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Winterborn
End of book 1 - Character sheets.

End of book 1 - Character sheets.

MELINDA’S CHARACTER SHEET

Name

Melinda Eriksdaughter

Race

Human - Luskari (Unseelie Fey)

Size

Medium

Alignment

Chaotic Evil

Deity

Auril

Age

13

Height

5’6”

Weight

110 lb

Eyes

Blue

Hair

Blonde

Level

6 (Gestalt)

Experience

16338 / 21000

Class Levels

Warlock 5 /

Icedawn Invoker 1

Battledancer 6

HP

36/37

Nonlethal

37

Init

+8

Speed

50 (100 Fly)

BAB

+6/+1

Grapple

+6

DR

5/Cold Iron

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

10

+0

DEX

19

+4

CON

11

+0

INT

15

+2

WIS

14

+2

CHA

21

+5

Saves

Save

Total

Base

Ability

Bonus

Fort

+4

+2

+0

+2

Ref

+12

+6

+4

+2

Will

+11

+7

+2

+2

AC

23 = 10 Base + 4 Dex + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection

(+2 Sacred vs Fire Type)

Touch

21 = 10 Base + 4 Dex + 6 Dodge + 1 Deflection

(+2 Sacred vs Fire Type)

Flatfooted

19 = 10 Base + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection

(+2 Sacred vs Fire Type)

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+4

+2

+2

Balance (Dex)*

+12

6

+4

+2

Bluff (Cha)

+19

8

+5

+6

Climb (Str)*

+0

+0

Concentration (Con)

+6

6

+0

Craft (Painting) (Int)

+8

6

+2

Decipher Script (Int)

+2

+2

Diplomacy (Cha)

+13

+5

+8

Disable Device (Dex)

+4

+4

Disguise (Cha)

+7

+5

+2

Escape Artist (Dex)*

+5

1

+4

Forgery (Int)

+2

+2

Gather Information (Cha)

+5

+5

Handle Animal (Cha)

+5

+5

Heal (Wis)

+2

+2

Hide (Dex)*

+4

+4

Intimidate (Cha)

+17

+5

+12

Jump (Str)

+7

+0

+7

Knowledge (Arcana) (Int)

+7

5

+2

Knowledge (Planes) (Int)

+3

1

+2

Knowledge (Religion) (Int)

+3

1

+2

Knowledge ( ) (Int)

+2

+2

Listen (Wis)

+2

+2

Move Silently (Dex)*

+4

+4

Open Lock (Dex)

+4

+4

Perform (Dance) (Cha)

+12

7

+5

Perform (Sing) (Cha) *V*

+12

7

+5

Perform (Oratory) (Cha) *V*

+12

7

+5

Profession ( ) (Wis)

+2

+2

Ride (Dex)

+4

+4

Search (Int)

+2

+2

Sense Motive (Wis)

+5

3

+2

Slight of Hand (Dex)*

+7

1

+4

+2

Speak Language

N/A

Spellcraft (Int)

+6

+2

+4

Spot (Wis)

+2

+2

Survival (Wis)

+2

+2

Swim (Str)*

+0

Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.

+0

Tumble (Dex)*

+13

9

+4

Use Magic Device (Cha)

+14

9

+5

Use Rope (Dex)

+4

+4

Feats

Improved Unarmed Strike (Class Bonus Feat) – Considered armed even when unarmed. Can do lethal or nonlethal damage with unarmed strikes

Improved Initiative – Gain +4 to Initiative

Improved Toughness (Human Bonus Feat) – Gain +1 HP per level

Weapon Finesse – Use DEX instead of STR for attack rolls on light weapons, finesse weapons, and natural weapons.

Versatile Performer – Pick a number of Perform categories equal to INT modifier (min 1). For purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once chosen. You gain new categories if your INT modifier permanently rises. In addition, you gain a +2 bonus to a combined perform check (i.e. strumming a lyre and singing). Add the bonus to the highest skill modifier. Categories: Sing, Oratory

Special Abilities

Human Abilities:

Bonus Feat

Bonus Skills

Unseelie Fey Abilities:

Fey Type

-2 STR, +2 DEX, -2 CON, +2 CHA

Wings – Fly at 2x base land speed (Average maneuverability)

Winter Chill (Su) – Living nonfey within 5’ take a morale penalty on all saves equal to CHA (min 1)

Damage Reduction (Ex) – 5/Cold Iron

Iron Vulnerability (Ex) – Take 1 HP damage from touching iron and steel. Take 1d6 additional damage from iron and steel.

Vision (Ex) – Darkvision 60’

Warlock Abilities:

Proficiency – All simple weapons and light armor

Invocations – Able to use invocations (see spells). Invocations are spell-like abilities, but ignore spell failure chance from light armor.

Eldritch Blast (Sp) – 3d6 damage, 60’ range. Effective spell level of 1/2 Warlock level (min 1, max 9).

Damage Reduction (Ex) – 1 /Cold Iron

Detect Magic (Sp) – Can use Detect Magic, as spell-like ability, at will. Caster level equals class level.

Deceive Item (Ex) – Can take 10 on Use Magic Device checks, even when pressured.

Battledancer Abilities:

Proficiency – All Simple weapons

AC Bonus (Ex) – When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.

Unarmed Strike – Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 1d8.

Battledancer’s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.

Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent’s threatened area, can take a move action that does not provoke to give all allies within 30’ a +4 bonus on saves vs. fear effects for (5+CHA) rounds.

Bonus Speed (Ex) - +10 Base Speed

Dance of the Vexing Snake (Su) – If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.

Dancer’s Strike (Magic) – The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer’s unarmed strikes are treated as magic damage for overcoming damage reduction.

Icedawn Invoker Abilities:

Invocations – Class level stacks with Warlock level for determining invocations, eldritch blast damage.

Bonus Invocation – Hellrime Blast

Forbidden Flame – Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.

Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.

Twice-Souled (Ex) – Speak Language is always a class skill.

Languages

Common, Luskar, Abyssal, Draconic

Money

PP

73

GP

168

SP

249

CP

8

Encumbrance

Light Load

33 lb

Medium Load

66 lb

Heavy Load

100 lb

Max Load

100 lb

Lift Off Ground

200 lb

Push/Drag

500 lb

Inventory

Weight

Handy Haversack (10.5 lbs remaining)

Bedroll

Flint and Steel

Rations, Trail (7 days)

Sewing needle

Replenishing Skin

Holy Symbol, Wooden

Holy Symbol, Silver

Explorer's Outfit

Cold Weather Outfit

Cleric’s Vestments

Everlasting Rations

Mirror, Small Steel

Manacles

Lock, Very Simple

Grappling Hook

Rope, Hemp (50 ft)

Whetstone

Blanket, Winter

Tent

Everburning Torch

Entertainer’s Outfit

Darkwood Staff

Potion of Cure Light Wounds x2

Wand of Cure Light Wounds (50 charges)

Scroll of Sacrificial Skill

Scroll of Bless

Scroll of Chill Touch

Scroll of Sanctuary

Scroll of Identify

Scroll of Numbing Sphere

Scroll of Eagle’s Splendor

+2 Breastplate

+1 Greataxe

Equipped Gear

5

HH

HH

HH

HH

HH

HH

1

8

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

HH

12

5.5

Total Weight Carried

31.5

SPELLS

Spells/Spell-like Abilities

Warlock Abilities

Caster Level

6

DC

15 + Spell Level

Least Invocations

Beguiling Influence (2nd) – +6 to Bluff, Diplomacy, and Intimidate for 24 hours.

Hideous Blow (1st) – Blast Shape invocation. Add Eldritch Blast to melee attack.

Entropic Warding (2nd) – Gain Entropic Shield as the spell, and Pass Without Trace as the spell, and cannot be tracked by scent.

Lesser Invocations

Curse of Despair (4th) – Can curse touched target as with Bestow Curse. Even if save succeeds, target gets -1 to attack rolls for 1 min.

Hellrime Blast (4th) – Eldritch Essence invocation. Can change Eldritch Blast to Hellrime Blast, deal Cold damage. Creature struck by blast must make Fort save or -4 DEX for 10 min. Does not stack.

EQUIPMENT

Potion of Cure Light Wounds

Type

Tool

Weight

0

This common potion heals 1d8+1 HP damage when drunk.

Handy Haversack

Type

Tool

Weight

5 lbs

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

(120 lbs of space remaining)

Ring of Protection +1

Type

Ring

Weight

This ring has been enchanted to provide a +1 Deflection Bonus to AC.

Cloak of Resistance +2

Type

Shoulders

Weight

1

This cloak, made from the fur of a winter wolf, has been enchanted to provide a +2 resistance bonus on all saving throws.

Everlasting Rations

Type

Tool

Weight

2

This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.

Masterwork Dagger

Type

Simple Weapon

Weight

1

Damage

1d4

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

This masterwork quality dagger is an effective weapon in the hands of any wielder proficient in its uses.

Replenishing Skin

Type

Tool

Weight

4

This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

Bracers of Armor +1

Type

Arms

Weight

1

This set of enchanted bracers are enchanted to provide a +1 Enhancement bonus to AC.

Amulet of Natural Armor +1

Type

Neck

Weight

This amulet has been enchanted to provide a +1 Enhancement bonus to Natural Armor.

Blue Ice Dagger

Type

Simple Weapon

Weight

0.5

Damage

1d4+1

Damage Type

Piercing / Slashing

Critical

19-20 / x2

Thrown Range

10 ft

This masterwork quality dagger is made from blue ice, a material found deep in glaciers that can be ‘mined’ and ‘forged’ like iron. Only heat intense enough to melt iron will cause this ice to melt. Because of its incredibly sharp edge, it gains a +1 enhancement bonus to damage. This dagger was made by Harn Garnson of the Tribe of the Elk in his younger days, before taking up the mantle of Chief.

Darkwood Staff

Type

Simple Weapon

Weight

2

Damage

1d6 / 1d6

Damage Type

Bludgeoning

Critical

x2

This masterwork quality quarterstaff is an effective weapon in the hands of any wielder proficient in its uses. Being made of darkwood, it weighs half its normal weight.

Wand of Cure Light Wounds

Type

Tool

Weight

0

This wand contains the Cure Light Wounds spell, allowing the user to expend charges to cast the spell as they normally would.

50 Charges

Caster Level 1

Scroll of Sacrificial Skill

Type

Tool

Weight

0

This scroll contains the arcane spell Sacrificial Skill, allowing the user to cast the spell by spell completion.

1st level spell

Caster Level 1

Gains a +5 bonus on all Knowledge (Religion) checks made to conduct sacrifices

Scroll of Bless

Type

Tool

Weight

0

This scroll contains the divine spell Bless, allowing the user to cast the spell by spell completion.

1st level spell

Caster Level 1

Grants caster and allies +1 morale bonus on attack rolls and saves vs. fear effects.

Scroll of Chill Touch

Type

Tool

Weight

0

This scroll contains the arcane spell Chill Touch, allowing the user to cast the spell by spell completion.

1st level spell

Caster Level 1

Deal 1d6 negative energy damage to a touched creature. Creature must make a Fort save or take 1 STR damage.

Scroll of Sanctuary

Type

Tool

Weight

0

This scroll contains the divine spell Sanctuary, allowing the user to cast the spell by spell completion.

1st level spell

Caster Level 1

Foes who would attack you, even with ranged attacks, must make a Will save in order to attack you for the duration of the spell.

Scroll of Identify

Type

Tool

Weight

0

This scroll contains the arcane spell Identify, allowing the user to cast the spell by spell completion.

1st level spell

Caster Level 1

Identifies one magical item’s properties.

Scroll of Numbing Sphere

Type

Tool

Weight

0

This scroll contains the arcane spell Numbing Sphere, allowing the user to cast the spell by spell completion.

2nd level spell

Caster Level 3

Creates a sphere of intense cold that rolls up to 30’ a round, and deals 1d6 cold damage and 1d4 DEX damage to those it hits unless the creature makes a Reflex save.

Scroll of Eagle’s Splendor

Type

Tool

Weight

0

This scroll contains the arcane spell Eagle’s Splendor, allowing the user to cast the spell by spell completion.

2nd level spell

Caster Level 3

Gain +4 enhancement bonus to CHA for the duration.

Vile Blade

Type

Dagger

Weight

1

Damage

1d4+1

Damage Type

Slashing / Piercing

Crit Range

19 – 20 / x2

Range

10ft (thrown)

This dagger is finely made, and is enchanted, gaining a +1 bonus on attack and damage rolls.

Vile Weapon: This weapon deals an extra 1 point of Vile damage on each successful attack. On critical hits, it deals 2 Vile damage

Boots of Striding and Springing

Type

Boots

Weight

1

This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

FROSTMANE CHARACTER SHEET

Name

Frostmane

Race

Winter Wolf

Size

Large

Alignment

Neutral Evil

Deity

Auril

Age

7

Height

5’

Weight

500

Eyes

Blue

Hair

White

Effective Character Level

10

Experience

45031 / 55000

Class Levels

Winter Wolf 6

+3 Level Adjustment

Fighter 1

HP

72/72

Nonlethal

Init

+8

Speed

60

BAB

+7/+2

Grapple

+17

DR

SR

Attributes

Attribute

Score

Modified Score

Modifier

STR

22

+6

DEX

18

+4

CON

21

+5

INT

12

+1

WIS

16

+3

CHA

10

+0

Saves

Save

Total

Base

Ability

Bonus

Fort

+12

+7

+5

+0

Ref

+9

+5

+4

+0

Will

+5

+2

+3

+0

AC

27 = 10 Base - 1 Size + 5 Natural + 4 Dex + 8 Armor + 1 Deflection

Touch

14 = 10 Base - 1 Size + 4 Dex + 1 Deflection

Flatfooted

23 = 10 Base - 1 Size + 5 Natural + 8 Armor + 1 Deflection

Skills

Class Skills in Bold

*Armor Check Penalty Applies

Skill

Total

Rank

Mod

Bonus

Appraise (Int)

+1

+1

Balance (Dex)*

+2

+4

-2

Bluff (Cha)

+0

+0

Climb (Str)*

+5

1

+6

-2

Concentration (Con)

+5

+5

Craft ( ) (Int)

+1

+1

Decipher Script (Int)

+1

+1

Diplomacy (Cha)

+0

+0

Disable Device (Dex)

+4

+4

Disguise (Cha)

+0

+0

Escape Artist (Dex)*

+2

+4

-2

Forgery (Int)

+1

+1

Gather Information (Cha)

+0

+0

Handle Animal (Cha)

+0

+0

Heal (Wis)

+3

+3

Hide (Dex)*

+3

3

+4

-4 (inc. to -1 in Snow)

Intimidate (Cha)

+0

+0

Jump (Str)

+11

+6

+5

Knowledge ( ) (Int)

+1

+1

Listen (Wis)

+15

9

+3

+3

Move Silently (Dex)*

+5

2

+4

-1

Open Lock (Dex)

+4

+4

Perform ( ) (Cha)

+0

+0

Profession ( ) (Wis)

+3

+3

Ride (Dex)

+4

+4

Search (Int)

+1

+1

Sense Motive (Wis)

+3

+3

Slight of Hand (Dex)*

+2

+4

-2

Speak Language

N/A

Spellcraft (Int)

+1

+1

Spot (Wis)

+15

9

+3

+3

Survival (Wis)

+12

5

+3

+4 (Scent)

Swim (Str)*

+5

1

+6

-2

Tumble (Dex)*

+2

+4

-2

Use Magic Device (Cha)

+0

+0

Use Rope (Dex)

+4

+4

Feats

Alertness – +2 on Listen and Spot checks

Improved Initiative – Gain +4 to Initiative

Track – Can find and follow tracks in the wild with Survival. DC depends on conditions.

Power Attack – Can subtract up to 5 from attack roll and add that number to damage rolls. (Fighter Bonus)

Special Abilities

Winter Wolf Abilities:

Magical Beast type

Cold Type – Immune to Cold, takes 50% more damage from fire

Darkvision 60’ – Can see in the dark up to 60’ away

Low-Light Vision – Can see twice as far in low light

Scent – Can sniff out foes within 30’ (60’ if downwind, 15’ if upwind). Can follow tracks by smell.

Breath Weapon (Su) – 4d6 Cold, 15’ cone, every 1d4 rounds, DC 18 for half (CON-based)

Bite Attack – 1d8 + (1.5 x STR) damage.

Freezing Bite (Su) – Bite attack deals extra 1d6 Cold damage, as if it were Frost weapon

Trip (Ex) – Hitting with the Bite can allow the wolf to trip a foe as a free action without an attack roll or attack of opportunity. If the attempt fails, the opponent cannot react to try and trip the wolf

Fighter Abilities:

Proficiency – All Simple and martial weapons. All Armor.

Bonus Feats – Bonus feats at 1st level, 2nd level, and every even-numbered level after that.

Languages

Common, Giant

Money

PP

50

GP

49

SP

CP

Encumbrance

Light Load

519 lb

Medium Load

1038 lb

Heavy Load

1560 lb

Max Load

1560 lb

Lift Off Ground

3120 lb

Push/Drag

7800 lb

Inventory

Weight

Saddlebag of Providing (176 lbs left)

Potion of Cure Moderate Wounds x3

Replenishing Skin

Dire Bearskin Rug

--

Bag

Bag

Bag

Total Weight Carried

47

EQUIPMENT

Breastplate of the Wolf Lord

Type

Light Armor

Weight

30

AC Bonus

+8

Max Dex

4

ACP

-2

ASF

15%

This piece of armor is clearly of goblin make. However, it is masterfully made all the same. Crafted from Blue Ice, this unmelting breastplate is sized and fitted for Large quadrupedal creatures, like a wolf. It has been enchanted with a number of abilities to aid its wearer in battle.

+3 Enhancement Bonus

Blue Ice – Half normal weight. +1 Max Dex, -2 ACP. Counts as one armor category lighter (light armor remains light armor).

Easy Travel – Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.

Called – Can call armor to you as long as it is on the same plane. Armor appears worn and ready for action.

Landing – Ignore Falling damage from the first 60’ of a fall. Can always land on feet.

Saddlebags of Providing

Type

Tool

Weight

16

These saddlebags provide everything a mount needs to function on an extended campaign. The right bag produces enough food to feed the creature it is slung over for one day. Food removed and not eaten disappears after 24 hours. The left bag contains a masterwork set of grooming and leather repair tools appropriate for the creature it is slung over. In addition, the left bag acts as a Bag of Holding, with 250 lbs of available space. Regardless of their contents, the bags always weigh the same.

Boots of Striding and Springing

Type

Boots

Weight

1

This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.

Necklace of Natural Weapons (Bite)

Type

Neck

Weight

--

This necklace, crafted from the fangs and sinew of wild animals, is enchanted to give a creature with a bite attack magical power behind its attacks.

+1 Enhancement Bonus to Bite attack and Damage

Ghost Touch – Bite can affect incorporeal creatures as normal

Ring of Protection +1

Type

Ring

Weight

This ring has been enchanted to provide a +1 Deflection Bonus to AC.

Ring of the Darkhidden

Type

Ring

Weight

--

This unassuming ring, crafted from unadorned silver, makes the wearer invisible to Darkvision, making it highly sought after by those who wish to remain hidden in the darkness.

Replenishing Skin

Type

Tool

Weight

4

This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.

Potion of Cure Moderate Wounds

Type

Tool

Weight

--

This common potion heals 2d8+3 HP damage when drunk.