Carnival Cassidy | - | ||
Character Name | Alignment | ||
Ringmaster 1 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
Female | 25 | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
Red, Short | Green | ||
Hair | Eyes |
- | Smalltown |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +1 | +0 | CON +1 | +0 | +0 | +0 |
Reflex | +5 | +2 | DEX +3 | +0 | +0 | +0 |
Will | +2 | +2 | WIS +0 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
-1 | +0 | -1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
12 | 10 | +0 | -1 | +3 | +0 | +0 |
Common, Halfling
Illusion Sphere- spheresofpower.wikidot.com/illusion
Distracting Phantoms- As a trick, you may designate a 5-foot cube within your illusion range as a flanking partner for you and your allies. This partner remains for one round per caster level. You may only have one phantasmal flanking partner at a time. Creating a new cube causes the previous one to immediately dissipate.
As a trick, you also may create a harmless sensory disruption around a target. The target must succeed at a Will save or this triggers any readied actions the target may have regardless of their actual trigger.
Easy Focus- When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you.
Virtuoso- Your magic is blended into your performance making it more difficult to identify. Observers must attempt a Perception or Sense Motive check opposed by your Skilled Casting check to realize that you are even invoking magic.
Verbal Casting, Somatic Casting, Skilled Casting (Perform: Acting), Emotional Casting
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +7 | (DEX) +3 | +1 | +3 | |
Bluff | +7 | (CHA) +3 | +1 | +3 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +7 | (CHA) +3 | +1 | +3 | |
Disguise | +7 | (CHA) +3 | +1 | +3 | |
Escape Artist | +7 | (DEX) +3 | +1 | +3 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +3 | (CHA) +3 | +0 | +0 | |
Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Local | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nature | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Planes | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Religion | +1 | (INT) +1 | +0 | +0 | |
Perception | +0 | (WIS) +0 | +0 | +0 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +0 | (WIS) +0 | +0 | +0 | |
Stealth | +7 | (DEX) +3 | +1 | +3 | |
Survival | +0 | (WIS) +0 | +0 | +0 | |
Swim | -1 | (STR) -1 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nobility | +1 | (INT) +1 | +0 | +0 | |
Perform: Acting | +10 | (CHA) +3 | +1 | +6 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Escape Route (Teamwork)- Allies don't provoke for movement into adjacent spaces.
Skill Focus: Acting- +3 to Acting
Rogue Weapon Training- Whip, Sword Cane
Expert Feint- When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack.
Boast- As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action.
Prowess (boast): You may roll the next weapon attack you make before the end of your next turn with advantage.
Self Confidence- You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.
Bind Weapon- When you succeed at a disarm combat maneuver check against a creature, instead of disarming their weapon you may choose to bind their weapon to yours. This attempt may be made against creatures even if they are wielding nothing but natural attacks or unarmed strikes.
As long as the creature’s weapon is bound, they cannot move from the square they currently occupy. A creature whose weapon is bound may release the weapon as a free action or attempt to break the bind as a standard action by making a successful combat maneuver check against your disarm CMD. If the bound weapon is a natural attack or unarmed strike, the creature must succeed at a successful combat maneuver check to break the bind. You cannot attack with the weapon or limb used to bind a creature as long as the bind is in effect, but may end the bind at any time as a free action.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Whip | +3 | x2 | Slashing | 15ft | N/A | 1d3 |
Sword Cane | +3 | x2 | Slashing | Melee | N/A | 1d6 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Parade Armor | 3 | Light | -1 | 15% | 20 lbs | Ringmaster |
Studded Leather | 3 | Light | -1 | 15% | 20 lbs | Scoundrel |
Persona- Scoundrel: Gain 1d4 Sneak Attacks.
Tactician- Standard action, grant all allies within 30 feet Escape Route Feat.
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.