The Lab
Dove De' Silvertongue lvl 10

Description

Ability Score Rolls

14
15
18
13
17
16


+2 Dex, +2 Int: Unicorns are intelligent and steady-handed.
Medium: Unicorns are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Unicorns have a base speed of 40 feet.
Natural Talent: Equines get a +5 to any skill of their choice. This determines what their cutie mark will look like.
Gore: Unicorns have the natural attack gore when attacking with their horn.
Leycasting: Unicorns channel magical ley energy to cast spells and can cast from the normal wizard spell list. They can also use their Spellcraft skill to cast unlisted spells, at the GM’s discretion.
Burnout: Unicorns can cast a spell above their spell level. However, doing so will lead to burnout or possibly horn rot, which can kill the caster over time. Burnout prevents the character from casting spells for a full day. If a character tries to cast any spell during burnout, they take 1d6 lethal damage.
Going Crazy!: When an Equine can’t successfully do her special talent, she starts to go…a little crazy. Equine characters have a pool of 6 sanity points. With every failed roll involving the character’s special talent, she loses a point. After losing a point, her personality grows more and more different from her original personality and she takes a -1 to all saving throws and her special talent skill roll. After losing all six points, she becomes a polar opposite of her original personality and takes a -10 to her talent skill roll. An Equine can regain all of her sanity points by being calmed down by friends for at least thirty minutes or by getting 8 hours of rest.
Languages: Unicorns begin speaking Equestrian. Unicorns with high Intelligence scores can choose between Old Elken, Old Gryphon, Old Boarean, Ancient Camleun, Elken, Leyspeak, or Draconic as their bonus languages.


http://www.d20pfsrd.com/

Bio

[Custom!]
SHIELDBEARER
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Ca sting Time: 1 standard
action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and
guardianship fills you as you
complete the spell. Touching
the target shield, you point
to the creature it is meant to
protect and watch as the shield
rises in the air and floats gently
toward the indicated creature.
A shieldbearer spell allows
you to enchant one shield
so that it hovers near and
attempts to protect one
creature of your choice. The
spell’s recipient is chosen
at the time of casting and
cannot be changed. The
enchanted shield remains
within 1 foot of the creature
for the duration of the spell.
The shield’s subject is then granted a
shield bonus to AC as if it was wearing
the shield. The spell permits the
enchanted shield’s subject to use a
two-handed weapon or a weapon in
each hand and still benefit from the
shield’s effect.
Shield bonuses from multiple
sources, including multiple castings
of this spell, do not stack.


Ability Score Rolls

14
15
18
13
17
16


4th level = +1 Str
8th level = +1 Wis


Feats
1st
3rd
5th
7th
9th


Skill Points = 100 = 6 + 4 (Int) X10


+2 Dex, +2 Int: Unicorns are intelligent and steady-handed.
Medium: Unicorns are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Unicorns have a base speed of 40 feet.
Natural Talent: Equines get a +5 to any skill of their choice. This determines what their cutie mark will look like.
Gore: Unicorns have the natural attack gore when attacking with their horn.
Leycasting: Unicorns channel magical ley energy to cast spells and can cast from the normal wizard spell list. They can also use their Spellcraft skill to cast unlisted spells, at the GM’s discretion.
Burnout: Unicorns can cast a spell above their spell level. However, doing so will lead to burnout or possibly horn rot, which can kill the caster over time. Burnout prevents the character from casting spells for a full day. If a character tries to cast any spell during burnout, they take 1d6 lethal damage.
Going Crazy!: When an Equine can’t successfully do her special talent, she starts to go…a little crazy. Equine characters have a pool of 6 sanity points. With every failed roll involving the character’s special talent, she loses a point. After losing a point, her personality grows more and more different from her original personality and she takes a -1 to all saving throws and her special talent skill roll. After losing all six points, she becomes a polar opposite of her original personality and takes a -10 to her talent skill roll. An Equine can regain all of her sanity points by being calmed down by friends for at least thirty minutes or by getting 8 hours of rest.
Languages: Unicorns begin speaking Equestrian. Unicorns with high Intelligence scores can choose between Old Elken, Old Gryphon, Old Boarean, Ancient Camleun, Elken, Leyspeak, or Draconic as their bonus languages.


http://www.d20pfsrd.com/

Basic Information

Character Name Player Race Class
Level Alignment Deity Gender
Age Size Height Weight
Eyes Hair Skin Experience Points
Languages

Abilities

Name Score Mod Temp
Dmg
Temp
Boost
Str
Dex
Con
Int
Wis
Cha

Hit Points

Max Current Nonlethal

Initiative

Total Dex Mod Misc

Speed

Land Burrow Climb Fly Swim

Armor Class

= + + + + + +
Total Touch Flat-F. Armor Shield Dex Mod Size Natural Defl. Misc

Defenses

Miss % Damage Red. Spell Res.

Grapple

= + + +
Total Base Att. Str Mod Size Misc

Saving Throws

  Total Base Abil. Mod Magic Misc. Temp. Conditional
Fort
Reflex
Will

Attack Bonuses

Melee = + + +
Ranged = + + +
Total Base Attack Bonus Abil. Mod Size Misc

Weapons+ Add

Name Attack Bonus Damage Critical Range Type Special Qualities

Protective Items

Armor

Name Type Bonus Max Dex Check Penalty Spell Failure Max Speed Special Qualities

Shield

Name Type Bonus Check Penalty Spell Failure Special Qualities

Ring / Amulet / Etc.

Name Type Bonus Special Qualities Name Type Bonus Special Qualities

Skills+ Add

Skill Key
Abil.
Total Abil.
Mod
Ranks Misc
Appraise Int
Balance Dex
Bluff Cha
Climb Str
Concentration Con
Craft () Int
Craft () Int
Craft () Int
Decipher Script Int
Diplomacy Cha
Disable Device Int
Disguise Cha
Escape Artist Dex
Forgery Int
Gather Information Cha
Handle Animal Cha
Heal Wis
Hide Dex
Intimidate Cha
Jump Str
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform () Cha
Perform () Cha
Perform () Cha
Profession () Wis
Profession () Wis
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Rope Dex

Feats+ Add

FeatDescription

Special Abilities+ Add

AbilityDescription

Traits+ Add

TraitDescription

Inventory+ Add

Carrying Capacity

lbs. lbs. lbs. lbs. lbs.
Light Load Medium Load Heavy Load Lift Over Head Push/Drag

Money

Total PP GP SP CP

Spells

New Spells Section: Spell Levels+ Add

Character Bio



Campaign:
D&D 3.5 Universal Sheet by: