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Azziz One Eye Seer True Neutral
Character Name Alignment
5
Character Level
Human M
Race Size
Dude 35
Gender Age
6'2" 225lbs.
Height Weight
Black Blue
Hair Eyes
Dr. Awesome
Player
Ancient Ancestor Sun Traia
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
18 +4 N/A +4
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
16 +3 N/A +3
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
17 +3 N/A +3
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
55
0
0
Initiative
Dex
Modifier
+10
+4
+6
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+2
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
12
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +8 +4 CON +3 +1 +0 +0
Reflex +6 +1 DEX +4 +1 +0 +0
Will +5 +1 WIS +3 +1 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+7 +3 +4 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +3 +4 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30'
-
-
-
-
-
Languages

Ishna (Traian)
Tradetongue
Nakyrian
Orcish

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
2
3
2
0
0
0
0
0
0
0
DC
13
14
15
0
0
0
0
0
0
Spell List

Level 0
-Detect Psionics
-Conceal Thoughts: +10 to Bluff & Others suffer -4 to Sense Motive

Level 1
-Force Screen: +4 Shield Bonus
-Catfall: Instantly save yourself from a fall
-Dazzling Swordplay: If the creature is struck in melee it is dazzled. If the creature moves or attacks, spend focus to blind it.

Level 2
-Detect Hostile Intent: Detect Hostile Thoughts 30'
-Body Adjustment: Heal for 1d12

BONUS:
-Tactical Precognition: +2 bonus to Combat Maneuver checks
-Grip of Iron: +4 bonus to Grapple checks

Spellcasting Notes

Azziz is not actually a spell caster. He is a Psion. Things work a bit differently for him and don't fit the sheet all nice and neat.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +4 +2 +3
Bluff +14 (CHA)  +2 +5 +7
Climb +8 (STR)  +4 +1 +3
Diplomacy +4 (CHA)  +2 +0 +2
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
  Heal +4 (WIS)  +3 +1 +0
Intimidate +9 (CHA)  +2 +2 +5
  Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +3 (INT)  +2 +1 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +8 (WIS)  +3 +2 +3
Ride +9 (DEX)  +4 +2 +3
Sense Motive +11 (WIS)  +3 +5 +3
Spellcraft* +6 (INT)  +2 +1 +3
  Stealth +4 (DEX)  +4 +0 +0
  Survival +5 (WIS)  +3 +2 +0
Swim +9 (STR)  +4 +2 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +2 +1 +0
Craft: Autohypnosis +10 (INT)  +3 +4 +3
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +3 (INT)  +2 +1 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Profession: Bounty Hunter +7 (WIS)  +3 +1 +3
Profession: Knowledge (Psionics) +7 (WIS)  +2 +2 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Knowledge (Psionics) and Autohypnosis are not skills normally on the sheet. But they apply to Psychic classes. I kind of need them too.
Feats

Improved Initiative (Character 1)
Point Blank Shot (Human 1)
Improved Trip (Class 1)
Power Attack (Class 2)
Psionic Trip (Character 3)
Precise Shot (Character 5)
Improved Feint (Class 5)

Special Abilities

POWER POINTS: 15

Racial: Bonus Feat, Bonus Skill points, Favored Class (Any), Bonus Language (Any)
Attribute Bonuses: +1 Dexterity at 4th level
Class: All Armor & Shield (except Tower) Proficiency, Psionic Proficiency (Psychic Warrior level = BAB for purpose of combat feat prerequisites), Path Skill (Bluff), +2 bonus to Path related skill at 4th level and every 3 levels after

Traits

Reactionary: +2 Initiative Checks
Fashionable: +2 to Bluff, Diplomacy, & Intimidate. Bluff, Intimidate, & Diplomacy are class skills when 300gp+ is worn.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Javelin +7 x3 Piercing 50' 5 1d6+4
Trident +10 x3 P, S 10' 0 1d8+6
Dagger +8 19-20x2 P, S 10' 7 1d4+5
Light Hammer +8 x2 B 20' 4 1d4+5
Flail +8 x2 B, P Melee NA 1d8+4
Gladius +8 19-20x2 S, P Melee NA 1d6+4
Throwing Axe +8 x3 S 10' 0 1d6+5
Dart +8 +x3 P 30' 12 1d3+5
Thunderstone +8 None Sonic 50' 3 DC15Save
Acid Vial +8 x2 Acid 10' 5 2d6+1
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Gladiator Armor +2 Light 0 5 15lbs Counts as Piecemeal too
Lucky Eye Patch +0 Eye Patch 0 0 0 DM Gifted
Arms & Equipment

ITEM
-Gladiator Armor (15gp)
-Javelin x5 (5gp)
-Dart x12 (6gp)
-Dagger x7 (14gp)
-Masterwork Trident (315gp)
-Light Hammer x4 (4gp)
-Throwing Axe (8gp)
-Masterwork Flail (308gp)
-Masterwork Gladius (315gp)
-Thunderstone x3 (90gp)

Class Features

Gladiator Path
Your tactic is not to simply attack, but to maneuver your enemies into the most optimal position, forcibly if necessary.

Powers: Grip of iron, tactical precognition
Skills: Acrobatics, Bluff, Perception
Bonus Skill: Bluff

Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus to your CMB and a +2 competence bonus to your CMD. These bonuses increase by 1 every four psychic warrior levels thereafter.

Maneuver: Beginning at 3rd level, you can expend your psionic focus when using a combat maneuver to not provoke an attack of opportunity for using that combat maneuver. If you have a feat that already does this, such as Improved Bull Rush, your trance competence bonus on this specific maneuver check increases by 2 or you gain a +2 competence bonus on this check if you do not have the Gladiator trance active. Additionally at 8th level and every four psychic warrior levels thereafter, the bonus you gain on this specific maneuver check increases by 1.

Creatures & Mounts

Coffee: Azziz's Camel
Pineapple: Azziz's Dog
-She is an obvious mixed breed mutt around the 85lbs mark. She shows a mixture of Chow, American Pit, Irish Shepard, and Collie with long but thin, mostly dark, splotched fur. Pineapple has a longish snout that happens to look particularly ferocious with her otherwise big head. Pineapple has floppy ears. She was named pineapple because she was found drunk on a dead man's fermented pineapples. Pineapple's 3 tricks are: Guard, Hunt, & Be Nice (friendly).

Possessions & Property

-Camel
--Saddle
--Saddle Blanket
--Saddle Bags x4
-Trained Dog (Guard, Hunt, & Be Nice)
-Bear Trap x3
-Backpack
-Torches
-Flint & Steel
-Explorer's Outfit x5
-Wine x5
-Cask of Water
-Healer's Kit
-Climber's Kit
-Blanket x2
-Bedroll
-Caltrops x2
-Rope 50'
-Grappling Hook
-Pipe & Smoking Herbs
Potion of Cure Moderate Wound x3
Acid Flask x2

DM BE NICES
-Freeman Rudis (Plot & RP device only)
-Lucky Eye Patch (+1 Saves)
-2000gp
-Bonus 0th level Psychic power x2

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

WilliamLB007.

System

Pathfinder 1e

Statblock Type

Character Sheet

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