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Normal Vision

Player Name

Character Name

Catfolk

5 ft 7 in

Medium

Race

Region

Size

8th Brawler/2nd Swashbuckler

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

Unarmed Strike / Unarmed Strike

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

Use Magic Device

CHA

MISC

DEX MOD

0
NATURAL

CONDITIONAL MOD C

TEMP

ARCANE
POOL

-2

0
SIZE MOD

HERO
POINTS

1
+

+ 10

MISC

Prestige Points
Critical

+19 / +14/[+19 / +14] 19-20/x2/[19-20/x2]

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

-----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 T
-----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 T

PROTECTION

ABILITIES

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

ARMOR
+2 Darkleaf Cloth Quilted
cloth

TYPE

ARMOR BONUS

MAX DEX 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

Thieves' tools, masterwork

LOCATION

WGT

Carried

ITEM

QUAN

LOCATION

WGT

Armor, Shield and Slotted Items

SLOTS

EXPERIENCE / LEVEL

BELT

Belt of Incredible Dexterity +6

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

Total Weight Carried (including coins) 11.5

* Weight is modified by its location

SP

CP

70

140

350

OVER HEAD

LIFT OFF
GROUND

PUSH/ DRAG

Catfolk Traits (ARG 90)


Alternate Racial Traits: Scent
Type (ARG 91): Catfolk are humanoids with the catfolk subtype.
Cats Luck (Ex) (ARG 91): Once per day when you make a Reflex
saving throw, you can roll the saving throw twice and take
the better result.
Natural Hunter (ARG 91): You receive a +2 racial bonus on
Perception*, Stealth*, and Survival* checks.
Sprinter (ARG 91): You gain a 10-foot racial bonus to your
speed when using the charge, run, or withdraw actions.
Scent (ARG 91): You gain the scent ability.
Favorite Class Options
Add 5 to your base speed.*
Traits
Inspiring Rush (KIS (Inner Cover)): Once per day when you make
a charge attack, you gain a +1 trait bonus on both your
attack and damage rolls, as do any allies who make a charge
attack before the beginning of your next turn.
Criminal *Disable Device+ (UCa 60): You gain a +1 on this
skill* and it is a class skill* for you.
Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple and
Martial Weapons. You are proficient with weapons from the
close fighter weapon group.
Brawler's Cunning (Ex) (ACG 23): Your Intelligence counts as
at least 13 for the purpose of qualifying for combat feats.*
Martial Flexibility (Ex) (ACG 23): You can gain the benefit of
up to two combat feats you don't have for one minute. You can
select two feats as a move action or one feat as a swift
action. If you use this ability again before the duration
expires, you can replace a previous feat with another choice.
You must meet the prerequisites of each feat gained - you can
use one feat gained to meet the prerequsite of another; doing
so means you cannot replace the former without also replacing
the latter. Each individual feat selected counts towards the
daily uses of this ability.
Martial Training (Ex) (ACG 23): Your brawler levels count as
both monk and fighter levels for the purpose of qualifying
for feats.* You count as both a Fighter and Monk for the
effects of feats* and magic items.
Unarmed Strike (ACG 23): You gain Improved Unarmed Strike as a
bonus feat.* Your unarmed strike does 1d10 damage*. It can
deal lethal or non-lethal damage and is treated as both
manufactured and natural weapon for the purpose of spells and
effects.
Brawler's Flurry (Ex) (ACG 24): You can make a brawler's
flurry as a full-attack action, using any combination of
unarmed strikes, weapons from the close fighters weapon group
or weapons with the "monk" special ability. You can
substitute disarm, sunder and trip combat maneuvers for
unarmed attacks.
Maneuver Training (ACG 24): You have additional training in
selected combat maneuvers.
AC Bonus (Ex) (ACG 24): While wearing light or no armor, no
shield and less than a medium load, you gain a +1 dodge bonus
to AC and CMD.*
Knockout (Ex) (ACG 25): 1 time per day, you can unleash a
devastating attack that can instantly knock a target
unconscious. You must announce this intent before making the
attack roll. If you hit and deal damage, the target must
succeed at a Fortitude save (DC 23) or fall unconscious for
* Denotes bonuses or penalties already included in the calculations
YAPCG 8.106

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.*

#
#

CLASS ABILITIES/MAGIC ITEMS


Martial Flexibility (Ex)

/day
Knockout (Ex)

/day
Panache (Ex)
panache points

Charmed Life (Ex)

/day
Handwritten Notes

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.106

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)

#
#

Weapon Focus (Unarmed Strike) (Core 136): You gain a +1 bonus


on all attack rolls you make with this weapon.*
Weapon Specialization (Unarmed Strike) (Core 137): You gain a
+2 bonus on all damage rolls you make using this weapon.*
Boar Style (UC 90): You can deal bludgeoning damage or
slashing damage with your unarmed strikeschanging damage
type is a free action. While using this style, once per round
when you hit a single foe with two or more unarmed strikes,
you can tear flesh. When you do, you deal an additional 2d6
damage with the attack.
Slashing Grace (Unarmed Strike) (ACG 156): When wielding an
appropriately sized version of this weapon one-handed, you
can treat it as a one-handed piercing weapon for all feats
and abilities that require such a weapon, and you can add
your Dex modifier instead of your Strength modifier to that
weapon's damage.
Bleeding Attack (CHE 26): When you damage an opponent with an
unarmed strike, you deal an extra 1d4 bleed damage.
Improved Critical (Unarmed Strike) (Core 127): When using this
weapon, your threat range is doubled.*
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*.
Armor Proficiency, Light (Core 118): You are proficient
wearing light armor.
Improved Unarmed Strike (Core 128): You are considered to be
armed even when unarmedyou do not provoke attacks of
opportunity when you attack foes while unarmed. Your unarmed
strikes can deal lethal or nonlethal damage, at your choice.
Magic Items
Belt of Incredible Dexterity +6 (Core 502): You receive a +6
enhancement bonus to dexterity*
Robe, Monk's (Core 528): If not wearing armor, you gain the AC
bonus of a 5th level Monk.*
Ring of Protection +2 (Core 481): This ring provides a +2
deflection bonus*

* Denotes bonuses or penalties already included in the calculations


YAPCG 8.106

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)

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