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Rise of the Runelords
04/15/2014 3:34 am

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I've done me character sheet. I liked the Rogue I played for the Beginner's Box, I'll be taking him through Rise of the Runelords with a couple of slight modifications. I used this character sheet generator to double-check my numbers.

Please forgive the spacing, it's impossible to copy & paste from the site without it looking like I typed it drunk.


Raziel Windsmith
Male Half-Elf
Neutral
Level 1 Rogue

Strength          8     (-1)
Dexterity          18     (+4)
Constitution     11     (+0)
Intelligence     12     (+1)
Wisdom          12     (+1)
Charisma          12     (+1)


Total Hit Points: 9

Armor Class: 17 = 10 + 2 [leather] + 4 [dexterity] + 1 [dodge]

Initiative modifier:      + 4      = + 4 [dexterity]
Fortitude save:      + 0      = 0 [base]
Reflex save:           + 6      = 2 [base] + 4 [dexterity]
Will save:                + 1      = 0 [base] + 1 [wisdom]

Attack (handheld):     -1      = 0 [base] -1 [strength]
Attack (missile):      + 4      = 0 [base] + 4 [dexterity]
CMB:               -1      = 0 [base] -1 [strength]
CMD:                + 13 = 10 + 0 [base] -1 [strength] + 4 [dexterity]


Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]


Armour:
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]

Feats:
Dodge     +1 dodge bonus on AC
Skill Focus (Sleight of Hand)


Skills:
Acrobatics          Dex     8 =     +4 + 1 + 3 [class skill]
Appraise               Int     5 =     +1 + 1 + 3 [class skill]
Bluff                    Cha     1 =     +1
Climb               Str     -1 =     -1
Diplomacy               Cha     3 =     +1
Disable Device          Dex     8 =+4 + 1      + 3 [class skill]
Disguise               Cha     1 =     +1
Escape Artist          Dex     8 =     +4 + 1 + 3 [class skill]
Fly                    Dex     4 =     +4
Heal                    Wis     1 =     +1
Intimidate          Cha     1 =     +1
Knowledge (local)     Int     5 =     +1 + 1 + 3 [class skill]
Perception          Wis     7 =     +1 + 1 + 3 [class skill] + 2 [half-elf]
Profession (baker)     Wis     5 =     +1 + 1 + 3 [class skill]
Ride                    Dex     4 =     +4
Sense Motive          Wis     1 =     +1
Sleight of Hand     Dex     11 =      +4 + 1 + 3 [class skill] + 3 [skill focus]
Stealth               Dex     8 =     +4 + 1 + 3 [class skill]
Survival               Wis     1 =     +1
Swim               Str     -1 =     -1


Racial Abilities:
Keen Senses (+2 on all Perception checks)
Elven Immunities (Immune to Sleep, +2 on saving throws vs Enchantments)
Multitalented (two favoured classes - Rogue & Ranger)
Adaptability (bonus Skill Focus Feat at 1st level)

Special Abilities:
Sneak Attack +1D6
Trapfinding (+1 on Perception, Disable Device vs Traps)

Equipment:
Aside from the weapons and amour listed earlier, I have the usual adventuring stuff, a set of thieves tools, a grappling hook & rope, pitons, mirror, chalk, and crowbar


The character generator gave me slightly different racial bonuses than those in the Core rulebook; a bonus to diplomacy checks I didn't see mentioned in the PDF version I have. Maybe that's something from the advanced player guide but I took it out.
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04/15/2014 5:53 am

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While I was looking through the Feat list, I realised that during Black Fang's dungeon I wasn't reloading my crossbow between shots. Should be a move action to reload a light crossbow. Must have had a magical autocrossbow or something.
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04/15/2014 12:52 pm

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I did notice but thought as we we're using the beginners box I'd let it slide as it was a bit close at the end and I wanted you guy to end on a high
................
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I rule with a cotton mitten
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05/03/2014 4:20 am

NEWBIE


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How many pitons did you buy Dave?
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05/03/2014 4:49 am

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10 bolts, 10 pitons. Gotta have pitons.
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05/03/2014 5:07 am

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Just remembered that Nick is away this weekend. I don't have his sheets but I was there when we went through character creation together. Here's what I remember of his character:



Herb McBoyle the Wizard
Male Human Illusionist 1
Chaotic Good
Representing Nick

Strength     10     (+0)
Dexterity     9     (-1)
Constitution     13     (+1)
Intelligence     19     (+4)
Wisdom     14     (+2)
Charisma     16     (+3)
Size:     Medium
Height:     6' 6"
Weight:     185 lb
Eyes:     
Hair:     
Skin:     
Specialty: Illusion

Gave up: Abjuration Divination

Total Hit Points: 8

Speed: 30 feet

Armor Class: 9 = 10 -1 [dexterity]

Touch AC: 9
Flat-footed: 9
Initiative modifier:      + 3      = -1 [dexterity] + 4 [improved initiative]
Fortitude save:      + 1      = 0 [base] + 1 [constitution]
Reflex save:     -1      = 0 [base] -1 [dexterity]
Will save:      + 4      = 2 [base] + 2 [wisdom]
Attack (handheld):      + 0      = 0 [base]
Attack (missile):     -1      = 0 [base] -1 [dexterity]
Combat Maneuver Bonus:      + 0      = 0 [base]
Combat Maneuver Defense:      + 9      = 10 + 0 [base] -1 [dexterity]


Languages:     Common Dwarven Elven Goblin Orc

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Lizard familiar: See rules in Core Handbook and stats in Bestiary


Feats:

Improved Initiative     +4
Scribe Scroll     [free to wizard]
Improved Familiar


Skill ranks in Appraise, Disguise, Heal, Knowledge (Arcana), Knowledge (Dungeoneering), Spellcraft, Use Magic Device

Equipment:
Crossbow bolts (quiver of 10) x1
Backpack
Bedroll
Candle
Chalk
Ink vial
Ink pen
Rations (1 day) x2
Waterskins x1
Spell component pouch
Spellbook x1




Changes from the Beginner's Box:

I reckon he'd have preferred a familiar over a bonded item. I gave him a lizard as pigeon was not an option.

I can't remember what spells are in his spellbook. Magic Missile was definitely there. Burning Hands too, maybe?
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05/04/2014 6:12 am

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I think I'm just going to use my cleric again. Going to tweak him slightly. I'll post the details later
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05/04/2014 11:06 am

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Kool beanz. Jim?
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I rule with a cotton mitten
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05/04/2014 1:03 pm

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Jim definitely said he wanted to be a Gnomish bard.
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05/04/2014 1:52 pm

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I would have helped to know what familiar/spells he was going to use.
I'm making cheat sheets for all of you. So I can speed things up for a smoother game
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I rule with a cotton mitten
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05/23/2014 2:16 pm

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Have had a go at my character, rearranged some of my stats but essentially same character as from the beginners box. Did you say we get traits also

Radak Virukson the Traveler

Male Dwarf Cleric 1
Chaotic Good
Representing Neil

Strength     17    (+3)
Dexterity     10    (+0)
Constitution     13    (+1)
Intelligence     8    (-1)
Wisdom     19    (+4)
Charisma     13    (+1)
    
Size:     Medium
Height:     4' 4"
Weight:     210 lb
Eyes:     Blue
Hair:     Dark Brown Straight; Thick Beard
Skin:     Light

Domains: Luck Travel (Desna)

Energy: Positive [Healing / Damages Undead]

Total Hit Points: 10

Speed: 20 feet

Armor Class: 17 = 10 + 5 [scale] + 2 [heavy steel]

    Touch AC: 10
    Flat-footed: 17

Initiative modifier:    + 4    = + 0 [dexterity] + 4 [improved initiative]
Fortitude save:    + 3    = 2 [base] + 1 [constitution]
Reflex save:    + 0    = 0 [base]
Will save:    + 6    = 2 [base] + 4 [wisdom]
Attack (handheld):    + 3    = 0 [base] + 3 [strength]
Attack (missile):    + 0    = 0 [base]
Combat Maneuver Bonus:    + 3    = 0 [base] + 3 [strength]
Combat Maneuver Defense:    + 13    = 10 + 0 [base] + 3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
    86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.

Languages:    Common Dwarven

War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]

Scale mail [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]

Heavy Steel Shield [ + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.]

Feats:

    Improved Initiative    +4

Skill Name
    
Key
Ability
    
Skill
Modifier
    
Ability
Modifier
    
Ranks
    
Misc.
Modifier
Acrobatics     Dex*     -6 =     
+0
        -4 [armor] -2 [shield]
Appraise     Int     -1 =     -1       
Bluff     Cha     1 =     +1       
Climb     Str*     -3 =     +3       -4 [armor] -2 [shield]            
Diplomacy     Cha     1 =     +1
Disguise     Cha     1 =     +1
Escape Artist     Dex*     -6 =   +0    -4 [armor] -2 [shield]
Fly     Dex*     -6 =     +0        -4 [armor] -2 [shield]
Heal     Wis     4 =     +4       
Intimidate     Cha     1 =     +1       
Perception     Wis     4 =     +4               
Ride     Dex*     -6 =     +0        -4 [armor] -2 [shield]
Sense Motive     Wis     5 =     +4    + 1     
Stealth     Dex*     -6 =     +0        -4 [armor] -2 [shield]
Survival     Wis     4 =     +4       
Swim     Str**     -3 =     +3        -4 [armor] -2 [shield]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Zero-level Cleric spells: 3 can be selected per day, unlimited casting

First-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Dwarf

    + 2 constitution, +2 wisdom, -2 charisma (already included)

    Can move 20 feet even if in heavy armor

    Darkvision (see 60 feet in pitch-dark)

    Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)

    All dwarves are proficient with battleaxes, heavy picks, and warhammers.

    + 4 to avoid being bullrushed / tripped while standing on ground

    + 2 racial bonus on saves vs. poison

    + 2 racial bonus on saves vs. spells / spell-like abilities

    + 1 racial bonus to hit orcs and goblinoids

    + 4 dodge bonus on AC against giants

    + 2 racial bonus on appraise checks if stone/metal

Cleric

    Alignment Aura

    Spontaneous casting -- trade prepared spells for curative spells

    Channels positive energy (4x/day)

    High wisdom gains bonus spells daily

    Domain choices give additional abilities. See the rulebook for details

    Luck clergy can grant a friend the power to roll all d20s twice and take the better result, and at 6th level you can reroll a d20 yourself.

    Travel clergy can give themselves theability to ignore difficult terrain, and at 8th level dimension-hop 10 feet per clericlevel per day; if you bring friends this counts as distance.

    Concentration check: d20 + cleric level + wisdom modifier vs. DC

    Class     HP rolled     
Level 1:     Cleric     8     

    
Radak Virukson's Equipment:

    50 lb
    2 lb
    5 lb


    5 lb
    4 lb

    2 lb
    _____
    68 lb    Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Bottle
    Chalk
    Rations (1 day) x5
    Waterskins x1
    Holy symbol (wooden)
    Spell component pouch

    Total
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06/03/2014 1:25 pm

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Here's Nick's actual character info:

Strength 10 (+0)
Dexterity 11 (+0)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 11 (+0)
Charisma 11 (+0)

HP: 9
AC: 10

Weapons: Dagger, Light Crossbow

Other Equipment: See previous post

Initiative modifier:      + 4      = + 0 [dexterity] + 4 [improved initiative]
Fortitude save:      + 2      = 0 [base] + 2 [constitution]
Reflex save:      + 0      = 0 [base]
Will save:      + 4      = 2 [base] + 2 [iron will]
Attack (handheld):      + 0      = 0 [base]
Attack (missile):      + 0      = 0 [base]
Combat Maneuver Bonus:      + 0      = 0 [base]
Combat Maneuver Defense:      + 10      = 10 + 0 [base]


Skill ranks in: Spellcraft, Perception, Knowledge (Arcana), Knowledge (Dungeoneering), Heal and Diplomacy

Familiar: Goat (+3 to Survival checks)
http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat

Feats: Improved Initiative, Iron Will     , Scribe Scroll
(Gains Alertness if familiar is within reach)

School: Illusion (Opposed: Necromancy, Transmutation)


0-level Spells: (3+1 choices per day; unlimited casting)
Ghost Sound, Light, Detect Magic, Daze

1st-level Spells: (1+1+1 per day)
Disguise Self, Magic Missile, Mage Armor



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