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WOUNDS NON-LETHAL
DEX 18 +4 TEMP
INIT +4 = 4 + 0 0 ft
DEX MISC BURROW
CON 14 +2 SKILLS
CLASS
ABIL ABIL
SKILL NAME SCORE TOTAL MOD RANKS MISC
INT 14 +2
DAMAGE REDUCTION C Acrobatics DEX 10 4 3 3
WIS 14 +2 C Appraise INT 2 2 0 0
ENERGY RESISTANCE
C Bluff CHA 19 5 9 5
CHA 20 +5 Cold 5, Electricity 5, Fire 5
C Climb STR 6 2 1 3
C Diplomacy CHA 19 5 9 5
AC 14 10+ 0 + 0 + 4 + 0 + 0 + 0 + 0
ARMOR SHIELD DEX SIZE NAT. DEFL. MISC C Disguise CHA 9 5 1 3
BONUS BONUS MOD. MOD. ARMOR MOD. MOD.
C Escape Artist DEX 10 4 1 5
TOUCH 14 FLATFOOTED 10
CONDITIONAL MOD X Fly DEX 4 4 0 0
TOTAL BASE ABILITY RACIAL MISC TEMP
X Heal WIS 2 2 0 0
FORT 12 = 5 + 2 + 0 + 5 +
BASE ABILITY RACIAL MISC TEMP C Intimidate CHA 20 5 9 6
REFLEX 15 = 6 + 4 + 0 + 5 +
C Knowledge (religion) INT 10 2 5 3
BASE ABILITY RACIAL MISC TEMP
0 C Perception WIS 14 2 9 3
WILL 12 = 5 + 2 + + 5 +
C Ride DEX 8 4 1 3
SPELL HERO C Sense Motive WIS 14 2 9 3
BAB 7 RESISTANCE POINTS
C Sleight of Hand DEX 13 4 6 3
CMD 23 = 7 + 2 + 4 + 0 + 0 + 10 0 C Spellcraft INT 10 2 5 3
TOTAL BAB STR DEX SIZE MISC
C Stealth DEX 16 4 9 3
CMB 9 = 7 + 2 + 0 + 0 Prestige Points 0
TOTAL BAB STR SIZE MISC X Survival WIS 2 2 0 0
• Size: Medium
• Defen
PROTECTION -----DWARVEN RACIAL TRAITS -----
• Size: Medium
• Defen
----- CLASS ABILITIES -----
----- GENERAL FEATS -----
ARMOR TYPE ARMOR BONUS MAX DEX BONUS Tiefling, Shackleborn Traits (BoF 22)
• Alternate Racial Traits: Variant Tiefling Ability 70
ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES • Native Outsider (ARG 169): Tieflings are outsiders with the
#N/A native subtype.
• Languages (ARG 169): Tieflings begin play speaking Common and
SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE either Abyssal or Infernal.*
• Fiendish Resistance (ARG 169): You have cold resistance 5*,
SPECIAL PROPERTIES electricity resistance 5*, and fire resistance 5*.
#N/A • Fiendish Sorcery (ARG 168): Tiefling sorcerers with the
Abyssal or Infernal bloodlines treat their Charisma score as
OTHER POSSESSIONS 2 points higher for all sorcerer class abilities.
QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT
• Skilled (BoF 22): You gain a +2 racial bonus on Escape Artist*
1 Elven Chain (enchantable) Carried 40
and Intimidate checks*.
1 +1 Menacing Kukri Carried 2
• Variant Tiefling Ability 70 (BoF 17): You are aware of and can
1 Curve blade, elven Carried 7
choose the result of any attempt to detect your alignment.
Traits
• Omen (UCa 55): You gain a +1 trait bonus on Intimidate
checks*, and Intimidate is always a class skill for you*.
Once per day, you may attempt to demoralize an opponent as a
swift action.
• Fiery Glare (Custom): You can always take 10 on Intimidate
checks, even in combat.
Class Features
• Archetypes: Rake, Bandit
• Armor and Shield Proficiency: You are proficient in Light,
Medium and Heavy Armor. You are proficient with shields
(excluding tower shields.) *
• Weapon Proficiency: You are proficient with all Simple and
Martial Weapons. Additionally you are proficient with the
following weapons: Crossbow, hand
• Sneak Attack (Ex) (Core 68): When you are flanking your
target, or when they are denied their Dexterity bonus to AC,
you can deal an extra 3d6 damage. This is precision damage
and is not multiplied on a critical hit. You can sneak attack
with a ranged weapon if the target is within 30ft.
If using a nonlethal weapon, your sneak attack does nonlethal
damage. You cannot deal nonlethal sneak attack damage with a
weapon that deals lethal damage.
You must be able to see your target well enough to pick out a
vital spot. You cannot sneak attack a creature with total
concealment.
• Bravado’s Blade (Ex) (APG 134): When you hit an opponent and
deal sneak attack damage, you can forgo 1d6 points of that
damage and make a free Intimidate check to demoralize the
foe. For every additional 1d6 points of sneak attack damage
you forgoe, you receive a +5 circumstance bonus on this
check.
• Finesse Training (Ex) (PU 20): You gain Weapon Finesse as a
bonus feat.* When you make a successful melee attack with a
Armor, Shield and Slotted Items 0
Kukri, you can use your Dexterity instead of Strength on the
* Weight is modified by its location Total Weight Carried 49
damage roll.*
SLOTS EXPERIENCE / LEVEL • Evasion (Core 68): If you make a successful Reflex saving
BELT None HEADBAND None throw against an attack that normally deals half damage on a
Current XP 65000
BODY None NECK None successful save, you take no damage. A helpless character
CHEST None RING (LEFT) None 10th Level 105.000 does not gain the benefit of evasion.
EYES None RING (RIGHT) None • Rogue Talents (Core 68): You have acquired new skills. Only
ENCUMBRANCE
FEET None SHOULDERS None one talent can be applied to any one attack.
HANDS None WRIST None
58 116 175 • Weapon Training (Ex) (Core 69): You gain Weapon Focus as a
HEAD None Hand of Glory None LIGHT LOAD MEDIUM LOAD HEAVY LOAD bonus feat.*
OVERLOADED • Combat Trick (0) (Core 68): You gain a bonus combat feat*
WEALTH [0 lbs]
175 350 875 • Fast Stealth (Ex) (Core 68): You can move at full speed
PP ,0 GP ,0 SP ,0 CP ,0
OVER HEAD LIFT OFF PUSH/ DRAG using the Stealth skill without penalty.
MISC GROUND
* Denotes bonuses or penalties already included in the calculations
YAPCG 9.15
5
#
ABILITIES (continued) CLASS ABILITIES/MAGIC ITEMS #
• Rake’s Smile (Ex) (APG 134): You gain a +2 morale bonus on Smite Good (Su)
Bluff* and Diplomacy* checks. /day
• Debilitating Injury (Ex) (PU 23): Whenever you deal sneak
attack damage to a foe, you can also debilitate the target of
Touch of Corruption (Su)
your attack, causing them to take one of the following
penalties for one round (this is in addition to any penalty times/day
from a talent or other ability). These penalties do not
stack with themselves, but additional abilities that deal Handwritten Notes
sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty at a time -
a new penalty removes the old penalty.
• Bewildered (PU 23): The target takes a -2 penalty to AC,
and an additional 2 penalty to AC against attacks from
you.
• Disoriented (PU 24): The target takes a -2 penalty to
attack rolls, and an additional 2 penalty to attack rolls
against you.
• Hampered (PU 24): All the target's speeds are reduced by
half (to a minimum of 5ft) and they cannot take a 5ft
step.
• Ambush (Ex) (UC 71): When you act in the surprise round, you
can take a move action, standard action, and swift action
during the surprise round
• Rogue's Edge (Ex) (PU 23): You gain Signature Skill as a bonus
feat* for the following skills: , Intimidate
• Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on
you deals 2 points of damage per paladin level on its first
successful attack.
• Detect Good (Sp) (APG 120): You can use detect good, as a move
action by concentrating on a single Item or individual within
60 feet and determine if it is good, learning the strength of
its aura as if having studied it for 3 rounds.
• Smite Good (Su) (APG 120): As a swift action, you can choose
one target within sight to smite. If this target is good, you
add +5 on your attack rolls and you can add +3 on all damage
rolls made against the target of your smite. If the target of
smite good is an outsider with the good subtype, a
good-aligned dragon, or a good creature with levels of cleric
or paladin, the bonus to damage on the first successful
attack is 6. Regardless of the target, smite good attacks
automatically bypass any DR the creature might possess. While
smite good is in effect, you gain a +5deflection bonus to
your AC against attacks made by the target of the smite. If
you target a creature that is not good, the smite is wasted
with no effect.
• Unholy Resilience (Su) (APG 120): You gain a bonus equal to
your Charisma bonus (+5) on all saving throws.*
• Touch of Corruption (Su) (APG 120): As a touch attack, you can
do 1d6 points of damage. You can use this ability 6 times a
day. You can also use this ability to heal undead creatures.
• Aura of Cowardice (Su) (APG 120): You radiate a palpably
daunting aura that causes all enemies within 10 feet to take
a –4 penalty on saving throws against fear effects. Creatures
that are normally immune to fear lose that immunity while
within 10 feet of you.
• Plague Bringer (Ex) (APG 120): You do not take any damage or
take any penalty from diseases. You can still contract
diseases and spread them to others, but you are otherwise
immune to their effects.
• Shaken (APG 120): The target is shaken for 3 rounds.
Feats
• Power Attack (Core 131): You can choose to take a -2 penalty
* Denotes bonuses or penalties already included in the calculations
YAPCG 9.15
Sad
Player Name Character Name Portrait
Weapon 5 ATTACK BONUS CRITICAL
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
YAPCG 9.15
5
#
ABILITIES (continued) ABILITIES (continued) #
Attack Rolls:
• +5 - vs smite good target if target is good (Smite Good)
Damage:
• +3 and bypass DR - vs smite good target if target is good (doubled on
the first successful attack vs an good dragon, good outsider, or has
levels of Cleric or Paladin) (Smite Good)
* denotes bonus that have been included in the calculations. You should subtract the values if the condition no longer applies
Cavaliers and similar, please use the Animal Companion tab
Horse, light Large Sad
Companion Name Species Size Character Name
STR 16 +3 HP 15 INIT 2 = +2 + 0
Mount
DEX 14 +2 WOUNDS NON-LETHAL
SPEED 50 ft 10 sq x5 ft ft ft
CON 17 +3 BASE SPEED RUN SWIM CLIMB FLY
Extraordinary Attack
NOTES
SKILLS
ABIL ABIL
SKILL NAME SCORE TOTAL MOD RANKS MISC
C Acrobatics DEX +2 +2 0 0
C Climb STR +3 +3 0 0
X Escape Artist DEX +2 +2 0 0
C Fly DEX +2 +2 0 0
X Intimidate CHA -2 -2 0 0
C Perception WIS +6 +1 0 +5
C Stealth DEX +2 +2 0 0
X Survival WIS +1 +1 0 0
C Swim STR +3 +3 0 0
X 0 #N/A 0 0 ####
X 0 #N/A 0 0 ####