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Kennard Walsh, male human ECL 14 paladin 11(charging smite[PH 2], holy warriror[CC], favored enemies[UA])/human
paragon 3 [UA]
PB 32, 3 level
Strength 8(base)+7(08pts)+3(level) =18(+4) Dexterity 8(base)+4(04pts) =12(+1) Constitution 8(base)+4(04pts)+2(paragon)=14(+2) Wisdom 8(base) =08(-1) Intelligence 8(base)+6(06pts) =14(+2) Charisma 8(base)+8(10pts)+6(ench) =22(+6)
BAB +13/+8/+3 Melee +17/+12/+7 Grapple +17 Ranged +14
Initiative -5 Speed 30(base)-10(armor)=20ft
HP 8+2d8(16)+11d10(110)+28 = 162
Fort +1(par)+7(pal)+2(con)+6(div)+5(res)= +21 Ref +1(par)+3(pal)+1(dex)+6(div)+5(res)= +16 Will +3(par)+3(pal)+6(cha)+6(div)+5(res)= +23 __________________________________________________________________________________ AC: Full 10(base)+12(armor/4ench)+4(shield/2ench)+2(deflection)+1(dex)=29 Touch 10(base)+2(deflection)+1(dex)=13* Flat 10(base)+12(armor/4ench)+4(shield/2ench)+2(deflection)=28
*-10 to incorporeal touch attacks __________________________________________________________________________________ +1 hunting and impaling adamantine longspear
Attack: +13(BAB)+4(str)+1(wf)+1(ench)=+19/+14/+9 additional +6 on smite additional +6 against undead additional +2 against evil outsiders and monsrous humanoids can make normal attack as a touch attack 3/day
Damage: 1d8+6(str)+1(ench)=1d8+7 (magic) additional +10 damage against undead additional +6 damage against evil outsiders and monsrous humanoids additional 1d6+11 on smite, weapon is good aligned additional 1d6+33 on charging smite, weapon is good aligned damage on power attack against favored enemies x3
Reach: 10 ft can change reach as a swift action Crit: 20/x3
Smite 7/day __________________________________________________________________________________ [Paladin class features] -Aura of good -Detect evil -Smite evil/1 day -Divine grace -First favored enemy (undead +2)[UA] -Aura of courage -Divine health -Smite evil 2/day -Charging smite [PHB2] -Second favored enemy (evil outsider +2)(undead +4) -Smite evil 3/day -Third favored enemy (monstrous humanoid +2)(evil outsider +2)(undead +6)
[Human paragon class features] -Adaptive learning (Jump) -Bonus feat -Ability Boost +2 (Dex)
[Flaws] -Ureactive (-6 to initiative) -Shaky (-2 to ranged attacks)
[Feats] 01st-Force of Personality[CAdv] 01st-Combat Expertise 01st-Weapon Focus (longspear) 01st-Power Attack 03rd-Short haft (longspear)[PHB2] 04th-Improved Smiting[Holy Warrior bonus feat] 06th-Improved Bull Rush 08th-Extra Smiting 2/day[CW][Holy Warrior bonus feat] 09th-Shock Trooper[CW] 11en-Extra smiting 2/day[CW][Holy Warrior bonus feat] 12ve-Favored Power Attack[CW] 12ve-Leap Attack[CAdv][Human Paragon bonus feat] Jump 8!!! ___________________________________________________________________________________ Skills
Paladin [70]
Jump(cc)(str)(14pts) =7(rank)+4(str) =11 Diplomacy(cha)(14pts) =14(rank)+6(cha)=20 Heal(wis)(14pts) =14(rank)-1(wis)=13 Knowledge(nobility)(int)(14pts) =14(rank)+2(int)=16 Sense motive(wis)(14pts) =14(rank)-1(wis)=13
Human Paragon [21] Jump(str)(+10pts) =11(pal)+10(rank)=21 Climb(str)(11pts) =11(rank)+4(str) =15
ACP -6 ___________________________________________________________________________________ Items: Cloak of Charisma +6 [36000] 2lb Vest of Resistance +5 [25000] 1lb
+4 full-plate (+12/+1,ACP -5)[17650] 50lb +2 animated heavy steel shield (+4, ACP -1) [16170] 15lb
Restful crystal [500] [MIC] Crystal of Screening, Greater [3000] [MIC] Healing Belt x7 [6000] 6lb [MIC] Ring of Protection +2 [8000]
Boots Winged [16000] 1lb
+1 hunting and impaling adamantine longspear [21005] 9lb [MIC]
Backpack - 2gp - 2 lb Waterskin - 1gp - 4 lb Travaler's outfit - 1gp - 5 lb Bread/cheese/dry meat x2 - 1gp - 3 lb
149330
98lb
Carrying capacity 100/200/300 lb.
150000 gp.
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Освальд Похл
Elan Ardent 5/Ur-Priest(rebuke undead lost in ) 2/Psychic Theurge 7 TN Humanoid(Psionic)
---{ ABILITIES / PB 32 }--- STR 7 = ( 0) -1(age) DEX 12 = ( 5) -1(age) CON 16 = ( 5) -1(age)+4(item) INT 14 = ( 5) +1(age) WIS 28 = (16) +1(age)+3(HD)+6(item) CHA 7 = ( 0) +1(age)-2(race)
Init : +14 = +1(dex)+2(mantle)+4(II)+2(BoB)+5(warning weapon) Speed: 40ft. HP : 146 = 5d6+2d8+7d4+42(con) BAB : 7
---{ DEFENSE OPTIONS }---
Full : 28 = 10+1(dex)+8(armor)+7(shield)+2(Sacred) Touch: 13 = 10+1(dex)+2(Sacred) FlatF: 27 = 10+8(armor)+7(shield)+2(Sacred) Fort: +15 = +1(con)+4(a)+0(up)+2(pt)+6(res)+2(sacred) Refl: +12 = +1(dex)+1(a)+0(up)+2(pt)+6(res)+2(sacred) Will: +29 = +6(wis)+4(a)+3(up)+6(pt)+6(res)+2(sacred)+2(Iron Will)
---{ SKILLS / (2+2)*17 = 68 pts }--- +22 Concentration 17+3(con)+2(mantle) +17 (Psy)Spellcraft 15+2(int) +5 Bluff 6-1(cha) +12 Knowledge(arc,rel,pla) 10+2(int)
---{ FEATS }--- [HD01]: Spell Focus (Evil) [FLW1]: Skill Knowledge (Bluff) [FLW1]: Iron Will [HD03]: Practiced Manifester (Ardent) [HD06]: Practiced Spellcaster (Ur-Priest) [HD09]: Improved Initiative [HD12]: Expanded Knowledge(Energy Missile)
Flaws: Doubt in Future(Weak Will), Noncombatant
---{ SPELLS }--- CL - 13 DC = 18+lvl
Spells Per Day(lvls 0-9) 6|5+3/4+2/4+2/4+2/4+2/3+1/2+1/1+1/0+1 Memo: 0(6) - Detect Magic x6 1(8) - Foundation of Stone x3, Protection from Evil x2, Shield of Faith x2 2(6) - [precasted], Divine Protection x3, Silence, Consecrate 3(6) - Searing Light x12(see below), Remove Curse, Daylight 4(6) - Panacea x2, Restoration x4 5(6) - Revivify x2, [precasted] x4 6(4) - Heal, [precasted] x3 7(3) - Mass Restoration, Heal, Ethereal Jaunt 8(2) - Spell Immunity, Greater, [precasted] 9(1) - Miracle
---{ POWERS }--- ML - 14 DC - 18+lvl+augmentation PPs per Day - 126+7*9+2 = 191 Mantles: Fate, Freedom, Time, Repose(Empty Mind -> Vigor, Solicit Psicrystal -> Dispel Psionics) * add +5 to single d20 roll 1/day * +10 to speed * +2 init, delay damaging effect by 1 round * +2 to concentration, expend psifocus to gain +5 on one Concentration check
Powers Known(13+1): 1 - Precognition, Defensive, Dimension Hop, Vigor 2 - Clairvoyant Sense, Hustle, Energy Missile 3 - Dispel Psionics 4 - Fly 5 - Anticipatory Strike, Freedom of Movement 6 - Evade Burst, Temporal Acceletation 7 - Fate of One, Mind Blank
---{ GEAR }--- Outfit Spell Components Pouch Skin of Ectoplasmic Armor - 6000 Periapt of Wis +6 - 36000 Amulet of Health +4 - 16000 Rod of Extend Spell[0/3] - 11000 Rod of Extend Spell, Greater[1/3] - 24500 Large Steel Shield +5 - 25000 Belt of Battle - 12000 Warning Dagger +1 - 8000 Wand of Lesser Vigor x10 - 7500
Components/Foci: Revivify x3 - 3000 Restoration x10 - 1000 Consecrate - 100
---{ ACTIVE EFFECTS }--- Pre-game: 13 pp -> Mind Blank Interleaving Days - [extended]Resistance, Superior, [extended]Energy Immunity(Fire), [extended]Energy Immunity(Electricity) || [extended]Energy Immunity(Acid), [extended]Energy Immunity(Cold), [extended]Energy Immunity(Sound) [extended]Visions of Future(PHB2) [extended]Spawn Screen(all party) Triadspell x4 -> 4(different) Searing Light Slots
Инвентарь
Spell Components Pouch Skin of Ectoplasmic Armor - 6000 Periapt of Wis +6 - 36000 Amulet of Health +4 - 16000 Rod of Extend Spell[0/3] - 11000 Rod of Extend Spell, Greater[1/3] - 24500 Large Steel Shield +5 - 25000 Belt of Battle - 12000 Warning Dagger +1 - 8000 Wand of Lesser Vigor x10 - 7500
Components/Foci: Revivify x3 - 3000 Restoration x10 - 1000 Consecrate - 100
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Name: Нифн Афнуф Alignment:CG Race: Elan[XPH] Gender:Male (adult, 170 years) Size: Medium Type: Aberration Ardent 14 [CP] Deity: Ehlonna
---{ ABILITIES / PB 32 }--- STR 08(00) = 08(-1) DEX 16(10) + 6(ench) = 22(+6) CON 12(04) = 12(+1) INT 10(02) = 10(+0) WIS 18(16) + 3(HD) + 6(ench) = 26(+8) CHA 08(00) - 2(race) = 06(-2) // одинаковые типы бонуса стоят в одной колонке, на тип бонуса 4 буквы
Init : +8 (+6 dex, +2 time mantle); Speed: 40ft. (40ft in armor); HP : 98=14d6+14
---{ ATTACK OPTIONS }--- BAB : +10/+5 Grpl: 09 = 10(BAB) - 1(str) Trip: -1 = -1(str) + 0(size) Bull: -1 = -1(str) + 0(size)
---{ DEFENSE OPTIONS }--- Full : 38 = 10 + 6(dex) + 0(size) + 11(armor) + 8(wis) + 3(insight) Touch: 27 = 10 + 6(dex) + 0(size) + 0(armor) + 8(wis) + 3(insight) FlatF: 32 = 10 + 0(dex) + 0(size) + 11(armor) + 8(wis) + 3(insight)
Fort: +08 = 4(ardent) + 3(resistance) + 1(con) Refl: +13 = 4(ardent) + 3(resistance) + 6(dex) Will: +20 = 9(ardent) + 3(resistance) + 8(wis) *number of rerolls if any
---{ SKILLS / 34 (число скиллпоинтов) / XY (потрачено на скиллтрики)}--- 18 Concentration 17(A)+1(con) 16 Psicraft 17(A)-1(int)
Speaks: Common
---{ FEATS }--- 01[FLW]: Empower Power 01[FLW]: Burrowing Power 01[CHR]: Overchannel 03[CHR]: Twin Power 06[CHR]: Tap Mantle(Physical Power) 09[CHR]: Psionic Meditation 12[CHR]: Expanded Knowledge(Stigyan Ward) //на сорц отводится три символа, типа [CHR], [FLW], [FTR]
Flaws: Noncombatant, Inattentive
---{ RACIAL & TEMPLATE FEATURES }--- [Elan] [--] -2 Charisma [--] Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. [--] Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. [Su] Resistance: Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. [Su] Resilience: When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. [Su] Repletion: An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours. [--]Level Adjustment: +0.
---{ CLASS FEATURES }--- [Ardent: Dominant Ideal(Energy)(ecl10) Minds Eye; Substitute Powers] [--] Mantles: primary - Fate, Energy secondary - Freedom, Time
[--] Fate - expend psionic focus to add ardent level to d20 roll [--] Energy - 10 energy resistance for 11 rounds [--] Freedom - when psionically focused - +10 to land speed, expend focus to add ML for resist being grappled or escape from grapple [--] Time - +2 to initiative and expend psionic focus to delay damage from attack for one round
---{ POWERS }--- 1(6): Inertial Armor, Force Screen, Deflection Field, Precognition Defensive, , Vigor 2(2): Clairvoyant Sense, Energy Missile 3(1): Energy Burst 4(2): Freedom of Movement psionic, Fly Psionic, Stygian Ward 5(3): Anticipatory Strike, Energy Current 6(1): Temporal Acceleration 15 Powers from Ardent,1 from feat
Power Points: 170(ardent) + 2 (race) + 56(wis) = 228-15pp=213pp Save DC = 18 + Power Level ML 14
---{ GEAR }--- BODY SLOT ITEM Head Psicrown of Astral Legion Face Throat Periapt of Wisdom +6 Shoulders Cloak of Resistance +3 Body Torso Hands Gloves of Dexterity +6 Arms Waist Monk's Belt Ring (right) Ring (left) Feet
***NONMAGICAL ITEMS*** [Clothing] Explorer's Outfit
[Tools] ...
[Alchemical Items] ...
***WEAPONS*** ...
***ARMOR*** ...
***CLOTHING*** Monk's Belt - 13000 gp. Periapt of Wisdom +6 - 36000 gp. Gloves of Dexterity +6 - 36000 gp. Psicrown of Astral Legion - 47250 gp. 900pp Ring of Sustenance - 2500 gp. Heward Fortifying Bedroll[CM] - 3000 gp. BoH 1 - 2500 gp. 5 lb. Cloak of Resistance +3 - 9000 gp.
***TOOLS*** ...
***POTIONS*** ...
***POWERSTONES*** ...
Carrying Capacity / Total Weight: 5 lb. Money: 750 gp.-750gp.(material component for death pact)
---{ COMBAT MODES }--- [precasted] Inertial Armor(augmented to 15pp with overchannel(1d8)) -15pp = 11 armor AC, 15 hours
---{ SOURCE INDEX }--- [CP] - Complete Psionics [CM] - Complete Mage [MIC]-Magic Item Compendium [XPH]-Expanded Psionic Handbook
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Фил Таскроу
Str 9 (-1) Dex 26 (+8) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 8 (-1)
Scout 12/ranger 2
50 ft 140 hp
Initiative+10
AC: 22 Touch: 18 Flat-footed: uncanny dodge. Fort: +16 Ref: +24 Will: +13 (18 against mind-affecting)
Base attack bonus: 11
Attack: +3 seeking light crossbow: +23, 1d8+7+skirmish /19-20/x2 (+Point blank shot) Full attack: +3 seeking light crossbow: +21/+21/+16/+11 1d8+7 /19-20/x2 (+Point blank shot)
Features:
Skirmish +4d6/+3 AC (+6d6/+5 AC) Trapfinding Battle fortitude +2 Uncanny dodge Fast movement +20 ft. Trackless step Evasion Flawless stride Camouflage Blindsense 30 ft
Favored enemies: Undead +4, Constructs +4, Elemental +2 Wild empathy
Feats:
1. Travel Devotion (Complete Champion) 1. (human) Iron Will 1. (flaw: noncombatant) Point Blank Shot 2. (ranger 1) Track 3. Weapon focus (light crossbow) 3. (ranger 2) Rapid shot 6. Crossbow Sniper (PHB II) 6. (scout 4) Rapid Reload 9. Swift Hunter (Complete Scoundrel) 10. (scout 8) Precise Shot 12. Tactile Trapsmith (Complete Adventurer) 14. (scout 12) Improved Skirmish (Complete Scoundrel)
Skills:
Disable Device 17+8+2=27 Hide 17+8+10=35 (+10 camouflage) Jump 5-1+10=14 Listen 17+2=19 Move Silently 17+8+10=35 Open Lock 17+8+2=27 Perform (Weapon Drill) 1-1+5+2=7 (Complete Warrior) Knowledge (nature) 5+2+2=9 Knowledge (dungeoneering) 5+2=7 Search 17+8+5=30 Speak language 7+2=9 Spot 17+2=19 Survival 17+2+2+2=23 (+7 following tracks) Tumble 17+8+2=27
Skill tricks (Complete Scoundrel): Listen to this Extreme leap Back on your feet
Languages:
Common Abyssal Draconic Dwarven Giant Goblin Infernal Orc Sylvan Undercommon
Light Load – 30 lb, Medium Load – 60 lb (easy travel).
Инвентарь
+3 improved shadow improved silent moves easy travel (MIC) padded armor + Crystal of mind cloaking (MIC), 10 lb.
+3 seeking light crossbow, 4 lb. 30 Silvered bolts, 3 lb. 98 Cold iron bolts, 10 lb. 20 Adamantive bolts, 2 lb.
Gloves of dexterity +6, 1 lb. Lens of detection (MIC), 1 lb. Vest of resistance +5 (MIC), 1 lb.
Thieve’s tools, masterwork, 2 lb.
Backpack, 2 lb. Waterskin, 4 lb. Pouch, belt, ½ lb. Bedroll, 5 lb. 10 trail rations, 10 lb.
1 potion of Darkvision 4 potions of Camouflage (Complete Adventurer spell)
90 gp, 9 sp.
57 lb. total
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Луминус Белый
Интеллект с бафами - 26. NG Wizard 3, Master Specialist 10 Archmage 1 Specialist: Illusion. Banned: Transmutation, necromancy, enchantment. ХП: 56 AC: 14 BaB: +6 Attack: +5 Ray attacks: +9 Fort +4, Ref +4, Will +15 (12 + 3) Bluff +11, Concentration +17, Escape Artist +8, Knowledge (Arcana) +27, Knowledge (Nobility and Royalty) +25, Perform (Act) +11, Spellcraft +30. Alternative rule: Immediate magic - Players Handbook 2. Focused specialist - Complete mage. Feats: Collegiate wizard (CA, 181), force of personality (CAdv), Spell focus: illusion, sudden maximise (CA), quicken spell, arcane thesis, improved counterspell. Flaw: Inattentive
DC: Illusions, desbilieved - 10+12+spell level. Illusions: 10+10+spell leve. Base: 10+8+spell level. l 1) Net of shadows(SC), silent image, disguise self, animate rope, mount, alarm, true strike, true casting(CM), dead end(SC), feather fall, shieldbearer(SC), cheat(SC), mage armor, identify 2) Glitterdust, Fog Cloud, invisibility, hypnotic patern, blinding color surge(PH-2), minor image, shadow ilumination(SC), phantasmal assailant(SC). 3) displacement, major image, Sepia snake sigil(M), dispel magic, haste, legion of sentinels (PH-2), Shadow binding (SC), icelance 4) Dimension door, shadow conjuration (arcane thesis), hallucinary terrain, resilent sphere(PH-2), greater invisibility, Doom scarabs (ph-2), nightmare terrain (CM), strifle spell (ph-2). 5) Shadow evocation, persistent image, field of Resistance (PH-2), mirage arcana, Duelward(SC), shadow form (SC), Lucent Lance(SC), Spell theft, radiance (PH-2) 6) Reflective disguise, mass, fire spiders(SC), steal summoning (CM) programed image, antimagic field, shadowy grapler, dispel magic, greater, true seeing. 7) Otiluke greater dispelling screen(CA), Energy immunity(SC), invisibility, mass, shadow conjuration, greater, force cage, prismatic spray, project image, radiant assault (SC)
5 Detect magic(3), prestigiration, read magic 8 Net of shadows, true casting(2), true strike(3), dead end, feather fall 8 glitterdust(1), blinding colour surge, invisibility(2), fog cloud(1), minor image (2), shadow radiance (1) 8 Displacement, Major image (2), legion of sintenels(1), dispel magic(2), light of venya (2) 7 Shadow conjuration(1), doom scarabs, Spell theft (2), nightmare terrain, greater invisibility, resilent sphere 7 Shadow evocation(2), field of resistance (2), duelward, shadow form, lucent lance 6 Greater dispell magic, antimagic field, shadowe grapler(2), true seeing, programmed image 4 project image, force cage, shadow conjuration, greater, Shadow conjuration (quicken)
Фишка архимага: Контрспелл.
Инвентарь
Rod of shadow blending - 9 000 (CM)
Мат. компонент: Алмаз 1 000 gp Wondrous: Headband of Intellect +6 (36,000 gp); Wondrous: Gloves of dexterity +6 (36 000 gp) Ring of spellbattle (68 000 gp) (CA)
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Name: Тэв Дорга Alignment CE Race Halfling Template Vampire; Spellstiched Gender male (age 26) Size Type Small Ninja 7 \ Master Thrower 5
---{ ABILITIES / PB 32 }--- STR 08 (00) -2(race)+6(vamp) = 12 (+1) DEX 18 (16)+2(race) +4 (vamp)+3(4-8-12 lev)+4(tooth)+6(gloves)= 37 (+13) CON 8 (00) = 0 (vampire) INT 8 () +2 (vampire) = 10 (+0) WIS 18 (16) +2(vampire)+6(periapt)= 26 (+8) CHA 08 (00) +4(vampire)= 12 (+1)
Init : +21 (+13 dex+4 imroved initiative+2 bracers +2 belt); Speed: 20ft. (20ft in no armor);. HP : =12+11d12-12
---{ ATTACK OPTIONS }--- BAB : +10/+5
C TWF и ITWF +8/+8/+3/+3. С Palm Throw – вдвое больше кинжалов (+8/+8/+8/+8/+3/+3/+3/+3) C Two in one blow – ещё и соседа тем же кинжалом, бросок атаки _один_ но -4 (а дамаги – отдельно) +4/+4/+4/+4/-1/-1/-1/-1
Конечно это всегда кидается Weak Spot – т.е. по Touch атаке. Конечно с 30 футов (10 кинжал х2(фар шот)=10х2=20 футов рэндж кинжала -2 к атаке за превышение, + PBS + sudden(если из Ghost Step невидимости)
[dagger ranged 1d3 (17-20/x2)] Attack Bonus: +(BAB) + 13 (dex)+1(size)+1(halfling throw)+1(magic)+1(WF)+1(PBS) +1(goggles) -2 (range) = BAB+17 Damage: 1d3 +3 = + 1(PBS)+1(magic)+1(goggles)
[dagger melee 1d3 (17-20/x2] Attack BAB+11 Damage 1d3+1
---{ DEFENSE OPTIONS }---
Full : 55 = 10 + 13(dex) +8(Wis)+1(ninja)+6(natural)+1(size)+10(rings) +6 (mage armor)
Touch: 43 = 10 + 13(dex) +8(Wis)+1(ninja)+1(size)+10(rings) FlatF: 42 = 10 +8(Wis)+1(ninja)+6(natural)+1(size)+10(rings)
Fort: +08 = 2+1+0(con) +1 (race)+2(tatoo) +2(spellstiched) Refl: +28 = 5+4+13(Dex)+2(feat) +1(race) +2(tatoo) +2(spellstiched) Will: +18 = 2+1+8(wis)+2(Ki) +1(race) +2(tatoo) +2(spellstiched)
Turn Resistance 22=12(HD)+4(Vampire)+4(Cloack)+2(spellstiched) Damage Reduction 10/magic and silver
---{ SKILLS / 40 (число скиллпоинтов – ((6+0)*4+6*(6+0)+5*(4+0) = 80) }---
9 Climb (Str) 5+2+2(race) 10 Disable Device (Int) 10 + 0 15 Jump (Str), 5+4(class)+2(class)+2(5 tumble) +2(race) 28 Listen (Wis) 10+8+2(race) +8(vampire) 23 Open Lock (Dex) 10+13 13 Search (Int) 5 +8(vampire) 18 Sleight of Hand (Dex) 5+13(dex) 26 Spot (Wis) 10+8+8(vampire) 21 Tumble (Dex) 5+13+2(class)+2(jump 5) 15 Craft (calligraphy) (Int) 15
23 move silently (dex) 13 +2(race) +8(vampire) 9 bluff (cha) +1+8(vampire) 21 hide (dex) 13 +8(vampire) 16 sense motive (wis) 8+8(vampire)
Speaks: Common Halfling.
---{ FLAWS & TRAITS/ Unearthed Arcana}--- --[FLAWS] -Inattentive You are particularly unaware of your surroundings. Effect: You take a –4 penalty on Listen checks and Spot checks.
- Frail You are thin and weak of frame. Effect: Subtract 1 from the number of hit points you gain at each level. This fl aw can reduce the number of hit points you gain to 0 (but not below). Special: You must have a Constitution of 4 or higher to take this flaw – соответственно я УЖЕ БЫЛ Frail, когда меня укусили…
---{ FEATS /(1(gen) +2(flaw) +4 (3-6-9-12)=7 }--- Point Blank Shot Precise Shot Far Shot Weapon Focus (dagger) Weapon Finesse (dagger) Two-Weapon Fighting Improved Two-Weapon Fighting
Bonus - Alertness Bonus – Combat Reflexes Bonus - Dodge Bonus – Improved Initiadive Bonus – Lightning Reflexes Bonus - Quick Draw Bonus – Snatch Arrows Bonus – Improved Critical (dagger)
---{ RACIAL & TEMPLATE FEATURES }---
--[RACE Halfling] - +2 Dexterity, –2 Strength - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. - Halfling base land speed is 20 feet. - +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic. - +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps. - +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim. - +2 racial bonus on Listen checks: Halflings have keen ears. - Automatic Languages: Common and Halfling.
--[TEMPLATE Vampire] - Hit Dice: Increase all current and future Hit Dice to d12s.
- Speed: Same as the base creature.
- Armor Class: The base creature’s natural armor bonus improves by +6.
- Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
- Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
- Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Size Damage Small 1d4
- Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
- Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
- Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
- Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
- Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry, page 253) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
- Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bewtowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
- Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
- Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
- Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
- Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
- Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
- Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
- Turn Resistance (Ex): A vampire has +4 turn resistance. Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
- Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
- Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
--[TEMPLATE Spellstiched]— 1000+500*20*5 gp + заклы 2520 = 53520
Spell-Like Abilities: A spellstitched creature can be imbued with spell-like abilities according to its Wisdom, as indicated on the table below. Any spells selected must be from the conjuration, evocation, or necromancy school. The number of spell-like abilities is cumulative; for example, a spellstitched undead with a Wisdom of 12 can cast two 2nd-level spells four times per day and two 1st-level spells four times per day. Caster level equals the creature’s Hit Dice. Two 1st-level 4 60x4=240 Two 2nd-level 4 120x4=480 Two 3rd-level 2 180x2=360 Two 4th-level 2 240x2=480 Two 5th-level 2 300x2=600 One 6th-level 1 360 The creator of a spellstitched creature decides how to allocate the spells known against the number of times per day spells of each level can be cast, and once made, this determination cannot be changed. For example, if a spellstitched skeleton has cause fear usable once per day and shocking grasp usable three times per day imbued as its 1st-level spell-like abilities, its creator cannot later change either the spells or how frequently each can be used (to two times per day each, for example). Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the following special qualities.
- Damage Reduction (Ex): Spellstitched creatures with 1–3 HD have no damage reduction, those with 4–11 HD have damage reduction 5/magic or silver, and those with 12 or more HD have damage reduction 5/magic and silver.
- Spell Resistance (Ex): A spellstitched creature has spell resistance equal to 10 + the base creature’s Charisma modifier.
- Turn Resistance (Ex): A spellstitched creature gains +2 turn resistance (added to the base creature’s turn resistance, if any).
- Saves: Spellstitched creatures get a +2 profane bonus on all saving throws.
1 lev 4xSummon Monster 1
2 lev 3x Create Magic Tatoo [Spell Compendium] (Craft 15 +2 to saves; +2 competence to attack Craft 10 +1 luck to attack)
Summon Monster 2
3 lev 2x Mage Armor, Greater [Spell Compendium] +6 AC 12 hours
4 lev 2xSummon Monster 4
5 lev 2xSummon Monster 5
6 lev 1xSummon Monster 6
---{ CLASS FEATURES }--- --[Ninja] [CA] +7d6 Sudden (+4d6 ninja +1d6 vest+2d6 кинжал) +9 AC = 8 (Wis)+1 14 Ki Power 3(lev\2)+8(Wis) +3 (feat)
-Hit Die: d6. - Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
- AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
- Ki Power (Su): A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered. As long as a ninja’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.
- Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
- Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
- Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity.
- Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
- Great Leap (Su): At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.
- Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.
- Ki Dodge (Su): At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
- Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.
--[Master Thrower] [CA] - Quick Draw: At 1st level, a master thrower gains the Quick Draw feat.
- Thrown Weapon Trick (Ex): At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower’s repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.
- Palm Throw (TWT)): When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.
- Two with One Blow: If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a –4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confi rm each critical hit separately.
- Weak Spot: A master thrower can gain this ability only after reaching 5th level. When using a thrown weapon against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus to the damage.
- Evasion (Ex): At 2nd level, a master thrower gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the master thrower is wearing light armor or no armor. A helpless master thrower (such as one who is unconscious or paralyzed) does not gain the benefi t of the ability. If the character already has the evasion ability, he gains improved evasion instead. Improved evasion works like evasion, except that while the character still takes no damage on a successful Refl ex saving throw, she takes only half damage on a failed save.
- Snatch Arrows: A master thrower gains the benefi t of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.
- Critical Throw (Ex): At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.
Инвентарь
760000 gp (CL 12 +8 LA = ECL 20)
32 lb light load (Str 12 * 0.75)
-- enterntainers outfit 3gp 1lb -- Thieves Tools, master work 2lb
-- 20 x Dagger +1 Deadly Precision [CAdv] (+2d6 sudden attack) 24x18302=439248 12lb (0.5 *20)
-- BRACERS OF BLINDING STRIKE Price (Item Level): 5,000 gp (9th) Body Slot: Arms Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: — and swift (command) Weight: 1 lb. This pair of elegant bracers is crafted from green leather with mithral tracery that looks like vines. Tiny, leaf-shaped plates of silver branch off the mithral to create a glimmering pattern. These bracers grant you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. When you activate bracers of blinding strike, you can make one additional attack with any weapon you are holding, as long as you have already used the full attack action during the turn. This attack is made at your full base attack bonus, plus any modifi ers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell. This ability can be used three times per day.
-- ANKLET OF TRANSLOCATION Price (Item Level): 1,400 gp (5th) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Swift (command) Weight: — A pewter chime hangs from this simple leather ankle-band. An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day.
-- Gloves of Dexterity +6 36000
-- ROGUE’S VEST [MIC] Price (Item Level): 18,000 gp (14th) Body Slot: Torso Activation: — Weight: 1 lb. While wearing this vest, you gain a +2 competence bonus on Hide and Move Silently checks, and a +2 competence bonus on Refl ex saves. In addition, if you have the skirmish, sneak attack, or sudden strike ability, you deal an extra 1d6 points of damage when making such an attack.
-- CLOAK OF TURN RESISTANCE Price (Item Level): 11,000 gp (13th) Body Slot: Shoulders Weight: 1 lb. While you wear this cloak, your turn resistance increases by 4.
--Teeth of Dahvler-Nar [ToM] - Paimon +4 Dex 16000 gp
-- GOGGLES OF THE EBON HUNTER Price (Item Level): 18,000 gp (14th) Body Slot: Face Activation: — Weight: — These goggles consist of coin-sized lenses set in a wire frame with a thin wire band apparently meant to secure them to the wearer’s head. Goggles of the ebon hunter grant you darkvision out to 30 feet, as well as a +1 competence bonus on attack rolls and damage rolls with ranged weapons.
-- 2 x Ring of Protection +5 2x50000=100,000
-- Periapt of Wisdom +6 +6 enhancement bonus to Wis 36,000
-- BELT OF BATTLE Price (Item Level): 12,000 gp (13th) Body Slot: Waist Activation: — and swift (mental) Weight: — This leather belt bears a platinum buckle set with three small black pearls. A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action.
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Name: Зэ Шэдоу Non-alignment human male 23 years(middle age category) medium undead cloistered[UA] cleric 1\ conjurer 4[abrupt jaunt variant[PHB2], focused[Complete Mage]\ur-priest2[Complete Divine]\mystic theurge 7 Neutral Evil
---{ ABILITIES / pb 32 }--- STR 08 [pb 00] + = 08(-1) DEX 10 [pb 03] + 6(ench) = 17(+4) CON 08 [pb 00] = --(--) INT 16 [pb 10] + 6(ench) + 2(lich) = 24(+7) WIS 17 [pb 13] + 6(ench) + 3(4,8,12 HD) + 2(lich) = 28(+9) CHA 14 [pb 06] + 6(ench) + 2(lich) = 22(+6)
Initiative : +0 Speed: 30ft. (no armor); HP : 164 = max(14d12)
---{ ATTACK OPTIONS }--- BAB : +6 grapple : +05 = 4(BAB) -1 (str) trip : -01 = -1(str) bull rush : -01 = -1(str)
Melee: [+7 touch attack 1d8+5 negative energy, (20/x2), Will 23 half] attack: +6 bab +3 Dex - 2(flaw)
---{ DEFENSE OPTIONS }--- Full : 48 = 10 + 9(armor) + 3(Dex) + 6(shield) +5 (natural)+5(ench natural) + 5(deflection) + 5(defending) Touch: 23 = 10 + 3(Dex) + 5(deflection) + 5(defending) FlatF: 45 = 10 + 9(armor) + 6(shield) +5 (natural) +5(ench natural) + 5(deflection) + 5(defending) +5 АС против ranged атак (в том числе против лучей)
Fort: +11 = 2(clr)+1(wiz)+0(ur)+2(mt)+0(con)+6(resist) Refl: +12 = 0(clr)+1(wiz)+0(ur)+2(mt)+3(dex)+6(resist) Will: +29 = 2(clr)+4(wiz)+3(ur)+5(mt)+9(wis)+6(resist)
---{ SKILLS / max skill rank 17, (2+7)*4 + (2+7)*3 +(2+7)*1 + (2+7)*2 + (2+7)*7 }--- +33 Concentration 7(wiz) +1(clr)+2(ur)+7(mt)+6(cha)+10(comp) +25 Knowledge arcane 7(wiz) +0(clr)+2(ur)+8(mt)+7(int) +25 Spellcraft 7(wiz) +1(clr)+2(ur)+7(mt)+7(int)+2(syn) +25 Knowledge planes 7(wiz) +1(clr)+2(ur)+7(mt)+7(int) +25 Knowledge religion 7(wiz) +1(clr)+2(ur)+7(mt)+7(int) +20 Bluff 3(wiz, cc)+5(clr)+2(ur)+4(mt)+6(cha) +11 Use Magic Device 3(wiz, сс)+0(clr)+1(ur)+1(mt)+6(cha) +25 Sense Motive 3(wiz, сс)+0(clr)+0(ur)+7(mt)+7(int)+8(racial) +17 Hide 1(wiz, cc)+0(clr)+0(ur)+3(mt)+3(dex)+8(racial)+2(mwk tools, circ) +17 Move Silently 1(wiz, сс)+0(clr)+0(ur)+3(mt)+3(dex)+8(racial)+2(mwk tools, circ) Reactive skills: +23 Spot 3(wiz, сс)+0(clr)+0(ur)+3(mt)+9(wis)+8(racial) +17 Listen 0(wiz, сс)+0(clr)+0(ur)+0(mt)+9(wis)+8(racial)
Speak: Common, Auran, Terran, Ignan, Aguan, Elven, Draconic, Fiendish.
UMD + 2 with scrolls, Spellcraft +2 with scrolls.
---{ FEATS }--- FLAW : noncombatant -2 to melee attacks -> Iron Will[PHB] FLAW : -2 to ranged attacks -> Spell Focus (Evil)[PHB] 01[LVL]: Extend Spell [PHB] or Divine Metamagic[persistant] 01[HUM]: Persistent spell[Complete Acrane] 01[CLR]: Extra turning [Undeath domain power, Spell Compendium] or Extend Spell 02[WIZ]: Improved Initiative (UA variant вместо Scribe Scroll) 03[LVL]: Practiced Spellcaster [wizard][Complete Acrane] 06[LVL]: Craft Wondrous Item [Item Creation] - обязательный элемент для становления личем :( 09[LVL]: Divine Metamagic [persistent spell][Complete Divine] or Elven Spell Lore 12[LVL]: EXTRAORDINARY Concentration[Complete Adventurer]
Turn attempt = 3(base)+6(Cha)+4(Extra turning)+4(Nightstick)=17 -> 2 persistent spells per day, 4 total, if extended
---{ RACIAL & TEMPLATE FEATURES }--- Human, Medium humanoid (human subtype) Base land speed 30 1 extra feat at 1 level, as human 1 extra skill point favored class: any
Lich [su] Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. [su] A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [ex] A lich has +4 turn resistance. [ex] A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better. [su] Fear Aura: Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. [su]Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
---{ CLASS FEATURES }--- Cloistered Cleric Abilites [--] Domain Power: Trickery -> Sense Motive, Hide, move silently, Bluff are cleric class skills , ) [--] Domain Power: Undeath -> gain Extra Turning feat [--] Domain Power: Knowledge -> all knowledge are class skills for cleric, You cast divination spells at +1 caster level. [--] Rebuke Undead
Wizard Abilities: [--] Conjurer specialist wizard (-enchantment, -necromancy, -evocation) [su] Abrupt Jaunt 7/day (teleport 10 ft, immediate action) [--] Improved Initiative [bonus feat]
Ur-priest Abilities: [--] Rebuke undead
---{Spells, wizard}--- Wizard Level 11 = 4(wis)+7(theurge Arcane caster level = 4(wis)+7(theurge)+3(Practiced Spellcaster)=14 Spell DC = 17+spell level
Evil spell DC = 18+spell level
Spellbook: Level (free spells) 0- all, 1(7+2)- Grease, Ebon Eyes[SC], Identify, Nerveskitter[SC], True strike, Benign Transposition[SC], Blocade[CM], Wall of Smoke[SC]; 2(2+2)- Heart of Air[CM], Web, Glitterdust, Create Magic Tattoo(SC), Continual flame, Chain of Eyes[SC], [Create Magic tatoo (SC)], Fog Cloud; 3(2+2)- Haste, Fly, Caustic Smoke[SC], Arcane Sight, Phantom Steed, Acid Breath [SC]; 4(2+2)- Evard's Black tentackles, Heart of Earth[CM], Solid Fog, Celerity[PHB2], Caustic Mire[CM]; 5(2+2)- Teleport, Overland Flight, Wall of Stone, Evacuation Rune[Complete Scoundrel], Lightning Leap[CM]; 6(2) - Wall of Iron, Mislead, Acid Fog, Acid Storm[SC], Permanent Image, Sign of Sealing, Greater[SC]
Spells Prepared (4|4-1+2+3|4-1+2+3|4-1+2+3|3-1+1+3|2-1+1+3|1-1+1+3) , [ранее скастованный спелл] 0: Caltropsx3, Detect Magic x2, Mage Hand. 1: nerveskitter x2, Ebon Eyes x2, Benign Transposition(SC) + conj: Blocade, Grease, Wall of Smoke 2: [Heart of Air], Web, Glitterdust, Chain of Eyes + conj: Fog Cloud, Web, [Create Magic tatoo (SC)] 3: Arcane Sight, Haste, Fly + conj: Caustic Smoke, Acid Breath[SC] x2 4: [Heart of Earth], Celerity + conj: Evard's Black tentackles, Solid Fog, Caustic Mire[Complete Mage, for widen and entangling] 5: [Overland Flight], Lightning Leap[CM] + conj: Teleport, Evacuation Rune[Complete Scoundrel], Wall of Stone. 6: Mislead + conj: Acid Fog, Acid Storm [SC]x2,
---{Spells, ur-priest}--- Divine caster level = 9 (ur-priest) + 1/2(wizard caster level, 14)=16 Spells DC = 19+spell level Evil spell DC = 20+spell level
Know = Cleric spell list Spells prepared (6| 5+3 | 4+2| 4+2| 4+2| 4+2| 3+1 | 2+1| 1+1| 0+1) [в скобках уже скастованный] 0: Detect Magicx6 1: Ebon Eyes x8 [SC] 2: Divine Insight x3, Frost Breath[for sculpt and daze, SC], Divine Interdiction x2[for sculpt, on vampire and me], 3: [Greater Magic Vestment] x2, Sonorous Hum[SC], invisibility purge [for sculpt], Deeper Darkness, Bestow Curse 4: Assay Spell Resistance[SC], [Contingent Energy Resistance[Acid]] x2(for vampire), [Greater Magic Weapon] x2(for vampire and me), Giant vermin 5: Righteous Wrath of the Faithful[SC], Surge of Fortune (Complete Champion) x2, True Seeing, Spell Resistance, Flame Strike. 6: Dispel Magic, Greater, Harm, [Antilife Shell], [Energy Immunity [electro](SC)] 7: Radiant Assault (burst, long, 15d6 and 1d6 round daze, use with rod maximize), Blasphemy (16 CL - 14 HD dazed. Paralyzed - with bead of karma), Blood to Water[SC, for maximize rod]. 8: Wall of Greater Dispel Magic, [Visions of the Future][PHB2]. 9: Miracle
**** СПЕЛЛЫ, ИСПОЛЬЗУЩИЕСЯ ДЛЯ ЗАМКА РАНЕЕ*** Persistant Image - всё выглядит не так, как оно есть на самом деле Forbiddance - ещё поиграться надо с клетками Symbol of... - для создания ловушек - перманентные Glyph of Warding (greater) - в него можно впихать ап ту 6 левел спелл. - перманентные, 400 gp за ловушку что можно запихнуть - TUNNEL SWALLOW(SC), DMM permanent Solipsism[SC], Extended Permanent Ice Storm. Sign of Sealing, Greater[SC] - запоры на замки, 500 gp, 31 Disable Device Refuge - для вампира, за 1500 gp телепорталка ко мне, перманентная
***ITEMS*** + к абилкам расставлены по правилам MIC, Table 6–11: Adding/Improving Common Item Effects.
+1 mithral buckler-axe, dwarven/+1 Warning defending (Complete Warrior), 8400 + 2100. (Greater Magic Weapon, Greater Magic Armor) ***+ прикреплён augment crystal of arrow deflection(lesser), +5 AC против стрелковых атак, 1250 gp
BRACERS OF THE ENTANGLING BLAST(MIC) (3/day targets entagled for 1d3 rounds) + 2 000 HEADBAND OF CONSCIOUS EFFORT (MIC) of Intelligence +6 36000gp + 2000 gp Body -> +1 Twilight Mithral chain chirt (GMV, +5 Twilight Mithral Chain chirt), 5100 gp
Gloves .... of Dex +6 36 000 gp Amulet Hand of Glory .... of Wisdom +6 36 000 + 8 000 *** with Ring of Enduring Arcana[Complete Mage] (? RING OF GREATER COUNTERSPELLS?(MIC)) Cloak .... of Cha +6 Vest .... on Natural Armor+5 (+50 000 gp) Belt of Battle x2 (12 000 x2) 24 000 Face ... Third Eye Concentrate 10 k - +10 competence bonus to concetration, 10 000 gp
Heward’s handy haversack - 2000 gp, в нём метароды string of Prayesr bead (standard, 25,800, -bead of healing –9,000 gp) of karma and smiting x2 (16 800 x2)33 600 (+4 caster level for ur-priest) x2 - для обкаста и блашеми.
Heward's Fortifying Bedroll - 3000 gp (Complete mage) ARTIFICER’S MONOCLE (Magiс Item Compendium)
RINGS: ring of invisibility of Deflection +5 - 20 000 + 50 000 ring of Freedom of movement - 40 000 gp, 1 Continual flame (создана соответствующим спеллом из PHB, обкастованный предмет - обычное кольцо) 50 gp
copy spells from other wizards (pay 50gp*spell level, PHB 179) to spellbook: Web, Glitterdust -> (50*2+100*2)*2=600 Greater Mage Armor(SC), Dispel Magic, Haste, Fly, Corpse Candle, Phantom Steed -> (50*3+100*3)*6=2400 Evard's Black tentackles -> 50*4+100*4=600 gp Total = 3 600
***RODS, WANDS, STAFFES****** metarod#1, Metamagic rod, Extend, greater, 24 500 metarod#2, Metamagic rod, Sculpting, greater, 24 500 metarod#3, Metamagic rod, Extend, standard, 11 000 metarod#4,Metamagic Rod (Extend, lesser) : 3,000 gp Metamagic Rod (Sculpting, lesser) : 3,000 gp (MIC) Metamagic Rod (Silent, standard) : 11,000 gp
Staff of teleportation (кастом, 50 зарядов, 9 кастер левел, 5 -й круг спелла, цена 750*9*5 = 33 750)
wand of detect magic 50/50 + wand of read magic 50/50 = 750 gp wand of lesser vigor, 50/50 750 gp wand of Obscuring Mist 10\50 -> 150 gp wand of Comprehend Languages 10\50 -> 150 gp wand of Silent Image 10\50 -> 150 gp wand of Benign Transposition 20\50 -> 300 gp Wand of True Casting[10] - 150
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Имя: Лоримэ Ульвэ
Раса: Серый эльф
Класс: Mage-Focused specialist (Evoker) - (CA) 6 Mage of the arcane order (CA) 7 Archimage (DMG) 1 Banned schools: Conjuration, Illusion, Enchantment
Атрибуты:
Сила: 8 (8-2+2(вещь)) Ловкость: 16 (12+2) Выносливость: 16 (16-2+2 (вещь)) Интеллект: 24 (17+2+3+2(вещь)) Мудрость: 10 Обаяние: 8
Скорость: 30 ft Размер: средний Божество: Векна Языки: Общий, Эльфийский, Сильван, Гномий, Драконий, Игнан, Терранский.
Скиллы: 19 Concentration 17 23 Decipher script 17 23 Knowledge (Arcana) 17 11 Knowledge (architecture and engeneering) 5 11 Knowledge (dungeoneering) 5 11 Knowledge (Geography) 5 11 Knowledge (History) 5 11 Knowledge (Local) 5 23 Knowledge (Nature) 17 11 Knowledge (Nobility and royality) 5 23 Knowledge (Religion) 17 23 Knowledge (The planes) 17 26 Spellcraft 17 18 Search 20 7 Tumble 10 14 Spot 20 14 Listen 20 6 Ride 5 12 Hide 10 12 Heal 10 12 Move silently 10 12 Use rope 10
Флавы: Non-combatant Murky-eyed
Фиты: (flaw) Spell focus (Evoc) (flaw) Metamagic school Focus (Evoc) (CM) (1) Explosive spell (CA)l (3) Practiced spellcaster (CA) (5- Wiz Bonus) Cooperative spell (6) Spell Focus (Trans) (8- Bonus metamagic feat MoAO) Quicken spell (9) Energy Substitution - acid (CA) (12) Skill Focus (Spellcraft) Классовые: Архимаг: Mastery of shaping
Защита: HP: 84
AC: 13+1(меч) +1(кольцо) +2 (наручи)+1 (амелут) Сопротивление магии: 2 (пояс) Flat-footed: 12 Touch: 16
Спасброски: Воля: 11 Стойкость: 5 Рефлексы: 9
Инициатива: +3
Атака: BAB: 6 Grapple: 5
Инвентарь
Заученные заклинания: 0: Detect Poison Detect Magic Light (3) Dancing lights
1: Tenser Floating disk Identify Detect Undead Detect magic Burning hands (2) Magic missle (2) 2: Flaming sphere Darkness (2) Scorching ray (2) Luminous Swarm (CM) False life Command undead 3: Dispel magic (5) Fireball (3) -2 Lightning bolt (3) 4: Remove curse Fear Fire shield Ice storm (2) Detect scrying Acid fire shield
5: Prying eyes Wall of force Passwall Bigby`s Intersponing hand (2) Cone of cold Transmute rock to mud
6: Quicken fireball (2) -2 Quicken acid fireball (2) True seeing Undeath to death 7: Quicken explosive fireball Quicken explosive acid firebal (2) Ethereal jaunt Delayed blast fireball
Книги заклинаний: Все незабаненные спеллы до 7-го уровня в спеллбуках в bag of holding.
На остальные 100000: Defending longsword 2315 Ring of wizardry (3) 70000 gp Ring of protection (1) 2000 gp Braces of armor +2 4000 gp Amulet of natural armor +1 2000 gp Headband of intellect +2 (4000 gp) Gauntlets of Ogre power (4000 gp) Bag of holding 2500 gp Belt of dwarwenkind 14900 gp Metamagic rod, maximize, 54000 Длинный лук, мастерворк 450 gp Стрелы, мастерворк, 301 gp
Фамильяр: ласка (+3 к спасброскам по реакции),думаю её статы вряд ли понадобятся.
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псионики ничего так ребята. Магов быстро бы размазало первыми же тентаклями в условиях форбидданса, а эти с фридомом далеко бы ушли. Ур-теург в команде добра порадовал, собрат по профессии :)
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ну с форбидансом и антимагией у меня ещё есть возможности работать... в принципе у нас было разделение труда, куча инвизов и эксплойт шадоу спелов. Я честно готов был блочить тебя. У меня было достаточно фокусов на этот случай. Жаль не дошло. Ещё была интересная самоубийственная тактика в виде антимагия + force cage. Жаль загнулось всё, потому что на бой было бы инетресно посмотреть, все готовились тактичить. И в случаи призыва тентаклей я бы наверное сумел устроить сюрприз в виде отражения спела.
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Ну собственно не позаботиться на таком ЕЦЛе ФоМом = гимп, ибо живешь до первого граппля. Что касается лича, то блин как же меня запарил этот спелл-лист, он уже так приелся, что у меня нет слов. А ну и вампир рассмешил, вместе с Филом. :)
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Фил, между прочим, - единственный, заработавший фраг в этом недолгом модуле :-P
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И собрал при этом всю гадость, что можно было собрать и потерял дофига хп, просто отлично. :)
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Так выжил же :-) И вообще, на моем месте мог быть каждый, обкастовывать надо от всякой гадости :-)
Ну да ладно. Я на звание оптимизатора года не претендую, но к чему такое высокомерие? :-) Глядишь, прошли бы дальше, еще пригодился бы... Теперь особо не проверишь...
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И в случаи призыва тентаклей я бы наверное сумел устроить сюрприз в виде отражения спела. да не, спеллы были в ловушках, какие тут контрспеллы или спелл турнинги :) В прямом бою с вами я естественно бы не выстоял - экшнов маловато.
Что касается лича, то блин как же меня запарил этот спелл-лист, он уже так приелся, что у меня нет слов. А что, знакомый? Я хз, сам составлял.
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А что, знакомый? Я хз, сам составлял. Ты не поверишь, но его видишь на каждом(!) визарде, который хоть как-то специализируется в конжуре. Немного вариейтится у трансмутеров и сильно отличается от других.
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Что, даже Lightning Leap? А в похожести стоит винить трентомонка, я думаю :) Да и визардская кастовалка тут меньшей половиной является, основная дивайная.
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Как сразу активность выросла) Закрывать или дать вам еще тут поговорить?)
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Да мне вот только странно как себе вампир столько всего в АС напихал - два раза ловкость с энчантмента и два раза кольца, то бишь дефлекшн.
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