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Elise Lupin-Baudelaire NG
Character Name Alignment
Reaper (Magekiller) 1
Character Level
Human (Lupin-Baudelaire Origin) M
Race Size
Female 24
Gender Age
6'0" 185 lbs.
Height Weight
Black/White Green
Hair Eyes
Kallen
Player
- Ustalav
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
17 +3 N/A +3
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
14 +2 N/A +2
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
12
DR 1/Silver
0
Initiative
Dex
Modifier
+7
+0
+7
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+3
+1
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+3
Touch
13
Flat Footed
17
Flat Footed + Touch
13
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +2 CON +2 +0 +0 +0
Reflex +0 +0 DEX +0 +0 +0 +0
Will +2 +2 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+4 +1 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
14 10 +1 +3 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Common, Sylvan, Necril, Varisian

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +0 (DEX)  +0 +0 +0
Bluff +7 (CHA)  +3 +1 +3
Climb +3 (STR)  +3 +0 +0
Diplomacy +7 (CHA)  +3 +1 +3
Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
  Fly +0 (DEX)  +0 +0 +0
Heal +0 (WIS)  +0 +0 +0
Intimidate +7 (CHA)  +3 +1 +3
Knowledge: Arcana +5 (INT)  +1 +1 +3
Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
Knowledge: Local +5 (INT)  +1 +1 +3
Knowledge: Nature +1 (INT)  +1 +0 +0
Knowledge: Planes +1 (INT)  +1 +0 +0
Knowledge: Religion +7 (INT)  +1 +1 +5
Perception +6 (WIS)  +0 +1 +5
Ride +0 (DEX)  +0 +0 +0
Sense Motive +0 (WIS)  +0 +0 +0
Stealth +4 (DEX)  +0 +1 +3
Survival +0 (WIS)  +0 +0 +0
  Swim +3 (STR)  +3 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
Knowledge: Nobility +7 (INT)  +1 +1 +5
Linguistics* +5 (INT)  +1 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
+2 to Perception and Knowledge (Religion) from Origin
Feats

Feats By Level
1) Noble Scion - Scion of War
3)
5)
7)
9)
11)
13)
15)
17)
19)

Bonus Feats

Origin Feats

1) Hybrid Transformation
5)
10)
15)
20)
Lupin-Baudelaire Feats

Transformation - Animal Transformation

Special Abilities

Bloodied Strike

Scout

Transformation (Animalistic)

Hybrid Transformation

Traits

Origin Bonus Trait) Reactionary (Combat) - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Origin Bonus Trait) Child of the Temple (Faith) - You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Wiscrani Ear (Socia) You have a keen ear for the  movements of thieves and monsters. You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so

Magical Knack (Magic) - You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait(Reaper)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Extremely Fashionable (Equipment)
You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you.

Drawback) Overprotective - In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Bastard Sword +4 19-20/x2 S Contact None 1d10+3
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Studded Leather3Light-115%20 lbs.
Buckler1Shield-15%5 lbs.
Spheres Summery

Martial Tradition :
Tradition Name: Pursuer
Equipment Sphere Talent: Duelist Training (discipline)
Spheres:
Duelist Sphere
Bloody Slasher Drawback
Ooze Ichor
Perforating Wounds (bleed) - Reaper Bonus Talent
Scout Sphere
Uncanny Dodge
Force Redirection Technique - Reaper 1st Level Talent

Casting Tradition:
Caster Level: 1; MSB: +1, MSD: 12, Concentration: +4

Tradition Name: X
Magic Type: X
Casting Ability Modifier: Charisma
Drawbacks: Emotional Casting, Magical Signs, Painful Magic, Wild Magic
Boons: Easy Focus, Wild Surge
Spell Points: 4

Fate Sphere
War Sphere

Spheres Details

Duelist Sphere

Blooded Strike
Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 3 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Bleed: Some talents have the (bleed) descriptor; these talents are triggered when you deal bleed damage to a creature using your blooded strike. You may only apply the effects of a single (bleed) talent to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor. For the purpose of these talents, only bleed damage you deal with your blooded strike is considered when determining their effects.

Ooze Ichor
You are able to deal bleed damage to behemoths, constructs, elementals, and undead, bypassing their normal immunity, though all bleed damage you deal to such creatures is reduced to half of what it would normally be, to a minimum of 1 point of bleed damage whenever you would successfully deal bleed damage to such a creature.

Perforating Wounds (bleed)
Whenever you deal bleed damage as part of an attack action to a creature who is already suffering bleed damage from your blooded strike, you deal an amount of bleed damage equal to 1 + 1 for every 3 points of base attack bonus you possess. This bleed damage stacks with other bleed damage granted by the Duelist sphere. You can stack this bleed damage with itself once for every 6 points of base attack bonus you possess. This bleed damage is separate from your blooded strike, and does not affect other abilities that scale off of your blooded strike’s bleed damage.

Equipment sphere

Force Redirection Technique
You may use your Strength modifier in place of your Dexterity modifier to AC, up to a maximum of 3 + half of your base attack bonus. Characters who gain Climb or Swim as a class skill may instead choose to have the cap increase by +1 for every 2 ranks in the listed class skill they possess. Your bonus to AC is still affected by anything that would limit or remove your Dexterity modifier to AC such as wearing armor or being flat-footed. You may disable or enable Force Redirection Technique as a free action at the start of your turn, once per turn.

Scout Sphere
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

Uncanny Dodge
You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if a creature successfully uses the feint action against you. You may take this talent twice; the second time you take it, you can no longer be flanked. This defense denies a creature the ability to sneak attack you by flanking you, unless the attacker is at least four levels higher or has at least 4 more Hit Dice than you. If you have already gained uncanny dodge from another source, such as the rogue talent, the first instance of this talent instead gives you the benefits of improved uncanny dodge.

Class Features

Reaper (Magekiller) Class Features:

Proficiencies
Reapers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.

Casting
A reaper may combine spheres and talents to create magical effects. A reaper is considered a Low-Caster. They may use their choice of Intelligence, Wisdom, or Charisma as their casting ability modifier and must make this choice at 1st level. (Note: all casters may select a casting tradition the first time they gain the casting class feature.)

Spell Pool
A reaper gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training
A reaper gains combat or magic talents according to Table: Reaper, gaining their choice of combat or magic talents at each level they would gain a talent. Reapers use their casting ability modifier as their practitioner modifier.

Bloodletter
At 1st level, a reaper gains the Duelist sphere as a bonus talent, or a talent from the Duelist sphere if they already possess the base sphere. Additionally, the reaper gains the Bloody Slasher drawback, but gains the Ooze Ichor talent instead of Long Cuts.

Favored Prey (Ex)
At 1st level, a reaper selects a creature type from the ranger favored enemies table. They gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of their selected type. Likewise, the reaper gets a +2 bonus on weapon attack and damage rolls against them. A reaper may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), this bonus increases by +2. Unlike a ranger, the reaper does not select an additional creature type at these levels. Instead, they may change their favored prey by meditating on a reaper trophy they've created for 1 minute. The trophy does not need to be held, only carried on the reaper's body.

Reaper Trophy (Su)
The reaper may create a small object called a reaper trophy with the remains of a creature they've slain in battle and 1 hour of work. Whenever a reaper meditates on a reaper trophy they've created, their favored prey type changes to the type corresponding to the creature used to make the trophy.

Arcane Hunter (Ex): At 1st level, a magekiller may always treat any creature capable of casting spells or using magical sphere effects as their favoured prey.
This replaces the cult and reality shudders class features.

Possessions & Property

40 gp
Explorer's Clothes

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Platinum702.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed