Remove these ads. Join the Worldbuilders Guild
Devros Sunboon LN
Character Name Alignment
Striker 2
Character Level
Tiefling (Hungerseed) M
Race Size
Male 82
Gender Age
5'9" 160lbs
Height Weight
Black Gold
Hair Eyes
Marzipanda
Player
Sarenrae Absalom
Deity Homeland
- 2475
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
18 +4 N/A +4
Dex
Dexterity
14 +2 N/A +2
Con
Constitution
12 +1 N/A +1
Int
Intelligence
8 -1 N/A -1
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
8 -1 N/A -1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
21
5 Fire, 5 Cold, 5 Elect
0
Initiative
Dex
Modifier
+2
+2
+0
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+0
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+2
+3
Touch
17
Flat Footed
15
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +3 CON +1 +0 +0 +0
Reflex +5 +3 DEX +2 +0 +0 +0
Will +3 +0 WIS +3 +0 +0 +0
Saving Throw Notes

AC & Touch AC +2
CMD +4

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +1 +4 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +1 +4 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (STR)  +4 +2 +3
  Bluff -1 (CHA)  -1 +0 +0
Climb +9 (STR)  +4 +2 +3
  Diplomacy -1 (CHA)  -1 +0 +0
Disguise -1 (CHA)  -1 +0 +0
  Escape Artist +2 (DEX)  +2 +0 +0
Fly +2 (DEX)  +2 +0 +0
  Heal +3 (WIS)  +3 +0 +0
Intimidate +9 (STR)  +4 +2 +3
  Knowledge: Arcana -1 (INT)  -1 +0 +0
  Knowledge: Dungeoneering -1 (INT)  -1 +0 +0
Knowledge: Local +4 (INT)  -1 +2 +3
  Knowledge: Nature -1 (INT)  -1 +0 +0
  Knowledge: Planes -1 (INT)  -1 +0 +0
  Knowledge: Religion -1 (INT)  -1 +0 +0
Perception +8 (WIS)  +3 +2 +3
  Ride +2 (DEX)  +2 +0 +0
  Sense Motive +3 (WIS)  +3 +0 +0
Stealth +2 (DEX)  +2 +0 +0
Survival +8 (WIS)  +3 +2 +3
Swim +9 (STR)  +4 +2 +3
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 -1 (INT)  -1 +0 +0
Profession: Bounty Hunter +8 (WIS)  +3 +2 +3
Sleight of Hand* +7 (DEX)  +2 +2 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.
You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed).
Feats

Extra Martial Talent - Expanded Training - Climb & Swim
Transformation - Gain the ability and body of a Serpent as a Full-Round Action

Special Abilities

+2 to Str, +2 to Wis; -2 to Cha (Hungerseed)
Medium Size, 30ft base speed, Outsider - Shapechanger
Darkvision 60'
Fiendish Sprinter - Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Fiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail - Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Variant Ability 98 - +1 HP per Level
FCB - +1 HP

Traits

Reactionary - +2 Initiative
Vagabon Child - Sleight of Hand - You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Orphaned - You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Nervous - Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Estoc / +6 / 2d4+6 / 18-20x2 / Piercing Shadow of the Void / / 1d6 +
Spheres of Power

Casting Tradition

Caster Level: 1
MSB: 1
MSD: 12
Concentration: +4

Tradition Name: Custom - Tainted Soul

Magic Type: Arcane

Casting Ability Modifier: Wisdom

Drawbacks
Consciousness Linked - If you fall asleep or unconscious, or are dazed, stunned, confused, reduced to animal intelligence, or otherwise unable to take coherent mental actions, all of your magical effects immediately end.
Material Casting - A player who does not want to track the cost of such material components can instead simply spend 10 gp per caster level per month on components, which is assumed to cover his costs for spells cast and research performed.
Magical Signs - Deep Chill - Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.

Spheres/Talents:

Conjuration - DC: 13, Talents: Summon, Serpetine Avatar, Extra Companion

Alteration - DC: 13, Talents: Shapeshift, Blank Transformation, Morphic Weapons


Spell Points: 5


Martial Tradition (If Applicable):


Tradition Name: Custom - The Strength of Body

Equipment Sphere Talent: Force Redirection Technique, Unarmored Training, Duelist Training, Knightly Training

Spheres:
Athletics Sphere

Athletics - DC: 13, Talents: Coordinated Movement, Package Run, Expanded Training - Climb & Swim




Trade Tradition (If Applicable):


Tradition Name: Custom - The Tough Outsider

Trade Talents: Thug, Athlete

Class Skills: Acrobatics, Climb, Disguise, Intimidate, Knowledge Local, Perception, Stealth, Swim

Spheres:

Bluster Sphere


Bluster - DC: 13, Talents: Intimidate Skill, Skill Leverage Intimidate & Bluff, Flaunt Secrets, Quip, Frightening Threat (Quip)

Arms & Equipment

Estoc
Sling
Backpack 1
Bandolier 2
Bedroll 1
Bell 1
Candle 5
Canvas (2sq Yd) 1
Chalk 5
Charcoal 1
Earplug 1
Fishhook 1
Flint and Steel 1
Grappling Arrow 1
Grooming Kit 1
Holy Symbol, Iron 1
Mess Kit 1
Oil 1
Parchment 1
Piton 10
Powder 2
Rope, Silk 50ft, Knotted 1
Sewing Needle 1
Signal Whistle 1
Smoked Goggles 1
Stationary 1
Stretch Cords 1
String 50ft 1
Tindertwing 1
Trail Rations 2
Wandermeal 10
Waterskin 2
Vermin Repellant 1
Filter Scarf 1
Cure Light Wounds 1

Class Features

Casting - Low Caster - Conjuration & Alteration Sphere
Spell Pool - Wis Based
Blended Training - Gain Combat or Magic Talent each level, use Casting Mod for Striker Mod
Reaper's Tools - Equipment Talent & Melee Weapon = Unarmed
Bonded Avatar - Conjuration Sphere & Avatar
Avatar's Presence - Deflection Armor Bonus
Shadow of the Void - Mark a target for damage & Tension
Umbral Tension - Store Spent tension for effects
Void Gauge - Bonus attack/Damage equal to Umbral
Enshroud - Edgelord Mode
Tension - Pool of Cool Things
Tension Techniques - Use Pool to do Cool Things
Striker Arts - 2nd level and every 3 levels after, gain a unique ability (Transformative Breach)
Tension Boost - 2nd level, gain 1 tension at the start of combat

Allies, Companions & Retinue

Mysterious Snake

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

CR

Mysterious Snake

Serpentine Avatar LE M Avatar

Defense

AC: 19 AC
HP: 14 d10
Fortitude: 6 Reflex: 7 Will: 1

Offense

Melee: Natural Attack Bite 1d20+5 ( 1d6+9 /20)

Statistics

Str 20, Dex 20, Con 18, Int 8, Wis 12, Cha 12
Base Attack: 1
Feats: Furious Focus
Skills: Otherworldly Physique - The avatar’s Strength, Dexterity, and Constitution increase by +2 + 1 per 2 Hit Dice the avatar possesses; treat this ability as a (form) talent. The avatar cannot benefit from other (form) talents which grant an untyped bonus to their Strength, Dexterity, or Constitution (such as the Powerful Form (form) talent). Web Spinner - Your companion gains the ability to use webs to support itself and up to one additional creature of the same size. In addition, it can throw a web up to once per minute as a standard action. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the companion. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the companion’s Hit Dice + the companion’s Constitution modifier. Attempts to burst a web by those caught in it take a –4 penalty.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

MarzThePanda.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed