Жаклин
Автор: |
|
Enote |
Раса: |
|
Тифлинг |
Класс: |
|
Алхимик (Вивисектор) |
Мировоззрение: |
|
Нейтральный злой |
Сила: | | 16 [+3] |
Ловкость: | | 16 [+3] |
Выносливость: | | 13 [+1] |
Интеллект: | | 16 [+3] |
Мудрость: | | 10 [+0] |
Харизма: | | 10 [+0] |
Внешность
Тифлинг с презентабельной талдорской внешностью, смуглой кожей с легким сиреневым оттенком, шелковистыми темными локонами, спускающимися немного ниже плеч и длинными черными рогами, растущими чуть выше лба. Имеющая весьма спортивное тело с заметными мышцами под мягкой кожей, девушка несколько отходит от стандартов красоты, не будучи одета в скрывающее фигуру платье. Сильный ловкий хвост является продолжением позвоночника, длиной достающий до пола и раздваивающийся к концу, что позволяет ей успешно хватать кончиком разные предметы. Руки Жаклин начиная за три сантиметра от ладоней чернеют, оканчиваясь чем-то вроде когтей, похожих на весьма эксцентричный готический маникюр.
Характер
Жаклин весьма оптимистичная персона, предпочитающая радоваться жизни здесь и сейчас, не забивая себе голову моральными терзаниями и размышлениями о том, каковы будут последствия ее действий. Можно назвать ее легкомысленной, но никак не глупой - в достижении своих целей она зачастую достигает успехов. Улыбчивая и дружелюбная, Жаки меж тем совершенно не считается с мнением тех, кто не является ее непосредственным знакомым, рассматривая их как социальных мирных животных, которые могут быть полезны. Особенно большую радость ей доставляет любование кровавыми сценами убийства и резни
История
Жаклин росла в семье лесоруба сколько себя помнит. Так как ее родители и брат весьма отличались от нее, она довольно быстро сама сообразила, что приемная, но спрашивать о своем происхождении не торопилась. Жизнь на лесопилки довольно занятая - работали они вместе с отцом и братом (так вышло, что девчушка больший интерес проявляла к маханию топором и перекатывания бревен, чем к шитью, стирке и прочему.), после чего шли отдыхать. Жаклин любила ходить в лес одна, несмотря на предостережения. Там она могла дать себе волю, прыгать, бегать, лазать, ловить всякую мелкую живность, душить, разрывать ее коготками, чувствуя, как все ее естество наливается радостью от этого действа. Конечно семья знала об этой ее черте, но не придавала особого значения. Девочка была разумной и держалась в рамках приемлемого в обществе. Во время визита одного из караванов, странствовавший с ним алхимик потерял свой рюкзак. Ох и крику было. Всюду он искал его, но никак не мог найти. Учитывая, что алхимик был ещё тем выпивохой, и в ночь пропажи он как раз напился в стельку, никто особого значения этому не придал. Поискал для приличия и уехали. А Жаки потом выкопала спрятанный под пеньком рюкзак с занятной книжкой и кучей разных странных штук и притащила это все домой. Получив заслуженную порку от отца, она все таки выплакала себе право оставить вещи себе "пока не вернётся их хозяин". Который, к ее счастью, не возвращался в Кассен. Из книги она узнала и об алхимии, и о свойствах растений и минералов, и о строении человеческого тела. К моменту посвящения едва ли многие знали о ее достижениях в алхимии, но вот ее боевые навыки под сомнения не попадали - все таки не братец был не худшим воякой среди молодежи, а она часто спарринговала с ним.
Навыки
NE Medium Outsider (Native) Female Tiefling Vivisector 2/Brawler 1 lvl. Favored Class: Vivisector 18 yo, 175 sm, 71 kilo ABILITY SCORES: STR 16 [+3] DEX 16 [+3] CON 13 [+1] INT 16 [+3] WIS 10 [+0] CHA 10 [+0] SAVING THROWS: Fortitude +6 = +3 Vivisector +2 Brawler +1 Con Reflex +8 = +3 Vivisector +2 Brawler +3 Dex Will +0 = +0 Vivisector +0 Wis COMBAT STATS: Hit Points 24 = +8+5 Vivisector +6 Brawler +1*3 Con + 2 Favoured Class AC 16 = 10 + 3 Armor Bonus + 3 Dex Modifier Flat-Footed 13 = 10 + 3 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +2 CMB(Combat Maneuver Bonus) +5 = +2 BAB+3 STR CMD(Combat Maneuver Defense) 18 = 10 +2 BAB +3 STR +3 DEX Initiative +3 = +3 dex Speed 30' * Attack (Claw): +2 BAB +3 STR= +5 1d4 +3 STR = 1d4+3; Crit x2 * Attack (Heavy Mace 2-handed): +2 BAB +3 STR= +5 1d8 +3*1.5 STR = 1d8+4; Crit x2 * Attack (Light crossbow): +2 BAB +3 DEX= +5 1d8; Crit 19-20 x2 * Total obliteration full attack: (main weapon) +2BAB+3STR-2TWF=+3, 1d8+3 (Secondary weapon)+2BAB+3STR-2TWF=+3, 1d6+1 (natural attacks) +2BAB+3STR-5secondary=+0, 1d4+1. RACIAL TRAITS: ● Ability Score Racial Traits: Daemonspawn +2 Dexterity, +2 Intelligence, and –2 Wisdom. ● Type: Tieflings are outsiders with the native subtype. ● Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Tieflings have a base speed of 30 feet. ● Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages. ● Fiendish ResistanceTieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. ● Skilled: Daemonspawn gain a +2 racial bonus on Disable Device and Sleight of hand checks. ● Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. ● Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling gains two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. ● Darkvision: Tieflings can see perfectly in the dark up to 60 feet. CLASS FEATURES: ● Favoured Class (Vivisector): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields). ● Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. ● Brew Potion(Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. ● Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. ● Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. ● Sneak attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). Martial Flexibility (Ex) A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day). The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit Martial Training (Ex) At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons Unarmed strike deals 1d6 dmg Torturer's eye: add deathwatch to extracts known Poison use. Poison resistance +2 Discovery: vestigal arm x2 SKILLS: Skill ranks: 4*3 + 3*3 INT = 21 ACP(Armor Check Penalty) = -2 studded leather = -2 + Acrobatics(Dex): 8 = +3 DEX +3 class skill +3 rank - 1 ACP ● Appraise(Int): 3 = +3 INT ○ Bluff(Cha): 6 = +0 CHA + Climb(Str): 6 = +3 STR +3 class skill +1 rank - 1 ACP ● Craft(Alchemy)(Int): 9 = +3 INT + 3 class skill + 2 rank +1 Class ○ Diplomacy(Cha): 0 = +0 CHA ● Disable Device*: +10 = +3 Dex + 3 class skill + 3 rank +2 Race -1 ACP ○ Disguise(Cha): 0 = +0 CHA + Escape Artist(Dex): 2 = +3 DEX -1 ACP ● Fly(Dex)*: + Handle Animal*(Cha): 0 = +0 CHA ● Heal(Wis): 4 = +0 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 9 = +3 INT + 3 class skill + 3 rank ● Knowledge (Arcana)*(Int): 7 = 3 Int +3 class skill +1 rank + Knowledge (Dungeoneering)*(Int): 7 = 3 Int +3 class skill +1 rank ○ Knowledge (Engineering)*(Int): ○ Knowledge (Geography)*(Int): -○ Knowledge (History)*(Int): -+ Knowledge (Local)*(Int): ● Knowledge (Nature)*(Int): 8 =+3 INT + 3 class skill + 2 rank ○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): 4 = 3 Int +1 rank ○ Linguistics*(Int): -● Perception(Wis): 4 = 1 rank +3 Class skill ○ Perform(Cha)*: -○ Perform(Cha)*: -● Profession*(Wis): +0 = +0 WIS + Ride(Dex): 2 = +3 DEX - 1 ACP + Sense Motive(Wis): 0 = +0 WIS ● Sleight of Hand*(Dex): 8 = +3 DEX + 3 class skill + 1 rank +2 Race - 1 ACP ● Spellcraft*(Int): 7 = +3 INT +3 class skill +1 rank ○ Stealth(Dex): 2 = +3 DEX - 1 ACP ● Survival(Wis): 0 = +0 WIS + Swim(Str): 6 = +3 STR+3 class skill +1 rank - 1 ACP ● Use Magic Device*(Cha): Languages: Common, Infernal, Abyssal, Goblin, Draconic FEATS: ● Two weapon Fighting(General Feats): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. ● Throw anything (Combat Feats): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. ● Extra discovery you take extra discovery (vestigal arm) TRAITS: ● Accelerated drinker(Combat Traits): You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. ● Bruising intelligence(Social Traits): Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Инвентарь
Weapon :
Heavy mace Cost: 12 gp; Dmg (S): 1d8 Critical: ×2 Weight: 8 lbs.
Light crossbow Cost: 35 gp; Dmg (S): 1d8 Critical: 19-20 ×2 Range: 80ft Weight: 8 lbs.
Armour :
Studded armor Type: Light Armor Cost: 25 gp Weight: 20 lbs. Armor Bonus: 3; Max Dex Bonus: +5; Armor Check Penalty: -1 Arcane Spell Failure Chance: 15%; Speed: 30 ft.
Kit and Adventuring Gear:
Alchemy crafting kit Price: 25 gp Weight: 5 lbs. An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”)
Acid x2 Price: 20 gp Weight: 1/2 lbs.
Crossbow bolt x30 Price: 3 gp Weight: 0 lbs.
Bandolier x2 Price: 10 sp Weight: 0 lbs.
Rations x2 Price: 1 gp Weight: 2 lbs.
Thieves tools Price: 30 gp Weight: 1 lbs.
Backpack Price: 2 gp Weight: 2 lbs.
Oil of Magic wepon Price: 50/2 25 gp Weight: 1/2 lbs.
Formulae book Price: - gp Weight: 1 lbs. Content Shield, Adhesive spittle, CLW, Magic weapon, See Alighment
Total weight: 43lbs. Total equipment cost: 179 gp Wealth: 1 gp
Loot log: запас еды на 5 дней, маленькая палатка, зимнее одеяло Alchemist fire (crafted) 50фт пеньковой веревки Wand of clw (10/10) Potion of invisibility Mwk shortswords x2
STATUS HP 24/24(Max -13); AC 16, TAC 13, FF 13, CMD 17; Fort +6, Ref +8, Will +0; Init +3; BAB +2; CMB +5; *Attack (Claw): +2 BAB +3 STR +0 enh +0 feat= +5; Equiped: Claw (1d4+3; x2; S); Heavy mace (1d8+4; x2 B) Light crossbow 1d8 (1d8; 19-20, x2; ammo 30) Bandolier content: Extracts x2 Oil of Magic Weapon Thief tools Acid x2 (1d6+3 acid, splash 4 acid) Speed 30'; Сonditions: – ; Mutagen: (1/1); STR Extracts: -_-, CLW Martial flexibility: 4/4 – – – – // – Действие. – – – – – EXPERIENCE: 2100/2000
|
Симон Друкарь
Автор: |
|
Atreyu |
Раса: |
|
Человек |
Класс: |
|
Воин |
Мировоззрение: |
|
Нейтральный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 13 [+1] |
Харизма: | | 9 [-1] |
Внешность
Симон - молодой человек среднего роста и плотного телосложения. Его развитая мускулатура сразу выдает в нем тренированного воина, а отсутствие шрамов говорит о малом опыте. Он красив, темноволос и уверен в своей неотразимости. Аккуратная бородка и усы довершают образ.
Характер
Добрый нейтральный. Характер добрый, мягкий. Он не сторонник жёстких порядков, но и бесшабашная вольница не для него. Любит, чтобы всё было хорошо, правильно, и без скандалов. Ради душевного спокойствия готов поступиться выгодой.
История
Симон родился в семье потомственного печатника, но всегда хотел иной судьбы. Просидеть всю жизнь в мастерской, глотая бумажную пыль, оттискивая страницы и переплетая книги вонючим клеем? Нет, это не для него! Его ждут новые земли, другие города и народы, о которых он столько читал в книгах из мастерской. В землях, полных опасностей и приключений, его ждут слава и богатство. Поэтому с детства он усиленно тренировался и готовился к будущей судьбе воина. Крепкое здоровье и могучие мускулы - вот что нужно для достойной жизни.
Юные герои города Кассен готовы к своей церемонии совершеннолетия, старой традиции, в которой они извлекают часть вечного огня, горящего в могиле основателя города. Тем не менее, когда они прибывают туда, они находят только трупы своих собратьев, мертвых бандитов и таинственных оживленных скелетов. Начинающие герои должны выдержать ловушки и опасности Склепа Вечного Пламени, раскрыть источник скверны, которая разбудила древнее зло, и победить угрозу, которая ищет мести против Кассена и его людей. И кто знает, куда все эти события заведут...
Навыки
GN Medium Humanoid Male human warrior 3 19 yo, 174 cm, 88 kg Hit Points 32 = 10 class +2 Con + 12 2nd level + 8 3rd level AC 20 = 10 + 5 Armor Bonus + 2 Dex Modifier +2 shield +1 feat Flat-Footed 17 = 10 + 7 Armor Bonus Touched AC 12 = 10 + 2 Dex Modifier BAB +3/+3 CMB(Combat Maneuver Bonus) +7 = +3 BAB + 4 STR CMD(Combat Maneuver Defense) 19 = 10 +3 BAB + 4 STR +2 DEX Initiative +2 = +2 dex Speed 30' ABILITY SCORES: STR 18 [+4] DEX 14 [+2] CON 14 [+2] INT 14 [+23] WIS 13 [+1] CHA 9 [-9] SAVING THROWS: Fortitude +5 = +2 Con +3 class Стойкость Reflex +3 = +2 Dex +1 class Реакция Will +2 = +1 Wis +1 class Воля (+1 против ужаса (класс)) * Attack (Warhammer): +4 STR +3 BAB +1 feat +1mastework weapon= +9 Damage: 1к8+4 STR Critical x3 Bludgeoning * Attack (Spiked heavy shield): +2 STR +3 BAB= +5 Damage: 1к6+2 STR Critical x2 Pricking RACIAL TRAITS: ● +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2 Strenth) +2 к значению одной характеристики: Персонаж-человек получает +2 к одной характеристике по выбору игрока, что отражает разностороннюю природу этого народа. ● Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Средний размер. Люди - существа среднего размера, что не дает им никаких бонусов или штрафов. ● Normal Speed: Humans have a base speed of 30 feet. Нормальная скорость. Базовая скорость людей - 30 футов. ● Bonus Feat: Humans select one extra feat at 1st level. Дополнительная черта. Люди получают одну дополнительную черту на 1 уровне. ● Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. Умелый. Люди получают один дополнительный пункт навыков на 1 и на каждом последующем уровне. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Языки. Люди начинают игру со знанием всеобщего языка. Люди с высоким значением Интеллекта могут изучить любые дополнительные языки (кроме тайных, таких, как друидический). CLASS FEATURES: ●Hit Die: d10. ●Favoured Class (fighter): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. Избранный класс (воин): При получении уровня в этом классе, персонаж получает +1 к хитпоинтам или +1 очко навыка по выбору. ●Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Ношение брони и обращение с оружием. Воин умеет обращаться со всем простым и особым оружием, использовать легкие, средние и тяжелые доспехи, а также щиты (включая башенные). ●Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a f ighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A f ighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Дополнительная черта. На 1 уровне и далее на каждом четном воин получает дополнительную черту (вдобавок к тем, что получают все при повышении уровней). Это означает, что воин получает черты на каждом уровне. Дополнительные черты можно выбирать только из списка боевых - иногда они даже называются "дополнительными чертами воина". Начина с 4 и далее каждые четыре уровня после этого (на 8, 12 и т. д.) воин может заменить одну ранее взятую им дополнительную черту новой, потеряв при этом первую и получив вторую. Забытая черта не должна являться одним из требований к любой из имеющихся у воина черт, классовых способностей и т. д. Каждый раз воин может заменить только одну черту, и решение о замене он принимает в ото момент, когда получает дополнительную черту на текущем уровне. ●Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Храбрость (Экс): начиная со 2 уровня воин получает бонус +1 к испытаниям Воли против ужаса. Этот бонус возрастает на +1 за каждые четыре уровня выше 2. ●Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. Мастерство ношения брони. Начиная с 3 уровня воин осваивается с доспехами и становится подвижнее. Штраф за доспехи, которые он носит, снижается на 1 (до минимума 0), а максимальных положительных модификатор Ловкости (параметр макс. Лвк. из таблицы "Доспех и щиты" на стр. 65 увеличивается на 1. Эти бонусы возрастают на 1 каждые четыре уровня после 3 (на 7, 11 и 15 уровнях) до максимального уменьшения штрафа за доспехи на 4 и максимального увеличения модификатора Ловкости на 4. Кроме того, начиная с 3 уровня воин перемещается с обычной скоростью в средней броне, а с 7 уровня - в тяжелой. SKILLS: Skill ranks: 2 + 2 INT + 1 race +1 favored class (fighter) = 6 (всего 18 на 3 уровне) ACP(Armor Check Penalty) = -5 (-4 Scale mail -2 Shield, heavy wooden +1 Armor Training (Ex)) ○ Acrobatics(Dex) Акробатика: -4 = + 2 DEX -6 ACP ○ Appraise Оценка (Int): 2 = +2 INT ○ Bluff Блеф (Cha): -1 = -1 CHA ● Climb* Лазание (Str): 5 = +4 STR + 3 class skill + 3 rank -5 ACP ○ Craft* Ремесло (Int): 6 = +2 INT ○ Diplomacy Дипломатия (Cha): -1 = -1 CHA ○ Disable Device Механика : - (требует изучения) ○ Disguise Маскировка (Cha): -1 = -1 CHA ○ Escape Artist Изворотливость (Dex): -4 = +2 DEX -6 ACP ○ Fly Полет(Dex): -4 = +2 DEX -6 ACP ○ Handle Animal* Уход за животными (Cha): 3 = -1 CHA ○ Heal Лечение (Wis): 1 = +1 WIS ○ Intimidate* Запугивание (Cha): -1 = -1 CHA ○ Knowledge (Arcana) Знание (магия) (Int): - (требует изучения) ● Knowledge (Dungeoneering)* Знание (подземелья) (Int): 8 = +2 INT + 3 class skill + 3 rank ● Knowledge (Engineering)* Знание (инженерное дело) (Int): 8 = +2 INT + 3 class skill + 3 rank ○ Knowledge (Geography) Знание (география) (Int): - (требует изучения) ○ Knowledge (History) Знание (история) (Int): - (требует изучения) ○ Knowledge (Local) Знание (краеведение) (Int): - (требует изучения) ○ Knowledge (Nature) Знание (природа) (Int): - (требует изучения) ○ Knowledge (Nobility) Знание (высший свет) (Int): - (требует изучения) ○ Knowledge (Planes) Знание (планы) (Int): - (требует изучения) ○ Knowledge (Religion) Знание (религия) (Int): - (требует изучения) ○ Linguistics Языковедение (Int): - (требует изучения) ○ Perception Внимание (Wis): 1 = +1 WIS ○ Perform Исполнение (Cha): -1 = -1 CHA ● Profession*(Printing) Профессия (Печатник) (Wis): 5 = +1 WIS + 3 class skill + 1 rank ● Ride* Верховая езда (Dex): -1 = +2 DEX + 2 rank -5 ACP ○ Sense Motive Проницательность (Wis): 1 = +1 WIS ○ Sleight of Hand Ловкость рук (Dex): - (требует изучения) ○ Spellcraft Колдовство (Int): - (требует изучения) ○ Stealth Скрытность (Dex): -4 = +2 DEX -6 ACP ● Survival* Выживание (Wis): 7 = +1 WIS + 3 class skill + 3 rank ● Swim* Плавание (Str): 5 = +4 STR + 3 class skill + 3 rank -5 ACP ○ Use Magic Device Использование магических устройств (Cha): - (требует изучения) Languages: 1. Common (racial) FEATS: 5 = 1 race + 1 favored class + 1 second level + 2 fighter bonus feat ● Weapon Focus (Combat) Warhammer Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Уверенное владение оружием (боевая). Боевой молот. Выберите один вид оружия. Для этой черты видами оружия также считаются безоружный удар, захват и луч (если вы заклинатель). Требования: Обращение с выбранным оружием, БМА +1. Преимущества: вы получаете +1 к атакам выбранным оружием. Примечание: Эту черту можно брать несколько раз. Её преимущества не складываются. Каждый раз вам нужно выбирать новый вид оружия. ● Shield Focus (Combat) You are skilled at def lecting blows with your shield. Prerequisites: Shield Proficiency, base attack bonus +1. Benefit: Increase the AC bonus granted by any shield you are using by 1. Уверенное владение щитом (боевая).Вы умеете отражать щитом вражеские удары. Требования: обращение со щитом, БМА +1 Преимущества: Бонус к КБ от любого щита для вас увеличивается на 1. ● Combat Expertise (Combat) You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Защитная стойка (боевая) Вы можете улучшить свою защиту в ущерб точности. Требования: ИНТ 13 Преимущества: Вы можете принять штраф -1 к своим атакам в ближнем бою и проверкам боевых маневров, получив при этом +1 (уклонение) к КБ. Когда ваш БМА достигает +4 и за каждые 4 пункта после этого, защитная стойка дает ещё -1 к атакам/проверкам и +1 (уклонение) к КБ. Вы можете применять эту черту, только если совершаете одиночную или полную атаку оружием ближнего боя. Эффекты от этой черты длятся до начала вашего следующего хода. ● Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. 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 modif ier 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Сокрушительный удар (боевая). Жертвуя точностью, вы бьете сильнее. Требования: 13 Силы, БМА +1 Преимущества: Вы можете принять штраф -1 ко всем своим атакам и маневрам в ближнем бою и получить при этом +2 ко всему урону в ближнем бою. Модификатор к урону увеличивается в полтора раза (+50%), если вы сражаетесь двуручным оружием, полуторным оружием с использованием двух рук или естественным оружием, которое добавляет полуторный модификатор Силы к урону. В случае атаки оружием в неведущей руке или вспомогательным естественным оружием этот модификатор к атаке делится на 2. Когда ваш БМА достигает +4 и за каждые 4 пункта после этого штраф вырастает ещё на -1, а модификатор урона - ещё на +2. Вы должны объявить, что применяете эту черту, до проверки попадания. Её эффекты длятся до начала вашего следующего хода. Дополнительный урон не распространяется на атаки касанием или эффекты, которые не наносят урон ПЗ. ● Cleave (Combat) You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Бойня: Вы можете одним махом поразить двух врагов. Требования: Сил 13, Сокрушительный удар, БМА+1. Преимущества: В качестве основного действия вы один раз атакуете с полным БМА противника в зоне досягаемости. если вы попадаете, то наносите обычный урон и можете предпринять дополнительную атаку (с полным БМА) по противнику, стоящему на соседней клетке с первым и также находящемуся в вашей зоне досягаемости. Вы можете таким образом предпринять только одну дополнительную атаку в раунд. Применив эту черту, вы получаете штраф -2 к КБ до начала Вашего следующего хода. TRAITS: ● Muscle of the SocietySource Pathfinder Society Primer pg. 15 Your intense training with the Swords has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion. You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. ● VandalSource Heroes of the Wild pg. 5 You gain a +2 bonus on Strength checks to break objects, and when damaging an object with a weapon, natural weapon, or unarmed attack, you ignore 2 points of its hardness.
Инвентарь
COMBAT STATS: HP 32/32(Max -32); AC 20, TAC 12, FF 17, CMD 19; Fort +5, Ref +3, Will +2; Init +2; BAB +3; CMB +7; * Attack (Unarmed Strike): +3 BAB +4 STR +0 enh +0 feat= +5; Equiped: Unarmed Strike (1d6+5; x2; Bludgeoning); Speed 30'; Сonditions: – ; – – – – // – Действие. – – – – – EXPERIENCE: 5000/5000; 175 зм Переносимый вес (СИЛ 18) легкая 100фнт, средняя 101-200 (штраф к проверкам -3), тяжелая 201-300фнт Переносимый вес (трейт Muscle of the Society) СИЛ 18+2=20 легкая 133фнт, средняя 134-266 (штраф к проверкам -3), тяжелая 267-400фнт (штраф к проверкам -6) Боевой молот 12зм 1к6 1к8 х3 5фунтов Дробящее Боевой молот mastework weapon 12зм 1к6 1к8 х3 5фунтов Дробящее A mastework weapon gives a +1 enhancement bonus on attack rolls. A +1 weapon is a masterwork weapon that has been upgraded (by paying 2000 more gold) and it gets a +1 enhancement bonus on both weapon and damage rolls. By paying an additional 6000 gold, you can upgrade a +1 weapon to a +2 weapon, which gives a +2 enhancement bonus on attack and damage rolls. Чешуйчатый доспех 50зм +5 КБ +3макс. Лв -4штраф 25%провал заклинания скорость 20 фтуов, вес 30 фунтов Тяжелый деревянный щит 7зм +2 КБ -2штраф 15%провал заклинания, вес 10 фунтов, шипы на щите +10 зм +5 фнт Удар щитом 1к3 1к4 х2 Дробящий/Шипованный тяжелый щит 1к4 1к6 х2 Колющий Kit, Fighter’s Price 9 gp; Weight 29 lbs. This kit includes a backpack (рюкзак 2зм 2 фнт), a bedroll (спальный мешок 1 зм 5 фнт), a belt pouch (поясная сумка 1 зм 0,5 фнт) , a flint and steel (огниво 1зм), an iron pot (чугунный котелок 8см 4 фнт), a mess kit (столовый набор), rope (веревка, пеньковая), soap (мыло 5 см 1 фнт), torches (10) (факел 1 мм 1 фнт), trail rations (5 days) (сухой паек 5 см 1 фнт), and a waterskin (Бурдюк 1 зм 4 фнт). Веревка, пеньковая (50 футов) 1зм 10 фнт. Эта веревка обладает 2 пунктами прочности. Её можно порвать, успешно пройдя проверку Силы сл. 23 Крюк-кошка 1 зм 4 фнт. Бросок крюка-кошки - дистанционная атака, при которой крюк считается метательным оружием с шагом дистанции 10, а предметы, за которые он может уцепиться, имеют КБ 5. Ломик 2 зм 5 фнт. Небольшой инструмент, дающий +2 (ситуативный) к проверкам Силы для взлома двери или сундука. Если использовать ломик в бою, он считается полуторным импровизированным оружием, которое наносит дробящий урон как дубинка того же размера. Молоток 5 см 2 фнт. Огниво. Чтобы поджечь факел при помощи огнива, нужно совершить действие полного хода. Чтобы поджечь им что-то ещё, понадобится не меньше, а то и больше времени. Мел 1 мм. Тубус для карт и свитков 1 зм 0,5 фнт Чернила (пузырек 1 унция) 8 зм. Перо 1 см 10х Бумага (1 лист) 4 см Мешок (пустой) 1 см 0,5 фнт Итого: Деньги 175-12-50-7-10-9-1-2-0,5-1-8-0,1-4-0,1=70,3 зм Вес 5+30+10+5+29+4+5+2+0,5+0,5=91 фнт
|
Ренальд Прасст
Автор: |
|
Аликтус |
Раса: |
|
Человек |
Класс: |
|
Arsenal Chaplain |
Мировоззрение: |
|
Нейтральный добрый |
Сила: | | 16 [+3] |
Ловкость: | | 13 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 12 [+1] |
Мудрость: | | 18 [+4] |
Харизма: | | 10 [+0] |
Внешность
Молодой, высокий мужчина, выглядящий несколько старше своих реальных неполных двадцати лет из-за щетины и довольно внушительного сложения. Светлые волосы аккуратно острижены, чтобы не мешать, а грудь украшает открыто носимый символ Эрастила. Ради похода молодой человек сменил свою привычную и удобную одежду на стальные доспехи, которые выглядят довольно странным сочетанием с любимым его длинным луком, из которого уже был подстрелен не один десяток дичи.
Характер
Ренальда сложно назвать душой компании - нет, он вполне способен поддержать разговор и не может пожаловаться на узкий кругозор, но... Ему сложно даётся начало разговора - в том смысле, что надо как-то найти первые слова и банально подойти к человеку. Хотя молодой человек и понимает, что он об этом чересчур беспокоиться, но поделать с этой своей чертой ничего не может. Куда комфортнее ему, если с ним заговорят первым.
История
Ренальда в Кассене знают в первую очередь как сына Рантала Прасста - или отца Прасста, как его чаще всего величают. В конце-концов, это единственный на весь городок жрец единственного-же храма Эрастила (хотя священнослужитель не имеет ничего против того, что в храме молятся не только Оленьему Богу). И конечно-же нет ничего удивительного в том, что большую часть своего времени Ренальд проводил вне города, наедине с природой, зачастую пропадая на несколько дней - а затем возвращаясь с добычей или головой какого-нибудь гоблина, которому не повезло отбиться от своих и встретиться с молодым лучником.
Навыки
Renald Prasst NG Medium humanoid (human) Male Human Arsenal Chaplain 3 lvl. Favored Class: Arsenal Chaplain Diety: Erastil 19 yo, 6 ft, 174 lb ABILITY SCORES: (+2 WIS, +2 STR) STR 16 [-0] DEX 13 [+0] CON 14 [+0] INT 12 [+0] WIS 18 [+0] CHA 10 [+0] SAVING THROWS: Fortitude +5 = +3 Warpriest +2 Con Reflex +2 = +1 Warpriest +1 Dex Will +7 = +3 Warpriest +4 Wis COMBAT STATS: Hit Points 27 = +8 Warpriest_1lvl +10 (Warpriest*2) +6 (Con*3) + 3 (Favored Class*3) AC 18 = 10 + 6 Armor Bonus +1 Shield Bonus +1 Dex Modifier Flat-Footed 17 = 10 + 6 Armor Bonus +1 Shield Bonus Touched AC 11 = 10 + 1 Dex Modifier BAB +2 CMB(Combat Maneuver Bonus) +5 = +2 BAB -+3 STR CMD(Combat Maneuver Defense) 16 = 10 +2 BAB -+3 STR +1 DEX Initiative +1 = +1 dex Speed 20' * Attack (MW Composite Longbow (3)): +2 BAB +4 WIS +1 MW +1 feat= +8 1d8+3 P/B; Crit x3 * Attack (Machete): +2 BAB +3 STR = +5 1d6+3 P; Crit 19-20/x2 RACIAL TRAITS: ➤Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. ➤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. CLASS FEATURES: ➤Weapon and Armor Proficiencies A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. ➤Spell Casting (Divine) A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. - Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again. - Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison 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 warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below). Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. ➤Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). ➤Blessings (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. ➤ War Blessing (Su) An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, an arsenal chaplain gains Quicken Blessing (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level. At 13th level, an arsenal chaplain can use the War blessing on an ally at a range of up to 30 feet by spending an additional use of the blessing ability. At 16th level, an arsenal chaplain can use the War blessing on a second target with a single use of the blessing ability. At 19th level, an arsenal chaplain can use the War blessing on any number of targets at once with a single use of the blessing ability. This ability alters blessing and replaces sacred armor. War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute. ➤Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon). ➤Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. The base damage of an arsenal chaplain’s sacred weapon does not increase above 1d6. Fervor (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Skill ranks: 2 + 1 INT = 3 ACP(Armor Check Penalty) = -6 ○ Acrobatics(Dex): 1 = +1 DEX ○ Appraise(Int): 1 = +1 INT ○ Bluff(Cha): 0 = +0 CHA ● Climb(Str): 7 = +3 STR + 3 class skill + 1 rank ○ Craft(Int): - ○ Diplomacy(Cha): 0 = +0 CHA ○ Disable Device*: - ○ Disguise(Cha): 0 = +0 CHA ○ Escape Artist(Dex): 1 = +1 DEX ○ Fly(Dex)*: - ○ Handle Animal*(Cha): - ● Heal(Wis): 9 = +4 WIS + 3 class skill + 2 rank ○ Intimidate(Cha): 2 = +2 CHA ○ Knowledge (Arcana)*(Int): - ○ Knowledge (Dungeoneering)*(Int): - ○ Knowledge (Engineering)*(Int): - ○ Knowledge (Geography)*(Int): - ○ Knowledge (History)*(Int): - ○ Knowledge (Local)*(Int): - ○ Knowledge (Nature)*(Int): - ○ Knowledge (Nobility)*(Int): - ○ Knowledge (Planes)*(Int): - ● Knowledge (Religion)*(Int): 5 = +1 INT + 3 class skill + 1 rank ○ Linguistics*(Int): - ○ Perception(Wis): 4 = +4 WIS ○ Perform(Cha)*: - ○ Profession*(Wis): - ● Ride(Dex): 5 = +1 DEX + 3 class skill + 1 rank ● Sense Motive(Wis): 8 = +4 WIS + 3 class skill + 1 rank ○ Sleight of Hand*(Dex): 1 = +1 DEX ○ Spellcraft*(Int): - ○ Stealth(Dex): 1 = +1 DEX ● Survival(Wis): 9 = +4 WIS + 3 class skill + 2 rank ● Swim(Str): 7 = +3 STR + 3 class skill + 1 rank ○ Use Magic Device*(Cha): - Languages: Common, Celestial FEATS: ➤[Warpriset 1lvl] Weapon Focus: Longbow Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. ➤[1 HD] Deadeye’s Blessing Prerequisite(s): Weapon Focus (longbow), must be a worshiper of the associated deity. Benefit(s): You can use your Wisdom modifier instead of your Dexterity modifier on ranged attack rolls when using a bow. ➤[3 HD] Point-Blank Shot (Combat) You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. ➤ [Warpriset 3lvl] Precise Shot (Combat) You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Deadly Aim Exceptional Pull TRAITS: ● Deadeye Bowman Benefit(s) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC. ● Blessed Touch Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. SPELLS: 0-level: - Create Water (Creates 2 gallons/level of pure water) - Purify Food and Drink (Purifies 1 cu. ft./level of food or water.) - Guidance (Touched creature gains +1 on one attack roll, saving throw, or skill check) - Light (Object shines like a torch.) 1-level: - Protection from Evil *2 (+2 to AC and saves, plus additional protection against selected alignment.) - Bless (Allies gain +1 on attack rolls and saves against fear.) - Positive Pulse
Инвентарь
Weapon :
MW Composite Longbow, str 16 Cost: 700 gp; Dmg (S): 1d8 (Max 1d8+3) Critical: ×3 Range: 110 ft. Weight: 3 lbs. Type: P You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longbow Cost: 75 gp; Dmg (S): 1d8 Critical: ×3 Range: 100 ft. Weight: 3 lbs. Type: P At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can’t be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.
Machete Cost: 10 gp; Dmg (S): 1d6 Critical: 19-20/×2 Weight: 2 lbs. Type: S This tool is a wide, single-edged blade about 2 feet in length. Most often used to hack through dense vegetation, it works equally well as a weapon. A character proficient with a machete gains a +1 circumstance bonus on Survival checks to get along in the wild.
Armour :
Lamellar (Steel) Type: Medium Armor Cost: 150 gp Weight: 35 lbs. Armor Bonus: +6; Max Dex Bonus: +3; Armor Check Penalty: -5 Arcane Spell Failure Chance: 25%; Speed: 20 ft. Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.
Buckler Type: Shield Cost: 5 gp Weight: 5 lbs. Armor Bonus: +1; Max Dex Bonus: -; Armor Check Penalty: -1 Arcane Spell Failure Chance: 5%; This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.
Kit and Adventuring Gear:
Kit, Warpriest’s Price: 16 gp Weight: 31 lbs. This kit includes a backpack, a bedroll, a belt pouch, 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, and a wooden holy symbol.
Arrows, common (19/20) Price: 1 gp Weight: 3 lbs.
Arrows, blunt (19/20) Price: 2 gp Weight: 3 lbs.
Scroll of lesser restoration (neg.)
Total weight: 85 lbs. (Medium) Total equipment cost: 259 gp Wealth: 41 gp 0 sp
HP 27/27 AC 18, TAC 11, FF 17, CMD 15; Fort +5, Ref +2, Will +7; Init +1; BAB +2; CMB +5; Attack (Composite Longbow): +2 BAB +4 WIS +1MW +1 feat= +8 (+1 PbS, +1 Bless = +10) Equiped: Composite Longbow (1d8; x3; P; 100 ft.); Speed 20'; Сonditions: – ; Mutagen: War Mind 4/4; Fervor 5/5 – – – – // – Действие. – – – – – EXPERIENCE: 2248; +200: встреча "орками" +550: всякие проверки у озера. +150: скалолазный спуск к гробнице +67: за сам успешный спуск +200: нахождение гробницы +200: осмотр лошадок у входа +235: скелеты в прихожей гробницы +200: купание орка и взлом двери у бассейна +200: две комнаты и четыре проверки +183: голем и прочее. +71: ловушки +142: ловушка, дверь ,комната
|
Маннелиг
Автор: |
|
Rademes |
Раса: |
|
Полуорк |
Класс: |
|
Воин-двуручник |
Мировоззрение: |
|
Принципиальный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Харизма: | | 10 [+0] |
Внешность
Характер
В целом старается вести себя спокойно и сдержанно, помня о всяких там рыцарях из сказок, о том какие они добрые и благородные. Но вот беда – это получается совсем не всегда, и уж точно не в бою. Во время любого эмоционального потрясения или стресса его дикая натура берет верх над благородством и доблестью. В целом это довольно таки спокойный полуорк, возможно даже слишком, который умеет предпочитает получат удовольствие от жизни здесь и сейчас. Возможно именно отсутствие каких-то призрачных фантазий и делает его не рыцарем, ну помим отого что он не человек, и уж тем более не благородного происхождения. Он просто старается сделать мир лучше так, как видит это он сам. Не зарясь на какие-то глобальные проблемы.
История
Маннелиг родился и вырос в Кассене, и ничего, кроме его окрестностей в целом-то и не видел. В основном он и жил тем что помогал отцу на лесопилке, а свободное время проводя за сказками да на тренировочной площадке. Конечно, освоил он много всякого оружия и мог бы в случае чего взять на себя любую роль в боевом подразделении, ну, кроме волшебной, но уж очень любил он большие двуручные мечи. А когда приближалось совершеннолетие, родители сделали Маннелигу воистину царский подарок – почти новый пластинчатый доспех и здоровенный двуручный меч. Как раз самое то, для похода к гробнице и настучанию дорожным опасностям по голове.
Навыки
LN Medium Humanoid Male Half-orc Fighter 1/ Brawler 1 . Favored class: Fighter 17 yo, 6.4 ft , 250 lb Deity: Experience: 2035/3000
ABILITY SCORES: STR 18 [+4] DEX 14 [+2] CON 14 [+2] INT 10 [0] WIS 14 [+2] CHA 10 [0]
SAVING THROWS: Fortitude +7 = +3 Fighter + 2 Brawler +2 Con Reflex +4 = +0 Fighter + 2 Brawler +2 Dex Will +3 = +0 Fighter +2 Wis +1 trait
COMBAT STATS: Hit Points 29 = +10 Fighter(1) + 6 Brawler + 6 Fighter + 2 CON(x3) + 1 favored class(x2) AC 17 = 10+7 armor Flat-Footed 17 = 10+7 armor Touched AC 12 = 10 + 2 Dex Modifier BAB +3 CMB(Combat Maneuver Bonus) +7 = +3 BAB + 4 STR CMD(Combat Maneuver Defense) 19 = 10 +3 BAB +4 STR +2 DEX Initiative +3= + 2 DEX +1 trait Speed 30' In heavy armor 20'
* Attack (Greatsword): +4 STR +3 BAB +1 focus = +8 Damage: 2d6+6(4 STR*1,5 two-handed) = 2d6+6 (S) Critical 19-20/x2
* Power attack (Greatsword): +4 STR +3 BAB +1 focus -1 feat = 76 Damage: 2d6+6(4 STR*1,5 two-handed)+3 feat = 2d6+9 (S) Critical 19-20/x2
* Attack (light crossbow): +2 DEX +3 BAB =+5 Damage: 1d8 (P) Critical 19-20/x2; Range 80 ft
RACIAL TRAITS: ● Ability Score Racial Traits:Half-orc characters get a +2 bonus to one ability score of their choice ● Size: Medium ● Base Speed: 30 feet. ● Darkvision: Half-orcs can see in the dark up to 60 feet. ● Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature. ● Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. ● Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
CLASS FEATURES: ● Favoured Class (Fighter): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank. 1lvl: 1 Hit Point ● Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). ● Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
● Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
● Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
● Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
● Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
● Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
SKILLS: Skill ranks (Fighter): 2 + INT = 2 + 0 = 2 Skill ranks (Brawler): 4+ INT = 4 + 0 = 4 ACP(Armor Check Penalty) = -7
● Acrobatics(Dex): -5 = +2 Dex -7 ACP ○ Appraise(Int): 0 = +0 INT ○ Bluff(Cha): 0 = 0 CHA ● Climb(Str): -3 = +4 STR -7 ACP
● Craft(Int): - ○ Diplomacy(Cha): 0 = 0 CHA
○ Disable Device*(Dex): - ○ Disguise(Cha): 0 = 0 CHA ● Escape Artist(Dex): -5 = +2 DEX -7 ACP
○ Fly*(Dex): -
● Handle Animal*(Cha): - ○ Heal(Wis): 0 = 0 WIS ● Intimidate(Cha): +8 = 0 CHA +2 race + 3 class skill + 3 rank +1 trait
○ Knowledge (Arcana)*(Int): - ● Knowledge (Dungeoneering)*(Int): 4= 0 INT +1 rank +3 class skill
● Knowledge (Engineering)*(Int): -
○ Knowledge (Geography)*(Int): -
○ Knowledge (History)*(Int): -
● Knowledge (Local)*(Int): -
○ Knowledge (Nature)*(Int): -
○ Knowledge (Nobility)*(Int): -
○ Knowledge (Planes)*(Int): - ○ Knowledge (Religion)*(Int): 1 = 0 INT +1 rank
○ Linguistics*(Int): - ● Perception(Wis): +5 = +2 WIS +1 rank +3 class skill
○ Perform*(Cha): -
○ Perform*(Cha): -
● Profession*(Wis): - ● Ride(Dex): -5 = +2 DEX -7 ACP ● Sense Motive(Wis): +5 = +2 WIS +1 rank +3 class skill
○ Sleight of Hand*(Dex): -
○ Spellcraft*(Int): - ○ Stealth(Dex): -5 = +2 DEX -7 ACP ● Survival(Wis): +5 = +2 WIS + 3 class skill + 1 rank ● Swim(Str): -3 = +4 STR -7 ACP
○ Use Magic Device*(Cha): -
Languages: Common, Orc.
FEATS: ● Weapon Focus - Greatsword (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. ● Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. ●Improved Unarmed Strike (Combat) You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. 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.
●Cleave (Combat) Source PRPG Core Rulebook pg. 119 You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
TRAITS: ● Legacy of Sand (Half-Orc): You gain a +1 trait bonus on all Will saving throws. ● Bloody-Minded: You gain a +1 trait bonus on initiative and Intimidate checks.
Инвентарь
HP 30/30 (Max 30); Matrial Flexibility (4/4 per day) AC 17, TAC 12, FF 17, CMD 19; Fort +7, Ref +4, Will +3; Init +3; BAB +3; CMB +7; * Attack (Mwk Greatsword): +8; 2d6+6 (S) (19-20/x2) * Power attack (Mwk Greatsword): +7; 2d6+9 (S) (19-20/x2) * Attack (light crossbow): +5; 1d8 (p) (19-20/x2) 80 ft Speed 20'; Сonditions: – ; EXPERIENCE: 2035/5000; +71 за обезвреживание ловушек после сожжения голема(2106) Kit, Fighter’s Price 9 gp; Weight 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Splint mail Cost 200 gp Weight 45 lbs. Armor Bonus +7; Max Dex Bonus +0; Armor Check Penalty -7 Arcane Spell Failure Chance 40%; Speed 20 ft./15 ft. Masterwork Greatsword Cost 50 gp Weight 8 lbs. Damage 1d10 (small), 2d6 (medium); Critical 19-20/x2; Range —; Type S; Special — Category Two-Handed; Proficiency Martial Weapon Groups Blades, Heavy, +1 on attack rolls Greatsword Cost 50 gp Weight 8 lbs. Damage 1d10 (small), 2d6 (medium); Critical 19-20/x2; Range —; Type S; Special — Category Two-Handed; Proficiency Martial Weapon Groups Blades, Heavy Light crossbow Cost 35 gp Weight 4 lbs. Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P; Special — Category Ranged; Proficiency Simple Weapon Groups Crossbows 2х Crossbow bolts (10) Cost 1 gp Weight 1 lb. Category Ammunition; Proficiency Ammunition Total weight: 88 lbs. Wealth: 4 gp
|
Мик по кличке Клёст
Автор: |
|
Томми Аткинс |
Раса: |
|
Человек |
Класс: |
|
Вор |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 8 [-1] |
Ловкость: | | 18 [+4] |
Выносливость: | | 14 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 14 [+2] |
Харизма: | | 12 [+1] |
Внешность
Юнец неполных восемнадцати лет, недавно начавший - вернее, не начавший бриться. Всю растительность старательно холит в ожидании, когда из неё образуется достойная борода. Щуплый, но выносливый и довольно ловкий. Вид в целом, невзрачный, но за счёт коммуникативных навыков производит довольно приятное впечатление. Одет обычно в рабочую блузу плотогона, изрядно потёрту и местами порванную. Оружие и доспехи в обычной жизни не носит - зачем плотогону доспехи. На левом запястье татуировка: "Валентина, я тебя не забуду". Курит крепкий дешёвый табак, которым пропах и он сам и его одежда.
Характер
Очень общителен, всегда старается завести как можно больше знакомств и разузнать побольше обо всём. Умеет нравиться женщинам и на мужчин производить впечатление. Склонен к азартным играм и прочим авантюрам, увлекается женщинами, периодически при этом бывает битым. Алкоголя не употребляет, когда спрашивают - говорит, завязал.
История
Клёст не из местных - родом из Скельта, в котором получил некоторую известность как представитель уличного хулиганья. По слухам, несмотря на щенячий возраст, пользовался успехом у жены бургомистра, из-за чего был вынужден, как он, говорит, отправиться в добровольное изгнание - на самом деле, переехал к тётке в Кассен, где зарабатывает на жизнь плотогонством, хранит снаряжение в шкафу и ждёт, когда подвернётся что-то стоящее.
Навыки
Миша Клёст CN Medium Humanoid Male Human Unchained Rogue 3 16 years, 5 ft 5’’, 120 lb
ABILITY SCORES: STR 8 [-1] DEX 18 [+4] CON 14 [+2] INT 14 [+2] WIS 14 [+2] CHA 12 [+1]
SAVING THROWS: Fortitude +3 = +1Rogue +2 Con (+2 PFE)=5 Reflex +7 = +3 Rogue +4 Dex +8 against traps. (+2 PFE)=+9 Will +3 = +1 Rogue +2 Wis (+2 PFE)=+5
COMBAT STATS: Hit Points 26 = +17 Rogue +6Con + 3 Favoured Class AC 21 = 10 + 3 Armor Bonus + 4 Dex (19 against traps) Modifier+1 Feat +1 War Mind +2 PFE Flat-Footed 13 = 10 + 3 Armor Bonus Touched AC 18 = 10 + 4 Dex Modifier+1 feat+1 War Mind +2 PFE BAB +2 CMB(Combat Maneuver Bonus) +1 CMD(Combat Maneuver Defense) 19 = 10 +2 BAB - 1 STR +4 DEX+1 feat+1 War Mind +2 PFE Initiative +6 = +4 dex+2 Trait Speed 30
* Attack (Rapier): +8 1d6 +4 enh = 1d6+4; Crit 18-20x2
RACIAL TRAITS: Humans are just humans – that is it.
CLASS FEATURES: ● Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. ● Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. ● Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level Evasion Rogue talent: Canny Observer (EX) +4 to Perception (concealed or hidden objects and conversation) Danger sense +1
SKILLS: Skill ranks: 24 + 4 INT + 3 Human bonus = 31 ACP(Armor Check Penalty) = 0
● Acrobatics(Dex): 10 = +4 DEX + 3 class skill + 3 rank ○ Appraise(Int): 2 = +2 INT ● Bluff(Cha): 7 = +1 CHA + 3 class skill + 3 rank ○ Climb(Str): -1 = -1 STR ● Diplomacy(Cha): 7 = +1 CHA + 3 class skill + 3 rank ●Disable Device: 11= +4 DEX + 3 class skill + 3 rank +1 class ○ Disguise(Cha): 1 = +1 CHA ● Escape Artist(Dex): 10 = +4 DEX + 3 class skill + 3 rank ○ Intimidate(Cha): +1 = +1 CHA ● Knowledge (Dungeoneering)(Int): 8= + 2 Int + 3 rank + 3 class skill ● Knowledge (Local)*(Int): 8=+ 2Int + 3 rank + 3 class skill ● Perception(Wis): 8= +2 WIS + 3 class skill + 3 rank (+13 for traps, doors, conversation) +9 surprise) ● Sense Motive(Wis): 8 = +2 WIS + 3 class skill + 3 rank ● Stealth(Dex): 10 = +4 DEX +3 rank + 3 class skill ● Use Magic Device: 7= 1 CHA + 3 class skill + 3 rank Languages: Common, Dwarven, Elven
FEATS: ● 1-st level Dodge: 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. ● 1-st level Human Bonus Feat Weapon focus (rapier):Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. 3-d level: Mobility TRAITS: ● Reactionery: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ● Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Инвентарь
HP 18/18(Max 18); AC 18, TAC 15, FF 13, CMD 14; Fort +2, Ref +6, Will +2; Init +3; BAB 1; CMB 0; *Attack (Rapier): +01 BAB +4 Dex +0 enh +1 feat+1 msw weapon= +7; Equiped: MSW Rapier (1d6-1; 18-20x2; Piercing/Slashing); Speed 30'; Сonditions: – ; – – – – // – Действие. – – – – – EXPERIENCE: 2335/5000;
(232/240 g.p.) 68 g.p. Masterwork Studded Leather (160 g.p.), 20 lbs Msw Rapier (220 g.p) 2 lbs Dagger (2 g.p.) 1 lb Kit, Rogue’s - 37 lbh, 50 g.p. backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin. Encumbrance Heavy (60 of 26 lbs)
|
Хориан Драгович
Автор: |
|
Dargot |
Раса: |
|
Человек |
Класс: |
|
Арканист |
Мировоззрение: |
|
Принципиальный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 12 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 20 [+5] |
Мудрость: | | 12 [+1] |
Харизма: | | 14 [+2] |
Внешность
Высокий, худощавый молодой человек, брюнет, гладко выбритый, с тщательно ухоженными усиками и прической, лицо которого изуродовано страшными шрамами. Одевается немного щегольски, носит очень широкий кожаный пояс с многочисленными сумочками и кинжалом - так, скорее свидетельством права носить оружие, нежели собственно оружием.
Характер
Хориан любознателен и свободолюбив. Он молод, мир огромен, и нем столько всего, что он не видел, не знает, где не бывал - и хочет видеть, знать и побывать. При этом молодой маг вовсе не порывист, как может показаться - напротив, он старается тщательно и осторожно планировать свои действия. - свои же действия, не чужие.
История
Ни отца ни матери Хориан не помнит. Первое воспоминание - скрип колес, мерное покачивание повозки и краски, яркие краски варизийского каравана. Он рос варизийцем среди варизийцев, в тесной компании общих детей, когда любая мать равно заботилась о всех детях каравана. Тайны из его происхождения взрослые не делали. Однажды караван остановился на ночевку на опушке леса... а утром обнаружил посреди лагеря мирно спящего ребенка. Происхождение Хориана было как-то связано с феями - на это намекали и необычные черты лица мальчика, и его глаза, видящие ночью как днем, и его чувство трав и растений, и, наконец, магический талант, начавший проявляться у мальчика, когда тот стал превращаться в юношу.
На колдовстве Хориан и погорел. Он любил забавлять сверстников несложными трюками, в том числе - принимать облик странной и пугающей феи. Но, одним теплым летним вечером, этот облик отделился от Хориана... и вцепился когтями ему в лицо прежде, чем сгинуть во мраке ночи. Юношу вылечили - хоть шрамы от когтей и остались у него на всю жизнь - а когда тот выздоровел, старшие каравана сообщили Хориану свое решение. Оставаться в караване ему нельзя, талант без огранки подвергает опасности весь караван. В то время караван двигался по Нирматасу, близ городка Кассен - и старшие сумели сговориться с местным волшебником, Холгастом, чтобы тот взял Хориана в ученики. Парню жаль было прощаться с друзьями, но он и сам понимал, что опасен, и не только для себя.
Как выяснилось, Холгасту нужен был не столько ученик, сколько слуга - старый маг был ленив и учитель из него оказался никудышный, недаром, никто из местных не захотел идти к нему в ученики. Однако любознательность и трудолюбие Хориана дали плоды - редкие уроки мага, врожденные таланты ученика и то, что он вычитал из книг тайком от учителя, слилось в странный коктейль умений. Но вот обучение, наконец, подошло к концу, и Хориан надеется пройти испытание в Гробнице, принести огонь в Кассен и пуститься по дороге... пока он не знает какой, но уверен, что та окажется интересной!
Навыки
LN Medium Humanoid Male Human Arcanist(Occultist) 2 lvl. Favored Class: Arcanist(Occultist) 20 yo, 5 ft 10in , 145 lb XP: 2035/5000
ABILITY SCORES: STR 7 [-2] DEX 12 [+1] CON 13 [+1] INT 20 [+5] WIS 12 [+1] CHA 14 [+2]
SAVING THROWS: Fortitude +2 = +1 Arcanist +1 Con Reflex +3 = +1 Arcanist +1 Dex + 1 racial Will +5 = +3 Arcanist +1 Wis + 1 racial
COMBAT STATS: Hit Points 17 = +14 Arcanist +3 Con AC 12(15 with Mage Armor) = 10 + 1(+4) Armor Bonus + 1 Dex Modifier Flat-Footed 11(14) = 10 + 1(4) Armor Bonus Touched AC 11 = 10 + 1 Dex Modifier BAB +1 CMB(Combat Maneuver Bonus) -1 = +1 BAB - 2 STR CMD(Combat Maneuver Defense) 10 = 10 + 1 BAB -2 STR +1 DEX Initiative +3 = +1 dex +2 trait Speed 30'
* Attack (Dagger): -+1 BAB - 2 STR = -1 1d4 - 2 STR = 1d4-2 P or S; Crit 19-20/x2 * Attack (Dagger, Ranged): -+1 BAB + 1 DEX = +2 1d4 - 2 STR = 1d4-2 P; Crit 19-20/x2; 10' * Attack (Crossbow, Mwk, Ranged): -+1 BAB + 1 DEX + 1 Mwk = +3 1d8 = 1d8 P; Crit 19-20/x2; 80'
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. ● Type: Humans are humanoids with the human subtype. ● 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 ft. ● 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. ● Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. ● Favored Class Options(Arcanist): Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast. ● Low-light vision(Senses Racial Traits): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
CLASS FEATURES: ● Favoured Class (Arcanist): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). ● Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below). ● Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own. ● Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. ● Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. ● Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. ● Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell. ● Conjurer’s Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level. ● Arcane Exploit - Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
SKILLS: Skill ranks: 6 + 15 INT + 3(Favored class) = 24 ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 1 = +1 DEX ○ Appraise(Int): 5 = +5 INT ○ Bluff(Cha): 0 = +2 CHA - 2 trait ○ Climb(Str): -2 = -2 STR
○ Craft(Int): - ○ Diplomacy(Cha): 2 = +2 CHA
○ Disable Device*: - ○ Disguise(Cha): -3 = +2 CHA - 5 trait ○ Escape Artist(Dex): 1 = +1 DEX
○ Fly(Dex)*: -
○ Handle Animal*(Cha): - ● Heal(Wis): 2 = +1 WIS + 1 rank ○ Intimidate(Cha): 2 = +2 CHA ● Knowledge (Arcana)*(Int): 11 = +5 INT + 3 class skill + 3 rank
○ Knowledge (Dungeoneering)*(Int): -
○ Knowledge (Engineering)*(Int): - ● Knowledge (Geography)*(Int): 10 = +5 INT + 3 class skill + 1 rank + 1 trait ● Knowledge (History)*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Knowledge (Local)*(Int): - ● Knowledge (Nature)*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Knowledge (Nobility)*(Int): - ● Knowledge (Planes)*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Knowledge (Religion)*(Int): - ● Linguistics(Int): 9 = +5 INT + 3 class skill + 1 rank ● Perception(Wis): 7 = +1 WIS + 3 class skill + 3 rank ● Perform (Sing)(Cha): 3 = +2 CHA + 1 rank
○ Profession*(Wis): - ○ Ride(Dex): 1 = +1 DEX ● Sense Motive(Wis): 8 = +1 WIS + 3 class skill + 3 rank + 1 trait ○ Sleight of Hand*(Dex): 1 = +1 DEX ● Spellcraft*(Int): 11 = +5 INT + 3 class skill + 3 rank ○ Stealth(Dex): 1 = +1 DEX ● Survival(Wis): 6 = +1 WIS + 3 class skill + 1 rank + 1 trait ● Swim(Str): -1 = -2 STR + 1 rank ● Use Magic Device*(Cha): 8 = +2 CHA + 3 class skill + 3 rank
Languages: Taldan + Abyssal, Draconic, Elven, Infernal, Sylvan, Varisian.
FEATS: ● Spell Focus (conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. ● Augment Summoning: Your summoned creatures are more powerful and robust. Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. ● Evolved Summoned Monster: The creatures you summon have evolved to have even greater abilities. Prerequisite: Augment Summoning, Spell Focus (conjuration), ability to cast summon monster I. Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner’s eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures. If you summon more than one creature with a single spell, only one creature gains this evolution.
TRAITS: ● Nomadic(Race Traits): Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you. ● Outcast’s Intuition(Magic Traits): You are able to sense the motives of others and use that sense to bolster your magic against dispelling. Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. ● Reactionary(Combat Traits): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ● Scarred (Drawback): You take a -5 penalty on Disguise checks and a -2 penalty on Bluff checks.
MAGIC:
CL: 3 (4 for the purposes of any attempts to dispel my magic.) Spells saving throws: 15 (Conjuration - 16) + Spell Level Arcane Reservoir: 4/6 Consume Spells: 3/day
Spells per day: 1st-6/6 Spells prepared: 0th-5 1st-3
Spells known:
0th-lvl: Abjuration: Resistance Conjuration: Acid Splash Divination: Detect Magic, Detect Poison, Read Magic Enchantment: Daze Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark Illusion: Ghost Sound, Haunted Fey Aspect Necromancy: Bleed, Disrupt Undead, Touch of Fatigue Transmutation: Mage Hand, Mending, Message, Open/Close Universal: Arcane Mark, Prestidigitation
1st-lvl (3 + 5(Int) + 4(100gp scrolls) + 4(lvl)) = 12: Abjuration: Alarm, Endure Elements, Protection from Evil Conjuration: Grease, Mage Armor, Mount, Summon Monster I, Unseen Servant, Web Bolt Divination: Detect Secret Doors, Ears of the City[PC:Heroes of the Streets, pg.30], Identify Enchantment: Sleep Evocation: Ear-Piercing Scream Illusion: Vanish[APG, pg.253] Transmutation: Enlarge Person
Spells prepared (0th - 5, 1st - 3) 0th: Acid Splash, Detect Magic, Light, Mage Hand, Prestidigitation 1st: Grease, Protection from Evil, Web Bolt
Инвентарь
SAVING THROWS: Fortitude +2 = +1 Arcanist +1 Con Reflex +3 = +1 Arcanist +1 Dex + 1 racial Will +5 = +3 Arcanist +1 Wis + 1 racial COMBAT STATS: Hit Points 17 = +14 Arcanist +3 Con AC 12(15 with Mage Armor) = 10 + 1(+4) Armor Bonus + 1 Dex Modifier Flat-Footed 11(14) = 10 + 1(4) Armor Bonus Touched AC 11 = 10 + 1 Dex Modifier BAB +1 CMB(Combat Maneuver Bonus) -1 = +1 BAB -2 STR CMD(Combat Maneuver Defense) 10 = 10 +1 BAB -2 STR +1 DEX Initiative +3 = +1 dex +2 trait Speed 30' Name N Wgt, lb Cost, gp Wgt, all Cost, all Appendixes Magic Items: Spellbook 1 0 0 0 0 Wand of Mage Armor (10 charges) Scroll of Web
Weapons: Crossbow, mwk 1 4 - 4 - Dagger 1 1 2 1 2
Clothing & Armor: Haramaki [UE] 1 1 3 1 3 Очень широкий кожаный пояс с металлическими бляхами. AC +1, ASF 0% Outfit, Traveler’s 1 5 0 5 0 Personal: Bedroll 1 5 0,1 5 0,1 Blanket 1 3 0,5 3 0,5 Kit, Mess 1 1 0,2 1 0,2 Sewing needle 1 0 0,5 0 0,5 Soap 1 0,5 0,01 0,5 0,01 Towel, razor, comb, etc. 1 1 0,5 1 0,5
Containers: Backpack, common 1 2 2 2 2 Case, map or scroll 1 0,5 1 0,5 1 Flask 1 1,5 0,03 1,5 0,03 Pouch, belt 1 0,5 1 0,5 1 Pouch, spell components 1 2 5 2 5 Tools: Wax tablet 1 1 1 1 1
Adventuring gear: Candle 6 0 0,01 0 0,06 Flint and steel 1 0 1 0 1
Cash: 1,35 Свитки: 100
|