Фастис
Автор: |
|
Norther |
Раса: |
|
Elan |
Класс: |
|
Aegis |
Мировоззрение: |
|
Принципиальный нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
Фастис не то чтобы необщительный, просто он крайне редко начинает общение первым, если ему не надо что-то узнать или попросить, да и на заданные ему вопросы не отмалчивается, хотя слову всегда предпочитает дело. По человеческим меркам слишком беспечен и неосторожен, но зато "своих", то есть тех, кого таковыми признаёт, не бросает.
История
Навыки
Male Elan(Failed Transformation: Blue) Aegis 1 Chaotic Neutral Small Humanoid (aberrant) 22 Years Old, 4 ft (121cm) Height, 88 lb(40 kg) Weight
ABILITY SCORES:
STR 09 [-1] -1p DEX 18 [+4] 10p +2 racial CON 12 [+1] 2p INT 14 [+2] 5p WIS 13 [+1] 3p CHA 07 [-2] -4p
SAVING THROWS:
Fort: +3 = +2(Aeg1) +1(CON) Refl: +4 = +0(Aeg1) +4(DEX) Will: +3 = +2(Aeg1) +1(WIZ)
COMBAT STATS (w/o suit):
Hit Points: 11 = +10(Aeg1) +1х1(CON) BAB: +1 = +1(Aeg1) CMB: -1 = +1(BAB) -1(STR) -1 size CMD: +13 = 10 +1(BAB) -1(STR) + 4(DEX) -1 size Initiative: +4 = + 4(DEX) Speed: Base 30'
● Melee: +1 = +1(BAB) -1(STR) +1 size ● Melee with finesse: +6 = +1(BAB) +4(DEX +1 size ● Ranged: +6 = +1(BAB) +4(DEX) +1 size
Setup 1: Suit: Astral Skin: speed 2, nimble, Initiator’s Soul, Psionic Attacks +2 DEX, +10' speed AC: 20 (16 touch, 15 flat-footed) = 10(Base) +5(DEX) +3(Armor) +1 (shield) +1 size Speed 40', Init +5, ACP 0 Attack 1: Melee +8 = +1(BAB) +5(DEX) +1 enchancement +1 size 1d4-1 18-20/x2 P damage with mw Rapier, threatens as magic to overcome DR
Maneuvers recovery: In order for the aegis to recover maneuvers, he must realign himself to his astral suit a full-round action. When he does so, he recovers a number of maneuvers equal to his aegis initiation modifier (minimum 2) and can exchange up to 1 point of customizations per four class levels (minimum 1) for new customizations. These new customizations last for one minute, at which point they return to their prior state. Alternately, the aegis may take a moment to focus, recovering a single maneuver as a standard action. Maneuvers/Stances known (3/1): Strike the Hourglass Strike Your attack may cause the target to lose their next move action. - - Reaching Blade Stance Stance Your melee attacks deal +1d6 damage, and your first attack each round has its reach increased by 5 feet.
TRAITS: ● Practiced Initiator [Combat]: (+2 Warden??? Initiator levels. Cannot exceed HD) ● Pragmatic Activator [Magic]: (You may use your INT when making UMD checks instead of CHA.)
FEATS:
● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP) ● [1HD Feat] Weapon Finesse
SKILLS:
Total: 6 = +1х4(Aeg1) +1х2(INT) +5 = 1(Rank) +3(Class) +1(WIZ) Autohypnosis +6 = 1(Rank) +3(Class) +2(INT) UMD +7 = 1(Rank) +3(Class) +4(DEX) Acrobatics (-ACP) +2 = 1(Rank) +1(WIS) Perception +6 = 1(Rank) +3(class) +2(INT) Knowledge (Psionics) +5 = 1(Rank) +4(DEX) Fly (-ACP)
PP 4 = 1(Aeg1) + 2(Feat) + 1(INT)
RACIAL TRAITS:
- Elan: Скрыть содержимое ● Ability Score Modifiers: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature. ● Aberrant Blood: Elans are of the humanoid (aberrant) subtype. ● Size: Elan are Medium creatures and have no bonuses or penalties due to their size. ● Speed: Elans have a base speed of 30 feet. ● Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. ● Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. ● Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. ● Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. ● Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. ● Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. ● Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). - Alternate Racial Traits ● Failed Transformation: It is incredibly rare, but sometimes, the transformation into an elan does not complete as expected. Elans with this trait gain the following benefit based upon their original race and lose the repletion, resilience, and resistance traits. In addition, the elan suffers a -2 penalty to Charisma-based skills and checks against elans. Blue The elan gains the darkvision and small traits of the blue, but retains the normal speed of the elan. ● Size: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. ● Vision: Blues have darkvision 60 ft. See Vision and Light for details
CLASS FEATURES: Скрыть содержимое ● Favoured Class (Aegis): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank, +1 PP or +1/3 customisation point Weapon and Armor Proficiencies ● Aegii are proficient with all simple and martial weapons. Aegii are proficient with light armor and shields (but not tower shields). Armor does not interfere with the aegis’s class features. ● Power Points/Day: An aegis’s ability to manifest some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: The Aegis. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester level for the purposes of bonus power points as equal to his class level. His race may also provide bonus power points per day, as may certain feats and items. ● Astral Repair (Ps) An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. ● Form Astral Suit (Su) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit. The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc. An astral suit can be dismissed as a free action. An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn. Customisation points avalable: 3 (Aeg1)
Инвентарь
- Small mv Rapier 1d4 18-20/x2, finesse Wight 1 lb
- Small mw Studded Leather AC 3, max Dex 5, ACP 0 Wight 10 lb
- small mv loght shield, steel AC 1, ACP 0 Wight 3 lb
- Kit, Barbarian’s Price 9 gp; Weight 26 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin. Power Stone, minor of Metamorphosis, Minor; x3; price 75 gp
|
Орзург
Автор: |
|
Саримбэл |
Раса: |
|
Хобгоблин |
Класс: |
|
Скальд |
Мировоззрение: |
|
Принципиальный злой |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 15 [+2] |
Интеллект: | | 12 [+1] |
Мудрость: | | 8 [-1] |
Обаяние: | | 14 [+2] |
Внешность
Для обычных людей всякий хобгоблин будет казаться невысоким и коренастым, и Орзург не исключение. Его лицо сложно назвать приятным, и уж точно мало кто сочтет его красивым, с его кожей серовато-коричневого оттенка, глубоко посаженными глазами и надтреснутыми губами. Однако, вид у него столь примечательный, что многие волей-неволей задерживают на нем взгляд. Одеваться Орзург предпочитает практично, избегая кричащих цветов. Впрочем, в последнее время предпочитает не расставаться с кирасой почти также, как с любимой лютней.
Характер
Обычно Орзург не очень разговорчивый и приветливый, хотя может быть весьма убедительным. Нередко можно услышать его весьма едкие комментарии по тому или иному вопросу. Однако, дайте ему взять в руки любимую лютню, и он совершенно преобразится, скользя пальцами по струнам. Многие считают, что хобгоблины слишком фанатичны в дисциплине и любви к войне. Если это и так, то Орзург, видимо, перенаправил свой фанатизм в музыку. Он способен часами играть на своей лютне, позволяя музыке заполнять все его мысли - и мысли тех, кто его слушает.
История
Орзург родился в "семье", так сказать, "цивилизованных" хобгоблинов. Эти представители гоблинского рода привыкли жить бок о бок с людьми, выполняя не самую привилегированную, но необходимую работу. Жили такие хобгоблины даже не семьями, а скорее общинами, где все дети были общими, а каждый ребенок считал своими родителями всю общину, не выделяя ни отца, ни мать. В общине Орзурга, что некогда звались племенем Каменного Быка, многие работали гробовщиками, каменщиками и крысоловами - не самая приятная и прибыльная работа, но зато община не голодала. Юный Орзург оказался непригоден ни для ловли крыс, ни для работы гробовщика, хотя родственники и пытались его научить. Какое-то время родня не знала, что с ним делать, пока по счастливой случайности кто-то из местных бардов не оставил в похоронной свою лютню. Когда он вернулся за пропажей, его глазам - как и глазам всей общины - предстал Орзург, который перебирал струны лютни и играл пусть и простенькую, но весьма красивую мелодию. Бард - Орзург так и не узнал его имени - оставил лютню юнцу, сказав, что сделает себе новую. С того дня Орзург стал зарабатывать в местном трактире своей игрой. Его заработок был не очень большой, но как минимум он покрывал общине расходы на еду себе. И все же его в общине считали странным. Так что, когда к нему в трактире подошел вербовщик и предложил ему жизнь, полную приключений, Орзург решил рискнуть.
Навыки
Male Hobgoblin Skald 1 Lawful Evil 16 Years Old, 5 ft 0 in (152 cm) Height, 220 lbs (99,8 kg) Weight Deity: Imbrex the Twins ABILITY SCORES: STR 12 [+1] 12(Base) DEX 16 [+3] 14(Base) + 2(Racial) CON 15 [+2] 13(Base) + 2(Racial) INT 12 [+1] 12(Base) WIS 08 [-1] 8(Base) CHA 14 [+2] 14(Base) SAVING THROWS: Fort: +4 = +2(Class) +2(CON) Refl: +3 = +0(Class) +3(DEX) Will: +1 = +2(Class) -1(WIZ) COMBAT STATS: Hit Points: 11 = 8(Skald) + 2(CON) + 1 favored AC: 20 (13 touch, 17 flat-footed) = 10(Base) +3(DEX) +6(armor AC Bonus) +1(shield; trait) BAB: +0 = 0(Skald) CMB: +1 = +0(BAB) +1(STR) CMD: 13 = 10 +0(BAB) + 1(STR) + 2(DEX) Initiative: +3 = 3(DEX) Speed: Land 30' Armor '20 ● Melee: +1 = +0(BAB) +1(STR) ● Ranged: +3 = +0(BAB) +3(DEX) TRAITS: ● Domineering When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful selfassurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting (Delusional Pride). The DC of that spell increases by 1. ● Improvised Defense You’re never defenseless, even when you are caught off guard. Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn. ● Stage Magic You have put in many hours practicing with flashy alchemical items that enhance your Perform skill. When you use an attention-getting alchemical item such as a flask of alchemist’s fire, smokestick, thunderstone, or another appropriate alchemical item (GM’s discretion) as part of a performance, you gain a +2 trait bonus on your Perform check for the duration of that performance. The item is expended without its normal effects and only serves to make your performance more impressive; for example, you could pretend to ignite yourself with alchemist’s fire as part of a Perform (comedy) check or make a dramatic appearance with a smokestick as part of a Perform (act) check, but you would not actually take fire damage or gain concealment from smoke. ● Hedonistic [Drawback] You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or suff icient entertainment or pleasure. FEATS: ● [1HD Feat] Combat Advice Your succinct words can aid an ally even in the heat of battle. Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you. ● [Bonus Skald Feat] Extra Performance SKILLS: Total: 5 = +4(Skald) +1(INT) 8 = 1(Rank) +3(Class) +2Race +2(CHA) Diplomacy 8 = 1(Rank) +3(Class) +2Race +2(CHA) Intimidate 8 = 1(Rank) +3(Class) +2 (MW lute) +2(CHA) Perform (string) 6 = 1(Rank) +3(Class) +2(CHA) Perform (sing) 3 = 1(Rank) +3(Class) -1(WIS) Profession (Undertaker) RACIAL TRAITS: Ability Score Modifiers: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution. Type: Hobgoblins are humanoids with the goblinoid subtype. Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Hobgoblins have a base speed of 30 feet. Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc. See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks. Authoritative: Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them. This racial trait replaces sneaky. Senses Racial Traits
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet. CLASS FEATURES: ● Favoured Class (Skald): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank. Raging Song 11 rounds/day Weapon and Armor Proficiency A skald is proficient with all simple and martial weapons, 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.
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.
At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
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.
Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.
Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.
Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.
Sagas Sagas are specialized applications of a skald’s raging song ability, functioning much like bardic masterpieces but are available only to skalds. Sagas are never purely artistic constructs; they are designed to preserve lore or commemorate historical figures, and are usually based in fact. Sagas therefore require ranks in Knowledge (history) as a prerequisite, as well. Bards can learn sagas, using their bardic performance ability instead of raging song.
See list of sagas here.
Scribe Scroll At 1st level, a skald gains Scribe Scroll as a bonus feat. Extra Performance Spells Known 0-level: 1. Flare 2. Light 3. Prestigitation 4. Resistance
1-level: 1. Cure Light Wounds 2. Delusional Pride
Инвентарь
|
Аврора Делькруа
Автор: |
|
Maskelpas |
Раса: |
|
Тайный Элан |
Класс: |
|
Voyager |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
История
Навыки
Female Elan Voyager (Crossfire) 1 Chaotic Neutral Medium Humanoid (Аbberant) 22 Years Old, 4 ft 10 in(147cm) Height, 101 lb(45 kg) Weight ABILITY SCORES:STR 7 [-2] DEX 16 [+3] CON 12 [+1] INT 17 [+3] WIS 10 [+2] CHA 10 [+0] SAVING THROWS:Fort: +1 = +0 (bad)+1(CON) Refl: +5 = +2(good)+3(REF) Will: +2 = +2(good)+0(WIS) COMBAT STATS:Hit Points: 11 = +6(Voyager)+1х1(CON)+2x2(Psionic Body) AC: 13 (13 touch, 10 flat-footed) = 10(Base) +3(DEX) BAB: +0 = +0(Voyager) CMB: -2 = +0(BAB) -2(STR) CMD: 11 = 10 +0(BAB) - 2(STR) + 3(DEX) Initiative: +3 = +3(DEX) Speed: Land 30' ● Melee: -2 = +0(BAB) -2(STR) ● Ranged: +3 = +0(BAB) +3(DEX) TRAITS:● Psionic Knack [Psionic]: (+2 Voyager Manifester levels. Cannot exceed HD) ● Combat Training [Combat]: Spark Strike ● Pragmatic Activator [Magic]: (You may use your INT when making UMD checks instead of CHA.) ● Paranoid [Drawback] (Anyone who attempts an aid another action to assist you must succeed at a DC 15 check) FEATS:● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP) ● [Bonus Crossfire Feat] Amateur Gunslinger ● [1 HD Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat) SKILLS:Total: 9 = +6х1(Psion)+3х1(INT) class skills are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Psionics) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha). 4 = 1(rank)+0(WIS)+3(class) Autohypnosis (Wis) 7 = 1(rank)+3(DEX)+3(class) Acrobatics (Dex) 7 = 1(rank)+3(DEX)+3(class) Sleight of Hand (Dex) 7 = 1(rank)+3(DEX)+3(class) Disable Device (Dex) 7 = 1(rank)+3(INT)+3(class) Knowledge (Geography) 7 = 1(rank)+3(INT)+3(class) Knowledge (Psionics) (Int) 7 = 1(rank)+3(DEX)+3(class) Stealth (Dex) 7 = 1(rank)+3(INT)+3(class) Spellcraft (Int) 7 = 1(rank)+3(INT)+3(class) Use Magic Device (Int) Languages: Common, Aklo, Sylvan, Necril POWERS:PP 5 = 1(Voyager 1) + 2(Feat) + 1(INT)+1(FCB) Concentration: +4 = 1(ML) +3(INT) Lvl 0: Far Hand, Detect Psionics Lvl 1: Inevitable Strike DEEDSGrit: 1(3 max) - Gunslinger’s Dodge PARALLEL ACTIONS: Combat Assistance:- Firearm Assistance - Covering Fire RACIAL TRAITS:Elan:● Ability Score Modifiers: Elans gain a +2 bonus to one ability score (INT) chosen at creation to represent their varied nature. ● Aberrant Blood: Elans are of the humanoid (aberrant) subtype. ● Size: Elan are Medium creatures and have no bonuses or penalties due to their size. ● Speed: Elans have a base speed of 30 feet. ● Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. ● Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. ● Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. ● Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. ● Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. ● Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. ● Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). PROGRESSION:Level 1: Voyager. FCB: +1 PP CLASS FEATURES:Voyager Momentum (Su): A voyager generates kinetic energy that amplifies her dodging ability, but can also be channeled into an attack. Whenever the voyager moves, she generates 1 point of momentum for every 10 feet she moved. If the voyager teleports, she can treat the distance between her origin and arrival points as distance moved for the purposes of this effect. Effects that move or teleport the voyager unwillingly, such as a bull rush or a hostile teleport effect do not cause the voyager to generate momentum. The maximum amount of momentum a voyager can have at once is equal to her class level, no matter how far she moves. A voyager gains a +1 dodge bonus to her AC and Reflex saves for each point of momentum she currently has, up to a maximum bonus equal to her Intelligence modifier (minimum +1). When the voyager makes an attack against a single target, she can spend points of momentum to deal an additional 1d6 points of damage per point consumed. On any attack that the voyager spent at least 1 point of momentum on, she gains a +2 bonus on her attack roll (even if momentum was spent in other ways, such as powering an augmented attack). Momentum is not entirely retained from round to round—a voyager loses half of her gathered points of momentum at the start of each of her turns.
Trap Foresight (Su): A voyager can use Disable Device to disarm magic traps like a rogue, and whenever she uses the Disable Device skill, she can expend her psionic focus to roll twice and take the higher of the two rolls. If the voyager could take 10 on the check, she can choose to use this ability to take 10 with one die and roll the other die (using the higher result)
Parallel Initiative (Su): A voyager’s future and alternate selves can act in some capacity on their present self’s reality. Their activities are represented through a unique turn known as a parallel turn. Whenever a voyager rolls initiative, she also rolls initiative for her parallel turn. She makes a second initiative roll at a –8 penalty. This result is noted as the voyager’s parallel turn. If the voyager has another ability that allows her to reroll initiative checks or roll additional dice, she can apply them to either roll. A voyager’s parallel turn is not a true turn, and as such, the voyager herself does not act normally during it. Instead, on the parallel turn’s initiative count each round, the voyager can use a single parallel action she knows (see below). If she wishes, the voyager can delay the initiative count of her parallel turn, just like a normal turn. At 3rd level and every 4 levels thereafter, the voyager gains a +4 bonus to her parallel initiative roll, up to a +12 bonus at 19th level. Outside of combat, when not tracking initiative orders, a voyager’s parallel turn can be considered the same as her own (letting her freely use her parallel actions), but the confusion of combat quickly desynchronizes thevoyager and her counterparts when initiative is rolled.
Parallel Action (Su): A voyager’s aid from her parallel selves manifests through parallel actions that she knows. Parallel actions come in several categories, each with a listed level. When a voyager reaches the listed level, she chooses a specified number of parallel actions of the category of that level to learn. In addition, all voyagers learn the helping hand parallel action at 1st level for free.
Инвентарь
|
Риолла
Автор: |
|
Дразак |
Раса: |
|
Человек |
Класс: |
|
Жрец |
Мировоззрение: |
|
Принципиальный нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 14 [+2] |
Выносливость: | | 10 [+0] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 12 [+1] |
Внешность
Стройная, крепкая женщина лет тридцати с копной небрежно остриженных волос темно-каштанового цвета. Решительный и проницательный взгляд желтых глаз говорит о немалом жизненном опыте. Обычно серьезное или даже хмурое выражение лица скрывает эмоции. Походка уверенная, движения размеренны, заметно, что ей приходилось держать оружие в руках. Правое ухо украшено серьгой. В одежде ценит комфорт и удобство в бою, платьев не носит. Предпочитает желтые, коричневые и серые оттенки. Вне боя чаще всего носит проклепанную кожаную куртку.
Характер
Уверенна в себе и не уверенна в окружающих. С готовностью подставляет плечо, но в виду ненавязчивого характера и даже некоторой скромности обычно дожидается просьбы оное подставить. Искренне считает, что без божественной помощи не обойтись ни в одном мало мальски серьезном деле. Ценит жизнь товарищей превыше своей. А уж за себя то она как-нибудь постоит...
История
Воспитывалась отцом, отставным военным. Матери никогда не знала. С детства за словом в карман не лезла и умела постоять за себя. Старалась помогать окружающим и заступалась за односельчан даже, в казалось бы, безнадежных ситуациях, за что не раз была наказана, бывало, что и не за свои прегрешения. Столкнувшись с порицанием даже со стороны защищаемых ею, Риолла поняла, что помощь людям, которые об этом не просили до добра не доводит, а те кто просит ее не всегда поступают правильно. Проведя юность в поселке и насмотревшись на несправедливость и страдания пришла к выводу, что помочь всем и везде невозможно, а распылять свои силы - пустая затея. Дабы обрести силы помочь тем, кто действительно нуждается в помощи, а главное заслуживает ее Риолла отправилась в город и стала послушницей в храме Абадара. С возрастом пришло понимание, что помогая одним, обязательно обделяешь других. Научилась сдерживать свои порывы и оставаться в рамках закона, ведь кто она, чтобы судить? А самый верный способ избежать моральных терзаний это защищать тех кого прикажут. И совесть чиста от оказанной помощи, и самолюбие утешено осознанием собственной значимости, и ответственность лежит на руководстве. Ведь еще отец вбивал ей в голову, что приказы не обсуждаются, а закон превыше всего. Справедливость то у каждого своя, а закон у всех один! Узнав от вербовщика о гильдии авантюристов Риолла твердо решила пополнить ее ряды. Лучшего способа совмещать свои амбиции и значимость с полезностью окружающим в ее жизни еще не представлялось. Нельзя было упускать такой шанс. Сражаться ей не в первой, а зарабатывать на жизнь любимым делом, помогая людям, это ли не мечта? Обучение прошло легко, буднично. Богатый жизненный опыт и природные таланты сделали свое дело. И вот выпускной экзамен. После этой рутины она наконец-то станет полноправным авантюристом и сможет проявить себя в полной мере!
Навыки
Риолла Medium Humanoid Female human cleric 1 31yo, 172 cm, 58 kg God: Abadar
ABILITY SCORES: STR 13 [+1] (13 base) DEX 14 [+2] (14 base ) CON 10 [+0] (10 base) INT 10 [+0] (10 base) WIS 16 [+3] (14 base + 2 race) CHA 12 [+1] (12 base)
SAVING THROWS: Fort +3 = +2 class + 1(Protection Domain) Ref +3 = +2 dex + 1(Protection Domain) Will +6 = +3 wis +2 class + 1(Protection Domain) COMBAT STATS: Hit Points 8 = 8 class AC 20 = 10 + 2 (dex) + 6 (Breastplate) +1 (shield) + 1 (Dodge) (FF 17 / T 13) BAB +0 = +0 class CMB +1 = 0 BAB +1 str CMD 13 = 10 + 0 BAB +1 str +2 dex Initiative +2 = +2 dex Speed 30' ● Attack #1 (Morningstar): +1 = +1 (str) damage 1d8+1 Critical: x2; Type: B and P ● Attack #2 (MW Crossbow, light): +3 = +2 (dex) +1 (MW) damage 1d8+2 Critical: 19-20/x2 Range:80 Type: P 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: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. ● Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. ● Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. ● Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. ● Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. ● Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. ● Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). ● Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
FAVORITE CLASS: Cleric 1 lvl: Add +1 on caster level checks made to overcome the spell resistance of outsiders.
SKILLS: skill ranks: 2 cleric = 2
+7 Heal (Wis) = 1 rank + 3 wis + 3 class +7 Sense Motive (Wis) = 1 rank + 3 wis + 3 class
Languages: 1. Common (racial), Celestial (cleric’s bonus language)
DOMAINS: ● Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Granted Powers: Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
● Nobility Domain: You are a great leader, an inspiration to all who follow the teachings of your faith. Granted Powers: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier. Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity). Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—command (greater), 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
FEATS: ● Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. ● Mobility (Combat) [racial bonus]: You can easily move through a dangerous melee. Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
TRAITS: ● Helpful: You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike. Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. ● Iron Liver: Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol
SPELLS: ● Spells Per Day: 0-level: 3 = +3 (cleric level 1) 1-level: 2+1 = +1 (cleric level 1) + 1 (bonus spells) + 1 (domain) ● Prepared spells: 0-level (Orisons):- Detect Magic Casting Time 1 standard action Component: V, S EFFECT Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no DESCRIPTION You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
- Enhanced Diplomacy Casting Time 1 standard action Components V, S EFFECT Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.
- Spark Casting Time 1 standard action Components V or S EFFECT Range close (25 ft. + 5 ft./2 levels) Targets one Fine object Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object) DESCRIPTION You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1-level:- BlessCasting 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. Bless counters and dispels bane.
- Air Bubble Casting Time 1 standard action Components S, M/DF (a small bladder filled with air) EFFECT Range touch Target one creature or one object no larger than a Large two-handed weapon Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
- Sanctuary (Protection Domain) Casting Time 1 standard action Components V, S, DF EFFECT Range touch Target creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance no DESCRIPTION Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.
Channel Energy: 4 = 3 + 1 (cha); Remaining waves: 4 Channeling energy causes: Heal/Damage: 1d6; DC: 12 = 10 + 1 (1/2 the cleric’s level) + 1 (cha) Inspiring Word (Sp) [Nobility Domain]: 6 = 3 + 3 (wis); Remaining: 6 standard action; 30 feet; +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round (1/2 the cleric’s level); Resistant Touch (Sp) [Protection Domain]: 6 = 3 + 3 (wis); Remaining: 6 Current protection: +1 on saving throws standard action; 1 minute; Сontemplation or supplication in the morning
Инвентарь
HP: -2/8
- MW Breastplate Medium Armor Cost 350 gp; Weight 30 lbs. Armor Bonus +6; Max Dex Bonus +3; Armor Check Penalty -3 Arcane Spell Failure Chance 25%; Speed 20 ft./15 ft.
- MW Crossbow, light (Abadar) Ranged Weapon Cost 35 gp; Weight 4 lbs. Damage: 1d6 (small); 1d8 (medium) ; Critical: 19-20/x2; Range:80 ft.; Type: P
- Morningstar (Simple) One-Handed Melee Weapon Cost 8 gp; Weight 6 lbs.; Damage: 1d6 (small); 1d8 (medium); Critical: x2; Type: B and P
- Shield, light wooden Cost 3 gp; Weight 5 lbs.; Shield Bonus:+1; Armor Check Penalty –1; Arcane Spell Failure Chance 5%
Other: - Holy symbol, silver 25 gp 1 lb. - 2 x Cure light wounds 50 gp x 2 = 100 gp - Kit, cleric’s 15 gp 32 lbs This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin. - Kit, healer’s 50 gp 1 lb. - Bolt(s), crossbow (20) 2 gp 2 lb. - Outfit, Traveler’s 1 gp 5 lbs. __________________________________ Money: 307 gp Load: 86 lb.
|
Дерек
Автор: |
|
Irbiz |
Раса: |
|
Человек |
Класс: |
|
Монах |
Мировоззрение: |
|
Принципиальный нейтральный |
Сила: | | 17 [+3] |
Ловкость: | | 15 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 9 [-1] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Невысокий лысый мужчина тридцати двух лет. Выглядит старше из-за бороды с усами и рано появившихся морщин. На лице и теле имеются татуировки, просто красивые узоры без особого смысла. Одет в скромную монашескую одежду, некогда ярких цветов, но теперь весьма выцветшую.
Характер
Хитёр, но не очень умён. Прямолинеен и не всегда способен умолкнуть в нужный момент. В целом спокоен, но иногда в нём просыпается желание что-нибудь учудить.
История
Некогда весьма обеспеченный единственный наследник уважаемой семьи, Дерек Браун отличался вздорностью и своими выходками довёл не сумевших правильно его воспитать родителей до могилы. Осиротев он не знал нужды и много кутил. Однако неумение планировать будущее и распоряжаться финансами быстро лишили его фамильного имения, а из-за скверного характера "друзья" кутившие вместе с ним отвернулись от парня. Пришлось пижону опуститься на грешную землю и заниматься чем придётся. Слоняясь по миру Дерек искал заработка и угла, в который можно приткнуться. Будучи уже долгое время бродягой и в конец устав от странствий, Дерек наткнулся на один монастырь и упросил настоятеля принять его. Морально опустошённый здесь он наконец обрёл поддержку, крышу над головой и понятие о дисциплине. Новое ощущение единства с братьями, медитация, тяжёлая работа и упорные тренировки буквально преобразили начавшего стареть раньше времени мужчину. Его тело наполнилось силой, а дух - спокойствием.
Долгих шесть лет Дерек провёл в стенах монастыря и стал образцовым монахом. Но вот в монастырь пришло сразу несколько молодых людей обрести мудрость и покой. Дух их метался, видать сотворили они что-то недоброе и теперь жаждали искупления. Они были не бедны и пожертвовали монастырю немалую сумму, но оказалось, что келий на всех не хватает. Тогда настоятель Грунди предложил Дереку вернуться в мир и отдал ему часть тех денег, чтобы тот сумел освоиться и не бедствовал. Дерек пожал плечами, улыбнулся и поблагодарив за всё своих учителей и братьев отправился туда, куда приведёт его дорога.
Навыки
Male Human Monk 1 Lawful Neutral 32 Years Old, 5 ft 5 in(165cm) Height, 143 lb (65 kg) Weight ABILITY SCORES:STR 17 [+3] 15(Base) + 2(Racial) DEX 15 [+2] 15(Base) CON 12 [+1] 12(Base) INT 09 [-1] 09(Base) WIS 12 [+1] 12(Base) CHA 08 [-1] 8(Base) SAVING THROWS:Fort: +3 = +2(Class) +1(CON) Refl: +5 = +2(Class) +2(DEX) +1(trait) Will: +3 = +2(Class) +1(WIZ) COMBAT STATS:Hit Points: 9 = 8(Monk) + 1(CON) AC: 14 (14 touch, 11(10) flat-footed) = 10(Base) +2(DEX) +1(WIZ, AC Bonus) +1(feat) BAB: +0 = 0(Monk) CMB: +3 = +0(BAB) +3(STR) CMD: 16 = 10 +0(BAB) + 3(STR) + 2(DEX) +1(WIZ, AC Bonus) Initiative: +2 = 2(DEX) Speed: Land 30' ● Melee: +3 = +0(BAB) +3(STR) ● Ranged: +2 = +0(BAB) +2(DEX) TRAITS:● Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit:: You gain a +1 trait bonus on Reflex saves. ● Worldly You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Benefit: Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result. FEATS:● [Bonus Racial Feat] Dodge (+1 AC) ● [1HD Feat] Mobility (+4 AC against EA) ● [Bonus Monk Feat] Improved Unarmed Strike (1d6) ● [Bonus Monk Feat] Stunning Fist ● [Bonus Monk Feat 1HD] Deflect Arrows SKILLS:Total: 5 = +4(Monk) -1(INT) +1(favoured) +1(Skilled) -1 = -1(INT) Craft -1 = -1(INT) Appraise
5 = 1(Rank) +3(Class) +1(WIS) Perception 1 = 1(WIZ) Sense Motive 1 = 1(WIZ) Survival 1 = 1(WIZ) Heal
6 = 1(Rank) +3(Class) +2(DEX) Acrobatics 6 = 1(Rank) +3(Class) +2(DEX) Escape arist 6 = 1(Rank) +3(Class) +2(DEX) Stealth 2 = 2(DEX) Ride
7 = 1(Rank) +3(Class) +3(STR) Climb 3 = 3(STR) Swim
-1 = -1(CHA) Bluff -1 = -1(CHA) Intimidate -1 = -1(CHA) Diplomacy -1 = -1(CHA) Disguise RACIAL TRAITS:Ability Score Modifiers: 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. CLASS FEATURES:● Favoured Class (Monk): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank, +1/4 point to the monk’s ki pool. Weapon Proficiency Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex) Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Инвентарь
Inventory:Outfit, Monk’s (5 gp 2 lbs.) MW Kama (+1, 1d6, x2, S, trip) (302 gp 2 lbs.) MW Nunchaku (+1, 1d6, x2, B, (302 gp 2 lbs.) disarm) Pouch, belt (1 gp 0.5 lb.) Sling -- Bullet(s), sling (10) (1 sp 5 lbs.)
Backpack, common (2 gp 2 lbs.) -- Sewing needle (5 sp) -- Rations, trail х3 (15 sp 3 lbs.) -- Bedroll (1 sp 5 lbs) -- Waterskin (1 gp 4 lbs.) -- Soap (1 cp 0.5 lb.) -- Flint and steel (1 gp) -- Lantern, hooded (7 gp 2 lbs.) -- Oil, Lamp х3 (3 sp 3 lbs.) -- Rope, hemp (50 ft.) (1 gp 10 lbs.) -- Kit, Mess (2 sp 1 lb.) -- vial of Antitoxin (50 gp) -- Cure light wounds Potion (50 gp 0.1 lb.) gp
Money: 7 pp 6 gp 12 sp 9 cp (77.29 gp 0.68 lb.)
Total: (802 gp 42.78 lbs.) Experiense: 0/2000
|
Ланлисс Дикий
Автор: |
|
Льдан |
Раса: |
|
Эльф |
Класс: |
|
Варвар |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 14 [+2] |
Мудрость: | | 8 [-1] |
Обаяние: | | 10 [+0] |
Внешность
Высокий мускулистый каштановолосый эльф с дикими шальными глазами. Одет в зеленую шерстяную тунику, кожаныe узкие штаны и сапоги с отворотами. За спиной потертые ножны с длинной тяжелой саблей-фальчионом. Доспехи представлены стальным нагрудником и кожаными проклепанными сталью наручами.
Характер
Взбаламошный молодой эльф без царя в голове. Иногда звереет так, что только держись. Однако, отходчив и обладает довольно живым умом.
История
Сирота, которого хрен знает откуда принес еще совсем маленьким фермер Хардрог Хиллсфар. У фермера и его жены было трое дочек, поэтому Хардрог воспитал эльфенка как любимого сына.
С детства парень рос бедовым, но при этом сильным и подвижным. Как ни старался отец, он так и не смог привить Дикому, как вскоре прозвали Ланлисса, любовь к фермерскому труду или какому-либо ремеслу. Зато бегать, драться, ломать и лазать парень умел просто замечательно.
Десять лет назад приемный отец умер, вскоре ушла и его жена. Дочки вышли замуж и поделили наследство, а Ланлисс скитался по округе, зарабатывая вышибалой на постоялых дворах, охранником торговых обозах и даже успел недолго побыть на службе у барона. Ни одна баба не смогла ужиться с Диким хоть сколько-нибудь долгое время и однажды бедовый эльф прослышал о загадочном бородатом волшебнике, который за каким-то дьяволом объявился в окрестностях этой дыры. Ланлисс немедленно решил, что это судьба и старый пердун может сделать из него настоящего авантюриста, который будет истреблять то, что нужно истреблять. Дикий уже умел сносно махать мечом, обладал приличной физической подготовкой, поэтому с легкостью прошел курс молодого бойца-героя и приготовился рубить врагов во имя Великой Героической Судьбы!
Навыки
Strength 14 (+2) *5PB Dexterity 16 (+3) *5PB +2 race Constitution 12 (+1) *5PB -2 race Intelligence 14 (+1) 2PB +2 race Wisdom 8 (-2) -2PB Charisma 10 (+0) 0PB
47 Years Old, 181 cm Height, 78 kg Weight
Race: Elf Size: medium Class: Barbarian (1) EXP: --- HP: 14 = 12(class) + 1(CON) + 1 favored AC: 10+3(dex)+6(Breastplate) = 19 Religion: - AL: N BA: +1 Speed: 30 feet Languages: Common, Elven, Orc, Sylvan. Init: +3
Race: - Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. - Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. - Keen Senses: Elves receive a +2 racial bonus on Perception checks. - Human-raised: gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity. Source
Saves: Fort 2 (base) + 1(Con) = 3 Ref 0 (base) + 3(Dex) = 3 Will 0 (base) - 1(Wis) = -1
Skills: (6) Acrobatics (Dex) 1+3+3+3 = (10) Climb (Str) 1+2+3 = (6) Intimidate (Cha) 1+3 = (4) Knowledge (nature) (Int) 1+2+3 = (6) Survival (Wis) 1-1+3 = (3) Swim (Str) 1+2+3 = (6)
Class: - Weapon and Armor Proficiency: all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
- Fast Movement (Ex) A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
- Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Feats: 1 lvl - Power Attack Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Race feat: - Skill Focus (Acrobatics) Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Attack (Masterwork Falchion) +4 to hit / 2d4+2 slashing Critical 18–20/x2
Инвентарь
- Masterwork Falchion Cost 375 gp Weight 8 lbs. Damage 1d6 (small), 2d4 (medium) Critical 18–20/x2 Type slashing Category two-handed Proficiency martial Weapon Group heavy blades
- Brass Knuckles Cost 1 gp Weight 1 lb. Damage 1d2 (small), 1d3 (medium); Critical x2; Type Bludgeoning Category Light; Proficiency Simple Weapon Groups Close, Monk
- Masterwork Breastplate Medium Armor Cost 350 gp; Weight 30 lbs. Armor Bonus +6; Max Dex Bonus +3; Armor Check Penalty -3 Arcane Spell Failure Chance 25%; Speed 20 ft./15 ft.
- Kit, Barbarian’s Price 9 gp; Weight 26 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
- Potion (Cure light wounds), 6 шт , Price 300 gp
- Torch, Everburning Price 110 gp; Weight 1 lb. This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
В остатке: 81 gp.
|