- Created
- 4 years, 4 months ago
- Creator
- shagoliravioli
- Favorites
- 0
Profile
Ability Scores | ||||
---|---|---|---|---|
STR | 17 | 3 | — | — |
DEX | 10 | 0 | — | — |
CON | 14 | 2 | — | — |
INT | 15 | 2 | — | — |
WIS | 6 | -2 | — | — |
CHA | 19 | 4 | — | — |
Stat | Score | Mod | Temp Score | Temp Mod |
Combat Speed & Defences | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
HP | 98 | 98 | — | — | 6d12 | ||||||
Stat | Total | Current | Nonlethal | Reduction | Die | ||||||
AC | 13 | 10 | 4 | 0 | 0 | 0 | -1 | 0 | 0 | ||
Touch | 10 | Flat | 13 | Action Points | — | ||||||
INIT | 4 | 0 | 4 | Speed | 30 ft. walk, fly | ||||||
Stat | Score | Dex Mod | Misc Mod | Class | Armor Type |
Racial Traits
Racial Stat Modifiers
Phoenixes are granted the base stat modifiers of +2 Strength, +2 Charisma, and -2 Wisdom.
Flying
Phoenixes have a base flying speed of 30 ft.
Undying
Once every hundred years, a phoenix may be spared the sting of death and be reborn. When a phoenix reaches -10 hit points, instead of dying, they are transformed into an egg. The egg materializes slightly away from their point of death, which can be determined randomly using the following method:
- from the starting point, roll 1d4: 1 = North, 2 = East, 3 = South, 4 = West;
- after the cardinal direction, move 1d4 feet away from starting point;
- then, roll evens or odds to determine left or right;
- then, move 1d4 feet in the indicated direction.
This egg has 10 hit points, 10 AC, DR 10/-, and weighs 10 pounds. After one minute, the phoenix will reemerge from this egg with full hit points and at the same Level they were when they perished. The only things lost are non-personal items that were being carried at the time, such as tools. If the egg is destroyed before the phoenix is reborn, they perish permanently as they normally would have.
A phoenix is only entitled to one rebirth every hundred years. Once they die and are reborn, they must wait one hundred years before they can be reborn again.
Reckless
Due to their ability to avoid death, phoenixes tend to be more cavalier with their lives than normal. They suffer a -2 to Perception checks used to search for danger or traps, as well as a permanent -1 to AC. However, this recklessness also means they can face danger with greater courage, giving them a +2 to all Will saves used against fear and against being intimidated.
Ageless
Phoenixes live especially long lives, even for mogwai, and have exceptional longevity and vitality. Phoenixes suffer no penalties for age restrictions and gain an additional trained skill at first Level, representing their extensive life experience.
Heat Resistance
Phoenixes thrive in fire, as it is the source of their ever-burning hearts. Phoenixes have DR 5 against all fire-based damage starting at first level. At 10th level this increases to DR 10; at 20th level, to DR 20.
Innate Spellcasting
Phoenixes may innately cast a modified hasten once per day. This increases the phoenix’s initiative score by 2 for 1 minute, causing them to move up in the turn order if in combat or grant a +2 to initiative rolls if out of combat.
Feats
Cante Siguerillas
Racial feat: starting at 4th level, you may cast a spell as a swift action instead of using its normal action duration once per day. You gain an extra use of this feat per day at 8th, 12th, 16th, and 20th levels.
Atravesarse
Racial feat: starting at 5th level, your spells cast within 5 feet of hostile creatures no longer provoke attacks of opportunity.
Improved Initiative
Bonus feat: your initiative score improves by four.
Weapon Focus: Double Weapons
Bonus feat: you gain a +1 bonus on all attack rolls you make using the selected weapon (double weapons).
Saving Throws
Attack Bonus
Weapons
Armor
Skills | |||||
---|---|---|---|---|---|
Skill |
Key Ab |
Skl Mod |
Ab Mod |
Rank |
Misc Mod |
Acrobatics | Dex | 3 | 0 | 3 | 0 |
Appraise | Int | 5 | 2 | 3 | 0 |
Bluff | Cha | 7 | 4 | 3 | 0 |
Climb | Str | 6 | 3 | 3 | 0 |
Concentration | Con | 10 | 2 | 8 | 0 |
Craft | Varies | 3 | 0 | 3 | 0 |
Decipher | Int | 5 | 2 | 3 | 0 |
Disable | Dex | 3 | 0 | 3 | 0 |
Diplomacy | Cha | 12 | 4 | 8 | 0 |
Disguise | Cha | 7 | 4 | 3 | 0 |
Escape Artist | Dex | 3 | 0 | 3 | 0 |
Forgery | Int | 5 | 2 | 3 | 0 |
Gather Info | Cha | 7 | 4 | 3 | 0 |
H Animal | Cha | 12 | 4 | 8 | 0 |
Heal | Wis | 1 | -2 | 3 | 0 |
Intimidate | Cha | 7 | 4 | 3 | 0 |
Jump | Str | 6 | 3 | 3 | 0 |
Knowledge: A | Int | 5 | 2 | 3 | 0 |
Knowledge: D | Int | 5 | 2 | 3 | 0 |
Knowledge: E | Int | 5 | 2 | 3 | 0 |
Knowledge: G | Int | 5 | 2 | 3 | 0 |
Knowledge: H | Int | 5 | 2 | 3 | 0 |
Knowledge: L | Int | 5 | 2 | 3 | 0 |
Knowledge: Na | Int | 5 | 2 | 3 | 0 |
Knowledge: No | Int | 5 | 2 | 3 | 0 |
Knowledge: P | Int | 5 | 2 | 3 | 0 |
Knowledge: R | Int | 5 | 2 | 3 | 0 |
Linguistics | Int | 5 | 2 | 3 | 0 |
Open Lock | Dex | 3 | 0 | 3 | 0 |
Perception | Wis | 1 | -2 | 3 | 0 |
Perform | Cha | 9 | 4 | 3 | 2 |
Profession | Int | 10 | 2 | 8 | 0 |
Ride | Dex | 3 | 0 | 3 | 0 |
Search | Int | 5 | 2 | 3 | 0 |
Sense Motive | Wis | 1 | -2 | 3 | 0 |
Sleight | Dex | 3 | 0 | 3 | 0 |
Spellcraft | Int | 5 | 2 | 3 | 0 |
Stealth | Dex | 3 | 0 | 3 | 0 |
Survival | Wis | 1 | -2 | 3 | 0 |
Swim | Str | 6 | 3 | 3 | 0 |
Use Device | Cha | 7 | 4 | 3 | 0 |
Use Rope | Dex | 3 | 0 | 3 | 0 |
Skill |
Key Ab |
Skl Mod |
Ab Mod |
Rank |
Misc Mod |
Inventory | ||
---|---|---|
Item | Weight | Location |
Backpack | 2 | Back |
Boots of Big Dick Energy | 10 | Feet |
Canopic Jar (Clay Jug) This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid. |
(9) | Ore’s Room |
Component Pouch A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. |
2 | Backpack |
Explorer’s Clothes This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat. |
8 | Body |
Fishing Kit Includes a fishing pole, a fishhook, and block and tackle. |
3 | Backpack |
Grappling Hook Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown). |
4 | Backpack |
Map Case | 0.5 | Backpack |
Mapmaker’s Kit If Ore draws a map of the area, this kit grants him a +2 circumstance bonus on Survival checks made against becoming lost. |
2 | Backpack |
Miner’s Pickaxe | 10 | Backpack |
Shovel | 8 | Backpack |
Silk Rope This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. |
5 | Backpack |
Tent | (20) | Ore’s Room |
Total Weight | 53.5 | Load: L |
Spells/Powers Known | |||
---|---|---|---|
0 | 7 | 5th | 0 |
1st | 4 | 6th | 0 |
2nd | 2 | 7th | 0 |
3rd | 1 | 8th | 0 |
4th | 0 | 9th | 0 |
Psionics
Spell Saves | |||
---|---|---|---|
DC | Level | Per Day | Bonus |
14 | 0 | 7 | — |
15 | 1 | 6 | 1 |
16 | 2 | 5 | 1 |
17 | 3 | 3 | 1 |
18 | 4 | 0 | (1) |
19 | 5 | 0 | 0 |
20 | 6 | 0 | 0 |
21 | 7 | 0 | 0 |
22 | 8 | 0 | 0 |
23 | 9 | 0 | 0 |
Spells & Powers | |
---|---|
Name | Level |
Haste | Nat |
Dancing Lights | 0 |
Detect Magic | 0 |
Ghost Sound | 0 |
Mage Hand | 0 |
Message | 0 |
Prestidigitation | 0 |
Touch of Fatigue | 0 |
Chill Touch | 1 |
Magic Missile | 1 |
Mirror Image | 1 |
Shield | 1 |
Levitate | 2 |
Rope Trick | 2 |
Dispel Magic | 3 |
Name | Level |
Background
Talk about your character here: likes, dislikes, fears, notable physical qualities... the works. Write up a storm if you so please!
Comments