D&D3.5 Последняя битва | ходы игроков | Билды персонажей

 
DungeonMaster Dungeon master
21.10.2010 21:53
  =  
Kennard Walsh, male human ECL 14 paladin 11(charging smite[PH 2], holy warriror[CC], favored enemies[UA])/human

paragon 3 [UA]

PB 32, 3 level


Strength 8(base)+7(08pts)+3(level) =18(+4)
Dexterity 8(base)+4(04pts) =12(+1)
Constitution 8(base)+4(04pts)+2(paragon)=14(+2)
Wisdom 8(base) =08(-1)
Intelligence 8(base)+6(06pts) =14(+2)
Charisma 8(base)+8(10pts)+6(ench) =22(+6)

BAB +13/+8/+3
Melee +17/+12/+7
Grapple +17
Ranged +14

Initiative -5
Speed 30(base)-10(armor)=20ft

HP 8+2d8(16)+11d10(110)+28 = 162

Fort +1(par)+7(pal)+2(con)+6(div)+5(res)= +21
Ref +1(par)+3(pal)+1(dex)+6(div)+5(res)= +16
Will +3(par)+3(pal)+6(cha)+6(div)+5(res)= +23
__________________________________________________________________________________
AC:
Full 10(base)+12(armor/4ench)+4(shield/2ench)+2(deflection)+1(dex)=29
Touch 10(base)+2(deflection)+1(dex)=13*
Flat 10(base)+12(armor/4ench)+4(shield/2ench)+2(deflection)=28

*-10 to incorporeal touch attacks
__________________________________________________________________________________
+1 hunting and impaling adamantine longspear

Attack: +13(BAB)+4(str)+1(wf)+1(ench)=+19/+14/+9
additional +6 on smite
additional +6 against undead
additional +2 against evil outsiders and monsrous humanoids
can make normal attack as a touch attack 3/day

Damage: 1d8+6(str)+1(ench)=1d8+7 (magic)
additional +10 damage against undead
additional +6 damage against evil outsiders and monsrous humanoids
additional 1d6+11 on smite, weapon is good aligned
additional 1d6+33 on charging smite, weapon is good aligned
damage on power attack against favored enemies x3

Reach: 10 ft can change reach as a swift action
Crit: 20/x3

Smite 7/day
__________________________________________________________________________________
[Paladin class features]
-Aura of good
-Detect evil
-Smite evil/1 day
-Divine grace
-First favored enemy (undead +2)[UA]
-Aura of courage
-Divine health
-Smite evil 2/day
-Charging smite [PHB2]
-Second favored enemy (evil outsider +2)(undead +4)
-Smite evil 3/day
-Third favored enemy (monstrous humanoid +2)(evil outsider +2)(undead +6)

[Human paragon class features]
-Adaptive learning (Jump)
-Bonus feat
-Ability Boost +2 (Dex)

[Flaws]
-Ureactive (-6 to initiative)
-Shaky (-2 to ranged attacks)

[Feats]
01st-Force of Personality[CAdv]
01st-Combat Expertise
01st-Weapon Focus (longspear)
01st-Power Attack
03rd-Short haft (longspear)[PHB2]
04th-Improved Smiting[Holy Warrior bonus feat]
06th-Improved Bull Rush
08th-Extra Smiting 2/day[CW][Holy Warrior bonus feat]
09th-Shock Trooper[CW]
11en-Extra smiting 2/day[CW][Holy Warrior bonus feat]
12ve-Favored Power Attack[CW]
12ve-Leap Attack[CAdv][Human Paragon bonus feat] Jump 8!!!
___________________________________________________________________________________
Skills

Paladin [70]

Jump(cc)(str)(14pts) =7(rank)+4(str) =11
Diplomacy(cha)(14pts) =14(rank)+6(cha)=20
Heal(wis)(14pts) =14(rank)-1(wis)=13
Knowledge(nobility)(int)(14pts) =14(rank)+2(int)=16
Sense motive(wis)(14pts) =14(rank)-1(wis)=13

Human Paragon [21]
Jump(str)(+10pts) =11(pal)+10(rank)=21
Climb(str)(11pts) =11(rank)+4(str) =15

ACP -6
___________________________________________________________________________________
Items:
Cloak of Charisma +6 [36000] 2lb
Vest of Resistance +5 [25000] 1lb

+4 full-plate (+12/+1,ACP -5)[17650] 50lb
+2 animated heavy steel shield (+4, ACP -1) [16170] 15lb

Restful crystal [500] [MIC]
Crystal of Screening, Greater [3000] [MIC]
Healing Belt x7 [6000] 6lb [MIC]
Ring of Protection +2 [8000]

Boots Winged [16000] 1lb

+1 hunting and impaling adamantine longspear [21005] 9lb [MIC]

Backpack - 2gp - 2 lb
Waterskin - 1gp - 4 lb
Travaler's outfit - 1gp - 5 lb
Bread/cheese/dry meat x2 - 1gp - 3 lb

149330

98lb

Carrying capacity 100/200/300 lb.

150000 gp.
1

DungeonMaster Dungeon master
21.10.2010 21:55
  =  
Освальд Похл

Elan Ardent 5/Ur-Priest(rebuke undead lost in ) 2/Psychic Theurge 7
TN Humanoid(Psionic)

---{ ABILITIES / PB 32 }---
STR 7 = ( 0) -1(age)
DEX 12 = ( 5) -1(age)
CON 16 = ( 5) -1(age)+4(item)
INT 14 = ( 5) +1(age)
WIS 28 = (16) +1(age)+3(HD)+6(item)
CHA 7 = ( 0) +1(age)-2(race)

Init : +14 = +1(dex)+2(mantle)+4(II)+2(BoB)+5(warning weapon)
Speed: 40ft.
HP : 146 = 5d6+2d8+7d4+42(con)
BAB : 7

---{ DEFENSE OPTIONS }---

Full : 28 = 10+1(dex)+8(armor)+7(shield)+2(Sacred)
Touch: 13 = 10+1(dex)+2(Sacred)
FlatF: 27 = 10+8(armor)+7(shield)+2(Sacred)

Fort: +15 = +1(con)+4(a)+0(up)+2(pt)+6(res)+2(sacred)
Refl: +12 = +1(dex)+1(a)+0(up)+2(pt)+6(res)+2(sacred)
Will: +29 = +6(wis)+4(a)+3(up)+6(pt)+6(res)+2(sacred)+2(Iron Will)

---{ SKILLS / (2+2)*17 = 68 pts }---
+22 Concentration 17+3(con)+2(mantle)
+17 (Psy)Spellcraft 15+2(int)
+5 Bluff 6-1(cha)
+12 Knowledge(arc,rel,pla) 10+2(int)

---{ FEATS }---
[HD01]: Spell Focus (Evil)
[FLW1]: Skill Knowledge (Bluff)
[FLW1]: Iron Will
[HD03]: Practiced Manifester (Ardent)
[HD06]: Practiced Spellcaster (Ur-Priest)
[HD09]: Improved Initiative
[HD12]: Expanded Knowledge(Energy Missile)

Flaws: Doubt in Future(Weak Will), Noncombatant

---{ SPELLS }---
CL - 13
DC = 18+lvl

Spells Per Day(lvls 0-9) 6|5+3/4+2/4+2/4+2/4+2/3+1/2+1/1+1/0+1
Memo:
0(6) - Detect Magic x6
1(8) - Foundation of Stone x3, Protection from Evil x2, Shield of Faith x2
2(6) - [precasted], Divine Protection x3, Silence, Consecrate
3(6) - Searing Light x12(see below), Remove Curse, Daylight
4(6) - Panacea x2, Restoration x4
5(6) - Revivify x2, [precasted] x4
6(4) - Heal, [precasted] x3
7(3) - Mass Restoration, Heal, Ethereal Jaunt
8(2) - Spell Immunity, Greater, [precasted]
9(1) - Miracle

---{ POWERS }---
ML - 14
DC - 18+lvl+augmentation
PPs per Day - 126+7*9+2 = 191
Mantles: Fate, Freedom, Time, Repose(Empty Mind -> Vigor, Solicit Psicrystal -> Dispel Psionics)
* add +5 to single d20 roll 1/day
* +10 to speed
* +2 init, delay damaging effect by 1 round
* +2 to concentration, expend psifocus to gain +5 on one Concentration check

Powers Known(13+1):
1 - Precognition, Defensive, Dimension Hop, Vigor
2 - Clairvoyant Sense, Hustle, Energy Missile
3 - Dispel Psionics
4 - Fly
5 - Anticipatory Strike, Freedom of Movement
6 - Evade Burst, Temporal Acceletation
7 - Fate of One, Mind Blank

---{ GEAR }---
Outfit
Spell Components Pouch
Skin of Ectoplasmic Armor - 6000
Periapt of Wis +6 - 36000
Amulet of Health +4 - 16000
Rod of Extend Spell[0/3] - 11000
Rod of Extend Spell, Greater[1/3] - 24500
Large Steel Shield +5 - 25000
Belt of Battle - 12000
Warning Dagger +1 - 8000
Wand of Lesser Vigor x10 - 7500

Components/Foci:
Revivify x3 - 3000
Restoration x10 - 1000
Consecrate - 100

---{ ACTIVE EFFECTS }---
Pre-game:
13 pp -> Mind Blank
Interleaving Days - [extended]Resistance, Superior, [extended]Energy Immunity(Fire), [extended]Energy Immunity(Electricity) || [extended]Energy Immunity(Acid), [extended]Energy Immunity(Cold), [extended]Energy Immunity(Sound)
[extended]Visions of Future(PHB2)
[extended]Spawn Screen(all party)
Triadspell x4 -> 4(different) Searing Light Slots

Инвентарь

Spell Components Pouch
Skin of Ectoplasmic Armor - 6000
Periapt of Wis +6 - 36000
Amulet of Health +4 - 16000
Rod of Extend Spell[0/3] - 11000
Rod of Extend Spell, Greater[1/3] - 24500
Large Steel Shield +5 - 25000
Belt of Battle - 12000
Warning Dagger +1 - 8000
Wand of Lesser Vigor x10 - 7500

Components/Foci:
Revivify x3 - 3000
Restoration x10 - 1000
Consecrate - 100
2

DungeonMaster Dungeon master
21.10.2010 21:55
  =  
Name: Нифн Афнуф
Alignment:CG Race: Elan[XPH] Gender:Male (adult, 170 years)
Size: Medium Type: Aberration
Ardent 14 [CP]
Deity: Ehlonna

---{ ABILITIES / PB 32 }---
STR 08(00) = 08(-1)
DEX 16(10) + 6(ench) = 22(+6)
CON 12(04) = 12(+1)
INT 10(02) = 10(+0)
WIS 18(16) + 3(HD) + 6(ench) = 26(+8)
CHA 08(00) - 2(race) = 06(-2)
// одинаковые типы бонуса стоят в одной колонке, на тип бонуса 4 буквы

Init : +8 (+6 dex, +2 time mantle);
Speed: 40ft. (40ft in armor);
HP : 98=14d6+14


---{ ATTACK OPTIONS }---
BAB : +10/+5
Grpl: 09 = 10(BAB) - 1(str)
Trip: -1 = -1(str) + 0(size)
Bull: -1 = -1(str) + 0(size)


---{ DEFENSE OPTIONS }---
Full : 38 = 10 + 6(dex) + 0(size) + 11(armor) + 8(wis) + 3(insight)
Touch: 27 = 10 + 6(dex) + 0(size) + 0(armor) + 8(wis) + 3(insight)
FlatF: 32 = 10 + 0(dex) + 0(size) + 11(armor) + 8(wis) + 3(insight)

Fort: +08 = 4(ardent) + 3(resistance) + 1(con)
Refl: +13 = 4(ardent) + 3(resistance) + 6(dex)
Will: +20 = 9(ardent) + 3(resistance) + 8(wis)
*number of rerolls if any

---{ SKILLS / 34 (число скиллпоинтов) / XY (потрачено на скиллтрики)}---
18 Concentration 17(A)+1(con)
16 Psicraft 17(A)-1(int)

Speaks: Common

---{ FEATS }---
01[FLW]: Empower Power
01[FLW]: Burrowing Power
01[CHR]: Overchannel
03[CHR]: Twin Power
06[CHR]: Tap Mantle(Physical Power)
09[CHR]: Psionic Meditation
12[CHR]: Expanded Knowledge(Stigyan Ward)
//на сорц отводится три символа, типа [CHR], [FLW], [FTR]

Flaws: Noncombatant, Inattentive

---{ RACIAL & TEMPLATE FEATURES }---
[Elan]
[--] -2 Charisma
[--] Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
[--] Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
[Su] Resistance: Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
[Su] Resilience: When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
[Su] Repletion: An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
[--]Level Adjustment: +0.

---{ CLASS FEATURES }---
[Ardent: Dominant Ideal(Energy)(ecl10) Minds Eye; Substitute Powers]
[--] Mantles: primary - Fate, Energy
secondary - Freedom, Time

[--] Fate - expend psionic focus to add ardent level to d20 roll
[--] Energy - 10 energy resistance for 11 rounds
[--] Freedom - when psionically focused - +10 to land speed, expend focus to add ML for resist being grappled or escape from grapple
[--] Time - +2 to initiative and expend psionic focus to delay damage from attack for one round

---{ POWERS }---
1(6): Inertial Armor, Force Screen, Deflection Field, Precognition Defensive, , Vigor
2(2): Clairvoyant Sense, Energy Missile
3(1): Energy Burst
4(2): Freedom of Movement psionic, Fly Psionic, Stygian Ward
5(3): Anticipatory Strike, Energy Current
6(1): Temporal Acceleration
15 Powers from Ardent,1 from feat

Power Points: 170(ardent) + 2 (race) + 56(wis) = 228-15pp=213pp
Save DC = 18 + Power Level
ML 14



---{ GEAR }---
BODY SLOT ITEM
Head Psicrown of Astral Legion
Face
Throat Periapt of Wisdom +6
Shoulders Cloak of Resistance +3
Body
Torso
Hands Gloves of Dexterity +6
Arms
Waist Monk's Belt
Ring (right)
Ring (left)
Feet

***NONMAGICAL ITEMS***
[Clothing]
Explorer's Outfit

[Tools]
...

[Alchemical Items]
...

***WEAPONS***
...

***ARMOR***
...

***CLOTHING***
Monk's Belt - 13000 gp.
Periapt of Wisdom +6 - 36000 gp.
Gloves of Dexterity +6 - 36000 gp.
Psicrown of Astral Legion - 47250 gp. 900pp
Ring of Sustenance - 2500 gp.
Heward Fortifying Bedroll[CM] - 3000 gp.
BoH 1 - 2500 gp. 5 lb.
Cloak of Resistance +3 - 9000 gp.

***TOOLS***
...

***POTIONS***
...

***POWERSTONES***
...

Carrying Capacity / Total Weight: 5 lb.
Money: 750 gp.-750gp.(material component for death pact)

---{ COMBAT MODES }---
[precasted]
Inertial Armor(augmented to 15pp with overchannel(1d8)) -15pp = 11 armor AC, 15 hours

---{ SOURCE INDEX }---
[CP] - Complete Psionics
[CM] - Complete Mage
[MIC]-Magic Item Compendium
[XPH]-Expanded Psionic Handbook
3

DungeonMaster Dungeon master
21.10.2010 21:56
  =  
Фил Таскроу

Str 9 (-1)
Dex 26 (+8)
Con 14 (+2)
Int 14 (+2)
Wis 14 (+2)
Cha 8 (-1)

Scout 12/ranger 2

50 ft
140 hp

Initiative+10

AC: 22
Touch: 18
Flat-footed: uncanny dodge.
Fort: +16
Ref: +24
Will: +13 (18 against mind-affecting)

Base attack bonus: 11

Attack: +3 seeking light crossbow: +23, 1d8+7+skirmish /19-20/x2 (+Point blank shot)
Full attack: +3 seeking light crossbow: +21/+21/+16/+11 1d8+7 /19-20/x2 (+Point blank shot)

Features:

Skirmish +4d6/+3 AC (+6d6/+5 AC)
Trapfinding
Battle fortitude +2
Uncanny dodge
Fast movement +20 ft.
Trackless step
Evasion
Flawless stride
Camouflage
Blindsense 30 ft

Favored enemies: Undead +4, Constructs +4, Elemental +2
Wild empathy

Feats:

1. Travel Devotion (Complete Champion)
1. (human) Iron Will
1. (flaw: noncombatant) Point Blank Shot
2. (ranger 1) Track
3. Weapon focus (light crossbow)
3. (ranger 2) Rapid shot
6. Crossbow Sniper (PHB II)
6. (scout 4) Rapid Reload
9. Swift Hunter (Complete Scoundrel)
10. (scout 8) Precise Shot
12. Tactile Trapsmith (Complete Adventurer)
14. (scout 12) Improved Skirmish (Complete Scoundrel)

Skills:

Disable Device 17+8+2=27
Hide 17+8+10=35 (+10 camouflage)
Jump 5-1+10=14
Listen 17+2=19
Move Silently 17+8+10=35
Open Lock 17+8+2=27
Perform (Weapon Drill) 1-1+5+2=7 (Complete Warrior)
Knowledge (nature) 5+2+2=9
Knowledge (dungeoneering) 5+2=7
Search 17+8+5=30
Speak language 7+2=9
Spot 17+2=19
Survival 17+2+2+2=23 (+7 following tracks)
Tumble 17+8+2=27

Skill tricks (Complete Scoundrel):
Listen to this
Extreme leap
Back on your feet

Languages:

Common
Abyssal
Draconic
Dwarven
Giant
Goblin
Infernal
Orc
Sylvan
Undercommon

Light Load – 30 lb, Medium Load – 60 lb (easy travel).

Инвентарь

+3 improved shadow improved silent moves easy travel (MIC) padded armor + Crystal of mind cloaking (MIC), 10 lb.

+3 seeking light crossbow, 4 lb.
30 Silvered bolts, 3 lb.
98 Cold iron bolts, 10 lb.
20 Adamantive bolts, 2 lb.

Gloves of dexterity +6, 1 lb.
Lens of detection (MIC), 1 lb.
Vest of resistance +5 (MIC), 1 lb.

Thieve’s tools, masterwork, 2 lb.

Backpack, 2 lb.
Waterskin, 4 lb.
Pouch, belt, ½ lb.
Bedroll, 5 lb.
10 trail rations, 10 lb.

1 potion of Darkvision
4 potions of Camouflage (Complete Adventurer spell)

90 gp, 9 sp.

57 lb. total
Отредактировано 21.10.2010 в 21:56
4

DungeonMaster Dungeon master
21.10.2010 21:58
  =  
Луминус Белый

Интеллект с бафами - 26.
NG Wizard 3, Master Specialist 10 Archmage 1
Specialist: Illusion. Banned: Transmutation, necromancy, enchantment.
ХП: 56
AC: 14
BaB: +6
Attack: +5
Ray attacks: +9
Fort +4,
Ref +4,
Will +15 (12 + 3)
Bluff +11, Concentration +17, Escape Artist +8, Knowledge (Arcana) +27, Knowledge (Nobility and Royalty) +25, Perform (Act) +11, Spellcraft +30.
Alternative rule: Immediate magic - Players Handbook 2. Focused specialist - Complete mage.
Feats: Collegiate wizard (CA, 181), force of personality (CAdv), Spell focus: illusion, sudden maximise (CA), quicken spell, arcane thesis, improved counterspell.
Flaw: Inattentive

DC: Illusions, desbilieved - 10+12+spell level. Illusions: 10+10+spell leve. Base: 10+8+spell level.
l
1) Net of shadows(SC), silent image, disguise self, animate rope, mount, alarm, true strike, true casting(CM), dead end(SC), feather fall, shieldbearer(SC), cheat(SC), mage armor, identify
2) Glitterdust, Fog Cloud, invisibility, hypnotic patern, blinding color surge(PH-2), minor image, shadow ilumination(SC), phantasmal assailant(SC).
3) displacement, major image, Sepia snake sigil(M), dispel magic, haste, legion of sentinels (PH-2), Shadow binding (SC), icelance
4) Dimension door, shadow conjuration (arcane thesis), hallucinary terrain, resilent sphere(PH-2), greater invisibility, Doom scarabs (ph-2), nightmare terrain (CM), strifle spell (ph-2).
5) Shadow evocation, persistent image, field of Resistance (PH-2), mirage arcana, Duelward(SC), shadow form (SC), Lucent Lance(SC), Spell theft, radiance (PH-2)
6) Reflective disguise, mass, fire spiders(SC), steal summoning (CM) programed image, antimagic field, shadowy grapler, dispel magic, greater, true seeing.
7) Otiluke greater dispelling screen(CA), Energy immunity(SC), invisibility, mass, shadow conjuration, greater, force cage, prismatic spray, project image, radiant assault (SC)

5 Detect magic(3), prestigiration, read magic
8 Net of shadows, true casting(2), true strike(3), dead end, feather fall
8 glitterdust(1), blinding colour surge, invisibility(2), fog cloud(1), minor image (2), shadow radiance (1)
8 Displacement, Major image (2), legion of sintenels(1), dispel magic(2), light of venya (2)
7 Shadow conjuration(1), doom scarabs, Spell theft (2), nightmare terrain, greater invisibility, resilent sphere
7 Shadow evocation(2), field of resistance (2), duelward, shadow form, lucent lance
6 Greater dispell magic, antimagic field, shadowe grapler(2), true seeing, programmed image
4 project image, force cage, shadow conjuration, greater, Shadow conjuration (quicken)

Фишка архимага: Контрспелл.

Инвентарь

Rod of shadow blending - 9 000 (CM)

Мат. компонент: Алмаз 1 000 gp
Wondrous: Headband of Intellect +6 (36,000 gp);
Wondrous: Gloves of dexterity +6 (36 000 gp)
Ring of spellbattle (68 000 gp) (CA)
5

DungeonMaster Dungeon master
21.10.2010 22:00
  =  
Name: Тэв Дорга
Alignment CE
Race Halfling
Template Vampire; Spellstiched
Gender male (age 26)
Size Type Small
Ninja 7 \ Master Thrower 5

---{ ABILITIES / PB 32 }---
STR 08 (00) -2(race)+6(vamp) = 12 (+1)
DEX 18 (16)+2(race) +4 (vamp)+3(4-8-12 lev)+4(tooth)+6(gloves)= 37 (+13)
CON 8 (00) = 0 (vampire)
INT 8 () +2 (vampire) = 10 (+0)
WIS 18 (16) +2(vampire)+6(periapt)= 26 (+8)
CHA 08 (00) +4(vampire)= 12 (+1)

Init : +21 (+13 dex+4 imroved initiative+2 bracers +2 belt);
Speed: 20ft. (20ft in no armor);.
HP : =12+11d12-12


---{ ATTACK OPTIONS }---
BAB : +10/+5

C TWF и ITWF +8/+8/+3/+3. С Palm Throw – вдвое больше кинжалов (+8/+8/+8/+8/+3/+3/+3/+3)
C Two in one blow – ещё и соседа тем же кинжалом, бросок атаки _один_ но -4 (а дамаги – отдельно)
+4/+4/+4/+4/-1/-1/-1/-1

Конечно это всегда кидается Weak Spot – т.е. по Touch атаке. Конечно с 30 футов (10 кинжал х2(фар шот)=10х2=20 футов рэндж кинжала -2 к атаке за превышение, + PBS + sudden(если из Ghost Step невидимости)


[dagger ranged 1d3 (17-20/x2)]
Attack Bonus: +(BAB) + 13 (dex)+1(size)+1(halfling throw)+1(magic)+1(WF)+1(PBS) +1(goggles) -2 (range) = BAB+17
Damage: 1d3 +3 = + 1(PBS)+1(magic)+1(goggles)

[dagger melee 1d3 (17-20/x2]
Attack BAB+11
Damage 1d3+1


---{ DEFENSE OPTIONS }---

Full : 55 = 10 + 13(dex) +8(Wis)+1(ninja)+6(natural)+1(size)+10(rings) +6 (mage armor)

Touch: 43 = 10 + 13(dex) +8(Wis)+1(ninja)+1(size)+10(rings)
FlatF: 42 = 10 +8(Wis)+1(ninja)+6(natural)+1(size)+10(rings)

Fort: +08 = 2+1+0(con) +1 (race)+2(tatoo) +2(spellstiched)
Refl: +28 = 5+4+13(Dex)+2(feat) +1(race) +2(tatoo) +2(spellstiched)
Will: +18 = 2+1+8(wis)+2(Ki) +1(race) +2(tatoo) +2(spellstiched)

Turn Resistance 22=12(HD)+4(Vampire)+4(Cloack)+2(spellstiched)
Damage Reduction 10/magic and silver


---{ SKILLS / 40 (число скиллпоинтов – ((6+0)*4+6*(6+0)+5*(4+0) = 80) }---

9 Climb (Str) 5+2+2(race)
10 Disable Device (Int) 10 + 0
15 Jump (Str), 5+4(class)+2(class)+2(5 tumble) +2(race)
28 Listen (Wis) 10+8+2(race) +8(vampire)
23 Open Lock (Dex) 10+13
13 Search (Int) 5 +8(vampire)
18 Sleight of Hand (Dex) 5+13(dex)
26 Spot (Wis) 10+8+8(vampire)
21 Tumble (Dex) 5+13+2(class)+2(jump 5)
15 Craft (calligraphy) (Int) 15

23 move silently (dex) 13 +2(race) +8(vampire)
9 bluff (cha) +1+8(vampire)
21 hide (dex) 13 +8(vampire)
16 sense motive (wis) 8+8(vampire)

Speaks: Common Halfling.


---{ FLAWS & TRAITS/ Unearthed Arcana}---
--[FLAWS]
-Inattentive
You are particularly unaware of your surroundings.
Effect: You take a –4 penalty on Listen checks and Spot checks.

- Frail
You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you gain at
each level. This fl aw can reduce the number of hit points you
gain to 0 (but not below).
Special: You must have a Constitution of 4 or higher to take
this flaw – соответственно я УЖЕ БЫЛ Frail, когда меня укусили…

---{ FEATS /(1(gen) +2(flaw) +4 (3-6-9-12)=7 }---
Point Blank Shot
Precise Shot
Far Shot
Weapon Focus (dagger)
Weapon Finesse (dagger)
Two-Weapon Fighting
Improved Two-Weapon Fighting

Bonus - Alertness
Bonus – Combat Reflexes
Bonus - Dodge
Bonus – Improved Initiadive
Bonus – Lightning Reflexes
Bonus - Quick Draw
Bonus – Snatch Arrows
Bonus – Improved Critical (dagger)

---{ RACIAL & TEMPLATE FEATURES }---

--[RACE Halfling]
- +2 Dexterity, –2 Strength
- Small: As a Small creature, a halfling gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus
on Hide checks, but she uses smaller weapons than humans use,
and her lifting and carrying limits are three-quarters of those of a
Medium character.
- Halfling base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently
checks: Halflings are agile, surefooted, and
athletic.
- +1 racial bonus on all saving throws: Halflings
are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against
fear. This bonus stacks with the halfling’s
+1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with a
thrown weapon and slings: Throwing and
slinging stones is a universal sport among
halflings, and they develop especially
good aim.
- +2 racial bonus on Listen checks:
Halflings have keen ears.
- Automatic Languages: Common
and Halfling.

--[TEMPLATE Vampire]
- Hit Dice: Increase all current and future Hit Dice to d12s.

- Speed: Same as the base creature.

- Armor Class: The base creature’s natural armor bonus improves
by +6.

- Attack: A vampire retains all the attacks of the base creature
and also gains a slam attack if it didn’t already have one. If the base
creature can use weapons, the vampire retains this ability. A creature
with natural weapons retains those natural weapons. A vampire
fighting without weapons uses either its slam attack or its primary
natural weapon (if it has any). A vampire armed with a
weapon uses its slam or a weapon, as it desires.

- Full Attack: A vampire fighting without weapons uses either its
slam attack (see above) or its natural weapons (if it has any). If armed
with a weapon, it usually uses the weapon as its primary attack along
with a slam or other natural weapon as a natural secondary attack.

- Damage: Vampires have slam attacks. If the base creature does
not have this attack form, use the appropriate damage value from
the table below according to the vampire’s size. Creatures that
have other kinds of natural weapons retain their old damage
values or use the appropriate value from the table below,
whichever is better.
Size Damage
Small 1d4

- Special Attacks: A vampire retains all the special attacks of
the base creature and gains those described below. Saves have a
DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless
noted otherwise.

- Blood Drain (Ex): A vampire can suck blood from a living victim
with its fangs by making a successful grapple check. If it pins the
foe, it drains blood, dealing 1d4 points of Constitution drain each
round the pin is maintained. On each such successful attack, the
vampire gains 5 temporary hit points.

- Children of the Night (Su): Vampires command the lesser creatures
of the world and once per day can call forth 1d6+1 rat
swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard
action. (If the base creature is not terrestrial, this power might
summon other creatures of similar power.) These creatures arrive
in 2d6 rounds and serve the vampire for up to 1 hour.

- Dominate (Su): A vampire can crush an opponent’s will just by
looking onto his or her eyes. This is similar to a gaze attack, except
that the vampire must use a standard action, and those merely
looking at it are not affected. Anyone the vampire targets must
succeed on a Will save or fall instantly under the vampire’s influence
as though by a dominate person spell (caster level 12th). The
ability has a range of 30 feet.

- Create Spawn (Su): A humanoid or monstrous humanoid slain by
a vampire’s energy drain rises as a vampire spawn (see the Vampire
Spawn entry, page 253) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or
lower, the victim returns as a spawn if it had 4 or less HD and as a
vampire if it had 5 or more HD. In either case, the new vampire or
spawn is under the command of the vampire that created it and
remains enslaved until its master’s destruction. At any given time
a vampire may have enslaved spawn totaling no more than twice
its own Hit Dice; any spawn it creates that would exceed this limit
are created as free-willed vampires or vampire spawn. A vampire
that is enslaved may create and enslave spawn of its own, so a
master vampire can control a number of lesser vampires in this
fashion. A vampire may voluntarily free an enslaved spawn in order
to enslave a new spawn, but once freed, a vampire or vampire
spawn cannot be enslaved again.

- Energy Drain (Su): Living creatures hit by a vampire’s slam attack
(or any other natural weapon the vampire might possess) gain two
negative levels. For each negative level bewtowed, the vampire
gains 5 temporary hit points. A vampire can use its energy drain
ability once per round.
Special Qualities: A vampire retains all the special qualities of
the base creature and gains those described below.

- Alternate Form (Su): A vampire can assume the shape of a bat,
dire bat, wolf, or dire wolf as a standard action. This ability is similar
to a polymorph spell cast by a 12th-level character, except that
the vampire does not regain hit points for changing form and
must choose from among the forms mentioned here. While in its
alternate form, the vampire loses its natural slam attack and dominate
ability, but it gains the natural weapons and extraordinary
special attacks of its new form. It can remain in that form until it
assumes another or until the next sunrise. (If the base creature is
not terrestrial, this power might allow other forms.)

- Damage Reduction (Su): A vampire has damage reduction
10/silver and magic. A vampire’s natural weapons are treated as
magic weapons for the purpose of overcoming damage reduction.

- Fast Healing (Ex): A vampire heals 5 points of damage each
round so long as it has at least 1 hit point. If reduced to 0 hit points
in combat, it automatically assumes gaseous form and attempts to
escape. It must reach its coffin home within 2 hours or be utterly
destroyed. (It can travel up to nine miles in 2 hours.) Any additional
damage dealt to a vampire forced into gaseous form has no
effect. Once at rest in its coffin, a vampire is helpless. It regains 1
hit point after 1 hour, then is no longer helpless and resumes healing
at the rate of 5 hit points per round.

- Gaseous Form (Su): As a standard action, a vampire can assume
gaseous form at will as the spell (caster level 5th), but it can remain
gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.

- Resistances (Ex): A vampire has resistance to cold 10 and electricity
10.

- Spider Climb (Ex): A vampire can climb sheer surfaces as though
with a spider climb spell.

- Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6,
Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire
has no Constitution score.

- Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen,
Move Silently, Search, Sense Motive, and Spot checks. Otherwise
same as the base creature.

- Feats: Vampires gain Alertness, Combat Reflexes, Dodge,
Improved Initiative, and Lightning Reflexes, assuming the base
creature meets the prerequisites and doesn’t already have these
feats.

--[TEMPLATE Spellstiched]—
1000+500*20*5 gp + заклы 2520 = 53520

Spell-Like Abilities: A spellstitched creature can be imbued with spell-like abilities according to its Wisdom, as indicated on the table below. Any spells selected must be from the conjuration, evocation, or necromancy school. The number of spell-like abilities is cumulative; for example, a spellstitched undead with a Wisdom of 12 can cast two 2nd-level spells four times per day and two 1st-level spells four times per day. Caster level equals the creature’s Hit Dice.
Two 1st-level 4 60x4=240
Two 2nd-level 4 120x4=480
Two 3rd-level 2 180x2=360
Two 4th-level 2 240x2=480
Two 5th-level 2 300x2=600
One 6th-level 1 360
The creator of a spellstitched creature decides how to allocate
the spells known against the number of times per day spells
of each level can be cast, and once made, this determination
cannot be changed. For example, if a spellstitched skeleton
has cause fear usable once per day and shocking grasp usable
three times per day imbued as its 1st-level spell-like abilities,
its creator cannot later change either the spells or how
frequently each can be used (to two times per day each, for
example).
Special Qualities: A spellstitched creature retains all the
special qualities of the base creature and gains the following
special qualities.

- Damage Reduction (Ex): Spellstitched creatures with 1–3
HD have no damage reduction, those with 4–11 HD have
damage reduction 5/magic or silver, and those with 12 or
more HD have damage reduction 5/magic and silver.

- Spell Resistance (Ex): A spellstitched creature has spell resistance
equal to 10 + the base creature’s Charisma modifier.

- Turn Resistance (Ex): A spellstitched creature gains +2 turn
resistance (added to the base creature’s turn resistance, if
any).

- Saves: Spellstitched creatures get a +2 profane bonus on
all saving throws.

1 lev
4xSummon Monster 1

2 lev
3x Create Magic Tatoo [Spell Compendium] (Craft 15 +2 to saves; +2 competence to attack Craft 10 +1 luck to attack)

Summon Monster 2


3 lev
2x Mage Armor, Greater [Spell Compendium] +6 AC 12 hours

4 lev
2xSummon Monster 4

5 lev
2xSummon Monster 5

6 lev
1xSummon Monster 6


---{ CLASS FEATURES }---
--[Ninja] [CA]
+7d6 Sudden (+4d6 ninja +1d6 vest+2d6 кинжал)
+9 AC = 8 (Wis)+1
14 Ki Power 3(lev\2)+8(Wis) +3 (feat)


-Hit Die: d6.
- Weapon and Armor Proficiency: Ninjas are proficient
with all simple weapons, plus the hand crossbow,
kama, kukri, nunchaku, sai, shortbow, short sword,
shuriken, and siangham. Ninjas are not proficient with
any type of armor or shield.

- AC Bonus (Ex): A ninja is highly trained at dodging
blows, and she has a sixth sense that lets her avoid even
unanticipated attacks. When unarmored and unencumbered,
a ninja adds her Wisdom bonus (if any) to her
Armor Class. This ability does not stack with the monk’s
AC bonus ability (a ninja with levels of monk does not add
the bonus twice). In addition, a ninja gains a +1 bonus to
AC at 5th level. This bonus increases by 1 for every five
ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at
20th level).
These bonuses to AC apply even against touch attacks
or when a ninja is flat-footed. The character loses these
bonuses when she is immobilized or helpless, when she
wears any armor, when she carries a shield, or when she
carries a medium or heavy load.

- Ki Power (Su): A ninja can channel her ki to manifest
special powers of stealth and mobility. She can use her
ki powers a number of times per day equal to one-half
her class level (minimum 1) plus her Wisdom bonus (if
any). Ki powers can be used only if a ninja is wearing no
armor and is unencumbered.
As long as a ninja’s ki pool isn’t empty (that is, as long
as she has at least one daily use remaining), she gains a
+2 bonus on her Will saves.

- Sudden Strike (Ex): If a ninja can catch an opponent
when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage.
Whenever a ninja’s target is denied a Dexterity bonus to
Armor Class (whether the target actually has a Dexterity
bonus or not), the ninja deals an extra 1d6 points of
damage with her attack. This extra damage increases by
1d6 points for every two ninja levels thereafter. A ninja
can’t use sudden strike when flanking an opponent unless
that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against
targets up to 30 feet away. Creatures with concealment,
creatures without discernible anatomies, and creatures
immune to extra damage from critical hits are all immune
to sudden strikes. A ninja can’t make a sudden strike
while striking the limbs of a creature whose vitals are
out of reach.
A ninja can’t use sudden strike to deliver nonlethal
damage. Weapons capable of dealing only nonlethal
damage don’t deal extra damage when used as part of a
sudden strike.
The extra damage from the sudden strike ability stacks
with the extra damage from sneak attack whenever both
would apply to the same target.

- Trapfinding (Ex): A ninja can use the Search skill to
locate traps with a DC higher than 20, and she can use
Disable Device to bypass a trap or disarm magic traps. See
the rogue class feature, page 50 of the Player’s Handbook.

- Ghost Step (Su): Starting at 2nd level, a ninja can
spend one daily use of her ki power to become invisible
for 1 round. Using this ability is a swift action (see Swift
Actions and Immediate Actions, page 137) that does not
provoke attacks of opportunity.

- Poison Use (Ex): At 3rd level and higher, a ninja never
risks accidentally poisoning herself when applying
poison to a weapon.

- Great Leap (Su): At 4th level and higher, a ninja always
makes Jump checks as if she were running and had the
Run feat, enabling her to make long jumps without a
running start and granting a +4 bonus on the jump (see
the skill description, page 77 of the Player’s Handbook).
This ability can be used only if she is wearing no armor
and is carrying no more than a light load.

- Acrobatics (Ex): Starting at 6th level, a ninja gains a +2
bonus on Climb, Jump, and Tumble checks. This bonus
increases to +4 at 12th level and +6 at 18th level.

- Ki Dodge (Su): At 6th level and higher, a ninja can
spend one daily use of her ki power to cause an attack
against her to miss when it might otherwise hit. When a
ninja activates this ability, her outline shifts and wavers,
granting her concealment (20% miss chance) against all
attacks for 1 round. Using this ability is a swift action
that does not provoke attacks of opportunity.

- Speed Climb (Ex): A ninja of 7th level or higher can
scramble up or down walls and slopes with great speed.
She can climb at her speed as a move action with no
penalty; however, she must begin and end the round on
a horizontal surface (such as the ground or a rooftop). If
she does not end her movement on a horizontal surface,
she falls, taking falling damage as appropriate for her
distance above the ground.
A ninja needs only one free hand to use this ability. This
ability can be used only if a ninja is wearing no armor
and is carrying no more than a light load.

--[Master Thrower] [CA]
- Quick Draw: At 1st level, a master thrower gains the
Quick Draw feat.

- Thrown Weapon Trick (Ex): At 1st level and every two
levels thereafter, a master thrower chooses one of the following
thrown weapon tricks. Once chosen, the trick is a permanent
part of the master thrower’s repertoire and may not be
exchanged. A master thrower cannot choose the same trick
more than once. Each trick may only be used with a thrown
weapon for which the character has taken Weapon Focus.

- Palm Throw (TWT)): When using little thrown weapons (darts,
shuriken, and daggers; the DM may allow other weapons),
a master thrower with this ability may throw two of each
weapon with a single attack roll. Damage for each weapon is
resolved separately, but the master thrower does not apply her
Strength bonus to either damage roll.

- Two with One Blow: If a
master thrower with this ability
uses a thrown weapon to
attack two opponents adjacent to
each other, she may take a –4 penalty on the
attack roll and attempt to hit both opponents at
once. The attack may hit either, both, or neither
opponent depending on the roll and the Armor
Class of each opponent. Damage for each opponent
is resolved separately. If the attack roll results in the
threat of a critical hit, roll to confi rm each critical hit
separately.

- Weak Spot: A master thrower can gain this ability
only after reaching 5th level. When using a
thrown weapon against a target of her size or
larger, the character can make a ranged touch
attack instead of a normal attack. If the attack hits,
the master thrower does not apply her Strength
bonus to the damage.

- Evasion (Ex): At 2nd level, a master thrower gains
the evasion ability. If she makes a successful Reflex
saving throw against an attack that normally deals
half damage on a successful save, she instead takes
no damage. Evasion can be used only if the
master thrower is wearing light armor or
no armor. A helpless master thrower (such
as one who is unconscious or paralyzed) does not gain the
benefi t of the ability.
If the character already has the evasion ability, he gains
improved evasion instead. Improved evasion works like evasion,
except that while the character still takes no damage on
a successful Refl ex saving throw, she takes only half damage
on a failed save.

- Snatch Arrows: A master thrower gains the benefi t of the
Snatch Arrows feat at 4th level, even if she does not meet the
prerequisites.

- Critical Throw (Ex): At 5th level, a master thrower gains
the Improved Critical feat for any thrown weapon with
which she has Weapon Focus.

Инвентарь

760000 gp (CL 12 +8 LA = ECL 20)

32 lb light load (Str 12 * 0.75)

-- enterntainers outfit 3gp 1lb
-- Thieves Tools, master work 2lb


-- 20 x Dagger +1 Deadly Precision [CAdv] (+2d6 sudden attack) 24x18302=439248 12lb (0.5 *20)

-- BRACERS OF BLINDING STRIKE
Price (Item Level): 5,000 gp (9th)
Body Slot: Arms
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: — and swift (command)
Weight: 1 lb.
This pair of elegant bracers is crafted from
green leather with mithral tracery that looks
like vines. Tiny, leaf-shaped plates of silver
branch off the mithral to create a glimmering
pattern.
These bracers grant you a +2 competence
bonus on initiative checks. This
is a continuous effect and requires no
activation.
When you activate bracers of blinding
strike, you can make one additional attack
with any weapon you are holding, as long
as you have already used the full attack
action during the turn. This attack is
made at your full base attack bonus, plus
any modifi ers appropriate to the situation.
This effect is not cumulative with
any other effect that grants you an extra
attack when making a full attack, such as
the Rapid Shot feat, a speed weapon, or
the haste spell.
This ability can be used three times
per day.

-- ANKLET OF TRANSLOCATION
Price (Item Level): 1,400 gp (5th)
Body Slot: Feet
Caster Level: 7th
Aura: Moderate; (DC 18) conjuration
Activation: Swift (command)
Weight: —
A pewter chime hangs from this simple leather
ankle-band.
An anklet of translocation allows you to
make short dimensional hops. When it is
activated, you can instantly teleport (with
no chance of error) up to 10 feet. The new
space must be within line of sight and
line of effect.
You can’t use the anklet to move into a
space occupied by another creature, nor
can you teleport into a solid object; if you
attempt to do so, the anklet’s activation is
wasted. You can bring along objects weighing
up to your maximum load, but you
can’t bring another creature with you.
An anklet of translocation functions two
times per day.

-- Gloves of Dexterity +6 36000

-- ROGUE’S VEST [MIC] Price (Item Level): 18,000 gp (14th)
Body Slot: Torso
Activation: —
Weight: 1 lb.
While wearing this vest, you gain a +2 competence
bonus on Hide and Move Silently
checks, and a +2 competence bonus on
Refl ex saves. In addition, if you have the
skirmish, sneak attack, or sudden strike
ability, you deal an extra 1d6 points of
damage when making such an attack.

-- CLOAK OF TURN RESISTANCE
Price (Item Level): 11,000 gp (13th)
Body Slot: Shoulders
Weight: 1 lb.
While you wear this cloak, your turn
resistance increases by 4.


--Teeth of Dahvler-Nar [ToM]
- Paimon +4 Dex 16000 gp

-- GOGGLES OF THE EBON HUNTER
Price (Item Level): 18,000 gp (14th)
Body Slot: Face
Activation: —
Weight: —
These goggles consist of coin-sized lenses
set in a wire frame with a thin wire
band apparently meant to secure them
to the wearer’s head.
Goggles of the ebon hunter grant
you darkvision out to 30 feet, as
well as a +1 competence bonus on
attack rolls and damage rolls with
ranged weapons.


-- 2 x Ring of Protection +5 2x50000=100,000

-- Periapt of Wisdom +6 +6 enhancement bonus to Wis 36,000

-- BELT OF BATTLE
Price (Item Level): 12,000 gp (13th)
Body Slot: Waist
Activation: — and swift (mental)
Weight: —
This leather belt bears a platinum buckle set
with three small black pearls.
A belt of battle helps you avoid being caught
off guard in combat and allows occasional
bursts of extra activity. While worn, it
grants you a +2 competence bonus on initiative
checks. This is a continuous effect
and requires no activation.
In addition, a belt of battle has 3 charges,
which are renewed each day at dawn.
Each time you activate the belt, one of
the black pearls set into its buckle turns
white. The pearls return to normal when
the ring’s charges renew. Spending 1 or
more charges grants you an extra action,
which must be taken immediately (before
you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.
6

DungeonMaster Dungeon master
21.10.2010 22:02
  =  
Name: Зэ Шэдоу
Non-alignment human male 23 years(middle age category)
medium undead
cloistered[UA] cleric 1\ conjurer 4[abrupt jaunt variant[PHB2], focused[Complete Mage]\ur-priest2[Complete Divine]\mystic theurge 7
Neutral Evil

---{ ABILITIES / pb 32 }---
STR 08 [pb 00] + = 08(-1)
DEX 10 [pb 03] + 6(ench) = 17(+4)
CON 08 [pb 00] = --(--)
INT 16 [pb 10] + 6(ench) + 2(lich) = 24(+7)
WIS 17 [pb 13] + 6(ench) + 3(4,8,12 HD) + 2(lich) = 28(+9)
CHA 14 [pb 06] + 6(ench) + 2(lich) = 22(+6)

Initiative : +0
Speed: 30ft. (no armor);
HP : 164 = max(14d12)

---{ ATTACK OPTIONS }---
BAB : +6
grapple : +05 = 4(BAB) -1 (str)
trip : -01 = -1(str)
bull rush : -01 = -1(str)

Melee:
[+7 touch attack 1d8+5 negative energy, (20/x2), Will 23 half]
attack: +6 bab +3 Dex - 2(flaw)

---{ DEFENSE OPTIONS }---
Full : 48 = 10 + 9(armor) + 3(Dex) + 6(shield) +5 (natural)+5(ench natural) + 5(deflection) + 5(defending)
Touch: 23 = 10 + 3(Dex) + 5(deflection) + 5(defending)
FlatF: 45 = 10 + 9(armor) + 6(shield) +5 (natural) +5(ench natural) + 5(deflection) + 5(defending)
+5 АС против ranged атак (в том числе против лучей)

Fort: +11 = 2(clr)+1(wiz)+0(ur)+2(mt)+0(con)+6(resist)
Refl: +12 = 0(clr)+1(wiz)+0(ur)+2(mt)+3(dex)+6(resist)
Will: +29 = 2(clr)+4(wiz)+3(ur)+5(mt)+9(wis)+6(resist)

---{ SKILLS / max skill rank 17, (2+7)*4 + (2+7)*3 +(2+7)*1 + (2+7)*2 + (2+7)*7 }---
+33 Concentration 7(wiz) +1(clr)+2(ur)+7(mt)+6(cha)+10(comp)
+25 Knowledge arcane 7(wiz) +0(clr)+2(ur)+8(mt)+7(int)
+25 Spellcraft 7(wiz) +1(clr)+2(ur)+7(mt)+7(int)+2(syn)
+25 Knowledge planes 7(wiz) +1(clr)+2(ur)+7(mt)+7(int)
+25 Knowledge religion 7(wiz) +1(clr)+2(ur)+7(mt)+7(int)
+20 Bluff 3(wiz, cc)+5(clr)+2(ur)+4(mt)+6(cha)
+11 Use Magic Device 3(wiz, сс)+0(clr)+1(ur)+1(mt)+6(cha)
+25 Sense Motive 3(wiz, сс)+0(clr)+0(ur)+7(mt)+7(int)+8(racial)
+17 Hide 1(wiz, cc)+0(clr)+0(ur)+3(mt)+3(dex)+8(racial)+2(mwk tools, circ)
+17 Move Silently 1(wiz, сс)+0(clr)+0(ur)+3(mt)+3(dex)+8(racial)+2(mwk tools, circ)
Reactive skills:
+23 Spot 3(wiz, сс)+0(clr)+0(ur)+3(mt)+9(wis)+8(racial)
+17 Listen 0(wiz, сс)+0(clr)+0(ur)+0(mt)+9(wis)+8(racial)


Speak: Common, Auran, Terran, Ignan, Aguan, Elven, Draconic, Fiendish.

UMD + 2 with scrolls,
Spellcraft +2 with scrolls.

---{ FEATS }---
FLAW : noncombatant -2 to melee attacks -> Iron Will[PHB]
FLAW : -2 to ranged attacks -> Spell Focus (Evil)[PHB]
01[LVL]: Extend Spell [PHB] or Divine Metamagic[persistant]
01[HUM]: Persistent spell[Complete Acrane]
01[CLR]: Extra turning [Undeath domain power, Spell Compendium] or Extend Spell
02[WIZ]: Improved Initiative (UA variant вместо Scribe Scroll)
03[LVL]: Practiced Spellcaster [wizard][Complete Acrane]
06[LVL]: Craft Wondrous Item [Item Creation] - обязательный элемент для становления личем :(
09[LVL]: Divine Metamagic [persistent spell][Complete Divine] or Elven Spell Lore
12[LVL]: EXTRAORDINARY Concentration[Complete Adventurer]

Turn attempt = 3(base)+6(Cha)+4(Extra turning)+4(Nightstick)=17 -> 2 persistent spells per day, 4 total, if extended

---{ RACIAL & TEMPLATE FEATURES }---
Human, Medium humanoid (human subtype)
Base land speed 30
1 extra feat at 1 level, as human
1 extra skill point
favored class: any

Lich
[su] Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
[su] A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
[ex] A lich has +4 turn resistance.
[ex] A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
[su] Fear Aura: Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
[su]Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

---{ CLASS FEATURES }---
Cloistered Cleric Abilites
[--] Domain Power: Trickery -> Sense Motive, Hide, move silently, Bluff are cleric class skills , )
[--] Domain Power: Undeath -> gain Extra Turning feat
[--] Domain Power: Knowledge -> all knowledge are class skills for cleric, You cast divination spells at +1 caster level.
[--] Rebuke Undead

Wizard Abilities:
[--] Conjurer specialist wizard (-enchantment, -necromancy, -evocation)
[su] Abrupt Jaunt 7/day (teleport 10 ft, immediate action)
[--] Improved Initiative [bonus feat]

Ur-priest Abilities:
[--] Rebuke undead

---{Spells, wizard}---
Wizard Level 11 = 4(wis)+7(theurge
Arcane caster level = 4(wis)+7(theurge)+3(Practiced Spellcaster)=14
Spell DC = 17+spell level

Evil spell DC = 18+spell level

Spellbook:
Level (free spells)
0- all,
1(7+2)- Grease, Ebon Eyes[SC], Identify, Nerveskitter[SC], True strike, Benign Transposition[SC], Blocade[CM], Wall of Smoke[SC];
2(2+2)- Heart of Air[CM], Web, Glitterdust, Create Magic Tattoo(SC), Continual flame, Chain of Eyes[SC], [Create Magic tatoo (SC)], Fog Cloud;
3(2+2)- Haste, Fly, Caustic Smoke[SC], Arcane Sight, Phantom Steed, Acid Breath [SC];
4(2+2)- Evard's Black tentackles, Heart of Earth[CM], Solid Fog, Celerity[PHB2], Caustic Mire[CM];
5(2+2)- Teleport, Overland Flight, Wall of Stone, Evacuation Rune[Complete Scoundrel], Lightning Leap[CM];
6(2) - Wall of Iron, Mislead, Acid Fog, Acid Storm[SC], Permanent Image, Sign of Sealing, Greater[SC]

Spells Prepared (4|4-1+2+3|4-1+2+3|4-1+2+3|3-1+1+3|2-1+1+3|1-1+1+3) , [ранее скастованный спелл]
0: Caltropsx3, Detect Magic x2, Mage Hand.
1: nerveskitter x2, Ebon Eyes x2, Benign Transposition(SC) + conj: Blocade, Grease, Wall of Smoke
2: [Heart of Air], Web, Glitterdust, Chain of Eyes + conj: Fog Cloud, Web, [Create Magic tatoo (SC)]
3: Arcane Sight, Haste, Fly + conj: Caustic Smoke, Acid Breath[SC] x2
4: [Heart of Earth], Celerity + conj: Evard's Black tentackles, Solid Fog, Caustic Mire[Complete Mage, for widen and entangling]
5: [Overland Flight], Lightning Leap[CM] + conj: Teleport, Evacuation Rune[Complete Scoundrel], Wall of Stone.
6: Mislead + conj: Acid Fog, Acid Storm [SC]x2,


---{Spells, ur-priest}---
Divine caster level = 9 (ur-priest) + 1/2(wizard caster level, 14)=16
Spells DC = 19+spell level
Evil spell DC = 20+spell level

Know = Cleric spell list
Spells prepared (6| 5+3 | 4+2| 4+2| 4+2| 4+2| 3+1 | 2+1| 1+1| 0+1) [в скобках уже скастованный]
0: Detect Magicx6
1: Ebon Eyes x8 [SC]
2: Divine Insight x3, Frost Breath[for sculpt and daze, SC], Divine Interdiction x2[for sculpt, on vampire and me],
3: [Greater Magic Vestment] x2, Sonorous Hum[SC], invisibility purge [for sculpt], Deeper Darkness, Bestow Curse
4: Assay Spell Resistance[SC], [Contingent Energy Resistance[Acid]] x2(for vampire), [Greater Magic Weapon] x2(for vampire and me), Giant vermin
5: Righteous Wrath of the Faithful[SC], Surge of Fortune (Complete Champion) x2, True Seeing, Spell Resistance, Flame Strike.
6: Dispel Magic, Greater, Harm, [Antilife Shell], [Energy Immunity [electro](SC)]
7: Radiant Assault (burst, long, 15d6 and 1d6 round daze, use with rod maximize), Blasphemy (16 CL - 14 HD dazed. Paralyzed - with bead of karma), Blood to Water[SC, for maximize rod].
8: Wall of Greater Dispel Magic, [Visions of the Future][PHB2].
9: Miracle

**** СПЕЛЛЫ, ИСПОЛЬЗУЩИЕСЯ ДЛЯ ЗАМКА РАНЕЕ***
Persistant Image - всё выглядит не так, как оно есть на самом деле
Forbiddance - ещё поиграться надо с клетками
Symbol of... - для создания ловушек - перманентные
Glyph of Warding (greater) - в него можно впихать ап ту 6 левел спелл. - перманентные, 400 gp за ловушку
что можно запихнуть - TUNNEL SWALLOW(SC), DMM permanent Solipsism[SC], Extended Permanent Ice Storm.
Sign of Sealing, Greater[SC] - запоры на замки, 500 gp, 31 Disable Device
Refuge - для вампира, за 1500 gp телепорталка ко мне, перманентная

***ITEMS***
+ к абилкам расставлены по правилам MIC, Table 6–11: Adding/Improving Common Item Effects.


+1 mithral buckler-axe, dwarven/+1 Warning defending (Complete Warrior), 8400 + 2100. (Greater Magic Weapon, Greater Magic Armor)
***+ прикреплён augment crystal of arrow deflection(lesser), +5 AC против стрелковых атак, 1250 gp

BRACERS OF THE ENTANGLING BLAST(MIC) (3/day targets entagled for 1d3 rounds) + 2 000
HEADBAND OF CONSCIOUS EFFORT (MIC) of Intelligence +6 36000gp + 2000 gp
Body -> +1 Twilight Mithral chain chirt (GMV, +5 Twilight Mithral Chain chirt), 5100 gp

Gloves .... of Dex +6 36 000 gp
Amulet Hand of Glory .... of Wisdom +6 36 000 + 8 000
*** with Ring of Enduring Arcana[Complete Mage] (? RING OF GREATER
COUNTERSPELLS?(MIC))
Cloak .... of Cha +6
Vest .... on Natural Armor+5 (+50 000 gp)
Belt of Battle x2 (12 000 x2) 24 000
Face ... Third Eye Concentrate 10 k - +10 competence bonus to concetration, 10 000 gp

Heward’s handy haversack - 2000 gp, в нём метароды
string of Prayesr bead (standard, 25,800, -bead of healing –9,000 gp) of karma and smiting x2 (16 800 x2)33 600 (+4 caster level for ur-priest) x2 - для обкаста и блашеми.

Heward's Fortifying Bedroll - 3000 gp (Complete mage)
ARTIFICER’S MONOCLE (Magiс Item Compendium)

RINGS:
ring of invisibility of Deflection +5 - 20 000 + 50 000
ring of Freedom of movement - 40 000 gp,
1 Continual flame (создана соответствующим спеллом из PHB, обкастованный предмет - обычное кольцо) 50 gp

copy spells from other wizards (pay 50gp*spell level, PHB 179) to spellbook:
Web, Glitterdust -> (50*2+100*2)*2=600
Greater Mage Armor(SC), Dispel Magic, Haste, Fly, Corpse Candle, Phantom Steed -> (50*3+100*3)*6=2400
Evard's Black tentackles -> 50*4+100*4=600 gp
Total = 3 600


***RODS, WANDS, STAFFES******
metarod#1, Metamagic rod, Extend, greater, 24 500
metarod#2, Metamagic rod, Sculpting, greater, 24 500
metarod#3, Metamagic rod, Extend, standard, 11 000
metarod#4,Metamagic Rod (Extend, lesser) : 3,000 gp
Metamagic Rod (Sculpting, lesser) : 3,000 gp (MIC)
Metamagic Rod (Silent, standard) : 11,000 gp

Staff of teleportation (кастом, 50 зарядов, 9 кастер левел, 5 -й круг спелла, цена 750*9*5 = 33 750)

wand of detect magic 50/50 + wand of read magic 50/50 = 750 gp
wand of lesser vigor, 50/50 750 gp
wand of Obscuring Mist 10\50 -> 150 gp
wand of Comprehend Languages 10\50 -> 150 gp
wand of Silent Image 10\50 -> 150 gp
wand of Benign Transposition 20\50 -> 300 gp
Wand of True Casting[10] - 150
7

DungeonMaster Dungeon master
21.10.2010 22:02
  =  
Имя: Лоримэ Ульвэ

Раса: Серый эльф

Класс: Mage-Focused specialist (Evoker) - (CA) 6 Mage of the arcane order (CA) 7 Archimage (DMG) 1
Banned schools: Conjuration, Illusion, Enchantment

Атрибуты:

Сила: 8 (8-2+2(вещь))
Ловкость: 16 (12+2)
Выносливость: 16 (16-2+2 (вещь))
Интеллект: 24 (17+2+3+2(вещь))
Мудрость: 10
Обаяние: 8

Скорость: 30 ft
Размер: средний
Божество: Векна
Языки: Общий, Эльфийский, Сильван, Гномий, Драконий, Игнан, Терранский.

Скиллы:
19 Concentration 17
23 Decipher script 17
23 Knowledge (Arcana) 17
11 Knowledge (architecture and engeneering) 5
11 Knowledge (dungeoneering) 5
11 Knowledge (Geography) 5
11 Knowledge (History) 5
11 Knowledge (Local) 5
23 Knowledge (Nature) 17
11 Knowledge (Nobility and royality) 5
23 Knowledge (Religion) 17
23 Knowledge (The planes) 17
26 Spellcraft 17
18 Search 20
7 Tumble 10
14 Spot 20
14 Listen 20
6 Ride 5
12 Hide 10
12 Heal 10
12 Move silently 10
12 Use rope 10

Флавы:
Non-combatant
Murky-eyed

Фиты:
(flaw) Spell focus (Evoc)
(flaw) Metamagic school Focus (Evoc) (CM)
(1) Explosive spell (CA)l
(3) Practiced spellcaster (CA)
(5- Wiz Bonus) Cooperative spell
(6) Spell Focus (Trans)
(8- Bonus metamagic feat MoAO) Quicken spell
(9) Energy Substitution - acid (CA)
(12) Skill Focus (Spellcraft)
Классовые:
Архимаг: Mastery of shaping

Защита:
HP: 84

AC: 13+1(меч) +1(кольцо) +2 (наручи)+1 (амелут)
Сопротивление магии: 2 (пояс)
Flat-footed: 12
Touch: 16

Спасброски:
Воля: 11
Стойкость: 5
Рефлексы: 9

Инициатива: +3

Атака:
BAB: 6
Grapple: 5

Инвентарь

Заученные заклинания:
0: Detect Poison
Detect Magic
Light (3)
Dancing lights

1:
Tenser Floating disk
Identify
Detect Undead
Detect magic
Burning hands (2)
Magic missle (2)
2:
Flaming sphere
Darkness (2)
Scorching ray (2)
Luminous Swarm (CM)
False life
Command undead
3:
Dispel magic (5)
Fireball (3) -2
Lightning bolt (3)
4: Remove curse
Fear
Fire shield
Ice storm (2)
Detect scrying
Acid fire shield

5:
Prying eyes
Wall of force
Passwall
Bigby`s Intersponing hand (2)
Cone of cold
Transmute rock to mud

6: Quicken fireball (2) -2
Quicken acid fireball (2)
True seeing
Undeath to death
7: Quicken explosive fireball
Quicken explosive acid firebal (2)
Ethereal jaunt
Delayed blast fireball

Книги заклинаний:
Все незабаненные спеллы до 7-го уровня в спеллбуках в bag of holding.


На остальные 100000:
Defending longsword 2315
Ring of wizardry (3) 70000 gp
Ring of protection (1) 2000 gp
Braces of armor +2 4000 gp
Amulet of natural armor +1 2000 gp
Headband of intellect +2 (4000 gp)
Gauntlets of Ogre power (4000 gp)
Bag of holding 2500 gp
Belt of dwarwenkind 14900 gp
Metamagic rod, maximize, 54000
Длинный лук, мастерворк 450 gp
Стрелы, мастерворк, 301 gp

Фамильяр: ласка (+3 к спасброскам по реакции),думаю её статы вряд ли понадобятся.
8

Зэ Шэдоу Фантом
22.10.2010 11:03
  =  
псионики ничего так ребята. Магов быстро бы размазало первыми же тентаклями в условиях форбидданса, а эти с фридомом далеко бы ушли.
Ур-теург в команде добра порадовал, собрат по профессии :)
9

Луминус Белый Belgarim
22.10.2010 15:54
  =  
ну с форбидансом и антимагией у меня ещё есть возможности работать... в принципе у нас было разделение труда, куча инвизов и эксплойт шадоу спелов. Я честно готов был блочить тебя. У меня было достаточно фокусов на этот случай. Жаль не дошло. Ещё была интересная самоубийственная тактика в виде антимагия + force cage. Жаль загнулось всё, потому что на бой было бы инетресно посмотреть, все готовились тактичить. И в случаи призыва тентаклей я бы наверное сумел устроить сюрприз в виде отражения спела.
Отредактировано 22.10.2010 в 15:59
10

Нифн Афнуф alkaris
23.10.2010 10:13
  =  
Ну собственно не позаботиться на таком ЕЦЛе ФоМом = гимп, ибо живешь до первого граппля. Что касается лича, то блин как же меня запарил этот спелл-лист, он уже так приелся, что у меня нет слов. А ну и вампир рассмешил, вместе с Филом. :)
11

Фил Таскроу Casper
23.10.2010 11:55
  =  
Фил, между прочим, - единственный, заработавший фраг в этом недолгом модуле :-P
12

Нифн Афнуф alkaris
23.10.2010 17:00
  =  
И собрал при этом всю гадость, что можно было собрать и потерял дофига хп, просто отлично. :)
13

Фил Таскроу Casper
24.10.2010 08:16
  =  
Так выжил же :-) И вообще, на моем месте мог быть каждый, обкастовывать надо от всякой гадости :-)

Ну да ладно. Я на звание оптимизатора года не претендую, но к чему такое высокомерие? :-) Глядишь, прошли бы дальше, еще пригодился бы... Теперь особо не проверишь...
14

Зэ Шэдоу Фантом
25.10.2010 14:01
  =  
И в случаи призыва тентаклей я бы наверное сумел устроить сюрприз в виде отражения спела.
да не, спеллы были в ловушках, какие тут контрспеллы или спелл турнинги :)
В прямом бою с вами я естественно бы не выстоял - экшнов маловато.

Что касается лича, то блин как же меня запарил этот спелл-лист, он уже так приелся, что у меня нет слов.
А что, знакомый? Я хз, сам составлял.
15

Нифн Афнуф alkaris
25.10.2010 14:47
  =  
А что, знакомый? Я хз, сам составлял.
Ты не поверишь, но его видишь на каждом(!) визарде, который хоть как-то специализируется в конжуре. Немного вариейтится у трансмутеров и сильно отличается от других.
16

Зэ Шэдоу Фантом
25.10.2010 18:36
  =  
Что, даже Lightning Leap? А в похожести стоит винить трентомонка, я думаю :)
Да и визардская кастовалка тут меньшей половиной является, основная дивайная.
17

DungeonMaster Dungeon master
25.10.2010 20:09
  =  
Как сразу активность выросла)
Закрывать или дать вам еще тут поговорить?)
18

Кеннард Волш GrayStranger
25.10.2010 20:23
  =  
Да мне вот только странно как себе вампир столько всего в АС напихал - два раза ловкость с энчантмента и два раза кольца, то бишь дефлекшн.
19

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