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5

PROTECTION
ARMOR Bone Studded Leather
ACP SPELL FAILURE SPEED TYPE ARMOR BONUS MAX DEX BONUS

-----DWARVEN RACIAL TRAITS -----


Con: +2, Wis: +2, Cha: -2
Type: Humanoid (Dwarf)
Size: Medium
Darkvision 60 ft. - Dwarves can see in the dark # up to 60 ft.
Defensive Training - Dwarves get a +4 -----DWARVEN RACIAL TRAITS -----
Con: +2, Wis: +2, Cha: -2
Type: Humanoid (Dwarf)
Size: Medium
Darkvision 60 ft. - Dwarves can see in the dark # up to 60 ft.
Defensive Training - Dwarves get a +4

ABILITIES

----- CLASS ABILITIES --------- GENERAL FEATS -----

Light
WEIGHT

+2
SPECIAL PROPERTIES

+5

+0

15% SHIELD

10,0
SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE

SPECIAL PROPERTIES

OTHER POSSESSIONS
QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT

1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 3 1 1 1 1

Bone Blowgun (Small) Dagger (Small) Bone Dart (Small) Sack (empty) Goblin pickles (1 jar) Pot, iron Jug, Clay Bucket (empty) Hammock Canteen Chalk, 1 piece Flask (empty) Flint and Steel Medium Spider Venom Spider silk Rope Biledropping Bufo Goblin Cobbled Lute
Spidersilk and scraps Entertainer outfit

Carried Carried Carried Jug, Clay Carried


Sack (empty)
Bucket (empty) Bucket (empty)

0,5 0,5 0,3 0,1

20 Darts, Blowgun

Carried Carried
Bucket (empty)

2 3

Sack (empty)
Bucket (empty)

Sack (empty)

Jug, Clay
Sack (empty)
Bucket (empty)

Sack (empty)

Medium Spider Venom Flask (empty) Carried Carried 0,8 1

Armor, Shield and Slotted Items


* Weight is modified by its location

10

Total Weight Carried 18,3

SLOTS
BELT BODY CHEST EYES FEET HANDS HEAD HEADBAND NECK RING (LEFT) RING (RIGHT) SHOULDERS WRIST
Hand of Glory

EXPERIENCE / LEVEL
Current XP 2nd Level 0 2 000

ENCUMBRANCE
15
#N/A
LIGHT LOAD

Goblin Traits (ARG 114) Alternate Racial Traits: Eat Anything Goblinoid (ARG 114): Goblins are humanoids with the goblinoid subtype. Eat Anything (ARG 115): You gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. Fast Movement (ARG 115): Goblins move 30 feet per round. Jump Modifier (Core 88): You gain a -4 to jump checks. Traits Improvisational Equipment (AA 30): When using an item for anything other than its intended purpose reduce the improvisation penalty by 2. Big Ears (GooG 16): You gain a +2 bonus on all Perception checks made to hear noises. Additionally, you can hear noises that normally only dogs or other animals can hear, like the sound of a dog whistle. Class Features Archetype: Animal Speaker Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (except Tower Shields).* Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Longsword; Rapier; Sap; Shortbow; Shortbow, composite; Sword, short; Whip Bardic Performance (Su) (Core 35): You can start a bardic performance as a Standard Action and use this trait for 7 rounds. Countersong (Su) (Core 36): You have learned to counter magic effects that depend on sound (but not spells that have verbal components.) Distraction (Su) (Core 36): You can use your performance to counter magic effects that depend on sight. Inspire Courage (Su) (Core 37): You can use your performance to inspire courage in your allies (including yourself ), providing a +1 bonus to saving throw, attack and weapon damage rolls. Animal Friend (UM 25): You have selected a particular type of animal. You gain a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least indifferent toward the bard and never attack him unless he attacks them first. Feats Weapon Finesse (Core 136): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls*. If you carry a shield, its armor check penalty applies to your attack rolls*. Eschew Materials (Core 123): You can cast many spells without needing to utilize minor material components. Armor Proficiency, Light (Core 118): You are proficient wearing light armor Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills

30
MEDIUM LOAD

45
HEAVY LOAD

WEALTH [ Total (Carried) ]


PP MISC ,0 GP 1,0 SP 6,0 (0) CP 6,0 45
OVER HEAD

OVERLOADED

90
LIFT OFF GROUND

225
PUSH/ DRAG

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.07

ABILITIES (Cont)
Bardic Performance (Su)

CLASS ABILITIES/MAGIC ITEMS /day


Darts, Blowgun

# #

Notepad

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.07

Mikael H
Player Name

Speer Chukka
Character Name

Portrait
CRITICAL

Dagger (Small) Thrown


TYPE RANGE

ATTACK BONUS

+3
AMMUNITION

19-20/x2
DAMAGE

P/S
SPECIAL PROPERTIES

10

1d3

Weapon 6
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 7
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 8
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

Additional Notes

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 9
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 10
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 11
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

Weapon 12
TYPE RANGE

ATTACK BONUS

CRITICAL

#N/A
AMMUNITION

#N/A
DAMAGE

#N/A
SPECIAL PROPERTIES

#N/A

#N/A

YAPCG 8.07

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