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-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the dark


# up to 60 ft.

Defensiv
-----DWARVEN RACIAL TRAITS -----

Con: +2, Wis: +2, Cha: -2

Type: Humanoid (Dwarf)

Size: Medium

Darkvision 60 ft. - Dwarves can see in the dark


# up to 60 ft.

Defensiv

PROTECTION

ABILITIES

----- CLASS ABILITIES --------- GENERAL FEATS -----

ARMOR
ACP

TYPE

SPELL FAILURE

SPEED

ARMOR BONUS

WEIGHT

MAX DEX BONUS

SPECIAL PROPERTIES

#N/A
SHIELD

SHIELD BONUS

MAX DEX

WEIGHT

CHECK PENALTY

SPELL FAILURE

SPECIAL PROPERTIES

#N/A
OTHER POSSESSIONS
ITEM

QUAN

+2 Scimitar

LOCATION

WGT

Carried

Backpack, masterwork

Carried

Thieves' tools, masterwork

Backpack, masterwork

Alchemists lab, portable

Familiar

Artisians tools masterwork

Backpack, masterwork

Potion of cure light (CL: 1)

Backpack, masterwork

Metamagic; Maximize lesser (Rod)

Backpack, masterwork

Wand of shield (39 charges)

Backpack, masterwork

Wand of magic missile (11 charges)

Backpack, masterwork

Wand of cat's grace (50 charges)

Backpack, masterwork

Wand of bull's strength (50 charges)

Backpack, masterwork

Wand of obscuring mist (50 charges)

Backpack, masterwork

Wand of infernal healing (50 charges)

Backpack, masterwork

Wand of mirror image (50 charges)

Backpack, masterwork

ITEM

QUAN

* Weight is modified by its location

Belt of Incredible Dexterity +4

BODY

Armor, Shield and Slotted Items

2
29

EXPERIENCE / LEVEL

HEADBAND

Headband of Vast Intelligence +4

NECK

Amulet of Natural Armor +2

CHEST

RING (LEFT)

EYES

RING (RIGHT)

Ring of Protection +1

FEET

SHOULDERS

Cloak of Resistance +2

HANDS

WRIST

Bracers of Armor +2

HEAD

Hand of Glory

#N/A

Current XP

9th Level

75,000

ENCUMBRANCE
38

76

115

LIGHT LOAD

MEDIUM LOAD

HEAVY LOAD

OVERLOADED

WEALTH [0 lbs]
PP
MISC

GP

WGT

Total Weight Carried (including coins)

SLOTS
BELT

LOCATION

SP

CP

115

230

575

OVER HEAD

LIFT OFF
GROUND

PUSH/ DRAG

Tiefling Traits (ARG 168)


Alternate Racial Traits: Fiendish Sprinter, Prehensile Tail,
Claw, Scaled Skin (cold)
Native Outsider (ARG 169): Tieflings are outsiders with the
native subtype.
Languages (ARG 169): Tieflings begin play speaking Common and
either Abyssal or Infernal.*
Fiendish Sprinter (ARG 169): You gain a 10-foot racial bonus
to their speed when using the charge, run, or withdraw
action.
Claw (ARG 169): You gain two claws that each deal 1d4 points
of damage.
Prehensile Tail (ARG 169): You have a long tail that can be
used to grab or carry items.
Scaled Skin (cold) (ARG 169): You gain cold resistance 5* and
a +1 to natural armor*.
Traits
Bladed Magic (UCa 56): You gain a +1 trait bonus on Craft
checks made to craft magic or masterwork weapons. In
addition, when you use your arcane pool class ability to
grant a weapon an enhancement bonus, that bonus lasts for 2
minutes instead of 1.
Reactionary (APG 328): You gain a +2 trait bonus to Initiative
checks*.
Benefits of Familiar
Alertness (Ex) (Core 83): The familiar provides you with the
Alertness Feat
Empathic Link (Su) (Core 83): The master can communicate
emphatically with the familiar, but cannot see through its
eyes. Because of the links limited nature, only general
emotions can be shared.
Speak with Master (Ex) (Core 83): A familiar and the master
can communicate verbally as if they were using a common
language.
Class Features
Archetype(s): Kensai
Weapon Proficiency: You are proficient with all Simple
weapons. Additionally you are proficient with the following
weapons: Scimitar
Arcane Pool (Su) (UM 9): You gain a reservoir of arcane
energy. You get 11 points a day. You can expend 1 point from
this reservoir to give your weapon a +2 to one weapon you are
holding for 1 minute. These bonuses can be used to add any of
the following weapon properties: dancing, flaming, flaming
burst, frost, icy burst, keen, shock, shocking burst, speed,
or vorpal.
Spell Combat (Ex) (UM 10): If you have one hand free you can
attack and cast spells on the same round. As a full round
action, you can make all your attacks at a -2 and cast a
spell. You can add your intelligence bonus to your
concentration check to cast defensively if you take the same
penalty on all your attacks.
Magus Arcana (UM 10): You have learned secrets to combine
combat and magic:
Arcane Accuracy (Ex) (UM 11): You can expend 1 point from
your arcane pool (swift action) to grant you a +7 insight
bonus on all attack rolls until the end of your turn.
Familiar (Ex) (UM 12): You gain a familiar.
Spellstrike (Su) (UM 12): Whenever you cast a spell with a
range of touch from the magus spell list, you can deliver
the spell through any weapon you are wielding as part of a
melee attack.
* Denotes bonuses or penalties already included in the calculations
YAPCG 8.102

ABILITIES (Cont)
Improved Spell Combat (Ex) (UM 12): When using the spell
combat ability, you receive a +2 circumstance bonus on
concentration checks, in addition to any bonus granted by
taking an additional penalty on the attack roll.
Weapon and Armor Proficiency (UC 55): You are proficient in
simple weapons and in a single martial or exotic melee weapon
of your choice. You are not proficient with armor or shields
and suffers normal arcane spell failure chance when casting
magus spells while armored.
Diminished Spellcasting (UC 55): You may cast one fewer spell
of each level than normal.*
Canny Defense (Ex) (UC 55): You add +7 intelligence bonus to
your Dexterity bonus to Armor Class.*
Weapon Focus (Ex) (UC 55): You gained Weapon Focus with your
chosen weapon as a bonus feat.
Perfect Strike (Ex) (UC 55): When you hit with your chosen
weapon, you can spend 1 point from your arcane pool in order
to maximize your weapon damage. If you confirms a critical
hit, you can instead spend 2 points to increase your weapons
critical multiplier by 1.
Fighter Training (Ex) (UC 55): You count as a level 5 fighter
for the purpose of qualifying for feats
Iaijutsu (Ex) (UC 55): You apply your Intelligence modifier as
well as your Dexterity modifier on initiative rolls.* You may
make attacks of opportunity when flat-footed, and may draw
your favored weapon as a free action as part of taking an
attack of opportunity.
Feats
Weapon Finesse (Core 136): 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*.
Dervish Dance (ISC 286): When wielding a scimitar with one
hand, you can use your Dexterity modifier instead of your
Strength modifier on melee attack and damage rolls.
Improved Familiar (Core 127): You can choose from additional
familiars
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Craft Wands (Core 120): You can create magic wands
Alertness (Core 117): You get a +2 bonus on all Perception and
Sense Motive skill checks. Increases to +4 if you have 10 or
more ranks.*
Weapon Focus (Scimitar) (Core 136): You gain a +1 bonus on all
attack rolls you make with this weapon.*
Magic Items
Belt of Incredible Dexterity +4 (Core 502): You receive a +4
enhancement bonus to dexterity*
Headband of Vast Intelligence +4 (Core 517): The headband
grants the wearer an enhancement bonus to Intelligence of
+4.*
Amulet of Natural Armor +2 (Core 500): This amulet toughens
your body and flesh giving you a +2 enhancement bonus to your
natural armor
Ring of Protection +1 (Core 481): This ring provides a +1
deflection bonus*
Cloak of Resistance +2 (Core 507): Gives a +2 resistance bonus
to all saves*.
Bracers of Armor +2 (Core 504): Grants you a +2 Armor bonus
Metamagic; Maximize lesser (Rod) (Core 485): The wielder can
cast up to three spells per day of 3rd level or lower that

#
#

CLASS ABILITIES/MAGIC ITEMS


Arcane Pool (Su)

points/day
shield

charges
magic missile

charges
cat's grace

(+10)

charges
bull's strength

(+10)

charges
obscuring mist

(+10)

charges
infernal healing

(+10)

charges
mirror image

(+10)

charges
Rod: Metamagic; Maximize lesser (Rod)

spells/day
Handwritten Notes

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.102

Player Name

Portrait

Character Name

Weapon 5
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 6
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 7
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 8
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

Additional Notes

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 9
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 10

ATTACK BONUS

#N/A
TYPE

RANGE

#N/A

#N/A

AMMUNITION

CRITICAL

#N/A
DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 11
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

Weapon 12
TYPE

RANGE

#N/A

#N/A

ATTACK BONUS

CRITICAL

#N/A

#N/A

AMMUNITION

DAMAGE

#N/A

SPECIAL PROPERTIES

YAPCG 8.102

ABILITIES (Cont)

ABILITIES (Cont)

#
#

are maximized as though using the Maximize Spell feat.

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.102

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