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Ysylla Amakiir - Follower

of Abel Veldwalker

Robert's Companion

Calistria

Jinin

Chaotic Good

Character Name

Player Name

Deity

Region

Alignment

Oracle 3

Changeling / Humanoid

Medium / 5 ft.

5' 4" / 120 lbs.

Darkvision (60
ft.)

CLASS

RACE

SIZE / FACE

HEIGHT / WEIGHT

VISION

Purple

Jet Black,
Braided

3 (2)

5000 / 9000

17

Female

Character Level (CR)

EXP/NEXT LEVEL

AGE

GENDER

ABILITY NAME

STR

ABILITY EQUIPPED ABILITY ABILITY PENALTY


SCORE SCORE MODIFIER DAMAGE

HP

15

+2

hit points

DEX 16

+3

armor class

Strength

Dexterity

INT
Intelligence

WIS
Wisdom

AC

+0

Constitution

12

+1

18

+4

CHA 18

HAIR

25

22

10 + 10 + 0

BASE

TOUCH
=

+3

modifier

14

FLAT

INITIATIVE

TOTAL

+3
DEX
MODIFIER

ARMOR
BONUS

BASE
SAVE

+1

+4

(dexterity)

WILL

+7

(wisdom)

ABILITY

+1

+1

+
+

+3

MAGIC

+0

+3

+4

MISC

+0

+0

+0

EPIC

+0

+0

+
+

+0

+0

+0

+
+

+0

BASE ATTACK BONUS

+4

+5
+4

STAT

+2

+2

+2

SIZE

+2

+3

+2

MISC

+0

+0

+0

DISARM

SUNDER

CMB

+4

+4

+4

+4

CMD

18

18

18

*Sword Cane +1 (Paper Cut/Silversheen)

TEMP

EPIC

+0

+0

To Hit

Dam

+5
+1
+5

1d6+3
1d6+2
1d6+3

HAND

Primary

18
TYPE SIZE

BULL
RUSH

OVERRUN

+4

+4

18

18

CRITICAL

REACH

20/x2

5 ft.

To Hit

Dam

-1
+1
-5

1d6+3
1d6+3
1d6+2

2W-P-(OH)
2W-P-(OL)
2W-OH

HAND

*Claw

Primary

M
DAMAGE

+5/+5

1d4+2

To Hit

2H

TYPE SIZE

TOTAL ATTACK BONUS

HAND

*Gauntlet
1H-O

0
SPELL
RESIST

Perform (Untrained)
Profession (Courtesan)
Ride
Sense Motive
Stealth
Survival
Swim

Special Properties: deals 1d6 points of bleed damage per hit, Count as an alchemical silver weapon,
immune to all rust

1H-P

-3
ARMOR
CHECK
PENALTY

TRIP

2H

25
Arcane
Spell
Failure

1
DEFLECTION

Perception (Notice valuable trade goods)

GRAPPLE

1H-O

NATURAL
ARMOR

attack bonus

1H-P

attack bonus

CMB

0
SIZE

Acrobatics
Acrobatics (Jump)
Appraise
Bluff
Climb
Craft (Armor)
Craft (Untrained)
Craft (Weapons)
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (Dungeoneering)
Knowledge (Planes)
Knowledge (Religion)
Perception

TEMP

attack bonus

RANGED

TOTAL SKILLPOINTS: 15

TOTAL

MELEE

3
STAT

SKILL NAME

FORTITUDE
REFLEX

MISS
CHANCE

TOTAL

(constitution)

SHIELD
BONUS

+0
MISC
MODIFIER

Light

Encumbrance

SAVING THROWS

+5
+1
+5

Off-hand

TYPE SIZE

Dam

1d3+2
1d3+1
1d3+2

SPEED

DAMAGE REDUCTION

Walk 20 ft.

+4

Charisma

Points

SUBDUAL DAMAGE

24
TOTAL

CON 10

EYES
WOUNDS/CURRENT HP

CRITICAL

REACH

20/x2

5 ft.

CRITICAL

20/x2

Insight

Sacred

KEY ABILITY

SKILL
MODIFIER

ABILITY
MODIFIER

DEX
DEX
INT
CHA
STR
INT
INT
INT
CHA
CHA
DEX
DEX
WIS
CHA
INT
INT
INT
WIS
WIS
CHA
WIS
DEX
WIS
DEX
WIS
STR

0
-4
6
4
0
5
1
6
8
4
0
0
4
4
2
6
5
4
6
4
8
0
9
0
5
-1

Profane

0
MISC

MAX RANKS: 3/3

SKILLS
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

3
3
1
4
2
1
1
1
4
4
3
3
4
4
1
1
1
4
4
4
4
3
4
3
4
2

RANKS

MISC
MODIFIER

+
+
+

1
1

2
1

+
+
+

+
+
+

+
+
+

1
2
1

+
+

-3
3
3
3
-3
-3

3
3

3
-3
3
-3

-3

+
+

-3
-7
3

+
+

5 ft.

-1
+1
-3

1d3+2
1d3+2
1d3+1

2W-OH

0
Morale

REACH
Dam

2W-P-(OL)

: can be used untrained. : exclusive skills. *: Skill Mastery.

To Hit
2W-P-(OH)

0
DODGE

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

*Full Plate +1 ( AC Bonus


(Deflection) (+1)/Mithral)

TYPE

AC

Medium +11

MAXDEX

CHECK

SPELL FAILURE

+3

-3

25

30 hp/inch, hardness 15, Deflection bonus to armor class of +1

Character: Ysylla Amakiir


Player: Robert's Companion

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM

Level:3 (CR:2)
Page 1

EQUIPMENT
ITEM

LOCATION
Equipped

Sword Cane +1 (Paper Cut/


Silversheen)

QTY
1

WT / COST
4 / 2,795

by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal,
Protean, or Terran.

Special Qualities
Bonus Oracle Curse Level (3x)

[Paizo Inc. - Advanced


Race Guide, p.184]
Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of
Equipped
1
25 / 13,500
the oracle's curse ability.
Claws (Sp)
[Paizo Inc. - Advanced
30 hp/inch, hardness 15, Deflection bonus to armor class of +1
Race Guide, p.184]
Equipped
1
8/0
Outfit (Explorer's)
Changelings get two claw attacks.
Equipped
1
1 / 110
Everburning Torch
Darkvision (Ex)
[Paizo Inc. - Bestiary]
Bright Illumination: 20 ft., Duration: Permanent, Shadowy Illumination: 40 ft.
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all,
Handy
1
1 / 110
Everburning Torch
out to a range specified for the creature. Darkvision is black and white only (colors
Haversack
cannot be discerned). It does not allow characters to see anything that they could not
Bright Illumination: 20 ft., Duration: Permanent, Shadowy Illumination: 40 ft.
see otherwise-invisible objects are still invisible, and illusions are still visible as what
Equipped
1
0.5 / 1
Belt Pouch
they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.
Equipped
1
5
/
2,000
Handy Haversack
The presence of light does not spoil darkvision.
38 lbs., 1 Bedroll, 10 Candle, 1 Everburning Torch, 1 Flint and Steel, 1 Mess Kit, 1 Pot (Iron), 10 Rations (Trail/Per Day),
Green Widow (Green Hag)
[Paizo Inc. - Advanced
2 Rope, Spider Silk (50 ft.), 1 Soap (per lb.), 2 Waterskin (Filled)
Handy
1
5 / 0.1
Race Guide, p.184]
Bedroll
Haversack
You gain a +2 racial bonus on Bluff checks against creatures that are sexually
Handy
10 0 (0) / 0 (0.1)
Candle
attracted to you.
Haversack
Hag Racial Trait (Ex)
[Paizo Inc. - Advanced

Increases light level (5') for 1 hr.Duration: 1 hr., Increases light level by one step: 5 ft.
Race Guide, p.184]
Handy
1
0
/
1
Flint and Steel
Changelings inherits a trait from her mother.
Haversack
Humanoid Traits (Ex)
[Paizo Inc. - Core
Handy
1
1 / 0.2
Mess Kit
Rulebook, p.308]
Haversack
Humanoids breathe, eat, and sleep.
Handy
1
4 / 0.8
Pot (Iron)
Iron Weapon (Su)
[Paizo Inc. - Ultimate
Haversack
Magic, p.55]
Handy
10 1 (10) / 0.5 (5)
Rations (Trail/Per Day)
You can create a melee simple or martial cold iron weapon that lasts for 3 minutes.
Haversack

Handy
2 4 (8) / 100 (200) This weapon is appropriate for your size and entirely made of metal (even if it would
Rope, Spider Silk (50 ft.)
normally include non-metal parts, such as a spear's shaft) but functions as if it were a
Haversack
normal weapon of its type. You are considered proficient with this weapon. The weapon
Handy
1
1 / 0.5
Soap (per lb.)
disappears after 1 round if it leaves your grasp. You can use this ability 7/day.
Haversack
Legalistic
[Paizo Inc. - Blood of
Handy
2
4 (8) / 1 (2)
Waterskin (Filled)
Fiends, p.26]
Haversack
The shackles of Hell impose savage consequences should you violate a covenant,
Carried
1
1 / 10
Reinforced Scarf
but also imbue you with remarkable guile. Whenever you break your word (either
Equipped
1
0/0
Gauntlet
purposefully or unintentionally), you become sickened for 24 hours or until you meet
TOTAL WEIGHT CARRIED/VALUE
44.5 lbs.
18,735.7gp
your obligation, whichever comes first. However, you gain the following abilities. Once
per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll
WEIGHT ALLOWANCE
you make while trying to fulfill a promise made to another individual.
Light 66
Medium 133
Heavy 200
Metal Mysteries
[Paizo Inc. - Ultimate
Magic, p.55]
Lift over head 200
Lift off ground 400
Push / Drag 1000
You draw upon the divine mystery of Metal to grant your spells and powers.
MONEY
Natural Armor (Ex)
[Paizo Inc. - Advanced
Total= 0 gp [Unspent Funds = 900 gp]
Race Guide, p.184]
Changelings have a +1 natural armor bonus.
MAGIC
Orisons
[Paizo Inc. - Advanced
Player's Guide, p.45]
Languages
You can prepare a number of orisons, or 0-level spells. These spells are cast like any
Celestial, Common, Draconic, Giant
other spells, but they are not expended when used and may be used again.
Skill at Arms (Ex)
[Paizo Inc. - Ultimate
Other Companions
Magic, p.56]
You gain proficiency in all martial weapons and heavy armor.
deals 1d6 points of bleed damage per hit, Count as an alchemical silver weapon, immune to all rust

Claw
Full Plate +1 ( AC Bonus (Deflection)
(+1)/Mithral)

Equipped

0/0

Traits
[Paizo Inc. - Advanced
Player's Guide, p.333]
You worked in one of Calistria's temples as a sacred prostitute, and you know how to
flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks
and Diplomacy checks to gather information, and one of these skills (your choice) is
always a class skill for you.
Coincunning
[Paizo Inc. - Varisia,
Birthplace of Legend,
p.24]
Whether from working with dwarven merchants or being one yourself, you've
developed a distinctly dwarven business sense. You receive a +2 trait bonus on
Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain
a chance to notice such goods whenever you pass within 10 feet of them, whether or
not you are actively looking.
Heirloom Weapon
[Paizo Inc. - Adventurer's
Armory, p.30]
When you select this trait, choose one of the following benefits: proficiency with that
specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon,
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Unintentional Linguist (Celestial)
[Paizo Publishing Ultimate Campaign, p.61]
You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and
you begin play knowing one of the following languages (in addition to those granted

Feats

Calistrian Prostitute (Calistria) (Sense Motive)

Additional Traits

[Paizo Inc. - Second


Darkness Player's Guide,
p.12]

You have more traits than normal


Weapon Finesse

[Paizo Inc. - Core


Rulebook, p.136]
You are trained in using your agility in melee combat, as opposed to brute strength.
With a light weapon, 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, Heavy
[Paizo Inc. - Core
Rulebook, p.118]
You are skilled at wearing heavy armor.
When you wear a type of armor with which you are proficient, the armor check penalty
for that armor applies only to Dexterity- and Strength-based skill checks.
Martial Weapon Proficiency
[Paizo Inc. - Core
Rulebook, p.130]
You understand how to use your martial weapons in combat. You make attack rolls
with all your martial weapons normally (without the non-proficient penalty).

Proficiencies
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe
(Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec
de Corbin, Bill, Blade Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife,
Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails,
Cestus, Chakram, Claw, Club, Combat Scabbard, Crossbow (Heavy), Cutlass,

Character: Ysylla Amakiir


Player: Robert's Companion

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM

Level:3 (CR:2)
Page 2

Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken


Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote,
Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great
Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer
(Light), Hanbo, Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga
Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Klar (as weapon), Kukri,
Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo,
Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar,
Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand
Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Gauntlet,
Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash,
Shortbow, Shortspear, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar),
Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife,
Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Short), Sword (Tri-Point
Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident,
Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater
Crossbow (Light), War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart

Character: Ysylla Amakiir


Player: Robert's Companion

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM

Level:3 (CR:2)
Page 3

Oracle Spells
LEVEL
KNOWN
PER DAY
Concentration

0
5
at will
+7

1
6
6

LEVEL 0 / Per Day:0 / Caster Level:3


Name

School
Conjuration (Creation) [Water]

Create Water

Time
1 standard action

Duration
Instantaneous

Range
Close (30 ft.)

Source
CR:p.262

[V, S] TARGET: Up to 6 gallons of water; EFFECT: This

spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually
contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note:
Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs
about 60 pounds. [SR:No]
Divination
1 standard action
Concentration, up to 3 minutes [D]
60 ft.
CR:p.267
Detect Magic
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round:
Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each
aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make
one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see
Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a
spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed
at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power: Original
Strength | Duration of Lingering Aura Faint | 1d6 rounds Moderate | 1d6 minutes Strong | 1d6 x 10 minutes Overwhelming | 1d6 days Outsiders and elementals are not magical
in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. [SR:No]
Divination
1 standard action
Instantaneous
Close (30 ft.)
CR:p.268
Detect Poison
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type
of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy]
check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. [SR:No]
Evocation [Light, WoodSchool]
1 standard action
30 minutes
Touch
CR:p.304
Light
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional
20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is
immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any
darkness spell of equal or lower spell level. [SR:No]
Conjuration (Healing)
1 standard action
Instantaneous
Close (30 ft.)
CR:p.348
Stabilize
[V, S] TARGET: One living creature; EFFECT: Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose
any further hit points. If the creature later takes damage, it continues dying normally. [SR:Yes (harmless); DC:14, Will negates (harmless)]

LEVEL 1 / Per Day:6 / Caster Level:3


Name

School
Transmutation [Fire]

Burning Disarm

Time
1 standard action

Duration
Instantaneous

Range
Close (30 ft.)

Source
CEOD:p.22

[V, S] TARGET: Held metal item of one creature or 15 lbs. of unattended metal; EFFECT: Causes

a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to
drop it and take no damage, otherwise the hot metal deals 3d4 points of fire damage. [SR:Yes (object); DC:15, Reflex negates (object; see text)]
Enchantment (Compulsion) [Language-Dependent,
1 standard
Mind-Affecting]
action
1 round
Close (30 ft.)
CR:p.256
Command
[V] TARGET: One living creature; EFFECT: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following
options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it
provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall:
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject
moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell
automatically fails. [SR:Yes; DC:15, Will negates]
Conjuration (Healing)
1 standard action
Instantaneous
Touch
CR:p.263
Cure Light Wounds
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level
[maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance,
and can attempt a Will save to take half damage. [SR:Yes (harmless); see text; DC:15, Will half (harmless); see text]
Transmutation
1 standard action
3 minutes [D]
Personal
APG:p.230
Lead Blades
[V, S] TARGET: touch; EFFECT: Melee weapons damage as if one size bigger.

Murderous Command

Enchantment (Compulsion) [Mind-Affecting] 1 standard action

[V] TARGET: One living creature; EFFECT: Target is compelled to kill its ally. [SR:Yes; DC:15, Will negates]
Conjuration (Summoning)
Summon Monster I

1 round

1 round

Close (30 ft.)

UM:p.230

3 rounds [D]

Close (30 ft.)

CR:p.350

[V, S, F/DF] TARGET: One summoned creature; EFFECT: This

spell summons an extraplanar creature [typically an outsider, elemental, or magical beast native to another plane]. It appears
where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-5. You choose which kind of creature
to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells
or spell-like abilities that duplicate spells with expensive material components [such as wish]. When you use a summoning spell to summon a creature with an alignment or
elemental subtype, it is a spell of that type. Creatures on Table 10-5 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if
you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless
of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Table Not Included] [SR:No]
* =Domain/Speciality Spell

Character: Ysylla Amakiir


Player: Robert's Companion

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM

Level:3 (CR:2)
Page 4

Ysylla Amakiir- Follower of Abel Veldwalker


Changeling
RACE

17
AGE

Female
GENDER

Darkvision (60 ft.)


VISION

Chaotic Good
ALIGNMENT

Ambidextrous
DOMINANT HAND

5' 4"
HEIGHT

120 lbs.
WEIGHT

Purple
EYE COLOUR

Pale
SKIN COLOUR

Jet Black, Braided


HAIR / HAIR STYLE
PHOBIAS

,
PERSONALITY TRAITS
INTERESTS

,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION

Jinin
REGION

Calistria
DEITY

Humanoid
Race Type
Race Sub Type

Description:
Biography:

Character: Ysylla Amakiir


Player: Robert's Companion

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen v6.05.00 on Feb 16, 2015 at 11:15:44 PM

Level:3 (CR:2)
Page 5

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