Рейнор
Автор: ZatriX
Раса: Человек, Класс: Bar1/Ftr2/Wbl5/EWM1
Сила: 22 [+6]
Ловкость: 12 [+1]
Выносливость: 16 [+3]
Интеллект: 14 [+2]
Мудрость: 9 [-1]
Обаяние: 8 [-1]
Хаотичный добрый
Инвентарь:
------------------------- Equipment ------------------------
Name QTY LBS PRICE
Traveller's outfit 1 - -
Standard adventurer’s kit 1 6lbs 30gp
(backpack, belt pouch, bedroll,
flint and steel, two sunrods,
ten days worth of trail rations,
50 feet of hempen rope, waterskin)
Gauntlets of ghost fighting 1 1lb 4000gp
Belt of Giant Strength 1 1lb 16000gp
Amulet of natural armor +1 1 1lb 2000gp
+1 Valorous spiked chain 1 10lbs 8320gp
with lesser crystal of illumination 1 -- 400gp
+1 mithral breastplate 1 15lbs 5200gp
Total value: 35950gp
Current Gold: 20gp
Total weight carried: 34lbs
Current load: Light
Encumbrance
Light: 173
Medium: 346
Heavy: 520
Навыки:
Name: Raynor
Race: Human
Player: ZatriX
Classes: Ex-Barbarian1/Fighter2/Warblade5/Exotic Weapons Master1
Hit Points: 97
Experience: 36000 / 45000
Alignment: Chaotic Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Dwarven, Elven, Halfling
Stat Score Mod
STR 22 (+6) 17+1(4lvl)+4(item)
DEX 12 (+1)
CON 16 (+3) 15+1(8lvl)
INT 14 (+2)
WIS 9 (-1)
CHA 8 (-1)
HP 99
AC 19
BAB +9
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 2 0.0 2 0
Balance 7 5.0 1 1
Bluff -1 0.0 -1 0
Climb 16 11.0 6 -1
Concentration 15 12.0 3 0
Craft (Weaponsmithing 6 4.0 2 0
Diplomacy -1 0.0 -1 0
Disguise -1 0.0 -1 0
Escape Artist 0 0.0 1 -1
Forgery 2 0.0 2 0
Gather Information -1 0.0 -1 0
Heal -1 0.0 -1 0
Hide 0 0.0 1 -1
Intimidate 6 7.0 -1 0
Jump 18 11.0 6 1
Listen 3 4.0 -1 0
Move Silently 0 0.0 1 -1
Ride 1 0.0 1 0
Search 2 0.0 2 0
Sense Motive -1 0.0 -1 0
Spot -1 0.0 -1 0
Survival 3 4.0 -1 0
Swim 8 4.0 6 -2
Tumble 14 12.0 1 1
Use Rope 1 0.0 1 0
----------------------- Skill Tricks ---------------------–
× Nimble Charge (Movement)(Pg 87) : Run or charge across difficult surface without Balance check.
× Walk the Walls (Movement)(Pg 90) : Run straight up wall for 1 round.
-------------------------- Feats ---------------------------
× Exotic Weapon Proficiency(PH 94) (Chain, Spiked): No penalty on attacks with specific exotic weapon.
× Power Attack(PH 98) : Trade attack bonus for damage (up to base attack bonus).
× Cleave(PH 92) : Extra melee attack after dropping target.
× Great Cleave(PH 94) : No limit to cleave attacks each round.
× Improved Bull Rush(PH 95) : +4 bonus on bull rush attempts; no attack of opportunity.
× Weapon Focus(PH 102) (Chain, Spiked) : +1 bonus on attack rolls with selected weapon.
× Shock Trooper(CW 112) : Gain charging combat maneuvers.
× Directed Bull Rush
× Domino Rush
× Heedless Charge
× Leap Attack(CAd 110) : Doubles damage by Power Attack on successful charge
-------------------- Racial Abilities ––--------------------
× Base land speed of 30 feet.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any
-------------------- Class Abilities --------------------––
× Spiritual Totem (Lion, pounce). Gain one ability, depending on chosen totem. Replaces fast movement class feature
× Exotic Weapon Stunts(Ex):
× Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, you can elect to use a full attack action to make a flurry of strikes. When doing so, you may make one extra attack in the round at your full base attack bonus, but this and each attack in the round takes a -2 penalty until your next turn. The extra attack may be with either end of the double weapon.
× Proficient in all armor, and all shields (including tower shields)
× Proficient with all simple and martial weapons, and with Spiked Chain.
× Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
× Improved Uncanny Dodge(Ex): You can no longer be flanked; except by a level 4 rogue.
× Berserker Strength: Whenever your current hit points are below 5 you
automatically gain: +4 Str, +2 on Saves, DR 2/- & a -2 Penalty on your AC. (Replaces Rage Ability (PHB2)
× Battle Clarity(Ex): Unless flat-footed, you gain a +2 insight bonus to your Reflex saves.
× Weapon Aptitude(Ex): You are considered a level 6 fighter for purposes of qualifying for feats. Further, each morning you may spend 1 hour in weapon training to change the designated weapon for any feat that applies to a single weapon (such as Weapon Focus).
× Battle Ardor(Ex): You gain a +2 insight bonus on rolls made to confirm critical hits.
-------------–– Maneuvers and Stances ---------------------
× Warblade - Initiator Level: 7 Known: 6 Readied (R): 4 Stances: 2
× Moment of Perfect Mind (R) (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save.
× Rabid Wolf Strike (Tiger Claw) (Strike Level 2) (Pg 88) : +4 bonus on
attack, deal +2d6 damage, -4 AC for 1 round.
× Death From Above (R) (Tiger Claw) (Strike Level 4) (Pg 86) : Leap into air, attack foe from above, deal +4d6 damage.
× Leading the Attack (White Raven) (Strike Level 1) (Pg 91) : Allies gain
+4 bonus on attacks against foe you strike.
× Battle Leader's Charge (R) (White Raven) (Strike Level 2) (Pg 90) : No
attacks of opportunity while charging, deal +10 damage.
× White Raven Tactics (R) (White Raven) (Boost Level 3) (Pg 94) : Ally's
initiative changes, he can act again.
× Pearl of Black Doubt (Diamond Mind) (Stance Level 3) (Pg 64) : Gain +2 AC each time foe misses you.
× Leaping Dragon Stance (Tiger Claw) (Stance Level 3) (Pg 88) : +10 on Jump checks, always considered running for jumps.
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 19 / 11 / 19 ) (+6 armor, +1 dex, +4 natural(item))
Initiative: +1
BAB: +9
Grapple: +16
Fortitude: +14
Reflex: +4
Will: +0
+1 Valorous spiked chain:
to hit: +17/+12
damage: 2d4+10
critical: 20/x2
Внешность:
Смуглый невысокий человек восточной внешности. Постоянно носит черную шляпу.
Характер:
Нет описания.
История:
Как этот странный узкоглазый человек попал из Фаеруна в Грейхок - неизвестно никому (да, даже он сам не совсем в курсе). Свое прошлое он помнит достаточно хорошо (тут типа прошлое), потом (тут типа еще прошлое), затем он решил (тут типа варблейд прошлое и упс - Грейхок). Немного поскитавшись по незнакомым землям он остановился в (еще 2лвл варблейда), но в конце концов покинул обитель, решив, что достаточно узнал. Продолжая совершенствовать (тут ЕВМ) и уде почти решил удалиться на покой, когда услышал старую легенду. (тыр-пыр, соратники, вот она).
В процессе, но общая канва понятна.
Милия Сандерс
Автор: sh
Раса: Человек, Класс: Factotum 8/Chameleon 1
Сила: 10 [+0]
Ловкость: 16 [+3]
Выносливость: 12 [+1]
Интеллект: 22 [+6]
Мудрость: 14 [+2]
Обаяние: 8 [-1]
Хаотичный добрый
Инвентарь:
Opportunistic Piery: [x][x][x][x][]
Cunning Knowledge: search, listen, knowledge(dung)
{Arcane Dilettante 3 max 3}
0-2:Share talent(phb2), Alter Self
3: Enhance Familiar
{Divine Focus: +2 Fort, +2 Will, +2 knowledge-religiion}
0(4):Guidance, Detect Magic,
1(3):Primal Hunter, GraveStrikex2
2(1):Primal Instinct
Бафы:
раз в 2 дня Primal Hunter, Primal Instinct 2х24 часа (+5 init, survival, Climb, Jump, and Swim + Uncanny Dodge), Enhanse Familiar (+2ac,at,dmg,saves)
Mithral Shirt 1 100gp
dagger 2 gp
+1 Composite Longbow 2 400gp
Arrow, serpentstongue (20) 3gp
Arrow, swiftwing (20) 20gp
Arrows (40) 2gp
Headband of intellect+2 4 000gp
Periart of Wisdom +2 4 000gp
Gloves of Dexterity +2 4 000gp
Rod Metamagic, Extend, lesser 3,000 gp
Eternal wand of Knock 4 420gp
Eternal wand of True Strike 820gp
Eternal wand of Sniper's Shot 820gp
Thieves’ tools, masterwork 100 gp
Spell component pouch 5 gp
Familiar 100 gp
Tiny DarkWood Shield (+1) 129gp
Crystal of Arrow Deflection least 500gp
Wand of Snake's Swftness mass (50) 4500gp
Standard adventurer’s kit 1 6lbs 30gp
(backpack, belt pouch, bedroll,
flint and steel, two sunrods,
ten days worth of trail rations,
50 feet of hempen rope, waterskin)
Cash: 2 049gp
Навыки:
Name: Milia Sanders
Alignment _CG_ Race _Human _ Gender _male_ (?? года)
Size Type _Medium_ (humanoid)
Factotum 8/Chameleon 1
Deity: ??
----{ ABILITIES / }---
+0STR....10
+3DEX....14(+2)
+1CON....12
+6INT....18+1+1(+2)
+2WIS....12(+2)
-1CHA....08
Init : +13= 2(dex)+6(int) + 5 (pri ins)
Speed: 30 ft
HP : 59 = 8 + 8d8 + 9*1
---{ ATTACK OPTIONS }---
BAB : 6/1
[dagger]
A:6/1 (+6 int)
D:1d4 (+6 int)(+xd6 SA)
[+1 Composite longbow 1d8 x3 110ft]
A: 10/5 = 6/1 + 3(dex) + 1(enc)( + 6(int))
D: 1d8 + 1(enc) (+6 int)(+xd6 SA)
---{ DEFENSE OPTIONS }---
Full : 17(23) = 10 + 3 dex + 4 armor (+6 int)
Touch: 13(19) = 10 + 3 dex (+6 int)
FlatF: 14(17) = 10 + 4 armor (+3dex pri hun,ins)
Fort: +3(9)=+2(fct)+1(Con)(+6int)
Refl: +9(15)=+6(fct)+3(Dex)(+6int)
Will: +4(10)=+2(fct)+2(Wis)(+6int)
---{ SKILLS / 132+(2- skill trick)}--- +2 (share talent)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 6 0.0 6 0
Autohypnosis 3 1.0 2 0
Balance 14 5.0 3 6
Bluff 7 8.0 -1 0
Climb 6(11) 0.0 0 6(11 pri hun)
Concentration 2 1.0 1 0
Craft (Untrained) 6 0.0 6 0
Decipher Script 7 1.0 6 0
Diplomacy 17 12.0 -1 6
Disable Device 9 1.0 6 2
Disguise 7 8.0 -1 0
Escape Artist 9 0.0 3 6
Forgery 7 1.0 6 0
Gather Information 0 1.0 -1 0
Heal 3 1.0 2 0
Hide 14 5.0 3 6
Intimidate 2 1.0 -1 2
Jump 6(11) 0.0 0 6(11 pri hun)
Knowledge(arcana) 11 5.0 6 0
Knowledge(dungeoneering) 7 1.0 6 0
Knowledge(geography) 7 1.0 6 0
Knowledge(local) 7 1.0 6 0
Knowledge(nature) 9 1.0 6 2
Knowledge(nobility) 11 5.0 6 0
Knowledge(psionics) 7 1.0 6 0
Knowledge(religion) 11 5.0 6 0
Knowledge(the planes) 7 1.0 6 0
Listen 14(16) 12.0 2 (2 al)
Move Silently 10 1.0 3 6
Open Lock 12 1.0 3 8
Ride 9 0.0 3 6
Search 13 7.0 6 0
Sense Motive 7 5.0 2 0
Sleight of Hand 12 1.0 3 8
Spellcraft 12 4.0 6 2
Spot 14(16) 12.0 2 (2al)
Survival 7(12) 5.0 2 (5 pri ins)
Swim 6(11) 0.0 0 6(11 pri hun)
Tumble 10 1.0 3 6
Use Magic Device 11 12.0 -1 0
Use Rope 10 1.0 3 6
Language: Common, ??
---{ FEATS/(1(gener)+1(hum1)+3(level 3,6,9)=5}---
Font of Inspiration x2 (1 + 2)
Online
ссылкаPrerequisite: Int 15, Must have Inspiration as a class feature.
Benefits: When you take this feat for the first time, you gain 1 inspiration point.
Special: You can take this multiple times. Each time you take this feat after the first time, the number of inspiration points you gain increases by 1 (for example, you gain 2 inspiration points if you take the feat a second time). The maximum number of times you can take this feat is equal to your Intelligence modifier.
Able learner
( Races of Destiny, p. 150)
[Racial]
You have a great aptitude for learning.
Prerequisite
Human or doppelganger,
Benefit
All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Special
This feat may only be taken at 1st level.
Normal
Cross-class skills cost 2 skill points per rank.
Obtain Familiar
( Complete Arcane, p. 81)
[General]
You gain a familiar.
Prerequisite
Knowledge (arcana) 4 ranks, arcane caster level 3rd,
Benefit
You can obtain a familiar in the same manner as a sorcerer or wizard (see the sorcerer class description and the accompanying sidebar, page 52 of the Player's Handbook). As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.
Celestial Familiar (Coure Elardin)
( Book of Exalted Deeds, p. 41)
[Exalted]
As long as you are able to acquire a new familiar, you may receive a celestial as a familiar.
Prerequisite
Able to acquire a new familiar, minimum level requirement (see below),
Benefit
When choosing a familiar, the following creatures are also available to you. You must choose a familiar whose alignment is the same as yours. Arcane Spellcaster Familiar Alignment Level. Celestial animal(1) --- Any good ------ 3rd. Coure eladrin --------- Chaotic good -- 7th. Lantern archon ------- Lawful good --- 7th. Musteval guardinal --- Neutral good --- 7th. 1 Apply the celestial template to any animal from the standard familiar list. Unlike other celestial familiars, a celestial animal grants its master the standard benefit for having an animal familiar of that type. The celestial familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or this volume, except as noted below. Hit Dice: For effects related to Hit Dice, use the master's level or the familiar's normal total, whichever is higher. Hit Points: One-half the master's total or the familiar's normal total, whichever is higher. Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Saving Throws: Use the master's base save bonuses if they are better than the familiar's. Familiar Special Abilities: Use the information in the Familiars sidebar on pages 52-53 of the Player's Handbook to determine additional abilities as you would for a normal familiar. With the exception of celestial animals, celestial familiars do not grant their masters any of the benefits that appear in that sidebar.
–– RACIAL ABILITIES ––
× Base land speed of 30 feet.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any
–– CLASS ABILITIES ––
× Proficient in all armor, and all shields (except tower shields)
× Proficient with all simple and martial weapons.
× Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
× Aptitude Focus(Ex): 1/day you can spend 1 hour to select an aptitude that will give you certain abilities. You may change your aptitude 0/day. You may use your aptitude focus ability 1/day with a +2 bonus.
× Inspiration: You have 5 (+3) points you can use to activate your class features. They refresh at the start of every encounter.
× Cunning Insight(Ex): You may spend 1 inspiration point to gain a +6 competence bonus to one attack, damage, or save before you roll.
× Cunning Knowledge(Ex): You may spend 1 inspiration point to gain a +8 competence bonus to one skill check if you have at least 1 rank in the skill. This is usable once per skill per day.
× Arcane Dilettante(Sp): At the start of each day, you may choose 3 spells from the wizard/sorceror list with a maximum level of 3. You may not choose the same spell more than once and you may only choose one of the maximum level. When preparing spells, you may apply metamagic feats to them. By spending 1 inspiration point, you may cast the prepared spell.
× Brains over Brawn(Ex): You add a +6 bonus to all strength and dexterity checks.
× Cunning Defense(Ex): You may spend 1 inspiration point to add a +6 dodge bonus vs a single opponent for one round.
× Cunning Strike(Ex): You may spend 1 inspiration point to add a 1d6 sneak attack damage to a single attack.
× Opportunistic Piery(Su): You may spend 1 inspiration point to either heal 22 points of damage or turn (not rebuke) as a level 8 cleric. You may only use this ability 5 times per day.
× Cunning Surge(Ex): You may spend 3 inspiration points to gain an extra standard action during your turn.
–– FEATS ––
× Font of Inspiration (x2): +3 inspiration points
× Obtain Familiar(CAr 81) : Obtain a familiar in the same manner as a sorcerer or wizard
× Able Learner(RD 150) : Cross-class skills cost less per rank
× Celestial Familiar(BE 41) : Additional familiar choices of good alignment.
–– SKILL TRICKS ––
× Collector of Stories (Mental)(Pg 85) : Gain +5 bonus on Knowledge checks to identify monsters.
======================================
Familiar: Coure Elardin
Name: Zwolly
CG
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice:9 (29 hp)
Initiative:+7(dex) (+5 pri)
Speed:20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 24 (+2size, +7 Dex, +4 natural +1Shield), touch 19, flat-footed 17 (+2 vs arrows) / +2 dodge(enh fam)
Base Attack: 6/1
Attack:Tiny dagger +15/+10 melee (1d2–2) (+2 at +2dmg (enh fam))
Space/Reach:2 1/2 ft./0 ft.
Special Attacks:Spell-Like Abilities:
At will—dancing lights, detect evil, detect magic, faerie fire;
3/day—magic missile, sleep(DC 13).
Caster level 4th. The save DCs are Charisma-based
Special Qualities:Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues
Alternate Form (Su):A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by
other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal
source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks
ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen
checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)
Saves:Fort +4 (+8 against poison), Ref +10, Will +4 ( +2(enh fam) )
Abilities:Str 6(-2), Dex 24(+7), Con 12(+1), Int 12(+1), Wis 10, Cha 14(+2)
Skills: +2 (share talent)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 1 0.0 1 0
Autohypnosis 1 1.0 0 0
Balance 12 5.0 7 0
Bluff 10 8.0 2 0
Climb -2 0.0 -2 0
Concentration 6 5.0 1 0
Craft (Untrained) 1 0.0 1 0
Decipher Script 1 1.0 1 0
Diplomacy 20 12.0 2 6
Disable Device 2 1.0 1 0
Disguise 10 8.0 2 0
Escape Artist 12 5.0 7 0
Forgery 2 1.0 1 0
Gather Information 3 1.0 2 0
Heal 1 1.0 0 0
Hide 24 9.0 7 8
Intimidate 5 1.0 2 2
Jump -2 0.0 -2 0
Knowledge(arcana) 6 5.0 1 0
Knowledge(dungeoneering) 2 1.0 1 0
Knowledge(geography) 2 1.0 1 0
Knowledge(local) 2 1.0 1 0
Knowledge(nature) 4 1.0 1 2
Knowledge(nobility) 6 5.0 1 0
Knowledge(psionics) 2 1.0 1 0
Knowledge(religion) 6 5.0 1 0
Knowledge(the planes) 6 5.0 1 0
Listen 12 12.0 0 0
Move Silently 16 9.0 7 0
Open Lock 8 1.0 7 0
Ride 7 0.0 7 0
Search 8 7.0 1 0
Sense Motive 5 5.0 0 0
Sleight of Hand 10 1.0 7 2
Spellcraft 7 4.0 1 2
Spot 12 12.0 0 0
Survival 5 5.0 0 0(+7 on other planes)
Swim -2 0.0 -2 0
Tumble 8 1.0 7 0
Use Magic Device 14 12.0 2 0
Use Rope 8 1.0 7 0(+10 bindings)
Feats:Weapon Finesse
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
===============================
Spells:
Primal Hunter
(Dragon Magic)
Transmutation
Level: Ranger 1, Druid 2, Sorcerer 2,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours
Your muscles ripple with the memory of ancestral strength, tensing for quick action.
This spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled for survival.
You gain a +5 competence bonus on Climb, Jump, and Swim checks.
If primal hunter is active on you at the same time as primal instinct, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).
If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).
Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.
Primal Instinct
(Dragon Magic)
Transmutation
Level: Ranger 2, Druid 3, Sorcerer 3,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours
Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow.
This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors.
You gain a +5 competence bonus on initiative and Survival checks.
If primal instinct is active on you at the same time as primal hunter, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature).
It all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).
Special: If you are of the dragonblood subtype (see page 4), you also gain a +5 competence bonus on any one kind of Knowledge check, chosen when you cast primal instinct,
and you are treated as trained in that skill.
Share Talents
(Player's Handbook II)
Transmutation
Level: Bard 1, Cleric 2, Ranger 2, Sorcerer 2, Wizard 2,
Components: V, S, M,
Casting Time: 1 round
Range: Touch
Target: Two willing creatures touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You touch two allies, and for a moment their features change so that they seem to blend their appearances into one new creature.
When you cast this spell on two subjects, you create a mystical link between them.
For the duration of the spell, the subjects gain a +2 bonus on any skill checks they make, as long as at least one of the characters has 1 rank or more in the skill.
In addition, if either character has ranks in a skill that is not normally usable by untrained characters (such as Tumble), the other character can make untrained checks using that skill.
Material Component: A knotted rope.
Grave Strike
(Complete Adventurer)
Divination [Good]
Level: Cleric 1, Paladin 1,
Components: V, DF,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
While this spell is in effect, you have a special connection to the forces of light and positive energy.
For 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak attacks.
To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.
This spell applies only to sneak attack damage.
It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.
Enhance Familiar
(Complete Arcane)
Universal
Level: Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
===================================
Weapons
Arrow, Serpentstongue: Arrows aren’t very useful for
attacking objects, so the elves developed the serpentstongue
arrow, which has a forked point with sharp edges on the tips
and inside the prongs. A skilled archer can neatly sever a rope
or leather strap with a serpentstongue arrow.
A serpentstongue arrow deals both piercing and slashing
damage, and it deals full damage (rather than the usual half
damage) to objects with a hardness of 5 or less.
Arrow, Swiftwing: These arrows are made slightly longer
than normal with a small, aerodynamic head and enlarged
fl etching (the feathers added to the shaft) for extra stability
and accuracy on long shots. A swiftwing arrow incurs only
half the usual penalty for attacking at range (–1 per range
increment rather than the usual –2).
Внешность:
Молодой парень, зеленые глаза, светловатые волосы и вечная улыбка на губах.
Одет в легкую кольчугу поверх свободной темной рубахи и походные штаны. На поясе закреплено некоторое количество палочек, по виду волшебных. За спиной торчит лук и колчан с разными стрелами.
На плече, преимущественно правом (или же невдалеке) сидит(летает) девчонка ростом 2 фута, в черной остроконечной шляпе, черном платьице, черных сапожках и с черными стрекозиными крыльями.
Характер:
Любопытный но малообщительный. Интересуется всем новым и загадочным, хотя и с осторожностью (был опыт общения с "граблями"). Предпочитает согласиться с собеседником, а не переубеждать.
История:
— Вы врач?
— Сегодня да.
От рождения мальчик особой силой не отличался - чем сильно огорчал отца-крестьянина. И хотя Милия помогал отцу в поле, но, все равно, помогал не так как нужно - не по-старинке. "Слишком умный" - часто с презрением говорил о нем отец сидя за столом в кругу большой семьи.
Такое отношение было причиной достаточного количества свободного времени, которое Милия тратил на исследование мира. Он устроился на работу в таверну, где слушал всякие истории путешественников. Он помогал местному священнику ухаживать за больными. Ходил с охотниками в лес. И всюду пытался найти точки соприкосновения различных умений, что нравилось, конечно, далеко не всем "учителям".
Как-то в таверну заглянул приезжий бард Себастиан, который полностью очаровал парня всем. Но еще больше, Милию очаровал спутник Себастина - белое существо, похоже на крысу, но существенно больше и существенно умнее (Милия мог покляться что "крыса" даже умнее половины деревни). Себастиан оценил парня, и пообещал научить его призвать похожее существо, если он пойдет путешествовать с ним... так и начались приключения Милии...
Стоит правда указать, что когда ритуал призыва (который проходил под строгим руководством Себастиана) был завершен, то появилась не совсем крыса. Или совсем не крыса. Появилась маленькая девочка в черном, первыми словами которой были: "На колени перед темной госпожой, рабы!", что вызвало громкий хохот со стороны Себастиана и некоторую оторопь у Милии. Но, впрочем, они быстро нашли общий язык. Хотя вариантов-то у них и не было...