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Alex Button CG
Character Name Alignment
Conscript 1 , Investigator (Sleuth) 1 , Oracle (Ocean's Echo) 1
Character Level
Half-Elf M
Race Size
Male 45
Gender Age
5'2 100 lbs
Height Weight
Blonde Green
Hair Eyes
Rabbit
Player
None -
Deity Homeland
Life 7450
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
12 +1 N/A +1
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
8 -1 N/A -1
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
24
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
19
+4
+1
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
15
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +3 CON +1 +1 +0 +0
Reflex +5 +0 DEX +4 +1 +0 +0
Will +3 +3 WIS -1 +1 +0 +0
Saving Throw Notes

As long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.




Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +2 +4 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
14 10 +1 -1 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Common


Elf


Halfling


Giant



SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
2
0
0
0
0
0
0
0
0
Per Day
4
3
0
0
0
0
0
0
0
0
Bonus
-
0
0
0
0
0
0
0
0
0
DC
17
18
19
20
21
22
23
24
0
Spell List

0: Detect Magic, Light, Read Magic, Scrivener's Chant


1: Cure Light Wounds, Divine Favor, Shield of Faith



Spellcasting Notes

CL 3




Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +4 +2 +3
Bluff +7 (CHA)  +3 +1 +3
Climb -1 (STR)  -1 +0 +0
Diplomacy +8 (CHA)  +3 +2 +3
Disable Device* +9 (DEX)  +4 +2 +3
Disguise +7 (CHA)  +3 +1 +3
Escape Artist +8 (DEX)  +4 +1 +3
Fly +4 (DEX)  +4 +0 +0
Heal -1 (WIS)  -1 +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 +7 (WIS)  -1 +3 +5
Ride +8 (DEX)  +4 +1 +3
Sense Motive -1 (WIS)  -1 +0 +0
Spellcraft* +7 (INT)  +1 +3 +3
Stealth +8 (DEX)  +4 +1 +3
Survival -1 (WIS)  -1 +0 +0
Swim -1 (STR)  -1 +0 +0
Use Magic Device* +7 (CHA)  +3 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +1 (INT)  +1 +0 +0
Handle Animal* +7 (CHA)  +3 +1 +3
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
Linguistics* +5 (INT)  +1 +1 +3
Sleight of Hand* +8 (DEX)  +4 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Antihero Feat) Flagbearer When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance. Prerequisites: Cha 15. Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).


Half-Elf Bonus Feat (Ancestral Arms) Exotic Weapon Proficiency (Fauchard)


Origin Talent Feat ) Combat Reflexes Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.



Special Abilities

Inspiration (1/day)


Resolve (1/day)


Sleuth's Luck (3)


Delayed Damage Pool (3 points)


Berserking (3 temp HP)


Inspiring Song (4 rounds/day)


Channel Energy (1d6, 4/day)



Traits

Fools for Friends Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.


Adopted (by Halflings) You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.


Helpful Requirement(s) Halfling You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.


Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.


Drawback - Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.



WEAPONS
Name AB Critical Type Range Ammo Dmg
Fauchard +6 {18-20}x2 Slashing Contact None 1d10+5(Reach,Trip)
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Chainmail+4Light Armor-215%20lb
Buckler+1Light shield-15%5lb
Spheres Of Might Talents

Dedicated Lancer Martial Tradition (Guardian (Patrol Package), Pikeman Training, Spear Dancer, Lancer Sphere [Close Pursuit Drawback, Adamant Stalker])


Guardian (Patrol Package) Guardians specialize in protecting their allies and drawing the ire of their enemies. You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn. Patrol As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol. Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.


Assist (zone) When an ally within the area of your patrol makes an attack, is targeted by an attack, or attempts a saving throw, you may spend an attack of opportunity to move to put that ally within reach (with the normal limits for moving as part of your patrol) and use the aid another action to improve that ally’s attack roll, AC, or saving throw as appropriate to the triggering action. Associated Feat: Bodyguard.


Defend Other When an ally within your threatened area is the target of an attack roll, you may spend an immediate action to grant them a competence bonus to their armor class equal to 1/2 your base attack bonus (rounded down, minimum +1) against that attack. If this attack would still hit, you may choose to take the damage in your ally’s place. If you possess the (patrol) package, when using this talent you may move to put the ally within your reach (with the normal limits for moving as part of your patrol) as part of activating this talent.


Swift Guardian If you possess the (challenge) package, you reduce the required action to use challenge by 1 step (move to swift, swift to free). If you possess the (patrol) package, you may use patrol as a standard action. You may instead expend your martial focus to use patrol as a move action.


Pikeman Training (discipline) You gain proficiency with the bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lance, mancatcher, and ranseur. Whenever you use a readied action to make an attack with a weapon with the brace weapon special feature against a target moving into your threatened area, that attack deals an additional +2 damage. At +10 base attack bonus, this bonus damage is instead increased to +4.


Spear Dancer You may treat any spear or polearm you wield as though it had the finesse weapon special feature, and may wield it as a one-handed weapon. Spears and polearms include weapons like the amentum, boar spear, doru, elven branched spear, glaive, guisarme, harpoon, lance, longspear, naginata, pilum, planson, shortspear, sibat, spear, tiger fork, and trident or other weapons based on GM approval.


Lancer Sphere


Close Pursuit SA:MD You do not gain the impale ability and cannot select (impale) talents or talents that rely on impale. You gain Adamant Stalker with this drawback.


Adamant Stalker Whenever a creature within your threatened area attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end your movement with the creature in your threatened range. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 ft. from your total movement. You can select this talent a second time; if you do, the creature also provokes an attack of opportunity from you at the end of your movement.


Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.


Berserker Sphere Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities: Berserking As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1. See Adrenaline talents, below, for alternative benefits to gaining temporary hit points while berserking.


Promethean (adrenaline) RW HB You are no stranger to the elements you walk through. Each time you use this adrenaline, choose acid, cold, electricity, fire, or sonic. You gain energy resistance equal to 5 + 1/2 your base attack bonus against the chosen energy type. This energy resistance stacks with other forms of energy resistance. If you expend your martial focus when you start berserking using this talent, increase the energy resistance granted to 10 + your base attack bonus.



Class Features

Combat Training: Charisma


Combat Specializations At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscript's bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations.


Coordinated Combatant (Ex) (2 points) Starting at 1st level, and again at 8th level, the conscript gains 1 teamwork feat for which he qualifies as a bonus feat. All of the conscript’s allies are treated as if they possessed the same teamwork feats for the purpose of determining whether the conscript receives a bonus from his teamwork feats. His allies do not receive any bonuses from this feat unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the conscript to receive the listed bonus. After any rest of 8 hours or longer, the conscript may choose to retrain the teamwork feats granted by this ability for any other teamwork feat he qualifies for.


Resolve (Ex) (1 point) Starting at 1st level, the conscript gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two conscript levels beyond 1st. Whenever the conscript defeats a target, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating a target usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the conscript can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the conscript is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. The duration of effects suppressed by this ability continues during the hour in which it is suppressed. Resolute: Whenever the conscript is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When the conscript is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source, unless he spends an additional use of resolve as an immediate action. A conscript reduced to a sufficient number of negative hit points to kill him still dies as normal.


Barbarian Training (Ex) (2 points) Conq. HB At 1st level, the conscript gains the Berserker sphere as a bonus sphere. If he already possesses a drawback that would remove berserking, he instead buys off that drawback. The conscript is treated as having the barbarian's rage class feature, and treats his conscript levels as barbarian levels for the purposes of qualifying for feats, prerequisites, and determining the effects of rage powers. The conscript may use a rage power while berserking as though it were an (adrenaline) talent. The conscript may use rage powers as though they were (adrenaline) talents a number of rounds per day equal to 2 + his conscript level + his practitioner modifier. The conscript must expend martial focus to use rage powers which specify “once per rage”, and may only use them once per minute. The conscript treats rounds of this ability as rage rounds for the purposes of feats, class features, and other abilities, and may expend rounds of this ability when an ability would require the conscript to spend rounds of rage to use. At 3rd, 6th, and 16th level, the conscript gains a rage power and is treated as having the rage power class feature for the purposes of qualifying for feats and prerequisites, such as taking Extra Rage Power as a feat. Note: For rage powers with prerequisites (e.g. “totem” rage powers such as Beast Totem and Fiendish Totem, “blood” rage powers such as Abyssal Blood or Draconic Blood, or any other rage power that otherwise has rage powers as prerequisites), using that rage power as an (adrenaline) also grants the conscript the benefits of all prerequisite rage powers.


Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.


Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.


Sleuth’s Luck (Ex): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modif ier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modif ier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.


Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.


Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).


Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.


Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)


Mystery (Life): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.


Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose a single curse. All curses can be found here.


Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.


Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.


Inspiring Song (Ex): The voice of an ocean’s echo provides inspiration to allies. This ability is identical to bardic performance (using Perform sing only), allowing her to inspire courage at 1st level, inspire competence at 3rd level, and inspire heroics at 15th level, as a bard of the ocean’s echo’s level. It is usable a total number of rounds per day equal to her level + her Charisma modifier (minimum 1). This ability replaces the revelations gained at 1st, 3rd, and 15th level.


Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.


Bonus Spells: Sound burst (4th), shout (8th), song of discord (10th), greater shout (12th), and pied piping (14th). These bonus spells replace the oracle’s mystery bonus spells at these levels.




Possessions & Property

Potion of Cure Light Wounds (CL1) x3, Starlight's Compass, Trail Rations (10), Rope (50'), Bedroll, Ink, Inkpen, Journal, Waterskin, Backpack (common), Ring of Lesser Revelation (channel energy), studded leather armor


679 gp, 8 sp



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

OlRabbit.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed