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Balance Thread


Arklytte

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First off, credit where it's due. This form is copied, mostly verbatim, from something that @CactuarJedi put together for a game that I was a player in. I loved the idea and plan to use it pretty much every game I run from now on. I figure, if you're going to steal, steal from the best. orcdeb.gif

Until all five of you have posted your initial post, I would ask that everyone refrain from making any additional posts in this thread. I plan to use this as a reference document going forward with the game. Once everyone has posted their initial post, feel free to post any questions/comments/concerns at that time. In the meantime, please copy/paste this into a post as soon as you're able, then you can edit it as time permits.
 

THANKS! orc2.gif

Character Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:


That should be a good starting place. I may ask for more information as we go.

Edited by Arklytte (see edit history)
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Trellis, the Dual-Hearted

Wyrwood, Avatar Druid 5 || Font of Inspiration Martial Hedgewitch 5

Character Statistics

All Day Stats:

  • All Day AC: 21
  • All Day Fort, Ref, and Will saves: Fort +7, Ref +5, Will +7
  • All Day Attack Bonus and Damage Dice, both melee and ranged:
    • Melee wrench: +9, 1d3 (1.5 avg dmg)
    • Huge tree pummel: +9, 2d6+3 (10.5 avg dmg)
    • Ranged magnetize (heavy mace): +10, 1d6 (3.5 avg dmg)
  • All Day Save DC/Damage for Special Abilities: Save DC: 19
    • Create/Affect Fire (Huge): 5d6 (17.5 avg dmg), Reflex half (8.75 avg dmg)
    • Thorny Entangle: 1d6+7 (10.5 avg dmg), Reflex half (5.25 avg dmg)
    • Air Geyser falling damage: 3d6 (10.5 avg dmg), Reflex negates
      • 1 SP: 7d6 (24.5 avg dmg), Reflex negates
  • Hit Points: 55


Nova Stats:

  • Nova AC: 30 (7 nat armor from plant form + barkskin trait, 2 dodge from dodge trait)
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions:

  • Position-Dependent Effects:
  • Optional Boosts:
    • Agile traits: +2 dodge AC, +4 initiative, evasion, uncanny dodge
    • Elemental shape/traits: energy resist, special movement, chance to negate crits/precision damage
    • Plant shape/traits: natural armor, special attacks
    • All these Alteration sphere effects last either concentration + 2 rounds, or 70 minutes for 1 SP
  • Constant or Daily Boosts:


Resistances and Immunities:

  • Condition Immunities: +4 to saves vs Endurance things + poison/disease
  • Energy Resistance/Immunity: resist 7 if in elemental form (electricity, acid, fire, or cold)
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth:

  • Constant Senses: low-light and darkvision 60ft
  • Temporary Senses:
  • Stealth Effects:

 

Edited by Keante (see edit history)
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ZyxJF69.pngKillian Evanero, Prince of the Fallen Leaves
Half-Orc Male, Valiant Champion Paladin 5 || Crossblooded Sphere Sorcerer 1 / Ascendant Mind Psychic 4

Character Statistics

All Day Stats:

  • All Day AC:  22 (30) [Touch 14 (16), Flat-Footed 20 (28)]; even though he can enhance it, he rarely does unless expecting danger.
  • All Day Fort, Ref, and Will saves:  Fort +12, Ref +10, Will +17; this accounts for both Divine Grace and Iron Will.
  • All Day Attack Bonus and Damage Dice:
    • Melee - Rapier: Attack +8, Damage 1d6+2 (avg 5.5) Piercing
    • Melee/Ranged - Telekinesis:  Attack +15, Damage 2d6+10 (avg 17) Variable Type but usually Bludgeoning
    • Ranged - Mind Bullet: Attack +11, Damage 2d8 (avg 9) Variable Energy (usually Fire or Electricity)
    • Ranged - Psionic Blast: Attack +11, Damage 5d8 (avg 22.5) Nonlethal
  • All Day Save DC/Damage for Special Abilities:  MSB +5 (+10 with TK/Enh), MSD 16 (21); CMB +10 (+25 with TK), CMD 21 (34); he is focused more on combat maneuvers/battlefield control than raw damage, though he has decent output in that regard, too.
  • Hit Points:  60

Nova Stats:

  • Nova AC:  30 [Touch 16, Flat-Footed 28]
  • Nova Fort, Ref, and Will saves:  Fort +12, Ref +10, Will +17
  • Nova Attack Bonus and Damage Dice:
    • Telekinesis: Attack +15, Damage 6d6+10 (avg 31) Variable Type but usually Slashing; Lancer (Impale, Bloody Rip)
  • Nova Save DC/Damage for Special Abilities:  Telekinesis: CL 10th, MSB +5 (+10 TK), MSD 16 (21 TK), CMB +25 (TK), CMD 34 (TK)
  • Significant Temporary/Long Term HP Boosts:  60, but with variable healing available via Lay on Hands and Channel Energy.

Group Contributions:

  • Position-Dependent Effects:  Aura of Courage (10' radius), Channel Positive Energy (30' radius), Lay on Hands (touch)
  • Optional Boosts: 
    • Invisibility: via Familiar; Illusion (Suppression of Sight, Sound, and Odor, very limited number of times/day)
    • Kinetic Field: Telekinesis (Kinetic Field; he can throw up an invisible field of telekinetic energy that either makes the area difficult terrain, slows opponents down, or attempts to automatically catch projectiles, but only one of these at a time)
  • Constant or Daily Boosts:  Emotional Bond with status and emotional states

Resistances and Immunities:

  • Condition Immunities:  Disease (Mundane and Magical), Fear
  • Energy Resistance/Immunity:  None
  • Damage Reduction:  None
  • Special Defenses:  Spell Resistance 22, Advantage on Poison Saves

Senses and Stealth:

  • Constant Senses:  Darkvision 150', Keen Senses (Origin and Oath), Low-Light Vision, Scent, Perception +20
    • Familiar: Scent, Perception +9
  • Temporary Senses:  Detect Enemy
  • Stealth Effects:  Warp (Emergency Teleport), Stealth +17
    • Familiar: Estivation (appears as a statuette), Freeze (hide in plain sight), Illusion (Suppression of Sight, Sound, and Scent), Stealth +25

Roles:  Battlefield control and damage dealing are his primary roles, and acting as the group's consciousness is his secondary one. He could also be considered a skill monkey Renaissance man as well courtesy of his higher education, with an emphasis on Charisma- and Intelligence-linked skills.

Notable Weaknesses: Although it wasn't asked for, I thought listing his weaker points fell into the spirit of these posts.
        If Killian has a major weakness, it's that Touch AC of his. Even when augmented with an Enhancement sphere effect, few people would have much trouble feeling him up. After that comes his Reflexes save which, while not bad, is notably weaker than the other two, and he doesn't have Evasion to help out. His complete lack of damage/energy resistance is also a potential problem for him.
        Lastly, he can be a bit naïve when it comes to trusting people who haven't given him a reason not to, though he's wise enough to both learn from his mistakes and follow the lead of his friends and companions when they seem doubtful of someone. Other than that, he suffers from two madnesses (one being losing his temper in an extreme fashion, the other a partial loss of cognition, both of which he can usually keep in check due to his high Will save) and has both a religious and social requirement to adhere to the Law of Hospitality. These are all areas that could be exploited by an unscrupulous n'er-do-well.

Edited by Boogie Woogie Wookiee (see edit history)
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 Statistics

All Day Stats: Lance Warren (Character)

  • All Day AC: AC 25, Touch 15, Flat-footed 20
  • All Day Fort, Ref, and Will saves: Fort 6, Ref 9, Will 6
  • All Day Attack Bonus and Damage Dice, both melee and ranged: Melee & Ranged: +10 (3d6+1, 19-20/x2, Melee-25' Range)
  • All Day Save DC/Damage for Special Abilities: Combat Maneuvers BonusesVariableUsing Telekineses:
    Disarm / Steal: +20
    All Other Dex-Based Combat Maneuvers: +12
    All Other Str-Based Combat Maneuvers: +7

    Not Using Telekineses:
    Disarm / Steal: +16
    All Other Dex-Based Combat Maneuvers: +10
    All Other Str-Based Combat Maneuvers: +4
    , Hostile Lift (DC 18 Will to Negate)
  • Hit Points: 63

All Day Stats: Bolt (Familiar)

  • All Day AC: AC 24, Touch 18, Flat-footed 20
  • All Day Fort, Ref, and Will saves: Fort 6, Ref 8, Will 6
  • All Day Attack Bonus and Damage Dice, both melee and ranged: No Melee // Ranged: +13 (2d6+1, 19-20/x2, 120' Range)
  • All Day Save DC/Damage for Special Abilities: --
  • Hit Points: 31

Nova Stats: Lance Warren (Character)

  • Nova AC: Same as All Day
  • Nova Fort, Ref, and Will saves: Same as All Day
  • Nova Attack Bonus and Damage Dice, both melee and ranged: Melee & Ranged: Bludgeon Attack +8 (3d6+1 Slashing) + Fatal Thrust (+1d6) + Impale + Belt Cutter + Steal + Switcheroo + Bloody Rip + Mug +8 (3d6+1 Slashing) + Impale + Double Impale + Vagabond Nick (+7) + Delayed Fireball (+5d6 Bludgeoning & +5d6 Fire)
    • Average Damage: 68.5 (38.5 of that in a 20' area) +3 Bleed + Impaled Status to 2 Adjacent Targets + first target is Disarmed
    • Current Limit: Possible only Once (Until he can afford more Delayed Fireballs)
  • Nova Save DC/Damage for Special Abilities: DC 16 Reflex to take only half of the 20' area damage listed above)
  • Significant Temporary/Long-Term HP Boosts: Same as All Day

Nova Stats: Bolt (Familiar)

  • Nova AC: Same as All Day
  • Nova Fort, Ref, and Will saves: Same as All Day
  • Nova Attack Bonus and Damage Dice, both melee and ranged: No Melee // Ranged: +13 (2d6+1, 19-20/x2, 120' Range)
    • Expending Martial Focus: +1d10 to one attack
    • Average Damage: 13.5
    • Current Limit: Must rest for 1 minute or take a total defense action to regain Martial Focus.
  • Nova Save DC/Damage for Special Abilities: Same as All Day
  • Significant Temporary/Long-Term HP Boosts: Same as All Day

Group Contributions: Lance Warren (Character)

  • Position-Dependent Effects: Gets to add Fatal Thrust damage (which can trigger a combo with various riders) when dealing with flanked targets or targets otherwise denied their Dex to AC.
  • Optional Boosts: When Swarming with Bolt, adjacent targets are considered flanked
  • Constant or Daily Boosts: Auto-Roll to Detect Traps when within 10' of them for the first time (+21)

Group Contributions: Bolt (Familiar)

  • Position-Dependent Effects: --
  • Optional Boosts: When Swarming with Lance, adjacent targets are considered flanked & can Freeze to pretend to be a wooden mug to take 20 on Stealth
    • For a very limited duration (maximum of 2 Minutes), she can also use Mantle of Autumn's Cloak of Leaves effect with a 10' radius centered on herself to grant all allies Concealment (20% Miss Chance).
  • Constant or Daily Boosts: --

Resistances and Immunities: Lance Warren (Character)

  • Condition Immunities: --
  • Energy Resistance/Immunity: --
  • Damage Reduction: 2/Silver
  • Special Defenses: Spell Resistance 16
    • Can also use Extradimensional Room to block a 10'x10' hallway or passage with a 'wall' that must be dispelled, as it cannot be simply destroyed.

Resistances and Immunities: Bolt (Familiar)

  • Condition Immunities: --
  • Energy Resistance/Immunity: --
  • Damage Reduction: --
  • Special Defenses: Diminutive Size Bonuses

Senses and Stealth: Lance Warren (Character)

  • Constant Senses: Auto Trap Checks (10'), Darkvision (60'), Keen Senses (20'), Low-Light Vision, Tremorsense (30')
  • Temporary Senses: Only needs to target the correct square to Steal instead of needing line of sight
  • Stealth Effects: Stealth (+20)

Senses and Stealth: Bolt (Familiar)

  • Constant Senses: Darkvision (60')
  • Temporary Senses: --
  • Stealth Effects: Stealth (+27), but can Take 20 when using Freeze (Wooden Mug)

 

Edited by BBK (see edit history)
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Lucrezia

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • 25 (since her armor spell lasts 5 hours), plus any who wish to move adjacent need to make a save to do so. Her AC vs incorporeal touch attacks, melee touch attacks and ranged touch attacks, is also 25 as her magical armor and symbiat abilities still apply apply.
  • All Day Fort, Ref, and Will saves:
  • Fort 6 (+8 vs Spells, SLA's immune to poison, Magic Sphere effects)
  • Ref 6 (8 vs Spells, SLAs, Magic Sphere effects/+10 vs destruction sphere)
  • Will 6 (+8 vs Spells, SLAs, Magic Sphere effects/Two save rolls vs mind affecting effects - take best)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
  • Melee - Whip +3 1d3, but also reach 15' reach, non-lethal, reach and trip
  • Missile - Fire Orb 35' range, fills a 5' square 3d8 damage DC17 reflex for half damage/1 spell pt makes this 5d8 damage/Another spell pt makes this 15' radius.
  • Channels - 30' radius (centred on self) 5d6 negative energy damage, DC19 Will Save for half, Average Damage 15 damage Average Half 1/2 damage 7/Can substitute fire damage which is 5d8, Average Damage 20 Average Save Damage 10 (can remove 5 target plus self from AoE)
  • All Day Save DC/Damage for Special Abilities:
  • Immune to all poison.
  • Fort +8 vs Spells, SLA's, Magic Sphere effects
  • Ref + 8 vs Spells, SLAs, Magic Sphere effects but +10 for saves vs destruction sphere), Evasion means zero damage vs AoEs.
  • Will +8 vs Spells, SLAs, Magic Sphere effects/+10 vs destruction effects that target will/ Two save rolls vs mind affecting effects - take best)
  • Never flat footed
  • Hit Points: 55


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Saltspray Ring, creates fog concealment, 10'r around Lucrezia.
  • Nova Fort, Ref, and Will saves: Same as All Day
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
  • Melee same as all day
  • Quick Channel (Move Action required), 3 uses of channel energy allows 2 negative channels in the one round. 5d6 Negative + 5d6 Negative DC19 Will Save for half / With fire this becomes d8s (can do this twice a day). So maxes out at 10d8 with a DC19 will save for half.
  • Nova Save DC/Damage for Special Abilities: Same as all day
  • Significant Temporary/Long Term HP Boosts: Can channel negative to heal herself. 5d6 each time.


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: Haste, Negative Channeling 'Claymore' Attacks/ Fast Healing. Can provide concealment by interposing herself.
  • Optional Boosts: Haste/Slow, as well as fast healing on 3 targets for 1pt. Can maintain concentration with a move action.
  • Constant or Daily Boosts: Familiar scouting for the company.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Immune to Poison, Roll 2x vs mind affecting, take best save. Evasion+ Uncanny Dodge
  • Energy Resistance/Immunity: None
  • Damage Reduction: None
  • Special Defenses: Saltspray Ring. Works with mistvision. Armor spell


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Superior Darkvision (see in all forms of darkness, even magical, to limit of daylight vision)
  • Temporary Senses: Various divination abilities which do not require spell points and work out to long range. She can tell if someone has been charmed, the presence of outsiders/aberrations/incorporeals
  • Stealth Effects: Saltspray Ring; creates concealment so while it doesn't hide her presence it does hide her precise location, not that AoEs care.
Edited by Starhawk (see edit history)
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Character Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
    He can summon his scales (armour) and shield as a free action and they last indefinitely, but doesn't go around with them active the whole time.
    Veils Active: AC 31, TAC 17, FFAC 29, CMD 33, FFCMD 32 [+1 AC, TAC & FFAC vs ranged weapons; +9 CMD vs Bull Rush & Overrun]
    Veils Inactive: AC 22, TAC 20, FFAC 17, CMD 30, FFCMD 29 [+9 CMD vs Bull Rush & Overrun]
  • All Day Fort, Ref, and Will saves: Fort +9, Ref +5, Will +5 [+4 vs Endurance stuff]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: N.B. all damage is nonlethal against living creatures and cannot overflow.
    Melee:
    Longsword +12 (1d8+7 [11.5])
    Unarmed +11 (1d6+6 plus 1 fire [10.5]; ignores 2 DR or hardness)
    2 claws +11/+11 (1d6+6 [9.5]) and Bite +11 (1d8+6 [10.5])
    MOVE: Shove +11 touch (6)
    Bull Rush +14 (Hammer Damage)
    Ranged: Tiny Rock Toss +11 (1d6+6 [9.5])
  • All Day Save DC/Damage for Special Abilities: Huge Caber Toss DC17 (1d10)
  • Hit Points: 75


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: (w/ 6 Tension spent, Active Defence and Kraggodan's Stance) 43, TAC 23, FFAC 34, CMD 43, FFCMD 36 [+1 AC, TAC & FFAC vs ranged weapons; +9 CMD vs Bull Rush & Overrun]
  • Nova Fort, Ref, and Will saves: (w/ 6 Tension spent) Fort +15, Ref +11, Will +11 [+4 vs Endurance stuff]
  • Nova Attack Bonus and Damage Dice, both melee and ranged: All attacks can potentially gain up to +5 retroactively from Stamina.
    Melee:
    Longsword (w/ 6 Tension + 2 Stamina spent, Brutal Strike and Elemental Blood) +18 (1d8+19 plus 1d6 fire [27]; ignores 2 DR or hardness) [+2 atk and +2d6+2 dmg when attacking dragons]
    SWIFT: Rapid Pummel Longsword (w/ 4 Tension + 2 Stamina spent and Elemental Blood) +16 (1d8+11 plus 1d6 fire [19]; ignores 2 DR or hardness) [+2 atk and +2d6+2 dmg when attacking dragons]
    Unarmed (w/ 6 Tension spent, Brutal Strike and Elemental Blood) +17 (1d6+18 plus 1d6+1 fire [26]; ignores 2 DR or hardness)
    Claw (Brutal Strike and Elemental Blood) +11 (1d6+12 plus 1d6 fire [19])
    2 claws (Elemental Blood) +11/+11 (1d6+6 plus 1d6 fire [13]) and Bite (Elemental Blood) +11 (1d8+6 plus 1d6 fire [14])
    AoO (kinda): Forced Rebound Bull Rush +21 (Hammer damage)
    Ranged: as above
  • Nova Save DC/Damage for Special Abilities: As above.
  • Significant Temporary/Long Term HP Boosts: Berserking +8 temp hp, Blood Rebuff 1 damage for +6 temp hp (+3 temp hp, DR 3/- for 1SP)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: Arrow Catching shield
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity: Resist Fire 15
  • Damage Reduction: 3/- vs nonlethal (potentially up to DR 6/- from Tension)
  • Special Defenses: Delay Damage 15 plus Endure Pain (usually plus Cold Iron Call from Sphereshaper's Talent), Uncanny Dodge


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +1
  • Temporary Senses: None.
  • Stealth Effects: Stealth +1 (or -5 with scales and shield)
Edited by Llyarden (see edit history)
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