Тиффани
Автор: |
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Зарза |
Раса: |
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Дворф |
Класс: |
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Мировоззрение: |
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Нейтральный добрый |
Сила: | | 16 [+3] |
Ловкость: | | 14 [+2] |
Выносливость: | | 16 [+3] |
Интеллект: | | 10 [+0] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Характер
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Traits Zest for Battle (Dwarf) Benefit: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls. Courageous Benefit: You gain a +2 trait bonus on saving throws against fear effects.
Class Skills: Appraise (ph) (Int), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), ]Profession[ (ph[) (Wis), Survival (Wis), Swim(Str), and Use Magic Device (Cha).
martial tradition: Warden Equipment: Armor Training, Shield Training Guardian sphere Shield sphere
Equipment Specialist The blacksmith gains one talent from the Equipment sphere as a bonus talent at 1st level: Guarded Combatant You gain a +1 competence bonus to your CMD vs. the disarm and sunder maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus provided by the Improved or Greater Disarm/Sunder feats.
Maintenance (Ex) Thunderous Blows (Ex) Skilled Craftsman (Ex), Reforge (Ex)
smithing insight lvl2:
Armorclad Mastery [Conq. HB] дороговато получается так что увы Satisfying Crunch ?
Whenever the blacksmith destroys or inflicts the broken condition on a weapon, item, or other piece of equipment with a sunder attempt, he gains a +2 morale bonus to attack rolls, and to combat maneuver checks made to perform a sunder, until the end of his next turn and may regain his martial focus as an immediate action. For every 6 class levels the blacksmith possesses, this morale bonus increases by an additional +1.
smithing insight lvl4: Shieldsmith ? The blacksmith learns how to position the straps and clasps on a shield in such a way that he can wield it without hampering the use of an arm; the blacksmith may wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.
Heroic Resolve (combat)
Prerequisites: Ability to gain martial focus, Constitution 13 or higher.
Benefit: As a move action, you may expend focus to suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for a number of rounds equal to your Constitution modifier (minimum 1). The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration. You may take this move action even if the condition would normally prevent you from taking move actions. You may only have one condition suppressed at a time; suppressing an additional condition forces you to stop suppressing the previous condition.
If your base attack bonus is +10 or higher, you may suppress the dazed, frightened, nauseated, shaken, staggered, and stunned conditions and treat the panicked condition as shaken, though the duration of the suppression is cut in half (minimum 1 round).
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Пино Пегримрю
Автор: |
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Ratstranger |
Раса: |
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Полуэльф |
Класс: |
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Armorist |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 20 [+5] |
Выносливость: | | 16 [+3] |
Интеллект: | | 13 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 10 [+0] |
Внешность
Высокий, статный полуэльф. Светло-серая кожа и серебристые волосы выдают кровь дроу.
Характер
Суровое детство научило Пино, что в любой трудной ситуации рассчитывать он может на себя. Старается не привязываться ни к чему и ни к кому слишком сильно. Не жесток от природы, но ради выживания готов на многое. Ценит деньги и прочий материальный комфорт.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
CN medium humanoid Male half-elf armorist 4 27 лет, рост 182 см, вес: 61 кг. ABILITY SCORES:STR 10 DEX 20 (15+2racial +1 on 4th level+2enh ) CON 16 INT 13 WIS 10 CHA 10 Saves: Fort: +7 (+4class+3CON) Ref: +6 (+1class+5 DEX) Will +5 (+4 class+1trait) Stats: HD: 1d10 HP: 42 (26 from class+12from CON+4 from favoured) AC: 22 (10+6 armor+1enh+5DEX(min DEX3+2 from class abilities) BAB: +4 CMB: +4 (+4 BAB+0STR) CMD 19 (+4BAB+0STR+5DEX) Speed: 30 feet (за армор трейнинг армориста) Attacks: Dueling sword+3 (воображаемый) +12(+4BAB+5DEX+3enh), 1d8+8 (5dex+3enh)x19/20, slashing Может быть всячески прокачано классовыми абилками Mwk longbow +10 (+4BAB+5DEX+1mwk), 1d8x3, range 100 Racial Traits• Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. • Type: Half-elves are humanoid creatures with both the human and the elf subtypes. • Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. • Base Speed: Half-elves have a base speed of 30 feet. • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. • Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. • Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. • Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented • Elf Blood: Half-elves count as both elves and humans for any effect related to race. Языки (+1 from Int) Common Elven Undercommon CLASS FEATURES:Weapon and Armor Proficiency An armorist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Casting An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) Spell Pool An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents An armorist gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: The Armorist. Summon Equipment (Su) An armorist may spend a spell point as a swift action or move action to conjure a weapon, shield, or suit of armor into her hands or directly onto her body, which stays for 1 minute per class level before disappearing. The armorist must be proficient with the weapon or type of shield or armor to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon, shield, or suit of armor is masterwork quality, and while antimagic barriers may prevent the armorist from summoning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition. When summoning armor, the armorist may also summon the suit directly onto a willing touched target’s body as a standard action. When summoning armor onto her own or another target’s body directly, their current armor disappears in favor of the new armor until the duration is over and the old armor returns. Dismissing a piece of summoned equipment is a free action. Summoned equipment is always considered masterwork quality and gains a +1 enhancement bonus for every 3 armorist levels the creator possesses, to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to Table: Bound Equipment. A piece of summoned equipment cannot have higher than a +5 enhancement bonus; enhancement bonuses beyond this amount must be traded for special abilities. Bound Equipment (Su) An armorist gains a bond with a specific weapon, shield, or suit of armor that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level, and may bond implements beginning at 5th level. Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5); all enhancement bonus beyond this must be traded for special abilities. An armorist may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound implements use the rules presented in the Magic Items chapter, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the implement is created. A piece of bound equipment may be an implement or a weapon/shield/suit of armor, but not both at the same time. Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork. Author's Note: A bound implement may take any shape a normal implement could (e.g. as a held item, magic item slot, or slotless). Bound: Dueling Sword Arsenal Trick At 2nd level and every even-numbered level thereafter, the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once. 2nd level - Improved Equipment The armorist chooses one piece of bound equipment she possesses. That piece of equipment gains an additional +1 enhancement bonus, to a maximum total of +11. If she permanently dismisses this piece of bound equipment, she may transfer this bonus to another piece of bound equipment she possesses. She may take this arsenal trick multiple times. Each time it is taken, increase the bonus granted by another piece of bound equipment by 1. She cannot increase an individual item more than once with this arsenal trick Used on: Dueling sword 4th level - Greater Armor Training (requires armorist 3) The armorist’s armor check penalty is reduced by 1 (minimum 0) and increases the maximum Dexterity bonus allowed by her armor by 1. This arsenal trick may be taken multiple times, its effects stack with itself and the armor training class feature. Armor Training (Ex) Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (minimum 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor. Feats:Exotic Weapon Training (Dueling Sword) from racial trait Weapon Focus (Dueling Sword) – 1st level Slashing Grace (Dueling Sword) – 3rd level Traits: Bandit +1 to Stealth and Class Skill Indomitable Will Will+1 Skills:Skills: Приключенческие навыки: 4 from class+1 from Int 4x5=20 Acrobatics (Dex) +10(2ranks+3 trained+5Dex) Climb (Str)+4 (1rank+3 trained) Knowledge (arcana) (Int)+4 (4 ranks+3 trained+1int) Perception (Wis)+7 (4 ranks+3trained) Spellcraft (Int) +4(4 ranks+4trained+1Int) Stealth +13 (4 ranks+3trained+5Dex+1 trait) Swim (Str)+4 (1rank+3 trained) Бэкграундовые 4x2=8 Knowledge (engineering) (Int) +8 (4 trained+4 ranks+1Int) Knowledge (nobility) (Int) +8 (4 trained+4 ranks+1Int) Casting Tradition: Sword-Bound Casting Ability Modifier: Charisma Drawbacks: Draining Casting, Focus Casting (sword) Boon: Fortified Casting Sphere-Specific Drawbacks: Alternate Rally You cannot use the Commanding Aid rally. You must choose a (rally) talent with the bonus talent gained from this drawback. Spheres:5 Talents, 4 from Class, 1 from drawback. 2 spent of Spheres, 3 on talents TimeTalents: Improved HasteWhen you use Haste on a target, that target may either make an additional attack at their highest base attack bonus when making a full attack, or make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess). The target may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. This effect is not cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste for that round. Augment HealingWhen you use Haste or Slow on a creature (or group of creatures, such as with the Mass Time talent), you may spend an extra spell point to augment the natural healing abilities of all affected targets. With Haste, you can grant them fast healing equal to 1 + 1 per 5 caster levels you possess for the duration of the effect. With Slow, you can suspend the target’s natural healing abilities, preventing any fast healing or regeneration they may possess for the duration of the effect. Magical or extraordinary healing from other sources continues to function as normal. A creature whose regeneration cannot be suppressed or ignored (such as the tarrasque) is immune to this effect. WarFinish (rally) You may spend a spell point to rally an ally, allowing them to reroll an attack roll (even an attack roll to confirm a critical hit) or CMB check. The decision to roll must be made before the results of a roll are announced, and the second result must be used.
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Дункан
Автор: |
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Mordodrukow |
Раса: |
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Человек |
Класс: |
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Prodigy |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 10 [+0] |
Выносливость: | | 13 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 10 [+0] |
Внешность
Характер
Не самый доверчивый человек, сложно сходится с новыми людьми, но за того, кому доверяет, порвёт глотку. Принципиален, живёт по собственным понятиям о справедливости. Не любит подачек, может захотеть вернуть должок, если посчитает, что кому-то обязан. В целом добрый, но добра не сделал никому. Часто делает что должен, потому что должен, потому что "каждый так поступил бы", а не потому что от этого кому-то будет благо. Не любит бессмысленной жестокости, но при этом его самого, бывает, заносит, из-за чего потом может долго рефлексировать.
Мотивирован заработком денег и репутации. Имея в прошлом пример того, на что похожа старость, желает как можно дольше оттянуть этот момент, и, так как он неизбежно наступит, создать себе такое будущее, в котором можно будет нормально дожить свои дни.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Дункан LN Medium Humanoid Male human Prodigy 4 28yo, 178 cm, 89 kg
ABILITY SCORES: STR 20 [+5] DEX 10 [+0] CON 13 [+1] INT 10 [+0] WIS 16 [+3] CHA 10 [+0]
SAVING THROWS: Fort +2 = +1 prodigy +1 con Ref +4 = +4 prodigy +0 dex Will +7 = +4 prodigy +3 wis
COMBAT STATS: Hit Points 25 = 21 prodigy + 4 con AC 20 = 10 + 9 armor + 1 shield BAB +3 CMB +8 = 3 BAB + 5 str CMD 18 = 10 + 3 BAB + 5 str Initiative +0 = 0 dex Speed 20' Грузоподъёмность: 133/266/400 Magic Skill Bonus: Magic Skill Defense:
* Attack #1 (warhammer): +3 bab +5 str = +8 1d8 +5 str = 1d8+5; crit 20/x3
RACIAL TRAITS: ● Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Humans have a base speed of 30 feet. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. ● Bonus Feat: Humans select one extra feat at 1st level. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
CLASS FEATURES: ● Favoured Class (prodigy): +1/4 spell points per level. ● Weapon and Armor Proficiency: Character is proficient with all simple weapons, as well as with battleaxe, dwarven boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, and warhammer and with all types of armor (heavy, medium, and light), and with bucklers. ● Casting: A prodigy may combine spheres and talents to create magical effects. A prodigy is considered a Mid-Caster. My casting ability modifier is Wisdom. ● Blended training: A prodigy gains a combat or magic talent every time she gains a class level, according to Table: Prodigy. Prodigies use their casting ability modifier as their practitioner modifier. ● Sequence (5 links): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. And blah blah blah... Очень много всего написано! ● Inspired sequence: While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1). ● Adaptation: The prodigy may open her mind to a flash of insight, temporarily discovering skills she didn’t know she had. At 2nd level, as a standard action, the prodigy may grant himself the benefit of any one magic talent or combat talent she doesn’t possess. This effect lasts for 1 minute. The prodigy must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). The prodigy may use this ability a number of times per day equal to 5. Multiple uses of this ability do not stack. If the prodigy uses this ability again before the previous duration has expired, it replaces the previous use. ● Imbue sequence: At 2nd level, as part of starting a sequence, the prodigy may infuse himself with mystic energy tied to one magic sphere she possesses. Only a single imbue ability may be applied at a time, though the imbuement may be changed as a swift action. If the sequence ends or the prodigy changes the imbuement, any benefits of the imbuement are lost immediately. Each imbuement also unlocks the (finish) ability or abilities tied to the same sphere. If an ability has a range or save DC, it is defined based on the prodigy’s caster level with that sphere. Imbuement effects do not cost spell points or require concentration unless noted. Beginning an imbuement or activating a finisher are sphere effects, though neither provokes attacks of opportunity. ● Steady skill: At 3rd level, once per day after the prodigy rests to regain spell points, she may spend 10 minutes practicing to focus her mind on a particular skill. She selects one skill from the prodigy class skill list; the prodigy may take ten on that skill even when rushed or threatened. Additionally, a number of times per day equal to her casting ability modifier, she may expend martial focus as part of making a skill check with the chosen skill to take 15 instead of 10. This otherwise is treated as taking 10, though can be used even when rushed or threatened. This effect lasts until she chooses a new skill after resting to regain spell points. ● Unbroken sequence: At 4th level, when the prodigy’s sequence would be ended by the dazed, helpless, paralyzed, stunned, or unconscious conditions, she may expend martial focus to prevent the sequence from ending due to that condition for a number of rounds equal to her practitioner modifier.
SKILLS: skill ranks: 20 regular +8 background = 28 За класс мне положено выбрать 3 классовых скилла. Взял: Heal, Ride, Swim. ACP -5 = -5
Adventurer: 1 Acrobatics 3 (rank) +3 (class) -5 (ACP) 4 Climb 1 (rank) +3 (class) +5 (str) -5 (ACP) 4 Diplomacy 1 (rank) +3 (class) 8 Heal 2 (rank) +3 (class) +3 (wis) 4 K (arcana) 1 (rank) +3 (class) 4 K (dungeoneering) 1 (rank) +3 (class) 5 K (local) 2 (rank) +3 (class) 4 K (religion) 1 (rank) +3 (class) 10 Perception 4 (rank) +3 (class) +3 (wis) -1 Ride 1 (rank) +3 (class) -5 (ACP) 8 Sense Motive 2 (rank) +3 (class) +3 (wis) 4 Swim 1 (rank) +3 (class) +5 (str) -5 (ACP)
Background: 6 K (geography) 3 (rank) +3 (class) 5 K (history) 2 (rank) +3 (class) 4 K (nobility) 1 (rank) +3 (class) 8 Profession (сиделка) 2 (rank) +3 (class) +3 (wis)
Languages: Common
FEATS: ● [level 1 feat] Focused Blast Type Group (Fire): +1 and +1/5HD to caster level for fire type Destructive blasts ● [race bonus feat] Spell Attack: When using a talent with the strike descriptor, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions) ● [level 3 feat] Mystic Focus: Whenever you use a magical sphere effect as a standard action, you may spend 1 spell point as a swift action to regain martial focus. ● [bonus feat] Combat Stamina: Даёт юзать стамина поинты.
TRAITS: ● Pilgrim: Your caster level is treated as 2 higher when determining the distance you can travel with teleport. ● Gift for Magic: Choose a sphere (Warp). You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
SPHERES Spell Pool (8/8): 4 class level + 3 casting ability modifier + 1 fav class bonus Total Talents: 6 class progression + 3 misc Traditions: Casting tradition: Inquisitor (wis), Forcused Casting + Verbal Casting = Easy focus Enhancement: Personal magics (Greater enhance equipment) Destruction: Destructive touch (Energy strike), Energy focus (Searing blast) Martial tradition: Heavy armsman Sphere 1: Equipment, BAB +3, Practitioner Ability Modifier (WIS +3), Saving Throw DC (?) ● None ●● Package (что это?) ● Dwarven heritage ● Armor training Sphere 2: Berserker, BAB +3, Practitioner Ability Modifier (WIS +3), Saving Throw DC (?) ● Berserking, Brutal Strike ●● Package (что это?) ● Reaper's Momentum Sphere 3: Enhancement, CL 3, Casting Ability Modifier (WIS +3), Saving Throw DC (?) ● Enhance ●● Package (что это?) ● Greater enhance equipment Sphere 4: Destruction, CL 4, Casting Ability Modifier (WIS +3), Saving Throw DC (?) ● Destructive blast ●● Package (что это?) ● Searing blast ● Energy strike ● Gather energy Sphere 5: Warp, CL 4, Casting Ability Modifier (WIS +3), Saving Throw DC (?) ● Teleport, Bend space ●● Package (что это?) ● Emergency teleport ● Spatial reach
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Дамиан Корд
Автор: |
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Ksav |
Раса: |
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Другая |
Класс: |
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Другой |
Мировоззрение: |
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Нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Высокий худощавый мужчина. Темные коротко стриженные волосы, впалые щеки, глубоко посаженные глаза желтого цвета. Дамиан носит темные одежды практичного кроя, практически не снимая тонких перчаток. В редких случаях, когда это происходит, на указательном пальце правой руки можно заметить кольцо из темного металла с гравировкой. Видимого оружия нет. Тень временами искажается, принимая пугающие формы. Сопровождаем летающим змеем призрачного облика.
Характер
Хладнокровный, сдержанный, целеустремленный. Уверен в себе и своих силах. Саркастичен. Эмпатии не лишен, но сочувствие проявляет редко. Временами бывает жесток - главным образом к тем, кого считает своим врагом. Впрочем, в список последних попадают немногие, обычную попытку навредить Дамиан за достаточную причину не считает.
История
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Дамиан Корд
N Medium Humanoid (tiefling) Male Tiefling Soulfire Master 1/Skulk/Incanter 2 [Neutral] 62yo, 190 cm, 80 kg
Exp:
Race: Tiefling Class: Soulfire Master 1/Skulk/Incanter 2 Alignment: N Favored Class: Incanter (+1 skill rank/+1 hit-point)
Ability Scores:
STR 10 (0) = 10 DEX 14 (+2) = 12 + 2 [racial] CON 14 (+2) = 14 INT 22 (+6) = 17 + 2 [racial] + 1 [level] + 2 [headband] WIS 10 (0) = 10 CHA 8 (-1) = 10 - 2 [racial]
Saves:
Fort: +4 = +1 [class] +2 [con] +1 [domain] Ref: +4 = +1 [class] +2 [dex] +1 [domain] Will: +6 = +4 [class] +0 [wis] +1 [domain] +1 [trait] +2 vs divination
Stats:
HD: d8/d6/d6 HP: 29 = 8 + 8 con + 11 levels 2-4 + 2 fcb BAB: +2 AC: 15 = 10 [base] + 2 [dex] + 3 [magic armor] Initiative: +5 = +2 [dex] + 2 [trait] + 1 [Ioun stone] Speed: 30' Darkvision 60’
Attack Values:
CMB: +2 = 2 (BAB) + 0 (Str) CMD: +14 = 10 (base) + 2 (BAB) + 0 (Str) + 2 (Dex) Unarmed Strike: Melee, d20 to hit, 1d3 B damage Spell Save DC: 19
SKILLS: Skill ranks: 16 + 24 / 8 ACP 0
Trained:
+8 Bluff (+4 rank, +3 class, -1 CHA, +2 racial) +10 Craft (Diagrams) (+1 rank, +3 class, +6 INT) +5 Diplomacy (+3 rank, +3 class, -1 CHA) +4 Intimidate (+2 rank, +3 class, -1 CHA) +13 Knowledge (Arcana) (+4 rank, +3 class, +6 INT) +13 Knowledge (Planes) (+4 rank, +3 class, +6 INT) +10 Knowledge (Religion) (+1 rank, +3 class, +6 INT) +13 Knowledge (Dungeoneering) (+4 rank, +3 class, +6 INT) +13 Knowledge (Nature) (+4 rank (headband), +3 class, +6 INT) +10 Knowledge (Local) (+1 rank, +3 class, +6 INT) +13 Spellcraft (+4 rank, +3 class, +6 INT) +11 Stealth (+4 rank, +3 class, +2 DEX, +2 racial) +7 Perception (+4 rank, +3 class, +0 WIS)
Background skills: +10 Appraise (+1 rank, +3 class, +6 INT) +10 Knowledge (Engineering) (+1 rank, +3 class, +7 INT) +10 Knowledge (Geography) (+1 rank, +3 class, +7 INT) +10 Knowledge (History) (+1 rank, +3 class, +7 INT) +10 Knowledge (Nobility) (+1 rank, +3 class, +7 INT) +10 Linguistics (+1 rank, +3 class, +6 INT) +10 Lore (Dark Sphere) (+1 rank, +3 class, +6 INT) +10 Lore (Rituals) (+1 rank, +3 class, +6 INT)
Untrained:
+2 Acrobatics (+2 DEX) +0 Climb (+0 STR) +6 Craft (+6 INT) -1 Diplomacy (-1 CHA) -1 Disguise (-1 CHA) +2 Escape Artist (+2 DEX) +2 Fly (+2 DEX) -1 Handle Animal (-1 CHA) +2 Disable Device (+2 DEX) +0 Profession (+0 WIS) -1 Perform (-1 CHA) +2 Ride (+2 DEX) +0 Sense Motive (+0 WIS) +0 Survival (+0 WIS) +2 Sleight of Hand (+2 DEX) +0 Swim (+0 STR) -1 Use Magic Device (-1 CHA)
Languages: 1. Common (racial) 2. Infernal (int bonus) 3. Abyssal (int bonus) 4. Orc (int bonus) 5. Draconic (int bonus) 6. Elven (int bonus) 7. Halfling (linguistics) 8. Goblin (linguistics) 9. Gnome (linguistics) 10. Dwarven (int bonus) 11. Aklo (linguistics)
FEATS: Prepared Diagram (Dark Sphere) Companion Concentration (Companion) Tenebrous Spell
TRAITS: Reactionary: +2 initiative Magical Lineage (Hungry Darkness): -1 to metamagic cost Adopted (Carefully Hidden): +1 will save, +2 vs divination
DRAWBACKS: Umbral Unmasking Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
RACIAL TRAITS: Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma. Obscured Heritage: The light does not shine evenly across the multiverse, and those tieflings tracing their heritage to one of the benighted planes tend to show a particular talent for manipulating darkness. They gain Basic Magic Training in the Dark sphere at first level. This replaces spell-like ability. Traitorous Taint: Some tieflings are predatory deception incarnate. Their every move identifies them as descended from the apex ambush predators and coercive dominators of the pit. Gain the Witchmarked general drawback and use your character level in place of magic skill bonus for calculating its penalties. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes. Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Destruction, Illusion or Mind sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces fiendish sorcery. Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size. Speed: Tieflings have a base speed of 30 feet. Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
CLASS FEATURES:
Weapon and Armor Proficiency: A thaumaturge is proficient with all simple weapons and light armor.
Burning Lore (Su): At first level, the soulfire master does not risk the usual penalties of backlash when using forbidden lore. Instead, when backlash occurs, the spell is completed normally and the soulfire master suffers a point of Constitution burn. A soulfire master cannot use this ability if doing so would reduce his Constitution to 0. This ability otherwise acts as forbidden lore, including the caster level bonus increasing with class level and for effects that modify the chance of backlash. The risk of backlash increases from 15% to 50%. Archetypes that change the backlash risk, such as the devourer, may be combined with this archetype, stacking the backlash changes.
Invocations: Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power. A thaumaturge may use invocations a number of times per day equal to his casting ability modifier + 1/2 his class level, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 his thaumaturge’s level + his thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it is not the thaumaturge’s turn, but the thaumaturge cannot use multiple invocations as part of the same saving throw, check, or use of forbidden lore.
- Lingering Blessing At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level for 1 round per thaumaturge level.
- Lingering Pain At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).
- Meditation At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.
Umbral Adept: The skulk gains the Dark sphere as a bonus magic talent at first level. If the skulk has the Dark sphere already, he gains a bonus talent for this sphere instead.
Master Nyctomancer: Whenever the skulk ceases to concentrate on a Dark sphere talent he is maintaining through concentration, or if he decides not to maintain a Dark sphere talent at all after its creation, it remains for a number of rounds equal to 1/2 his skulk level (minimum 1) before disappearing.
Shadowstuff: Fey adepts gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images. The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum 1) that refills when the fey adept regains all of their spell points. A fey adept may spend shadow points to create any of the following effects.
Shadowmark: The fey adept may spend a shadow point to hurl pure shadowstuff at a target within your illusion range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself. This is considered an illusion (figment, shadow) effect from the Illusion sphere.
- Companion The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve as usual. Targets who disbelieve the illusionary creature receive only half damage from the creature. An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.
- Destructive Blast The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any (blast type) talent and (blast shape) talent of the fey adept’s choosing. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persists as long as the illusion is maintained, to a maximum of 1 round per caster level. Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself.
- Glamer If the fey adept can create a glamer, he may add substance to the glamer, making the change quasi-real. This grants the creature any one trait (except for traits that affect the mind such as Animal Mind, or traits that change the nature of the creature such as making it incorporeal) from the Alteration sphere in addition to the glamer itself. The glamer must depict the trait to be applied (for example, the glamer must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one glamer may be applied to an individual creature at a time in this manner. Applying a second glamer with shadowstuff to a creature dispels the first glamer, provided they were created by the same caster, or the second caster succeeds at a magic skill check. A glamer created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level.
- Nature The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the Create Fire, Dust Storm, Entangle, Fog, or Vortex geomancing abilities. The area to be affected need not have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect.
- Objects The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hit points per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 Small object per caster level, although this increases to 2 Small objects per caster level at 12th level, and 3 Small objects per caster level at 18th level. Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above).
- Weather The fey adept may create the illusion of a weather effect such as rain, snow, wind, or even combined like in a storm. This creates a severity 4 aridity/precipitation, ash, temperature (cold or heat), vog (with caster level 10 or higher), and/or wind effect (with the resulting storm, snow and other effects if applicable) within a radius of close centered within the fey adept’s illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher. If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. He may create effects of severity level 5 at 12th level, and severity level 6 at 18th level.
Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, drawback, proxy, and theurge feats, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).
Incanter Specializations (2): At 1st level, the incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. The incanter cannot have more than 5 points worth of specializations. He uses his incanter level as their effective cleric, sorcerer, or wizard level when determining the power of these abilities. Most specializations come into effect beginning at 1st level. However, if the incanter possesses multiple specializations, he may only gain the benefits of one at 1st level, plus another at every odd level after 1st. Two specializations that both only cost 1 specialization point count as a single specialization for this purpose.
- Domain (Fate) Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. – 9/9 - Domain (Defense): Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
SPHERES:
Dark
- Darkvision (meld) - Clinging Darkness - Dual Darkness - Pure Darkness (darkness) - Feed on Darkness - Hungry Darkness (blot, darkness) - Snagging Darkness (blot) - Clearsight (meld)
Conjuration
- Greater Summoning - Lingering Companion (form) - Shadow Creature (form) - Avian Creature (form)
Protection
- Deflection (aegis) - Armored Magic (aegis)
Destruction
- Mana Siphon (blast type, force)
Warp
Illusion - Suppression (glamer) - Manipulate Aura (sensory, magic)
CASTING TRADITION: Wizardry
DRAWBACKS:
GENERAL: - Diagram magic - Focus Casting (Ring) - Material Casting - Somatic Casting x2 - Verbal Casting - Witchmarked
PROTECTION: - Limited Protection (aegis) - Protected Soul
DESTRUCTION: - Aligned Combatant (chaotic) - Energy Focus (Force)
CONJURATION: - Elongated Summoning - Figment Companion - Divided Soul - Material Weakness (cold iron)
WARP: - Personal Warp
ILLUSION: - Personal Illusion - Disappearance - Obscura Mage
SPELL POOL: 14/14 + 2/2 (Destruction/Illusion/Mind) SHADOWSTUFF: 1/1 INVOCATIONS: 6/6
FAMILIAR: Flying wyrm, Serpentine, Martial Companion HD: 3 HP: 20/20
Size Medium; Speed 20 ft.; 40 (fly, perfect); AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Str 12 Dex 16 Con 13 Int 7 Wis 10 Cha 11
Fort 2 Ref 6 Will 3
AC: 18 = 10 + 3 [dex] + 5 [natural armor bonus] Attack: +4 1d6+1 bite; +4 1d6+1 tail snap Darkvision 60' Scent 30'
Skill points 3 Fly = 7 (1 rank + 3 dex + 3 class) Stealth = 8 (16 in dim light) (3 scout + 3 dex + 3 class + 8 shadow) Perception = 2 (2 rank)
Sphere: Scout - Lurker - Honed Sense
Feats: 1) Additional Talent 2) Additional Talent
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