Akachi | - | ||
Character Name | Alignment | ||
Hunter (Divine Hunter) 3 | |||
Character Level | |||
Akaimimi | M | ||
Race | Size | ||
F | 18 | ||
Gender | Age | ||
5'6" | 150 | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Purple Light Show | Numeria |
Deity | Homeland |
- | ? |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +5 | +3 | CON +2 | +0 | +0 | +0 |
Reflex | +4 | +3 | DEX +1 | +0 | +0 | +0 |
Will | +4 | +1 | WIS +3 | +0 | +0 | +0 |
-2 on saves against swarm distraction (drawback)
+2 against hot weather or +5 against cold eather, based on what outfit is worn.
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+2 | +2 | +0 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
13 | 10 | +2 | +0 | +1 | +0 | +0 |
Common, Sylvan, Halit
Orisons | Detect Magic
School divination Action 1 standard Components V, S Range 60' cone emanation Duration concentration, up to 1 min/cl (3 min) Effect You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
School divination Action 1 standard Components V, S Range close (30') Target one creature, object, or 5' cube Duration instantaneous Effect You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
School Evocation (light) Action 1 standard Components V, M/DF (firefly) Range touch Target object touched Duration 10 min/cl (30 min) Effect This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. School transmutation Action 1 standard Components V, S Range 10' Target contaminated food and water 1'^3/cl (3 cubic feet) Duration instantaneous Save will neg & sr (object) Effect This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
School divination Action 1 standard Components V, S, F (clear crystal prism) Range personal Duration 10 min/cl (30 min) Effect You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
School conjuration (healing) Action 1 standard Components V, S Range close (30') Target one living creature Duration instantaneous Save will neg & sr (harmless) Effect Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
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1st level | D:True Strike
School divination Action 1 standard Components V, F (wooden archery target) Range personal Duration until end of next round, or until discharged Effect your next single attack roll gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
School transmutation Action 1 swift Components V Range personal Duration 1 round Effect when making a run or charge action, move a total of 10 times your base land speed. This additioanl speed is an enhancement bonus, does not affect other movement speeds, and effects the acrobatics skill as normal.
School conjuration (healing) Action 1 standard Components V, S Range touch Target creature touched Duration Instantaneous Save will (harmless) & spell resistance Effect target heals for 1d8+3 points of damage, unless they take damage from positive energy. Creatures which take damage from positive energy take the listed healing as positive energy damage instead.
School conjuration (creation) <water> Action 1 standard Components V, S Range close (30') Duration Instantaneous Effect create up to 6 gallons of potable water, which disappears after 1 day, if not consumed.
School transmutation Action 1 standard Components V, S Range personal Target touch Duration 1 minute/level (d) Effect all melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | +0 | (STR) +0 | +0 | +0 | |
Diplomacy | +0 | (CHA) +0 | +0 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +3 | (WIS) +3 | +0 | +0 | |
Intimidate | +6 | (CHA) +0 | +3 | +3 | |
Knowledge: Arcana | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Dungeoneering | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Local | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Nature | +9 | (INT) +1 | +3 | +5 | |
Knowledge: Planes | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Religion | +3 | (INT) +1 | +0 | +2 | |
Perception | +9 | (WIS) +3 | +3 | +3 | |
Ride | +7 | (DEX) +1 | +3 | +3 | |
Sense Motive | +3 | (WIS) +3 | +0 | +0 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +9 | (WIS) +3 | +3 | +3 | |
Swim | +0 | (STR) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +1 | (INT) +1 | +0 | +0 | |
Craft: Alchemy | +8 | (INT) +1 | +3 | +4 | |
Craft: Fletching | +9 | (INT) +1 | +3 | +5 | |
Craft: Cooking | +9 | (INT) +1 | +3 | +5 | |
Handle Animal* | +6 | (CHA) +0 | +3 | +3 | |
Knowledge: Engineering | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Geography | +3 | (INT) +1 | +0 | +2 | |
Knowledge: History | +3 | (INT) +1 | +0 | +2 | |
Knowledge: Nobility | +3 | (INT) +1 | +0 | +2 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Wild Empathy | +3 | (CHA) +0 | +3 | +0 |
Level Feats | 1) Weapon Adept (Versatile Design)
A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter’s weapon training class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
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Class Feats | Outflank
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
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Racial Traits | Vision
Low-Light Vision
Knowledge (All) +2, Handle Animal/Wild Empathy used against Red Panda-Like beasts +4
1/day Augury SLA, which can be used again at the cost of 2 ki points. At level 10, 1/week Divination SLA
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Traits | Ancestral Weapon (region: Numeria)
+1 trait bonus to attack rolls made with Cold Iron weapons, and gain a masterwork Cold Iron Katana (valued at 400gp) for no gold cost.
Reduce the Armor Check Penalty of any armor worn by 1, to a minimum of 0.
Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
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Drawback | Entomophobe
-2 to attack rolls made to hit vermin & -2 to Saving throws against the distraction ability of swarms. bugs yucky.
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WEAPONS | ||||||
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Name | AB | Critical | Type | Range | Ammo | Dmg |
Ancestral Katana | +4 | {18-20}x2 | S (deadly) | 5' reach | - | 1d8 |
Signature Lance | +4 | x3 | P | 10' reach | - | 1d8 |
MC0 Longbow CID | +5 | x3 | P | 110' increment | - | 1d8 |
MC0 Longbow CIF | +5 | x3 | P | 130' increment | - | 1d6 |
MC0 Longbow CIW | +5 | x3 | P | 110' increment | - | 1d6 |
ARMOUR | ||||||
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Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
M Full Plate | +9 | Heavy | -4 | 35% | 50 lbs. | |
Heavy Load | +0 | Encumbrance | -6 | 0% | 0 lbs. |
Encumbrance |
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Coin Purse |
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Armor | M Full Plate
Masterwork Full Plate
Value 165p Weight 50 lbs. Armor Bonus +9 Max Dex +1 Armor Check Penalty -5 Arcane Spell Failure 35% Speed 20' Included items: a set of full plate includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding at no additional cost. | ||||||||||||
Weapons | Ancestral Katana
Masterwork Cold Iron Katana
Value 40p (A) Weight 6 lbs. Damage 1d8 (medium) Critical 18-20/x2 Range Melee Type S Category One-Handed Proficiency Exotic Weapon Groups Blades, Heavy Hardness 10 Object HP 5 Deadly: When used to perform a Coup de Grace, increase the weapon damage by 4 for the purpose of calculating the Fort DC, but not to calculate the actual damage inflicted to the target creature. Exotic/Martial Flexibility: while it is a one-handed exotic weapon, it can also be wielded as if it were a two-handed martial weapon. Masterwork: confers a +1 enhancement bonus on attack rolls and can be enchanted into a magic weapon. Cold Iron: weapon overcomes DR/Cold Iron, costs an additional 2000gp to be enhanced into a +1 weapon, and benefits from the +1 trait bonus to attack rolls from the Ancestral Weapon trait. Masterwork Cold Iron Lance: Versatile Design - Heavy Blade
value 82p Weight 10 lbs. Damage 1d8 (medium) Critical x3 Range Reach Type P Category Two-Handed Proficiency Martial Weapon Groups Spears, Heavy Blades Lance Charge: deals double damage when used from the back of a charging mount. Variable Handedness: while mounted, you can wield a lance with one hand. Masterwork: confers a +1 enhancement bonus on attack rolls and can be enchanted into a magic weapon. Cold Iron: weapon overcomes DR/Cold Iron, costs an additional 2000gp to be enhanced into a +1 weapon, and benefits from the +1 trait bonus to attack rolls from the Ancestral Weapon trait. Masterwork Composite Longbow
value 40p Weight 3 lbs. Damage 1d8 (medium) Critical x3 Range 110' increment Type P Category Ranged Proficiency Martial Weapon Groups Bows Mighty +0: this longbow requires a strength score of 12 or higher to use properly. A strength score of 11 or less incurs a -2 penalty on attack rolls. The wielder adds their strength modifier to damage from this weapon, to a maximum bonus of +0. Masterwork: confers a +1 enhancement bonus on attack rolls and can be enchanted into a magic weapon. Ammunition: a longbow fires arrows
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Quiver | CID Arrows
Cold Iron Durable Arrows
Units 20 Value 2g/arrow Weight 3 lbs/20 arrows Craft 1 arrow for 4 hours and 1/75th of a lb of cold iron Cold Iron Flight Arrows
Units 20 Value 4g/sheaf Weight 3 lbs/sheaf Craft a 20 arrow sheaf for 8 hours and 2/75th of a lb of cold iron Cold Iron Whistling Arrows
Units 20 Value 4g/sheaf Weight 3 lbs/sheaf Craft a 20 arrow sheaf for 8 hours and 2/75th of a lb of cold iron | ||||||||||||
Tools & Kits | Skill Tools: MT Cooking
Masterwork Tools, Cooking
Value 55g Weight 1 lb. Use +2 circumstance bonus to Craft (Cooking) checks. Masterwork Tools, Fletching
Value 55g Weight 1 lb. Use +2 circumstance bonus to Craft (Fletching) checks. Masterwork Survival KitValue 5p Weight 5 lbs. Contents a flint and steel, a mess kit, two waterskins, basic maps with major landmarks, a small utility knife, and a guide to identifying flora and fauna.
Use
Portable Alchemy Lab
Value 75g Weight 20 lbs. Use +1 circumstance bonus to Craft (Alchemy) checks. Function Tools: Ember Pot Value 5s Weight 1 lb. Use this pot allows the safe transport of burning coals, keeping such coals hot for 24 hours, during which time anyone can use the coals to light a fire without making a survival check.
Value 15g Beast of Burden Use can be drawn by a single beast of burden to transport goods.
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Clothes | Cold-Weather
Cold-Weather Outfit
Value 8g Weight 7 lbs. Use includes waterproof leather boots and confers a +5 circumstance bonus on Fort saves against exposure to cold weather. Hot-Weather Outfit
Value 8g Weight 4 lbs. Use Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. Diving Suit
Value 1p Weight 2 lbs. Use This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. The suit only grants this bonus if it is the outermost garment, and has no effect if worn over bulky clothes or armor or with cumbersome gear (such as a backpack, large weapons, and so on). Damage to the suit (such as from several rounds of combat against slashing and piercing attacks) negates the suit’s bonus until it is repaired. Value 5s Use shoe inserts which confer a +1 circumstance bonus to consitution checks to continue running or to avoid nonlethal damage from a forced march.
Value 6p Weight 4 lbs. Use The soles of these tough boots include lodestones that have been augmented through alchemical processes to be very strong. While climbing a rope, you can pinch the rope between the boots to prevent yourself from falling; you can release the boots’ grip by carefully twisting them apart. The boots also stick to steel, iron, and other magnetizable surfaces.
You gain a +4 circumstance bonus on your Climb checks while using the boots’ magnetism to help you climb a rope or magnetic surface. While standing on a magnetic surface, the boots grant you a +4 circumstance bonus on Strength checks and Fortitude saving throws to avoid being blown away by winds. Leaving a square when you the boots are attached to a magnetic surface requires an additional 5 feet of movement, as your overland speed is effectively reduced in exchange for the boots’ assistance in climbing. Value 5g Weight 4 lbs. Use These high-tension nets of rope or sinew in wooden frames are lashed to the feet to spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement (1 square plus a 1 square penalty) per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled. Snowshoes may supplement another outfit.
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Camp | Gear: P. Tent & Cover
Pavilion Tent with Tent CoverValue 115g Weight 65 lbs. (stored on horse) Activation Time 91 minutes Deactivation Time 46 minutes Use Large enough to comfortably house 10 medium creatures and a small centralized fire pit. 2 small creatures are equivalent to 1 medium creature and 1 large creature is equivalent to 2 medium creatures. Creatures within a covered tent are confered a +5 circumstance bonus on saving throws against adverse weather effects and gain DR 5/- against swarms composed of Diminuitive or smaller creatures, which are outside the tent. If an occupant's DR completely negates the damage, they are not subject to the swarm's distraction ability. Swarms can make a DC 20 Reflex save as a full-round action to enter the tent in subsequent rounds.
Bedroll and BlanketValue 6s Weight 8 lbs. Use no mechanical effects, just a decent travelling bed.
Supplies: Food 100 days of Wandermeal - value 1g; weight 50 lbs.
Waterskins - 1 gallon; Barrel - 75 gallons
4 gallons/day for 19 days of water remaining. | ||||||||||||
Animals | Mule
Value 8g Encumbrance Light - 100 lbs.; Medium - 200 lbs.; Heavy - 300 lbs.; Drag - 1500 lbs.
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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.