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Lost Island Character Sheet

Nov 26th, 2015
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  1. Alan Percival Rodain
  2. STR 5
  3. DEX 9
  4. CON 5
  5. INT 5
  6. WIS 13
  7. CHA 9
  8.  
  9. Melee to Hit 60
  10. Ranged to Hit 64
  11.  
  12. AC 30
  13. Fort 46
  14. Will 49
  15. Ref 48
  16. Skills
  17. Assimilating +60
  18. Appraise +5
  19. Animal Handling +5
  20. Climb +5
  21. Flying +10
  22. Knowledge - Arcana +5
  23. Knowledge - Local +5
  24. Knowledge – Religion +5
  25. Perception +15
  26. Profession – Sailor +3
  27. Ride +25
  28. Sleight of Hand +5
  29. Spellcraft +10
  30. Stealth +50
  31. Survival +20
  32. Abilities
  33. General//
  34. Aquatic Advantage (+5 to rolls in water)
  35. Merchant +5 to Appraise
  36. Local Know-it-All +5 to Knowledge - Local
  37. Natural Born Sailor +3 (out of 5) to Profession – Sailor
  38. Bonded Mind (Rowe) (+5 to rolls involving Rowe)
  39. Precise Strike (Kyra) (+5 to attacks when flanking with Kyra)
  40. Light Sleeper +1 to Constitution
  41. Low-Light Vision +10 to Perception
  42. Devil's Foe +5 to Attacking Devils
  43. Energy Drain (Passion) +1 to Charisma
  44.  
  45. Cavalier//
  46. Cavalier's Charge +5 to Ride
  47. Cavalry Rider +5 to Ride
  48. Mounted Archery +5 to Ride
  49. Mounted Combat +5 to Ride
  50. Mounted Skirmisher +5 to Ride
  51. Mount (+5 to rolls involving Tornado)
  52. Nimble Mount (Grant Alan +1 to AC and Reflex while riding you)
  53. Valiant Steed (Grant Alan +5 to Will saves against fear while riding you)
  54. Tactician +1 to Intelligence
  55. (Lvl 3) +3 to Hit/Fort, +1 to Ref/Will
  56.  
  57. Cleric//
  58. Aura of Good, Law +1 to Wisdom
  59. Channel Energy +1 to Charisma
  60. Calming Touch +1 to Wisdom
  61. Pantheist +5 to Knowledge – Religion
  62. Spontaneous Casting +1 to Wisdom
  63. Versatile Channeler +1 to Wisdom
  64. Selective Channeling +1 to Charisma
  65. (Lvl 8) +6 to Hit, +6 to Fort/Will, +2 to Ref
  66.  
  67. Fighter//
  68. Bravery (+5 to Will saves against fear)
  69. Armor Training (+4 to max Dex Bonus for AC while wearing armor)
  70. Power Attack +1 to Strength
  71. (Lvl 3) +3 to Hit/Fort, +1 to Ref/Will
  72.  
  73. Gunslinger//
  74. (Lvl 5) +5 to Hit, +4 to Fort/Ref, +1 to Will
  75.  
  76. Monk//
  77. Fast Movement +1 to Constitution
  78. Flurry of Blows +1 to Dexterity
  79. Flurry of Bows +1 to Dexterity
  80. Great Fortitude +1 to Constitution
  81. Greater Unarmed Strike +3 to Strength
  82. Ki Pool +1 to Wisdom
  83. Meditation Master +1 to Wisdom
  84. Purity of Body +1 to Constitution
  85. Slow Fall +1 to Wisdom
  86. Still Mind +1 to Wisdom
  87. Stunning Fist +1 to Strength
  88. Throw Anything +1 to Wisdom
  89. Wholeness of Body +1 to Wisdom
  90. Wisdom in the Flesh (Add Wisdom to AC while under 50% carrying capacity)
  91. (Lvl 10) +10 to Hit, +7 to Fort/Ref/Will
  92.  
  93. Ninja//
  94. Blind Fighting +1 to Wisdom
  95. Light Steps +1 to Dexterity
  96. No Trace +15 to Stealth
  97. Two Weapon Fighting +1 to Dexterity
  98. (Lvl 9) +6 to hit, +3 to Fort/Will, +6 to Ref
  99.  
  100. Ranger//
  101. Endurance +1 to Constitution
  102. Hunter's Bond +5 to Survival
  103. Scent (Grant Alan +5 to perception checks while you are nearby)
  104. Keen Senses +5 to Perception
  105. Nature Magic +1 to Wisdom
  106. Precise Shot +1 to Dexterity
  107. Rapid Shot +1 to Dexterity
  108. Seasoned Climber +5 to Climb
  109. Student Survivalist +5 to Survival
  110. Track +10 to Survival
  111. Wild Empathy +5 to Animal Handling
  112. (Lvl 10) +10 to Hit, +7 to Fort/Ref, +3 to Will
  113.  
  114. Rogue//
  115. Conceal Scent +5 to Stealth
  116. Dampen Presence +10 to Stealth
  117. Evasion +1 to Dexterity
  118. Fast Stealth +5 to Stealth
  119. Hidden Hand +5 to Sleight of hand
  120. Sneak Attack +1 to Dexterity
  121. Stealthy +5 to Stealth
  122. Uncanny Dodge +1 to Dexterity
  123. (Lvl 7) +5 to Hit, +2 to Fort/Will, +5 to Ref
  124.  
  125. Sorcerer//
  126. Cantrips +1 to Charisma
  127. Eschew Materials +1 to Charisma
  128. Destined Bloodline +1 to Fort, Ref, Will
  129. Quick Learner +5 to Assimilating
  130. Fast Learner +10 to Assimilating
  131. Spontaneous Learner +10 to Assimilating
  132. Master Learner +15 to Assimilating
  133. Tight Bonds (Add Relationship Lvl to Asimilating)
  134. Fated +1 to AC
  135. Touch of Destiny +1 to Charisma
  136. It Was Meant to Be +20 to Assimilating
  137. Draconic Bloodline (+5 to Attacks with Fire Spells)
  138. Manipulate Flames +1 to Charisma
  139. (Lvl 9) +4 to Hit, +3 to Fort/Ref, +6 to Will
  140.  
  141. Wizard//
  142. Arcane Depth +5 to Knowledge – Arcana
  143. Arcane Sight (+20 to Perception when looking for magic)
  144. Classically Schooled +5 to Spellcraft
  145. Theoretical Magician +5 to Spellcraft
  146. Familiar +10 to Flying
  147. Alertness (Grant Alan +5 to perception checks while you are within arm's reach)
  148. Scribe Scroll +1 to Intelligence
  149. Spellbook +1 to Intelligence
  150. Teleportation +1 to Intelligence
  151. (Lvl 7) +3 to Hit, +2 to Fort/Ref, +5 to Will
  152. Spells
  153. 0// (NOVICE)
  154. Abjuration: Resistance
  155. Conjuration: Drench
  156. Divination: Detect Magic, Detect Poison, Read Magic
  157. Enchantment: Daze[Spellbook]
  158. Evocation: Flare[Spellbook], Ray of Frost[Spellbook]
  159. Illusion: Ghost Sound[Spellbook]
  160. Transmutation: Mage Hand, Message[Spellbook], Open/Close[Spellbook]
  161. Divine: Guidance, Stabilize, Virtue
  162.  
  163. 1// (APPRENTICE)
  164. Conjuration: Grease[Spellbook], Summon Monster I[Spellbook]
  165. Enchantment: Memorize Page
  166. Illusion: Blurred Movement
  167. Transmutation: Expeditious Retreat
  168. Divine: Cure Light Wounds, Inflict Light Wounds, Magic Weapon
  169. Nature: Speak with Animals
  170.  
  171. 2// (JOURNEYMAN)
  172. Conjuration: Glitterdust[Spellbook], Web[Spellbook], Summon Monster II[Spellbook]
  173. Divination: Detect Magic (Greater)
  174. Illusion: Invisibility
  175. Transmutation: Bull's Strength, Mirror Hideaway[Spellbook]
  176. Divine: Cure Moderate Wounds, Inflict Moderate Wounds, Align Weapon
  177.  
  178. 3// (ADEPT)
  179. Conjuration: Summon Monster III[Spellbook], Urban Step[Spellbook]
  180. Divination: Arcane Sight
  181. Enchantment: Suggestion
  182. Divine: Cure Serious Wounds, Inflict Serious Wounds
  183.  
  184. 4// (EXPERT)
  185. Divine: Cure Critical Wounds, Inflict Critical Wounds
  186. Proficiency
  187. Light Armor, Medium Armor, Heavy Armor, Shields, Dual Wielding
  188. Long Sword, Short Sword, Battleaxe, Lance, Heavy Mace, Glaive
  189. Unarmed, Dagger, Quarterstaff
  190. Thrown Weapons, Shortbow, Longbow, All Firearms
  191. Languages
  192. Common
  193. Draconic
  194. Elven
  195. Orcish
  196. Equipment
  197. On Alan
  198. 19,250 gold pieces
  199.  
  200. Scabbard of Vigor // 3 lbs (Enhances the weapon drawn from it)
  201. Masterwork Cavalry Saber // 2 lbs (+1 to hit)
  202. Magical Mythral Buckler // 2 lbs (+2 to AC)
  203. Masterwork Silver Dagger // 1 lbs
  204. Shotgun // 12 lbs
  205. 2 bandoliers // 0 lbs (Holds sixteen small objects)
  206. 16 pellets // .25 lbs
  207. Efficient Quiver // 2 lbs (Extra-dimensional space)
  208. 30 pellets // .5 lbs
  209. 40 silver arrows // 9 lbs
  210. 10 'phase-lock' arrows // 0 lbs (Stops dimensional travel of target)
  211. Cold iron masterwork longsword // 4 lbs
  212. Masterwork Composite Shortbow // 2 lbs (+1 to hit, Add 2 strength maximum to attack)
  213. Masterwork Composite Longbow // 3 lbs (+1 to hit, Add 3 strength maximum to attack, Magically enhanced range)
  214. Masterwork Composite Longbow // 3 lbs (+1 to hit, Add 3 strength maximum to attack)
  215. Masterwork Hell-forged Glaive // 10 lbs (+1 to hit)
  216. Quarterstaff // 4 lbs
  217. Masterwork Backpack // 4 lbs
  218. Soldier's Uniform // 5 lbs
  219. Resplendent Coat // 5 lbs`(+1 Charisma, Inspires others to heed your orders)
  220. Alig's Talisman // 0 lbs
  221. Calloway's Necklace // 0 lbs
  222. Spellbook // 3 lbs
  223. Canteen // 1 lbs
  224. Deathless Mythral Shirt // 10 lbs (+5 to AC, Resistant to Negative Energy)
  225. Familiar Satchel // 6 lbs (Contains 1 Muffin)
  226. Cloak of Elvenkind // 1 lbs (+10 to Stealth)
  227. Ring of Mental Shielding // 0 lbs (Immune to mind reading, aura detection and magical lie detecting)
  228. Headband of Mental Superiority // 1 lbs (+1 Charisma, +1 Intelligence, +1 Wisdom)
  229. Buffering Cap // 1 lbs (Converts a lethal blow into non-lethal)
  230. Wand of Fireballs // 0 lbs (17 charges)
  231.  
  232. Total (59/153)
  233. On Tornado
  234. Tornado // 3000 lbs (Can comfortably carry 600 lbs)
  235. Alan + Equipment // 239 lbs
  236. Bit and Bridle // 1 lbs
  237. Harness // 2 lbs
  238. Military Saddle // 30 lbs
  239. Lance // 10 lbs
  240. Horseshoes of Speed // 12 lbs (Increases Tornado's base speed)
  241. 12 Saddlebags // 96 lbs (Can hold 240 lbs of equipment)
  242. Dandy Brush // 2 lbs
  243. 7 days of Rations // 7 lbs
  244. 7 days of Feed (Horse) // 70 lbs
  245. 7 days of Feed (Dog) // 35 lbs
  246. Helm of Underwater Action // 3 lbs
  247.  
  248. Sub-Total (117/240)
  249.  
  250. Total (507/700)
  251. At Seaside
  252.  
  253.  
  254. Biography
  255. Alan was born the third son of a minor merchant family in the port town of Basye. He joined the Cerilian Army with the intent to defend his homeland in its war with the Kardas Empire and earn glory for himself. He quickly proved himself in his combat training to be an excellent horseman. He joined the ranks of the Cerilian cavalry and was stationed in the Muller Mountains on the border between the Republic of Ceril and the Kardas Empire. There he participated in many skirmishes, battles and ambushes earning himself a Captain's rank and a kill count in the hundreds - a fact that plagues his conscience to this day. Pious in his youth, he lost his faith in The Great Will when his childhood friend, Tobias, died saving his life in an event known to Cerilians everywhere as "The Skullcracker Pass Ambush". He earned the nickname "The Red Rider" after this incident and became famous among soldiers. While on active duty he received an official visit from a knight by the name of Renault who offered Alan a chance to participate in a covert operation that may very well win the war. Alan leapt at the chance to change the tide of this conflict and traveled to Ceril's southern coast to board a ship headed for a recently discovered island in the Patrucian Ocean. Accompanied and trained by Sir Renault on the journey there, Alan was informed of a unique ability he possessed which aids him in mastering skills in a very short time frame. Alan has rekindled his faith upon arriving in Seaside and is starting to accept and attempt to overcome his crippling PTSD. He has made the decision to expand the Island's influence across the rest of the world. He has begun a romantic relationship with Rowe. Planning to destroy Hell at some point.
  256.  
  257. Left the War Front: 8 months, 1 week, 6 days ago
  258. Arrived on the Island: 6 months, 3 week, 6 days ago
  259. Began romance with Rowe: 4 months, 3 weeks, 1 day ago
  260. Slept with Gabby: 1 month ago
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