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Player Name
Character Name
Catfolk
5 ft 7 in
Medium
Race
Region
Size
Weight
ABILITY
MOD
STR
-2
DEX
28
+9
Hair/Eyes
TEMP
SCORE
TEMP
MOD
Deity
HP
Age
SPEED
70
WOUNDS
Male
24 years
Alignment
ABILITY
SCORE
165 lbs
Height
Neutral
Level/Class
Yet Another
VISION
35
x4
ft
sq
BASE SPEED
NON-LETHAL
TEMP HP
INIT
+9
+1
10
8
AC
10+
Total
TOUCH
BASE
ABILITY
BASE
REFLEX
18
BAB
CMD
TOTAL
CMB
8
TOTAL
RACIAL
ABILITY
-1
10
MISC
Appraise
INT
Bluff
CHA
17
10
Climb
STR
-2
Diplomacy
CHA
BAB
10
BAB
STR MOD
-2
STR MOD
0
SIZE MOD
Two-weapon Fighting
TYPE
RANGE
0
0
DEFLECT
ARMOR
MOD.
MISC
MOD.
Disable Device
DEX
16
Disguise
CHA
Escape Artist
DEX
13
TEMP
Fly
DEX
TEMP
Handle Animal
CHA
Heal
WIS
-1
-1
Intimidate
CHA
10
Knowledge (dungeoneering)
INT
Knowledge (local)
INT
Knowledge (nature)
INT
Knowledge (nobility)
INT
Knowledge (religion)
INT
Perception
WIS
14
-1
10
Ride
DEX
13
Sense Motive
WIS
-1
Sleight of Hand
DEX
13
Stealth
DEX
12
Survival
WIS
-1
Swim
STR
-2
CHA
MISC
DEX MOD
0
NATURAL
CONDITIONAL MOD C
TEMP
ARCANE
POOL
-2
0
SIZE MOD
HERO
POINTS
1
+
+ 10
MISC
Prestige Points
Critical
AMMUNITION
DAMAGE
B/[B]
2d6+11/[2d6+11]
SPECIAL PROPERTIES
TYPE
RANGE
#N/A
#N/A
MISC
ATTACK BONUS
Weapon 2
ATTACK BONUS
Critical
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 3
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
Critical
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
CUSTOM TEXT
Weapon 4
TYPE
RANGE
#N/A
#N/A
SPECIAL PROPERTIES
AMMUNITION
ABIL
MOD
RANKS
MISC
RACIAL
0
SIZE
MOD.
MISC
SPELL
RESISTANCE
10
30
TOTAL
15
RACIAL
ABILITY
BASE
WILL
9
DEX
MOD.
FLATFOOTED
TOTAL
FORT
SHIELD
BONUS
BONUS
22
ARMOR
SKILL NAME
ABIL
SCORE
13
+4
25
ft
BURROW
MISC
DEX
-1
18
ft
FLY
Acrobatics
ENERGY RESISTANCE
CHA
ft
CLIMB
0
DAMAGE REDUCTION
WIS
ft
SWIM
SKILLS
CLASS
INT
12
RUN
DEX MOD
CON
Character Generator
Gender
ATTACK BONUS
Critical
#N/A
#N/A
DAMAGE
#N/A
LANGUAGES
Catfolk, Common
Size: Medium
Defensive T
-----DWARVEN RACIAL TRAITS -----
Size: Medium
Defensive T
PROTECTION
ABILITIES
ARMOR
+2 Darkleaf Cloth Quilted
cloth
TYPE
ARMOR BONUS
Light
+3
+10
ACP
SPELL FAILURE
SPEED
WEIGHT
+0
0%
7.5
SHIELD
SPECIAL PROPERTIES
SHIELD BONUS
MAX DEX
WEIGHT
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
#N/A
OTHER POSSESSIONS
ITEM
QUAN
LOCATION
WGT
Carried
ITEM
QUAN
LOCATION
WGT
SLOTS
EXPERIENCE / LEVEL
BELT
HEADBAND
BODY
Robe, Monk's
NECK
CHEST
RING (LEFT)
EYES
RING (RIGHT)
FEET
SHOULDERS
HANDS
WRIST
HEAD
Hand of Glory
Ring of Protection +2
Current XP
11th Level
155,000
ENCUMBRANCE
#N/A
23
46
70
LIGHT LOAD
MEDIUM
LOAD
HEAVY LOAD
OVERLOADED
WEALTH [0 lbs]
PP
MISC
GP
SP
CP
70
140
350
OVER HEAD
LIFT OFF
GROUND
PUSH/ DRAG
ABILITIES (Cont)
1d6 rounds. Each round on its turn, the target can attempt a
new saving throw as a full-round action to end the effect.
Creatures immune to critical hits or non-lethal damage are
immune to this ability.
Brawler's Strike (Ex) (ACG 25): Your unarmed strikes are
treated as magic weapons for the purposes of overcoming
damage reduction.
Close Weapon Mastery (Ex) (ACG 25): When wielding a close
weapon, you can use the unarmed strike damage of a Brawler
four levels below yours. (1d8)*
Swashbuckler Weapons (ACG 56): Your preferred weapons are
light or one-handed piercing weapons. Many of your panache
and deed abilities require using these weapons.
Panache (Ex) (ACG 56): At the start of each day, you gain a
pool of 4 panache points that you can spend to accomplish
deeds. You can regain panache by confirming a critical hit
or reducing a target to 0 or fewer hit points with a
swashbuckler weapon, as long as the target is not helpless or
unaware and has at least 1HD.
Deeds (ACG 56): You have the following deeds:
Derring-Do (Ex) (ACG 56): When you make an Acrobatics,
Climb, Escape Artist, Fly, Ride or Swim check, you can
spend one panache to roll 1d6 and add the result to the
check. You can do this after you make the check but
before the result is revealed. If the d6 is a natural 6,
you can roll another 1d6 and add it to the check. You
can keep doing this as long as you keep rolling 6s, up to
9 additional dice.
Dodging Panache (Ex) (ACG 57): When an opponent attempts a
melee attack against you, as an immediate action you may
spend 1 panache to move 5 feet. This does not negate the
attack, which resolves as if you had not moved, but
grants you a +4 dodge bonus to AC against the attack.
This is not a 5ft step and can provoke attacks of
opportunity from other enemies. You may do this only
while wearing light or no armor and only carrying a light
load.
Opportune Parry and Riposte (Ex) (ACG 57): When an
opponent attempts a melee attack against you, before they
make their attack roll you can spend 1 panache and expend
an attack of opportunity to attempt to parry the attack.
Make an attack roll as if you were making an attack of
opportunity, with a -2 penalty for each size category the
attacker is larger than you. If your attack roll is more
than the attacker's, you successfully parry the blow. If
you parrry and still have at least 1 panache, you can
make an attack against the creature as an immediate
action, if it is within your reach.
Swashbuckler Finesse (Ex) (ACG 59): You gain the benefit of
Weapon Finesse with swashbuckler weapons* and can use your
Charisma in place of Intelligence as a prerequisite for
combat feats.* You count as having Weapon Finesse for
meeting feat prerequisites.*
Charmed Life (Ex) (ACG 59): 3 times per day, as an immediate
action before attempting to make a saving throw, you can
choose to add your Charisma modifier (+4) to the result.
Feats
Combat Reflexes (Core 119): You can make 9 additional attacks
of opportunity per round. You can make attacks of opportunity
while flat-footed.
Greater Weapon Focus (Unarmed Strike) (Core 126): You gain a
+1 bonus on attack rolls you make with this weapon.*
#
#
/day
Knockout (Ex)
/day
Panache (Ex)
panache points
/day
Handwritten Notes
Player Name
Portrait
Character Name
Weapon 5
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 6
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 7
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 8
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
Additional Notes
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 9
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 10
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 11
ATTACK BONUS
#N/A
TYPE
RANGE
#N/A
#N/A
AMMUNITION
CRITICAL
#N/A
DAMAGE
#N/A
SPECIAL PROPERTIES
Weapon 12
TYPE
RANGE
#N/A
#N/A
ATTACK BONUS
CRITICAL
#N/A
#N/A
AMMUNITION
DAMAGE
#N/A
SPECIAL PROPERTIES
YAPCG 8.106
ABILITIES (Cont)
ABILITIES (Cont)
#
#
CONDITIONAL MODIFIERS
Acrobatics:
+2 racial - to jump checks (Base Movement)
CMB (Disarm):
+1 (Maneuver Training)
CMB (Feint):
+2 (Maneuver Training)
CMD (Disarm):
+1 (Maneuver Training)
CMD (Feint):
+2 (Maneuver Training)