Fizzit CN
Character Name Alignment
Ranger 7
Character Level
Yinglet S
Race Size
Male 6
Gender Age
~3'7" - 4' 32 Lbs
Height Weight
White 1.5
Hair Eyes
Jes
Player
None Another Dimension
Deity Homeland
N/A 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
17+2 +3 N/A +3
Con
Constitution
13+1 +1 N/A +1
Int
Intelligence
15 +2 N/A +2
Wis
Wisdom
15 +2 N/A +2
Cha
Charisma
11 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
57
+3 Toxin/Poison
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+7
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+3
Size
Natural
Deflection
Misc
+1
+0
+0
+0
Touch
14
Flat Footed
11
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +5 CON +1 +0 +0 +0
Reflex +8 +5 DEX +3 +0 +0 +0
Will +4 +2 WIS +2 +0 +0 +0
Saving Throw Notes

Racial +3 ressist to Toxin.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +7 -1 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +7 -1 +3 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Languages

Yinglish (not useful)
Valsalian Common tongue
Gold Ring Common Tongue (moderate proficiency)

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
0
0
0
0
0
0
1
1
0
0
Per Day
0
0
0
0
0
0
1
1
0
0
Spell List

Desperate Weapon:



You create a one-handed object that you might expect to see in your current surroundings, which you can then use as an improvised weapon. The spell conjures such an object near your hand such that you can retrieve it as you complete the spell.
No matter what sort of object you picked, it functions as a one-handed improvised weapon appropriate for your size and that deals 1d6 points of damage for a Medium creature (1d4 for Small creatures). The item deals the type of damage you choose (bludgeoning, piercing, or slashing) when casting the spell, though the object you request must conform to the damage type.

The spell ends prematurely if the improvised weapon leaves your grasp. The object has no value and can’t be used for other functions other than as an improvised weapon (for instance, this spell doesn’t allow you to conjure an expensive spyglass and sell it or use its other abilities, but you could still use it to beat someone over the head). The conjured object can’t already be a manufactured weapon, even in a location where you might expect to see manufactured weapons. It can be an object that would normally make for an unusual improvised weapon, like a herring at a fish market, and it still deals its full damage.

Refine Inmprovised Weapon:




Transform improvised weapon to an equivalent simple or martial weapon of masterwork quality for 1 hour on touch.


Pack Empathy:



You create an instinctual connection between the targets. Each can sense the others’ overall emotional states, which allows them to communicate basic emotional concepts (such as alerting each other of danger due to increased stress). Once the spell has been cast on the subjects, the distance between them and the caster doesn’t affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +8 (DEX)  +3 +2 +3
Bluff +0 (CHA)  +0 +0 +0
Climb +6 (DEX)  +3 +0 +3
Diplomacy +0 (CHA)  +0 +0 +0
Disable Device* +11 (DEX)  +3 +5 +3
Disguise +0 (CHA)  +0 +0 +0
Escape Artist +8 (DEX)  +3 +2 +3
  Fly +3 (DEX)  +3 +0 +0
Heal +6 (WIS)  +2 +1 +3
Intimidate +0 (CHA)  +0 +0 +0
Knowledge: Arcana +2 (INT)  +2 +0 +0
Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
Knowledge: Nature +6 (INT)  +2 +1 +3
Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +10 (WIS)  +2 +5 +3
Ride +13 (DEX)  +3 +7 +3
Sense Motive +2 (WIS)  +2 +0 +0
Spellcraft* +2 (INT)  +2 +0 +0
Stealth +11 (DEX)  +3 +5 +3
Survival +13 (WIS)  +2 +7 +4
Swim +6 (DEX)  +3 +0 +3
Use Magic Device* +0 (CHA)  +0 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +8 (INT)  +2 +3 +3
Craft: Artistry +2 (INT)  +2 +0 +0
Craft: Crafting +12 (INT)  +2 +7 +3
Craft: Performance +2 (INT)  +2 +0 +0
Craft: Alchemy +11 (INT)  +2 +6 +3
Handle Animal* +8 (CHA)  +0 +5 +3
Knowledge: Engineering +7 (INT)  +2 +2 +3
Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Sleight of Hand* +9 (DEX)  +3 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
"Graceful Athlete" Use Dex for Climb and Swim Checks (already accounted for in stat block)
"Weapon Finesse" Use Dex to hit with Light Melee Weapons
"Sneak Attack"
"Trap Finding"
Feats

Racial:



"Graceful Athlete" | Roll Dex + any negatives from Str for climb and swim checks.


Class:



2nd:

Combat Style: Crossbow Combat

3rd:
Favored Terrain: "Arid" IE:Savanna/Desert/Planes

Special Abilities

Racial:



Lick Wounds | Use saliva to stop bleeding from small wounds on self and other yinglets.
Racial: Dark Vision
Racial: Weapon Finesse | Used Dex to hit with Light Melee Weapons

Class:


Base:
Sneak Attack
Detect Trap
Alchemy
Prefered Target: Humanoid (Monsterous Humanoid)
Track
Wild Empathy

2nd:
Combat Style:Crossbows ;
Precise shot

3rd:
Endurance

4th:
Hunter's Bond (Pet chosen, details coming soon.)

5th:
Favored Enemy: Humanoid (Elves)

6th:
Combat Style:
Crossbow Mastery

7th:
Woodland Stride

Traits

Racial: Dex+2 ; Cha +1
Mutation: Large Ears | +1 Per.
Mutation: 1 Half-Blind Eye | -1 Per.
Racial: Scavenger | +1 Survival
Racial: Yinglet Biology | +3 on rolls against toxins
Racial: Nimble | Counts as Medium for all Size Checks
Racial: Clam Drunk | +1 "Intoxicated" and Ini for 20 turns per 5 clams ingested.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger: ON A STICK! [spear] +Criticalx3 piercing 5 ft. (Stab) 20 ft. (thrown) 1d6 (small), 1d8 (medium)
"Fling'a-ma'jig" Shoulder Catapult (+2 Stone Bow) +Criticalx2 bludgeoning 50 ft. (projectile) 1d4 (small), 1d6 (medium)
2 Claws: +4S/+4P Damage   Teeth: +4P Damage +
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Simple Long Sack Cloth Tunic. "Not nude, but not armor"
Belt of Wondrous Dexterity+2 DexLeather
Arms & Equipment

Stabby Stick! (short spear)
+2 Stone Bow
Saddle
Junk-Sack
Coinpurse

Creatures & Mounts

Compaion / Mount:


Set'Zu Great Eagle Chick



(Axe Beak Stats)


CR –
Female axe beak (Pathfinder RPG Bestiary 3 311)
N Large animal
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 24 (4d8+4)
Fort +5, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d8+1)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 8, Wis 12, Cha 12
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Stable Gallop
Skills Acrobatics +3 (+11 to jump), Intimidate +2, Perception +5, Stealth +4
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.

Possessions & Property

Small Sack

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

Jes McDevlin.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed