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Calievor LN
Character Name Alignment
Ranger 9 , Rogue 2 , Trickster 4
Character Level
Aasimar M
Race Size
Male 28
Gender Age
1.78 m 70 kg
Height Weight
Silver pink
Hair Eyes
Ioanna
Player
- -
Deity Homeland
- 51550
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 ( +0 ) +0
Dex
Dexterity
21 +5 ( +0 ) +0
Con
Constitution
16 +3 ( +0 ) +0
Int
Intelligence
13 +1 ( +0 ) +0
Wis
Wisdom
20 +5 ( +0 ) +0
Cha
Charisma
16 +3 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
123
0
0
Initiative
Dex
Modifier
+8
+5
+3
BAB
+9
ARMOUR CLASS
Total AC
Armour
Shield
Dex
19
+4
+0
+5
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
15
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +6 CON +3 +0 +0 +0
Reflex +14 +9 DEX +5 +0 +0 +0
Will +8 +3 WIS +5 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +9 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +9 +2 +5 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
30
120
-
-
-
Languages

Common, Celestial, Elven, Draconic

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +11 (DEX)  +5 +3 +3
Bluff +9 (CHA)  +3 +3 +3
Climb +2 (STR)  +2 +0 +0
Diplomacy +10 (CHA)  +3 +2 +5
Disguise +7 (CHA)  +3 +1 +3
Escape Artist +9 (DEX)  +5 +1 +3
Fly +11 (DEX)  +5 +3 +3
Heal +5 (WIS)  +5 +0 +0
Intimidate +10 (CHA)  +3 +4 +3
  Knowledge: Arcana +1 (INT)  +1 +0 +0
Knowledge: Dungeoneering +5 (INT)  +1 +1 +3
Knowledge: Local +1 (INT)  +1 +0 +0
Knowledge: Nature +8 (INT)  +1 +4 +3
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +2 (INT)  +1 +1 +0
Perception +19 (WIS)  +5 +9 +5
Ride +10 (DEX)  +5 +2 +3
Sense Motive +10 (WIS)  +5 +2 +3
Stealth +17 (DEX)  +5 +9 +3
Survival +19 (WIS)  +5 +11 +3
Swim +2 (STR)  +2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +1 (INT)  +1 +0 +0
Craft: Wood carving +8 (INT)  +1 +4 +3
Handle Animal* +15 (CHA)  +3 +9 +3
  Knowledge: Engineering +1 (INT)  +1 +0 +0
Knowledge: Geography +9 (INT)  +1 +5 +3
  Knowledge: History +2 (INT)  +1 +1 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Intrigue: 4 => 12
Feats

  • Point-Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Precise Shot (Combat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
  • Weapon Focus (Combat):
  • Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.  
  • Two-Weapon Fighting (Combat): 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. If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
  • Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
  • Accomplished Sneak Attacker:
  • Your strikes against a foe’s vital spots are extra deadly. Prerequisite(s): Sneak attack class feature. Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).  
  • Rogue Finesse:
  • Benefit: 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. Special: Natural weapons are considered light weapons.  
  • Heavenly Radiance (Aasimar):
  • You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. The save DC for this spell is Charisma-based. Spell: Sunbeam For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded (permanently*) and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Special Abilities

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

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.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Extra Mythic Power (Su)
You can call upon your mythic power two additional times per day. You can select this ability up to three times.

Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Transfer Magic (Su)
Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn’t cause it to revert to the original target. If the transferred magic can’t affect you (for example, if it doesn’t affect creatures of your type), it ends immediately as if dispelled. You can’t use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor.

Unintentional Feint (Ex)
You make near misses look like expert feints, and your efforts are rarely wasted. If you make an attack roll that misses your original target, you can expend one use of mythic power to specify a second target, which must be adjacent to you (if a melee attack) or the original target (if a ranged attack). If the second target would be hit by what you rolled, you hit that target and deal damage as normal.

Vanishing Move (Su)
When you wish to not be seen, you aren’t. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

Aid (duration: 1 min./level)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Continual Flame
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.

Smite Evil (1/day)
You can expend a use of your smite evil class ability to perform a sunder combat maneuver against an ongoing spell effect created by an evil creature. For any effect other than one on a creature, the CMD equals 15 + the effect’s caster level. When sundering an effect on a creature, use the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1d4+1 rounds. If you exceed the CMD by 10 or more, the effect is dispelled. If an evil outsider, evil dragon, or undead creature created the spell effect, add your Charisma bonus to your combat maneuver check.

Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

Traits

-Aasimars are outsiders with the native subtype.
-Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
-darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
-Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
-Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).

WEAPONS
Name AB Critical Type Range Ammo Dmg
Chakram/1st +16 20x2 slashing 30 feet - 1d8+1d6+5
Chakram/2nd +14 20x2 slashing 30 feet - 1d8+1d6+5
Chakram/3rd +16 20x2 slashing 30 feet - 1d8+4
Chakram/4th +14 20x2 slashing 30 feet - 1d8+4
Chakram/halo +17 20x2 slashing 30 feet - 1d8+2d6+4
Fine longsword +10 19,20x2 slashing 5 feet - 1d8+4
Crown of Swords +16 19,20x2 slashing 150 feet - 1d8+2
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mythril chain shirt+4010%max dex +6
Arms & Equipment

  • Crown of Swords: This radiant crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped spiritual weapon that then attacks her attacker. On the wearer’s next turn, she may spend one additional use each round to continue attacking that target with the spiritual weapon; the spiritual weapon cannot be redirected and disappears if the target is killed or moves out of range. Multiple spiritual weapons may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.
  • Boots, Daredevil Softpaws: As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
  • Chakram-> 1d6 fire damage

Class Features

Favored Enemy (Ex)
1st Humanoids(Human)
2nd Undead
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Favored Terrain (Ex)
1st: (Forest)
2nd: Mountain (including hills)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
(Rogues Finess)
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Possessions & Property

Magical Kris
Healing potion

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CR 8

Ulong

NG M Animal, Feline
Initiative: 2 Senses: low-light vision; Perception +9

This great cat is a terrifying apparition of power and violence, muscles rippling beneath its short fur and vicious saber-like teeth extending downward from its upper jaw.

Defense

AC: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
HP: 68 8
Fortitude: 12 Reflex: 11 Will: 3

Offense

Melee: bite +11 (1d8+7 plus grab plus bleed), 2 claws +11 (1d4+7 plus grab)
Special Attacks: bleed (1d3), pounce, rake (2 claws +11, 1d4+7)  
Cloak of Fangs
Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.  
Spell-like Abilities: Link, share spells,

Statistics

Str 24, Dex 16, Con 19, Int 3, Wis 12, Cha 6
Base Attack: 11 CMB: +13 (+14 grapple) CMD: 23 (26 vs. trip)
Feats: Power Attack, Run, Skill Focus (Perception), Evasion
Skills: Acrobatics +10, Perception +9, Stealth +11 (+15 in heavy undergrowth or tall grass), Swim +10
Racial Modifiers: +4 Acrobatics, +4 Stealth (+8 in heavy undergrowth or tall grass)

The smilodon, also known as the saber-toothed cat, is a powerful feline predator that savors the flesh of large creatures such as mastodons, mammoths, elephants, bison, buffalo, deer, and other great cats (excluding other smilodons). Smilodons are noted scavengers and have no problem devouring another animal’s kill. Animals that resist the smilodon usually become part of the meal as well. Often mistakenly referred to as saber-toothed tigers by adventurers and sages, they are not in fact, related to tigers at all.   Breeding season for smilodons takes place year round (that is, they have no set mating period). A male smilodon mates with all females in the den. Gestation lasts about 80 days after which time 1d4+2 cubs are born. Cubs reach maturity around two years of age. Most leave the den and go on their own at this age.   Smilodons average about five feet long and weigh nearly 500 pounds, but can grow to a length of eight feet and weigh up to 900 pounds. Their fur is golden or spotted (similar to a leopard). Their legs are short but powerful and their tail is short and bobbed. The smilodon has two eight-inch long, downward-curving canine teeth. These saber-like fangs are very sharp and are used for stabbing prey. This creature can open its jaws almost twice as far as other big cats. Other great cats, like lions and tigers, can only open their jaws to an angle of about 65-degrees, but the smilodon can stretch its jaws to an angle of 120-degrees. These ferocious hunters prefer to attack from ambush, using their coloration to blend in with their surroundings so they can catch their opponents by surprise. When prey is spotted, the smilodon waits for it to come close, and then leaps to attack. When combating a foe, the saber-tooth bites and rakes with its claws. It uses its long canine teeth to stab its prey, aiming for the fleshier and softer parts of its victim’s body (such as the stomach or neck) where it inflicts terrible wounds with its saber-like teeth.

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DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Created by

0nnia.

System

Pathfinder 1e

Statblock Type

Character Sheet

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