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TN race class 1
In: +0 F: +0 R: +0 W: +0 C: +0
AC: 10 F: 10 T: 10 CD: 10 CB: +0
VP: 10 /10 WP: 10 /10 BAB: +0
Spells Prepared
Cantrips 14
- Detect Magic
- Light
- Read Magic
Level 1 15
- Sleep
- Summon Monster I
+0 - Trained
+0 - Untrained
+0 Modification
Level 0 1 2 3 4 5 6 7 8 9
Bonus
Daily
Known
Cantrips Orisons
Level 1
5 Worn
- Money Pouch
5 Traveler's Clothes
Mount Location
- A horse named Penny.
Stash Riddleport
- A horse named Penny.
CLASS ABILITIES
Archetype
Ability
- Description
Ability
- Description
FAMILIAR
CAT
N Tiny Animal
In: +2 F: +1 R: +4 W: +1 C: +0
AC: 15 F: 13 T: 14 CD: 6 CB: +0
VP: 4 /4 WP: 16 /16 BAB: +0
Bite +4 1d3-4
+6 - Climb
+5 - Perception
+14 - Stealth
Familiar Abilities
- Natural Armor +1, Alertness
- Improved Evasion: Reflex save half: no
damage, full damage: half damage
- Share Spells: master cast spell :"You"
on familiar as touch
- Empathic Link: 1 mile distance master
may communicate empathically only
Trait Type
- Description +0 Bonus 1 /day
Trait Type
- Description
Trait Type
- Description
Drawback
- Description -0 Penalty
Feat Type
- Description +0 Bonus 1 /day
RACIAL TRAITS
AASIMAR
Medium Outsider (Native)
- Wis:+2 Cha:+2 L:30' Darkvision 60'
Skilled
- +2 Diplomacy +2 Perception
Spell-Like Ability
- Daylight 1 /day Caster Level = Level
Celestial Resistance
- Acid 5 Cold 5 Electricity 5
DWARF
Medium Humanoid (Dwarf)
- Con:+2 Wis:+2 Cha:-2
- Darkvision 60'
Defensive Training
- +4 dodge bonus AC against Giants
Greed
- +2 Appraise to determine the price of
nonmagical goods that contain precious
metels or gemstones
Hatred
- +1 Attack against Orcs and Goblins
Hardy
- +2 on saves against Poisons, Spells,
and Spell-Like Abilities
Stability
- +4 CD against bullrush and trip
Stonecunning
- +2 Perception to notice unusual stone-
work and recieve free check whenever
within 10' of traps and hidden doors
GNOME
Small Humanoid (Gnome)
- Con:+2 Cha:+2 Str:-2
- S :(+1 AC/Attack -1 CB/CD +4 Stealth)
- Low-Light Vision, L:20'
Defensive Training
- +4 dodge bonus AC against Giants
Hatred
- +1 Attack against Reptilians, Goblins
Illusion Resistance
- +2 saving throws against illusions
Keen Senses
- +2 Perception
HALF-ELF
M Humanoid (Human/Elf) Elf Blood
- +2 any one Low-Light Vision L:30'
Adaptability
- gain Skill Focus as a bonus feat
Elven Immunities
- +2 :enchantments, magic sleep effects
Keen Senses
- +2 Perception
Multitalented
- choose an extra favored class
HALF-ORC
M Humanoid (Human/Orc) Orc Blood
- +2 any one Darkvision 60' L:30'
Intimidating
- +2 Intimidate
Orc Ferocity
- 1 /day when brought below 0HP but not
killed, fight 1 more round disabled
Keen Senses
- +2 Perception
HALFLING
Small Humanoid (Halfling)
- Dex:+2 Cha:+2 Str:-2
- S :(+1 AC/Attack -1 CB/CD +4 Stealth)
- Low-Light Vision, L:20'
Fearless
- +2 racial bonus :fear stacks with Luck
Halfling Luck
- +1 racial bonus :all saving throws
Keen Senses
- +2 Perception
Sure-Footed
- +2 Acrobatics +2 Climb
HUMAN
Medium Humanoid (Human)
- +2 any L:30'
Bonus Feat
- gain a bonus feat
Skilled
- +1 skill point each level
LIZARDFOLK
Medium Humanoid (Reptilian)
- Dex:+2 Con:+2 Wis:-2 Darkvision 60'
- +1 natural armor
Climb
- 15' Climb speed, +8 Climb
Bite
- 1d3 Bite natural attack
Dart
- +10' to speed whenever taking the
charge, run, or withdraw actions
Camoflauge
- +4 Stealth in marshes and jungles.
Poison Resistance
- +HD ( +1) Fortitude :poison
Cold Blooded
- take 50% more cold damage
- -4 Fortitude :effects of cold weather
Alien
- -2 Diplomacy :non Humanoid (Reptilian)
TIEFLING
Medium Outsider (Native)
- Dex:+2 Int:+2 Str:-2 Darkvision 60'
Skilled
- +2 Bluff +2 Stealth
Spell-Like Ability
- Darkness 1 /day Caster Level = Level
Fiendish Resistance
- Fire 5 Cold 5 Electricity 5
Fiendish Sorcery
- Abyssal/Infernal bloodlines: Cha:+2
BUILD