0% found this document useful (0 votes)
49 views4 pages

RPG Character Sheet

This document contains a character sheet for an NPC named Xim Modan. It provides details on their abilities, feats, classes, equipment, and other campaign information.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
49 views4 pages

RPG Character Sheet

This document contains a character sheet for an NPC named Xim Modan. It provides details on their abilities, feats, classes, equipment, and other campaign information.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Xim Modan LN NPC

Character Name Alignment Player


Striker 5/Great Mind 2
Character Classes (Levels) Deity Homeland
Deluxe Character Sheet Xodai M No 19 6'1 275lbs None Red gems
Ability Ability Ability Temp Temp
Name Score Modifier Score Modifier Race Size Gender Age Height Weight Hair Eyes
10 0 HP Total
30
STR HIT POINTS
66 SPEED ft. ft. ft. d8
Wounds/current hp Base Speed With Armor Fly
DEX 14 2
ft. ft.
CON 17 3 Climb Burrow Manuverablity Temporary Modifiers
Base Ability Magic Misc
Nonlethal damage SAVING THROWS Total
INT 10 0 Save Modifier Modifier Modifier

FORTITUDE (CON) 8 = 5 + 3 + +
WIS 8 -1
REFLEX (DEX) 7 = 5 + 2 + +
CHA 18 4 Total
Dexterity Misc
Modifier Modifier
WILL (WIS) 1 = 2 + -1 + +
BASE ATTACK BONUS 7 INITATIVE 2 = 2 +
Modifiers
Strength Dexterity Size Misc
Total BAB
Modifier Modifier Modifier Modifier

CMB 7 = 7 + 0 + + + Modifiers RESISTANCES


CMD 19 = 7 + 0 + 2 + + + 10 Damage Spell Energy
Armor Shield Dexterity Size Natural Deflection Misc
Total
Bonus Bonus Modifier Modifier Armor Bonus Modifier
/ 5 Fire
AC 21 = 5 + + 2 + + 1 + + 3 + 10 / 5 Cold
FLAT FOOTED 11 TOUCH 20 /

WEAPONS AND ATTACKS


WEAPON ATTACK BONUS CRITICAL TYPE RANGE AMMUNITON DAMAGE NOTES
Tekko Kagi x2 +8 19-20/x2 B 5 MA - 10ft 1d6 All hits generate AOO
Hellcore Strike Swift Fire or Cold CON Mod Rounds +1d6 1/day
Hellcore Surge +50% elemental 1/day
Hellfire Wave 2 Uses 30ft Cone REF DC 10+1/2 CL+CON 1d6/level Uses - 2xCON/day
Spinning Hell Kick +3 19-20/x2 B Adjacent 1d6 On hit of enemy
Tension 12 12 Gain 1 at the start of each turn if at 0 and +1 at start of combat
13 13
ARMOR AND PROTECTION
ARMOR MAX CHECK SPELL
ITEM TYPE BONUS DEX PENALTY FAILURE WEIGHT NOTES
Fiery Offense X Tension - +1 to hit and damage
Light Step Swift - 1 Tension - Do not provoke AOO from one creature
Stalwart Form X Tension - DR X/-
Scorching Ray (Genius Rune) 2 Tension - On hit, RTA - 1 Ray dealing 4d6 Fire Damage
Rapid Pummel Swift - 3 Tension - Make an additional attack at a -2 penalty
Vital Tension 1 Tension - First attack deals double damage dice for CON rounds

LANGUAGES CAMPAIGN INFORMATION


Genius Pool 12 12 CAMPAIGN CAMPAIGN TRAITS EXPERIENCE
13 13
DM NEXT LEVEL
Palm Block - MA - Subtract unarmed damage from next 2 hits
FEATS, CLASS, AND RACIAL ABILITIES

Race: Basically Diamondhead with psionics, but a floating core in the chest
Medium Outsider, Movement 30ft, darkvision 60ft, Hellcore Strike (1/day - swift - imbue weapon with
1d6 matching energy type for 1 round per CON mod), Hellcore Resistance (Resist 5 Fire and Cold),
Hellcore Surge (1/day increase matched elemental damage result by 50%), Keeper of the Core
(counts as Possesed by Evil), Grasp of the Hellcore (CON mod/day (min 1) - remove the Evil
descriptor from a feature used), Aura of the Entrapped (radiates an evil aura simultaneously with
their own), Locked Perception (feel other Xodai within 1 mile per level), Guarded (+2 Bluff),
Cyrstalline Prison (+1 Natural Armor), Favored Class Benefit (+1 HP/level)

Level 1 - 1st Level Feat - Hellcore Blast (CON/day - Ray 30ft Fire or Cold - RTA - 1d6+1d6/2 levels),
Flaw - Honorable Challenge (-4 on attack rolls if a creature hasn't made a hostile action against you),
Flaw Feat - Hellfire Wave (2 uses of Hellcore Blast - 30ft cone - REF save DC 10+1/2 level+CON for
half - 1d6/HD of Fire and Cold damage), Martial Tradition - Tattooed Warrior (Unarmed Training (not
used), Unarmored Training (+3 armor bonus to AC +1/3 BAB or Acrobatics Ranks), Dragon's Tattos
(Body is Masterwork and can be enchanted as a single weapon [+1 to hit]), Zodiac's Tattos (Skin
can be enchanged (max +6 Armor Bonus)), Gain 1 Skill point in Craft (Tattoo) each level), Combat
Talent - Equipment Sphere - Critical Genius (Increase threat range to 19-20/x2 and +BAB to damage
on crit after all calculations), AC Bonus (Add CON to AC up to class level), Bare Knuckles (Open
Hand Sphere - Sweep (Trip barehanded with -2 penalty as a move action that does not provoke
AOO), Tension (Gain a Tension pool that starts at 0 and adds 1 point when you hit, take damage, or
move 10ft [max CON mod]), Tension Techniques SKILLS
(1 Tension - +1 to saves, +1 to hit and damage,
swift
Classaction select Only
Skill *Trained 1 creature to notPergenerate
Skill Points Level AOO =from,4 +DR
INT1/-,
+ +1 Dodge bonus
Trained | 2Skills
Class Tensionhave a-+3
+1bonus
threat range, confirm
SKILL
a crit, regain martial
ABILITY
focus |
MISC
3 Tension - +1 attack for -2 penalty, reroll
ABILITY
a save,MISC
swift action NAME
move up toTOTAL
movementMOD RANKS
speed), MOD
Unarmed Damage (1d4) TOTAL MOD RANKS MOD

Acrobatics 12 = DEX 2 + 7 + Knowledge (local)* = INT 0 + +

Level 2 - Combat Talent0 - Open


Appraise = INT Hand
0 +Sphere+ - PalmKnowledge
Block (Move
(nature)*Action - Roll
3 = Unarmed
INT 0 +damage +
and subtract from incoming hit once before your next turn. +6 BAB block twice), Striker Art - Favored
Bluff 6 = CHA 4 + + 2 Knowledge (nobility)* = INT 0 + +
Weapon (treat Tekko-Kagi as unarmed), Tension Boost (Gain 1 tension at the start of combat)
Climb 3 = STR 0 + + Knowledge (planes)* = INT 0 + +

Craft (Tattoo)
Level = INT
3 - 3rd Level Feat10- Hellcore + 7 (Use
0Charge + GraspKnowledge
of the (religion)* 3 =asINT
Hellcore abilities 7 +
uses0 of +Hellcore
Blast [Hellcore Blast is now= 2xCON/day),
Craft (__________) INT 0 +
Combat
+
Talent - Open Hand Sphere=- INT
Linguistics* Spinning
0 +
Heel Kick
+
(Make an additional attack against an adjacent foe to the previous hit at a -2 penalty), Tension (Max
Diplomacy = CHA 4 +
4 (Ignore Perception 2 = WIS -1 be
Tension +1), Drill Knuckle 2 points of+ DR or hardness), Uncanny Dodge (Cannot + +
caught
Disable
flat footed), = DEX (+1
Device*Unarmored Training 2 AC)
+ + Perform (_________) = CHA 4 + +

Disguise 4 = CHA 4 + + Perform (_________) = CHA 4 + +


Level 4 - 4th Level ASI (+1 CON), Combat Talent - Open Hand Sphere - Rippling Blow (-2 to hit on
5 = DEX 2 + Profession (________) = WIS -1 +
provokes an AOO), Desperate Tension (At start2 of turn gain
Escape Artist + +
all attacks, on hit the target 1 tension if
5 = DEX
atFly0, this stacks with Tension 2 Unarmed
Boost), + + Profession
Damage (1d6) (________) = WIS -1 + +

Handle Animal 4 = CHA 4 + + Ride 5 = DEX 2 + +


Level 5 - 5th Level Feat - Combat Reflext (1+DEX AOO/round), Combat Talent= - Open Hand Sphere
Heal 2 = WIS -1 + + Sense Motive 2 WIS -1 + +
- Yoga Strikes (Move action - treat reach as +5ft/5 BAB until end of turn), Striker Art - Vital Tension
= CHA
Tension - First attack14deals
(1Intimidate 7 + dice for
4 +damage
double Sleight 5 = DEX
of Hand* of round equal
a number 2 mod),
to CON + +

Tension
KnowledgeTraining 3 = INT
(arcana)* (+1 Tension on crit,
0 kill,
+ 7bluff/feint,
+ or demoralize)
Spellcraft* = INT 0 + +

Knowledge (dungeoneering)* = INT 0 + + Stealth 5 = DEX 2 + +


Level 6 - Genius Pool (Gain a Genius Pool equal to highest ranks in a mental skill+great mind level
Knowledge (engineering)*
+CHA), Speciality - Knowledge= INT 0 + (Genius
Arcana +
points equal to spell level - 2SA=- WIS
Survival -1 + 2 ranks
For every +
in
Knowledge (geography)*
Knowledge = INT
Arcana select one 0 + spell
Evocation + and asSwim 3 = STR
a rune as if a spell storing 0 +
weapon), +
Unarmored Training
Knowledge (history)* (+1 AC)
= INT 0 + + Use Magic Device* = CHA 4 + +

Level 7 - 7th Level Feat - Extra Striker Art - Iron Soul (For every 2 tension gain DR 3/- until start of
your next turn), Combat Talent - Open Hand Sphere - Capoeira Spin (-2 to hit from Prone and stand
as part of the attack as an immeidate action for +2 to damage), Combat Talent - Open Hand Sphere
SPELLS AND SPECIAL ABILITIES

Concentration Caster Level


Check Check 2ND LEVEL
SPELLS SPELLS BONUS
SAVE DC
KNOWN LEVEL / DAY SPELLS
CAN-
TRIPS

1ST

2ND 6TH LEVEL


3RD

4TH

5TH

6TH

7TH

8TH

9TH 3RD LEVEL


DOMAIN/SCHOOL/SPECIAL

7TH LEVEL

CANTRIPS

4TH LEVEL 8TH LEVEL

1ST LEVEL

9TH LEVEL

5TH LEVEL
GEAR
Item Weight Item Weight Item Weight Item Weight

CARRYING CAPACITY/LIFT MONEY FACTION/FAME/OTHER POINTS

Total Carried PP
GOLD TYPE VALUE
STORED
Light Lift
Load Overhead
GP
Medium Lift Off
Load Ground
SP
Heavy Push or
Load Pull
CP

NOTES

You might also like