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random:characters:setua

Setua

Campaign Dennis Heartbreaker
Race Elf: +1 Dex, -1 Con
Low-light vision, +2 Racial bonus to Nature, +2 Racial bonus to Perception, Wild Empathy
Languages Common & Elven

Stefan: Kade Halfing, Hokus pokus
JP: Rogar Half-Orc, Pelset psychopat
Mathæus: Grom Dwarven, Karismatisk dværg
Bartek: Kortak Half-Orc, Tatoveret psychopat


Quick Sheet

Elf Form:
Unarmed, +3, 1d4+3, 20*2, nonlethal, unarmed.
Quarter Staff, +3, 1d6 20*2
AC: 9
HP: 21
Fort: +2
Ref: -1
Will: +2
Init: -1

As an Immediate action you may use a free hand to negate a single ranged attack against you.

Turtle Form:
as a standard action, either:
Turtle Bite, +2, 1d8+2, 20*2.
2 Turtle Slam, +2, 1d4+2, 20*2.
AC: 11
HP: 27 (8 damage taken)
Fort: +4
Ref: -2
Will: +3
Init: -2

As an Immediate action you may use a free hand to negate a single ranged attack against you.
At the end of a turn, if you moved no more than 15', you may gain Absorb All 4 for 3 minutes.
You may spend your focus to take half damage from every source for 1 round.

Persona

Name Setua Mryla
Race Elf
Age Elf
Skin light
Hair Dark Long
Player Golaj
Clothing Elf Kit
Alignment CG

Attributes

Attributes Starting Racial Enhancement Final Cost Advancement
Strength 16 - 16
Dexterity 8 +1 - 9
Constitution 15 -1 - 14
Intelligence 10 - 10
Wisdom 14 - 14
Charisma 8 - 8


Level Progression

Class Level HP SP BaB Fort Reflex Will Class Features
Druid 21 (5+con+conscore) 4 +0 +0 +0 +0 Wild Shape

Turtle: HP: 27

Turtle Total Base Attri
Fort +4 +2 +0 +2
Ref -2 -1 +0 -1
Will +3 +2 +0 +2

Skills

Skills Total Ranks AbilityTurtle Misc
Athletics (Str) +4(+3) 1 +3 -1
Acrobatics (Dex) -1(-2) -1 -1
Arcane (Int) 0
Diplomacy (Cha) -1 -1
Dungeoneering (Int) 0
Endurance (Con) +2(+4) +2 +2
Engineering (Int) 0
Linguistics (Int) 0
Nature (Wis) +5(+6) 1 +2 +1 +2
Occult Lore (Wis) +3(+4) 1 +2 +1
Perception (Wis) +5(+6) 1 +2 +1 +2
Stealth (Dex) -1(-2) -1 -1
Streetwise (Cha) -1 -1
Subterfuge (Cha) -1 -1
Trade (Wis) +2(+3) +2 +1

Feats

Deflect Arrow
Benefit: As an Immediate action you may use a free hand to negate a single ranged attack against you.

Equipments

Ignore this section for now, ill just put in placeholders to keep the order.

General Goods:
Backpack (2gp) (2 lbs)

weight 2 lb


Weapons List:

Quarter Staaff (+3, 1d4+3, *2)
Unarmed Strike (+3, 1d4+3, *2, nonlethal)
Turtle Bite (+2, 1d8+2, *2
2 Turtle Slams (+2, 1d4+2, *2


Abilities:

Wild Shape:

[Magical, Dispellable - 1st.]
As a Major+Move action the druid may assume one of their known forms.
It takes just as long to get out of a form as to assume a form.
While in this form a druid recieves their wisdom modifier as a Racial Bonus to AC.
While in this form a druid cannot use weapons and armors made for other races or other animals than their form.
While in this form a druid cannot speak, and should they have the capability to cast spells cannot complete verbal components.
A wounded druid may use a minute to change back into their normal form. If they spend a minute to be careful not to aggravate their wounds further they will not drop below 1 hitpoint as a result of losing their con bonus.

Attacks: In Turtle form you gain 2 slam attacks and one bite attack
Bite attacks deal 1d8+str Piercing damage (20×2) and count as a two handed weapon for feats and features.
Slam attacks deal 1d4+str Bludgeoning damage (20×2).

Special Quality: At the end of a turn, if you moved no more than 15', you may gain Absorb All equal to your level + your Wisdom modifier.

Feral Force I: Turtle Shell: You may spend your focus to take half damage from every source for 1 round.

random/characters/setua.txt · Last modified: 2019/05/14 17:48 (external edit)