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Luiz

Knazyr Thalandrien

Darkvision (60)

Player Name

Character Name

VISION

Yet Another

Pele vermelha, olhos amarelos, cabelos negros, longos e lisos, chifres curtos e cuidadosamente modelados para trs.

Tiefling

Medium

Race

Region

Height

2nd Ranger/5th Rogue

Chaotic Neutral

Level/Class

Alignment
ABILITY
SCORE

ABILITY
MOD

STR

10

DEX

21

+5

TEMP
SCORE

TEMP
MOD

143 lbs

5 ft 10 in

Size

Weight

Hair/Eyes

HP

Age

SPEED

60

WOUNDS

Male

23 years
Deity

30

x4

ft
sq
BASE SPEED

NON-LETHAL

TEMP HP

INIT

+5

14
16

AC

+2

17

Total

TOUCH

BASE

ABILITY

BASE

REFLEX

14

BAB
CMD

TOTAL

CMB

5
TOTAL

BAB

5
BAB

MISC

Appraise

INT

Bluff

CHA

14

Climb

STR

Diplomacy

CHA

0
STR MOD

DEX MOD

0
SIZE MOD

Weapon 1

RANGE

#N/D

#N/D

DEFLECT

ARMOR

MOD.

MISC
MOD.

Disable Device

DEX

13

Disguise

CHA

10

Escape Artist

DEX

15

Fly

DEX

Handle Animal

CHA

Heal

WIS

Intimidate

CHA

Knowledge (arcana)

INT

Knowledge (dungeoneering)

INT

Knowledge (geography)

INT

Knowledge (local)

INT

Knowledge (nature)

INT

Linguistics

INT

Perception

WIS

13

Ride

DEX

Sense Motive

WIS

11

Sleight of Hand

DEX

15

Spellcraft

INT

Stealth

DEX

17

TEMP

SIZE MOD

HERO
POINTS

+ 10

MISC

Prestige Points

MISC
ATTACK BONUS

AMMUNITION

Critical

#N/D
DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 2
TYPE

#N/D

RANGE

#N/D
TYPE

TEMP

ARCANE
POOL

0
NATURAL

CONDITIONAL MOD

TEMP

MISC

10
0

ABIL
MOD

RANKS

MISC

RACIAL

STR MOD

0
SIZE
MOD.

MISC

RACIAL

ABILITY

SPELL
RESISTANCE

5
22

TOTAL

12

RACIAL

ABILITY

BASE

WILL

5
DEX
MOD.

FLATFOOTED

TOTAL

FORT

SHIELD
BONUS

BONUS

17

ARMOR

SKILL NAME

ABIL
SCORE

15

5 Cold, 5 Electricity, 5 Fire

10+

ft
BURROW

MISC

DEX

+3

14

ATTACK BONUS

Critical

Survival

WIS

#N/D

#N/D

Swim

STR

Use Magic Device

CHA

AMMUNITION

DAMAGE

#N/D

#N/D

SPECIAL PROPERTIES

Weapon 3
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

Critical

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES
CUSTOM TEXT

Weapon 4
TYPE

RANGE

#N/D

#N/D

SPECIAL PROPERTIES

AMMUNITION

ft
FLY

Acrobatics

ENERGY RESISTANCE

CHA

ft
CLIMB

+2
DAMAGE REDUCTION

WIS

ft

SWIM

SKILLS

CLASS

INT

10

RUN

DEX MOD

CON

Character Generator

Gender

ATTACK BONUS

Critical

#N/D

#N/D
DAMAGE

#N/D

LANGUAGES

Abyssal, Common, Elven, Infernal, Elven

-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the#dark up to 60 ft.

Defensive Trai
-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the#dark up to 60 ft.

Defensive Trai

PROTECTION

ABILITIES

----- CLASS ABILITIES --------- GENERAL FEATS -----

ARMOR
ACP

TYPE

SPELL FAILURE

SPEED

ARMOR BONUS

WEIGHT

MAX DEX BONUS

SPECIAL PROPERTIES

#N/D
SHIELD

SHIELD BONUS

MAX DEX

WEIGHT

CHECK PENALTY

SPELL FAILURE

SPECIAL PROPERTIES

#N/D
OTHER POSSESSIONS
QUAN

ITEM

LOCATION

WGT

Masterwork Frost Rapier

Carried

Masterwork Shock Rapier

Carried

Masterwork Longbow

Carried

Entertainer's outfit

Carried

Dilettantes outfit (Medium creature)

Bag of Holding type I

Tent, medium

Bag of Holding type I

30

Rope, silk (50 ft)

Bag of Holding type I

Lantern, hooded

Bag of Holding type I

Bag of Holding type I

10
2

10 Oil (1-Pint flask)


1

Chain (10 ft)

Bag of Holding type I

Waterskin

Bag of Holding type I

Kit, Rogue's

Bag of Holding type I

37

Cards, marked

Carried

Dice

Carried

ITEM

QUAN

* Weight is modified by its location

Armor, Shield and Slotted Items

17
29

EXPERIENCE / LEVEL

HEADBAND

Headband of Mental Prowess +2 (CHA/WIS)

NECK

Bag of Holding type I

CHEST

RING (LEFT)

Ring of Protection +2

EYES

RING (RIGHT)

Belt of Physical Might +2 (STR/DEX)

BODY

FEET

SHOULDERS

HANDS

WRIST

HEAD

Hand of Glory

Current XP

8th Level

51.000

ENCUMBRANCE

Cloak of Resistance +2

#N/D

33

66

100

LIGHT LOAD

MEDIUM
LOAD

HEAVY LOAD

OVERLOADED

WEALTH [0 lbs]
PP
MISC

,0

GP

,0

WGT

Total Weight Carried (including coins)

SLOTS
BELT

LOCATION

SP

,0

CP

,0

100

200

500

OVER HEAD

LIFT OFF
GROUND

PUSH/ DRAG

Tiefling Traits (ARG 168)


Native Outsider (ARG 169): Tieflings are outsiders with the
native subtype.
Languages (ARG 169): Tieflings begin play speaking Common and
either Abyssal or Infernal.*
Fiendish Resistance (ARG 169): You have cold resistance 5*,
electricity resistance 5*, and fire resistance 5*.
Skilled (ARG 169): You gain a +2 racial bonus on Bluff* and
Stealth checks*.
Spell-Like Ability (ARG 168): You can use darkness once per
day as a spell-like ability.
Fiendish Sorcery (ARG 168): Tiefling sorcerers with the
Abyssal or Infernal bloodlines treat their Charisma score as
2 points higher for all sorcerer class abilities.
Class Features
Armor and Shield Proficiency: You are proficient in Light and
Medium Armor. You are proficient with shields (except Tower
Shields).*
Weapon Proficiency: You are proficient with all Simple and
Martial Weapons. Additionally you are proficient with the
following weapons: Crossbow, hand
Uncanny Dodge (Core 34): You can react to danger before your
senses would normally allow you to do so. You cannot be
caught flat-footed, even if the attacker is invisible. You
still lose your Dexterity bonus to AC if immobilized or if an
opponent successfully uses the feint action against you.
Favored Enemy (Ex) (Core 64): You gain a bonus on Bluff,
Knowledge, Perception, Sense Motive, Survival checks and
attack and damage rolls against the following types of
creatures:
Humanoid (human): (+2)
Track (Ex) (Core 64): You add +1 to Survival skill checks made
to follow tracks.
Wild Empathy (Ex) (Core 64): You can improve the initial
attitude of an animal (like a Diplomacy check to improve the
attitude of a person). Your Wild Empathy Check is 1d20 + 4
Sneak Attack (Core 68): If your target would be denied its
Dexterity bonus or you are flanking the target, on a
successful hit you deal an additional 3d6 points of damage.
Trapfinding (Core 68): You add +2 to Perception skill checks
made to locate traps and to Disable Device skill checks*. You
can use Disable Device to disarm magic traps.
Evasion (Core 68): If you make a successful Reflex saving
throw against an attack that normally deals half damage on a
successful save, you take no damage. A helpless character
does not gain the benefit of evasion.
Rogue Talents (Core 68): You have acquired new skills. Only
one talent can be applied to any one attack.
Trap Sense (Ex) (Core 69): You get a +1 bonus to Reflex save
to avoid traps and a +1 Dodge Bonus to Armor Class on attacks
made by traps
Feats
Weapon Finesse (Core 136): With a light weapon, elven curve
blade, rapier, whip, or spiked chain made for a creature of
your size category, you may use your Dexterity modifier
instead of your Strength modifier on attack rolls*. If you
carry a shield, its armor check penalty applies to your
attack rolls*.
Two-Weapon Fighting (Core 136): Your penalties on attack rolls
for fighting with two weapons are reduced. The penalty for
your primary hand lessens by 2 and the one for your off hand
lessens by 6.*
* Denotes bonuses or penalties already included in the calculations
YAPCG 8.113

ABILITIES (Cont)
Combat Expertise (Core 119): You can choose to take a 2
penalty on melee attack rolls and combat maneuver checks to
gain a +2 to your Armor Class.
Two-Weapon Defense (Core 136): When wielding a double weapon
or two weapons (not including natural weapons or unarmed
strikes), you gain a +1 shield bonus to your AC. When you are
fighting defensively or using the total defense action, this
shield bonus increases to +2.
Two-Weapon Feint (UC 123): While using Two-Weapon Fighting to
make melee attacks, you can forgo your first primary-hand
melee attack to make a Bluff check to feint an opponent.
Armor Proficiency, Medium (Core 118): You are proficient
wearing medium armor.
Armor Proficiency, Light (Core 118): You are proficient
wearing light armor.
Shield Proficiency (Core 133): When you use a shield, the
shield's armor check penalty only applies to Strength- and
Dexterity-based skills.*
Magic Items
Belt of Physical Might +2 (STR/DEX) (Core 502): You receive a
+2 enhancement bonus to strength and dexterity*
Headband of Mental Prowess +2 (CHA/WIS) (Core 517): The
headband grants the wearer an enhancement bonus to Charisma
and Wisdom of +2.*
Bag of Holding type I (Core 500): A bag opening into
nondimensional space. Capacity is 250 lbs or 30 cubic feet.
Ring of Protection +2 (Core 481): This ring provides a +2
deflection bonus*
Cloak of Resistance +2 (Core 507): Gives a +2 resistance bonus
to all saves*.

HANDWRITTEN NOTES

#
#

Handwritten Notes

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.113

Luiz

Knazyr Thalandrien

Player Name

Character Name

Weapon 5
TYPE

RANGE

#N/D

#N/D

Portrait

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 6
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 7
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 8
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

Additional Notes

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 9
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 10
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 11

ATTACK BONUS

#N/D
TYPE

RANGE

#N/D

#N/D

AMMUNITION

CRITICAL

#N/D
DAMAGE

#N/D

SPECIAL PROPERTIES

Weapon 12
TYPE

RANGE

#N/D

#N/D

ATTACK BONUS

CRITICAL

#N/D

#N/D

AMMUNITION

DAMAGE

#N/D

SPECIAL PROPERTIES

YAPCG 8.113

ABILITIES (Cont)

ABILITIES (Cont)

#
#

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.113

CONDITIONAL MODIFIERS
AC:
+1 dodge - vs traps (Trap Sense)
+1 shield - while wielding two weapons or a double weapon (Two-Weapon
Defense)
+2 shield - while wielding two weapons or a double weapon and
fighting defensively or using total defense (Two-Weapon Defense)
Attack Rolls:
+2 - vs Humanoid (human) (Favored Enemy)
Bluff:
+2 - vs Humanoid (human) (Favored Enemy)
Damage:
+2 - vs Humanoid (human) (Favored Enemy)
Knowledge:
+2 - vs Humanoid (human) (Favored Enemy)
Perception:
+2 - vs Humanoid (human) (Favored Enemy)
+2 - to locate traps (Trapfinding)
Reflex:
+1 - vs traps (Trap Sense)
Sense Motive:
+2 - vs Humanoid (human) (Favored Enemy)
Sleight of Hand:
+2 circumstance - when wearing and concealing a small object on body
(Dilettantes outfit (Medium creature))
Survival:
+2 - vs Humanoid (human) (Favored Enemy)
+1 - to follow tracks (Track)

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