Рамери
Автор: |
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Altan |
Раса: |
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Человек |
Класс: |
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Колдун |
Мировоззрение: |
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Нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 14 [+2] |
Мудрость: | | 16 [+3] |
Обаяние: | | 18 [+4] |
Внешность
Высокий,стройный, хорошо сложенный мужчина, со слегка смуглой кожей, с копной волос цвета вороного крыла, которые оттеняют его тёмно-синие глаза. Движется с определенной грацией и гибкостью, свойственной его народу, словно кот, подбирающийся к своей жертве. Несвойственная большинству стигийцев внешность, очевидно, указывает на происхождение из смешанных кровей, что нередко для благородных домов Стигии, в которых вельможи берут себе в наложницы рабынь из других, весьма отдалённых земель. Словно желая подчеркнуть свою непохожесть на сородичей, предпочитающих гладко выбритое лицо, украшенное урéем - накладной бородой, Рамéри носит свою собственную, густую, чёрную, украшающую не только подбородок, как урей, но и щёки. Правильные черты лица делают его привлекательным, даже красивым, а склонность редко улыбаться, почти всегда сохраняя полную невозмутимость духа и мимимки производит особое, почти гипнотизирующее впечатление. Предпочитает одеваться в тёмные просторные одежды; на груди сверкает неизменный медальон, который Рамери всегда старается держать на виду: маленькое овальное золотое зеркальце, которое по контуру обвивает искусно сделанная змея, кусающая свой хвост. Приглядевшись, можно рассмотреть даже мельчайшие чешуйки на её теле, а задержав взгляд на зеркальце очень скоро можно ощутить лёгкое головокружение и необъяснимый страх, словно некто иной глядит на вас с другой стороны блестящей поверхности.
Характер
Спокойствие и самообладание, уравновешенность и достоинство - те благие черты, которые Рамéри унаследовал и от своих благородных предков, и изучил благодаря суровым условиям жизни в качестве ублюдка в знатном роду. Только эти качества помогли ему выжить, а также неиссякаемая жажда обрести то, чего у молодого человека никогда не было - власть и могущество, поэтому властные и повелительные нотки порой проскальзывают в его речи тогда, когда он достаточно расслаблен, чтобы ослабить жёсткие узды самообладания; такое, впрочем, с Рамéри случается невероятно редко.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
RA-MERI24 y.o. Stygian (mixed blood) 184 cm 76 kg Origin: Stygian Class: Scholar (Background: Acolyte) STR: 13 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) HP: 19 / 19 (6 at 1st level, +1 CON, 5 at 2nd level, 7 at 3rd level) Reputation: 5 (1 for 1st level, +4 CHA) DefenceBase Defence: 10 BDB: +1 BPB: +1 Dodge Defence: 14 (10 Base, +1 BDB, +3 DEX) Parry Defence: 12 (10 Base, +1 BPB, +3 STR) Fortitude: +2 (+1 CON, +1 Base) Reflex: +4 (+3 DEX, +1 Base) Will: +6 (+3 WIS, +3 Base) Corruption: +4 (Will +6, -2 from origin) OffenceBAB: +2 Initiative: +3 (+3 DEX) Melee Attack: +3 (+2 BAB, +1 STR) Melee Attack (Finesse): +5 (+2 BAB, +3 DEX) Ranged Attack: +5 (+2 BAB, +3 DEX) Ranged Attack (Stygian Bow): +6 (+1 from origin, +2 BAB, +3 DEX) – Dagger (Melee): +5 1d4+1 (Armour Piercing: 2) 19-20/x2 Piercing, Finesse – Dagger (Thrown): +5, 1d4 (Armour Piercing: 1) 19-20/x2 Piercing, range 10’ – Stygian Bow (+1), distance up to 30’: +7, 1d12+2 (armour Piercing: 3) 19-20/x2 Piercing (from Point Blank Shot) – Stygian Bow (+1), distance 30’-60’: +6, 1d12+1 (armour Piercing: 3) 19-20/x2 Piercing Feats– Endurance [ You gain a +4 bonus on the following checks and saving throws: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saving throws made to avoid nonlethal damage from hot or cold environments and Fortitude saving throws made to resist damage from suffocation. In addition, you may sleep in light or medium armour without becoming fatigued.] (at 1st level) – Point Blank Shot [ You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. ] (for Favoured Class) – Diehard [ When reduced to between –1 and –9 hit points, you automatically become stable. You do not have to roll d% to see if you lose one Hit Point each round. When reduced to negative hit points, you may choose to act as if you are disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points, even if it is not your turn. If you do not choose to act as if you are disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn but not both. You cannot take a full round action. You can take a move action without further injuring yourself, though if you perform any standard action (or any other action deemed as strenuous, including some free actions) you take one point of damage after completing the act. If you reach –10 hit points, you die.] (Bonus from DM) – Exotic Weapon Proficiency: Stygian Bow (from origin) Skills– Bluff: +10 (ranks: 3, +4 CHA, +3 class) – Concentration: +7 (ranks: 3, +1 CON, +3 class) – Craft (Alchemy): +8 (+2 for origin, ranks: 1 (b), +2 INT, +3 class and background) – Craft (Herbalism): +6 (ranks: 1, +2 INT, +3 class) – Diplomacy: +10 (ranks: 3, +4 CHA, +3 class) – Handle Animal: +8 (ranks: 1 (b), +3 background (and class from house rule), +4 CHA) – Heal: +8 (ranks: 3, +3 WIS, +3 class) – Intimidate: +9 (ranks: 2, +4 CHA, +3 class) – Knowledge (arcane): +10 (+2 for origin, ranks: 3 (b), +2 INT, +3 class and background) – Knowledge (astrology): +6 (ranks: 1, +2 INT, +3 class) – Knowledge (Stygia): +6 (ranks: 1 (b), +2 INT, +3 background (and class from house rule)) – Linguistics: +6 (ranks: 1, +2 INT, +3 class) – Lore (Demons): +6 (ranks: 1, +2 INT, +3 class) – Perform (ritual): +11 (+2 for origin, ranks: 2 (b), +4 CHA, +3 class and background) – Perception: +9 (ranks: 3, +3 WIS, +3 class) – Sense Motive: +9 (ranks: 3, +3 WIS, +3 class) – Stealth: +9 (ranks: 3, +3 DEX, +3 class) Languages– Stygian (Automatic) – Shemitish (bonus 3+INT) – Demonic (bonus 3+INT) – Old Stygian (bonus 3+INT) – Acheronian (bonus 3+INT) – Hyrkanian (bonus 3+INT) – Khitan (Linguistics 1) Sorcery Base PP: 8 / 8 (4 Base, +3 WIS, +1 at 2nd level, +) Magic Attack Bonus: +5 (+1 Base, +4 CHA) Corruption: 0 Hypnotism– Entrance [Basic] (PP: 0, Components: S, M or F, Casting: 1 full round, Range: Evil Eye, Target: 1 creature, Duration: Concentration, ST: Will negates, MAR: DC for the target’s Will) [ When you cast this spell, the target creature must make a Will saving throw or be unable to take any actions for as long as you concentrate. If the creature is attacked or sustains damage while entranced, it may attempt a saving throw again to throw off the effects of the spell. This second saving throw gets a bonus equal to the amount of damage inflicted. This spell can only affect a creature that has six or fewer hit dice. It is possible to boost the power of this spell by preparation. For each full round in which you do nothing but stare at the target creature before attempting to entrance it (whether or not you have eye-to-eye contact over that time) you can affect a creature of +2 HD and you gain a circumstance bonus of +1 on your magic attack roll. Note that an entranced creature is not stunned, so attackers gain no special advantage against it. Material Component or Focus: A shining object, such as a small mirror, suspended from a cord] – Terrible Fascination [Defensive Blast] (PP: All, Components: V, Casting Time: Immediate, Range: Personal, Target: 10' radius, Duration: 1d4 rounds, ST: Will Negates, MA Roll: DC for the target’s Will) [ ...] – ... [Advanced] Counterspells– Warding [Basic] (PP: 2, Components: V, S, Casting Time: 1 standard action, Range: Personal, Target: 1 or more spells affecting / going to affect you, Duration: Inst., MAR: opposes opponent's MAR) [ ...] – ... [Advanced] Race & Class Features Stygian * +2 racial bonus to all Knowledge (arcane), Perform (ritual) and Craft (alchemy) checks: The Stygian ruling caste is steeped in arcane lore from a very early age. * +1 racial bonus to attack rolls when wielding a Stygian bow: Stygian nobles are born to the hunt and to war. They routinely use the heavy bow of their country to bring down desert lions and other large prey * –2 racial penalty to all saving throws against Corruption: Most Stygian sorcerers welcome corruption if there is a chance it will bring them a little more arcane power. * Exotic Weapon Proficiency: Stygian bow. All true Stygians learn the techniques of the powerful Stygian bow. Favoured Class: Noble, Scholar, Temptress. Prohibited Class: None Background Skills: Handle Animal, Knowledge (arcane), Knowledge (local) and Perform (ritual) Automatic Languages: Stygian Bonus Languages: Shemitish, Kushite, Keshani, Zembabwean, Puntan, Darfari, Khitan, Hyrkanian, Acheronian, Demonic, Old Stygian
Scholar Hit Die: d6
Class Skills The scholar’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int) and Sense Motive (Wis). Skill Points at 1st Level: 12 Skill Points at Each Additional Level: 12 Weapon and Armour Proficiency: A scholar is proficient with all simple weapons. Scholar: All scholars have a special restriction when spending skill points. They must spend at least 3 skill points on Knowledge skills at 1st level and at least three skill points on Knowledge skills at each subsequent level. Background: Every scholar must choose a background at 1st level. The background indicates the manner in which he came by his knowledge. A scholar may only ever begin the game with one background but at the Games Master’s discretion he may gain an additional background or backgrounds during play. For example, an independent may call up a demon and make a pact with it, then some time later be accepted as an acolyte by a sorcerous society. Likewise, a lay priest or acolyte may conduct a little independent research as though he were an independent himself but in most cases his religion or coven would at best frown upon such impertinence and at worst put him to death if they caught him. The choice of background should be made in conjunction with the Games Master, who will inform the player of the options available in his campaign. Acolyte: Acolytes are members of a sorcerous society or are occasionally apprenticed to a lone sorcerer. They are usually in thrall to
their coven leaders, though they can gain a great deal of power this way. The drawback is that they rarely understand the power without their masters’ direct assistance. An acolyte must always select a specific group to join or a master to whom he may apprentice himself. An acolyte may only ever learn new sorcery styles or advanced spells (see below) known to his masters. Depending on his superiors and the nature of the society, he may be able to choose which of the various styles and spells he wishes to learn or he may always have his sorcery styles and spells chosen for him. Most sorcerous societies require a student to follow a strict curriculum of specific spells for the first 10 levels but allow him to learn whatever he wills after that, so long as they can teach it to him or he can discover it for himself. Sorcerers from civilised lands often take on apprentices. This is an accepted method of learning from Stygia to Khitai, even if one cannot find a larger sorcerous society to join. Some of the more primitive regions such as Kush also have village sorcerers, along with more shamanic or witch-doctor style priests; these sorcerers, also known as Witchmen or Witch-Finders, are employed on a freelance basis to cast spells for clients and often take on apprentices to whom they can pass on their skills. New Sorcery Style: At 1st level, 2nd level, 4th level and every four levels thereafter, the scholar gains a new sorcery style, along with the basic spell associated with it. At any time at which he is eligible to gain a new sorcery style, the scholar may instead gain a bonus feat from the following list: Skill Focus (any), Diligent, Iron Will, Investigator, Negotiator, Priest or any Sorcery feat. If the sorcerer knows the calm of the adept spell from the Oriental Magic sorcery style, he may also select from Brawl, Defensive Martial Arts, Improved Critical (staff or unarmed strike), Stunning Attack or Weapon Focus (staff or unarmed strike). In all cases, the scholar must meet the usual prerequisites for the feat. Note that the scholar may or may not be permitted to choose his new sorcery style himself, depending on his background class feature. Knowledge Is Power: A scholar may make a special scholarly knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The scholar may never take 10 or take 20 on this check; this sort of knowledge is essentially random. The Games Master should determine the Difficulty Class of the check by referring to the table below. Base Power Points: A 1st level scholar learns to access his own personal magical energy. This is referred to as Base Power Points, or Base PP. A beginning scholar has Base PP equal to 4 + Wisdom Modifier, to a minimum of one point. Power Points are used when casting spells and creating magical objects. They can be regained by rest or through the use of various lotus concoctions or temporarily increased by various means, most commonly by sacrificing one or more humans. For most characters, their Power Points can rise to a maximum of double their Base Power Points. +1 Power Point: At 2nd level and every four levels thereafter, the scholar’s Base Power Points increase by +1. Advanced Spell: At 3rd level and every level thereafter, the scholar improves his knowledge of any one of the sorcery styles he already knows by gaining any one of the advanced spells listed under the style. More information about advanced spells can be found in Chapter 9: Sorcery. Alternatively, at any time at which he is eligible to gain an advanced spell, the scholar can instead gain two skill points. As with the new sorcery style class feature, the scholar may or may not be permitted to choose his advanced spell himself, depending on his Background class feature. Note that when a sorcerer gains advanced spell and new sorcery style simultaneously upon gaining a new level, he may choose to gain the advanced spell in the new sorcery style. Bonus Spell: From 3rd level the scholar becomes eligible for a small number of bonus advanced spells, depending on his Intelligence. His maximum possible number of bonus spells is equal to his Intelligence bonus, if any. However, he can gain only one bonus spell at 3rd level and an additional bonus spell every four levels thereafter, whatever his Intelligence. This is summarised on the Scholar Bonus Spells table. Iron Will: At 5th level, the scholar gains Iron Will as a bonus feat. If he already has Iron Will, he may instead select any Sorcery feat for which he meets the prerequisites as a bonus feat. Increased Maximum Power Points: As scholars become more experienced and knowledgeable, they become able to store far more magical power in their bodies, so long as it is available to them by means of sacrifice or some artefact or other. At 6th level, a scholar’s maximum Power Points rise to triple his Base Power Points, rather than double as is usual for most characters. At 13th level it rises again to quadruple his Base Power Points and at 20th level it rises to quintuple his Base Power Points.
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Рыжая Соня
Автор: |
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Delta |
Раса: |
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Человек |
Класс: |
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Варвар |
Мировоззрение: |
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Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 17 [+3] |
Выносливость: | | 18 [+4] |
Интеллект: | | 13 [+1] |
Мудрость: | | 15 [+2] |
Обаяние: | | 9 [-1] |
Внешность
Очень высокая, широкоплечая и мускулистая молодая гиперборейка с тяжёлым взглядом и таким же мечом. Тускло-рыжие волосы объясняют происхождение имени.
Характер
Сурова и справедлива подобно природе родных предгорий Грааскаля. С равной лёгкостью может ограбить караван, помочь отбиться от грабителей, захватить рабов и отдать последний кусок нищему. Предпочитает простые и быстрые решения. При её росте и силе это обычно прекрасно удаётся. Немногословна.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Name: Sonja Player: Delta Gender: Female Class: Barbarian-1 / Nomad-4 XP: 0 Race: Hyperborean - +2 Constitution, -2 Charisma - -1 racial penalty to all Diplomacy and verbal-oriented Perform or Bluff checks - +2 racial bonus to all Intimidate checks - Background Skills: Craft (stone) or Knowledge (arcana), Intimidate, Knowledge (local), any one other skill chosen by the player. - Weapon Familiarity: Hyperborean can wield war swords as though they were martial weapons rather than exotic weapons. - Favoured Class: Soldier or Barbarian Code of Honor: ? B1: Fearless, Track, Versatility (-2 penalty) N1: Skill Focus (Survival), Favoured Terrain +1 - Desert, Born to the Saddle N2: Bonus Feat - Iron Will N3: Endurance N4: Nomad Charge +1, Favoured Terrain +2 - Desert Stats: STR: 18 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 15 (+2) WIS: 13 (+1) CHR: 9 (-1) Languages: Hyperborean + Nordheimir, Hyrkanian, Shemitish, Vilayet, Zamoran Feats: Cleave, Combat Reflexes, Endurance, Fighting-Madness, Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack, Track, Skill Focus (Survival), Two-Weapon Combat, Uncanny Dodge Weapon & Armor Proficiences: All Simple & Martial Weapons, War Sword, Two-Weapon Combat, All Light & Medium Armor, Shields. Move: 30ft Initiative: +8 Attack: BAB +5; Melee +9; Finesse +8; Ranged +8; Grapple +13 Defence: Base 10; Dodge 15; Parry 16; Grapple 23 Saves: Fort - +10; Ref - +9; Will - +4 HP: 39 Massive Damage Threshold: 23 Death Threshold: -14 Combat Manoeuvres: Aim (FR) - +2 circumstance bonus to his next ranged attack with bow or crossbow. Bull Rush (S) - Attempt to push an opponent straight back instead of damaging him. AoO. Charge (FR) - Attack from 10ft or more movement, +2 attack, -2 defence. Bull's Charge - +2 dmg when charging, but get AoO. Dance Aside (I) - If an opponent’s attack roll is less than half the dodging character’s Dodge Defence, he may immediately take a 5ft step, Disarm (A) - Attempt to disarm opponent. AoO. Masterful Disarm - Attempt to catch disarmed weapon with free hand. Force Back (S) - -4 attack. If he hits, opponent may move back 5ft square. If the opponent does not move, he takes an extra 4 points of damage (8 damage if using a 2h weapon or a 1h weapon with two hands). Grapple (A) - Starting grapple Choke (HFie) - Choke opponent by winning Grapple check. Human Shield - Using grappled opponent as shield. Improvised Attack - By taking a –2 circumstance penalty on his first attack roll against a target, the character may immediately make an extra attack at his highest base attack bonus on a second foe within reach. This second attack must use an improvised weapon. Lock Weapons - If a character’s attack roll is exactly equal to his opponent’s Parry Defence or his Parry Defence is exactly equal to his opponent’s attack roll the two combatants’ weapons are locked together. Overrun (S) - Attempt to konock opponent prone by running over them. AoO. Roll (I) - If character is prone and being attacked in melee, he makes an Acrobatics check against a DC equal to his foe’s attack roll. If successful, he does not suffer the normal –4 penalty to Defence for being prone. Sunder (A) - With a mighty blow, you smash your foe’s weapon to pieces. To The Hilt (A) - The attacker gains a +2 circumstance modifier to his damage roll. However, if the damage rolled with the weapon (before any modifiers for Strength, sneak attacks and bonuses of any kind) is higher than the character’s Strength modifier, the weapon sticks into the enemy, whether he is living or dead. Trip (A) - You cunningly trip or otherwise topple a foe. AoO. Unbalancing Attack (Shem) - You must be in melee combat, use full-round attack and succeed DC 15 Acrobatics check. One of your attacks doesn't inflict damage, but if opponent won't make Ref sth (DC 1- + 1/2lvl + Str mod), he doesn't receive Dex bonus to dodge. If attacker won't make DC 15 Acrobatics check - vice versa.
Charged Jump (HFie) - Gives mount a +2 to Acrobatics check with succesful Ride check. Coax the Beast (HFie) - Push a mount to run after it's exhausted. Leaping onto Your Horse (HFie) - Leap onto horse from above. Sudden Halt (HFie) - You can stop a charging horse quickly. Tackle (HFie) - Leap from your horse on opponent, immediately start grapple or trip without AoO.
Sudden Strike (HFal) - Prepare area for 10 min, +10 to Stealth, +5 to first attack.
Skills (30sp): Acrobatics (Dex): 11 = 5 + 3(class) + 3(Dex) Climb (Str): 8 = 1 + 3(class) + 4(Str) Craft (bowyer) (Int): 6 = 1(profession) + 3(class) + 2(Int) Craft (herbalism) (Int): 6 = 1(background) + 3(class) + 2(Int) Craft (stone) (Int): 6 = 1(background) + 3(class) + 2(Int) Heal (Wis): 6 = 2 + 3(class) + 1(Wis) Intimidate (Cha/Str) : 5/10 = 1(background) + 2(race) + 3(class) + -1/4(Cha/Str) Knowledge (local) (Int): 6 = 1(background) + 3(class) + 2(Int) Knowledge (nature) (Int): 7 = 1 + 1(profession) + 3(class) + 2(Int) Perception (Wis): 9 = 5 + 3(class) + 1(Wis) Ride (Dex): 11 = 5 + 3(class) + 3(Dex) Stealth (Dex): 11 = 5 + 3(class) + 3(Dex) Survival (Wis): 12 = 5 + 3(class) + 1(Wis) + 3(SF) Swim (Str): 8 = 1 + 3(class) + 4(Str)
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Мао Рти
Автор: |
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msh |
Раса: |
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Человек |
Класс: |
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Знающий |
Мировоззрение: |
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Нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 9 [-1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 16 [+3] |
Мудрость: | | 16 [+3] |
Обаяние: | | 7 [-2] |
Внешность
Говорят, все жители Кхитая на одно лицо.
Характер
Молчаливый, тихий, терпеливый, спокойный. Впрочем с другого от "книжного червя" ожидать и не приходится.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Мао Рти Класс: Scholar Народность: Кхитай Hit Die: d6 HP: 21=7+6+3+3+2 Уровень: 5/**** Стартовая накидка 1: Str 13, Dex 16, Con 12, Int 14, Wis 9, Cha 7 Замена (Муд-Лов), +2 к ИНТ Итого: Str 13, Dex 9, Con 12, Int 16, Wis 16, Cha 7 STR 13 (+1) DEX 10=09+1 (+0) CON 12 (+1) INT 16 (+3) WIS 16 (+3) CHA 7 (-2) Skill Points at 1st Level: (8 + Int modifier) × 1= (8+3)*1=11 Skill Points at Each Additional Level: 8 + Int modifier = 8+3=11 Weapon and Armour Proficiency: A scholar is proficientwith all simple weapons. Base Attack Bonus: +3 Base Dodge Bonus: +1 Base Parry Bonus: +1 Magic Attack Bonus: +2 Fort Save: +1 Ref Save: +1 Will Save: +4 BASE DEFENCE = 10 10 + SIZE MODIFIER = 10+0 DODGE DEFENCE = 10 BASE DEFENCE + DEXTERITY BONUS + DODGE BONUS = 10-1+1 PARRY DEFENCE = 12 BASE DEFENCE + STRENGTH BONUS + PARRY BONUS = 10+1+1 MELEE ATTACK ROLL = 1D20 + BASE ATTACK BONUS + STRENGTH MODIFIER + SIZE MODIFIER RANGED ATTACK ROLL = 1D20 + BASE ATTACK BONUS + DEXTERITY MODIFIER + SIZE MODIFIER + RANGE PENALTY Special: - New Sorcery Style, Warding Power Point Cost: 2 Components: V, S Casting Time: One standard action Range: Personal Target: One or more spells already affecting you, or one spell about to affect you Duration: Instantaneous Magic Attack Roll: Opposes opponent’s magic attack roll For each spell already affecting the sorcerer when it is cast, the sorcerer casting warding may make a magic attack roll opposed by a magic attack roll from the original sorcerer to cancel the spell completely. Furthermore, a warding can be prepared with a ready action, conditional on another sorcerer casting a spell, allowing for an opponent’s spell to be cancelled before it even begins. Desperate Ward Power Point Cost: All remaining points Components: V Casting Time: Immediate Range: Personal Target: One spell Duration: Instantaneous Magic Attack Roll: None required This form of defensive blast only works against sorcery and can only be invoked when a hostile spell targets the sorcerer. Roll 1d6 for every Power Point expended and add the total of these rolls as a circumstance bonus to the caster’s Saving Throw against the incoming spell. - Incantation of Amalric’s Witchman Power Point Cost: 2 Components: V Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Target: One creature Duration: Mortal Saving Throw: Will negates Prerequisites: Knowledge (arcana) 4 ranks, warding. Magic Attack Roll: Sets DC for the target’s saving throw This spell renders any god or demon who has taken on humanoid form to walk the earth partially human, with all the vulnerabilities of any other human. That is, any innate damage reduction it may have had is lost, as is any immunity to critical hits, sneak attacks and other attack forms. If the god or demon had any particular vulnerabilities, however, these are unaffected. - Calm of the Adept Power Point Cost: 2 Components: V, S Casting Time: Three hours Range: Personal Target: Self Duration: 24 hours Prerequisite: Wis 13. By spending much of each morning in meditation, you are able to significantly enhance your mind, body and spirit for the remainder of the day. You gain a +2 enhancement bonus to Dexterity, Wisdom and Charisma for the duration of the spell. Furthermore, you gain a +2 bonus on any Will saves made to resist spells of the Hypnotism school or similar mesmeric effects. - Yimsha’s Carpet Power Point Cost: 20 Components: V, S, M Casting Time: One full round Range: Personal Area: Up to one foot radius per level Duration: One minute/level (D) Saving Throw: Fortitude partial Prerequisites: Scholar level 14, calm of the adept, summon elemental. Magic Attack Roll: Sets DC for the victims’ saving throws Yimsha’s carpet is a supernatural cloud of gold-veined crimson that can transport, conceal and protect its occupants. It may also be used as an offensive weapon against the sorcerer’s enemies. Powered by elemental energies, it extends outwards from the sorcerer like a vast crimson aura. The cloud has four effects: concealment, protection, transport and stunning. Concealment – the cloud grants concealment (see page 197). The sorcerer who created the cloud can see through this concealment normally but any other occupants of the cloud cannot. If there are more than five feet of cloud between two occupants, the concealment is total. Protection – solid objects such as weapons have difficulty penetrating the cloud from without, giving the occupants an effective damage reduction of 4 against any attack that originates outside the cloud. This stacks with other forms of damage reduction normally. Attacks may be made out of or within the cloud without hindrance. Transport – by concentrating, the sorcerer who cast the spell can make Yimsha’s carpet fly with perfect manoeuvrability at the stately speed of 20 feet per round. The sorcerer is automatically carried by the carpet, and he may bring along any number of passengers that fit entirely within its boundaries. If the sorcerer ceases concentrating the cloud continues to hover in place and support passengers, but moves no further. Stunning – living things that enter the cloud must make a Fortitude saving throw or be dealt 1d6 nonlethal damage per two levels of the casting sorcerer and be stunned for 1d6 rounds. A stunned character may not act and cannot use Dodge Defence or Parry Defence; attackers get a +2 bonus on attack rolls against a stunned opponent. A success on the saving throw halves the damage and means the creature is only dazed, not stunned. A character may only be affected once by each casting of Yimsha’s carpet. The sorcerer who created the cloud may freely chose which creatures within the area of effect are friends and which are foes. Friends are protected, concealed and transported by the cloud and are immune to its stunning and damaging effects. Foes gain the effects of protection from outside attacks and benefit from concealment while within the cloud, but are not transported by it and must content with its stunning and damaging effects. The sorcerer can ‘switch on’ and ‘switch off ’ the cloud as a free action up to once per round during its duration. While switched off the cloud has no effects at all but any rounds it is switched off still count towards the duration. Material Component: Gold dust and herbal smoke-powders to a total value of 850 silver pieces. - Conjuring Power Point Cost: 1 Components: S Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Effect: See below This spell allows the sorcerer to do minor acts of prestidigitation or illusion at a cost of one Power Point for each effect. Examples include suspending objects in midair or causing his eyes to glow red. The following effects are all possible uses of this sorcery style: * Telekinetically move a small, unattended object (weighing up to five pounds), so long as it remains within the spell’s range. The object can be moved at up to 20 feet per round. * Place a small object (weighing up to 10 pounds) from your hands into midair and have it remain there suspended, so long as you remain within the spell’s range. Note that in this case you cannot move the object. If you deliberately end the spell, you may spend one round concentrating on lowering the object gently to the ground. If your concentration is broken, the object simply falls to the ground with a crash. * Telekinetically guide a cloud of smoke or gas up to 5 feet by 5 feet by 5 feet in size. This could include a venomous gas cloud or similar herbal or alchemical product. The smoke can be moved at up to 10 feet per round. * Control a normal shadow up to 5 feet by 5 feet in size as though it were a puppet, potentially altering its shape and size as well as causing it to perform certain actions. * Alter your appearance in one minor way. This is not sufficient to provide an effective disguise but if desired you could use it to gain a +4 circumstance bonus to Intimidate checks. Examples include growing horns, causing your eyes to appear reptilian and similar effects. This cannot grant you any bonuses to combat – horns or claws, for example, do not allow you to make any special attacks. * Open or close a container or door at a distance. The object to be opened or closed must not be locked, barred, jammed or any larger or heavier than a standard, human-built door or chest. * Colour, clean or soil objects (but not creatures) in a one-foot cube each round. For example, the sorcerer could turn a rose from white to red, or make a little whirlwind to sweep dust under a rug. * Chill, warm or fl avour one pound of nonliving material. This could be used to make a cheap meal more palatable or chill an expensive wine before serving. - Blast Wave Power Point Cost: All remaining points Components: V Casting Time: Immediate Range: Personal Area: A 10 foot radius around the sorcerer Duration: Instantaneous Saving Throw: Reflex half Magic Attack Roll: Sets DC of the victims’ saving throws When this spell is cast, all characters within 10 feet of the caster are struck by an invisible wave of force. The characters are hurled back 1d6 feet for every Power Point expended when the spell is cast and take normal falling damage (1d6 point of damage per 10 feet fallen). This damage is doubled if the victims hit a wall or other barrier. Victims are hurled straight back away from the caster. A successful Reflex save (DC equals the caster’s magic attack roll) means that the victims are only thrown half as far. - Burst Barrier Power Point Cost: 2 Components: S Casting Time: One standard action Range: Close (25 ft. + 5 ft. per two levels) Target: One door, portcullis, wall, chest or other barrier Duration: Instantaneous Saving Throw: None Prerequisites: Scholar level 3, conjuring. The sorcerer creates a surge of magical force, as though a giant had shoulder-charged some barrier or other object that for some reason merits the sorcerer’s displeasure. He makes a Strength check as though the object had been hit by a Huge creature (+8 size bonus to Strength checks) with a Strength equal to the sorcerer’s level × 5. Note that unlike a more physical attempt to break or burst an object, the magical force created by this spell is entirely silent. As a useful side effect, the spell also silences any noises that would usually caused by its action. Even if the door falls to the ground, completely torn asunder from its hinges, no noise will be created. - Scholar All scholars have a special restriction when spending skill points. They must spend at least 12 skill points on Knowledge skills at 1st level and at least three skill points on Knowledge skills at each subsequent level. - Background; Independent Every time an independent gains the new sorcery style or advanced spell class features, he must make a Knowledge (arcana) check. The DC is 15 for new sorcery styles or 20 for advanced spells. Success indicates that he may choose the style he wishes to learn. Failure means that the Games Master will select a style or spell for him at random from among those he does not currently know but for which he meets the prerequisites. If his check result is less than 10, he does not gain a sorcery style or spell at all but must select a bonus feat or skill points instead, as appropriate. See the new sorcery style and advanced spell class features. - Base Power Points,4+ Wisdom Modifier = 8+3+1=12 - Knowledge Is Power scholar may make a special scholarly knowledge check with a bonus equal to his level + his Intelligence modifier (1+3=4) to see whether he knows some relevant information about local notable people, legendary items or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The scholar may never take 10 or take 20 on this check; this sort of knowledge is essentially random. The Games Master should determine the Difficulty Class of the check by referring to the table below Расовые бонусы: +1 racial bonus to all Knowledge checks +2 racial bonus to all Move Silently (Скрытности) checks Bonus feat: At 1st level, a Khitan may choose one feat from the following: Dodge, Improved Unarmed Strike, Weapon Focus (staff ), Summoner, Ritual Sacrifice or Hexer –2 racial penalty to save against hypnotism of any kind Языки: - кхитайский (Khitan) - родной, - гирканский (Hyrkanian), - ахеронский (Acheronian), - старостигийский (Old Stygian), - вендийский (Vendhyan) - шемитский (Shemitish), - афгульский (Afghuli), - стигийский (Stygian) Skills: (33=11+11+11+11+11) Acrobatics Акробатика ЛОВ +0 = +0(хар) Appraise Оценка ИНТ +10 = 2(ранг)+3(класс)+3(хар)+2(черта) Bluff Обман ХАР -2 = -2(хар) Climb Лазание СИЛ +1= +1(хар) Concentration Концентрация ТЕЛ +9 = 5(ранг)+3(класс)+1(хар) * Craft (alchemy) Р.(алхимия) ИНТ +11 = 5(ранг)+3(класс)+3(хар) * Craft (herbalism) Р.(травничество) ИНТ +11 = 5(ранг)+3(класс)+3(хар) * Craft (scriber) Р.(писец) ИНТ +8 = 1(ранг)+1(библ)+3(класс)+3(хар) Decipher Script Свитки ИНТ +7 = 2(ранг)+3 (хар)+2(черта) Diplomacy Дипломатия ХАР 0 = -2(хар)+2(черта) Disguise Маскировка ХАР -2 = -2(хар) Escape Artist Изворотливость ЛОВ +0 = +0(хар) Forgery Подделка док-тов ИНТ +10 = 4(ранг)+3(класс)+3(хар) * Handle Animal Дрессировка ХАР -2 = -2(хар) Heal Лечение МУД +12 = 6(ранг)+3(класс)+3(хар) * Intimidate Запугивание ХАР -2 = -2(хар) Knowledge (arcana) Знание ИНТ +10 = 1(пред)+3(класс)+3(хар)+1(раса)+2(черта) Knowledge (geography) Знание ИНТ +10 = 1(пред)+3(класс)+3(хар)+1(раса)+2(черта) Knowledge (history) Знание ИНТ +10 = 1(ранг)+3(класс)+3(хар)+1(раса)+2(черта) Knowledge (local) Знание ИНТ +11 = 1(ранг)+1(пред)+3(класс)+3(хар)+1(раса)+2(черта) * Knowledge (nobility) Знание ИНТ +6 = 3(хар)+1(раса)+2(черта) Knowledge (religion) Знание ИНТ +7 = 1(ранг)+3(хар)+1(раса)+2(черта) * Knowledge (rumours) Знание ИНТ +6 = 3(хар)+1(раса)+2(черта) Knowledge (astrology) Знание ИНТ +10 = 1(ранг)+3(класс)+3(хар)+1(раса)+2(черта) Knowledge (warfare) Знание ИНТ +6 = 3(хар)+1(раса)+2(черта) Linguistics Языкознание ИНТ +8 = 2(ранг)+3(класс)+3(хар) Lore Знание ИНТ +3 =3(хар) Open Lock Вскрытие замков ЛОВ +0 = +0(хар) Perform Выступление ХАР -2 = -2(хар) Perception Внимание МУД +12 = 6(ранг)+3(класс)+3(хар) * Profession (librarian) Профессия (библ) МУД +7 = 1(библ)+3(класс)+3(хар) Ride Верховая езда ЛОВ +1 = 1(ранг)+0(хар) Sense Motive Проницательность МУД +13 = 5(ранг)+3(класс)+3(хар)+2(черта) * Sleight of Hand Ловкость рук ЛОВ +0 = +0(хар) Stealth Скрытность ЛОВ +9 = 3(ранг)+1(пред)+3(класс)+0(хар)+2(раса) Survival Выживание МУД +6 = 3(ранг)+3(хар) * Swim Плавание СИЛ +1= +1(хар) Feat: - Eyes of the Cat - Negotiator 2 bonus on all Diplomacy and Sense Motive - Diligent 2 bonus on all Appraise and Decipher Script - Improved Unarmed Strike You are skilled at fighting without weapons. Benefit: You are considered to be armed even when you are unarmed; that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed and you may make attacks of opportunity as if you have a weapon in hand. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You may also parry attacks without penalty when you do not have a weapon, shield or other object in your hands. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike and you can deal only nonlethal damage with such an attack. You suffer a –4 penalty to Parry Defence when parrying unarmed. - Brawl You are an expert brawler or martial artist, often knocking out or even killing an opponent with a single punch. Benefit: You deal 1d6 + Strength modifi er points of damage with an unarmed strike. You may elect to inflict either lethal or nonlethal damage with no penalty. Normal: Without this feat, a character deals only 1d3 points of nonlethal damage with an unarmed strike. - Knowledgeable Benefit: You gain a +2 bonus to all Knowledge checks. - Iron Will Combat Maneuvres: Aid Another You help a friend attack or defend by distracting or interfering with their opponent. Action: Standard Circumstance: A character is in position to make a melee attack on an opponent that is engaging a friend in melee combat. Effect: The character can attempt to aid his friend as a standard action by making an attack roll against a Defence of 10. If he succeeds, his friend gains either a +2 bonus on his next attack roll against that opponent, or a +2 bonus to Defence against that opponent’s next attack (character’s choice), as long as that attack comes before the beginning of the character’s next turn. Multiple characters can aid the same friend and similar bonuses stack. A character can also use this manoeuvre to help a friend in other ways, such as when he is affected by a spell or to assist another character’s skill check. Bull Rush You charge into a foe, knocking him back. Action: Standard Effect: A character can make a bull rush as a standard action (an attack) or as part of a charge (see Charge, below). When he makes a bull rush, he attempts to push an opponent straight back instead of damaging him. A character can only bull rush an opponent who is one size category larger than himself, the same size or smaller. First, move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens the rushing character, including the defender. If he has the Improved Bull Rush feat, he does not provoke an attack of opportunity from the defender. Next, the rusher and the defender make opposed Strength checks. Each adds a +4 bonus for each size category he is larger than Medium or a –4 penalty for each size category he is smaller than Medium. The rusher get a +2 bonus if he is charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable. If the rusher beats the defender’s Strength check result, the defender is pushed him back five feet. If the rusher wishes to move with the defender, he can push the defender back an additional five feet for each five points by which his check result is greater than the defender’s check result. He cannot, however, exceed his normal movement limit. The defender provokes attacks of opportunity if he is moved. So does the attacker, if he moves with him. The two of you do not provoke attacks of opportunity from each other, however. Any attack of opportunity made by anyone other than the defender during this stage of a bull rush has a 25% chance of accidentally targeting the defender instead. Similarly, any attack of opportunity by anyone other than the rusher against the defender has a 25% chance of accidentally targeting the rusher. When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack goes astray. If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space. Charge You hurl yourself into the fray! Action: Full-round Circumstance: The character has line of sight to a foe and moves at least 10 feet towards him as part of the charge. Effect: Charging is a special full-round action that allows a character to move up to twice his speed and attack during the action. However, it carries tight restrictions on how you can move. After moving, a player may make a single melee attack. He gets a +2 bonus on the attack roll and takes a –2 penalty to Defence until the start of his next turn. Even if he has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, he only gets to make one attack during a charge . Disarm You knock a weapon out of your foe’s hand! Action: Standard Circumstance: The character is in melee combat with a foe. Effect: As a melee attack, a character may attempt to disarm his opponent. If he uses a weapon to do so, he knocks the opponent’s weapon out of his hands and to the ground. If the attacking character attempts to disarm an opponent while unarmed, he ends up with the weapon in his hand. In attempting to disarm a melee weapon, follow the steps outlined here. If the item a character is attempting to disarm is something other than a melee weapon, such as an artefact that a sorcerer is shaking angrily, the defender may still oppose the attempt with an attack roll but takes a –4 penalty and cannot attempt to disarm the attacker in return if the disarm attempt fails. Feint You fool your opponent by feinting one way, then attacking. Action: Standard (or Move, with the Improved Feint feat) Circumstance: A character is in combat with a foe. Effect: To feint, make a Bluff check opposed by the target’s Sense Motive check. The target may add his base attack bonus to this Sense Motive check. If the character’s Bluff check result exceeds his target’s Sense Motive check result, the target may not dodge or parry the next melee attack the character makes against him. This attack must be made on or before the attacker’s next turn. Feinting is a favourite tactic of many finesse fighters. Lock Weapons You and your foe lock your blades together and struggle for supremacy. Action: Immediate Circumstance: A character’s attack roll is exactly equal to his opponent’s Parry Defence or his Parry Defence is exactly equal to his opponent’s attack roll. Effect: The two combatants’ weapons are locked together. Both characters make opposed grapple checks – the winner may choose to knock the loser back five feet. If the winner’s score is 10 or more points higher than the loser’s, the loser is also knocked prone in his new square. Roll You throw yourself to one side. Action: Immediate Circumstance: A character is prone and being attacked in melee. Effect: A character makes a Tumble check against a DC equal to his foe’s attack roll. If successful, he does not suffer the normal –4 penalty to Defence for being prone. Throw Splash Weapon You hurl a vial or grenade or other splash weapon at an enemy. Action: Standard Effect: A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so do not take the –4 non-proficiency penalty. A hit deals direct hit damage to the target and splash damage to all creatures within five feet of the target. Trip You cunningly trip or otherwise topple a foe. Action: Standard Circumstance: The character must be in melee combat with a foe and using either an unarmed attack or a weapon that allows trip attacks. Effect: The character can try to trip an opponent as an unarmed melee attack. He can only trip an opponent who is one size category larger, the same size, or smaller than himself.
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Хейдар
Автор: |
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OlDDenOlmer |
Раса: |
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Асир |
Класс: |
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Варвар |
Мировоззрение: |
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Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 13 [+1] |
Выносливость: | | 19 [+4] |
Интеллект: | | 15 [+2] |
Мудрость: | | 12 [+1] |
Обаяние: | | 15 [+2] |
Внешность
Крупный парень около двадцати, в шесть футов с лишним росту, мускулистый, но стройный, светловолосый, с голубыми глазами. Белая кожа и светлые волосы - типичные признаки уроженцев севера, ваниров и асиров, сразу бросаются в глаза в караване шемитов.
Характер
Грубоватый и простой в суждениях, нередко вспыльчивый и несдержанный, Хейдар подозрителен к незнакомцам вдали от родных мест, совершенно не зная многочисленные страны Хайбории. Молодому варвару еще многому предстоит научиться, чтобы выжить. Пост на будущее (когда полезет на стену): Хейдар примерился и что было сил закинул крюк вверх, за край парапета: - Я заберусь, затем подниму свои вещи и затащу вас всех. Без спешки и лишних движений, договорились? Ну, я пошел!
С этими словами он уперся в стену ногами и стали карабкаться, подтягивая себе вверх силой рук и плеч.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Name: Hejdar Gender: Male Class: Barbarian-5 Race: Nordheimer - +2 Constitution, -2 Dexterity - +1 circumstabce bonus to all Stealth, Survival, Perception checks на mase in any cold land (+1 ко всем чекам на Stealth, Survival, Perception в любой холодной местности) - +1 racial bonus to damage rolls with any sword (+1 ко всем повреждения с любым мечом) - Martial Weapon Proficiency: Broadsword (Всегда есть профа в Broadsword) - Weapon Familiarity: Nordheimer can wield war swords as though they were martial weapons rather than exotic weapons. (War Sword считается Martial оружием, а не экзотическим) - Background Skills: Craft (any), Knowledge (local), Profession (farmer), Survival. - Favoured Class: Barbarian Code of Honor: ? Способности варвара с уровнями:B1: Fearless (+2 к спасброскам от страха) Track (умение искать следы) Versatility (-2 penalty) (с незнакомым и импровизированным оружием всего -2 пенальти, а не -4) B2: Bite Sword (умение носить в зубах не только кинжалы, но и любое одноручное клинковое оружие, до 3 раундов+модификатор Силы, свободным действием) Crimson Mist (умение впадать в боевую ярость при проваленном спасброске от страха, как в фите Fighting-Madness. Временный Бонус получаете +4 к Силе, +4 к Телосложению и +2 к проверке на спасброски, но штраф -2 к защите. Время Ярости: 3+бонус Телосложения.) B3: Trap Sense +1 (бонус +1 к спасброскам рефлексов, чтобы избежать ловушек, и бонус +1 к уклонению от ловушек. После этого каждые три уровня эти бонусы увеличиваются на +1) Endurance (соответствующий фит) +4 бонус к проверкам или спасброскам для сопротивления несмертельному урону от голода, жажды, высокой/низкой температуры, усталости и т.п. B4: Uncanny Dodge: с 4-го уровня и выше, варвар может использовать Dodge Defense, когда застигнут врасплох или когда его ударил невидимый нападающий. Если у варвара уже есть сверхъестественное уклонение от какого-то другого источника, например, из-за того, что он уже пират 4-го уровня, он вместо этого получает улучшенное сверхъестественное уклонение. (Dodge Defense даёт +1 к Dodge). B5: Mobility: с 5-го уровня варвар получает бонус уклонения +4 к Dodge Defense - Защите уклонения от атак по возможности, когда он выходит из или в пределах угрожаемой области. Если у варвара уже есть мобильность из какого-то другого источника, например, из-за того, что он уже кочевник 5-го уровня, он вместо этого получает улучшенную мобильность (см. Ниже). Учтите, что мобильность не действует, если варвар верхом. Stats: STR: 18 (+4) DEX: 13 (+1) CON: 19 (+4) INT: 15 (+2) WIS: 12 (+1) CHR: 15 (+2) Памятка по характеристикам: На 4-м и далее на каждом 4-м - повышаешь 1 характеристику на 1. На 6-м и далее на каждом 4-м - повышаешь все характеристики на 1:) Бонусы Способностей:12–13 +1 14–15 +2 16–17 +3 18–19 +4 20–21 +5 22–23 +6 24–25 +7 Languages: Nordheimir + Aqulonian, Cimmerian, Hyperborean, Shemitish Perception (Wis): = (очков в умении) + (Wis) Feats:Athletic (Атлетика) - +2 бонус на Плавание и Лазание Endurance (Выносливость) +4 бонус к проверкам или спасброскам для сопротивления несмертельному урону от голода, жажды, высокой/низкой температуры, усталости и т.п. Power Attack (Силовая Атака) - перекинуть бонус атаки на бонус урона Run (Бег) - перемещение в пять раз больше нормальной скорости, как полное действие Cleave (Раскалывание) - свободная атака после убийства врага Toughness - +1 хит/уровень Two-Weapon Combat (Бой двумя руками) - умение биться двумя руками без минусов. Diehard (сражается, пока не умрет, не теряет сознание в минусе). Improved Initiative (инициатива +4). Пояснение по фитам и навыкам: За уровень приходит 4+Int modifier(2) = 6 очков умений. Поэтому 2 уровня дали тебе 12 очков умений, с оставшихся ранее непотраченными 3 - будет 15. Больше 5 рангов в умение вкладывать нельзя. Фитов приходит 2, с каждым новым уровнем по 1, согласно хоумрулу. Weapon & Armor Proficiences: All Simple & Martial Weapons, War Sword, Two-Weapon Combat, All Light & Medium Armor, Shields. Move: 30ft Initiative: +4 Attack: BAB +5; Melee +9; Finesse +6; Ranged +6; Grapple +9 Defence: Base 10; Dodge 14; Parry 15; Grapple 19 Saves: Fort - +8; Ref - +5; Will - +2 HP: 53 Massive Damage Threshold: 24 Death Threshold: -14 Пояснения по Защите:Defence: базовая защита, зависит от размера. Для человека - 10 Dodge: защита уклонением. Базовая(10) + Lvl bonus(+3 за варвара-5) + Dex Bonus (+1) = 14 Parry: защита парированием. Базовая(10) + Lvl bonus(+1 за варвара-5) + Str Bonus (+4) = 15 Grapple: защита в борьбе. Базовая(10) + BAB (+5 за варвара-5) + Str Bonus (+4) = 19 Massive Damage Threshold - Порог, единовременное получение повреждений выше которого дает риск умереть от шока. CON+Lvl = 24. Combat Manoeuvres: Aim (FR) - +2 circumstance bonus to his next ranged attack with bow or crossbow. (Прицелиться из лука или арбалета) Bull Rush (S) - Attempt to push an opponent straight back instead of damaging him. AoO. (Оттолкнуть врага) Charge (FR) - Attack from 10ft or more movement, +2 attack, -2 defence. (Удар с разбега) Bull's Charge - +2 dmg when charging, but get AoO. (Безбашенный удар с разбега) Dance Aside (I) - If an opponent’s attack roll is less than half the dodging character’s Dodge Defence, he may immediately take a 5ft step, (Если ты уклонялся, а противник плохо кинул атаку - можно сразу сделать 5-футовый шаг) Disarm (A) - Attempt to disarm opponent. AoO. (Обезоруживание) Masterful Disarm - Attempt to catch disarmed weapon with free hand. (Поймать выбитое оружие) Feint (S) - Make a Bluff vs Sense Motive+BAB check to deny opponent's defence from next melee attack. ( Финт - попытка лишить противника защиты от следующей атаки) Force Back (S) - -4 attack. If he hits, opponent may move back 5ft square. If the opponent does not move, he takes an extra 4 points of damage (8 damage if using a 2h weapon or a 1h weapon with two hands). (Вытеснить противника градом ударов) Hooking Parry (I) - Catch oppenent's reach weaponwith successful parry by axe or similar weapon. (поймать древковое оружие "бородой" топора) Grapple (A) - Starting grapple. AoO. (схватить и начать бороться) Improvised Attack - By taking a –2 circumstance penalty on his first attack roll against a target, the character may immediately make an extra attack at his highest base attack bonus on a second foe within reach. This second attack must use an improvised weapon. (атака импровизированным оружием) Leave them for Dead (I) - If you not down your foe, you can take AoO from him with +4 to hit and make another attack against other foe. (Задействовать Cleave от неубитого противника, получая от него AoO). Lock Weapons - If a character’s attack roll is exactly equal to his opponent’s Parry Defence or his Parry Defence is exactly equal to his opponent’s attack roll the two combatants’ weapons are locked together. (если атака противника точно равна защите парированием - оружие сталкивается) Overrun (S) - Attempt to knock opponent prone by running over them. AoO. (сбить противника с ног ударом всем телом) Roll (I) - If character is prone and being attacked in melee, he makes an Acrobatics check against a DC equal to his foe’s attack roll. If successful, he does not suffer the normal –4 penalty to Defence for being prone. (попытка укатиться, если персонаж лежит, а противник его бьет) Sunder (A) - With a mighty blow, you smash your foe’s weapon to pieces. (разрубить оружие/щит противника) To The Hilt (A) - The attacker gains a +2 circumstance modifier to his damage roll. However, if the damage rolled with the weapon (before any modifiers for Strength, sneak attacks and bonuses of any kind) is higher than the character’s Strength modifier, the weapon sticks into the enemy, whether he is living or dead. (Загнать оружие в противника по рукоятку, оружие скорее всего застрянет) Trip (A) - You cunningly trip or otherwise topple a foe. AoO. (уронить противника подножкой/подсечкой)
Fatigue and Exhaust your Foe (Shem)(A) - Fatigue target by special attacks. (Утомить противника градом ударов) Unbalancing Attack (Shem) (F) - You must be in melee combat, use full-round attack and succeed DC 15 Acrobatics check. One of your attacks doesn't inflict damage, but if opponent won't make Ref sth (DC 10 + 1/2lvl + Str mod), he doesn't receive Dex bonus to dodge. If attacker won't make DC 15 Acrobatics check - vice versa. (вывести противника градом ударов из равновесия) Wear down the Shield-Bearer (PGtHA) - You are not trying to lethally attack the character but trying to wear him down. Each successful attack does no hit point damage; instead, your attack cumulatively reduces his Defence (Parry and Dodge) by 1 until he gets rest. (Отбить руку щитоносцу)
Charged Jump (HFie) - Gives mount a +2 to Acrobatics check with succesful Ride check. (Заставить лошадь прыгать с разбега) Coax the Beast (HFie) - Push a mount to run after it's exhausted. (Заставить верховое животное бежать, когда оно уже утомлено) Sudden Halt (HFie) - You can stop a charging horse quickly. (быстро остановить несущуюся лошадь)
Sudden Strike (HFal) - Prepare area for 10 min, +10 to Stealth, +5 to first attack. Swinging Attack (HFal) - Start you move hanging, may attempt to attack, bull rush or trip opponent without AoO.
Skills (потратил очки): Climb (Лазание) (Str): +14 = 5(rank) + 3(class) + 2(Athletic) + 4(Str) Craft (Smith) (Кузнец) (Int) : +7 = 1(background) + 3(class) + 2(Int) + 1(rank) Intimidate (Запугивание) (Cha/Str): +10/12 = 5(rank) + 3(class) + 2/4(Cha/Str) Knowledge (local) (Знания - Общие) (Int): +6 = 1(background) + 3(class) + 2(Int) Profession (farmer) (Фермер) (Wis): +5 = 1(background) + 3(class) + 1(Wis) Profession (slaver) (Работорговец) (Wis): +5 = 1(profession)) + 3(class) + 1(Wis) Ride (Езда Верхом) (Dex): +9 = 5(rank) + 3(class) + 1(Dex) Stealth (Красться) (Dex): +9 = 1(profession) + 5(rank) + 3(class) + 1(Dex) Survival (Выживание) (Wis): +10 = 1(background) + 3(class) + 1(Wis) + 5(rank) Swim (Плавание) (Str): +13 = 4(rank) + 3(class) + 2(Athletic) + 4(Str) ----------------------- Для себя: Бонусы Способностей: 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20–21 +5 22–23 +6 24–25 +7 _______________________________________________________________________________________________________________________ Profession (slaver) (Рабовладелец): 5 = 1(rank) + 3(class) + 1(Wis) Stealth (Красться): 6 = 2(rank) + 3(class) + 1(Dex) - Trap Sense (чувство ловушки: бонус +1 к спасброскам рефлексов, чтобы избежать ловушек, и бонус +1 к уклонению от ловушек. После этого каждые три уровня эти бонусы увеличиваются на +1) - Fearless (+2 к спасброскам от страха) - Track (умение искать следы) - Versatility (–2 penalty) - с незнакомым и импровизированным оружием всего -2 пенальти, а не -4. _______________________________________________________________________________________________________________________ Особенности:
Квалификация в Оружие и Доспехах: Варвар квалифицирован со всеми видами простого и военного оружия, легкими и средними доспехами, щитами (за исключением башенных щитов).
Повышенное Передвижение: У варвара более высокая скорость, чем базовая для его расы. Он получает +3 метра, если не одет в доспех, или в легком, или среднем доспехах (и не переносит тяжелую нагрузку).
Bite the Sword - носить в зубах не только кинжалы, но и любое одноручное клинковое оружие, до 3 раундов+модификатор Силы, свободным действием.
Crimson Mist - умение впадать в боевую ярость при проваленном спасброске от страха, а также добровольно впадать в ярость 1 раз в день (свободным действием как в фите Fighting-Madness. Временный Бонус получаете +4 к Силе, +4 к Телосложению и +2 к проверке на спасброски, но штраф -2 к защите. Время Ярости: 3+бонус Телосложения. _____________________________________________________________________________________ Языки: Асиры и ваниры, киммерийцы, аквилонцы, шемиты, гиперборейцы.
Опции есть у Хейдара:
0. Напоминаю. В ход можно совершить основное действие (Standard Action) и действие движения (Move Action) ЛИБО 2 действия движения (Move Action) ЛИБО 1 действие полного хода (Full-round action). 1 атака требует Standard Action. Если у персонажа в раунд больше одной атаки (на маленьком уровне это обеспечивается оружием в обеих руках) - чтобы атаковать несколько раз требуется Full-round Action. ТО ЕСТЬ. Можно подойти(Move Action) и ударить(Standard Action), либо продвинуться на двойное расстояние(Move Action x 2), либо стоять на месте и бить много, если есть такая возможность (Full-round Action). 0.1. Дополнение. Если персонаж не совершал в этом раунде другого движения - он может сделать шаг на 5ft (5ft step), не провоцирующий Attack of Opportunity, AoO. ТО ЕСТЬ. Персонаж с оружием в обеих руках МОЖЕТ: - Продвинуться на двойное расстояние (Move Action x 2) - Подойти(Move Action) и ударить 1 раз (Standard Action) - Ударить 2 раза (Full-round Action) - Сделать атаку с разбегу (Charge) - (Full-round Action) - Сделать 5-футовый шаг и ударить 2 раза (5ft step + Full-round Action) - Сделать 5-футовый шаг, убрать в ножны 1 оружие(Move Action) и ударить другим (Standard Action) - Сделать 5-футовый шаг, убрать в ножны 1 оружие(Move Action), открыть дверь (Move Action) Чего НЕЛЬЗЯ: - Вырваться из захвата (Standard Action) и ударить 1 раз (Standard Action) - 2 Standard Action в ход нельзя! - Сделать 5-футовый шаг, подойти еще на какое-то расстояние (Move Action) и ударить 1 раз (Standard Action) - 5-футовый шаг не может совмещаться с движением! - Сделать 5-футовый шаг, а потом атаку с разбегу (Charge) - 5-футовый шаг не может совмещаться с движением! - Сделать 5-футовый шаг, открыть дверь (Move Action), продвинуться (Move Action) - 5-футовый шаг не может совмещаться с движением! Книга в помощь: ссылка и еще ссылкаДля вдохновения почитать: ссылка и ссылка и еще ссылка и даже вот так еще ссылка
Инвентарь
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Анхариб
Автор: |
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Kalinka |
Раса: |
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Шемит |
Класс: |
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Вор |
Мировоззрение: |
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Нейтральный |
Сила: | | 15 [+2] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 15 [+2] |
Внешность
Двадцатитрехлетний Анхариб - широкоплечий, среднего роста шемит, с характерными для этого народа темными глазами, смуглой кожей и большим крючковатым носом. Миндалевидная форма его глубоко посаженных глаз и темный, но не иссиня-черный цвет курчавой бороды, обрамляющей полные улыбчивые губы, намекают на примесь иной крови, то ли кофской, то ли гирканской.
Характер
Анхариб сангвиник, и при неформальном разговоре, когда ему не нужно себя сдерживать активно жестикулирует, всплескивая и размахивая руками, и вплетает в речь большое количество божбы, поминая чуть ли не весь шемитский пантеон и богов соседних народов. Подобное поведение слабо сочетается со стереотипом, что все шемиты - мрачные и холодные фаталисты. На самом деле Анхариб тоже верит в судьбу, просто относится к этому флегматично, а не с печалью - в конце концов, все люди умрут.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Fortitude Save: + 0 + 0 - 1 = -1 Reflex Save: + 3 + 3 - 1 = +5 Will Save: + 0 + 0 - 1 = -1
Base Defence: 10 Dodge: 14 Parry: 13
BAB: +1 Melee Attack: +3 Finesse Attack: +4 Ranged Attack: +4 (+5 with Bows) (+6 with Bows in 30 ft. range)
Initiative: +5
● Acrobatics: 2 + 3 + 3 = +8 ● Appraise: 1 + 3 + 2 + 2 = +7 ● Bluff: 2 + 3 + 2 + 2= +8 ● Climb: 1 + 3 + 2 = +6 ○ Concentration: +0 ● Craft (Herbalism): 0 + 2 = +2 ● Craft (Forgery): 1 + 3 + 2 = +6 ● Craft: 0 + 2 = +2 ● Diplomacy: 1 + 3 + 2 + 2 = +8 ● Disguise: 2 + 3 + 2 = +7 ● Escape Artist: 2 + 3 + 3 = +7 ● Handle Animal: 1 + 3 + 2 = +6 ○ Heal: +0 ● Intimidate: 0 + 2 = +2 ● Knowledge (Arcana): 0 + 2 = +2 ● Knowledge (Local: Shem): 1 + 3 + 2 = +6 ● Knowledge (Nobility): 0 + 2 = +2 ● Knowledge (Rumours): 1 + 3 + 2 = +6 ● Linguistics: 0 + 2 = +2 ● Lore: 0 + 2 = +2 ● Open Lock: 2 + 3 + 3 = +8 ● Perform: 0 + 2 = +2 ● Perception: 2 + 3 + 0 + 2 = +7 ● Profession: +0 ● Ride: 1 + 3 + 3 = +7 ● Sense Motive: 1 + 3 + 0 = +4 ● Sleight of Hand: 1 + 3 + 3 = +6 ● Stealth: 2 + 3 + 3 = +8 ○ Survival: +0 ○ Swim: 0 + 2 = +2
Языки: Шемитский, Кофский, Новостигийский, Гирканский, Зуагирский
Feats: Point-Blank Shot, Martial Weapon Proficiency (Shemite Bow), Eyes of the Cat, Rapid Shot
Sneak Attack (Shemite bow), Trap Disarming
Инвентарь
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Рэндо
Автор: |
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dantonbox |
Раса: |
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Замориец |
Класс: |
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Вор |
Мировоззрение: |
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Нейтральный |
Сила: | | 11 [+0] |
Ловкость: | | 18 [+4] |
Выносливость: | | 17 [+3] |
Интеллект: | | 13 [+1] |
Мудрость: | | 14 [+2] |
Обаяние: | | 14 [+2] |
Внешность
Замориец, на вид около двадцати пяти - тридцати лет. Стройная, тренированная комплекция и средний рост в нём выдают определенную сноровку в задачах изворотливого характера. О заморийской же народности ярко говорят внешние признаки мужчины, такие, как черные волосы, темный оттенок кожи, карие глаза и острый ястребиный нос. Похоже, что для этого человека внешность имеет далеко не последнее значение. Его удобная подогнанная одежда, чаще всего мрачных тонов, привлекает своим качеством и недешевым видом, опрятные длинные волосы, стриженная борода и чистая обувь могли бы охарактеризовать этого заморийца как благородного, или, по крайней мере, элиту среднего класса. Такова характеристика могла иметь место лишь несколько месяцев назад, до того глупого пленения и последовавших изможденных переходов в цепях вместе с другими несчастными, попавшими в руки работорговцу. Теперь замориец выглядел как и все ему подобные, в одной набедренной повязке, в пыли и ссадинах, измотанный и немногословный.
Характер
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
Rando, male, zamorian Class, lvl: Thief, 1 Deity: Опыт:
STR 11 [+0] 13 -2 zamorian DEX 18 [+4] 16 +2 zamorian CON 17 [+3] 15 +2 условия генерации INT 13 [+1] 13 WIS 14 [+2] 14 CHA 14 [+2] 14 При генерации были переставлены местами значения CON и WIS
HD: d8 thief HP: 11 (8 thief+3 Con) Initiative: 1d20 [+6] (Ref. save) Speed: 40 ft. = 30 ft + 10 ft. Fleet-Footed Defence dodge: 14 = 10 +4 Dex +0 Base dodge Defence parry: 10 = 10 +0 Str +0 Base parry
Attack options: BAB: +0 (+0 thief) Base melee: +4 = 0 base +4 Dex Base ranged: +4 = 0 base +4 Dex Base dodge: +0 Base parry: +0
Languages (языки): Заморанский, шемитский, бритунский, коринфийский, кофский
Saves (спасброски): Fort (стойкость): +3 = 0 thief +3 Con Ref (реакция): +7 = 2 thief +5 Dex Will (воля): +2 = 0 thief +2 Wis
Skills (8 +1 Int): Knowledge (local) (Int) = [+4] (1 rank (background) +1 Int) Knowledge (rumours) (Int) = [+4] (1 rank (background) +1 Int) Open lock (Dex) = [+9] (1 rank (background) +2(Racial features) +4 Dex) Sleight of Hand (Dex) = [+9] (1 rank (background) +2 (zamorian) +4 Dex) Diplomacy (Cha) = [+5*] (1 rank +2 (Racial features)* +2 Cha) Acrobatics (Dex) = [+7*] (1 rank +1 (Racial features)* +4 Dex) Stealth (Dex) = [+7*] (1 rank +1 (Racial features)* +4 Dex) Perception (Wis) = [+5*] (1 rank +1 (Racial features)* +2 Wis) Climp (Dex) = [+7*] (1 rank +1 (Racial features)* +4 Dex) Escape artist (Dex) = [+7] (1 rank +4 Dex) Appraise (Int) = [+4] (1 rank +1 Int) Lore (ancient treasures) (Int) = [+4] (1 rank +1 Int) Sense Motive (Wis) = [+5] (1 rank + 2 Wis) Linguistics (Int) = [+2] (1 rank + 1 Int) Intimidate (Cha) = [+3] (1 rank +2 Wis) Все используемые навыки - классовые (каждый ранг равен модификатору +3) * - есть условия, при которых к показателю прибавляется доп. мод. (Racial features)*, см. ниже
Racial features: +2 to Dexterity, –2 to Strength +2 racial bonus to all Open Lock, Disable Device and Sleight-of-Hand checks and +1 racial bonus to all Craft checks +2 circumstance bonus to all Gather Information checks that relate to theft, assassination and the locations or powers of legendary or magical objects +1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot checks in urban and underground conditions
Thief class features: Sneak Attack: Any time at which the thief’s target is unable to dodge or parry, or when the thief flanks the target, the thief’s attack deals extra damage if it damages the target. The extra damage is +1d6/+1d8 at 1st level and an additional 1d6/+1d8 every two levels thereafter. P. 73
Sneak Attack Style: At 1st level, the thief chooses a sneak attack style. This can be any one weapon with which he is proficient, including unarmed strikes and missile weapons. Whenever he makes a sneak attack (see below) using his chosen weapon, he inflicts greater damage and gains a +1 circumstance bonus on his attack roll. P. 74
Trap Disarming: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A thief who beats the DC of a trap by 10 or more with his Disable Device check can, if he chooses, bypass it rather than disarm it. He may lead his allies past it at their normal speed without risk.
Feats: Fleet-Footed: You gain an enhancement bonus of +10 feet to your speed when wearing light or no armour (and not carrying a heavy load) or an enhancement bonus of +5 feet to your speed when wearing medium or heavy armour. P. 126 Light-Footed: Whenever you are unarmoured and carrying at most 20 pounds of gear in total, you gain an extra +1 die to your Sneak Attack damage (either d6 or d8 as appropriate), a +1 dodge bonus to Dodge Defence and a +1 circumstance bonus to all Hide and Move Silently checks. P. 132 Combat Expertise: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number to your Defence. This number may not exceed your base attack bonus. The changes to attack rolls and Defence last until your next action. P. 123
Инвентарь
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Арво Кост
Автор: |
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Вилли |
Раса: |
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Зингарец |
Класс: |
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Пират |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 17 [+3] |
Выносливость: | | 9 [-1] |
Интеллект: | | 14 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 14 [+2] |
Внешность
Невысокий, худощавый зингарец. Смуглый, черноволосый, с несколькими более-менее зажившими шрамами на лице, что сейчас белеют полосками. Плоский живот, хорошие мышцы... хотя конечно, на такой кормежке от них сейчас мало что осталось. Держится впрочем неплохо, не смотря на кандалы и плотный присмотр, зингарец уже устроил добротную попытку побега под покровом ночи, но от собак уйти тогда не смог, притащили назад крепко избитого и едва перебирающего ногами, отхаркивающего кровь. С тех пор его кандалы стали лучше, а он вот не так давно начал двигаться более-менее как здоровый человек. И кашлять практически перестал. Вот только ярости в глазах при взгляде на охрану и на хозяев не убавилось ни на щепотку. А ещё он много улыбается, не смотря на положение. Икра надежды пока ещё его явно не покинула. Жестикуляция быстрая, широкая, ну, была бы таковой, если бы не оковы.
Характер
Ищет свою выгоду, не любит её упускать. И куда больше склонен прислушиаться к голосу разума, чем к мимолетным порывам душ. А что будет потом, а что если? Все же, не первый год живет на земле и уже выучил, что необдуманные действия ни к чему хорошему не приведут. Собственно, как бы они иначе оказался в этой забытой богом пустыне, если бы на какой-то момент не перестал головой думать?
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
1: Str 14, Dex 12, Con 11, Int 14, Wis 10, Cha 15 Ловкость и харизма поменялись местами. +2 к Ловкости
Race ratures: +2 Charisma, –2 Constitution +1 racial bonus to all Sense Motive checks but a –1racial penalty to all Diplomacy checks +1 racial bonus to all Profession (sailor), Acrobatics and Use Rope checks +1 racial bonus to all attack rolls made with the broadsword and arming sword Martial Weapon Proficiency: Arming sword Sneak Attack +1d6 Weapon Familarity: greatswords
Background Skills: Profession (sailor), bluff, Acrobatics, Knowledge (local)
Languages (5/6+1 за Лингвистику = 5/7): Zingaran, Argossean, Shemitish, Aquilonian, Ophirean
Favoured Class: Pirate 1
- Two-Weapon Combat (pirate, class) - Seamanship (pirate, class) - Ferocious Attack (pirate, class) - BAB +0 - BDB +0 - BPB +0
Feats: 1+1(HmRules)+1Favored class - Combat Expertise - Light-Footed - Eyes of the Cat (low-light vision)
Skills: piont + class mod. + ability mod = X points: 6+2
Appraise (Int) 1+3+2=6 Acrobatics (Dex) 1(race)+3+3 = 7 Bluff (Cha) 1+3+2 = 6 Climb (Str) 1(моряк)+3+2=6 Craft (плотник) (Int) Disguise (Cha) Escape Artist (Dex) 1+3+3 = 7 Gather Information (Cha) 1+3+2 = 6 Intimidate (Cha) Knowledge (local) (Int) 1(race)+3+2 = 6 Knowledge (geography) (Int) 1+3+2=6 Knowledge (nature) (Int) Knowledge (rumours) (Int) Stealth (Dex) 1+3+3 = 7 Perform (Cha) Profession (моряк) (Wis) 2(race)+3=5 Search (Int) Perception (Wis) 1+3 = 4 Survival (Wis) Swim (Str) 1(моряк)+3+2=6 Lingustics (Int) 1+2 = 3
Saves: Fort +2-1 = +1 Ref +2+3 = +5 Wis 0+0 = 0
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Лю Хэ
Автор: |
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Duskblade |
Раса: |
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Человек |
Класс: |
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Martial Disciple |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 15 [+2] |
Ловкость: | | 17 [+3] |
Выносливость: | | 15 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 13 [+1] |
Обаяние: | | 10 [+0] |
Внешность
Довольно высок и крепко сложен для кхитайца, а цвет кожи, скорее смуглый чем желтоватый, выдает примесь какой-то другой крови — вероятно гирканской. Темные волосы, обычно аккуратно подстриженные или заплетенные в косу, небольшая бородка и глаза лишь на пару тонов светлее. Держится спокойно, уверенно в себе и редко показывает эмоции. Двигается ловко и грациозно, словно большой хищный кот из южных камбуджийских джунглей.
Характер
На взгляд стороннего человека Лю Хэ загадочен и непонятен. На его же взгляд, загадочны и непонятны жители западных земель, которых он в большинстве своем считает невеждами и варварами. Впрочем, жизнь в монастыре научила его не только боевым искусствам, но и привычке держать свои мысли при себе, а язык за зубами, и не судить по первому впечатлению — а потому он и старается держаться со всеми ровно и сдержанно. Обычно говорит редко и мало, но по делу.
История
Информация доступна только мастеру и хозяину персонажа.
Навыки
LN medium humanoid Male khitan martial disciple
ABILITY SCORES: STR 15 [+2] DEX 17 [+3] = 15 +2 CON 15 [+2] INT 14 [+2] WIS 13 [+1] CHA 10 [+0]
SAVING THROWS: Fortitude 2 = 0(Class) +2(Con) Reflex 4 = 2(Class) +2(Dex) Will 3 = 2(Class) +1(Wis)
COMBAT STATS: Fate 3 Hit Points 10 = 8(HD) +2(Con) Dodge Defence 14 = 10(Base) +3(Dex) +0(BDB) +1(Feat) Parry Defence 12 = 10(Base) +2(Str) +0(BPB) BAB 0 MAB 0 Speed 30'
● Unarmed attack +2 = 0(BAB) +2(Str) 1d6+2(Str), x2 ● Unarmed attack(Finesse) +3 = 0(BAB) +3(Dex) 1d6+2(Str), x2
RACIAL TRAITS: ● +1 racial bonus to all Knowledge checks: Khitans are highly knowledgeable, particularly with regard to esoteric lore of all kinds. Their sorcerous temples are also schools of knowledge both common and obscure. ● +2 racial bonus to all Move Silently checks: The Khitans are notably cat-footed. ● Bonus feat: At 1st level, a Khitan may choose one feat from the following: Dodge, Improved Unarmed Strike, Weapon Focus (staff), Summoner, Ritual Sacrifice or Hexer. ● –2 racial penalty to save against hypnotism of any kind: This is for cultural reasons. The folk of the East have a long tradition of tales and superstitions of the power of hypnotism, which tends to reinforce the power of the hypnotist. ● Background Skills: Knowledge (arcana), Knowledge (local), Knowledge (any), Move Silently. ● Languages: Khitan, Hyrkanian, Iranistani, Shemitish, Stygian, Vendhyan, Vilayet
CLASS FEATURES: ● Weapon and Armour Proficiency: A martial disciple is proficient with all simple weapons. Note that armour check penalties for wearing medium or heavy armour apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried. ● Improved Unarmed Strike: At 1st level, the martial disciple gains Improved Unarmed Strike as a bonus feat.
SKILLS: (● - class, ○ - non-class, * - requires training) Skill ranks: 6/6 ACP 0
● Acrobatics (Dex) 7 = 1(Rank) +3(Class) +3(Dex) ○ Appraise (Int) 2 = +2(Int) ○ Bluff (Cha) 0 ● Climb (Str) 2 = +2(Str) ● Concentration (Con) 3 = +2(Con) +1(Martial Disciple) ● Craft (Alchemy) (Int) 2 = +2(Int) ● Craft (Herbalism) (Int) 2 = +2(Int) ● Craft (Any mundane) (Int) 2 = +2(Int) ○ Diplomacy (Cha) 0 ○ Disguise (Cha) 0 ● Escape Artist (Dex) 7 = 1(Rank) +3(Class) +3(Dex) ○ Forgery (Int) 2 = +2(Int) ○ *Handle Animal (Cha) 0 ● Heal (Wis) 1 = +1(Wis) ● Intimidate (Cha) 0 ● *Knowledge (Arcana) (Int) 4 = +1(Race) +1(Background) +2(Int) ● *Knowledge (Geography) (Int) 4 = +1(Race) +1(Background) +2(Int) ● *Knowledge (History) (Int) 3 = +1(Race) +2(Int) ● *Knowledge (Local - Khitai) (Int) 4 = +1(Race) +1(Background) +2(Int) ● *Knowledge (Religion) (Int) 4 = +1(Race) +2(Int) +1(Martial Disciple) ● *Linguistics (Int) 6 = 1(Rank) +3(Class) +2(Int) ● *Lore (Int) 2 = +2(Int) ○ *Open Lock (Dex) 3 = +3(Dex) ○ Perform (Cha) 0 ● Perception (Wis) 5 = 1(Rank) +3(Class) +1(Wis) ○ *Profession (Wis) 1 = +1(Wis) ○ Ride (Dex) 3 = +3(Dex) ○ Sense Motive (Wis) 1 = +1(Wis) ● *Sleight of Hand (Dex) 7 = 1(Rank) +3(Class) +3(Dex) ● Stealth (Dex) 9 = 1(Rank) +3(Class) +2(Race) +1(Background) +2(Dex) ○ Survival (Wis) 1 = +1(Wis) ● Swim (Str) 2 = +2(Str)
FEATS: Dodge - bonus khitan Improved Unarmed Strike - bonus martial disciple Brawl - favored class Eyes of the Cat - 1 level
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