Маннелиг
Автор: |
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Rademes |
Раса: |
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Полуорк |
Класс: |
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Воин/Драчун |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
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 6/ Brawler 1 . Favored class: Fighter 17 yo, 6.4 ft , 250 lb Deity: Experience:
ABILITY SCORES: STR 19 [+4] +1 on lvl 4 DEX 14 [+2] CON 14 [+2] INT 10 [0] WIS 14 [+2] CHA 10 [0]
SAVING THROWS: Fortitude +9 = +5 Fighter + 2 Brawler +2 Con Reflex +6 = +2 Fighter + 2 Brawler +2 Dex Will +5 = +2 Fighter +2 Wis +1 trait
COMBAT STATS: Hit Points 66 = +10 Fighter(1) + 6 Brawler + 6 Fighter (х5) + 2 CON(x7) + 1 favored class(x6) AC 24 = 10+12 armor +2Dex Flat-Footed 22 = 10+12 armor Touched AC 12 = 10 + 2 Dex Modifier BAB +7/+2 CMB(Combat Maneuver Bonus) +11 = +7 BAB + 4 STR CMD(Combat Maneuver Defense) 23 = 10 +7 BAB +4 STR +2 DEX Initiative +3= + 2 DEX +1 trait Speed 35'
* Attack (Greatsword): +4 STR +7 BAB +1 focus +2 enchant +1 Weapon training= +15 Damage: 3d6+11(+2+4 STR*2two-handed +1 WT) = 3d6+11 (S) Critical 19-20/x2
* Power attack (Greatsword): +4 STR +7 BAB +1 focus +2 enchant -2 feat +1 WT = +13 Damage: 3d6+17(+2 +4 STR*2 two-handed +1 WT)+6 feat = 3d6+17 (S) Critical 19-20/x2
* Attack (light crossbow): +2 DEX +7 BAB =+9 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.
● Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
● Weapon Training (Ex) (Balades, Heavy): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
SKILLS: Skill ranks (Fighter): 2 + INT = 2 + 0 = 2 Skill ranks (Brawler): 4+ INT = 4 + 0 = 4 ACP(Armor Check Penalty) = -3
● Acrobatics(Dex): +6 = +2 Dex -3 ACP +2 rank +3 class skill ○ Appraise(Int): 0 = +0 INT ○ Bluff(Cha): 0 = 0 CHA ● Climb(Str): +6 = +4 STR -3 ACP +2 rank +3 class skill
● Craft(Int): - ○ Diplomacy(Cha): 0 = 0 CHA
○ Disable Device*(Dex): - ○ Disguise(Cha): 0 = 0 CHA ● Escape Artist(Dex): -1 = +2 DEX -3 ACP
○ Fly*(Dex): -
● Handle Animal*(Cha): - ○ Heal(Wis): 0 = 0 WIS ● Intimidate(Cha): +11 = 0 CHA +2 race + 3 class skill + 5 rank +1 trait
○ Knowledge (Arcana)*(Int): - ● Knowledge (Dungeoneering)*(Int): 4= 0 INT +1 rank +3 class skill ● Knowledge (Engineering)*(Int): 4= 0 INT +1 rank +3 class skill
○ Knowledge (Geography)*(Int): -
○ Knowledge (History)*(Int): - ● Knowledge (Local)*(Int): 4= 0 INT +1 rank +3 class skill
○ Knowledge (Nature)*(Int): -
○ Knowledge (Nobility)*(Int): -
○ Knowledge (Planes)*(Int): - ○ Knowledge (Religion)*(Int): 1 = 0 INT +1 rank
○ Linguistics*(Int): - ● Perception(Wis): +7 = +2 WIS +2 rank +3 class skill
○ Perform*(Cha): -
○ Perform*(Cha): -
● Profession*(Wis): - ● Ride(Dex): +3 = +2 DEX -3 ACP +1 rank + 3 class skill ● Sense Motive(Wis): +5 = +2 WIS +1 rank +3 class skill
○ Sleight of Hand*(Dex): -
○ Spellcraft*(Int): - ○ Stealth(Dex): -1 = +2 DEX -3 ACP ● Survival(Wis): +5 = +2 WIS + 3 class skill + 1 rank ● Swim(Str): +1 = +4 STR -3 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.
● Weapon Versatility (Combat) Source Undead Slayer's Handbook pg. 25 You can use your favored weapons in unconventional ways. Prerequisites: Weapon Focus, base attack bonus +1. Benefit: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
● 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.
● Great Cleave (Combat) Source PRPG Core Rulebook pg. 124 You can strike many adjacent foes with a single blow. Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4. 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 previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
● Fleet Source PRPG Core Rulebook pg. 124 You are faster than most. Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. Special: You can take this feat multiple times. The effects stack.
● Extra Martial Flexibility Source Advanced Class Guide pg. 147 You are extremely versatile in a fight. Prerequisites: Martial flexibility class feature. Benefit: You can use your martial flexibility ability three additional times per day.
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 66/66 (Max 66); Matrial Flexibility (7/7 per day) AC 24, TAC 12, FF 22, CMD 23; Fort +9, Ref +6, Will +5; Init +3; BAB +7/+2; CMB +11; * Attack ( Greatsword +2): +15; 3d6+11 (S) (19-20/x2) * Power attack (Greatsword +2): +13; 3d6+17 (S) (19-20/x2) * Attack (light crossbow): +9; 1d8 (p) (19-20/x2) 80 ft
Speed 35'; Сonditions: – ;
EXPERIENCE:
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.
2х Зелье лечения 3d8+5 (2х750) 5х Зелье щита веры (+2КБ) (5х50)
Укрепленные мифриловые латы +3 Цена: 20500 Вес: 25 фнт Бонус КБ: +12, Макс ЛВК +3, Штраф за доспехи: -3 Шанс провала заклинания: 25%; Скорость 30 фт Укрепление: 25%
Impact +2 Greatsword Cost ???? Weight 8 lbs. Damage 1d10 3d6+2; 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: ?? lbs. Wealth: 354 gp
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Багор Хаш
Автор: |
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Bully |
Раса: |
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Человек |
Класс: |
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Phalanx Soldier/Brawler |
Мировоззрение: |
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Нейтральный |
Сила: | | 20 [+5] |
Ловкость: | | 12 [+1] |
Выносливость: | | 15 [+2] |
Интеллект: | | 8 [-1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 9 [-1] |
Внешность
Рост: 188см. Вес: 102кг Возраст: 38лет. Смуглокожий здоровяк. Сильные руки, что способны из камней выжимать воду, широкие плечи и несколько выпуклый живот. Ноги слегка тонковаты, для столь могучего верха тела, да к тому же короткие. Кожа лица и рук обветренная и опаленная знойным солнцем. На предплечьях рук густые волосы растут, с небольшими проплешинами от старых шрамов. Лицо, хоть и имеет вполне правильные черты, все же несколько гротескно: чуть выступающая вперёд нижняя челюсть с подбородком, словно где то среди далёких предков закрались полуорки, несколько мелких рубцов тут и там бросаются в глаза, конечно не так сильно, как огромный шрам пересекающий лицо поперек от одной щеки до другой или ожоги на левом виске и правой стороне лица, во рту есть три лишних зуба, что выросли во втором ряду, что впрочем трудно увидеть, если только специально не заглядывать ему в рот, ну и дополняет образ полупрекрытое правое веко и слегка косящий к носу глаз. Говорит с сильным акцентом
Характер
Багор не очень умён, что видно не только по взгляду и выражению лица, но и особенно заметно, когда он открывает рот, что бы что то сказать. Но ему хватает ума понимать эту свою слабую сторону, поэтому он предпочитает молчать и слыть глупцом, нежели раскрывать рот и мигом развеевать все сомнения. А ещё Багор очень печален и уверен что его жизненный удел не предвещает ему ничего хорошего. Отчаянно ищет одобрения среди людей и жаждет быть кому то нужным и полезным.
История
Багор был не самым младшим ребенком в большой семье, но и не самым старшим. Всего их было девять или одиннадцать детей, от двух или трёх матерей. Матери точно знали где чье дитя, но вот с отцовством было не все так однозначно, вроде отец был и один, но не факт. Впрочем это иная история. Багор рос дикой травой, предоставленный сам себе. Им не занимались и его не обучали. Говорить он начал только в шесть лет, читать же научился в 20 и то очень медленно и по слогам. Зато он рос крепким и сильным. Работал разнорабочим, грузчиком, вышибалой. В один момент попал в дурную компанию и стал членом банды, которая вскоре попала под влияние Маалики Саалих, девушки неземной красоты, что пленила сердца десятков, а потом и сотен людей. Ей удалось стать силой с которой принято считаться, она даже захватила власть в одном городе, но и привлекла к себе множество врагов. Один из колдунов сумел поразить ее своей магией, которая из юной прекрасной девы, сделала ужасную скелетоподобную старуху. Вся власть и сторонники, что шли за прекрасным ликом, тот час же пропали, когда не стало и лица этого. Маалика Саалих исчезла, а костлявая старуха скрылась в бесплодных землях, в городе сменилась власть и лишь Багор, в силу своего простодушия, не смог перестроиться и жить по новой. Убежденный что сможет всё исправить, вернуть своей возлюбленной красоту и молодость, тем самым завоевав ее любовь, Хаш пошел по свету, ища того колдуна или иной способ исправить то что он натворил.
Навыки
Bagor HashAlignment: Neutral Race, Type, Gender: Medium Humanoid Human Male Class and Level: Phalanx Soldier 6 lvl/Brawler 1 lvl Favored Class: Phalanx Soldier Physical Parameters: – Deity: – Experience: 35000/51000 ABILITY SCORES: STR 19 [+4] DEX 13 [+1] CON 15 [+2] INT 08 [-1] WIS 10 [0] CHA 09 [-1] SAVING THROWS: Fortitude +9 = +5 Phalanx Soldier +2 Brawler + 2 Con Reflex +5 = +2 Phalanx Soldier +2 Brawler +1 Dex Will +2 = +2 Phalanx Soldier +0 Brawler + 0 Wis COMBAT STATS: Hit Points 60 = +40 Phalanx Soldier +6 Brawler + 14 Con AC 27 = 10 + 12 Armor Bonus + 1 Dex Modifier + 4 Shield Bonus Flat-Footed 26 = 10 + 12 Armor Bonus + 4 Shield Bonus Touched AC 11 = 10 + 1 Dex Modifier BAB +6/+1(+5/+1 Phalanx Soldier; +1 Brawler) DR 3/- CMB(Combat Maneuver Bonus) +12 = +7 BAB + 5 STR CMD(Combat Maneuver Defense) 23 = 10 +7 BAB +5 STR +1 DEX Initiative +5 = +1 DEX + 4 trait Speed 30' * Attack (Longspear): +7 BAB +5 STR +1 quality = +13/+2bab+5str+1quality=+8 1d8 +5 STR +0 enh = 1d8+5 P; Crit [x3] * Attack (Heavy shield): +7 BAB +5 STR +1 quality + 1 ench = +14/Off-hand without TWF +4 1d6 +5 STR +1 enh = 1d6+6 P; Crit [x2] * Attack (Unarmed Strike): +7 BAB +5 STR = +12 1d6 +5 STR = 1d6+5 B; Crit [x2] RACIAL TRAITS(Human): ● Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Humans have a base speed of 30 feet. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. ● Bonus Feat: Humans select one extra feat at 1st level. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES(Phalanx Soldier): ● Favoured Class (Phalanx Soldier): ● 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. ● Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. ● Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1. ● Ready Pike (Ex): At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed. This ability replaces weapon training 1. CLASS FEATURES(Brawler): ● Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). ● Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. ● Martial 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. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability. ● 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(1d6): 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: 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. SKILLS: Skill ranks: 2 + INT = 2 + -1 = 1*6=6 Skill ranks: 4 + INT = 4 + -1 = 3*1=3(9) ACP(Armor Check Penalty) = ● Acrobatics(Dex): 1 = +1 DEX - ACP ○ Appraise(Int): -1 = -1 INT ○ Bluff(Cha): -1 = -1 CHA ● Climb(Str): 9 = +5 STR + 3 class skill + 1 rank - ACP ● Craft(Int): -● Craft(Int): -● Craft(Int): -○ Diplomacy(Cha): -1 = -1 CHA - 2 trait ○ Disable Device*(Dex): - ○ Disguise(Cha): -6 = -1 CHA - 5 trait ● Escape Artist(Dex): 5 = +1 DEX + 3 class skill + 1 rank - ACP ○ Fly*(Dex): -● Handle Animal*(Cha): -○ Heal(Wis): 0 = 0 WIS ● Intimidate(Cha): -1 = -1 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): -○ Linguistics*(Int): -● Perception(Wis): 0 = 0 WIS ○ Perform*(Cha): -○ Perform*(Cha): -● Profession*(Wis): -● Profession*(Wis): -● Ride(Dex): 1 = +1 DEX - ACP ● Sense Motive(Wis): 0 = 0 WIS ○ Sleight of Hand*(Dex): -○ Spellcraft*(Int): -○ Stealth(Dex): 1 = +1 DEX - ACP ● Survival(Wis): 10 = 0 WIS + 3 class skill + 7 rank ● Swim(Str): 9 = +5 STR + 3 class skill + 1 rank - ACP ○ Use Magic Device*(Cha): -Languages: Common. FEATS: ● Step Up (Combat) ссылка● Shield Focus (Combat) ссылка● Improved Shield Focus (Combat) ссылка● Improved Shield Bash (Combat) ссылка● Stumbling Bash (Shield Mastery) ссылка● Step Up and Strike (Combat) ссылка● Following Step (Combat) ссылка● Combat Reflexes (Combat) ссылкаTRAITS: ● 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. ● Outlander(Exile): For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. Benefit: You gain a +2 trait bonus on Initiative checks. ● Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target’s pain. Benefit: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. DRAWBACKS: ● Scarred: An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. Effect: Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Инвентарь
35550/51000 хр 55/60нр
927,5gp
Mwk Longspear 305gp Mwk Shield, Heavy Steel +1 + spikes 1180gp acp 0 +3 AC Adamantine Full-plate +3 25500gp 12AC +1 Max Dex -5 acp Cure Moderate Wounds x10 3000gp
Outfit, Cold-Weather 8gp This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Kit, Fighter’s 9 gp
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.
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Аройо Лакрост
Автор: |
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DeadManEat |
Раса: |
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Человек |
Класс: |
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Маг |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 22 [+6] |
Мудрость: | | 12 [+1] |
Обаяние: | | 12 [+1] |
Внешность
Характер
Спокойный, рассудительный, беззлобный. Есть легкая отстраненность в общении, если речь не идет об исследованиях магического толка - тут в глазах появляется блеск, в голосе - азарт и вообще Аройо словно оживает. В хорошем расположении духа может помочь чуть ли не на безвозмездной основе (если это не отвлекает его от исследований), в состоянии хандры - послать любого, от священника до инквизитора. В рамках своих исследований способен преступить закон (украсть ингредиенты, подделать документы, провести опыт без разрешения) однако на убийство не пойдет, считает это контрпродуктивным. Не особо интересуется политическими дрязгами, не любит интриги. "Главное - магия, остальное скучно, неинтересно и ненужно". Случаются перепады настроения, которые во многом зависят от того, насколько Аройо успешен и заинтересован в происходящем как ученый.
История
Немного о семье Лакрост Семья Лакростов – торговцы, сделавшие себе состояние на торговле шелком и пряностями. Габриэль Лакрост, уроженец Магнимара (город в Варисии) в свое время очень удачно наладил контакты с несколькими торговыми домами южных стран внутреннего моря. Меняя ткани на специи, специи на товары, а товары на руды дворфов, он за 10 лет из мелкого купца превратился в фактически торгового магната. Это позволило ему самому решать, как жить, что делать и перед кем отчитываться. Обустроив свое житие, Габриэль женился на местной торговке мантиями. Идеальная пара – поставщик тканей и человек, производящий из этих тканей товары невиданной красоты. Она была сильно моложе него, но его это не смущало. Природная харизма и уверенность в себе позволяли ему не задумываться о таких вещах.
Детство Долго ли, коротко ли, в семействе Лакростов произошло пополнение – девочка и мальчик, близнецы. Аройо и Ольхана. С самого детства Аройо славился своей любознательностью – книги отца, записи, карты, странные дорогие картины, изображающие другие миры – Аройо подолгу мог изучать их, забывая про еду, сон и другие дела. Пока его сестра бегала по саду и приносила ему интересных жучков и птичек, он занимался тем, что изучал анатомически достоверные атласы человека и других созданий. Мать Аройо заметила его наклонности, и попросила Габриеля нанять ему профессионального учителя – может из сына вырастет врач, ученый, академик? Габриэль, недолго думая, согласился.
Начало обучения Отец Аройо – человек очень контактный, имеющий множество друзей, знакомых и связей. В Магнимаре у него были друзья, которые помогли отыскать не просто хорошего учителя. Нет, у этого человека была репутация одного из лучших ученых умов Магнимара. Звали этого человека Ахаджи Даллас. Про него ходили только самые лестные отзывы – несколько ученых степеней, индивидуальный подход к любому ученику, весьма глубокие познания во множествах наук . Конечно, такой человек обходился семье Лакрост весьма недешево, но на что не пойдешь ради обучения сына? Аройо рос, развивался – и продолжал корпеть над книгами. Только теперь у всего этого дела была некая структурная основа и цель – стать умнее, лучше, понять суть вещей и жизни в этом мире. Ахаджи Даллас как учитель был Аройо очень по нраву. В какой-то момент мнение наставника, его слова и образ мышления стали для 14-летнего парня более весомыми и авторитетными, чем слова вечно занятого чем-то отца. Кроме наук, Ахаджи преподавал мальчику еще и секреты магических искусств. Зачем старику это было нужно – никто не знал…как в прочем и о самих уроках. Обучение проводилось в тайне от всех с тех самых пор, как Аройо увидел книгу, которую Ахаджи подтянул к себе, просто переместив ее по воздуху. Сделано это было нарочито демонстративно, и естественно парень сразу попался на крючок. Ахаджи приносил в дом книги. Обложки по анатомии, медицине, устройстве людей и животных украшали эти книги. Однако тексты внутри были совсем другого толка. Старик учил начинающего теперь уже мага искусству некромантии. Не то, чтобы Аройо был против, на самом деле. Его очень сильно интересовало устройство вещей в мире. Он рано узнал о болезнях, смерти, страданиях – естественно он был в восторге от потенциальной возможности контролировать это, отменить это, понять это.
Понять принципы жизни и смерти, магических материй и энергий
– вот был его главный мотив. Любопытство, жажда знаний, понимание устройства и ни грамма корысти. И он чувствовал, знал, что его наставник приведет его к истине. Каким способом он придет к этому знанию - в целом его не интересовало. Главное - знания, главное - понять суть вещей. А раз уж его путь начался с некромантии - то так тому и быть.
Немного о сестре Стоит упомянуть об отношениях Аройо с сестрой –Ольханой. Не смотря на абсолютную внешнюю одинаковость, характеры и интересы у них были диаметрально противоположными. Они часто спорили, ругались, камнем преткновения могло стать буквально что угодно – от заката солнца до положения рисовой лепешки в тарелке. Однако при всем при этом они были друг за друга горой. Они не были врагами – эти споры были что-то вроде соревнования, развлечения, после которого можно вместе прогуляться по приусадебному саду, смастерить что-то или поделиться тем, что тревожило. Ольхана прекрасно знала о тайных уроках Аройо, но никому не рассказывала о них. Она помнила, как в слезах прибежала к брату со своей мертвой птичкой, которую Ахаджи, учитель Аройо, вернул в чувство буквально мановением руки.
Конец "обучения" Любая история однажды заканчивается. Закончилась и история обучения Аройо. Ему было 17 лет, когда Ахаджи последний раз пришел в их дом. Он провел урок как обычно, после чего сказал, что ему больше нечему учить молодого мага, и тому теперь придется жить своим умом. На прощание он оставил свиток, сказав, что это магическое баловство – игрушка, позволяющая посмотреть на мир глазами другого. Естественно Аройо решил испытать свиток. А на ком? Кто отличная цель? Правильно – сестра, которую он хорошо знал и которой доверял. Он рассказал ей о свитке, об интересном опыте, и она согласилась. Обоим было интересно, что из этого получится. Милая шалость, о которой родители не должны были узнать. Все должно было быть просто – он взглянет на мир ее глазами, а она – его. Однако что-то пошло не так. Когда Аройо очнулся он сразу понял, что крупно сглупил. Понял это по тому, что рядом, буквально на соседней кровати, лежала его сестра, бессмысленно пялясь в потолок и бессвязно бормоча слова, не имеющие никакого смысла. Выяснилось, что он пролежал в отключке последние пять дней. Череда расспросов, рыдания матери и суровые взгляды отца смешались для Аройо в унылый Калейдоскоп монотонных будней. Шли недели, а сестра не приходила в себя. Мать с ним не разговаривала, отец пустил все силы на поиски Ахаджи (потому что ни один приглашенный маг и целитель не смогли вернуть Ольхану). Его самого никуда не выпускали, забрали все книги, амулет, подаренный Ахаджи и все записи. Сестре не становилось лучше, не становилось хуже. У отца начались проблемы. По какой-то причине ряд торговых домов востока разрвали с ним все контракты. Местные же партнеры сторонились его, потому что он был одержим идеей поиска Ахаджи, который, по его разумению, и является виновником всех бед. Параллельно в высших кругах поползли слухи. Слухи о том, что сын Габриэля - некромант, принесший в жертву свою собственную сестру. Все это плохо сказывалось на делах семьи. Уже через год после инцидента им пришлось покинуть богатый дом и заселиться в старый дом матери на окраине Магнимара. Отец запил, мать все свободное время уделяла уходу за Ольханой. Сам Аройо стал словно призраком для членов своей семьи. Никто не разговаривал с ним. Никто не смотрел на него. Его словно не было. Он не понимал, почему. Ведь он не виноват, он не специально, и сделал бы все, чтобы что-то исправить. Однако это слышать никто не хотел.
Поиски Напряженные отношения с семьей, желание расти в магическом искусстве, непонимание своей вины и все больше нараставшее раздражение от состояния сестры в итоге заставили Аройо покинуть отчий дом. Он отправился в Лейсил, где провел несколько лет в местной магической академии, изучая различные практики, от некромантии до воплощения. Набравшись опыта он понял, что старый Ахаджи обманул его, что в свитке целенаправленно была допущена ошибка. Причин он не знал, как и не понимал, можно ли исправить эту ошибку. Год за годом он углублялся в книги разных авторов, посвященные некромантии. Искал ученых, искал магов, искал Ахаджи. Нет, он не хотел мстить. Он хотел понять, что Ахаджи сделал и как это исправить. Хотел распроссить старика о методах, применяемых заклинаниях, первоисточнике магических энергий. Аройо все еще жаждал знаний, и исправить сестру – лишь один из этапов становления на долгом пути полного понимания этих знаний. Сам того не заметив, Аройо стал одержим некромантией и всем, что с ней связано. Его сторонились другие студенты академии, преподаватели бросали косые взгляды. Последней каплей стала неприятная история с кражей трупов с кладбища. Аройо очень долго пытался доказать главе академии, что трупам уже плевать, а ему они нужны для понимания принципов работы одного из заклинаний, заставляющих трупы ходить. Его не поняли и выгнали.
Снова в путь Изгнание из академии Аройо пережил очень тяжело. Кладезь ценной информации – библиотека академии Лейсила – стала для него недоступной. Ему было плевать на косые взгляды,перешептывания за спиной, постоянные упреки - он считал их необоснованными, предвзятыми, замыленными человеческими предрассудками. Но академия закрыла свои двери, железным занавесом оградив его от своих тайных знаний - вот тут действительно была трагедия. Это подкосило Аройо. Несколько недель он пялился в потолок небольшой комнатушки, в которую заселился после отчисления, силясь понять, что делать дальше. Ресурсов для обучения – нет. Денег – нет. Репутация в городе такова, что на работу, в охранники или услужение его никто не берет. Он уже готов был впасть в отчаяние, когда получил странное письмо.
«Забравший может вернуть. Дарящий смотрит. Нефис знает ответы. Праздник великого чуда ждет. То, что ты ищешь, ждет тебя в Нирматасе.»
Нефис. Покровитель мистических заклинателей и колдунов, энергий нечеловеческой силы и порядка, девизом которого сам Аройо считал «Ничего личного – только магия». Единственное божество, которое молодой маг считал достойным внимания. Все прочие - зазнайки, мотивированные эмоциями, корыстью, жаждой власти. Нефис же другой. Его мировоззрение очень импонировало Аройо. Будь он более религиозен, и возможно бы даже стал жрецом этого бога, но все же тяга к знаниям в нем гораздо сильнее, чем тяга к поклонению кому-либо. Плюнув на все, Аройо собрал свои скромные пожитки и пешим ходом покинул Лейсил. Сперва было трудно, но чем дальше он уходил, тем меньше косых взглядов встречал. Ближе к Корвосе он прибился к торговому каравану, который следовал в Нирматас, на праздник дня воплощения. Услышав это, Аройо понял, что таких совпадений не бывает. Он не знал, что ждет его там. Возможность найти ответы? Смерть? Ахаджи, след которого простыл многие годы как? Способ вернуть в нормальное состояние сестру? Новые магические знания и практики? Он не знал, но намеревался проверить.
Важные персонажи в жизни Аройо Лакроста
Ольхана Лакрост - сестра-близнец, в результате подстроенной череды событий потерявшая разум и самосознание. Находится в магнимаре, в доме матери. Аройо хочет вернуть ее в нормальное состояние. Не из чувства вины, а ради понимания процессов, которые привели к ее нынешней плачевной ситуации.
Габриэль Лакрост - отец Аройо, бывший успешный торговец. В данный момент - алкоголик, не особо понимающий, где он и зачем живет. Спился после того, как его дело захерело.
Мари Лакрост - мать Аройо. Напряженные отношения. Считает его виноватым в состоянии Ольханы. Живет в Магнимаре, ухаживает за дочерью, следит, чтобы муж не залез в петлю.
Ахаджи Даллас - первый учитель Аройо, давший ему понимание азов мистической энергии и школы некромантии. Мотивы, по которым он взял Аройо в ученики - неизвестны, также как и зачем он подсунул молодому Аройо бракованный свиток. Местоположение - неизвестно. Аройо ищет его, дабы получить ответы и знание.
Навыки
Аройо ЛакростAlignment: Neutral Race, Type, Gender: Human Male Class and Level: Wizard 7 Favored Class: Wizard Physical Parameters: 27 yo; 193 cm; 210,3 lbs Deity: Nethys Experience: –/– ABILITY SCORES: (point buy, 27 total) STR 10 [+0] DEX 16 [+3] CON 14 [+2] INT 22 [+6] WIS 12 [+1] CHA 12 [+1] SAVING THROWS:Fortitude +4 = +2 base + 2 CON Reflex +5 = +2 base + 3 DEX Will +6 = +5 base + 1 WIS • COMBAT STATS:Hit Points 58 = 30 (base) + 7 Toughness + 7 favorite class + 14 CON AC 15 = 10 + 3 Dex Modifier + 2 ring of protection Flat-Footed 12 = 10 + 2 ring of protection Touched AC 15 = 10 + 3 Dex Modifier + 2 ring of protection BAB +3(wizard +3) CMB(Combat Maneuver Bonus) +2 = +3 BAB CMD(Combat Maneuver Defense) 16 = 10 +3 BAB +3 DEX Initiative +3 = +3 DEX Speed 30' * Attack (Crossbow, Light +1): +3 BAB +2 enh +3 DEX = +8 1d8 +1 enh = 1d8+1; Critical 19-20/x2 Type piercing Range Increment 80 ft. (projectile) * Attack (Masterwork Dagger of shock ): +3 BAB +1 enh = +4 1d4 + 1d6 electricity = 1d4 + 1d6 electricity Critical 19-20/x2 Type P/S RACIAL TRAITS(Human): • Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. • Base Speed: Humans have a base speed of 30 feet. • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. FEAT AND SKILL RACIAL TRAITS• Bonus Feat: Humans select one extra feat at 1st level. • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES(Wizard):The following are the class features of the wizard. Weapon and Armor ProficiencyWizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. SpellsA wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Bonus LanguagesA wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp) (Magical item)At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are located here: Familiars. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane SchoolA wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Necromancy Arcane SchoolThe dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Power over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Life Sight (Su) At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive. CantripsWizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below). Scribe ScrollAt 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus FeatsAt 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels. SpellbooksA wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. Adding Spells to a Wizard’s Spellbook Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs. Arcane Spells and Armor Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields. If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure. Spell bookKnown Spells Spell Level 0 Acid Splash; Bleed; Disrupt Undead; Ghost Sound; Mage Hand; Message; Resistance; Touch of Fatigue; Spell Level 1 Animate Rope; Burning Hands; Cause Fear; Decompose Corpse; Ear-Piercing Scream; Jump; Mage Armor; Magic Missile; Ray of Enfeeblement; Summon Monster I; Spell Level 2 Acid Arrow; Blindness/Deafness; False Life; Mirror Image, Cat’s Grace; Spell Level3 Animate Dead, Lesser; Summon Monster III, Spiked Pit; Spell Level 4 Animate Dead, Wall of Fire; Spells per day: 1st-6+1 nec/7 2nd-5+1 nec/6 3rd-3+1 nec/4 4th 2+1 ntc/3 SKILLS: Skill ranks: 2 + INT = 2 + 4 + 1 = 7(14) Skill ranks: 2 + INT = 2 + 4 + 1 = 7(21) Skill ranks: 2 + INT = 2 + 4 + 1 = 7(28) Skill ranks: 2 + INT = 2 + 5 + 1 = 8(36) Skill ranks: 2 + INT = 2 + 5 + 1 = 8 (44) Skill ranks: 2 + INT = 2 + 5 + 1 = 8 (52) ACP(Armor Check Penalty) = 0 ○ Acrobatics(Dex): 3 = +3 DEX ● Appraise(Int): 15 = +5 INT +6 rank + 3 class skill ○ Bluff(Cha): 1 = +1 CHA ○ Climb(Str): 0 ● Craft(?): 11= +6 INT + 3 rank +3 class skill ○ Diplomacy(Cha): 1 = +1 CHA ○ Disable Device*(Dex): 0○ Disguise(Cha): 1 = +1 CHA ○ Escape Artist(Dex): 2 = +2 DEX ● Fly*(Dex): 10 = 4 rank +3 DEX +3 class ○ Handle Animal*(Cha): -○ Heal(Wis): 1 = +1 WIS ○ Intimidate(Cha): 1 = +1 CHA ● Knowledge (Arcana)*(Int): 16 = +6 INT + 3 class skill + 7 rank ● Knowledge (Dungeoneering)*(Int): 15 = +6 INT + 3 class skill + 6 rank ● Knowledge (Engineering)*(Int): -● Knowledge (Geography)*(Int): 14 = +6 INT + 3 class skill + 5 rank ● Knowledge (History)*(Int): 14 = +6 INT + 3 class skill + 5 rank ● Knowledge (Local)*(Int): -● Knowledge (Nature)*(Int): -● Knowledge (Nobility)*(Int): -● Knowledge (Planes)*(Int): 14 = +6 INT + 3 class skill + 5 rank ● Knowledge (Religion)*(Int): 14 = +6 INT + 3 class skill + 5 rank ● Linguistics*(Int): -○ Perception(Wis): 1 = 1 WIS ○ Perform*(?)(Cha): 1● Profession*()(Wis): -○ Ride(Dex): 3 = +3 DEX ○ Sense Motive(Wis): 1 = +1 WIS ○ Sleight of Hand*(Dex): -● Spellcraft*(Int): 16 = +6 INT + 3 class skill + 7 rank ○ Stealth(Dex): 3 = +3 DEX ○ Survival(Wis): 1 = +1 WIS ○ Swim(Str): 0 ○ Use Magic Device*(Cha): -Languages: Common, Abyssal, Draconic, Undercommon, Necril FEATS:● Combat CastingYou are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. ● Command Undead (Necromancy Arcane School)Using foul powers of necromancy, you can command undead creatures, making them into your servants. Prerequisites: Channel negative energy class feature. Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. ● Craft Magic Arms and Armor (Item Creation) (lvl 5 wizard bonus feat)You can create magic armor, shields, and weapons. Prerequisite: Caster level 5th. Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. See magic item creation rules for more information. ●Spell Focus (Human Bonus Feat)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. ●Toughness (1 level feat)You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). ●Greater Spell Focus x2(3 level feat, 7 level feat) Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Prerequisite: Spell Focus. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. 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 to which you already have applied the Spell Focus feat. ●Scribe Scroll (Item Creation) (Wizard 1 level bonus feat)You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. TRAITS:●Necrotic Aura (faith traits)Your exposure to the necromantic arts has strengthened your defenses against its vile rot. Benefit: You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage. ●Inured to Death (Magic Traits)You have been around death or the undead all of your life; you have become accustomed to its shadowy presence, and are no longer overwhelmed by it. Benefit(s): You gain a +2 trait bonus on saving throws against death effects.
Инвентарь
HP 63/63 Status: - Wizard spells prepared (CL 7; concentration +17)4th (2+1nec/day)- Animate Dead (DC 22), Wall of Fire (DC 20), Wall of Fire (DC 20) 3rd (3+1nec/day)- Animate Dead, Lesser (DC 21), Spiked Pit (DC 19), Summon Monster III (DC 19), Summon Monster III (DC 19) 2nd (4+1nec/day)- Blindness/Deafness (DC 20), Cat's Grace (DC 18), False Life (DC 20), Mirror Image (DC 18), Mirror Image (DC 18) 1st (6+1nec/day)- Burning Hands (DC 17), Cause Fear (DC 19), Jump (DC 17), Mage Armor (DC 17), Magic Missile (DC 17), Summon Monster I (DC 17), Magic Missile (DC 17) 0th (at will)- Acid Splash (DC 16), Disrupt Undead (DC 18), Resistance (DC 16), Touch of Fatigue (DC 18) НадетоOutfit, Explorer’s 10 gp This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. Ring of Protection +2 8,000 gp This ring offers continual magical protection in the form of a deflection bonus of +2 Belt of Incredible Dexterity (Aura moderate transmutation; CL 8th; Slot belt; Weight 1 lb.; Price 4,000 gp (+2))This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. фокусирующий предмет – стартовый предмет заклинателя (золотой браслет на запястье 20 gp) Robe of Components Aura moderate conjuration; CL 7th; Slot body; Price 5,000 gp; Weight 1 lb. The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer’s spellcasting. The robe can even produce spell components or focuses with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer’s person or when the spell requiring them is cast. Headband of Vast Intelligence Aura moderate transmutation; CL 8th; Slot headband; Price 4,000 gp (+2) Weight 1 lb.This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills. В руках, на поясе, на спине, боеприпасыCrossbow, Light +1 2135gp Cost 35 gp Weight 4 lbs. Damage 1d8 +1(medium) Critical 19-20/x2 Type piercing Range Increment 80 ft. (projectile) Category ranged Proficiency simple Weapon Group crossbow Load: Loading a light crossbow is a move action that provokes attacks of opportunity. You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Dagger of shock 2102 gp Cost 2 gp Weight 1 lb. Damage 1d4 (medium) +1d6 electricity damage Critical 19-20/x2 Type piercing or slashing Range Increment 10 ft. (thrown) Category light Proficiency simple Weapon Groups light blades, thrown, tribal A dagger has a blade that is about 1 foot in length. Shock price: bonuce +1 Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given. Wand of magic missile (caster lvl 1) price 750gp 50 charges Magic Missile Range medium (100 ft. + 10 ft./level) Targets up to five creatures, no two of which can be more than 15 ft. apart Duration instantaneous Saving Throw none; Spell Resistance yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand. Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole. Ammunition (Crossbow): Bolt(s), Fire gp 50 Weight 0.1 lb. x 10 On a successful hit, fire bolts deal normal damage plus 1d4 points of fire damage. Alchemical fire bolts do not cause any splash damage, and the fire burst isn’t enough to ignite targets (unless they are particularly flammable). Ammunition (Crossbow): Bolt(s) (x10) Cost 1 gp Weight 1 lb. Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow). A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Поясная сумка 1gp Книга заклинаний – стартовый предмет волшебникаPotion of Invisibility 300gp x 3 Duration 1 min./level (D) (2 level) The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Potion of Delay Poison 300gp x3 Duration 1 hour/level (2 level) The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done. Potion of Cure Moderate Wounds 300gp x3 Scroll of scare (lvl 2) 150 gp x2 Range medium (100 ft. + 10 ft./level) Targets one living creature per three levels, no two of which can be more than 30 ft. apart Duration 1 round/level or 1 round; see text for cause fear Saving Throw Will partial; Spell Resistance yes This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. Scroll of Bull’s Strength (lvl 2) 150gp x 2 Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Scroll of Summon Undead (3 lvl) 375gp x2 This spell functions like summon monster I, except that you can summon one creature from the following list: allip, flying skull (treat as dire bat), ghast, necrophidius, or shadow. Рюкзак 2gp Bedroll (1 sp) Weight 5 lbs. This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion. Blanket Price 5 sp; Weight 3 lbs. This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion. Silk Rope Price 10 gp; Weight 5 lbs. This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Bullseye Lantern Price 12 gp; Weight 3 lbs. A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand. Everburning Torch Price 110 gp; Weight 1 lb. This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon. Rations, Trail Price 5 sp; Weight 1 lb. х5 The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling. (Adventurer’s Chronicle)Личные записи о различных магических исследованиях Price 50 gp; Weight 1 lb. Numerous volumes and editions of the Adventurer’s Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer’s Chronicle grants a +2 circumstance bonus on a specific Knowledge (arcana) check. Each Adventurer’s Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. Total weight: 41 lbs. (Medium Load) Total weight on riding animal: – lbs. Total equipment cost: 29964gp 1sp Wealth: 35gp 9sp Experience: 38500/51000
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Жаклин
Автор: |
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Enote |
Раса: |
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Тифлинг |
Класс: |
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Живодер/Драчун |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
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 (если не сказать - совсем), не будучи одета в скрывающее фигуру балахон. 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. И самая бросающаяся в глаза деталь - лишняя пара рук, которым девушка уже успешно пользуется, вполне естественно и натурально, как будто была с ними рождена. За ее спиной находится пара крыльев с темным оперением, под стать ее волосам.
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. После посвящения , в ходе которого совсем зеленым искателям приключений пришлось зачистить старую гробницу от охамевшей в край нежити, девушка согласилась на предложение сводного браться отправиться подальше от родных земель. Перед уходом придушив змею, жившую в озере недалеко от их городка, девушка пустилась во все тяжкие, проводя самые разнообразные эксперименты и с радостью берясь за любую работу, где нужно было кого то убить. Монстров, разумеется, да разбойников, проблемы ей были не нужны. Но то, как она это делала, заставляло некоторых нанимателей отдавать награду дрожащими рукам, потому как четырехрукий тифлинг любила хватать не особо крепких на вид врагов и голыми руками разрывать их на куски. Так или иначе, дорога приключений вновь вела ее, и никакие стрелы не могли заставить ее свернуть.
Навыки
NE Medium Outsider (Native) Female Tiefling Vivisector 7/Brawler 1 lvl. Favored Class: Vivisector 18 yo, 175 sm, 88 kilo ABILITY SCORES: STR 16 [+3] DEX 16 [+3] CON 14 [+2] INT 16 [+3] WIS 10 [+0] CHA 10 [+0] SAVING THROWS: Fortitude +11 = +9 Vivisector +2 Brawler +2 Con Reflex +12 = +9 Vivisector +2 Brawler +3 Dex Will +6 = +4 Vivisector +0 Wis +2 Feat COMBAT STATS: Hit Points 59 = +8+5*5 Vivisector +6 Brawler +2*7 Con + 6 Favoured Class AC 20 = 10 + 6 Armor Bonus + 3 Dex Modifier +1 Deflection Flat-Footed 14 = 10 + 4 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +5 CMB(Combat Maneuver Bonus) +8 = +5 BAB+3 STR CMD(Combat Maneuver Defense) 21 = 10 +5 BAB +3 STR +3 DEX Initiative +3 = +3 dex Speed 30' * Attack (Claw): +5 BAB +3 STR= +8 1d4 +3 STR = 1d4+3; Crit x2 * Attack (Heavy Mace 2-handed): +5 BAB +3 STR= +8 1d8 +3*1.5 STR = 1d8+4; Crit x2 * Attack (Light crossbow): +2 BAB +3 DEX= +5 1d8; Crit 19-20 x2 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 StrikeAt 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.: cant accidently poison herself ● Cruel Anatomist At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. ● Beastform mutagen, improved: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. ● Discoveries: vestigal arm x2, feral mutagen, Spontaneous healing SKILLS: Skill ranks: 4*7 + 3*7 INT = 49 ACP(Armor Check Penalty) = -2 chainshirt (mwk) = -2 + Acrobatics(Dex): 11 = +3 DEX +3 class skill +5 rank ● Appraise(Int): 3 = +3 INT ○ Bluff(Cha): 0 = +0 CHA + Climb(Str): 8 = +3 STR +3 class skill +2rank ● Craft(Alchemy)(Int): 13 = +3 INT + 3 class skill + 7 rank (+19 make potions and items) ○ Diplomacy(Cha): 0 = +0 CHA ● Disable Device*: +14 = +3 Dex + 3 class skill + 6 rank +2 Race ○ Disguise(Cha): 0 = +0 CHA + Escape Artist(Dex): 2 = +3 DEX -1 ACP ● Fly(Dex)*: +10 = +3 Dex + 3 class skill + 4 rank + Handle Animal*(Cha): 0 = +0 CHA ● Heal(Wis): 4 = +0 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 12 = +3 INT + 3 class skill + 6 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): 7 =+3 INT + 3 class skill + 1 rank ● Knowledge (Nature)*(Int): 13 =+3 INT + 3 class skill + 7 rank ○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): 4 = 3 Int +1 rank ○ Linguistics*(Int): -● Perception(Wis): 5 = 2 rank +3 Class skill ○ Perform(Cha)*: -○ Perform(Cha)*: -● Profession*(Wis): +0 = +0 WIS + Ride(Dex): 3 = +3 DEX + Sense Motive(Wis): 0 = +0 WIS ● Sleight of Hand*(Dex): 9 = +3 DEX + 3 class skill + 1 rank +2 Race ● 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) ● Weapon focus: natural Claw +1 to attack with Claws ● Iron will +2 Will saves 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. "Ненависть к Ми-Го" - +3 ко всем броскам против них. К АС тоже.
Инвентарь
Оружие (* - в ножнах) *Mwk Heavy mace *Light crossbow *Mwk shortswords x2
Броня и снаряжение (* - надето)
*Spell resistance (17) mithral chainshirt +2 * Bandolier * Backpack * Cloak of resistance +3 Amulet of mighty fists +1 * Amulet of shocking mighty fists * Handy haversack
Necklace of fireballs (1×7d6,2×5d6,2×3d6)
Расходники (* - в бандольере)
* Acid x4 * Alchemist fire x3 * Crossbow bolt x30 * Pot of invisibility x1 Pot of spider climb Pot of Haste x1 (750) Pot of Good Hope x1 (750) * Pot of Shield of Faith +5 (900) Pot of Bull Str x3 (450) * Pot of Cure Crit Wounds x2 (1500) Oil of Magic weapon Greenblood oil x2 Wand of clw (0/10) Wand of clw (29/31)
Прочее
Alchemy crafting kit Rations x7 Thieves tools Small tent Winter blanket Rope 50ft Formulae book - Content: Shield, Adhesive spittle, CLW, Magic weapon, See Alighment, Alchemical allocation, Bull strenght, PouncingFury, Elemental touch Formula alembic Beltpouch with 40 pp 927 gp 5 sp
STATUS HP 54/59(Max -14); SpHeal 10/15 AC 26, TAC 18, FF 23, CMD 21; Fort +11(14), Ref +12(15), Will +6(9); Init +3; BAB +5; CMB +8; *Attack (Claw): +5 BAB +3 STR +0 enh +0 feat= +8(10); Equiped: Claw (1d4; x2; S); Mwk Heavy mace (1d8; x2 B) Mwk Shortsword (1d6; 19-20 x2) Light crossbow 1d8 (1d8; 19-20, x2; ammo 30) +2 mith chainshirt of SR(17) Amulet of shocking mighty fists Cloak of res +3 Handy haversack Holding Enchanting smile: bite (1d8) Hands: Claws x4 (1d6x2, 1d4x2) Tail:
Bandolier content: Extracts 9/9 Speed 30'; Сonditions: mutagen +4 Str -2 Dex, +2 AC(nat) +2 Intimidate, Scent, Fly 30ft, 2 claws and bite; SoF +5 deflection AC Mutagen: (0/1); STR Extracts: (1st 5/5 2nd 4/4) Shield 2/2, AdhesiveS 1/1, CLW 2/2, ElemTouch 1/1, PounFury 1/1, AlchAllo 1/2 Martial flexibility: 3/4 – – – – // – Действие. – – – – – EXPERIENCE: / +16000+1100
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Атлессия из Эгеды
Автор: |
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September |
Раса: |
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Человек |
Класс: |
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Gray Paladin |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 13 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 18 [+4] |
Внешность
Атлессия высокая и крепко сложенная молодая девушка. У неё ярко зелёные изумрудного цвета глаза и молочно-белые волосы, во время походов уложенные в короткий ховст, для удобства. Слегка кривоватый нос, явно некогда не раз бывавший сломанным, горизонтально пересекает широкий шрам, и ещё один чуть меньший под правым глазом. Уши девушки украшают серьги - в походное время простые плотно прилегающие серебряные кольца. У Атлессии сильное и мускулистое тело, стройное, можно даже сказать атлетическое. Туловище, руки и ноги испещрены множеством рубцов и шрамов, больших и маленьких, и местами такими, что их вид даже может напугать особо впечатлительных. В путешествиях Атлессия носит на себе кирасу крестоносцев Мендева с наплечниками и латной юбкой, под которой скрывается короткая кольчуга и клёпаная стёганка. Руки девушки покрывают латные перчатки, а ноги простые кожаные штаны и высокие сапоги. На поясе ремень со стальной бляхой к которому крепится дорожная сумка паладина. Шлем Атлессии - бацинет "свиное рыло" с плюмажем из длинного конского хваста окрашенного в красный цвет. На щите изображён герб её собственный - крылатая свинья на зелёном поле. В общем и целом внешний вид Атлессии оставляет желать лучшего, а её доспех явно видал лучшие деньки. Кираса уже не нова и покрыта множественными царапинами, а также небольшими вмятинами. Щиту досталось не хуже - краска содрана, октантовка погнута, то тут то там виднеются следы выдержанных ударов. Кольчуга проржавела, сапоги нечищаны, да и вообще штаны ниже колен все в грязи и пыли. Такая вот романтика дорожной жизни. В доспехах:Герб и щит:Оружие:
Характер
Характер Атлессии прост, как солдатский топор. Драки, выпивка, развлечения - вот три столпа всей её жизни. Для Атлессии нет ничего важнее силы, воинской славы и чести, и эти два слова являются главным мерилом всего, что попадается ей на глаза. Правда однажды Атлессия получила дубиной по шлему и с тех пор слегка тронулась головой, но это не сильно мешает ей жить...
История
Отважная воительница из сурового Мендева, родившаяся в семье крестоносцев и воспитанная соответственно. В десять лет она дала клятву богине Йомедай, что будет защищать слабых и побеждать зло, однако поныне бьёт всех без разбору, искренне веря, что это мир стал таким злым, а не она такая кровожадная. В настоящее время Атлессия путешествует по свету с клятвой на устах и везде несёт с собой свет богини. Мечта девушки - одолеть врага, да помогущественнее и стать самым сильным бойцом во всём мире.
Навыки
NG Medium Humanoid Female Human Gray Paladin 8 lvl. Favored Class: Gray Paladin Deity: Iomedae ABILITY SCORES: STR 18 [+4] DEX 16 [+3] CON 10 [0] INT 13 [+1] WIS 10 [0] CHA 18 [+4] SAVING THROWS: Fortitude +6 = +6 Gray Paladin +0 Con Reflex +5 = +2 Gray Paladin +3 Dex Will 6 = +6 Gray Paladin +0 Wis COMBAT STATS: Hit Points 60 = +52 Gray Paladin + 8 Favored Class AC 27 = 10 + 10 Armor Bonus + 3 Dex Modifier + 3 Shield Bonus + 1 Deflect Bonus Flat-Footed 24 = 10 + 10 Armor Bonus + 3 Shield Bonus + 1 Deflect Bonus Touched AC 14 = 10 + 3 Dex Modifier + 1 Deflect Bonus BAB +8/+3 CMB(Combat Maneuver Bonus) +5 = +8 BAB + 4 STR CMD(Combat Maneuver Defense) 16 = 10 +8 BAB +4 STR +3 DEX Initiative +3 = +3 DEX Speed 30' In heavy armor 20' * Attack (Rose`s Thorn Mithral Longsword +1): +8 BAB +4 STR +1 enh +1 feat = +14 1d8 +4 STR +1 enh +0 feat = 1d8+5; Crit 17-20/x2 * Attack (Power Attack/Rose`s Thorn Mithral Longsword +1): +8 BAB +4 STR +1 enh -2 feat = +12 1d8 +4 STR +1 enh +6 feat = 1d8+11; Crit 19-20/x2 RACIAL TRAITS: ● Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Humans have a base speed of 30 feet. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. ● Bonus Feat: Humans select one extra feat at 1st level. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES: ● Favoured Class Option: ● Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). ● Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. ● Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. ● Weakened Grace: A gray paladin’s loosened code weakens her connection to the power that grants her paladin abilities. She gains her first use of smite evil at 2nd level, instead of 1st, though she still gains further uses of smite evil as normal. She never gains the aura of good or divine grace class features. Her aura of courage does not make her immune to fear, her aura of resolve does not make her immune to charms, and her aura of righteousness does not make her immune to compulsions. This ability alters smite evil, aura of courage, aura of resolve, and aura of righteousness, and it replaces aura of good and divine grace. ● Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. ● Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. ● Enhanced Health (Ex): At 3rd level, a gray paladin is far less a stranger to poisons than a normal paladin. She gains a +4 sacred bonus on all saving throws against poisons and diseases. This ability replaces divine health. ● Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. 3rd level: Shaken 6th level: Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed. ● Smite Foe (Su): At 4th level, a gray paladin can spend two uses of smite evil in order to smite a nongood creature that is not evil and gain her full benefits. The gray paladin must truly believe that the creature she smites is an opponent to the cause of good. Even if this nonevil foe is an outsider, undead, or dragon, she doesn’t add increased damage to her first attack. This ability replaces channel positive energy and alters smite evil. ● Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. ● Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6. In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures. A Medium paladin can select an elk, giant seahorse, giraffe, yak or zebra as a bonded mount. A Small paladin can select an antelope, capybara, eohippus, giant weasel, ram, reindeer, stag, or wolfdog as a bonded mount. The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount. Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11. Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Divine Bond - Rose`s Thorn Mithral Longsword +1 ● Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. ● Spells: 1st(DC15)(2 per day): - Knight’s Calling ссылка- Hero’s Defiance ссылка2nd(DC16)(2 per day): - Aura of Greater Courage ссылка- Litany of Defense ссылкаSKILLS: Skill ranks: 2 + INT = (2 + 1)*8 + 8 = 30 ACP(Armor Check Penalty) = -3 ○ Acrobatics(Dex): +0 = +3 DEX - 3 ACP ○ Appraise(Int): +1 = +1 INT ● Bluff(Cha): +4 = +4 CHA ○ Climb(Str): +1 = +4 STR - 3 ACP ● Craft(Int): -○ Craft(Int): -○ Craft(Int): -● Diplomacy(Cha): +15 = +4 CHA + 3 class skill + 8 rank ○ Disable Device*(Dex): -○ Disguise(Cha): +4 = +4 CHA ○ Escape Artist(Dex): +0 = +3 DEX - 3 ACP ○ Fly*(Dex): -● Handle Animal*(Cha): -● Heal(Wis): 0 = 0 WIS ● Intimidate(Cha): +15 = +4 CHA + 3 class skill + 8 rank ○ 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): +6 = +1 INT + 3 class skill + 2 rank ○ Linguistics*(Int): -○ Perception(Wis): 0 = 0 WIS ○ Perform*(Cha): - ○ Perform*(Cha): - ● Profession*(Wis): - ○ Profession*(Wis): -● Ride(Dex): +0 = +3 DEX - 3 ACP ● Sense Motive(Wis): +11 = 0 WIS + 3 class skill + 8 rank ○ Sleight of Hand*(Dex): -● Spellcraft*(Int): +6 = +1 INT + 3 class skill + 2 rank ○ Stealth(Dex): +0 = +3 DEX - 3 ACP ○ Survival(Wis): 4 = 0 WIS ○ Swim(Str): +1 = +4 STR - 3 ACP ● Use Magic Device*(Cha): +9 = +4 CHA + 3 class skill + 2 rank Languages: Common, Celestial. FEATS: ● Weapon Focus - Longsword (Combat) ● 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. ● Furious Focus (Combat) ● 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. ● Improved Critical (Combat) Attacks made with your chosen weapon are quite deadly. Prerequisite: Proficient with weapon, base attack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. TRAITS: ● Dangerously Curious Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. ● Alert Benefit(s) Once per day as a free action, you can take 10 on your initiative check.
Инвентарь
Crusading Full Plate +1 1500 + mithral 9000 + +1 enchant Crusading 4000 = 13,500gp/25 lbs As a swift action, a paladin or good warpriest wearing this armor can expend one use of the lay on hands or fervor ability to activate the armor’s protective aura for 1 minute. This protective aura grants the wearer a +2 sacred bonus to AC. This bonus increases to +3 against evil dragons, evil outsiders, and undead.
Rose`s Thorn Mithral Longsword +1 15 + +1 enchant Rose`s Thorn 8000 = 8015gp/4 lbs Holy Thorns (Su): Once per day as a swift action, the rose warden can cause thorns to magically sprout from her weapon. The weapon counts as good-aligned for purposes of overcoming DR. A lawful or evil target damaged by this weapon must succeed at a Fortitude save or be wracked with pain and become staggered for 1 round. The thorns dissipate after a number of rounds equal to the rose warden’s class level.
Light Fortification Shield, Heavy Mithral +1 20 + +1 enchant 4000 Light Fortification = 4020gp/15 lbs
Ring of Protection +1 2000gp Belt of Giant Strength +2 4000gp
Soldier’s uniform 1gp/5lbs The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.
Kit, paladin’s 11 gp/30 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, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Masterwork Backpack 50 gp/4 lbs.
Cost Equipment - 32 597 gp Wealth: 403 gp Weight: 83 lbs
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Хориан Драгович
Автор: |
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Dargot |
Раса: |
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Человек |
Класс: |
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Арканист |
Мировоззрение: |
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Нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 12 [+1] |
Выносливость: | | 13 [+1] |
Интеллект: | | 23 [+6] |
Мудрость: | | 12 [+1] |
Обаяние: | | 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 отправился пройти испытание в Гробнице, принести огонь в Кассен и пуститься по дороге... он не знал какой, но был уверен, что та окажется интересной!
Испытание обернулось кошмаром. Нежить - и, что еще хуже, следы чьей-то злобной, целенаправленной интриги... пока не ясно, кем затеянной и какую цель имеющей.
Навыки
Chorian Dragovich Alignment: True Neutral Race, Type, Gender: Medium Humanoid Human Male Class and Level: Arcanist(Occultist) 7 lvl Favored Class: Arcanist(Occultist) Physical Parameters: 20 yo; 5'10" ft; 145 lbs Deity: Desna Experience: 35000/35000
ABILITY SCORES: STR 7 [-2] DEX 12 [+1] CON 13 [+1] INT 23 [+6] WIS 12 [+1] CHA 14 [+2]
SAVING THROWS: Fortitude +4 = +2 Arcanist +1 Con + 1 Cloak of Resistance Reflex +5 = +2 Arcanist +1 Dex +1 Heart of the Fey + 1 Cloak of Resistance Will +8 = +5 Arcanist + 1 Wis +1 Heart of the Fey + 1 Cloak of Resistance
COMBAT STATS: Hit Points 37 = +30 Arcanist + 7 Con AC 12(15) = 10 + 1 Dex + 1 Haramaki (4 Mage Armor) Flat-Footed 11(14) = 10 + 1 Haramaki (4 Mage Armor) Touched AC 11 = 10 + 1 Dex BAB +3(+3 Arcanist) CMB(Combat Maneuver Bonus) +1 = +3 BAB - 2 STR CMD(Combat Maneuver Defense) 12 = 10 +3 BAB -2 STR +1 DEX Initiative +7 = +1 DEX + 2 Reactionary +4 Improved Initiative Speed 30'
* Attack (Dagger): -+3 BAB - 2 STR = +1 1d4 - 2 STR = 1d4-2 P or S; Crit 19-20/x2 * Attack (Unarmed): -+3 BAB - 2 STR = +1 1d2 - 2 STR = 1d2-2 B; Crit 20/x2; * Attack (Dagger, Ranged): -+3 BAB + 1 DEX = +4 1d4 - 2 STR = 1d4-2 P; Crit 19-20/x2; 10'
RACIAL TRAITS(Catfolk): ● 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(Arcanist(Occultist)): ● 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. ● Planar Contact (Sp): At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level.
Arcanist exploits: ● 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. ● Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
SKILLS: Skill ranks: 2 + INT + 1(FC) = 2 + 6 = 8(56) + 7(Headband of Vast Intelligence) ACP(Armor Check Penalty) = 0
● Acrobatics(Dex): 2 = +1 DEX + 1 rank + 0 ACP ● Appraise*(Int): 10 = +6 INT + 1 rank + 3 class skill ○ Bluff(Cha): 0 = +2 CHA - 2 Scarred ● Climb(Str): -1 = -2 STR + 1 rank + 0 ACP ● Craft(Alchemy)*(Int): 10 = +6 INT + 1 rank + 3 class skill ● Craft(Drawing)*(Int): 10 = +6 INT + 1 rank + 3 class skill ○ Diplomacy(Cha): 2 = +2 CHA ● Disable Device(Dex): 2 = +1 DEX + 1 rank ○ Disguise(Cha): -3 = +2 CHA - 5 Scarred ○ Escape Artist(Dex): +1 = +1 DEX + 0 ACP ● Fly*(Dex): 5 = +1 DEX + 1 rank + 3 class skill
○ Handle Animal*(Cha): - ● Heal(Wis): 2 = 1 WIS + 1 rank ○ Intimidate(Cha): 2 = +2 CHA ● Knowledge (Arcana)*(Int): 16 = +6 INT + 3 class skill + 7 rank ● Knowledge (Dungeoneering)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Engineering)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Geography)*(Int): 11 = +6 INT +3 class skill + 1 rank + 1 Nomadic ● Knowledge (History)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Local)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Nature)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Nobility)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Planes)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Knowledge (Religion)*(Int): 10 = +6 INT +3 class skill + 1 rank ● Linguistics*(Int): 16 = +6 INT +3 class skill + 7 rank ● Perception*(Wis): 11 = 1 WIS + 3 class skill + 7 rank ● Perform(String instruments (fiddle, harp, lute, mandolin))(Cha): 3 = +2 CHA + 1 rank ● Ride(Dex): 2 = +1 DEX + 1 rank + 0 ACP ● Sense Motive*(Wis): 12 = +1 WIS + 3 class skill + 7 rank + 1 Outcast’s Intuition
○ Sleight of Hand(Dex): - ● Spellcraft*(Int): 16 = +6 INT + 3 class skill + 7 rank ○ Stealth(Dex): +1 = +1 DEX ● Survival*(Wis): 6 = +1 WIS + 3 class skill + 1 rank + 1 Nomadic ● Swim(Str): -1 = -2 STR + 1 rank + 0 ACP ● Use Magic Device*(Cha): 12 = +2 CHA + 3 class skill + 7 rank
Languages: Common(Taldane) + Abyssal, Azlanti, Draconic, Elven, Goblin, Giant, Infernal, Shoanti, Sylvan, Thassilonian, Undercommon, 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. ● Improved Initiative: Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. ● Versatile Summon Monster: You’ve learned to summon a more diverse array of monsters. Prerequisite: Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank. Benefit: Pick any two simple monster templates from the following list: aerial, aqueous, chthonic, dark, fiery, or primordial. When you summon one or more creatures that would normally be available with the celestial, entropic, fiendish, or resolute template using a summon monster spell (or an effect that mimics such a spell), you can instead apply one of the chosen templates to each creature. You can apply a different template to each creature you summon. Special: You can select this feat more than once. Each time you do, you can choose an additional two templates.
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.
DRAWBACKS: ● Scarred (Drawback): You take a -5 penalty on Disguise checks and a -2 penalty on Bluff checks.
MAGIC:
CL: 7 (8 for the purposes of any attempts to dispel my magic.) Spells saving throws: 16 (Conjuration - 17) + Spell Level Arcane Reservoir: 6/10 Consume Spells: 2/day
Spells per day: 1st-10/10 2nd-5/6 3rd-3/4 Spells prepared: 0th-7 1st-5 2nd-3 3rd-2
Spells known:
0th-lvl: Abjuration: Resistance Conjuration: Acid Splash Divination: Detect Fiendish Presence [PC:AoE], Detect Magic, Detect Poison, Read Magic Enchantment: Daze Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark Illusion: Ghost Sound, Haunted Fey Aspect[UCombat] Necromancy: Bleed, Disrupt Undead, Touch of Fatigue Transmutation: Mage Hand, Mending, Message, Open/Close, Scrivener’s Chant [SoS] Universal: Arcane Mark, Prestidigitation
1st-lvl: Abjuration: Alarm, Arcane Lock, Endure Elements, Protection from Evil, Shield, Theft Ward [ARG] Conjuration: Adhesive Spittle[ACG], Grease, Mage Armor, Mount, Mudball [ARG], Obscuring Mist, Stone Shield [ARG], Summon Monster I, Unseen Servant, Web Bolt Divination: Detect Secret Doors, Ears of the City[PC:Heroes of the Streets, pg.30], Heightened Awareness [ACG], Identify Enchantment: Charm Person, Sleep Evocation: Ear-Piercing Scream [UM], Floating Disc, Magic Missile Illusion: Color Spray, Disguise Self, Silent Image, Vanish[APG, pg.253] Necromancy: Cause Fear, Ray of Enfeeblement Transmutation: Crafter’s Fortune [APG], Enlarge Person, Erase, Expeditious Excavation [APG], Expeditious Retreat, Feather Fall, Liberating Command [UC], Windy Escape [ARG]
2nd-lvl: Abjuration: Endure Elements, Communal, Protection from Arrows, Protection from Evil, Communal ,Resist Energy Conjuration: Create Pit [APG], Glitterdust, Mud Buddy [MC], Shackle [AG], Stone Call [APG], Web Divination: Detect Thoughts, See Invisibility Enchantment: Investigative Mind [ACG], Seducer's Eys [ISG] Evocation: Flaming Sphere Illusion: Invisibility, Mirror Image Necromancy: False Life Transmutation: Alter Self, Bull's Strength, Darkvision, Eagle's Splendor, Knock, Levitate, Pyrotechnics, Rope Trick
3rd-lvl: Abjuration: Dispel Magic Conjuration: Spiked Pit [APG], Stinking Cloud Divination: Clairaudience/Clairvoyance Enchantment: Suggestion Evocation: Tiny Hut Illusion: Fearsome Duplicate[ARG] Necromancy: Transmutation: Fly, Haste, Slow
Spells prepared (0th-7, 1st-5, 2nd-3, 3rd-2) 0th: Acid Splash, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic 1st: Alarm, Charm Person, Ears of the City, Mage Armor, Sleep 2nd: Eagle's Splendor, Invisibility, Web 3rd: Fearsome Duplicate, Haste
Инвентарь
Weapon: DaggerCost: 2 gp. Dmg (M): 1d4 Critical: 19-20/x2 Weight: 1 lb. Type: Piercing/Slashing Category: One-handed Proficiency: Simple Weapon Group: Light blades
Special Materials of weapon - None
– None – Rods, Staffs & Wands: Rod of Giant Summoning, StandardCost: 11000 gp; Weight: 5 lbs. This iron rod has long metal flanges, like a mace, which widen as they expand from the handle. The wielder can use the rod up to three times per day to augment her casting of a conjuration (summoning) spell, causing all of her summoned creatures to gain the giant simple template. The lesser rod can be used with spells of 3rd level or lower, the standard rod can be used with spells of 6th level or lower, and the greater rod can be used with spells of 9th level or lower. Wand of Mage Armor, (CL 1st, 10 charges)Cost: 150 gp; Weight: - A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16. Wand of Magic Missile (CL 3rd, 22 charges)Cost: 990 gp; Weight: - A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16. Clothing, Outfits & Accessories: Headband of Vast Intelligence +2Cost: 4000 gp; Weight: 1 lb. This intricate gold headband is decorated with several small blue and deep purple gemstones.
The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills. Cloak of Resistance +1Cost: 1000 gp; Weight: 1 lb. Flecks of silver or steel are often sown amid the fabric of these magical cloaks.
This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Ring of Wizardry ICost: 10000 gp; Weight: - This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled. Ring of SustenanceCost: 2500 gp; Weight: - This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. Outfit, Traveler’sCost: 1 gp; Weight: 5 lbs. This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. Outfit, Courtier’sCost: 30 gp + Jewelry 50gp Weight: 6 lbs. This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. Armour: HaramakiType: Light Armor; Cost: 3 gp; Weight: 1 lb. Armor Bonus: +1; Max Dex Bonus: -; Armor Check Penalty: - Arcane Spell Failure Chance: 0%; Speed: 30/20 ft. Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it.
Special Materials of armour - None
– None –
Armor Modifications :
– None – Kit and Adventuring Gear: Spellbook + LariatPrice: 15.3 gp Weight: 3.5 lbs. This braided metal cord comes with a clasp that affixes to the lock of a standard spellbook. The other end of the cord attaches to a belt or belt loop. The cord is 10 feet long and retractable. If you drop your spellbook while it’s attached to the lariat, you can recover the spellbook as a standard action. While attached to you, the book can never be farther than 10 feet from you. Unclasping the book requires a move action, or the cord can be cut to free the book (hardness 5, hp 10). Bag of Holding ICost: 2500 gp; Weight: 15 lbs. This appears to be a common cloth sack about 2 feet by 4 feet in size.
The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.
Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below. Contents Limit - 250 lbs. Contents Volume Limit - 30 cubic ft.
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process. Healer's kitPrice: 50 gp Weight: 2 lb. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses. BandolierPrice: 0.5 gp Weight: - lb. This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement). Pouch, BeltPrice: 1 gp Weight: 0.5 lbs. A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items. Pouch, Spell ComponentPrice: 5 gp Weight: 2 lbs. A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Case, ScrollPrice: 1 gp Weight: 0.5 lbs. A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements. InkPrice: 8 gp Weight: - lbs. This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much. InkpenParchment * 20Price: 4 gp Weight: - This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a break DC of 5. Wax TabletPrice: 1 gp Weight: 1 lb.. Book, journalPrice: 10 gp Weight: 1 lb. Mirror, small, steelPrice: 10 gp Weight: 0.5 lbs SoapPrice: 1 cp Weight: 0.5lb You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses. Towel, razor, comb & so onPrice: 1 gp Weight: 1lb. This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a break DC of 5. Kit, MessPrice: 0.2 gp Weight: 1lb. This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord. Sewing needleBedrollPrice: 0.1 gp Weight: 5lbs. This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion. BlanketPrice: 0.5 gp Weight: 3lbs. This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.. Flint & SteelPrice: 1 gp Weight: - Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long. Masterwork guitarPrice: 100 gp Weight: 35lbs. This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument. Total weight: 26.5 lbs. (Medium Load) Total weight w/o backpack: 11.5 lbs. (Light Load) Wealth: 155,55 gp
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