Рыжий Хем
Автор: |
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Eretar |
Раса: |
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Человек |
Класс: |
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Следопыт |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 14 [+2] |
Обаяние: | | 10 [+0] |
Внешность
Невысокий, молодой, рыжий парень. Тощий, будто не ел два дня. Кожа светлая. Светло-карие, почти желтые глаза улыбаются, но улыбка не добрая - скорее озорная или дерзкая.
Характер
Веселый. Редко унывающий. Себе на уме. Самоуверенный. Это все про Хема. Ответственный, добрый и заботливый. Умеющий слушать, старательный и смелый. Это тоже про Хема.
История
Хемуэля Ульгрима в Фаендаре знает каждый, не каждый правда вспомнит его полное имя. Как родился семнадцать лет назад здесь Рыжий, так до сих пор и живет. Батя его, Ульгрим значит, на войну ушел, как ушел, так забота о матери, да сестрах младших с братьями на Хема легла. Сперва тяжело было питание добывать - ничего толком не умел, а от отца только лук длинный и остался, но потом приловчился. Сейчас то Рыжего знают и за своего все охотники в округе принимают. Да и парень не так прост. На серьезных магических тварей он то еще не ходил ни разу, только истории о них слушал, а вот стаю волков извести, чтоб скот не резали - это можно. Сейчас Хем прибывал в приподнятом расположении духа - продал немного шкур и обладал приличной суммой. То-то мама удивится, если он вечером приведет домой пару коз, а еще лучше - корову.
Навыки
CG Medium Humanoid Male young human (chelaxian) ranger 1 17yo, 162 cm, 59 kg XP: 2248 -> 3 300 Religion: Green Faith ABILITY SCORES: STR 10 [+0] (10 base) DEX 16 [+3] (14 base +2 race) CON 10 [+0] (10 base) INT 14 [+2] (14 base) WIS 14 [+2] (14 base) CHA 1 0[+0] (10 base) SAVING THROWS: Fort +3 = +0 con +3 rang Ref +6 = +3 dex +3 rang Will +2 = +2 wis+0 rang COMBAT STATS: Hit Points 16 = 10 rang +0 con +6*1level AC 17= 10 + 3 dex +2 armor+2 aranea silk dublet FF 14 T 13 BAB +2 = +2 rang CMB +2 = 2 BAB +0 str CMD 15 = 10 + 2 BAB +0 str +3 dex Initiative +3 = +3 dex Speed 30' Attack #1 Long bow [att +5 (+2 BAB +3 DEX), 1d8 P or B, crit x3, 100 ft] Long bow [att +6 (+2 BAB +3 DEX+1feat), 1d8+1 P or B, crit x3, 30 ft] Attack #2 Dagger [att +2 (+2 BAB + 0 Str), 1d4 P or S, crit 19-20 x2, throwing 10 ft] Attack #3 Short sword [att +2, 1d6 P, crit 19-20 x2] 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: - A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
- Favored Enemy(Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Magical beast - Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
- Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat style: Archery - Combat style feat: Rapid Shot
FAVORITE CLASS: Ranger 1 lvl: +1 Skill rank SKILLS: skill ranks per level: 6 rang +2 int +1 fc= 9 skill ranks 18 - Handle Animal (Cha) 5=2rank + 3 class +0 Cha
- Intimidate (Cha) 4=1rank + 3 class +0 Cha
- Knowledge (local) (Int) 7=1rank + 3 class +2 Int
- Knowledge (nature) (Int) 7=2rank + 3 class +2 Int
- Perception (Wis) 7=2rank + 3 class +2 Wis
- Escape Artist(Dex) 4=1rank +3 Dex
- Stealth (Dex) 813=2rank + 3 class +3 Dex+equip
- Survival (Wis) 7=2rank + 3 class +2 Wis
- Ride (Dex) 7=1rank + 3 class +3 Dex
- Climb (Str) 4=1rank+3class
- Heal (Wis) 6=1rank+3class+2Wis
- Knowelege (geography) (Int) 6=1rank+3 class + 2 Int
Languages: 1. Common (racial), Sylvant (Int), Elvish (Int) FEATS: - Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
- Precise Shot (Combat) You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. - Rapid Shot (Combat): When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
TRAITS: - Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
- Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. Benefit: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Инвентарь
Hero Points: 1Load Light < 34 (39) lb Medium <67(77) Heavy < 100(115) Longbow (1d8, x3, 100 ft, 3lbs, 75 gp) quiver 20 arrows (1 gp, 3 lbs) quiver 20 blunt arrows (2 gp, 3 lbs) Aranea silk doublet of stealth +1 (+2AC, +5 stealth, DR 3/slashing and bludgeoning, 10 lbs.) Изящный поддоспешник из аранейского шёлка, специально сконструированный, чтобы снижать урон от колющих ударов. Считается одеждой и может быть скомбинирован с любым другим типом брони без потери бонуса к АС. Leather armor (10 gp, 15 lbs, +2AC, ACP 0, MDB +6) Dagger (2gp, 1 lb, 1d5 p or s, 19-20 x2, 10ft) Short sword (10 gp, 2 lbs, 1d6 p, 19-20 x2) Outfit Traveler’s (free, 5 lb) pounch belt (1gp, 1/2 lb) Masterwork Backpack (50 gp, 4lb) Bedroll (1gp, 5 lbs) Soap (1cp, 1/2 lb) Fishhook (2 sp) String (1 cp, 1/2 lb) Flint and Steel (1 gp) Mess Kit (2 sp, 1 lb) Waterskin (1 gp, 4 lbs) total wight 57.5 lbs Medium (42.5lbs wihout backpack - medium load) 20.58 gp left
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Дулин Стоунболт
Автор: |
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McHorn |
Раса: |
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Дворф |
Класс: |
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Slayer |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 12 [+1] |
Ловкость: | | 17 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 8 [-1] |
Внешность
Дворф, как дворф - борода -два уха. Маленькие хитрые глазки, массивный шишковатый нос, пышные усищи, всклоченная борода, крепкие желтые зубы. И голос такой скрипучий, вечно чем-то недовольный: "Я за-а-а-анят!"
Характер
Характер у Дулина, как бы это сказать, нордический. Явно не дивный, и точно не эльф. Подложить ближнему своему порося, это ему как два пальца об гранит. Зато, хозяйственный, обстоятельный с деловой хваткой. К делу подходит творчески, с любовью. Ценит общество соплеменников, потому, как хороший дворф, особенно в дали от дома, нынче ресурс ценный.
История
Если верить Стоунболтам, то клан их, чуть ли не самый древний из сохранившихся на сегодняшний день. Это они первыми выбрались, зарываясь от палящего солнца в бороду, на негостеприимную поверхность. Это они, первыми догадались сварганить копьеметалку, а затем и коварный арбалет, способный одним болтом пробить на вылет бочку с пивом. Это они... ну, Стоунболты много чего могут рассказать, вопрос лишь в том, что из этого будет правдой. Ибо врать с три короба первыми среди дворфов начали тоже именно они.
Однако, как бы то ни было, сейчас Стоунболты - один из так называемых малых кланов, кои во множестве раскиданы по свету. Их поселение находится под Каменными Холмами, среди которых и приличной горы то отродясь не водилось. Впрочем, это еще ничего. Некоторые малые кланы и вовсе разбрелись по человечьим городам, вековать под солнцем, да ковать в человечьих кузнях. А Стоунболты устроились сравнительно неплохо. В окрестных лесах водились эльфы, у которых дворфы научились вредной привычке набивать трубки всякой растительной хренотенью. Забредали туда и полурослики, научившие Стоунболтов тырить у соседей столовое серебро. А уж сколько вредных привычек они переняли от человеков, живших ниже по реке, бравшей свое начало в Каменных Холмах и представить страшно.
Среди прочих кланов Стоунболты не отличались ни силой, ни железным здоровьем. Умом и сообразительностью? Ну, это уже ближе к истине, хотя скорее хитрож... хитростью, в общем. Например, инженеры этого клана очень ценились в больших человеческих городах. Дамб и осадных машин не строили, зато замки вскрывали, икнуть не успеешь. Ну и все такое, в том же духе. Прыткие ребята, изворотливые. У соседей, видать, понахватались.
Теперь немного о конкретике. За каким таким делом занесло Дулина в Фаендар? Чего ему в своих холмах не сиделось? Какого эльфа? Дело было в свечной мануфактурке с нехитрым названием "Стоунболт и Стоунболт". Стоунболтов там, на самом деле работало гораздо больше, но сути дела не меняло. А дело, надо сказать, было налажено должны образом. Эльфы поставляли разные ароматические добавки, от которых в неразбавленном виде можно было чихать неделю без остановки. С хобитских ферм рекой текли первоклассные воск и жир. А сами дворфы обеспечивали высокотехнологичное производство и клиентскую базу, толкая свечи в три дорога пижонам из человечьих городов. Беда в том, что и зеленокожих по окрестностям шаталось немало. В каком то смысле Холмы защищали мохноногих и остроухих, выступая чем-то вроде пограничного вала. Это было неплохим аргументом на торгах с теми из партнеров у кого еще оставалась совесть на которую можно было надавить, но не всегда было полезно для здоровья отдельных дворфов. Особо отмороженные гоблюки несколько раз пытались пробиться под Холмы, но даже сравнительно небольшая шайка, могла стать серьезной проблемой для одинокого путника. Дулин, к примеру, стал обладателям нескольких внушительных шрамов (с покрытого жестким волосом живота шрам уходил на ребра, другой украшал спину от лопаток до поясницы, третий спускался с шеи на грудь) и навсегда научился не спускать глаз с этих мелких засранцев.
Впрочем, вернемся к свечам. Производством руководил Дулинов дядя - Сталин, дварф хоть и преклонных лет, однако острого ума и железной хватки. Языкастый Хулин, приходившийся Сталину сыном, а Дулину кузеном, налаживал контакты с потенциальными клиентами. А сам Дулин, работавший на дядю, занимался тем, решал проблемы, которые неизбежно возникают в любом хорошем деле. Особенно часто проблемы возникают, если знакомый эльф поставляет вам особые травы, а в самых больших свечках вы и вовсе просверливаете отверстия для... разного, в общем.
Как раз партию таких особых свечек и заказал один прощелыга из Фаендара. Партию под реализацию взял крупную, но кроме задатка в Железных холмах так ничего и не увидели. Горе посредник сперва писал про надвигающуюся войну, неспокойное время и прочие тяготы своей нелегкой жизни. А потом и вовсе перестал отвечать на письма.
Получалось нехорошо. А ну как и вправду война до городка докатится? Кто тогда убытки возмещать будет? У Хулина из жалования удержать, конечно, можно. Но это ж хоть так, хоть эдак семейному бюджету ущерб. Поэтому Хулин, получил от отца крепкую затрещину, а Дулин - новое поручение. Добраться до Фаендра, отыскать там торговца всякой алхимической дребеденью, именовавшегося Стодаром, но в бухгалтерских книгах "Стоунболта и Стоунболта" проходившего как "Бельмо", получить с него причитающуюся сумму, взыскать проценты и доходчиво объяснить, что задерживать платежи нехорошо. А в случае, если посредник окажется неплатежеспособен изъять товар в зад!
Так что, Дулин намазал сапоги салом, надел ритуальное красное исподнее, подпоясался колчаном с болтами, присунул за кушак топорик, а в голенище кривой нож, забросил на плечо верный арбалет, получил в кассе на дорожные расходы и в двух днях пути от Железных Холмов сел на хвост каравану, шедшему в Фаендар на ярмарку.
Один из охранников каравана, как раз передумал ехать, сосредоточив все силы на том, чтобы вовремя добегать до ближайших кустов - так ему кишки скрутило. Зато, занявший его место Дулин, получил возможность болтать ногами на телеге, дымить трубкой, да резаться в карты с соплеменником-жрецом, шедшим с тем же караваном. А про то, кто и что подсыпал в кашу стражнику, никому было знать не обязательно.
Навыки
ABILITY SCORES: STR 12 [+1] DEX 17 [+3] CON 12 [+1]= 10 (basic) + 2 (race) INT 12 [+1] WIS 10[+0]= 10 (basic) + 2 (race) CHA 8 [-1]= 10 (basic) - 2 (race)
SAVING THROWS: Fort +4 = +3 slayer +1 con Ref +6 = +3 slayer +3 dex Will +0 = +0 slayer +0 wis
Опыт: COMBAT STATS: Hit Points 12 = 10 slayer + 1 con + 1 favored class AC 16 = 10 + 3 dex + 3 armor BAB +2 CMB +3 = 2 BAB + 1 str CMD 16 = 10 + 2 BAB + 1 str + 3 dex Initiative +3 = + 3 dex Speed 20' Light Load [0-43] Medium Load [44–86] Heavy Load [87–130]
ATTACKS: --Crossbow =2 BAB+3 DEX+1 crossbow =+6
RACIAL TRAITS: Dwarf + 2 constitution, +2 wisdom, -2 charisma (already included) Can move 20 feet even if in heavy armor Darkvision (see 60 feet in pitch-dark) Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet) All dwarves are proficient with battleaxes, heavy picks, and warhammers. + 4 to avoid being bullrushed / tripped while standing on ground + 2 racial bonus on saves vs. poison + 2 racial bonus on saves vs. spells / spell-like abilities + 1 racial bonus to hit orcs and goblinoids + 4 dodge bonus on AC against giants + 2 racial bonus on appraise checks if stone/metal
CLASS FEATURES: Slayer (sniper archetype) Favoured Class (slayer): Whenever a character gains a level in his favored class, he receives either + 1 hit point and + 1 skill rank. Weapon and Armor Proficiency: Character is proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields). Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). Accuracy (Ex) (sniper) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.
TALENTS:
SKILLS: Acrobatics +3 (Dex)+3 (class)+1 (1 lv)+1 (2 lv)= 8 Stealth +3 (Dex)+3 (class)+1 (1 lv)+1 (2 lv)= 8 Perception +0 (Wis)+3 (class)+1 (1 lv)+1 (2 lv)= 5 Survival +0 (Wis)+3 (class)+1 (1 lv)+1 (2 lv) = 5 Bluff -1 (Cha)+3 (class)+1 (1 lv) =4 Intimidate -1 (Cha)+3 (class)+1 (2 lv) =4 (9 - если цель находится под прицелом арбалета) Knowledge [Dungeoneering]+1(Int)+3 (class)+1 (1 lv)+1 (2 lv)= 6 Knowledge [Geography]=+1 (Int) +3 (class)+1 (1 lv)+1 (2 lv)= 6
Languages: Common and Dwarven, Goblin
FEATS: Point-Blank Shot (Combat) You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
TRAITS Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Blooded (Dwarf) Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Инвентарь
Своя нагрузка: Light Load [0-43] Medium Load [44–86] Heavy Load [87–130] Нагрузка с мастерворковым рюкзаком: Light Load 0-50 Medium Load 51–100 Heavy Load 101–150 Нагрузка общая 62,9 (средняя) без рюкзака 35,65 (легкая) Стартовое золото 175 (потрачено 159,77) Gold: 15 gp 2 sp 3 cp
1) Gear: -Backpack masterwork(empty) (4 lb)=2 gp --Bedroll (5 lbs) = 1 sp --Blanket (winter) (3 lbs)=5 sp --Waterskin (0,25 lb)=1gp --Rations, trail (2 days) (2 lb) =25 sp --Candle "Stonebolt&Stonebolt - EXTRA" X20 (-)= 8 sp --Lantern, hooded (2 lb) =7 gp -----Oil (1-pint flask)X2 (2 lb)=2 sp --Rope, silk (50 ft.) (5 lb) =10 gp ---Grappling hook (4 lbs)=1gp
--Flask (empty) (2 lb) ---Ale (1 lb)=3 cp+4сp
--Pouch, belt (empty) (0,125)=1gp --- трубка и кисет эльфиского табака (-) ---Flint and steel (-) =1 gp ---forged plate (визитки) "Стоунболт и Стоунболт - Свечная компания. Железные холмы. Дулин Стоунболт" x10 (2 lbs)=4 sp
2)Potions: зелье лечения малых ран ( 1д8+1) (-) = 50 gp
3)Papers -- Case, map or scroll (1/2 lbs)= 1 gp -- бумаги на дворфийском с печатью "Стоунболт и Стоунболт: свечная компания" -- Портрет мужчины в широкополой шляпе, подписанный "Стодар по прозванию Бельмо"
4) Weapons: -Heavy crossbow of scare +1 (Crossbow, heavy (8 lbs.) 4850 gp Dmg 1d10+1 (crit 19-20/x2) , range 120 ft. +5 intimidate) --Bolt(s), crossbow x13 (1 lbs) = 2 gp --Bolt(s) Mastework, crossbow x10 (1 lbs) - Handaxe (3 lbs) Dmg 1d6(crit x3) =6 gp
5)Tools
6) Trinkets
7) Armor: - Studded leather, - (+3 AC, Max Dex +5, -1 ) (20 lb) = 25 gp
8) Clothing: - Traveler’s outfit (5 lbs)= 1gp - Kilt (1 lbs)=2 sp - Ring, signet (-)=5 gp
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Барабанщик Брук
Автор: |
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Valkeru |
Раса: |
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Полуорк |
Класс: |
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Знаменосец городского ополчения (Skald 2) |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 16 [+3] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 7 [-2] |
Обаяние: | | 15 [+2] |
Внешность
Характер
Будучи солдатом и знаменосцем, полуорк внушает страх и уважение. Когда он оглашает приказы коменданта не всякий из подчиненных способен вспомнить, что командует ими все же не Брук. Его походный марш способен вселить отвагу в души подчиненных так и бешеный ужас в сердце врага. Отвечая за порядок среди личного состава, знаменосец безжалостен и скор на расправу. Нарушившего правила ожидали плети и карцер, но чаще всего в этом не было необходимости, достаточно одного гневного взгляда или грубого комментария грозного полуорка и всем все становится понятным. Но стоит Бруку уйти в увольнительные и из внушающего ужас вояки, он превращается в шумного компанейского баламута, готового извиниться перед обиженным по долгу службы подчиненным, напиться с ним до поросячего визга, уверяя того в вечной дружбе, пол ночи волочиться за смазливой официанткой, спуская на нее сегодняшнее жалование, поучаствовать в кабацкой драке, от души но без злобы выбить кому-то зуб и разнести половину мебели в заведении, после же покрыть издержки хозяину, а на оставшиеся угостить бродягу Пита выпивкой. Вслед за этим он так же без зазрения совести еще и неделю будет веселить по вечерам посетителей все той же таверны похабными песенками и игрой на барабанах, чтобы заработать пару монет на хлеб и дотянуть до получки. Таков солдат Брук. Барабанщик легко сходится с людьми, быстро признает авторитет мудрости и ума, глупость и силу же может жестко высмеивать, но презирать не станет и в помощи при случае не откажет. Он не амбициозен, за его умение командовать людьми и воинские навыки его не раз выдвигали на получение капральского звания, но полуорк отказывался. "Да какой, ваше благородие, я командир? Плюнуть и растереть. Меня в "угрозу и поражение" любой ребенок сделает. Нет, ваш благородие, мое дело ваши умные приказы по-громче горланить, по барабанам стучать, да тумаки воякам выдавать, чтобы щиты не опускали да в ногу топали..."
История
Ремесленники, мастеровые, крестьяне окрестных земель, мелкие торговцы, не способные откупиться - вот неполный список тех, из кого состоит ополчение Фаендара. Война совсем рядом, она стучится в дверь и пусть пока удается делать вид, что никого нет дома, рано или поздно дверь или откроют или вынесут вместе с петлями. Но в тихой глубинке тишь да гладь, сюда еще не дошла война, сюда доходят лишь слухи. Перевранные, искаженные.. не пережитые. Вот и трудятся комендант гарнизона и его немногочисленные помощники в количестве трех душ, не торопливо, с чувством с толком, с расстановкой. Завтрак, обед, ужин, поход в кабак.. Все по расписанию. Занятия с ополчением тоже по расписанию. Пару раз за сезон. Но зато по всей сторогсти. Сержант то строгий. Бывает зыркнет так, как надобно, и гаркнет, что малахольные и портки обмочить могут и живо все закопошатся, выстроятся, поправятся в ногу зашагают..
Ополчение то - да почти все дееспособные мужчины, так-что каждый из них очень хорошо знает помощника комендата, знаменосца Брука. Именно под его барабанную дробь и походные марши ополчение проводит строевой смотр и отрабатывает маневры и воинские прием, именно он по приказу коменданта или в его отсутствие командует отрядом и нагоняет страх на новобранцев. Что ж его природные таланты нашли себе правильное применение. Ну а между сборами, стражник он и есть стражник. Городок патрулирует, пьяных разнимает, если сам не пьян, ссоры разрешает.
Но не только этим славен здоровенный длинноволосый, закованный в доспехи, полуорк с низким гулким и глубоким голосом. Он завсегдатай местной таверны. Ни одна пьянка или драка не обходится без громкоголосого балагура, а еще порой он дает представления. В эти вечера народу в таверну набирается не мало, особенно много мужиков. Возле одной из стен осовобождается место, где устанавливается его походный барабан. Некоторое время полуорк готовится, напевая себе под нос странные мотивы, а потом происходит настоящая магия. Рядом с барабаном словно из ниоткуда появляется еще несколько штук, по-больше да по-меньше. Внезапно гасятся свечи и нагрудник полуорка вспыхивает ярким светом и представление начинается. Словно изнеоткуда слышится звук толпы и целого оркестра, и потом вступают барабаны и зычный мощный голос знаменосца... Что ж, жалование солдата не такое уж и большое, а на хорошую выпивку, красивых женщин и прочие удовольствия, на которые так падок Брук нужны звонкие монеты.. да и посетители не против.
Навыки
Brooke
CG Medium Humanoid (human and orc) Male Half-orc Skald War Drummer 2 21yo, 192 cm, 94 kg XP: 2831 -> 3300
*IR = Inspired Rage
ABILITY SCORES: STR 16 [+3] (18 [+4] IR) (14 base + 2 racial bonus) DEX 14 [+2] CON 12 [+1] (14 [+2] IR) INT 10 [+0] WIS 7 [-2] CHA 15 [+2]
SAVING THROWS: Fort +4 [+1 IR] = +1 con +3 skald Ref +2 = +2 dex +0 skald Will +2 [+1 IR][+4WV] = -2 wis +3 skald +1 trait [+4 against bardic performance and all sonic or language-dependent effects]
COMBAT STATS: Hit Points: 17 (19 IR) = 8 skald + 5 x1 skald + 1 x2 con + 1 x2Favored Class AC: 17[19] (16[18] IR) = 10 + 2 dex + 5 armor [+ 2 shield] FF: 15[17] (14[16] IR) T: 12 (11 IR)
BAB +1 = + 1 skald CMB +4 (+5 IR) = 1 BAB + 3 str CMD 16 (+17 IR) = 10 + 1 BAB + 3 str + 2 dex Initiative +2 = + 2 dex Speed 30' (20' in armor) Concentration Check +4 = 2 skald + 2 cha (Casting defensively DC: 15 + spell lvl * 2)
Attack (Greateclub): +4 to hit, 1d10+4 B damage x2 crit * Attack (Greateclub, IR): +5 to hit, 1d10+6 B damage x2 crit
Attack (Club): +4 to hit, 1d6+3 B damage x2 crit * Attack (Club, ranged): +5 to hit, 1d6+4 B damage x2 crit 10ft
RACIAL TRAITS: ● Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
● Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. ● Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. ● Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity. Source PCS:ISR ● Darkvision: Half-orcs can see perfectly in the dark for up to 60 feet. ● Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
CLASS FEATURES: ● Weapon and Armor Proficiency:
A skald is proficient with all simple and martial weapons the greatclub (WD), light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
● Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. ● Fearsome Mien (Ex): A war drummer adds 1/2 his class level (minimum 1) to all Intimidate and Bluff skill checks. This ability replaces bardic knowledge.
● Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. ● Spell Casting: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier. Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed. At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. ● Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
● Inspired Rage (Su) : At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
● Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat. ● Deadly Rhythm (Ex): At 1st level, during his raging song, a war drummer can draw clubs and greatclubs as a free action as if he had the Quick Draw feat. At 3rd level, the war drummer gains a +1 bonus on damage rolls for attacks made with clubs or greatclubs. At 7th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5). At 6th level, the war drummer gains Improved Critical with the club or the greatclub as a bonus feat.
This ability replaces Scribe Scroll.
● Well-Versed (Ex):At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects. ● Versatile Performance (Ex)[Percussion (Handle Animal, Intimidate)]: [Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Advanced Versatile Performances Source PPC:BotB Beginning at 6th level, instead of selecting an additional skill with versatile performance, a skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the skald meets the option’s prerequisites. A skald with an archetype that replaces versatile performance cannot select advanced versatile performance options. Expanded Versatility (Ex): The skaldchooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Martial Performance (Ex): The skald chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the skald is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his skald level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). Masterpiece: The skald gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the skald has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
SKILLS: skill ranks: 4*2 skald+ 0 int + 1 race = 10 ACP - 4 (-6 shield) = - 4 armor (-2 shield)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (oratory, percussion, sing, string, winderrata) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
+02 (0 with shield) Ride (dex) = 1 rank + 2 dex + 3 class - 4 (-6) ACP
+04 Linguistics (Int) = 1 rank + 0 int + 3 class -02 Knowledge (all) (Int) = 0 rank + 0 int - 2 trait (If you fail a Knowledge check by 5 or more, you can recall information that is diametrically opposed to the truth)
+10 Perform (percussion) (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation +10 Perform (sing) (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation +10 Use Magic Device (cha) = 2 rank + 2 cha + 3 class + 3 Circlet of persuation +10 Handle Animal (cha) = Perform (percussion) [Versatile Performance] +14 Intimidate (cha) = 2 rank + 2 cha + 3 class + 2 race + 1 (Fearsome Mien) +1 trait + 3 Circlet of persuation +06 Bluff (cha) = 0 rank + 2 cha + 1 (Fearsome Mien) + 3 Circlet of persuation +05 Diplomacy (cha) = 0 rank + 2 cha + 3 Circlet of persuation
Languages: ● Common (racial) ● Orc (racial)
Spoken By: Orcs, half-orcs ● Goblin (linguistics 1)
Spoken By: Bugbears, goblins, hobgoblins The official language of hobgoblins, this dialect is similar to the goblin tongue.
FEATS: ● Compbat reflexes Dirty Fighting (DTT)[retrained]:Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites. ● Quick Draw during raging song for club and greatclub (class): Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
TRAITS: ● Memorable (Social): When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. ● Omen (Faith): You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. ● Legacy of Sand (Race Half-Orc): Benefit You gain a +1 trait bonus on all Will saving throws.
DRAWBACK: ● Information Overload: You have had access to thousands of spy reports, many of which turned out to be based on faulty deductions or even intentionally false stories spread by opposed spy groups. At this point, you have been exposed to false knowledge as much as accurate information, and you can’t always remember which is which. Effect(s): You take a –2 penalty on all Knowledge checks, and if you fail a Knowledge check by 5 or more, you can recall information that is diametrically opposed to the truth.
SPELL DC: 12 + Spell lvl
SPELLS KNOWN: 0-lvl: 1. Daze: School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0 CASTING
Casting Time 1 standard action Components V, S, M (a pinch of wool or similar substance) EFFECT
Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature of 4 HD or less Duration 1 round Saving Throw Will negates; Spell Resistance yes DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. 2. Ghost Sound: School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0 CASTING
Casting Time 1 standard action Components V, S, M (a bit of wool or a small lump of wax) EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect illusory sounds Duration 1 round/level (D) Saving Throw Will disbelief; Spell Resistance no FAQ
Can this create intelligible speech?
Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
[Source] DESCRIPTION
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell. 3. Light: Light
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0 CASTING
Casting Time 1 standard action Components V, M/DF (a firefly) EFFECT
Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. 4. Summon Instrument: School conjuration (summoning); Level bard 0 CASTING
Casting Time 1 round Components V, S EFFECT
Range 0 ft. Effect one summoned handheld musical instrument Duration 1 min./level (D) Saving Throw none; Spell Resistance no DESCRIPTION
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell. 5. Message: School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
CASTING
Casting Time 1 standard action Components V, S, F (a piece of copper wire)
EFFECT
Range medium (100 ft. + 10 ft./level) Targets one creature/level Duration 10 min./level Saving Throw none; Spell Resistance no
DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
1-lvl: 1. Cure Light Wounds:
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
2. Abstemiousness:
School transmutation; Level bard 1, cleric/oracle 1, druid 1, witch 1
CASTING
Casting Time 1 standard action Components V
EFFECT
Range touch Target a handful of berries, grains, nuts, or rice Duration 1 hour Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods.
3. Timely Inspiration: School divination; Level bard 1
CASTING
Casting Time 1 immediate action Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.
2-lvl: - 3-lvl: - 4-lvl: - 5-lvl: - 6-lvl: -
Инвентарь
Raging Song (8/8) per day Omen trait (1/1) per day Spells per Day: 0-lvl: -/- 1-lvl: 3/3 = 2 skald (+ 1 cha) 2-lvl: - = (+ 1 cha) 3-lvl: - = 4-lvl: - = 5-lvl: - 6-lvl: -
Exp 2831 -> 3300: 110 - первый бой с хобгоблинами 55 - бой с хобгоблинами из кухни 200 - "убеждение" строптивого торговца в таверне 100 - за победу над хобгоблином в лавке Стодора 200 - победа над ходами вместе с Ярви и Макраном. Вылазка возле лавки Стодара 100 - победа у храма 150 - бой у храма вместе с потом и Оливером 66 - уговаривает полуэльфов 1850 - битва за мост
Reward: - Туда и обратно х1: позволяет стабилизироваться без соответствующего броска. Используется по заявке. - "Главное не разделяться!" х3: Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена.
Carrying Capacity (16 str): Light Load 76 lbs. or less Medium Load 77–153 lbs. Heavy Load 154–230 lbs.
Equipped: - Greatclub 5 gp 8 lbs. - x3 Club - gp 3x3 lbs. - Dagger 2 gp 1 lbs. 1d4 19-20/×2 10 ft. 1 lb. P or S - Scale mail 50 gp 30 lbs. +5 +3 –4 25% 20 ft. 15 ft. 30 lbs. - Shield, heavy wooden 7 gp 10 lbs. - Musical Instrument (drum) 5gp[include skald kit] 3lbs.
- Soldier’s uniform 1[free] gp 5 lbs. The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.
- Circlet of persuation This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks, 4500 gp - Heavy crossbow (Crossbow, heavy (8 lbs.) Dmg 1d10 (crit 19-20/x2) , range 120 ft.)
Backpack:
Kit, Skald 37 gp Weight 47.5 lbs. [- 3lb instrument on body]: This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
1. potions of guidance х8 2. 1st-level wand of magic missile (10 charges); 3. Backpack 4. Bedroll 5. Blanket 6. Mess Kit 7. Waterskin Total weight: 110.5 = 66 + 44.5 (Medium Load) Total weight (without backpack): 66 (Light Load) Current Wealth: 1/105 gp
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Дольф Клейвалл
Автор: |
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snorkvitus |
Раса: |
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Дворф |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 12 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 11 [+0] |
Мудрость: | | 18 [+4] |
Обаяние: | | 8 [-1] |
Внешность
Рост: 4 фута 2 дюйма Вес: 160 фунтов Возраст: 44 года Цвет кожи: бледная, усыпанная россыпью веснушек Цвет волос: огненно-рыжая шевелюра, гладко зализанная на рано появившуюся лысину, и чуть более тёмные усы и борода. Цвет глаз: Изумрудно-зелёные Кряжистый, как и всё подгорное племя, Дольф не производит впечатление непоколебимой твердыни. От пивного пузика, до круглых, налитых щек, теряющихся в огненно-рыжей бороде - он кажется живым воплощением жизнерадостности. Лукавый взгляд целителя и лёгкая улыбка, время от времени играющая на полных губах, укрепляют сложившийся образ. Клейвалл, по меркам дворфов, еще юн, но это не мешает ему чувствовать себя уверенно в компании скоротечных дылд.
Характер
История
Клейвалл устало потёр глаза и откинулся назад - и что, во имя Алерии он забыл в этом разнесчастном Фаендаре? Так нет же - ярмарка, веселье... Опять-же - расширение клиентской базы, что должно было положительно сказаться на карьере начинающего целителя. Пока что Дольфу пришлось трижды вправлять сломанные носы и один раз - шепотом давать консультацию по излечению срамной болезни какому-то сиволапому фермеру, стыдливо прячущему глаза. Скукота, маета и сплошное похмелье. Дёрнув себя за ус, дворф заказал у крутобокой подавальщицы крынку молока и колбаски с горчицей и, в ожидании заказа, принялся немузыкально мурлыкать, подпевая барду. Деньги у молодого жреца были, а вот перспективы... С этим обстояло похуже.
Навыки
Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 11 (+0) Wisdom 18 (+4) Charisma 8 (-1)
Domains: Healing Community
Energy: Positive [Healing / Damages Undead]
Total Hit Points: 16
Speed: 20 feet
Armor Class: 14 = 10 + 2 [leather] + 1 [light wooden] + 1 [dexterity]
Touch AC: 11 Flat-footed: 10 Initiative modifier: + 1 = + 1 [dexterity] Fortitude save: + 4 = 2 [base] + 2 [constitution] Reflex save: + 2 = 0 [base] + 1 [dexterity] +1 trait bonus Will save: + 6 = 2 [base] + 4 [wisdom] Attack (handheld): + 1 = 1+0 [base] Attack (missile): + 2 = 0 [base] + 1 [dexterity]+1 Combat Maneuver Bonus: + 0 = 0 [base] Combat Maneuver Defense: + 11 = 10 + 0 [base] + 1 [dexterity]
Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb.
Languages: Common Dwarven
Feats:
Skill Focus (Heal) Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Acrobatics Dex* 1 =+1-1 [shield]+1 trait bonus Appraise Int 0 =+0 Bluff Cha -1 = -1 Climb Str* -1 = +0-1 [shield] Craft_1 Int 0 =+0 Craft_2 Int 0 =+0 Craft_3 Int 0 =+0 Diplomacy Cha 3 =-1+ 1 + 3 [class skill] Disguise Cha -1 = -1 Escape Artist Dex* 0 =+1-1 [shield] Fly Dex* 0 = +1-1 [shield] Heal Wis 12 = +4+ 1+ 3 [class skill] + 3 [skill focus] +1 trait bonus Intimidate Cha -1 = -1 Perception Wis 4 = +4 Perform_1 Cha -1 = -1 Perform_2 Cha -1 = -1 Perform_3 Cha -1 = -1 Perform_4 Cha -1 = -1 Perform_5 Cha -1 = -1 Ride Dex* 0 = +1-1 [shield] Sense Motive Wis 8 =+4 Stealth Dex* 0 = +1-1 [shield] Survival Wis 4 = +4 Swim Str** -1 = +0-1 [shield] Profession woodcutter (Wis) 8=+4 * = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers
Trait Frontier healer: You make your way in life by putting people back together after the rigors of the world take their toll-brewing herbal remedies, setting broken bones, and treating diseases. You gain +1 trait bonus on all Heal and Knowledge (nature) checks, and one of this skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeling energy, lay on hands, or magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Grounded (Dwarf) - +2 bonus on balance-related Acrobatics checks, and a +1 bonus on Reflex saves. Holy crap. A great Dwarf trait. A flat bonus to Reflex, and a bonus on Acrobatics for icing.
Clearheaded (Dwarf) - +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.
Drawbacks Doubt You lack confidence in your abilities or confidence in the universe at large. Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Zero-level Cleric spells: 3 can be selected per day, unlimited casting
First-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Dwarf
+ 2 constitution, +2 wisdom, -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
All dwarves are proficient with battleaxes, heavy picks, and warhammers.
+ 4 to avoid being bullrushed / tripped while standing on ground
+ 2 racial bonus on saves vs. poison
+ 2 racial bonus on saves vs. spells / spell-like abilities
+ 1 racial bonus to hit orcs and goblinoids
+ 4 dodge bonus on AC against giants
+ 2 racial bonus on appraise checks if stone/metal
Cleric Alignment Aura
Spontaneous casting -- trade prepared spells for curative spells
Channels positive energy (2x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities. See the rulebook for details
Animal clergy can speak with animals, and get an animal companion at 4th level.
Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered
Concentration check: d20 + cleric level + wisdom modifier vs. DC
Class HP rolled Level 1: Cleric 8
Инвентарь
140 gp - 12-5-10-3-2-0.1-1-0.1-1-0.03-1.5-0.02=104.25 Mace, heavy [1d8crit x2., range— 8 lb. one-handed. Blunt —] Spear, boar[1d8, crit x2, range - , 8 lb, , two-handed piercing. brace] Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.] Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.] Ligth crossbow of trueseeker +1: 4835 gp 1d8+1 19–20/×2, range 80 ft., 4 lbs., +5 sense motive Backpack (2lb.) Bedroll (5lb.) Case, map or scroll (0.5lb) Fishhook Flint and steel Flask (0.5lb.) Rations, trail * 3 (3lb.) Whetstone (1 lb.) healer’s kit (с алхимика) Medium load - 52lbs. Zero-level Cleric spells: 3 can be selected per day, unlimited casting Resistance Touched creature gains +1 on saving throws. Stabilize Cause a dying creature to stabilize. Light Object shines like a torch. Create Water Creates 2 gallons/level of pure water. First-level Cleric spells: 2 (1 + 1) per day + 1 from a domain +1: Bless Allies gain +1 on attack rolls and saves against fear. Bless (Casting Time 1 standard action; Components V, S, DF) EFFECT Range 50 ft. Area The caster and all allies within a 50-ft. burst, centered on the caster Duration 1 min./level Saving Throw none; Spell Resistance yes (harmless) DESCRIPTION Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Cure Light Wounds*3 Cures 1d8 damage + 1/level (max +5). Cure Light Wounds (Casting Time 1 standard action Components V, S) EFFECT Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
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Марк Хостер
Автор: |
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школьнек |
Раса: |
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Человек |
Класс: |
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Колдун/Волшебник |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 6 [-2] |
Ловкость: | | 14 [+2] |
Выносливость: | | 11 [+0] |
Интеллект: | | 20 [+5] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Size: Medium Age: 41 Height: 180 cm Weight: 72 kg Eyes: Blue Hair: Black Wavy; Average Beard Skin: Tan
Характер
История
Тем, кому довелось пересечься с этим немолодым уже мужчиной, Марк Хостер известен, как странствующий мистик, философ и искатель знаний и тайн. Некоторые могли бы предположить, что он скорее склонен решать вопросы словами, а не волшебством; сведущие в искусстве магии поведали бы, что их коллега практикует весьма архаичную и ныне практически забытую систему, существам знающим известную как Слова Силы; а те немногие, что периодически сопровождали Хостера в его странствиях, могли бы рассказать про необычный знак на его руке (который, впрочем, редко удавалось увидеть в силу того, что обладатель знака носил длинные рукава и редко обнажался на публике), распространяться о происхождении которого мужчина не стремился.
Так или иначе, дорога приводила Марка Хостера в самые разные места Авистана. Немало странствовал он по Челиаксу, пусть и не слишком жалуя местные устои и законы. Несколько лет жил в Речных Королевствах. Провел не один месяц в гостях у варизийских племен, обмениваясь историями и легендами. Ну а теперь путь его проходит через Нирматас и небольшой городок в этом государстве, именующийся Фаендаром...
Навыки
Марк Хостер NG Medium Humanoid (human) Male Human Wordcaster Sorcerer 1/Wordcaster Wizard 1 [Neutral Good] 41yo, 180 cm, 72 kg Exp: 2265/3,300 Race: Human Class: Crossblooded-Wildblooded Sorcerer /Exploiter Wizard Alignment: NG Favored Class: Sorcerer (+1 spell known from the sorcerer spell list. This spell must be at least 1 level lower than the highest spell level the sorcerer can cast) Hero Points: [_] Ability Scores: STR 6 (-2) = 7 - 1 [age] DEX 14 (+2) = 15 - 1 [age] CON 11 (+0) = 12 - 1 [age] INT 20 (+5) = 17 + 2 [racial] + 1 [age] WIS 12 (+1) = 11 + 1 [age] CHA 8 (-1) = 7 + 1 [age] Saves: Fortitude save: + 0 = 0 [base] Reflex save: + 2 = 0 [base] + 2 [dexterity] Will save: + 3 = 4 [base] + 1 [wisdom] -2 [crossblooded] +2 trait bonus on saving throws against fear effects. Stats: HD: 2d6 HP: 10 (6 [1 lvl] + 4 [2 lvl]) BAB: 0 AC: 12 (+10 [base] + 2 [dex]) Touch AC: 12 Flat-footed: 11 Initiative: +2 (+2 [dex]) Speed: 30' Attack Values: CMB: -2 = 0 (BAB) - 2 (Str) CMD: +10 = 10 (base) + 0 (BAB) -2 (Str) + 2 (Dex) Unarmed Strike: Melee, d20-2 (0 [BAB] -2 [str]) to hit, 1d3-2 B damage Spell Save DC: 15 + spell level SKILLS: Skill ranks: 1*2 sorcerer + 1*5 int + 1*2 Wizard + 1*5 int = 12+10 Diplomacy (int): 1 rank + 3 class + 5 int + 1 trait +12 Knowledge [arcana] (int): 1 rank + 3 class + 5 int + 1 racial (compr.ed.) + 2 arcana +10 Knowledge [dungeoneering] (int): 1 rank + 3 class + 5 int + 1 racial (compr.ed.) +10 Knowledge [geography] (int): 1 rank + 3 class + 5 int + 1 racial (compr.ed.) +10 Knowledge [engineering] (int): 1 ranks + 3 class + 5 int + 1 racial (compr.ed.) +06 Linguistics (int) = 1 rank + 5 int +02 Perception (wis) = 1 rank + 1 wis +11 Spellcraft (int) = 1 rank + 3 class + 5 int + 2 arcana +10 Craft[Оружейник] (int): 2 rank + 3 class + 5 int +09 Craft[Доспешник] (int): 1 rank + 3 class + 5 int - 01 Swim(str) =1 rank + -2 str Languages: 1. Common (racial) 2. Abyssal (int bonus) 3. Infernal (int bonus) 4. Draconic (int bonus) 5. Dwarven (int bonus) 6. Orc (int bonus) 7. Giant (linguistics) FEATS: Eschew Materials [sorcerer] Extra Word [1 lvl]: Add one effect word from your class's word list to your list of words known. This is in addition to the number of words normally gained at each level in your class. You may instead add two words from your class's word list to your list of words known, but both of these words must be at least one level lower than the highest-level wordspell you can cast in that class. Once made, these choices cannot be changed. Metaword mastery [bonus feat]:You can use meta words three additional times per day. In addition, select one additional meta word and add it to your spellbook, familiar, or list of words known. Scribe Scroll [free to wizard] Traits: Student of Philosophy (Social) - Diplomacy. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Courageous (Combat) - Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects. World Traveler (Race) - Diplomacy. Benefit: You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Drawback: Foul Brand. You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. RACIAL TRAITS: Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Humans are humanoid creatures with the human subtype. Size: Humans are Medium creatures and have 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). Bonus Feat: Humans select one extra feat at 1st level. Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. CLASS FEATURES: ( Sorcerer) Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons, but not with any type of armor or shield. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Crossblooded: A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice. A crossblooded sorcerer has one fewer spell known at each level (including cantrips). Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves. Sage Bloodline: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Class Skill: Knowledge (инженерия и история). Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell, Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus. Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th). Destined Bloodline: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2. Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th) Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round. Bloodline Power (1 lvl): Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Int modifier. ( Wizard) Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Reservoir (Su): At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for the purpose of determining how many points he gains in his arcane reservoir points at each level. This ability replaces arcane bond. Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school. - See Magic (Su)(1st level ): The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as per detect magic). During this time, she is treated as if she had studied each aura for 3 rounds, and she treats her Knowledge (arcana) check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack in order to touch the item. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). WORDS KNOWN(Sorcerer): ссылкаEffect: - 0 lvl: Force Block (Armor) Sense Magic (Detection) Lift (Gravity) Flame Jet (Fire) -1 lvl: FOG BANK (WEATHER) FORCE SHIELD (ARMOR) Meta: Boost(0) - Allows an effect or target word to use its boosted description. CAREFUL(1) - A wordspell with this meta word does not require a somatic component. ========================================= WORDS KNOWN(Wizard): Spellbook[28/50] Effect: - 0 lvl: Acid Burn (Acid), Bleeding Wounds (Wounding), Cold Snap (Cold), Cramp (Pain), Decipher (Language), Echo (Illusion), Flame Jet (Fire), Force Block (Armor), Lift (Gravity), Sense Magic (Detection), Spark (Electricity) - 1 lvl: Fade (Concealing) Alignment Shield (Alignment) Dash (Time) Friendship (Command) Glide (Flight) Fortify (Body) Meta: Boost(0) - Allows an effect or target word to use its boosted description. LENGTHY(0) - A wordspell with this meta word doubles its duration. This meta word has no affect on effect words with a duration of instantaneous. The effect of this word does not stack with the effect of the Extend Spell feat. DISTANT(0) - This word increases a wordspell's range, as determined by its target word. If the word has a close range, it increases to medium (100 ft. + 10 ft./level). If the word has a medium range, it increases to long (400 ft. + 40 ft./level). This word has no effect on target words with a range other than close or medium. QUIET(1) - A wordspell with this meta word does not require a verbal component. This meta word can modify a target word or an effect word. CAREFUL(1) - A wordspell with this meta word does not require a somatic component. _____________ Target: Barrier(3) - Creates a visible barrier that is 10 feet long per caster level and 10 feet high. Burst(1) - Affects everything it catches in a 10-foot-radius burst. Cone(0) - Affects everything in a coneshaped burst. Line(1) - Affects everything in a 20-foot line. Personal(0) - Affects the caster. Selected(0) - Affects a single target within range
Инвентарь
[Опыт]:(110+55+100+150+1850+100+400)=2765 Spellcasting: *Sage Sorcerer: Intellect based, CL 1, DC 16 + spell level Meta word uses: 4/4 1 lvl slots: 5/5 *Exploiter Wizard: Intellect based, CL 1, DC 16 + spell level AR(Su):(3/4) 0 lvl slots: - Cone*Acid Burn
Cone*SparkCone*Cold SnapCone*Spark
1 lvl slots: Personal*LENGTHY*FortifyPersonal*LENGTHY*DashPersonal*LENGTHY*Fortify Light load: 20 lb. or lessMedium load: 21-40 lb. Heavy load: 41-60 lb. Lift over head: 60 lb. Lift off ground: 120 lb. Push or drag: 300 lb. Inventory: 13 lb. total Dagger (1d4, 19-20/x2, 10 ft., P or S) - 2 gp, 1 lb. Traveling Spellbook [50стр.] - 10 gp, 1 lb. Inkpen, Ink - 10 gp. Outfit, Explorer’s - 10 gp, 8 lb. Backpack, common - 2 gp, 2 lb. Bolt(s), crossbow x10 (1 lbs) Кошелек:[_16_]
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Оливер Хант по прозвищу Соловей
Автор: |
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Криптозоолог |
Раса: |
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Человек |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Оливер совсем молодой еще деревенский парень. Высок ростом и достаточно крепок. Внимание привлекают его светлые волосы и ярко голубые глаза. Он одет в зеленый кафтан и зеленого цвета плащ. Носит лук и кинжал на поясе. На поясе широкий охотничий нож, за спиной - внушительных размеров охотничий лук, колчан со стрелами и полупустой рюкзак.
Характер
Нельзя сказать, что Оливер деревенщина - напротив, он неплохо образован, остер на язык и умеет пользоваться головой. В то же время он нередко проявляет потрясающую наивность и доверчивость, обильно сдобренные юношеским максимализмом и идеализмом. Оливер общителен, любопытен ценит решительность и хитроумные планы. Больше всего ценит дружбу и за своих товарищей готов жертвовать многим. Есть в нем одна важная черта - он готов идти до конца отстаивая то что кажется ему правильным или справедливым.
История
Оливер, сын местного лесничего Итана Ханта. «Соловьем» ребенка прозвали еще в детстве, за удивительный талант свистеть и подражать голосам птиц. Денег в семье было немного, так что мальчика отправили на воспитание к святому лесному отшельнику. Отшельник это известен был тем, что жил в лесу, и помогал людям советами по хозяйству и уходу за животными или лечением. А еще отшельник этот был фавном. Т.е. верхняя половина как человек, а нижняя как лесной козел. Имя его было Андонис. Сначала он прогнал мальчика, но тот вернулся, настойчиво упрашивая старца взять его в ученики и желая учиться лесным премудростям. Наконец фавн принял мальчика. Пять лет ребенок жил в лесу с фавном Андонисом. Андонис учил его понимать повадки зверей и птиц. Вместе они слушали их голоса. Они охотились, и Оливер учился стрельбе из лука и премудростям охотничьего дела. Каждый день они путешествовали по лесу, и фавн учил подростка скрытым силам и энергиям что живут в чаще. Каждый день был не похож ни на предыдущий, ни на последующий. В уединении чащи они совершали ритуалы посвященные Эрастил и медитировали. Наконец однажды отшельник сказал Питеру. Настало твое время. Мне было видение, что Эрастил призывает тебя и твоя судьба идет за тобой. Пора тебе отправляться в путь. Я дал тебе все что мог. Расспросы Питера не смогли выудить из отшельника большего. Юноша собрал свои нехитрые вещи, попрощался с учителем и пошел куда глаза глядят. А пошел он домой, в Фаендар. А куда еще?
Навыки
Name: Oliver Hunt Male Human Cleric 3 Neutral Good Deity: Erastil Domains: Animal (Feather), Plant
Size: Medium Height: 6' 0" Weight: 175 lb Eyes: Blue Hair: White Skin: Light
Strength 12 (+1) Dexterity 16 (+3) Constitution 12 (+1) Intelligence 08 (-1) Wisdom 16 (+3) Charisma 08 (-1)
Hero Points 1-2-3- Total Hit Points: 21 = 8+5*2+1*3 Speed: 30 feet Armor Class: 19 = 10 + 4 [hide] + 2 [heavy steel]+3 [dex] Hide [15 gp medium; + 4 AC; max dex + 4; check penalty -3 25 lb.] Heavy Steel Shield [+ 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.] Touch AC: 15 Flat-footed: 17 Initiative modifier: + 3 = + 3 [dexterity] +2 racial if you can act during a surprise round [Eyes of the Hawk]
Fortitude save: + 6 = 3 [base] + 1 [constitution] +2 [resistance] Reflex save: + 6 = 1 [base] +3 [dex] ] +2 [resistance] Will save: + 9 = 3 [base] + 4 [wisdom] ] +2 [resistance]
Attack (handheld): + 3 = 2 [base] + 1 [strength] Attack (missile): + 5 = 2 [base] + 3 [dexterity] +1 [PBS] – 2 [Rapid Shot] +2 [Divine favor] Long Bow [1d8, crit x3, 3 lb., pierce] +1 [PBS] +2 [Divine favor]
Feats:
1 [HD1] Pt. Blank Shot, Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 2 [HBF] Rapid Shot, Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. 3 [HD3] Precise Shot, Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Traits: Fate's Favored Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Seeker Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Milita veteran Benefits: You gain a +1 trait bonus on all Survival checks, and Survival is a class skill for you Drawbacks (Guilty Fraud): Effect(s): You take a –4 penalty on Bluff checks against creatures with an attitude toward you of indifferent or better
Skills: 2 - 1 Int modifier +1 skill point per level for Favorite Class +1 extra skill point per level for human 03 Diplomacy = -1Cha +1+3 [class skill] +1Guidance 07 Heal = +3 Wis +1 + 3 [class skill] +1Guidance 11 Perception = +3 Wis +2 +1 [racial bonus] +3 [class skill] +2 trait bonus +1Guidance 08 Survival = +3Wis +1+3 [class skill] +1 trait bonus +1Guidance 04 Ride = + 1 + 3Dex +1Guidance 00 Handle Animal = +1 -1 Cha +1Guidance 07 Sense Motive = +3Wis+ 1 +3 [class skill] +1Guidance -05 Bluff = 0 -1Cha -4 drawback +1Guidance 03 Spellcraft 1 -1Int +0 [class skill] +3 Item +1Guidance
Languages: Common, Goblin
Human Racial Traits +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Cleric Alignment Aura Channels positive energy (3-1Cha/day) 2d6 Spontaneous casting -- trade prepared spells for curative spells Zero-level Cleric spells: 3 can be selected per day, unlimited casting First-level Cleric spells: 3 (2 + 1) per day + 1 from a domain: Second-level Cleric spells: 2 (1 + 1) per day + 1 from a domain: Favored class points: Hit points +1; Skill points +1 High wisdom gains bonus spells daily Domain choices give additional abilities.
Animal Domain (Feather) Granted Powers: You treat Knowledge (nature) as a class skill. Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th— mass fly, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.
Plant Domain Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants. Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive. Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Заклинания: DC: 13+lev 0-lev (4): Detect Magic, Mending, Guidance, Create water, 1-lev (2+1+1): Divine favor*2, bless, entangle (d) 2-lev (1+1+1): Life Pact, Sound Burst, barkskin
Инвентарь
Опыт 110-165-265-365-465-615-681-2531-2797-2897-3297-
divine scroll: cure light wounds, and magic stone; - potion of cure light wounds х2 - potion of invisibility - alchemist’s fire х3 - antitoxin - smokestick х2 - tanglefoot bag х2 - thunderstone х2
Ситуативные бонусы: Главное не разделяться!" х3 Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена.
"Ты не пройдёшь!" х3 Позволяет получить ситуативный бонус +2 АС и +1 к спасброскам, если Оливер защищает беспомощного товарища. Используется по заявке.
Инвентарь Gp 140-30-27-15-10-9-8-6-22-101- - 100 gp worth of gold dust - 27 small semiprecious stones (worth 1 gp each)
Magic Items: Care of gods amulet +2 resistance bonus on all saving throws, +3 Spellcraft, 4900 gp Амулет, пропитанный позитивной божественной энергией, делающий работу с тонкими материями более продуктивной.
47 lb Weapons / Armor / Shield (from above) Hide [15 gp medium; + 4 AC; max dex + 4; check penalty -3 25 lb.] Heavy Steel Shield [20 gp + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.] Longbow [75gp dmg 1d8(20*3) rng 100 ft. 3 lbs.] Dagger [2 gp 1d4 (19-20/×2) rng10 ft. 1 lb. P or S] Shortspear [1 gp 1d6 (20x2) 20 ft. 3 lbs.P]
2 lb Backpack 2 gp 8 lb Outfit, Explorer’s 10 gp 5 lb Bedroll 1 sp 10 lb Rations (1 day) x10 5 gp 1 lb Soap 1 sp 1 lb Healer kit Holy symbol (wooden) 1 lb Holy text 1 gp 2 lb Spell component pouch 1 gp 10 lb Rope, hemp (50 ft.)1 gp 4 lb Waterskin 1 gp _____ 91 lb Total Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb Lift off ground: 350 lb. Push or drag: 875 lb.
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Макран
Автор: |
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awex |
Раса: |
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Человек |
Класс: |
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Монах |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Обаяние: | | 11 [+0] |
Внешность
Высокий молодой человек, около метр восьмидесяти, лет восемнадцати-двадцати на взгляд. От природы хорошо развит физически, с широкими плечами и узкой талией, но тяжеловесом его не назвать никак не получится. Кожа загорелая, немного обветренная, что прозорливому человеку скажет о том, что Макран очень много времени проводит под открытым небом. Черные короткие волосы вечно растрепаны и явно плохо знакомы с расческой. Глаза карие, живые, с интересом и любопытством смотрящие на мир вокруг. Лицо простоватое, располагающее собеседника к доверию. Особых примет нет. Одет довольно просто: мешковатые серые бриджи; на ногах - кожаные, потертые, сандалии; выцветшая темно-зеленая рубаха на размер или два больше, с вечно закатанными по локоть рукавами, с V-образным воротом, на талии перехваченная простецким кожаным ремнем. Поверх рубахи - простенькая жилетка с парой карманов. На руках - перчатки без пальцев из бычьей кожи. За спиной - походная сумка с нехитрым скарбом. В дороге, обычно, пользуется посохом.
Характер
Экстраверт, который с радостью готов пообщаться с новыми людьми и завести знакомства или просто выслушать кого-то. Не прочь доброй шутки, хотя местами может сам по незнанию перегнуть палку. Немного простодушный и наивный, в силу чего старается для себя четко разделять мир на "добро" и "зло". Не любит кривить душой и не любит когда другие так делают. Ценит в людях способность переходить быстро от слов к делу.
История
Макрана всегда привлекала Дорога - абстракция, чуточку романтичная, которая заставляет многих молодых людей оставить насиженное место и ставить своей целью достигнуть горизонта. Возможно, в парне это все было от родителей, что в молодости, по слухам, были теми ещё авантюристами. Макран не знал своих родных. Сколько себя помнил он всегда был под крылом у старика Арона. Последний же, по его собственным словам, был близким другом Сариссы и Шада - родителей Макрана, - которые оставили единственного сына ему на попечение. Почему все случилось именно так, а не иначе, мальчик так и не узнал, Арон лишь повторял, что это было сделано на его благо и в мире не было кого-то, кто бы любил Макрана больше чем мать и отец. Арон заменил мальчику не только отца и мать, но так же стал его учителем обучив дисциплине, привив уважение к жизни, развил дух благородства, а так же научил владеть своим телом, превращая его в оружие, в случае необходимости. В возрасте семнадцати лет, Арон отпустил Макрана, сказав, что обучил его всему что знал и теперь мальчик должен встать на свой путь и следовать заветам Мастера Мастеров на свой лад. Фаендар стал первым более менее крупным городом, который стал на пути у юного путешественника. На текущий момент Макран живет в городе уже третью неделю, занимаясь в основном физическим трудом, в обмен на пищу и кров <посоветоваться с мастером на тему НПЦ, к которому можно это привязать> и узнает больше о быте и устоях этого сообщества.
3 Убеждения - Движение - это жизнь. Разумное существо должно находиться в постоянном поиске нового. - Уважай законы чужого дома - Настоящая помощь ближнему должна быть бескорыстной
3 Цели - найти родителей - увидеть Мир - достичь просветления
Навыки
Makran, Male human, monk 3 Lawful Good Follower of Irory Exp: 3682/6000 STR: 12 DEX: 14 CON: 12 INT: 10 WIS: 14 CHA: 11 +2 racial bonus on Dex STR: 12 [+1] DEX: 16 [+3] CON: 12 [+1] INT: 10 [+0] WIS: 14 [+2] CHA: 11 [+0] HD: d10 Hit Points 18/18 (3HD) HP: 25 = 10 + 6 + 6 + 3 * (Con 1) Hero Points: 1/1 Perks: "Главное не разделяться!" 2/3 Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена. AC 16=10 + 3 Dex + 2 Wis + 1 Dodge Touch 16, Flat 12 Init +3 BAB + 3, CMB + 7(9) = 3 BAB + 3 Dex [Aguile Maneuver] + 2 imp.grapple [Feat] + 1 weapon focus CMD + 19(21) =10 + 3 BAB + 1 Str + 3 Dex + 2 Wis + 2 imp.grapple [Feat] Speed 40 = 30+10[class] Fort + 4 = + 3 base + 1 Con Ref + 6 = + 3 base + 3 Dex Will + 3 = + 1 base + 2 Wis +4 melee base (3 bab + 1 Str) +7 ( 3 bab + 3 weapon finesse + 1 weapon focus) unarmed strike 1d6+1 STR +7\7 ( 3 base + 3 weapon finesse + 1 weapon focus) flurry of blows 1d6 / 1d6+1 STR +6 Range base (3 bab + 3 Dex) Speaks Common, Dwarwen skill ranks 21 = (4 + 1 int)x3 + 3 Human + 3 FC 9 Acrobatics (Dex) (3 rank + 3 Dex + 3 class) 7 Climb (Str) (3 rank + 1 Str + 3 class) Craft (Int) 8 Escape Artist (Dex) (2 rank + 3 Dex + 3 class) Intimidate (Cha) () 7 Heal (Wis) (1 rank + 2 Wis + 3 class + 1 [Caretaker]) 5 Knowledge (history) (Int) (2 rank + 0 Int + 3 class) 4 Knowledge (religion) (Int) (1 rank + 0 Int + 3 class) 1 Linguistics (Int) (1 rank + 0 Int) - не классовый 8 Perception (Wis) (3 rank + 2 Wis + 3 class) Perform (Cha) () Profession (Wis) Ride (Dex) 7 Sense Motive (Wis) (2 rank + 2 Wis + 3 class) 9 Stealth (Dex) (3 rank + 3 Dex + 3 class) Swim (Str) ()
Traits: Alert (Once per day as a free action, you can take 10 on your initiative check.) Caretaker (You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.) Feats: Weapon Finesse Agile Maneuvers Weapon focus [unarmed strike] Monk Abilities Bonus feat - improved grapple flurry of blows (additional attack with the highest bonus) stunning fist Fort 13 = 10 + 1\2 lvl + 2 Wis or stun for 1 round. 1\1 per day impr. unarmed strike - 1d6 evasion Bonus feat (2nd lvl) - dodge Fast Movement - ench.bonus +10ft mov.speed Ki Pool (3 = 3lvl/2 + 2 Wis) Ki strike - as magic weapon Weapon prof: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, short spear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Favored Class: Monk + 1 to Skills Standard 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. Feat and Skill Racial Traits 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.
Инвентарь
Лист закупок: 35 gp
Quarterstaff 1d6/1d6 20/×2 4 lbs.
Outfit, Peasant’s 2lb Vest 1 sp 1/2 lb Gloves of bull's strength (Bull’s Strength (2/day))
masterwork backpack - Bedroll 1 sp 5 lb - Blanket 5 sp 3 lb
Backpack, common 2 gp 2 lb - Bedroll 1 sp 5 lb - Blanket 5 sp 3 lb - Flint and steel 1 gp - Rope, hemp (50 ft.) 1 gp 10 lb. - Outfit, Peasant’s 1sp 2lb - запасной комплект - Torch x3 3cp 3 lb.
Money: 0 gp 1 sp 7 cp (30 золотых списано)
Вес на себе: 32.2 lb Weight Limits : 43 lbs. / 44–86 lbs. / 87–130 lbs.
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Ольбард Ворчун
Автор: |
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Swin |
Раса: |
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Дворф |
Класс: |
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Друид |
Мировоззрение: |
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Нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 8 [-1] |
Внешность
Нечто невысокое, как пенек, и коренастое, заросшее до глаз сросшейся с патлами густой бородищей цвета "соль с перцем". Из гнезда волосни, в которой застряли многочисленные веточки и сушеные листики, выглядывает только картофелина носа и два ярко-голубых, горящих легкой безуминкой глаза, обрамленных сеткой морщинок. Это нечто довольно подвижно для своей комплекции, а короткие сосисочные пальцы, так же поросшие черноватым мехом, удивительно ловкие и проворные. Говорит "пенёк" неприятным, покряхтывающим голосом, то и дело сбиваясь на маловнятное бормотание. Одет в неопределенного зелено-коричневого цвета хламиду.
Характер
Ворчлив, грубоват, нелюдим. Ехиден и язвителен. Не чурается подкреплять свою точку зрения не только крепким словцом, но и мордобитием, особенно будучи "под парами". Лучшим собеседником почитает себя самого, и то и дело вступает с "умным человеком" в пространную полемику, не стесняясь сторонних слушателей. При всем этом, - странное дело, - редко когда ответит отказом на просьбу о помощи, хотя и выест просителю весь мозг до донышка.
История
Про Ольбарда рассказывают разное. Говорят, родом он из Крэггодана, что, впрочем, типично для Нииматесских дворфов. Говорят, он покинул Небесный Замок в юном возрасте, и, вроде бы, не по своей воле. Сказывают, что этот дворф - награжденный ветеран войны с Молтуном. Гуляют слушки, что он не связан ни с одним из Кругов Друидов, и вообще, считается среди адептов Зеленой Веры едва ли не персоной нон-грата. А что о нем известно достоверно? Ольбард осел близ Фаендара пару десятков лет назад. Бывает в городе довольно регулярно, но коротко ни с кем не сошелся. Как правило, визиты Ворчуна, как его называют местные, складывается по одному шаблону - он приносит в город собственноручно приготовленные снадобья и микстуры, продает их на базаре, а расторговавшись - топает в кабак. Откуда не вылезает неделю-другую, пока не пропьёт до копья всю выручку, после чего снова скрывается в лесу. Порой люди сами ходят на поклон к Ольбардовской землянке в чащобе, потому что всем известно - более искусного лекаря, способного поднять на ноги человека, уже стоящего одной ногой в могиле, не сыскать и на сто миль окрест. Вот, собственно, и всё, что про него могут сказать люди. В этот раз Ворчун тоже притопал аккурат на большую ярмарку, где быстро распродал свою пользующуюся известным успехом продукцию, после чего глубоко занырнул в океан виски и эля, до коих был большим охотником.
Навыки
N * Medium * Humanoid Male * dwarf * Druid 2 (Favored) 72yo * 142 cm * 80 kg Exp: 110 + 55 + 533 + 1850 + 266 + 100 + 400 = 3314 ABILITY SCORES:STR 13 [+1] DEX 14 [+2] CON 14 [+2] (12+2 расовые) INT 10 [+0] WIS 16 [+3] (14+2 расовые) CHA 8 [-1] (10-2 расовые) SAVING THROWS:Fort +5 = +3(Druid) + 2 (Con) Ref +2 (Dex) Will +6 = +3 (Druid) + 3 Wis COMBAT STATS: Hit Points 16 = 12 (Base) + 4 (Con) AC 19 = 10 + 2 (Dex) +1 (Feat) + 2 (Shield) + 4 (Armor) BAB +1 CMB +2 = 1(Str) + 1 (BAB) CMD 14[18] = 10 +1 (Str) + 2 (Dex) + 1 (BAB) [+4 against bullrush & trip] Initiative +2 (Dex) Speed 20'
* Attack #1 (Masterwork Battleaxe) +1 Str +1 Bab +1 Masterwork = +3 1d8 + 1 Str = 1d8+1: Crit 20 X 3 * Attack #2 (Warhammer) +1 Str +1 Bab = +2 1d8 + 1 Str = 1d8+1: Crit 20 X 3 * Attack #3 (Dagger) +1 Str +1 Bab = +2 1d4 + 1 Str = 1d4+1: Crit 19-20 X 2 RACIAL TRAITS:● Ability Score Racial Traits: 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. ● 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. ● 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. ● Darkvision: Dwarves can see perfectly in the dark up to 60 feet. ● Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. ● Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. CLASS FEATURES:● Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. ● Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. ● Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. ● Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. ● Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. ● Druidic Herbalism Nature Bond: Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice. Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism. A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect. A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares). At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it. Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity. Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery. ● Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. ● Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. ● Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrow n areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. ● Trackless Step (Ex): Lev 3 Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. ● Resist Nature’s Lure (Ex): Lev 4 Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. ● Wild Shape (Su): Lev 4 At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III. ● Venom Immunity (Ex): Lev 9 At 9th level, a druid gains immunity to all poisons. ● A Thousand Faces (Su): Lev 13 At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form. ● Timeless Body (Ex): Lev 15 After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. SKILLS:Skill ranks: 10 = 8 (Druid) + 2 (Favored Class Bonus) ACP: -5 = -3 Hide -2 Heavy Wooden Shield Stealth (Dex) +4 = 2 Rank + 2 Dex
Heal (Wis) +9 = 2 Rank + 3 Class + 3 Wis + 1 Trait Survival (Wis) +10 = 2 Rank + 3 Class + 3 Wis + 2 Nature sense Perception (Wis) +7 = 1 Rank + 3 Class + 3 Wis
Knowledge (Nature) (Int) +7 = 1 Rank + 3 Class + 2 Nature sense + 1 Trait Knowledge (Geography) (Int) +4 = 1 Rank + 3 Class Spellcraft (Int) +4 = 1 Rank + 3 Class
Languages: Common, Dwarven, Druidic FEATS:● Ironhide [1st level]: +1 natural armor bonus TRAITS:● Frontier Healer: +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st. ● Focused Mind : +2 trait bonus on concentration checks. Spells per Day: Level 0: 4 Level 1: 3 = 2 (level) + 1 (Wis) ===== Favored Class Bonuses: 1 Level: +1 Skill Level 2 Level: +1 Skill Level
Инвентарь
Оружие: *Masterwork Battleaxe 6 lbs *Warhammer 5 lbs *Dagger 1 lb
Доспех: *Hide 25 lbs *Heavy Wooden Shield 10 lbs
На себе: *Explorers Outfit - *Wand of Healing -
Cure light wounds (CL3, 1d8+3) 4/day
Рюкзак (2gp 2 lbs) : *Bedroll 5 lbs *Waterskin 4 lbs *Flint&steel - *Mess Kit 1 lb *Rations (trail) X 20 20 lbs *Rope (hemp) 50 ft 10 lbs *Flask X 20 10 lbs Вес "на себе": 47 lbs Вес рюкзака: 52 lbs Общий вес: 99 lbs Наличные: 13,6 gp Carrying Capacity: 50\100\150 ========== Меморайз: Level 0: Know Direction:You discern north.Light:Object shines like a torch.Stabilize: Cause a dying creature to stabilize.Create Water: Creates 2 gallons/level of pure water.Level 1: Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Х2Entangle: Plants entangle everyone in 40-ft. radius. X1========== Купоны:"Главное не разделяться!" х3 Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена.
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Ярви `Хромой`
Автор: |
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Dungard |
Раса: |
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Человек |
Класс: |
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Slayer |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 8 [-1] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Height: 6’ 1’’ Weight: 187 lb. Hair, mustache and whiskers: Red Eyes: Green Skin: Fair Build: Muscular Age: 25
Характер
Ярви – человек, пусть и прилично побитый жизнью и войной, но все же относительно молодой, и характер у него соответствующий. Впитав все достоинства и недостатки того коктейля, что плещется у него в жилах, он сочетает несколько гипертрофированную тягу к независимости с приверженностью эфемерным идеям и абстрактным понятиям вроде "добро", "справедливость" и "государство", яростное безрассудство молодости с рассудительной вдумчивостью стремящегося выжить зверя, а добрый нрав с затмевающей глаза ненавистью к южному соседу Нирматаса. Он любит выпить, любит хорошую драку и спор, конечно же, видит себя великим воителем, и только иногда, когда несущийся во весь опор конь его “я” немного сбавляет шаг, можно увидеть, как его пустые глаза вглядываются в серое ничто, куда долгие годы назад ушли все, кто был ему дорог.
История
Ярви, которому в действительности следовало бы называться Ярволином сыном Гуннара из Красной Лиственницы, – плод взрывоопасной связи сурового севера со свободолюбивым югом двадцати пяти лет отроду, на извивы судьбы которого норны, судя по всему, решили не тратить сил. Незачем было. Его отец провел большую часть жизни с оружием в руках сначала под знаменами лиги наемников, а потом и под флагом ставшего “своим” Нирматеса, мать с юных лет была разведчицей в одном из отрядов ополчения, так что будущее “Хромого” (который тогда, конечно же, еще не был хромым) было прямым как стрела. Как стрела, направленная в сторону южных границ лесного края, из-за которых тянулись загребущие лапы жадных до чужой свободы тиранов Молтуна. Тот факт, что на оставшемся от Красной Лиственницы пепелище, где покоятся обгоревшие кости его родных, сейчас растут деревья выше него ростом, опять же не способствовал выбору профессии, не связанной с убийством молтунцев.
Лишившись в одну ночь и дома, и семьи, и всех, кого мог назвать другом, Ярви ожидаемо, пусть и немного раньше, чем того хотела бы мать, стал частью одного из свободных отрядов нирматасского ополчения, чья автономность всегда граничила с неуправляемостью, так что точного своего статуса он по сей день не знает. Сами они, конечно же, считают себя борцами за свободу и независимость, но в стране, где к централизованной власти часто относятся с ни к чему не обязывающим уважением, любой горячий революционер может оказаться не более чем прикрывшимся лозунгом бандитом. Однако “Песья бригада”, частью которой был “Хромой”, всегда старалась держаться правильной стрелки морального компаса, до грабежа и войны с гражданскими не опускалась, а “сбором фуража” если и занималась, то только в крайнем случае и с обещанием возмещения ущерба. А иногда даже и не только с обещанием.
В отличие от саг и песен, что горланят менестрели по тавернам, большая часть борьбы с молтунскими захватчиками состояла из набегов на военные склады, диверсий и редких скоротечных стычек, перемежающихся долгими периодами ожидания, так что даже спустя горы после принесения “присяги” Ярви не может похвастаться какими-то особенными подвигами. Ни тебе убитых великанов, ни генеральских шлемов, снятых с отрубленной лихим ударом головы, ни знамен, брошенных на пол наподобие ковра. Ранения, с другой стороны, оказались штукой гораздо более неприятной, чем поется в песнях. Последняя стычка с хобгоблинами-разведчиками из "Железных клыков", наградила его переломами и ранами, шрамы от которых теперь будут ныть каждую осень, и не только дала “Хромому” его обидное и совершенно не героическое прозвище, но и заставила провести последнюю зиму в Фаендаре чуть ли не лежнем. Братья по отряду, конечно, обещали забрать его, когда их путь снова пройдет рядом, но месяцы менялись один за другим, Ярви уже две луны как ходит и держит топор почти так же умело, как в гребанные восемнадцать, а никто из соратников так и не появился…
Навыки
Class: Slayer Race: Human (half-Ulfen) Level: 2 (xp: 3182/3300) Deity: Cayden Cailean Alignment: Chaotic Good Languages: Common
ABILITIES: STR: 18 [+4] DEX: 14 [+2] CON: 12 [+1] INT: 8 [-1] WIS: 12 [+1] CHA: 8 [-1]
SAVING THROWS: FORT +4 = 3 [Base] + 1 [Con] REF +5 = 3 [Base] + 2 [Dex] WILL +1 = 0 [Base] + 1 [Wis]
+2 trait bonus on saving throws against charm and compulsion effects
RACIAL TRAITS: 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.
FAVORED CLASS PROGRESSION: Favored class: Slayer - 1 level: +1 hp - 2 level: +1 hp
COMBAT STATS: BAB: +2 HP: 20 = (10 + 6) [HD] + 2 [2xCon] + 2 [Favored Class] Armor Class: 19 = 10 + 2 [Dex] + 5 [Armor] + 2 [Shield] {+2 dodge bonus to AC vs goblinoids} Flat-footed AC: 17 = 10 + 5 [Armor] + 2 [Shield] Touch AC: 12 = 10 + 2 [Dex] Initiative: +2 = 2 [Dex] Speed: 30 (20 in armor) ft CMB : +6 (+8 Trip) = 2 [BAB] + 4 [Str] {+2 Trip [I.Trip]} CMD: 18 (20 vs Trip) = 10 + 2 [BAB] + 4 [Str] + 2 [Dex] {+2 vs Trip [I.Trip]} Hero Points: 2
Attacks: Melee: - +1 Adamantine Flail (+8, d8 + 5, x2) //trip, disarm - MW Battleaxe (+7, d8 + 4, x3) Trip: - +1 Adamantine Flail (+10 = 6 [CMB] + 2 [I.Trip] + 1 [ench] + 1 [W.Focus]) - MW Battleaxe (+9 = 6 [CMB] + 2 [I.Trip] + 1 [MW]) Disarm: - +1 Adamantine Flail (+10 = 6 [CMB] + 2 [Disarm Quality] + 1 [ench] + 1 [W.Focus]) Ranged - Composite Longbow [Str +2] (+ 4, d8+2, x3, 110ft)
CLASS FEATURES: - Studied Target (Ex) -- A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. - Track (Ex) -- A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks. - Slayer Talent (Rogue Talent) -- Gain a listed rogue talent in place of a slayer talent [Weapon Training => W.Focus (Flail)]
TRAITS - Focused Disciple: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects. - Ironfang Survivor (II Player's Guide): Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result - Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
DRAWBACK - Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
FEATS: - Dirty Fighting (Dirty Tactics Toolbox) -- Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites. - Improved Trip -- You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. - Weapon Focus (Flail) -- Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
PERKS - Главное не разделяться!" х3 -- Во время действий неполным составом персонаж получает бонус к спасброскам, проверкам умений и броскам атаки (но не урона), равный количеству недостающих персонажей от общего числа активных игроков. Активируется по заявке и действует до конца сцены, когда была заявлена.
SKILLS: +2 Acrobatics: 2 [Rank] + 3 [Trained] + 2 [Dex] – 2 [ACP Shield] – 3 [ACP Armor] +5 Climb: 1 [Rank] + 3 [Trained] + 4 [Str] – 3 [ACP Armor] +6 Perception: 2 [Rank] + 3 [Trained] + 1 [Wis] +2 Stealth: 2 [Rank] + 3 [Trained] + 2 [Dex] – 2 [ACP Shield] – 3 [ACP Armor] +6 Survival: 2 [Rank] + 3 [Trained] + 1 [Wis] {+ 1 to follow tracks [Track]} +4 Intimidate: 2 [Rank] + 3 [Trained] – 1 [Cha] +5 Swim: 1 [Rank] + 3 [Trained] + 4 [Str] – 3 [ACP Armor]
Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result
Инвентарь
WEAPONS and ARMOR
- Battleaxe [MW] ( - , 6 lb) - +1 Adamantine Flail (- , 5 lb) -- Weapon Cord - 2x Dagger (4 gp, 2 lb) - Composite Longbow (35 gp, 3 lb) -- 20x Arrow ( - , 3 lb) - Scale Mail (50 gp, 30 lb, +5 AC, +3 max dex, -4 ACP, 20ft move) - Shield, heavy wooden (7 gp, 10 lb. +2 AC, -2 ACP)
CLOTHES
- Explorer’s Outfit ( - , 8 lb) - Tattoos (5 gp, - )
EQUIPMENT
- Bedroll (1 sp, 5 lb) - Rope, silk (50 ft.) (10 gp, 5 lb) - Signal horn (1 gp, 2 lb) - Waterskin (1 gp, 4 lb) - Backpack (2 gp, 2 lb) -- Compass (10 gp, ½ lb) -- Flint’n’Steel (1 gp, - ) -- Gear maintenance kit (5 gp, 2 lb) -- Mess kit (2 sp, 1 lb) -- Shaving kit (15 sp, ½ lb) -- Soap (1 cp, ½ lb) -- Waterproof bag (5 sp, ½ lb) -- Whetstone (1 lb) -- 5x Ration, trail (5 lb) -- 2x Vermin Repellent ( - ) -- 1x Everburning Torch (loot, 1 lb)
Total weight: 97 lb Carrying capacity: 100/200/300 lb Money: 5 gp, 5 sp, 7 cp [26 трофейных золотых из дома с 3 хобгоблинами]
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Марк Хостер
Автор: |
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ksav |
Раса: |
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Человек |
Класс: |
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Колдун |
Мировоззрение: |
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Нейтральный |
Сила: | | 8 [-1] |
Ловкость: | | 12 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 20 [+5] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Характер
История
Тем, кому довелось пересечься с этим немолодым уже мужчиной, Марк Хостер известен, как странствующий мистик, философ и искатель знаний и тайн. Некоторые могли бы предположить, что он скорее склонен решать вопросы словами, а не волшебством; сведущие в искусстве магии поведали бы, что их коллега практикует весьма архаичную и ныне практически забытую систему, существам знающим известную как Слова Силы; а те немногие, что периодически сопровождали Хостера в его странствиях, могли бы рассказать про необычный знак на его руке (который, впрочем, редко удавалось увидеть в силу того, что обладатель знака носил длинные рукава и редко обнажался на публике), распространяться о происхождении которого мужчина не стремился.
Так или иначе, дорога приводила Марка Хостера в самые разные места Авистана. Немало странствовал он по Челиаксу, пусть и не слишком жалуя местные устои и законы. Несколько лет жил в Речных Королевствах. Провел не один месяц в гостях у варизийских племен, обмениваясь историями и легендами. Ну а теперь путь его проходит через Нирматас и небольшой городок в этом государстве, именующийся Фаендаром...
Навыки
Марк Хостер TN Medium Humanoid (human) Male Human Wordcaster Sorcerer 1 [True Neutral] 41yo, 180 cm, 72 kg
Exp: 0
Race: Human Class: Sorcerer Alignment: TN Favored Class: Sorcerer (+1 skill rank/+1 hit-point/+1 spell known from the sorcerer spell list. This spell must be at least 1 level lower than the highest spell level the sorcerer can cast.)
Ability Scores:
STR 8 (-1) = 7 [-1 pts] - 1 [age] DEX 12 (+1) = 14 [3 pts] - 1 [age] CON 12 (+1) = 14 [3 pts] - 1 [age] INT 20 (+5) = 18 [13 pts] + 2 [racial] + 1 [age] WIS 12 (+1) = 14 [1 pts] + 1 [age] CHA 8 (-1) = 7 [-4 pts] + 1 [age]
Saves:
Fort: +1 (+0 [class] +1 [con]) Ref: +1 (+0 [class] +1 [dex]) Will: +1 (+2 [class] +1 [wis] -2 [crossblooded])
Stats:
HD: d6 HP: 7 (6 [1 lvl] + 1 [con]) BAB: -1 AC: 12 (+10 [base] + 1 [dex] + 1 [armored kilt]) Initiative: +7 (+1 [dex] +2 [trait] +4 [feat]) Speed: 30'
Attack Values:
CMB: -1 = 0 (BAB) - 1 (Str) CMD: +10 = 10 (base) + 0 (BAB) -1 (Str) + 1 (Dex) Unarmed Strike: Melee, d20-1 (0 [BAB] -1 [str]) to hit, 1d3-1 B damage Spell Save DC: 15 + spell level
SKILLS: Skill ranks: 1*2 sorcerer + 1*5 int + 1 fvc = 8
+13 Diplomacy (int): 1 rank + 3 class + 5 int + 3 racial (compr.ed.) + 1 trait +14 Knowledge [arcana] (int): 1 rank + 3 class + 5 int + 3 racial (compr.ed.) + 2 arcana +12 Knowledge [dungeoneering] (int): 1 rank + 3 class + 5 int + 3 racial (compr.ed.) +12 Knowledge [geography] (int): 1 rank + 3 class + 5 int + 3 (compr.ed.) +12 Knowledge [nature] (int): 1 ranks + 3 class + 5 int + 3 racial (compr.ed.) +09 Linguistics (int) = 1 rank + 5 int + 3 racial (compr.ed.) +05 Perception (wis): 1 rank + 1 wis + 3 racial (compr.ed.) +14 Spellcraft (int) = 1 rank + 3 class + 5 int + 3 racial (compr.ed.) + 2 arcana
Languages: 1. Common (racial) 2. Abyssal (int bonus) 3. Infernal (int bonus) 4. Draconic (int bonus) 5. Elven (int bonus) 6. Orc (int bonus) 7. Sylvan (linguistics) 8. Dwarven (linguistics) 9. Giant (linguistics) 10. Celestial (linguistics)
FEATS: Eschew Materials [sorcerer] Spell Focus: Conjuration [1 lvl] Metaword mastery [bonus feat]
Traits: Student of Philosophy (Social) - Diplomacy. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Reactionary (Combat) - Benefit: You gain a +2 trait bonus on initiative checks. World Traveler (Race) - Diplomacy. Benefit: You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Drawback: Foul Brand. You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.
RACIAL TRAITS: Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Humans are humanoid creatures with the human subtype. Size: Humans are Medium creatures and have 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). Bonus Feat: Humans select one extra feat at 1st level. Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
CLASS FEATURES: Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons, but not with any type of armor or shield. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Crossblooded: A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice. A crossblooded sorcerer has one fewer spell known at each level (including cantrips). Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves. Sage Bloodline: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Fey Bloodline: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2. Bloodline Power (1 lvl): Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intellect modifier.
SPELLCASTING:
Sage Sorcerer: Intellect based, CL 1, DC 15 + spell level 1 lvl: 5/5
Meta Words uses: 4/4
WORDS KNOWN:
Effect:
0 lvl Sense Magic Lift Flame Jet
1 lvl: Fog Bank
Meta: Boost Allows an effect or target word to use its boosted description.
Target: Barrier Creates a visible barrier that is 10 feet long per caster level and 10 feet high. Burst Affects everything it catches in a 10-foot-radius burst. Cone Affects everything in a coneshaped burst.. Line Affects everything in a 20-foot line. Personal Affects the caster. Selected Affects a single target within range.
Инвентарь
Spellcasting: Meta word uses: 3/4 1 lvl slots: 4/5
Inventory: 22 lb. total Armored Kilt (AC +1, Max. Dex. +6, ACP 0, ASF 0%) - 20 gp, 10 lb. Dagger (1d4, 19-20/x2, 10 ft., P or S) - 2 gp, 1 lb. Book, journal - 10 gp, 1 lb. Inkpen, Ink - 10 gp. Outfit, Explorer’s - 10 gp, 8 lb. Backpack, common - 2 gp, 2 lb.
Money: 16 gp.
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Пьянчуга Пит
Автор: |
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Bane |
Раса: |
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Человек |
Класс: |
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Бродяга |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 16 [+3] |
Ловкость: | | 12 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Обаяние: | | 10 [+0] |
Внешность
Характер
История
Пита все в Фаендаре знают уж полтора десятка лет. Откуда он в городке взялся, никто сейчас и не помнит. О своём прошлом Пит охотно болтает со всяким, кто угостит его выпивкой, но в этой болтовне, наверняка, больше вымысла, чем правды. Уж больно много на долю одного человека выпало самых невероятных приключений. Одно ясно точно – когда-то местный забулдыга был военным и бывал в серьёзных сражениях. Ну, а все последние пятнадцать лет Пит – местная достопримечательность. Живёт на улице, питается кое-как, зато вечно пьяненький и весёлый. За то его и любят добрые горожане, подкармливают, чтоб с голоду не помер, иногда вещички ненужные дают. Иногда Пит даже делает разовую работу – подать, принести это у него хорошо получается, особенно, когда что-нибудь тяжёлое потягать нужно.
Навыки
CG Medium Humanoid Male middle-aged human (chelaxian) brawler [mutagenic mauler / steel-breaker] 1 44yo, 182 cm, 83 kg XP: 0 -> 1 300
ABILITY SCORES: STR 16 [+3] (15 base -1 age +2 race) DEX 12 [+1] (13 base -1 age) CON 12 [+1] (13 base -1 age) INT 10 [+0] (9 base +1 age) WIS 14 [+2] (13 base +1 age) CHA 10 [+0] (9 base +1 age)
SAVING THROWS: Fort +3 = +1 con +2 bra Ref +3 = +1 dex +2 bra Will +3 = +2 wis +0 bra +1 trait
COMBAT STATS: Hit Points 12 = 10 bra +1 con +1 fc AC 11= 10 + 1 dex (FF 10 / T 11) BAB +1 = +1 bra CMB +4 = 1 BAB +3 str CMD 15 = 10 + 1 BAB +3 str +1 dex Initiative +1 = +1 dex Speed 30'
* Attack #1 (unarmed strike): +5 = +1 bab +3 str +1 wf damage 1d6+3 bludg * Attack #2 (unarmed strike /w PA): +4 = +1 bab +3 str +1 wf -1 pa damage 1d6+5 bludg * Attack #3 (unarmed strike /w PA & mutagen): +6 = +1 bab +5 str +1 wf -1 pa damage 1d6+7 bludg
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: ● Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). ● Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. ● Martial Training (Ex): Brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. ● Unarmed Strike: Brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. ● Mutagen (Su): Mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
FAVORITE CLASS: Brawler 1 lvl: +1 hp
SKILLS: skill ranks: 4 bra +1 int = 5
ACP 0
+05 Acrobatics (dex) = 1 rank + 1 dex + 3 class +07 Climb (str) = 1 rank + 3 str + 3 class +04 Handle Animal (cha) = 1 rank + 0 cha + 3 class +06 Perception (wis) = 1 rank + 2 wis + 3 class +06 Survival (wis) = 1 rank + 2 wis + 3 class
Languages: 1. Common (racial)
FEATS: ● Weapon Focus (unarmed strike) [1st level]: +1 bonus on attack rolls with one weapon. ● Power Attack [racial bonus]: Trade melee attack bonus for damage.
TRAITS: ● World-Weary: You've seen the horrors of war, and had hoped you’d seen the end of it. You've retreated from the fighting and now just want to protect and provide for those you care about. You gain Survival as a permanent class skill. When you perform an aid another action to improve a creature's Armor Class, you increase its AC by +4 rather than +2. ● Indomitable Faith: You gain a +1 trait bonus on Will saving throws.
Инвентарь
- Грязные обноски - Самодельный ножик - Дырявый мешок - Прохудившееся одеяло - Пара бутылок с остатками алкоголя Большой пёс по кличке Олух, guard dog, обучен командам defend и stay. Опыт: 110 2017-06-08 - 110 за победу в бою с хобгоблинами в таверне
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Лаориэль Ночной Цветок
Автор: |
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Enote |
Раса: |
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Эльф |
Класс: |
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Лучница городского ополчения (Магус) |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 14 [+2] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 15 [+2] |
Мудрость: | | 8 [-1] |
Обаяние: | | 10 [+0] |
Внешность
Высокая эльфийка с короткой стрижкой и спортивным телосложением. Карие глаза почти постоянно прищурены, словно лучница что-то высматривает. На поясе висит меч и маленькая сумка с зельями на экстренный случай. За спиной рюкзак и колчан стрел, на плече носит украшенный рунами изогнутый композитный лук.
Характер
После пережитого, характер девушки стал менее походить на эльфийский. Она куда более решительна в суждениях, не так осторожна и медлительна в выборе друзей. Лаориэль научилась говорить свои мысли вслух, так же как и чувства. Верный компаньон и надежный помощник - так ее описывают товарищи. Она трудоголик, считающий, что все то, что стоит выполнить, стоит и перевыполнить. Скрытая ее сторона - ранимая, романтичная и очень нерешительная в сердечных вопросах. В силу возраста, она стремится заполнить образовавшуюся дыру в сердце, но вся ее решимость не может ей помочь в этом деле.
История
Будучи выходцем из семьи, чьи сыны были известны как искусные Тайные Лучники, Лаориэль Ночной Цветок с детства пыталась поспеть за старшим братом, который обладал несравненным талантом в стрельбе и магии. Несмотря на то, что отец взялся учить девочку, видя ее стремление, Лаориэль не могла поспеть за талантливым братом. Лишь одно ей давалось лучше - резьба по дереву, но это искусство было не столь важно для лучника. Отец тренировал ее вполсилы, не ожидая, что она сможет быть первой в роду женщиной - тайным лучником. Волшебство и стрельба давались ей трудом и потом, в то время как брат на лету схватывал всю науку. Но девушка не сдавалась. Однако в конце концов ей пришлось столкнуться с правдой. Она с братом отправилась на соревнование, в котором могла определиться их судьба. От волнения и напряжения Лаориэль с треском провалилась, показав результат хуже, чем на тренировках. После долгого разговора с мастерами-судьями, отец заявил Лаориэль, что более не собирается ее тренировать. Он сказал, что девушка не должна держать лук, и что пора бы Лаориэль стать настоящей девушкой, отбросить глупые мечты и начать учиться этикету. Приняв позор поражния и слова отца близко к сердцу, девушка сбежала из родового гнезда, прихватив с собой лишь свой лук и старую книгу с которой она занималась чародейством. Не раскрывая своего происхождения, она поселилась в небольшом торговом городке Фаендаре, где ее без долгих споров приняли в ополчение. Даже матерые солдаты поражались тому, что девушка с луком была словно единым целым - для людей ее мастерство было восхитительным. Однако для эльфа... На все вопросы о своем прошлом она отвечала уклончиво и никогда не участвовала ни в каких соревнованиях по стрельбе - ни в шуточных между ополченцами, ни в ярмарочных. Для себя она решила, то пока она сама не поймет, что готова назвать себя мастером-лучником, она не вправе носить свою фамилию и уж тем более возвращаться домой. Она тренировалась в лесах в одиночку, охотясь на самых проворных зверей. Она верила лишь в то, что постоянным трудом можно превзойти любой талант. Однако время шло. Магия постепенно забывалась, ежедневные заботы накрывали с головой, отвлекая от тренировок, и в душе эльфийки просыпались совершенно иные чувства, не знакомые ей ранее. Эльфийская память крепка, но когда живешь среди людей, то перенимаешь и их стиль жизни. Лаориэль влюбилась в полуэльфа-новобранца, который своим пламенным духом напоминал ее саму когда-то. К тому времени уже бывшая опытным ополченцем, она всячески поддерживала его, но не могла ему открыться. Боязнь запятнать честь семьи, которую она покинула, страх того, что ее возлюбленный состарится и умрет у нее на глазах сдерживали ее, и в конце концов она обнаружила, что стоит среди толпы гостей, пришедших на его свадьбу с дочерью кузнеца. Едва сдерживая слезы, она сбежала с церемонии и пропала в лесу на два дня. Она вспомнила тот судьбоносный день соревнования лучников. Тогда из-за сомнений она лишилась семьи. А теперь - любимого. Решив, что отныне она никогда не будет сомневаться, она вернулась в город, но это событие легло еще одним шрамом на ее душу. Это произошло за месяц до текущих событий...
Навыки
Laoriel CG Medium humanoid (Elf) Age 116 Height 183 sm Weight 61 kilo Female Elf Eldrich Archer (Magus) 2 XP: 2416 -> 3300 ABILITY SCORES: STR 14 [+2] DEX 16 [+3] (14 base + 2 Racial) CON 12 [+1] (13 base - 2 Racial) INT 15 [+2] (13 base +2 Racial) WIS 8 [-1] CHA 11 [0] SAVING THROWS: Fort +4 = +1 con +3 Magus Ref +3 = +3 dex Will +2 = -1 wis +3 Magus COMBAT STATS: Hit Points 17 = 8 magus 1st lvl +1x5 (half 1d8+1) + 2 con + 2 FCB AC 16 = 10 + 3 dex +3 armor (FF 13 / T 13) BAB +1 = +1 magus CMB +3 = 1 BAB + 2 str CMD 16 = 10 + 1 BAB + 2 str + 3 dex Initiative +5 = +3 dex +2 trait Speed 30' * Attack (Bonded Masterwork Composite Longbow (+2)): +5 to hit, 1d8+2 B damage / x3 crit * Attack (Longsword): +5 to hit, 1d8+2(3 in both hands) S damage /19-20 x2 crit RACIAL TRAITS: ●Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, and –2 Constitution. ●Type: Humanoid (Elf) ●Size: Medium. ●Base Speed: 30 feet. ●Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules. ●Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. ●Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. ●Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. ●Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. ●Languages: Common and Elven (racial). Draconic, Sylvan (int) CLASS FEATURES: ● Favoured Class (Magus): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. ● ●Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. ●Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor. ● Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. ● Cantrips (Sp): Magus's learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. ● Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). ● Ranged Spellstrike (Su) At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. SKILLS: skill ranks: 2*2 Magus + 2*2 int = 8 ACP -1 = -1 armor +02 Acrobatics (dex) = + 3 dex - 1 ACP +00 Bluff (cha) = +05 Climb (str) = + 2 str +1 rank +3 class - 1 ACP +06 Craft (Bows) = 1 rank +2 int +3 class +00 Diplomacy (cha) = +02 Escape Artists (dex) = + 3 dex -1 ACP +04 Intimidate (cha) = +1 rank +3 class +07 Knowledge [arcana] (int): 2 ranks + 2 int + 3 class +03 Knowledge [geography] (int): 1 rank +2 int +01 Perception (wis): 1 ranks -1 wis +2 Race +06 Spellcraft (int) = 1 rank + 2 int + 3 class +04 Survival (wis) = 1 rank -1 wis +3 class +1 trait 1. Common (racial) 2. Elven (racial) 3. Sylvan (int bonus) 4. Draconic (int bonus) Feats ● Point blank shot [1st level] Traits ● Warrior of Old (+2 initiative) (Adv Player Guide) ● Milita veteran (+1 Survival (+class skill)) (Ultimate Campain) [Cantripts] (4): ● Detect Magic: Detects spells and magic items within 60 ft. ● Mage Hand: 5-pound telekinesis. ● Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container ● Ray of frost: 1d3 cold damage. [1st Level] (5+2): ● True Strike You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. ● Magic Missile A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. ● Shield Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. ● Vanish You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round. ● Magic Weapon Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. ● Longshot This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject. ● Mount You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle..
Инвентарь
Инвентарь Arcane Pool: 3 / 3 [per day] 0 lvl Magus spells: 4 1st lvl Magus spells: ●●● [●/○] Prepared Spells - 0: Ray of Frost, Prestidigitation, Mage Hand, Light. 1: Magic missile, True strike, True strike Equipped Studded Leather 25 20 Bonded mvk Composite Longbow (+2) free 3 Silversheen elven Curve blade of dancing +1: 5330 gp 1d10+1 18–20/×2, +1AC(sacred), 7 lbs. Quiver 1 0.5 - Arrows (10) 1 3 Traveler's outfit 1 5 Kit, Wizard’s 21 21 - Backpack - Bedroll - Belt pouch -- Potion of Cure Light Wounds 50 0,1 -- Wand of Magic Missle 12 x 0 - Flint and steel - Ink and inkpen - Iron pot - Mess kit - Soap - Spell component pouch - Torches (5), trail rations (5 days), and a waterskin.
Wealth: 26 gp
Total weight: 57,6 lbs - light load 14 STR : Light - 58 lbs. or less; Medium - 59–116 lbs.; Heavy - 117–175 lbs.
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