)
-1
-1
d10, available to spend: 1 out of 1hit dice: 1(1)  19 lb without the backpackCarried: 43 lb
       
no bonuses to Skills, as he did not study hard enough [see Note 8]unskilledPlaying cards 'proficiency'other Common [see Note 9]Languages  gp: 2, sp: 10, cp: 20Money

equiped items: 19 lbbackpack items: 24 lb 
Rapier: 2 lbBackpack: 5 lb 
(Dagger: 1 lb)Mess Kit: 1 lb 
Common Clothes: 3 lbRations (3): 6 lb 
Leather Armor: 10 lbWaterskin: 5 lb 
Cloak: 3 lbHealer's Kit: 3 lb 
 Tinderbox: 1 lb 
 Torches, 3: - lb 
 Blanket: 3 lb 
( Equipment )

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 weapon
Melee 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 use
Weapon 1: 1d8+5 pierce, 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 use
Weapon 2: 1d4+5 pierce

 
 
 
 

 


 

Last edited by writelite; Apr 6th, 2022 at 07:44 AM.
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Old Jun 18th, 2022, 11:43 AM
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ultracheng ultracheng is offline
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Here are the character sheets I created. See if it's easy to understand and use.




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Old Jun 18th, 2022, 05:55 PM
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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?
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