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Первый Узел, Отряд АвернусаСаккарот Пылающий ТопорWarlordВторой Узел, Отряд ДисСтатус неизвестенТретий Узел, Отряд ЭребусаСтатус неизвестенЧетвертый Узел, Отряд ФлегутонаУничтоженПятый Узел, Отряд СтигииБарнабус ТрейнClericШестой Узел, Отряд МалебалжаСтатус неизвестенСедьмой Узел, Отряд КоцитаЭльза ЗарадияWitchТитус РекбёрнClericДжуди КаннингэмPsion [Telepath/Seer]Хенрик ЛауритсенBarbarianАлый ЖнецRogueТалус РекбёрнTacticianВосьмой Узел, Отряд КанииСтатус неизвестенДевятый Узел, Отряд НессусаГрейс МонроVitalist 6Уолтер ГриффитCleric 4/Mystic 1/Battle Templar 1...И и соучастникиФиона МаккеннаCleric (Elder Mythos Cultist) 5Гордон МёрфиExpert 1/Inquisitor (Warpath Follower) 1Эдмунд МэттисонSorcerer 4Люсьена ЛегареZealot (Discordant Crusader) 3Оле СоммерShaman 2
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Грейс Монро. Vitalist 9 Female Human Vitalist 9 Lawful Evil Medium Humanoid ABILITY SCORES:STR 7 [-2] DEX 12 [+2] CON 14 [+2] INT 12 [+1] WIS 26 [+8] 18(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband) CHA 13 [+1] SAVING THROWS:Fort +10 = +6(Vitalist) +2(CON) +5(Cloak) Ref +8 = +2(Vitalist) +1(DEX) +5(Cloak) Will +19 = +6(Vitalist) +8(WIZ) +5(Cloak) COMBAT STATS:Hit Points: 74 = 8*9 AC 11 (11 touch, 10 flat-footed) = 10(Base) + 1(DEX) BAB +4 CMB +2 = +4(BAB) - 2(STR) CMD 13 = 10 +4(BAB) -2(STR) +1(DEX) Initiative +3 = + 1(DEX) +2(Psicrystal) Speed 40' Speed: 40' = 30(Base) +10(Boots) ● Melee: +2 = +4(BAB) -2(STR) ● Ranged: +5 = +4(BAB) +1(DEX) FEATS:● [Bonus Human Feat] Psicrystal Affinity (Nimble) ● [1HD Feat] Overchannel (+1 ML 1d8 damage cost) ● [Bonus Life Leech Feat] Unwilling Participant (Force a living creature into your collective. Will 20 negate) ● [3HD Feat] Enlarged Collective (The range of your collective is now long range (400 ft. + 40 ft. per class level)) ● [5HD Feat] Psionic Meditation (Recover focus as move action) ● [7HD Feat] Expanded Knowledge (Сlairvoyant Sense) ● [7HD Feat] Shared Power TRAITS:● Psionic Knack [Psionic]: (+2 Vitalist Manifester levels. Cannot exceed HD) ● Combat Training (Body of Delusion) ● [Bonus] Whip Proficiency ● [Moloch] Power Known: Omnipresense SKILLS:Total: 54 = 8x(+2 Class +1 INT +2 Story +1 Human) 2 = +1(Rank) +1(DEX) Disable Device
5 = +1(Rank) +3(Class) +1(INT) Spellcraft 11 = +7(Rank) +3(Class) +1(INT) Knowledge (psionics)
20 = +9(Rank) +3(Class) +8(WIZ) Autohypnosis 25 = +9(Rank) +3(Class) +8(WIZ) +5(Healer’s Gloves)Heal 18 = +7(Rank) +3(Class) +8(WIZ) Survive 27 = +9(Rank) +3(Class) +8(WIZ) +2(Psicrystal) +5(Lens of Detection) Perception 14 = +1(Rank) +3(Class) +8(WIZ) +2(Psicrystal) Sense Motive 12 = +1(Rank) +3(Class) +8(WIZ) Profession (Soldier)
5 = +1(Rank) +3(Class) +1(CHA) Buff 5 = +1(Rank) +3(Class) +1(CHA) Intimidate 8 = +7(Rank) +1(CHA) Use Magic Device CLASS FEATURES:VitalistCollective: 9 targets, 760 ft. Bonus Human Power (+1/3 lvl): Vigor, Share Pain, Psychic Reformation Collective healing (Transfer healing) Medic Powers (All healing power gain Network Descriptor) Spirit of Many (Augment. +Target/PP. no save, no PR, for Network Descriptor powers) Telepathy (Constant. range: collective) Intercessor Method Bonus power: Telempathic Projection Intercessor’s Pulse (1 PP, Free Action, 1rnd) -- Inspire Courage (+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls) -- Inspire Competence: (+2 competence bonus on one skill) -- Sanctuary: (DC 19) Swift Aid: Immediate+Focus. Reroll Will save for collective member with +1 insight bonus. Weapon and Armor Proficiencies
Vitalists are proficient with all simple weapons and light armor, but not with shields. Armor does not, however, interfere with the manifestation of powers. Powers Points/Day
A vitalist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.
Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a vitalist can manifest powers in a day is limited only by his daily power points.
A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn’t count against his limit of powers known at any one time.
The Difficulty Class for saving throws against vitalist powers is 10 + the power’s level + the vitalist’s Wisdom modifier.
Maximum Power Level Known
A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power’s level.
Vitalist Method
All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.
Intercessor Method
An intercessor tries to find a solution to every problem through communication. The intercessor likely finds a peaceful solution instead of preventing, healing, or dealing harm.
Intercessor Power
An intercessor vitalist adds telempathic projection to his list of powers known. This does not count against his number of powers known.
Intercessor’s Pulse
As a free action, an intercessor of 6th level may project a pulse to all members of his collective by spending one power point, granting them one of the effects below at the intercessor’s choice. The effect lasts for one round.
Inspire Courage: The vitalist inspires courage in the members of his collective (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be in the vitalist’s collective. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 12th level and 18th level, this bonus increases by +1, to a maximum of +4 at 18th level. Inspire courage is a mind-affecting ability.
Inspire Competence: All members of the collective get a +2 competence bonus on skill checks with a particular skill as long as they stay in the collective. This bonus increases by +1 for every four levels the vitalist has attained beyond 6th (+3 at 10th, +4 at 14th, and +5 at 18th). Unlike the bardic performance of the same name, skills such as Stealth can be used. The vitalist can’t inspire competence in himself.
Sanctuary: All members of the collective are treated as if under the effects of the sanctuary spell for one round, with a caster level equal to the vitalist’s manifester level. If a member of the collective performs an action that would break the effect, it breaks the effect only for that member of the collective.
Swift Aid
If a member of his collective fails a Will saving throw, an intercessor of 8th level may, as an immediate action and by expending his psionic focus, make an additional Will saving throw for the member of his collective. The intercessor gains a +1 insight bonus to this save. This insight bonus increases by +1 every four vitalist levels thereafter.
If the intercessor fails the saving throw, his ally suffers the consequences of the effect that forced the Will save.
Collective (Su)
A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit.
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).
A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions.
Collective Healing (Su)
Whenever a willing member of the vitalist’s collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.
Medic Powers
The vitalist gains special uses of some of his powers that are unavailable to other characters.
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.
Spirit of Many (Su)
A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
Telepathy (Su)
When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Archetype: Life Leach11/day Transfer Ailment. (Range: collective. HD 4+ dazed, dazzled, shaken, staggered, blind, deafened, fatigued, frightened, sickened. exhausted, panicked, nauseated, or paralyzed. Save negate.) At will. Drain Health. (Range: collective. HD 4+. 24 hp. Will 24 half) Transfer Attack. Immediate+Focus (Range: collective, Transfer damage) Transfer Ailment (Su)
A 1st level life leech can transfer the dazed, dazzled, shaken, or staggered condition from one member of his collective to another as a standard action. At 4th level, the life leech can transfer the blind, deafened, fatigued, frightened, or sickened condition. At 7th level, the life leech can transfer the exhausted, panicked, nauseated, or paralyzed condition. At 10th level, the life leech can transfer the stunned or unconscious condition (although a creature that receives the unconscious condition from this ability is not reduced to negative hit points by this effect, nor is the original creature brought automatically to positive hit points; such a creature would still have 0 or negative hit points, but would become conscious, stable, and likely given the disabled condition). If this ability is used on an unwilling target and the recipient of the effect makes a successful save (see the Unwilling Participant feat), the creature with the condition being transferred still suffers from the condition. A life leech may use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level. This ability can only be used to transfer temporary conditions. For example, a life leech could not transfer blindness from a creature that has somehow lost its eyes permanently.
This ability replaces Transfer Wounds and the accompanying benefits from the vitalist’s selected method.
Unwilling Participant
A life leech of 2nd level gains the Unwilling Participant feat as a bonus feat. In addition, when any creature in the collective against their will makes a save against an effect from over the collective, they suffer a -2 penalty on the save to resist the effect.
This ability replaces Health Sense.
Drain Health (Su)
A life leech of 3rd level can steal hit points from members of his collective and transfer them as healing to other members of the collective. As a standard action, one member of the collective takes damage equal to double the life leech’s class level + the life leech’s Wisdom modifier and another member of the collective heals the same amount. If used on an unwilling target, a successful Will save halves the amount of damage taken and healed. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level.
This ability replaces Steal Health.
Transfer Attack (Su)
A 9th level life leech can expend his psionic focus as an immediate action to redirect damage being taken by one member of the collective to another member of the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to block the damage to the final target are not effective.
This ability replaces the Expanded Knowledge feat normally gained at 9th level. Archetype: SadistExquisite Agony (Temp PP on collective member death. Target HD for 8 rnd) Lingering Pain (Bleed 4. Fort 22 negate) At will. Empowered In Pain. (Empower healing power. Focus and damage to collective member equal PP cost. Will 22 negate) Exquisite Agony (Su)
When a member of the sadist’s collective dies, instead of needing to make a save to avoid taking damage, the sadist gains a number of temporary power points equal to the Hit Die of the creature killed. These power points last a number of rounds equal to the sadist’s Wisdom modifier and do not stack with each other or other temporary power points.
This ability replaces knacks.
Lingering Pain (Su)
A sadist of 3rd level learns to make wounds more painful than usual. Any time the sadist inflicts hit point damage on a creature and the sadist is maintaining psionic focus, it also causes bleed damage equal to half the sadist’s level unless the target makes a successful Fortitude save (DC 10 + 1/2 the sadist’s class level + the sadist’s Wisdom modifier).
This ability replaces the power known normally gained at 3rd level; the sadist does not learn a new vitalist power until 5th level.
Empowered In Pain (Su)
A sadist of 5th level can treat any power he manifests of the healing subdiscipline as if affected by the Empower Power feat by expending his psionic focus and causing a number of hit points in damage to one member of his collective equal to the total number of power points spent on the power. The member targeted by this damage cannot be the recipient of the healing (whether directly or through effects such as collective healing) and may attempt a Will save (DC 10 + 1/2 the sadist’s class level + the vitalist’s Wisdom modifier) to negate the effect, but doing so means the power is not empowered and psionic focus is still expended. The sadist cannot inflict this damage upon himself.
This ability replaces Request Aid. POWERS:Known: 5 [Omnipresense G][Vigor FCB][Share Pain FCB][Psychic Reformation FCB] [Animal Affinity][Natural Healing][Battlesense][Psychic Bodyguard][Body Purification] PP: 109 = +72(Vitalist) + 36(WIZ) + 1(Goddess) Concentration: 17 = 9 ML +8 WIZ DEVIL TRIGGER:1/day Swift 1 min. Path: Overmind. Hard to kill, Mythic power 5/day, Surge +1d6
Surging Psionic: 1MP Standart only. Manifest power +2 ML, no PP cost.
Expansive Undestanding: Schism
Mythic Powers Known: Psychic Reformation INVENTORY:Armor: Belt: Body: Outfit, Explorer’s Chest: Eyes: Lens of Detection Feet: Boots of Striding and Springing Hands: Healer’s Gloves Head: Hat of Disguise Headband: Headband of Inspired Wisdom +4 Neck: Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring 2:
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Уолтер Гриффит "Генерал Череп" Male Humam Graveknight Cleric 4/Mystic 1/Battle Templar 6 Lawful Evil Medium Undead (augmented) ABILITY SCORES:STR 26 [+8] 16(Base) +4(Belt) +6(Graveknight) DEX 10 [+0] CON -- [+0] INT 12 [+1] +2(Graveknight) WIS 28 [+9] 16(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband) +4(Graveknight) CHA 14 [+2] +4(Graveknight) SAVING THROWS:Fort: +9 = +2(Good) +2(Cleric4) +1/3(Mystic1) +6/2(BT3) +2(Cloak) Ref: +5 = +11/3(Class) +2(Cloak) Will: +17 = +2(Good) +2(Cleric4) +1/2(Mystic1) +6/3(BT3) +9(WIZ) +2(Cloak) COMBAT STATS:Hit Points: 132 = +12x11 AC: 24 (10 touch, 24 flat-footed) +4(NA) +10(FullPlate) BAB: +8 CMB: +11 = +6(BAB) +8(STR) CMD: 26 = 10 +8(BAB) +8(STR) Initiative: +4 Speed: 40' = 30(Base) +10(Boots) Channel resistance: +4 Immunity: cold, electricity, fire, MA, bleed, death effects, disease, paralysis, poison, sleep, stun, nonlethal damage, ability drain, energy drain. damage to physical ability scores, exhaustion, fatigue. DR: 10/magic SR: 23 = CR+11 ● Melee: +16 = +8(BAB) +8(STR) ● Ranged: +8 = +6(BAB) TRAITS:● Unorthodox (Veiled Moon - Golden Lion) ● Practiced Initiator ● Desertion ● Practiced Spellcaster ● Defensive Strategist FEATS:● [Bonus Graveknight Feat] Improved Initiative ● [Bonus Graveknight Feat] Mounted Combat ● [Bonus Graveknight Feat] Ride-By Attack ● [Bonus Graveknight Feat] Toughness ● [Bonus Human Feat] Favored Prestige Class (Battle Templar) ● [1HD Feat] Prestigious Spellcaster (Battle Templar) ● [3HD Feat] Martial Power ● [5HD Feat] Discipline Focus (Golden Lion) ● [7HD Feat] Additional Traits (Practiced Spellcaster, Defensive Strategist) ● [9HD Feat] ERM ● [11HD Feat] Advanced Study SKILLS:Total: 86 = (+4(Class) +2(Story) +1(Human) +1(INT))x11 - 2(Cleric) 11 = 11(Rank) +3(Class) Knowledge (Religion) 11 = 11(Rank) +3(Class) Knowledge (Arcana) 05 = 5(Rank) +3(Class) Knowledge (Martial) 04 = 5(Rank) +3(Class) Knowledge (Planes)
09 = 1(Rank) +8(Graveknight) Ride
15 = 11(Rank) +3(Class) +1(INT) Spellcraft 15 = 11(Rank) +3(Class) +1(INT) Linguistics
32 = 1(Rank) +3(Class) +9(WIS) +8(Graveknight) Perception 14 = 1(Rank) +3(Class) +9(WIS) Autohypnosis 14 = 1(Rank) +3(Class) +9(WIS) Heal
13 = 8(Rank) +3(Class) +2(CHA) Diplomacy 24 = 11(Rank) +3(Class) +8(Graveknight) +2(CHA) Intimidate
--- Trait---
23 = 11(Rank) +3(Class) +9(WIZ) Profession (Soldier) CLASS FEATURES:Graveknight:Sacrilegious Aura (Su) 30-foot radius desecrate. CL DC 17 to use positive energy ability. Rejuvenation (Su) 1d10 days (2d6 fire) Channel Destruction (Su) (3d6 fire) Devastating Blast (Su) 30-foot cone, Refl half. (55 HD) Undead Mastery (Su) Phantom Mount (Su) 100 ft Land, Water. Cleric:Channel Negative Energy (5d6) 5/Day Touch of Evil (Sp). Sickened, 4 rnd, no save. 10/Day Scythe of Evil (Su). Unholy, 4 rnd, 1/day. Fire Bolt (Sp) 1d6+4 fire, 10/Day Wall of Ashes (Su). 80 feet wall. Reveals invisible. Blinded 1d4 rnd (Fort 19). 8 min/day Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Evil Domain
Granted Powers
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Ash Domain
Granted Powers
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fiery body.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Mystic: Animus: 7 +1(at turn start) +1(at turn end if maneuver used). Enhance Maneuver: +2 insight to all d20 rolls. 1 Animus cost. Increase DC: +1, 1 Animus cost. Elemental Attunement: change maneuver damage to active element. Blade Meditation: full-round, reset granted maneuvers. Counter melee attacks with 1d6 +1/2d6 per animus in pool. 1 Animus cost. Weapon and Armor Proficiency
A mystic is proficient with all simple and martial weapons, katanas and wakizashis, and with light armor and shields (except tower shields).
Maneuvers
A mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon.
Once the mystic knows a maneuver, she must ready it before she can use it (see Maneuvers Readied). A maneuver usable by mystics is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A mystic’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The mystic learns additional maneuvers at higher levels, as indicated on Table: Mystic. A mystic must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the mystic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the mystic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A mystic’s initiation modifier is Wisdom.
Maneuvers Readied/Granted
A mystic can ready five of her seven maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A mystic must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The mystic does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditation, she can change her readied maneuvers.
A mystic begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
Mystics are unique among martial disciples in that they rely on surging, primal arcane forces within their being to fuel their martial maneuvers. Because of this, they do not have full control over their readied maneuvers; when a mystic readies her maneuvers, she selects two of her readied maneuvers to be immediately granted to her for use at any time (when these two maneuvers are used outside of combat, they recover on their own in the following round), with the rest of her initially randomized maneuvers waiting to be granted in combat. The remainder of her readied maneuvers are withheld and currently inaccessible until combat begins. If she is able to act in a surprise round when combat begins, she is granted her maneuvers then as normal, but if she is caught unaware, she must wait until her initiative before her maneuvers are granted (beyond the initial two). At the end of each of her combat turns, one previously withheld maneuver (randomly determined) is granted to her, and thus becomes accessible for her next turn and subsequent turns. She can freely choose to initiate any maneuver that is currently granted when her turn begins, but she cannot initiate a withheld maneuver. If the mystic chooses not to employ a maneuver in a given round, her currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if she uses her maneuvers or not—at the end of each of her turns, one withheld maneuver from her selection of readied maneuvers is granted to her. Over the course of a few rounds, all the mystic’s maneuvers will eventually be granted.
A mystic can change the two readied maneuvers she has chosen to be immediately granted for use at any time by spending one minute meditating.
If, at the end of the mystic’s turn, she cannot be granted a maneuver because she has no withheld maneuvers remaining, she recovers all expended maneuvers, and a new group of readied maneuvers is granted to her, replacing her previously granted maneuvers if any remain unspent. She selects two of her choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of her next turn, a withheld maneuver is granted to the mystic, and the process of surging power begins again.
At 3rd level and again at 6th, 9th, 12th, 18th, and 20th levels, the number of maneuvers granted to the mystic at the beginning of an encounter and when she recovers her maneuvers increases by one. Unlike the mystic’s initial granted maneuvers, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, a 6th level mystic would choose two maneuvers to have access to, then randomly be granted two more).
Stances Known
A mystic begins her career with knowledge of one stance from any discipline open to mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the mystic does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a mystic cannot learn a new stance at higher levels in place of one she already knows.
Animus (Su)
A mystic’s martial prowess is in part fueled by a reservoir of roiling, turbulent energy within her soul, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with a mystic’s use of her maneuvers in battle. Outside combat, a mystic has no animus to spend, but her inner power can still be used for more subtle arcane arts. Her levels in mystic count as arcane spellcaster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if a mystic ever develops arcane spellcasting from another class, she may add her mystic level to her levels in that class to determine her overall caster level for the purposes of item creation feats.
When a mystic enters combat, she gains an animus pool equal to 1 + her mystic initiation modifier (minimum 1) at the start of her first turn, and adds one point of animus to her animus pool at the start of each of her turns thereafter. Her animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the mystic initiates a maneuver, she adds an additional point of animus to her pool. Certain abilities, such as some class features, maneuvers, and feats, require the mystic to expend points of animus to use.
The primal power of animus can be used in several ways—the foremost of which is the augmentation of maneuvers. A mystic can spend points of animus to augment her maneuvers in the following ways, depending on her class level. If the mystic has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by her animus class feature; she must choose which augmentation type to use when initiating the maneuver.
Starting at 1st level, a mystic can spend a single point of animus to augment a maneuver as part of that maneuver’s initiation action to apply one of the following effects to it (if applicable):
Enhance Maneuver: For each point of animus spent, the mystic adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, combat maneuver checks, and skill checks) when initiating that maneuver (maximum of three animus may be spent on this augmentation); if the maneuver allows the user to make multiple attacks, then this bonus only applies to the first attack. Increase DC: For each point of animus spent, the save DC of that maneuver increases by 1.
Elemental Attunement (Su)
A mystic contains incredible elemental power within her body, surging energies that constantly flow through her blood and muscle. Bringing these energies to bear is as easy as breathing for a mystic, shifting the flow of power with the subtle movements of her martial stances. When a mystic readies her maneuvers, she may select one of the following elements (and associated energy type) to be her active element: air (electricity), earth (acid), fire (fire), and water (cold).
After readying maneuvers, a mystic can change her active element by taking a standard action to focus inwards, or by expending one point of animus as a free action while assuming a new stance. Whenever she initiates a maneuver that deals damage, she may spend one point of animus as part of its initiation action to change all damage the maneuver deals to her active element’s associated energy type. For example, if a mystic whose active element is currently air initiated the cursed fate Veiled Moon strike, she could spend one point of animus to change her attack’s damage (including the strike’s bonus damage) to from her weapon’s normal damage type to electricity damage.
If the mystic has access to the Elemental Flux discipline, then her active element from this class feature is the same as her active element for Elemental Flux maneuvers. If she is psionic, she can change her active energy type whenever she changes her active element, and vice versa. Her active energy type need not match her active element.
Blade Meditation (Su)
When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.
In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool. Battle Templar: Disciplines: Elemental Flux, Riven Hourglass, Golden Lion, Black Seraph Weapon and Armor Proficiency
The battle templar gains no new weapon proficiencies, and gains proficiency in heavy armor and with shields (except tower shields).
Maneuvers
A battle templar adds Black Seraph (if he is evil-aligned) or Silver Crane (if he is good-aligned) to his list of available disciplines. If the battle templar is neither good nor evil, he chooses between the two disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At each even level, a battle templar gains new maneuvers known chosen from this discipline, the Golden Lion discipline, and two disciplines of his choosing that he previously had access to (either from a martial disciple class or through the Martial Training feat). The battle templar must meet a maneuver’s prerequisite to learn it. The character adds his full battle templar levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, the battle templar gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, a battle templar learns a new stance from any of the disciplines available to him as a battle templar. The character must meet the stance’s prerequisites to learn it.
Spellcasting
At each level except the 1st and 10th levels, when a new battle templar level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a battle templar, he must decide to which class he adds the new level for purposes of determining spells per day.
Ordained Knight (Ex)
A battle templar fulfills a role special to his religion, and as such, may act both as courageous warrior and as pious priest. He receives a circumstance bonus on Diplomacy checks equal to his class level when dealing with members of his faith. If the character possessed a unique divine ability from a previous class (the class features channel energy, a cleric’s domains, a paladin’s lay on hands, an inquisitor’s bane or inquisitions, or an oracle’s curse), he may add his levels in battle templar to that class to determine their effectiveness. Additionally, should the battle templar possess the aegis class feature, the battle templar may add his class level to his warder level to determine the bonus of his aegis class feature.
Reach of the Divine (Su)
At 2nd level, the battle templar is capable of aiding an ally with every strike of his weapon or bash of his shield through the use of his divine magic. Whenever the battle templar initiates a martial strike, he may cast a divine spell (with a level equal to or less than the level of the strike initiated) on himself or an ally within touch range as a move action. He must cast this defensively if he is casting within a threatened area to avoid provoking attacks of opportunity.
Martial Healing (Su)
The battle templar’s divine power is so firmly blended with his martial talents that when he utilizes a martial maneuver, the power of his faith infuses it and aids him and his allies. When the battle templar initiates a martial strike, as a swift action he can heal himself or an ally within close range (25 ft. plus 5 ft. per two initiator levels) for 1d4 per maneuver level + the battle templar’s class level in hit points.
Guardian of the Faith
At 5th level, the battle templar learns a signature stance of his calling, and with it he can better protect himself and those he considers his allies. This is a 5th level stance of no particular discipline. To enter this stance, as a swift action the battle templar abandons a martial stance he is currently using. The benefits of this ability end if the battle templar assumes a martial stance. Once within this stance, the battle templar gains damage reduction 10/adamantine, and allies within 20 ft of his position (excluding himself) gain a +4 sacred or profane (alignment dependent) bonus to AC, CMD, and to saving throws.
Shepherd the Flock (Su)
Those under his care must be protected; a credo of the battle templar. At 6th level, the battle templar’s spells take on a defensive nature as he casts them to protect himself and his allies. Whenever he casts a spell through his Reach of the Divine class feature, the target also gains a +4 sacred or profane (alignment dependent) bonus to their AC for one minute (multiple uses of this ability do not increase the duration or the protection of this ability). MANEUVERS:Known: 6/2/2/3 Stances: 3 Elemental Flux (NoN BT!!!) Max Augment: 2 Animus. [lvl3 Strike] Lance of Power (30' line, 5d6 points of energy damage. Ref half. +2d6 and +1DC per Animus spend)
Shattered Mirror [lvl4 Strike] Fetch’s Wrath [lvl5 Stance] Silvered Mirror Stance
River Hourglass [lvl3 Boost] Time Skitter (You gain the benefits of a haste spell for a number of rounds equal to your initiation modifier) [lvl4 Counter] Temporal Body Adjustment (You negate any one negative condition that currently affects you) [lvl6 Counter] Temporal Distortion
Black Seraph [lvl2 Strike] Shadow Feather Strike (30' ray, 4d6+WIZ profane) [lvl5 Strike] Abyssal Lance [lvl6 Boost] Black Seraph’s Wrath [lvl6 Strike] Shadow Raptor Swarm
Golden Lion [lvl3 Stanse] Golden Commander Stance [lvl3 Boost] Circling the Prey [lvl3 Strike] Kill the Wounded [lvl5 Strike] Strategic Blow Stanse: [Silvered Mirror Stance] Granted: 6 [Abyssal Lance] [Strategic Blow] [Black Seraph’s Wrath] [Circling the Prey] [Temporal Distortion] [Temporal Body Adjustment] Ready: 2 [Fetch’s Wrath] [Shadow Raptor Swarm] SPELLS:Known: All. Concentration: 30 = +11(CL) +9(WIZ) +10(Eye) Level 0: 4 [Guidance] [Detect Magic] [Create Water] [Read Magic] Level 1: 8 = +4+3(WIZ)+1(D) [Shield of Faith] [Magic Weapon] [Remove Sickness] [Swallow Your Fear] [Murderous Command] [Sanctuary] [] [Protection from Good D] Level 2: 7 = +4+2(WIZ)+1(D) [Sound Burst] [Calm Emotions] [Communal Protection from Good] [Instrument of Agony] [Instrument of Agony] [] [Align Weapon Evil D] Level 3: 6 = +3+2(WIZ)+1(D) [Invisibility Purge] [Dispel Magic] [Prayer] [Shield of Darkness] [Deeper Darkness] [] [Fireball D] Level 4: 6 = +3+2(WIZ)+1(D) [Aura of Doom] [Protection from Energy, Communal] [Anti-Incorporeal Shell] [Summon Accuser] [] [Wall of Fire D] Level 5: 5= +2+2(WIZ)+1(D) [Daywalker] [Raise Dead] [Unholy Ice] [] [Fire Shield D] DEVIL TRIGGER:1/day Swift 1 min.
Path: Hierophant. Hard to kill, Mythic power 5/day, Surge +1d6 Inspired Spell Alter Channel Mythic Feat 1: Mythic Spell Lore
Mythic Spells Known: Share Glory Raise Dead ITEMS:Weapon: Training(EGM) Nodachi +1
Armor: Mithral FullPlate +1 (10 AC) Belt: Belt of Giant’s Strength +4 Body: Outfit, Explorer’s Chest: Eyes: Third Eye (Concentrate) Feet: Boots of Striding and Springing Hands: Head: Cyclops Helm Headband: Headband of Inspired Wisdom +4 Neck: Shoulders: Cloak of Resistance +2 Wrists: Ring 1: Ring 2:
Handy Haversack
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Фейский дедушка. Shaman 8/Feysworn 2 ABILITY SCORES:STR 4 [-3] 10(Base) -6(Age) DEX 6 [-2] 12(Base) -6(Age) CON 8 [-1] 14(Base) -6(Age) INT 13 [+1] 10(Base) +3(Age) WIS 27 [+8] 16(Base) +2(Racial) +3(Age) +2(HD) +4(Headband) CHA 13 [+1] 10(Base) +3(Age) SAVING THROWS:Fort: +4 = +3(Bad) -1(CON) +2(Cloak) Refl: +3 = +3(Bad) -2(DEX) +2(Cloak) Will: +17 = +7(Good) +8(WIZ) +2(Cloak) COMBAT STATS:Hit Points: 72 AC: 8 (8 touch, 8 flat-footed) = 10(Base) -2(DEX) BAB: +7 CMB: +4 = +7(BAB) -3(STR) CMD: 12 = 10(Base) +7(BAB) -3(STR) -2(DEX) Initiative: +2 = -2(DEX) +4(Hare) Speed: 30' Carrying Capacity: 13/26/40 RACIAL TRAITS:● Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. TRAITS:● Theoretical Magician: You gain a +2 trait bonus on Spellcraft checks. ● Historian: You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you. FEATS:● [Bonus Focused Study Feat] Skill Focus Knowledge(Nature) ● [1HD Feat] Scribe Scroll ● [3HD Feat] FPC (Feysworn) (Spellcraft) ● [HEX Feat] Craft Wondrous Item ● [5HD Feat] Fey Obedience ● [7HD Feat] Prestigious Spellcaster (Feysworn) ● [9HD Feat] SKILLS:Total: 56 = 4x8(Shaman) +2x2(Feysworn) +10(INT) +10(HUMAN) 15 = 10(Rank) +3(Class) +1(INT) +1(Trait) Knowledge (History) 17 = 10(Rank) +3(Class) +1(INT) +3(Feat) Knowledge (Nature) 5 = 1(Rank) +3(Class) +1(INT) Knowledge (Religion)
16 = 10(Rank) +3(Class) +1(INT) +2(Feat) Spellcraft
21 = 10(Rank) +3(Class) +8(WIZ) Heal 16 = 5(Rank) +3(Class) +8(WIZ) Survive
14 = 10(Rank) +3(Class) +1(CHA) Handle Animal CLASS FEATURES:● Spirit Animal (Ex) Hare (+4 Initiative) ● [2lvl HEX] Healing (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds. Weapon and Armor Proficiency
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting
A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su)
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal (Ex)
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Animal
By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.
A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.
Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.
Spirit Animal (Ex)
At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
Spirit Magic
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.
Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Healing (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.
Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.
Wandering Spirit (Su)
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. ● Spirit (Su) Nature. Spirit Magic Spells: Charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th). The Spirit Animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. 4/Day. Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. Spirit Animal
The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength.
Spirit Ability
A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.
Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon. Feymarked (Ex): Upon death, a feysworn is immediately resurrected and transported to a location on the First World sacred to the Eldest the feysworn worships (at the GM’s discretion, the feysworn may be reincarnated instead). From that point forward, the character is held in her living state only by the Eldest’s will. While the amount of service the Eldest demands in exchange varies, if at any point the Eldest becomes displeased enough to revoke this status, the feysworn is immediately and utterly destroyed, her soul energy permanently reabsorbed into the First World. Creatures slain in this manner cannot be resurrected short of deific intervention.
Feysworn creatures are immune to any spell not capable of targeting fey (such as dominate person, charm person, hold person, and any other spells specifically targeting humanoids). This immunity can be voluntarily suspended as per the rules for spell resistance.
Obedience (Ex): A feysworn must select one of the Eldest to worship; once this choice is made, it can’t easily be changed . In order to keep the abilities granted by this prestige class (including augmented spellcasting abilities), a feysworn must conduct a daily obedience to her chosen Eldest (see Chapter 2).
Breacher (Ex): At 2nd level, a feysworn gains a constant and instinctive sense of the direction (though not distance) to the nearest breach between the First World and the Material Plane.
Feyskinned (Ex): At 2nd level, a feysworn gains the ability to harden her skin, granting herself DR 10/cold iron for 1 minute per feysworn level each day. This duration need not be consecutive but must be used in 1-minute increments. At 7th level, this DR becomes constant. If the feysworn already has DR 10/cold iron or better, the damage reduction increases by 5. SPELLS:Known: All. Wandering Spirit: Life Channel Positive Energy: 3d6 4/day Level 0: 4 [Create Water] [Detect Magic] [Guidance] [] Level 1: 4+2+1(S) [Bless] [Charm Person] [Goodberry] [Pass without Trace] [Sleep] [] [Charm animal S] Level 2: 4+2+1(S) [Augury] [Calm Emotions] [Detect Magic, Greater] [Owl’s Wisdom] [] [lesser restoration S] Level 3: 3+2+1(S) [Fey Form I] [Fly] [Remove Blindness/Deafness] [] [neutralize poison S] Level 4: 3+2+1(S) [Divination] [Scrying] [] [] [] [restoration S] Level 5: 2+1+1(S)
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Хомяк Horror 6 Eidolon 5 Medium Construct ABILITY SCORES:STR 16 [+3] 14(Base) +2(Bonus) DEX 16 [+2] 14(Base) +2(Bonus) CON - INT - WIS 10 [+0] CHA 12 [+1] 11(Base) +1(4HD) SAVING THROWS:Fort: +4 = +2(good) +2(Eidolon) Ref: +7 = +2(good) +2(Eidolon) +3(DEX) Will: +1 = +1(Eidolon) COMBAT STATS:Hit Points: 47 = 5+6+5+6+5(Eidolon) +20(Construct) AC: 23 (12 touch, 18 flat-footed) = 10(Base) +3(DEX) +10(NA) BAB: +5 CMB: +8 = +5(BAB) +3(STR) CMD: 21 = 10 +5(BAB) + 3(STR) + 3(DEX) Initiative: +3 = +3(DEX) Land Speed: 40' ● Melee: +8 = +5(BAB) +3(STR) ● Ranged: +8 = +5(BAB) +3(DEX) RACIAL TRAITS:● No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). ● Low-light vision. ● Darkvision 60 feet. ● Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). ● Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. ● Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. ● Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. ● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). ● Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. ● A construct cannot be raised or resurrected. ● A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. (+20) ● Constructs do not breathe, eat, or sleep. FEATS:● [1HD Feat] Combat Reflexes ● [3HD Feat] Martial Training I (Broken Blade, Shards of Iron Strike, Flurry Strike) ● [5HD Feat] Martial Training II (Broken Blade, Bronze Knuckle, Counter Step, Pugilist Stance) SKILLS:Total: 30 = 6*5(Eidolon) 11 = +5(Rank) +3(Class[Free]) +3(DEX) Stealth 11 = +5(Rank) +3(Class[Bonus]) +3(DEX) Acrobatics
8 = +5(Rank) +3(Class[Free]) Perception 8 = +5(Rank) +3(Class[Free]) Sense Motive
9 = +5(Rank) +3(Class[Bonus]) +1(CHA)Intimidate 9 = +5(Rank) +3(Class[Bonus]) +1(CHA) Use Magic Device EIDOLON FEATURES:(+4) Armor Bonus
The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.
(+2) Str/Dex Bonus
Add this modifier to the eidolon’s Strength and Dexterity scores, as determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.
(9) Evolution Pool
The value given in this column is the total number of points in the eidolon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).
(4) Max. Attacks
This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
Darkvision (Ex)
The eidolon has darkvision out to a range of 60 feet.
Link (Ex)
A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Powers (Ex)
The hounforge may manifest a power with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A hounforge may manifest powers on his eidolon even if the power normally do not affect creatures of the eidolon’s type (outsider). Powers manifest in this way must come from the hounforge spell list.
This ability does not allow the eidolon to share abilities that are not powers, even if they function like powers.
Evasion (Ex)
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex)
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
Devastating Touch (1d6+6)
At 2nd level, the nightmare constructor’s horror gains the devastating touch ability of a dread, using the nightmare constructor’s class level to determine the total damage dealt.
Improved Fear Surge (Su)
When the horror of a 6th level or higher nightmare constructor is within 30 ft. of a creature that suffers from the shaken, frightened, or panicked condition, the nightmare constructor gains two additional evolution points to spend on the horror. This evolution point only lasts while there is a creature within 30 ft. of the horror with the shaken, frightened, or panicked condition. EVOLUTIONS:Free: Bite Free: Limb: (legs) Free: Limb: (legs) 1: Pounce 1: Claws 1: Tail 1: Sting 1: Reach(Sting) 2: Energy Attacks (Cold) 2: Improved Natural Armor MANEUVERS:Stanse: Pugilist Stance Ready: Bronze Knuckle, Shards of Iron Strike
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Гордон Мёрфи Inquisitor (Warpath Follower/Tactical Leader) 7 ABILITY SCORES:
STR 10 [+0] 10(Base) DEX 19 [+4] 16(Base) +1 (4 lvl) +2 (belt) CON 12 [+1] 12(Base) INT 13 [+1] 13(Base) WIS 18 [+4] 16(Base) +2 (bonus) CHA 10 [+0] 10(Base)
SAVING THROWS:
Fort +6 = +5(class) +1(CON) Ref +6 = +2(class) +4(DEX) Will +9 = +5(class) +4(WIS)
COMBAT STATS:
Hit Points: 63 = 8 +8 +8 +8 +8 +8 +8 +7 con AC 20 (20 touch, 12 flat-footed) = 10(Base) +3(DEX) +2 armor +4 dodge BAB +5 CMB +5 = +5(BAB) +0(STR) CMD 19 = 10(Base) +5(BAB) +0(STR) +4(DEX) Initiative +12 = +4(DEX) +4(WIS) +4(stance) Speed 30'
Attack values: Longbow, Composite, mwk: +5 bab +4 dex + 1 focus + 1 mwk +1 pbs = +12 1d8 x3 P 110 ft.
RACIAL TRAITS:
● Bonus Feat: Humans select one extra feat at 1st level. ● Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
TRAITS:
● Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC. ● Unorthodox Method (Riven Hourglass)
FEATS:
● [Bonus racial feat] Point Blank Shot ● [1HD Feat] Precise Shot ● [3HD Feat] Additional Granted Maneuver ● [5HD Feat] Rapid Shot ● [7HD Feat] Extra Readied Maneuver
TEAMWORK FEATS: ● [3 lvl Feat] Shake It Off: Gain +1 to all saving throws per adjacent ally ● [6 lvl Feat] Coordinated Maneuvers: +2 bonus on combat maneuver checks.
SKILLS: Skillpoints: 49 Languages: Common, Infernal, Draconic
Acrobatics +14 (7 rank, 3 class, 4 dex) Knowledge, religion +6 (2 rank, 3 class, 1 int) +10 (wis) Knowledge, local +9 (5 rank, 3 class, 1 int) +13 (wis) Knowledge, martial +9 (5 rank, 3 class, 1 int) +13 (wis) Knowledge, arcana +5 (1 rank, 3 class, 1 int) +9 (wis) Linguistics +5 (1 rank, 3 class, 1 int) Perception +14 (7 rank, 3 class, 4 wis) Sense Motive +15 (7 rank, 3 class, 4 wis +1 stern gaze) Sleight of Hand +14 (7 rank, 3 class, 4 dex) Stealth +14 (7 rank, 3 class, 4 dex) Survival +8 (1 rank, 3 class, 4 wis) +9 (tracking)
CLASS FEATURES: ● Domain: Tactics ● Monster Lore: Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. ● Leader’s Words (Ex): Tactical leaders are skilled at speaking soothing words that keep the peace and bolster allies’ resolve. A tactical leader receives a morale bonus on all Diplomacy checks equal to half his inquisitor level (minimum +1). This ability replaces stern gaze. ● Cunning Initiative: Wisdom modifier on initiative checks, in addition to Dexterity modifier. ● Detect Alignment: Inquisitor can use detect chaos, detect evil, detect good, or detect law at will. She can only use one of these at any given time. ● Track: Half-level bonus on Survival skill checks made to follow or identify tracks. ● Divine Focus Weapon: Longbow, Composite ● Tactician (Ex): At 3rd level, 9th level, and 18th level, a tactical leader gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical leader can grant one of these feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 inquisitor levels the tactical leader has. Allies do not need to meet the prerequisites of these bonus feats. The tactical leader can use this ability once per day at 3rd level, plus one additional time per day at 6th, 9th, 15th, and 18th level. At 12th level, a tactical leader can use the tactician ability as a swift action. At 18th level, whenever the tactical leader uses this ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats. This ability replaces solo tactics and teamwork feats. ● Controlled Insight (Ex): 2 granted maneuvers at the beginning of combat ● Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. ● Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
SPELLS: (6 0 lvl, 8 1 lvl, 5 2 lvl, 2 3 lvl) 0 lvl -Detect Magic -Message -Oath of Anonymity -Guidance -Read Magic -Detect Poison 1 lvl -Heightened Awareness -Divine Favor -Shield of Faith -Expeditious Retreat -Bless -Wrath -Ears of the City -Sanctuary 2 lvl -Undetectable Alignment -See Invisibility -Invisibility -Ghost Whip -Instrument of Agony 3 lvl -Nondetection -Magic Weapon, Greater
DISCIPLINES: Solar Wind Tempest Gale Riven Hourglass
STANCES: Stance of Piercing Rays Sniper's Eye Stance Riven Hourglass Stance
MANEUVERS: Clockwatcher (RH, Counter) Steady Hand (SW, Boost) Eye of the Needle (TG, Boost) Sudden Gust (TG, Strike) Disarming Shot (TG, Strike) Dustcatching Breeze (TG, Strike) Blinding Ray Shot (SW, Strike)
READIED: Granted: Dustcatching Breeze (TG, Strike) Blinding Ray Shot (SW, Strike) Eye of the Needle (TG, Boost) Sudden Gust (TG, Strike)
Readied: Steady Hand (SW, Boost)
SPELL SLOTS: 1 lvl: 4/4 2 lvl: 3/3 3 lvl: 1/1 Эдмунд Мэттисон Sorcerer 7 ABILITY SCORES:
STR 8 [-1] 8(Base) DEX 14 [+2] 14(Base) CON 14 [+4] 14(Base) INT 12 [+1] 12(Base) WIS 12 [+1] 12(Base) CHA 22 [+5] 17(Base) +2 (bonus) +1 (4 lvl) +2 (headband)
SAVING THROWS:
Fort +4 = +2(class) +2(CON) Ref +4 = +2(class) +2(DEX) Will +7 = +5(class) +1(WIS) +1(trait), +2 vs divination
COMBAT STATS:
Hit Points: 56 = 6 +6 +6 +6 +6 +6 +6 +14 con AC 16 (12 touch, 14 flat-footed) = 10(Base) +2(DEX) +4 mage armor BAB +3 CMB +2 = +3(BAB) -1(STR) CMD 14 = 10(Base) +3(BAB) -1(STR) +2(DEX) Initiative +8 = +2(DEX) +2(trait) +4(feat) Speed 30' Darkvision 90'
RACIAL TRAITS:
● Bonus Feat: Humans select one extra feat at 1st level. ● Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
TRAITS:
● Reactionary: You gain a +2 trait bonus on initiative checks. ● Carefully Hidden: +1 will save, +2 vs divination
FEATS:
● [Bonus racial feat] Improved Initiative ● [1HD Feat] Skill Focus: Knowledge (Arcana) ● [3HD Feat] Spell Focus: Illusion ● [5HD Feat] Eldritch Heritage (Arcane Bloodline) ● [7HD Feat] Empower Spell ● [Bonus Bloodline Feat] Silent Spell
SKILLS: Skillpoints: 24 Languages: Common, Infernal, Celestial
Bluff +14 (5 rank, 3 class, 6 cha) Intimidate +10 (1 rank, 3 class, 6 cha) Knowledge (Arcana) +8 (1 rank, 3 class, 1 int, +3 skill focus) Linguistics +2 (1 rank, 1 int) Spellcraft +11 (7 rank, 3 class, 1 int) Stealth +12 (7 rank, 3 class, 2 dex) Use Magic Device +11 (2 rank, 3 class, 6 cha)
CLASS FEATURES: ● Bloodline: Umbral ● Bloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1. ● Cloak of Shadows (Sp): Standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier. ● Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. ● Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
SPELLS KNOWN: (7 0 lvl, 5+2 1 lvl, 3+2 2 lvl, 2 3 lvl) 0 lvl -Detect Magic -Message -Oath of Anonymity -Ghost Sound -Mage Hand -Dancing Lights -Prestidigitation 1 lvl -Mage Armor -Grease -Heightened Awareness -Color Spray -Magic Missile -Shield (fcb) -Silent Image (fcb) -Ray of Enfeeblement (bloodline) 2 lvl -Invisibility -Glitterdust -Blindness/Deafness -Scorching Ray (fcb) -Mirror Image (fcb) -Darkvision (bloodline) 3 lvl -Haste -Deep Slumber -Deeper Darkness (bloodline) SPELL SLOTS: 1 lvl: 8/8 2 lvl: 8/8 3 lvl: 5/5 Ахааник Summoner 9 LE, Momon, Medium Humanoid Male Elf Summoner 9 lvl 123 yo, 178 cm, 58 kg
ABILITY SCORES: STR 12 [+1] DEX 16 [+3] CON 10 [+0] INT 20 [+5] 19 base + 1 lvl WIS 10 [+0] CHA 14 [+2] 13 base + 1 lvl
SAVING THROWS: Fort +3 = +3 summoner +0 con Ref +6 = +3 summoner +3 dex Will +6 = +6 summoner +0 wis
COMBAT STATS: Hit Points 72 = 8 + 8 + 8 + 8 + 8 + 8 + 8 + 8 + 8 (9 lvl) AC 17 = 10 + 4 AC + 3 dex BAB +6/+1 CMB +7 = 6 BAB + 1 str CMD 20 = 10 + 6 BAB + 1 str + 3 dex Initiative +9 = +3 dex + 2 elf racial trait + 4 feat Speed 30'
* Attack #1 Dagger Hit +7, 1d4+1, 19-20, x2, P S
RACIAL TRAITS: ● Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. ● Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Elves have a base speed of 30 feet. ● Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. ● Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. ● Fey-Sighted: You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. ● Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. ● Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
CLASS FEATURES: ● Favoured Class (summoner): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Character is proficient with all simple and light armor without spell failure chance. ● Spells: Character get spells from summoner spell list, Charisma is magic stat, can cast without preparing. ● Cantrips: Character know some 0 lvl spells, no need to prepare ● Eidolon: Character can summon Eidolon, his effective lvl = lvl class ● Live Link: Character can give HP from yourself, if eidolon have zero HP or less. * Bond Senses: share eidolon senses to the summoner, rounds * lvl class ● Summon Monsters: Character can use “summon monster” spell 3+Cha mod, 1 min*class lvl = live time before banish, 1 active cast if summoner with eidolon, no limit if summoner don`t have eidolon ● Maker’s Call: At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). ● Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon.
SKILLS: skill ranks 9*8=72 ACP -1
+6 Handle Animal (cha): 1 rank + 3 class + 2 cha +13 Use Magic Device (cha): 8 rank + 3 class + 2 cha +16 Spellcraft (int): 8 rank + 3 class + 5 int +16 Knowledge (arcane) (int): 8 rank + 3 class + 5 int +9 Knowledge (local) (int): 1 rank + 3 class + 5 int +9 Knowledge (religious): 1 rank + 3 class + 5 int +9 Knowledge (engineering): 1 rank + 3 class + 5 int +16 Knowledge (planes): 8 rank + 3 class + 5 int +9 Knowledge (history): 1 rank + 3 class + 5 int +9 Knowledge (geography): 1 rank + 3 class + 5 int +9 Knowledge (nature): 1 rank + 3 class + 5 int +9 Knowledge (nobility): 1 rank + 3 class + 5 int +15 Linguistics (int): 7 ranks + 3 class + 5 int +9 Craft (traps, int): 1 rank + 3 class + 5 int +9 Craft (weapon, int): 1 rank + 3 class + 5 int +9 Craft (armor, int): 1 rank + 3 class + 5 int +9 Craft (cloth, int): 1 rank + 3 class + 5 int +16 Craft (alchemic, int): 8 rank + 3 class + 5 int +13 Diplomacy (cha): 8 rank + 3 class + 2 cha +7 Stealth (dex): 4 rank + 3 dex + 1 trait - 1 ACP +7 Ride (dex): 1 rank + 3 class + 3 dex - 1 ACP Extra: +16 Appraise (int): 8 rank (trait) + 3 class + 5 int Languages: Common, Elven, Goblin, Sylvan, Celestial, Draconic, Infernal, Terran, Aquan, Ignis, Giants, Necril, Aklo
FEATS: Improved initiative [level 1 feat] Run [race bonus feat] Craft Wondrous Item [3rd level feat] Craft Magic Arms and Armor [5th level feat] Craft Magic Rings [7 level feat] Extra Evolution [9 level feat]
TRAITS: ● Combat Training: Hourglass, Clockwatcher ● Slavemaster: ты торговал рабами, но был пойман; Appraise теперь твой классовый и имеет макс. ранг по уровню Campaign: ● Second skin: - 1 ACP
MYTHIC Mythic Rank: 1st Archmage "Wild arcana" Feat: Mythic Spellcasting (Haste) Mythic 1-st tier Power: Mythic Eidolon
SPELLS Summoner spells: Charisma based, CL1, DC 11 + spell level Spell Known: 6 0-lvl spells; 5 1-lvl spells, 4 2-lvl spells, 3 3-lvl spells * Prestidigitation, Light, Mending, Message, Read Magic, Acid Splash * Enlarge Person, Mount, Mage Armor, Small Person, Shield * Detect Magic, Greater, Alter Self, Invisibility, Haste (Mythic) * Dimension Door, Evolution Surge, Invisibility, Greater, Nondetection Spells Per Day: 6 1-lvl spells, 5 2-lvl spells, 3 3-lvl spell
EIDOLON: Avian: The avian base form is birdlike in shape.
Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. At 5th level, a Medium or larger avian eidolon’s flight speed increases by 40 feet, as if it had 2 more points in the flight evolution; Speed 30 ft., fly 30 ft. (good); AC +2 natural armor.
Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.
This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability Scores: Str 11 Dex 22 Con 11 Int 9 Wis 10 Cha 11
HP: 70 AC: 25 (19 ff) BAB +7
Saves +2 Fort +2 base +10 Ref +5 base + 5 dex +5 Will +5 base + 9 vs enchantment (devotion)
Attacks: 2 claws (+7, 1d3)
CMB 6 = + 7 bab - 1 size CMD 21 = 10 + 7 bab - 1 size + 5 dex
Carry load: 0-28/29-57/58+; Load = 0 lbs
Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Use Magic Device (Cha), Sleight of Hand (Dex), Fly (Dex), Linguistics (Int)
Skill points: 35 (6 per lvl, -1 int) +4 Bluff (cha): 1 rank + 3 class +21 Disguise (cha): 7 rank + 3 class + 8 evolution + 3 skill focus +3 Knowledge (planes): 1 rank + 3 class - 1 int +33 Stealth (dex): 7 ranks + 3 class + 3 focus + 8 evolution + 4 size + 6 dex + 2 stealthy +4 Linguistics (Int): 2 ranks + 3 class - 1 int +10 Sleight of Hand (dex): 1 ranks + 3 class + 6 dex +18 Fly (dex): 7 ranks + 3 class + 6 dex + 2 size +21 Perception (wis): 7 ranks + 3 class + 8 evolution + 3 skill focus +4 Sense Motive (wis): 1 rank + 3 class +4 UMD (cha): 1 rank + 3 class
Languages: Common, Infernal, Celestial
Evolutions: Free: Claws, flight, limbs (legs) Purchased: Skill (Stealth), Skill (Perception), Scent, Shadow Blend (Su), Shadow Form (Su), Tremorsense, Extra Feat, Skill (Disguise), Ability (Int)
Feats: Skill focus (Stealth) Skill focus (Perception) Lurker in Darkness Stealthy (bonus feat) Skill focus (Disguise)
4 pp, 49 gp, 98 sp
0-50; 51-100; 101-150
Инвентарь Body slots: Body: Lamellar (Leather)
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Джакомо. Boggard 3/Oracle 6 ABILITY SCORES:
STR 10 [+0] 8 (Base) +2(Racial) DEX 14 [+2] CON 16 [+3] 14(Base) +2(Racial) INT 10 [0] 12(Base) -2(Racial) WIS 8 [-1] CHA 20 [+5] 18(Base) +1(4HD) +1(8HD)
SAVING THROWS:
Fort: +7 = +2(Good) +3/2(Racial) +6/3(Oracle) +2(CON) Ref: +5 = +1(Racial) +6/3(Oracle) +2(DEX) Will: +6 = +2(Good) +1(Racial) +6/2(Oracle) -1(WIZ)
COMBAT STATS:
Hit Points: 99 = +9x(8+3) AC: 27 (12 touch, 21 flat-footed) = 10(Base) +2(DEX) +3(NA) +6(Breastplate) +4(Stanse) +2(Shield) BAB: +6/+1 CMB: +6 = +6(BAB) CMD: 18 = 10 +6(BAB) + 2(DEX) Initiative: +6 = +2(DEX) +4(Stanse) Land Speed: 15'
● Melee: +6 = +6(BAB) ● Ranged: +8 = +6(BAB) +2(DEX)
TRAITS:
● Practiced Spellcaster [Psionic]: (+4 Oracle CL. Cannot exceed HD) ●
FEATS:
● [1HD Feat] Tap Animus ● [3HD Feat] Martial Training I (Elemental Flux) [Fluctuation Movement] [Spark Strike] ● [5HD Feat] Martial Training II (Elemental Flux) [Elemental Nimbus] [Energy Spark] [Arcane Shield] ● [7HD Feat] Martial Training III (Elemental Flux) [Elemental Flux Stance] [Lance of Power] [Spark Strike => Energy Jolt] ● [9HD Feat] Martial Training IV (Elemental Flux) [Eldritch Consumption] [Energy Hammer]
SKILLS:
Total: +6(Racial) +24(Oracle)
12 = +9(Rank) +3(Class) Knowledge (Religion)
9 = +6(Rank) +3(Class) Knowledge (Planes) 9 = +6(Rank) +3(Class) Spellcraft 9 = +9(Rank) Knowledge (Martial)
CLASS FEATURES:
Dark Tapestry Gift of Madness
MANEUVERS:
IL: 8 = +5(CHA) +3(Oracle) Animus: 1
Stanse: [Elemental Flux Stance (Air)]
Ready: 4 [Eldritch Consumption] [Energy Spark] [Lance of Power] [Energy Hammer]
SPELLS:
Concentration: 14 = +9(CL) +5(CHA)
Level 0: Known 7 [Detect Magic] [Detect Poison] [Create Water] [Guidance] [Mending] [Purify Food and Drink] [Read Magic]
Level 1: Known 4, Per Day 6+2 [Remove Fear] [Remove Sickness] [Murderous Command] [Magic Weapon] [Entropic Shield M]
Level 2: Known 2, Per Day 5+1 [Instrument of Agony] [Protection from Good, Communal] [Dust of Twilight M]
Level 3: Known 1, Per Day 3+1 [Animate Dead] [Tongues M]
INVENTORY:
Weapon: Club Weapon2: Sling, Sling, Sling, Sling Shield: Shield, heavy steel. Armor: Breastplate
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Тысяча Восьмая, Arcanist 12 ABILITY SCORES: STR 06 [-2] 10 (Base) -4(Racial) DEX 14 [+2] CON - INT 25 [+7] 18(Base) +3(HD) +4(Headband) WIS 08 [-1] -2(Racial) CHA 20 [+5] 12(Base) +8(Racial) SAVING THROWS: Fort: +6 = +4(Arcanist) +2(Cloak) Ref: +8 = +4(Arcanist) +2(DEX) +2(Cloak) Will: +9 = +8(Arcanist) -1(WIZ) +2(Cloak) COMBAT STATS: Hit Points: 92 = 12x6 +20(Construct) AC: 12 (12 touch, 10 flat-footed) = 10(Base) +2(DEX) BAB: +6 CMB: +4 = +6(BAB) -2(STR) CMD: 16 = 10 +6(BAB) -2(STR) +2(DEX) Initiative: +10 = +2(DEX) +4(Feat) +4(Hare) Land Speed: 30' ● Melee: +4 = +6(BAB) -2(STR) ● Ranged: +8 = +6(BAB) +2(DEX) TRAITS: ● +1 to Profession ● +1 to Perform, Perform is class skill FEATS: ● [Racial Feat] Skill Focus (Profession Whore) ● [1HD Feat] Skill Focus (Perform Tease) ● [3HD Feat] Improved Initiative ● [5HD Feat] Craft Wondrous Item ● [7HD Feat] Craft Magic Arms and Armor ● [9HD Feat] Craft Construct ● [11HD Feat] Extend Spell SKILLS: 98 = 12x(2(Arcanist) +5(INT) +1(FCB)) 24 = 12(Rank) +3(Class) +7(INT) Spellcraft 24 = 12(Rank) +3(Class) +7(INT) Craft (Sculpting)
24 = 12(Rank) +3(Class) +7(INT) Knowledge (Arcana) 24 = 12(Rank) +3(Class) +7(INT) Knowledge (Engineering) 12 = 2(Rank) +3(Class) +7(INT) Knowledge (Planes) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Religion) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Dungeoneering) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Geography) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (History) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Local) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Nature) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Nobility) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Law)
12 = 2(Rank) +3(Class) +7(INT) Appraise
25 = 12(Rank) +3(Class) +1(Trait) -1(WIZ) +6(Feat) +4(Racial) Profession (Whore)
31 = 12(Rank) +3(Class) +1(Trait) +5(CHA) +6(Feat) +4(Racial) Perform (Tease) 20 = 12(Rank) +3(Class) +5(CHA) Use Magic Device 6 = +1(Rank) +5(CHA) Diplomacy 6 = +1(Rank) +5(CHA) Disguise
--- Headband --- 19 = 12(Rank) +3(Class) +2(DEX) +2(Headband) Fly 13 = 12(Rank) -1(WIZ) +2(Headband) Perception RACIAL TRAITS: ● +8 CHA, -4 STR, -2 WIZ. ● +4 Profession (Whore) and Perform (Tease) ● Bonus Racial Feat: Skill Focus (Profession Whore)
● No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). ● Low-light vision. ● Darkvision 60 feet. ● Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. ● Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. ● Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. ● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). ● Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. ● A construct cannot be raised or resurrected. ● A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. (+20) ● Constructs do not breathe, eat, or sleep. CLASS FEATURES: Arcane Reservoir (Su) 9/15 Arcanist Exploits: ● [1HD Exploit] Quick Study ● [3HD Exploit] Potent Magic ● [5HD Exploit] Counterspell ● [7HD Exploit] Familiar (Hare) ● [9HD Exploit] Dimensional Slide ● [11HD Exploit] Metamagic Knowledge: Quicken Spell SPELLS: Concentration: +19 = +12(CL) +7(INT) Level 0 At Will [Prestidigitation] [Mage Hand] [Light] [Arcane Mark] [Message] [Mending] [Ghost Sound] [Detect Poison] [Detect Magic]
Level 1 4+2(INT) = 6/Day [Magic Missile] [Mage Armor] [Shield] [Ear-Piercing Scream] [Unseen Servant]
Level 2 4+2(INT) = 6/Day [Invisibility] [Splinter Spell Resistance] [Detect Magic, Greater] [Web] [Mirror Image]
Level 3 4+2(INT) = 6/Day [Stinking Cloud] [Fireball] [Burrow] [Fly]
Level 4 4+1(INT) = 5/Day [Emergency Force Sphere] [Black Tentacles] [Invisibility, Greater]
Level 5 4+1(INT) = 5/Day [Teleport] [Icy Prison]
Level 6 2+1(INT) = 3/Day [Flesh to Stone]
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Ричард Моррисон, Rubato 9 ABILITY SCORES: STR 20 [+5] 16 (Base) +4(Belt) DEX 12 [+1] CON 10 [+0] INT 10 [+0] WIS 07 [-2] CHA 26 [+8] 18(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband) SAVING THROWS: Fort: + 5 = +3[base] +2[cloak] Ref: + 9 = +6[base] + 1[dexterity] +2[cloak] Will: + 8 = +6[base] -2[wisdom] +2[cloak] +2[Iron Will] COMBAT STATS: Hit Points: 64 = 8x8 AC: 18 (15 touch, 17 flat-footed) = 10(Base) +1(DEX) +7(Armor) BAB: +6/+1 CMB: +11 = +6(BAB) +5(STR) CMD: 22 = 10 +6(BAB) +5(STR) +1(DEX) Initiative: +7 = +1(DEX) +2(Trait) +4(Banner) Land Speed: 40' ● Melee: +18 = +6(BAB) +5(STR) -1(Armor) +6(Perform) +2(Banner) ● Ranged: +12 = +6(BAB) +1(DEX) -1(Armor) +6(Perform) +2(Banner) TRAITS: ● Practiced Initiator ● Unorthodox (Golden lion -> Riven Hourglass) ● Предыстория: Мошенник (Блеф +2) ● “Strike first, strike ruthlessly and thus be victorious”: +2 Initiative FEATS: ● [Bonus NeN Feat] Iron Will ● [Racial Feat] Extra performer ● [1HD Feat] Master performer ● [3HD Feat] (Retrained 8HD) Great Master Performer ● [5HD Feat] Extra ready maneuver ● [5HD FCB Feat]: Advanced Study: Obsidian Sidestep ● [7HD Feat] Advanced Study: Energy Hammer, Eldritch Consumption ● [7HD Feat] Advanced Study: Relativity Burst, Energy vortex CLASS FEATURES: Bardic performance: 32/day = +4+8(Cha)+6(extra performer)+14(levels) Start Tempo: 12 = +8/2+8 Inspire Courage (Su) (+6): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom. MANEUVERS: Known: 7, Stances: 3
Mithral current [lvl1 Stance] Reaching Blade Stance [lvl1 Counter] Flowing Creek
Elemental flux [lvl1 Stance] Elemental Nimbus [lvl3 Stance] Elemental Flux Stance
[lvl2 Boost] Energy Spark [lvl3 Strike] Lance of Power
Study: [lvl4 Counter] Eldritch Consumption Study: [lvl4 Strike] Energy Hammer
Riven Hourglass [lvl1 Counter] Clockwatcher [lvl1 Boost] Minute hand [lvl2 Strike] Rapid Strike [lvl2 Counter] Probability Twist [lvl4 Counter] TBA
Shattered Mirror Study: [lvl2 Counter] Obsidian Sidestep (Make a Craft check in place of a saving throw) Ready: 5 [Obsidian Sidestep] [Relativity Burst] [Energy vortex] [Lance of Power] [Energy Spark] MYTHIC: Hard to Kill
Devil Trigger Swift activation, 1 минута. Mythic power, 4 use/day. Surge d6
Champion 1 tier. Champions' Strike: Fleet Charge Path ability: Impossible Speed (Ex) Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. Mythic Feat: Extra Ready Maneuver INVENTORY: Weapon: Training(Flagbearer) Deep Crystall Longspear +1 +Banner of the Ancient Kings
Armor: Mithral Breastplate +1 (7 AC) Belt: Belt of Giant’s Strength +4/ Scarf of the Suggestive Dance +5 Body: Outfit, Explorer’s Chest: Corset of Delicate Moves Eyes: Feet: Boots of Striding and Springing Hands: Head: Dervish Sikke Headband: Headband of Charisma +4 Neck: Shoulders: Cloak of Resistance +2 Wrists: Ring 1: Ring 2:
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Люсьена Легаре, Zealot (Discordant Crusader) 11 ABILITY SCORES: STR: 10 [+0] DEX: 20 [+5] 16(Base) +4(Belt) CON: 14 [+2] INT: 10 [+0] WIS: 10 [+0] CHA: 24 [+7] 16(Base) +2(Racial) +2(HD) +4(Headband) SAVING THROWS: Fort: +12 = +7(Zealot) +2(CON) +3(Cloak) Ref: +11 = +3(Zealot) +5(DEX) +3(Cloak) Will: +10 = +7(Zealot) +3(Cloak) COMBAT STATS: Hit Points: 132 = +12x11 AC: 21 (14 touch, 17 flat-footed) = 10(Base) +4(DEX) +7(Armor) BAB: +12 CMB: +12 = +12(BAB) CMD: 37 = 10 +12(BAB) +5(DEX) Initiative: +14 = +5(DEX) +4(Nimble Focused Personality) +5(Implanted Psicrystall) Land Speed: 40' ● Melee: +15 = +11(BAB) +5(DEX) ● Ranged: +15 = +11(BAB) +5(DEX) TRAITS: ● Unorthodox (Eternal Guardian -> Riven Hourglass) ● Reactionary (+2 Initiative) FEATS: ● [Bonus Half-Elf Feat] Skill Focus (Intimidate) ● [1HD Feat] Polearm Dancer ● [2HD Conviction] Psicrystall affinity (Nimble) ● [3HD Feat] Psicrystal Containment ● [5HD Feat] Superior Psicrystall (Implanted) ● [Discordant Crusader Bonus Feat] Discipline Focus (Black Seraph) ● [Discordant Crusader Bonus Feat] Discipline Focus (Silver Crane) ● [7HD Feat] Psicrystall Reservoir ● [9HD Feat] Extra Conviction (Impulsive Reactions) ● [11HD Feat] Advanced Study: (Argent King’s Scepter, Black Seraph’s Wrath) SKILLS: Total: 28 = 4x11 21 = 11(Rank) +3(Class) +7(CHA) Use Magic Device 21 = 11(Rank) +3(Class) +7(CHA) Diplomacy 27 = 11(Rank) +3(Class) +7(CHA) +6(Feat) Intimidate
12 = 8(Rank) +3(Class) Autohypnosis
4 = 1(Rank) +3(Class) Knowledge (Martial) 4 = 1(Rank) +3(Class) Knowledge (Nobility) 4 = 1(Rank) +3(Class) Knowledge (Psionic) CLASS FEATURES: Power Points: 71 = 24(Zealot) +38(CHA) +9(Goddess) ● [2lvl Conviction] Personality Fragment (Ex) ● [Bonus 4lvl Conviction] Improved Zeal (Su) ● [Bonus 8lvl Conviction] Path of Dedication (Su) ● [10lvl Conviction] Path of Dedication, Improved (Su) Weapon and Armor Proficiency
A zealot is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
Maneuvers
A zealot begins his career with knowledge of five martial maneuvers. The disciplines available to him are Eternal Guardian Riven Hourglass, Golden Lion, Piercing Thunder, Sleeping Goddess, and Solar Wind.
Once the zealot knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zealot is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A zealot’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The zealot learns additional maneuvers at higher levels, as indicated on Table: Zealot. A zealot must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the zealot can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the zealot need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A zealot’s initiation modifier is Charisma.
Discordant Crusader: Maneuvers
The dueling focus within the discordant crusader allows for a split focus of his talents as well as his ambiguously moral state. By embracing the tools and techniques of both good and evil, he may fulfil his mission without regard to conventional morality. A discordant crusader loses access to the Piercing Thunder discipline and adds Black Seraph and Silver Crane to his list of available disciplines. He otherwise learns, readies, and initiates maneuvers as a standard zealot.
This ability alters maneuvers.
Maneuvers Readied
A zealot can ready three of his five maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A zealot must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating for ten minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. The zealot does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in contemplation, he can change his readied maneuvers.
A zealot begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
In order for the zealot to recover maneuvers, he must activate his zeal class feature by using the Aid Another action. Using the Aid Another action in this way is a move action, and when he does so, he recovers a number of expended maneuvers equal to his zealot initiation modifier (minimum 2), regardless of whether or not the Aid Another attempt was successful. Maneuvers initiated during the zealot’s current turn cannot be recovered in this way. Using the Aid Another action as any other action (such as with the Bodyguard feat or the battlesense power) does not allow the zealot to recover maneuvers. Alternately, the zealot may focus inwards, meditating and recovering a single maneuver as a standard action.
Stances Known
A zealot begins his career with knowledge of one stance from any discipline open to zealots. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, he can select an additional stance to learn. Unlike maneuvers, stances are not expended and the zealot does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a zealot cannot learn a new stance at higher levels in place of one he already knows.
Power Points
A zealot’s ability to augment some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: Zealot. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points), treating his class level as his effective manifester level for the purposes of bonus power points. His race may also provide bonus power points per day, as may certain feats and items. This effective manifester level does not make a zealot eligible for feats and prestige classes requiring a manifester level.
(210') Collective (Su)
A zealot learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a zealot can join any number of willing targets into his collective (up to his limit, see below). The zealot must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per zealot level). The collective can contain up to his zealot initiation modifier or half his zealot level (minimum 1), whichever is higher, plus the intensity of his zeal. The zealot is always considered a member of his own collective, and does not count against the maximum number of creatures in the collective.
The zealot can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A zealot is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy).
A zealot can initiate certain maneuvers through his collective. If a zealot maneuver specifies one or more willing targets (or is harmless) and has a range greater than personal, he can initiate this maneuver on a member of his collective regardless of the range of the actual maneuver. All other non-range restrictions still apply.
If he is capable of manifesting powers, casting spells, or initiating maneuvers from a different class (as is the case for a multiclass zealot), any compatible spell, power, or maneuver with a range greater than touch can also be used through the collective. He may manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
If a member of the collective dies, the member is removed from the collective and the zealot must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a zealot’s collective range is limitless on the same plane as the zealot.
At 19th level, a zealot’s range reaches even across other planes and dimensions.
Compartmentalized Aid (Ex)
A zealot can mentally divide a fraction of himself to objectively analyze his actions, allowing him to use the Aid Another action on himself to grant himself a bonus to an attack roll or AC and recover maneuvers (and activating the zealot’s zeal class feature). When he does so, the bonus applies to an attack that comes before the end of his next turn. In addition, he can use the Aid Another action with a ranged attack as long as he is within his weapon’s first range increment.
(+3) Zeal (Su)
The zealot’s martial competence and inspiring exhortations give his collective the courage to fight no matter the odds. Whenever a zealot successfully hits an opponent with a strike maneuver, all allies in his collective (including him) gain a +1 morale bonus on attack rolls for one round. This bonus increases by +1 at 5th level and every five levels thereafter.
A zealot’s zeal is also activated when he uses the Aid Another action as to recover maneuvers (regardless of whether or not the Aid Another attempt was successful). In addition, when he uses the Aid Another action to grant an ally a bonus on a skill check or to their AC, he adds the intensity of his zeal to the bonus granted.
In addition, the zealot’s ardor for his beliefs draws others to follow and support him. The zealot adds the intensity of his zeal to the maximum number of creatures he may have in his collective.
Moral Ambiguity (Ex)
A discordant crusader decides the nature of his own path, for good or ill. Starting at 1st level, the discordant crusader can initiate maneuvers with the Good and Evil descriptors regardless of his alignment, and regular use of these maneuver does not threaten to change his alignment.
Burning Contemplation (Ex)
Starting at 2nd level, a zealot’s inner fire allows him to unlock latent psionic potential within himself. For the purpose of qualifying for psionic feats, he may use his Charisma score instead of his Wisdom score.
Conviction
In addition to his purpose and plans, a zealot champions minor beliefs and practices. At 2nd level and every four levels thereafter, a zealot gains a conviction from the following list. Unless otherwise noted, a zealot cannot select an individual conviction more than once. Some convictions can only be taken if the zealot meets certain prerequisites first, as noted in the individual conviction’s description.
Improved Zeal (Su): Whenever the zealot activates his zeal class feature, he can choose to pay 2 power points. If he does so, the intensity of his zeal increases by 1 for that use of his zeal class feature. A zealot must be at least 6th level before selecting this conviction.
Path of Dedication (Su): As a move action, the zealot can grant one willing member of his collective a move action to move (even if it isn’t their turn). This movement must be taken immediately, and provokes attacks of opportunity as normal. The zealot can use this ability only once per round.
Path of Dedication, Improved (Su): Whenever the zealot initiates a boost or counter, the zealot can pay 3 power points to activate his Path of Dedication conviction as a free action, even if it isn’t his turn. This is not considered an augment and does not count against the maximum amount of power points the zealot can spend on the maneuver. In addition, he can expend his psionic focus when using the Path of Dedication conviction to grant its effects to all willing members of his collective, including himself. The zealot may still only use this ability once per round. A zealot must be at least 10th level and possess the Path of Dedication conviction before selecting this conviction.
Personality Fragment (Ex): The zealot gains Psicrystal Affinity as a bonus feat, even if he does not meet the prerequisites. He uses his initiator level in place of his manifester level for the purpose of determining the power of his psicrystal and for qualifying for the Psicrystal Containment feat. The zealot’s psicrystal is always a member of his collective, and does not count towards the maximum number of creatures in his collective.
Impulsive Reactions (Ex): The zealot gains Combat Reflexes as a bonus feat, even if he does not meet the prerequisites. He uses his zealot initiation modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make each round.
(55)Martyrdom (Su)
At 2nd level, the zealot learns to share the immense pain and suffering his allies must face to fulfill their calling. Once per round, when a willing member of the zealot’s collective other than himself takes hit point damage, the zealot can redirect up to 5 points of damage per zealot level to himself as a free action, even if it isn’t his turn. Effects other than hit point damage (such as poison, stunning, or ability damage) are not reduced or transferred. Damage the zealot redirects to himself with this ability ignores any form of damage reduction, resistance, immunity or regeneration the zealot may possess. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 3 points of the damage redirected to him per power point spent (to a minimum of 1 point of damage taken).
Starting at 7th level, if one of the zealot’s allies takes ability damage, the zealot may choose to take up to 1 point of that ability damage per three zealot levels in place of the ally. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 1 point of this ability damage redirected to him per 2 power points spent. In addition, he now negates 4 points of redirected hit point damage per power point spent.
Starting at 12th level, the zealot can use his martyrdom ability on each creature in his collective once per round, and he now negates 5 points of redirected hit point damage per power point spent.
Starting at 17th level, the zealot automatically negates the first 10 points of damage redirected each time he uses this ability (to a minimum of 1 point of damage taken), and negates 6 points of redirected hit point damage per power point spent.
Commitment (Su)
The fervor a zealot ignites in his allies does not end at the limits of his physical body. As his allies internalize his beliefs, they increasingly feel the zealot’s presence beside them even in the harshest circumstances. Starting at 3rd level, a zealot can use the Aid Another action on any member of his collective, regardless of distance.
Telepathy (Su)
When a zealot reaches 3rd level, all willing members of his collective (including the zealot himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a zealot’s collective (including the zealot himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
Echoes of Steel (Su)
As a zealot continues to mold the hearts and minds of those around them, his collective begins to copy his words and his deeds, working to advance his cause. At 4th level, this manifests in the ability to temporarily psychically transfer the zealot’s techniques.
When the zealot initiates a maneuver at least one level below his maximum maneuver level known, he can spend 1 power point per maneuver level to grant another member of his collective the ability to initiate that maneuver one time within 1 minute or until the zealot chooses to recover the maneuver. This is not considered an augment and does not count against the maximum amount of power points the zealot can spend on the maneuver.
The maneuver becomes a known and readied maneuver for that ally, using the zealot’s initiator level and initiation modifier. After the zealot’s ally initiates the maneuver or 1 minute passes, it is expended and the echo ends. This does not cause the creature to unlearn a maneuver it knows from other sources.
If the zealot recovers the granted maneuver, this ability ends immediately and the maneuver is removed from the ally. This ability does not allow a creature to have two of the same maneuver readied. The zealot can only have one echoed maneuver at a time; using this ability ends any previous use. A creature can only have an echoed maneuver from one zealot at a time, but a creature may end any echoed maneuver on them as a free action (even if it isn’t their turn).
At 11th level, the zealot can grant up to two echoed maneuvers at a time. Any given creature may still only know one echoed maneuver at one time. Granting another echoed maneuver while the zealot already has two maneuvers echoed causes the oldest echoed maneuver to be expended and removed from the creature benefiting from it.
Grey Aura (Su)
Starting at 4th level, as long as the discordant crusader is psionically focused, his alignment cannot be discerned by spells and effects as long as his class level is higher than the effect’s caster level. In addition, whenever he deals profane damage, he can expend his psionic focus as a free action to instead deal an equal amount of sacred damage. Alternatively, he can use this ability when he deals sacred damage to instead deal an equal amount of profane damage.
This ability replaces the mission ability gained at 4th level. A discordant crusader never gains a mission.
Paired Weapons (Su)
Starting at 5th level, a discordant crusader treats all Black Seraph discipline weapons as Silver Crane discipline weapons, and vice versa.
This ability replaces defiance.
Divided Focus (Ex)
At 6th level, a discordant crusader gains Discipline Focus (Black Seraph) and Discipline Focus (Silver Crane) as bonus feats, even if he does not meet their prerequisites.
This ability replaces the conviction gained at 6th level.
Twofold Fire (Su)
Starting at 8th level, a discordant crusader gains the ability to augment his strikes from the Black Seraph and Silver Crane disciplines by spending power points. A discordant crusader can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels he possesses (up to a maximum of 6 at 20th level). If the zealot has the ability to augment his maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this ability; he must choose which augmentation type to use when initiating the maneuver. The discordant crusader can augment his Black Seraph and Silver Crane strikes in one or more of the following ways:
For every power point the discordant crusader spends, this strike deals an additional 1d6 points of profane damage (if a Black Seraph strike) or sacred damage (if a Silver Crane strike). For every 3 power points the discordant crusader spends, his target takes a –4 penalty to their AC (if a Black Seraph strike) or on their attack rolls (if a Silver Crane strike) for one minute. A successful Will save (DC 10 + the strike’s level + the discordant crusader’s initiation modifier) negates this penalty. These penalties do not stack with themselves if the discordant crusader hits an opponent with multiple augmented strikes, although a creature can suffer from both penalties simultaneously.
This ability replaces the mission augments gained at 8th level.
Unshakable Will (Su)
At 9th level, the zealot is able to maintain his concentration even after dire setbacks. The zealot automatically succeed on the Fortitude save when a member of his collective dies, and automatically succeeds on Aid Another checks to grant a member of his collective a bonus to attack rolls or AC. MANEUVERS: Known: 2/2/2/2/2/1, Ready: 7, Stances: 2/0/1/0/1/1 Riven Hourglass [lvl1 Counter] Clockwatcher [lvl4 Counter] Temporal Body Adjustment [lvl5 Stance] Chronal Fission [lvl5 Counter] Relativity Burst [lvl6 Counter] Temporal Distortion
Sleeping Goddess [lvl2 Counter] Body of Delusion [lvl3 Strike] Chains of Doubt [lvl4 Boost] Reunion in Dreams [lvl6 Stance] Unavoidable Gaze of the Sleeping Goddess
Solar Wind [lvl1 Stance] Stance of Piercing Rays
Black Seraph [lvl2 Counter] Intimidating Force [lvl3 Stance] Black Seraph Battle Stance [lvl5 Strike] Abyssal Lance Advanced Study: [lvl6 Boost] Black Seraph’s Wrath
Silver Crane [lvl1 Boost] Crane Step [lvl3 Strike] Silver Knight’s Blade Advanced Study: [lvl6 Strike] Argent King’s Scepter Ready: 7 [Argent King’s Scepter] [Abyssal Lance] [Black Seraph’s Wrath] [Reunion in Dreams] [Temporal Body Adjustment] [Temporal Distortion] [Intimidating Force] Stance: [Unavoidable Gaze of the Sleeping Goddess]/[Chronal Fission] INVENTORY: Weapon: Deep Crystall Agile Naginata (VD Spear) +1 Weapon2: DW Longsbow +1
Armor: Mithral Breastplate +1 Belt: Belt of Incredible Dexterity +4 Body: Chest: Corset of Delicate Moves Eyes: Feet: Boots of Striding and Springing Hands: Head: Hat of Disguise Headband: Headband of Charisma +4 Neck: Shoulders: Cloak of Resistance +3 Wrists: Ring 1: Ring 2:
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Певичка, Bard(Rubato) 7 ABILITY SCORES: STR: 10 [+0] DEX: 16 [+3] 14(Base) +2(Belt) CON: 14 [+2] INT: 10 [+0] WIS: 08 [-1] CHA: 24 [+7] 18(Base) +2(HD) +2(Racial) +2(Headband) SAVING THROWS: Fort: +7 = +3(Bard) +2(CON) +2(Cloak) Refl: +12 = +7(Bard) +3(DEX) +2(Cloak) Will: +8 = +7(Bard) -1(WIZ) +2(Cloak) COMBAT STATS: Hit Points: 100 = 10x10 AC: 18 (12 touch, 14 flat-footed) = 10(Base) +3(DEX) +5(Chainshirt) BAB: +7 CMB: +7 = +7(BAB) CMD: 20 = 10 +7(BAB) +3(DEX) Initiative: +5 = +3(DEX) +2(Trait) Land Speed: 30' ● Melee: +10 = +7(BAB) ● Ranged: +10 = +7(BAB) +3(DEX) TRAITS: ● Reactionary (+2 Initiative) ● Unorthodox (Mitral Current => Riven Hourglass) FEATS: ● [Racial Feat] Extra performer ● [1HD Feat] Master performer ● [3HD Feat] Extra Ready Maneuver ● [5HD Feat] Lingering Performance ● [7HD Feat] (Retrained) Great Master performer ● [9HD Feat] Advanced Study SKILLS: Total: 60 = 6x10 16 = 10(Rank) +3(Class) +3(DEX) Acrobatic 16 = 10(Rank) +3(Class) +3(DEX) Sleight of Hand
10 = +4(Rank) +3(Class) +3(Bard) Knowledge (martial) 08 = +2(Rank) +3(Class) +3(Bard) Knowledge (arcana)
03 = +1(Rank) +3(Class) -1(WIZ) Profession (cook) 03 = +1(Rank) +3(Class) -1(WIZ) Profession (courtesan) 09 = +4(Rank) +3(Class) -1(WIZ) Perception
20 = 10(Rank) +3(Class) +7(CHA) Perform (Dance) (+Spellcraft +Diplomacy) 20 = 10(Rank) +3(Class) +7(CHA) Use Magic Devise 14 = 4(Rank) +3(Class) +7(CHA) Disguise 14 = 4(Rank) +3(Class) +7(CHA) Bluff CLASS FEATURES: Bardic performance: 35/day = 2(Base) +7(CHA)+6(Extra Performer) +20(Bard) Start Tempo: 12 = +5+7 Inspire Courage (Su) (+3): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
Inspire Competence (Su) (+4): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom.
Accelerando (Su): At 9th level, a rubato learns to charge his allies with his tempo, infusing them with the Primal Song. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain the benefits of the haste spell. Starting and maintaining this performance costs two performance rounds for each round the rubato performs, rather than one. This ability replaces inspire greatness. MANEUVERS: Known: 1/3/2/2, Stances: 3 Elemental flux [lvl3 Stanse] Elemental Flux Stance [lvl3 Strike] Lance of Power [lvl4 Counter] Eldritch Consumption [lvl4 Strike] Energy Hammer
Golden Lion [lvl5 Strike] Roar of Battle
Riven Hourglass [lvl3 Boost] Time Skitter [lvl5 Counter] Relativity Burst
Stanse: [Elemental Flux Stance (Air)] Ready: 6 [Energy Hammer][Roar of Battle][Lance of Power] [Relativity Burst][Eldritch Consumption] [Time Skitter] INVENTORY: Weapon: Longsword +1 Weapon2: DW Longsbow +1
Armor: Mithral Chainshirt +1 Belt: Belt of Incredible Dexterity +2 Body: Chest: Corset of Delicate Moves Eyes: Feet: Hands: Head: Hat of Disguise Headband: Headband of Alluring Charisma +2 Neck: Shoulders: Cloak of Resistance +2 Wrists: Ring 1: Ring 2:
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