Зоман
Автор: |
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Dargot |
Раса: |
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Человек |
Класс: |
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Арканист |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 10 [+0] |
Выносливость: | | 10 [+0] |
Интеллект: | | 20 [+5] |
Мудрость: | | 12 [+1] |
Обаяние: | | 14 [+2] |
Внешность
Худощавый молодой человек среднего роста, темноглазый, темноволосый, с приятными чертами лица, чисто выбритый и тщательно причесанный, строго и опрятно одетый.
Характер
Зоман вовсе не похож на мрачных дундуков, которыми обычно представляют магов. Напротив, он ярко выраженный сангвиник, любит веселую кампанию, вкусную еду, хорошую песню, интересную книгу, дорогу... И еще он любит магию. Наслаждается ей, старается изучить все, что можно потому... Потому, что это ему нравится. Вот и все.
История
Навыки
LN Medium Humanoid Male Human Arcanist(School Savant) [ACG] 1st lvl. Favored Class: Arcanist(School Savant) 20 yo, 5 ft 10in , 145 lb XP: 0/2000
ABILITY SCORES: STR 7 [-2] DEX 10 [+0] CON 10 [+0] INT 20 [+5] WIS 12 [+1] CHA 14 [+2]
RACIAL TRAITS: ● Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● Type: Humans are humanoids with the human subtype. ● Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Humans have a base speed of 30 ft. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. ● Bonus Feat: Humans select one extra feat at 1st level. ● Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. [LotFW] ● 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 [ACG]. ● Low-light vision(Senses Racial Traits): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
CLASS FEATURES: ● Favoured Class (Arcanist): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). ● Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below). ● Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own. ● Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. ● Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. ● Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. ● School Focus (Su): At 1st level, a school savant chooses a school of magic (Teleportation[APG]). The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.Finally, the arcanist must select two additional schools of magic as her opposition schools (Enchantment, Necromancy). Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels. ● Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. ● Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
TRAITS: ● Extremely Fashionable (Equipment Traits): You really know how to make a good impression when you’re dressed well [AA]. Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is 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 [UCampaign]. 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. ● Student of Philosophy(Social Traits): You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others [Q&C]. Benefit: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). ● Bitter (Drawback): You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again [AHH]. Effect: When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
SKILLS: Skill ranks: 2 + 5 INT + 1(Favored class) = 8 ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 1 = +1 DEX ● Appraise(Int): 9 = +5 INT + 3 class skill + 1 rank ○ Bluff(Cha): 2(5 if lying) = +2 CHA ○ Climb(Str): -2 = -2 STR
○ Craft(Int): - ● Diplomacy(Cha): 6(9 if convincing) = +2 CHA + 3 class skill + 1 rank
○ Disable Device*: - ○ Disguise(Cha): -3 = +2 CHA ○ Escape Artist(Dex): 1 = +1 DEX
○ Fly(Dex)*: -
○ Handle Animal*(Cha): - ○ Heal(Wis): 1 = +1 WIS + 1 rank ○ Intimidate(Cha): 2 = +2 CHA ● Knowledge (Arcana)*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ 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): 9 = +5 INT + 3 class skill + 1 rank ● Perception(Wis): 5 = +1 WIS + 3 class skill + 1 rank ○ Perform(Cha): 2 = +2 CHA
○ Profession*(Wis): - ○ Ride(Dex): 1 = +1 DEX ● Sense Motive(Wis): 6 = +1 WIS + 3 class skill + 1 rank + 1 trait ○ Sleight of Hand*(Dex): 1 = +1 DEX ● Spellcraft*(Int): 9 = +5 INT + 3 class skill + 1 rank ○ Stealth(Dex): 1 = +1 DEX ○ Survival(Wis): 1 = +1 WIS ○ Swim(Str): -2 = -2 STR ● Use Magic Device*(Cha): 6 = +2 CHA + 3 class skill + 1 rank
Languages: Common + Draconic, Elven, Giant, Goblin, Undercommon
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. ● Scribe Scroll: 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.
MAGIC:
CL: 1 (2 for the purposes of any attempts to dispel my magic.) Spells saving throws: 15 (Conjuration - 16) + Spell Level Arcane Reservoir: 3/4 Consume Spells: 2/day
Spells per day: 1st-4/4 Spells prepared: 0th-4+1 1st-2+1
Spells known:
0th-lvl: Abjuration: Resistance Conjuration: Acid Splash Divination: Detect Magic, Detect Poison, Read Magic Enchantment: Daze Evocation: Dancing Lights, Flare, Light, Ray of Frost Illusion: Ghost Sound Necromancy: Bleed, Disrupt Undead, Touch of Fatigue Transmutation: Mage Hand, Mending, Message, Open/Close Universal: Arcane Mark, Prestidigitation
1st-lvl (3 + 5(Int)) = 8: Abjuration: Protection from Evil Conjuration: Grease, Mage Armor Divination: Detect Secret Doors, Ears of the City[PC:Heroes of the Streets, pg.30], Identify Enchantment: Sleep Illusion: Vanish[APG, pg.253]
Spells prepared (0th-4+1 1st-2+1) 0th: Detect Magic, Light, Mage Hand, Prestidigitation + Acid Splash 1st: Identify, Sleep + Vanish
Инвентарь
Outfit, Scholar's - 5gp Backpack, common - 2gp 63gp
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Лана
Автор: |
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Янука |
Раса: |
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Гном |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 10 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 15 [+2] |
Обаяние: | | 15 [+2] |
Внешность
У гномов волосы должны быть ярких оттенков, поэтому скажем, что у нее серебряные волосы, ярко блестящие в любом свете!
Характер
Лана - веселая и беззаботная гнома-мастерица, любящая свободу и искусство (а значит и хорошо сделанные вещи!) и оттого предпочитающая рассекать повсюду не в мажеских робах и не в пафосном облачении жреца, а по-простому - в одеждах рядового мастерового. Добротно, прочно, недорого и можно менять так часто, как требуется! Выгода! Экономия! Идеально! Частенько носится с какими-нибудь супер-пупер-выгодными/интересными идеями и постоянно в поиске чего-то нового - новых рецептов, новых ингредиентов, новых идей, новых способов производства, новых инструментов, новых друзей, нового взгляда на старое... продолжать можно до бесконечности.
История
С Зоманом отправилась потому что - это же новые, еще не виденные ею земли! Новые существа! Новая жизнь! Никогда нельзя упускать шанс узнать или увидеть что-то новое! Прекрасный опыт! Замечательная возможность! А как и почему эта возможность образовалась, ее интересует мало. Главное, что ей повезло!!! Да, это точно большая удача. О том, что за двадцать лет ей может и надоесть, она как-то не задумалась - ну, она ведь будет у себя, верно? Так с чего бы ей скучать?! А если заскучает - будет повод придумать что-то новое и интересное! Со всех сторон выгодное предложение! - Я была, может, не самой лучшей на потоке, но учитель алхимии хвалил меня, говорил: я делаю все, что могу. ссылка СюжетПроизошедшее в престижной магической академии преступление вынудило две могучих силы королевства начать вражду.Внезапный вопрос: что это за преступление, совершенное у нас в Академии? Лана в курсе, что там случилось? И я ведь правильно понимаю, что Зоман этого преступления не совершал, он просто козел отпущения?Деталей мало, но общий смысл, что убили сынка одного из родов близкого к трону. И косвенно указывало на него, хотя он не причем. Все выглядело что подставляли зачем-то. И этот сынок учился с нами? Или он просто приехал на инспекцию/для чего-то другого? учился, на курс выше. Деталей происшествия - вы не знаете. Вы даже с ним никогда не пересекались.
Навыки
Str 10 (2; -2 race) Dex 14 (+2) (5) Con 10 (-2; +2 race) Int 14 (+2) (5) Wis 15 (+2) (7) (bonus spells: 1st +1, 2nd +1) Cha 15 (+2) (3; +2 race) Languages: Common, Gnome, Sylvan, Draconic, Elven Hit points (hp) 8 Armor Class (AC) 15 in armor, 13 without armor (10 + 2 armor bonus + shield bonus + 2 Dexterity modifier + 1 size + other modifiers) Saving throws: Fort +2, Ref +2 (+2 Dex), Will +4 (+2 Wis) Initiative modifier +2 Attack values: +3 with ranged weapons (0 Base attack bonus + 2 Dexterity modifier + 1 size modifier + range penalty) Cleric 1st lvl Aura, channel good energy 1d6, domains, orisons (3) Spells: нулевой уровень 3, первый 2+1 (Wis +2) Hit Die: d8. Untrained 1d20 + ability modifier + racial modifier Trained 1d20 + skill ranks + ability modifier + racial modifier Trained Class Skill 1d20 + skill ranks + ability modifier + racial modifier + 3 SkillsTrainedKnowledge (nature) (Int) +6 (1) Craft (alchemy) (Int) +8 (1) (p.101 - table) (+2 race) Spellcraft (Int) +6 (1) Appraise (Int) +6 (1) UntrainedPerception Yes Wis +4 Stealth Yes Dex* +6 MagicSpell-like abilities: 1/day— dancing lights, ghost sound, prestidigitation, and speak with animals. Mending: Makes minor repairs on an object. - at will Prepared spellsOrisons Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. 1st lvlDomain: Comprehend Languages: You understand all spoken and written languages. Summon Monster I: Summons extraplanar creature to fight for you. Sanctuary: Opponents can’t attack you, and you can’t attack. FeatsScribe Scroll (Item Creation) Полный чарник: ссылкаНу, есть нюанс про освящение. Для этого нужно материальный компонент в виде 5 унций серебра которое тянет на 25 золотых ( согласно правилам). у вас есть стартовые деньги, но не думаю что в деревне вот так сходу окажется много серебра. По твоим прикидкам - хватит на 2 порции святой воды. Но для этого нужно идти и торговаться со старостой, т.к. серебра на 50 золотых тут мало кто выложит. Ну или торговцев искать.
Инвентарь
Artisan’s outfit 1 gp 1 lbs. Backpack (empty) 2 gp - 0,5 lbs. Money: 137 gp Про алхимию: ссылкаПро craft от мастера: ссылка
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Виола Анилэан
Автор: |
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Enote |
Раса: |
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Эльф |
Класс: |
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Маг |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 15 [+2] |
Выносливость: | | 10 [+0] |
Интеллект: | | 17 [+3] |
Мудрость: | | 8 [-1] |
Обаяние: | | 16 [+3] |
Внешность
Темные волосы и светящиеся от избытка магии в крови красные глаза, надменно-снисходительное выражение лица. Невысокая для эльфа, тем не менее выше большинства людей. На теле наблюдаются специальные метки ее семьи, складывающиеся в ее личную татуировку на все тело.
Характер
Девушка источает ауру превосходства, просто зная, что она лучше всех, кто ее окружает. Исключение составляет только Таргикс и потомственные маги. Девушка довольно общительна, однако привыкла к почтению и уважению. Неспособна врать, так как, очевидно, она слишком идеальна, чтобы что-то скрывать.
История
Как дочь из семьи потомственных магов, отличница учебы, красавица, воспитанница Коллегии оказалась в изгнании?
Начнем сначала. Виола, будучи выходцем из семьи Анилэан, была потомственным магом. С самого детства было понятно, кем она станет в будущем - девочка росла умной и быстро схватывала все, а волшебство струилось в ее жилах. Поступая в академию, она была удостоена чести также внеклассно обучаться в Коллегии Гармонии, что еще больше раздвинуло границы ее познаний... Сказать по правде, девушка была в определенной степени заносчивой, ощущая свое превосходство над большей частью учеников.
До роковой встречи с парнишкой из расы драконокровных... Подлец выглядел так необычно, что сразу заинтересовал девушку, а узнав его поближе, эльфийка сама не заметила, как стала все свободдное время пытаться проводить с ним. Она не придавала значения этому ее увлечению, отказываясь признавать очевидное, пока Таргикса не приговорили к смерти за не такое уж и важное преступление. Мысль о том, что его казнят, так всколыхнула ее эмоции, что девушка положила все свои силы, чтобы не дать этому случиться. И перестаралась, в итоге , конечно, оказав помощь в смягчении наказания, но вынужденная разделить его с ним.
Навыки
Виола Анилэан Хаотично добрая эльфийка Коллегиальный арканист 1 уровня Параметры: Сила 10 Ловкость 15 Тело 10 Интеллект 17 Мудрость 8 Харизма 16 Характеристики: Хп 6, АС 13 FFAC 11 TAC 12 CMB +0 CMD 12 Fort +0 Ref +2 Will +1 Навыки (2+3инт+1любимкласс) Крафт(Алхимия) +7 Профессия(Писарь) +3 Знание Арканы +7 Знание Природы +7 Знание Религии +7 Заклинательство (spellcraft) +7 Черты: Toppling spell (+1) The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. Детали (traits): Magical Lineage (Magic missle) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Mentored Benefits: Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill. Расовые черты: Эльфийский иммунитет: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Острые чувства: Elves receive a +2 racial bonus on Perception checks. Эльфийская магия: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Владение оружием: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Сумеречное зрение: Elves can see twice as far as humans in conditions of dim light. Классовые способности: Колдовство 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). Книга заклинаний 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. Магический запас 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. Поглощение заклинаний: 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. Аура добра A collegiate arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell). Знание заклинаний Безмятежности At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Collegiate initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, a Collegiate initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements.
This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels. Заклинания (DC = 13+ур.закл): (4 подготовлено)Кантрипы: (2+1 подготовлено, 3 слота)Заклинания 1го круга: Магическая стрела, Призыв малых монстров + Лечение легких ран
Инвентарь
Короткий лук (30зм) Кинжал из хладного железа (3зм) Стрелы х30 (3зм) Харамаки (Броневой пояс) (3зм) Кошелек с 31 зм Обычная одежда (старт) Роба изгнанника Книга заклинаний Содержит все кантрипы + Магическая стрела, Броня мага, Щит, Тревога, Призыв малых монстров, Кровавые деньги.
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Таргиксдаррастрикс
Автор: |
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Xardas12 |
Раса: |
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Dragonkin |
Класс: |
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Arcane Physician |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 6 [-2] |
Выносливость: | | 9 [-1] |
Интеллект: | | 15 [+2] |
Мудрость: | | 12 [+1] |
Обаяние: | | 15 [+2] |
Внешность
Кусок глупой драконятины собственной персоной: 260 сантиметров чистой, незамутнённой драконовой неуклюжести, 150 килограмм концентрированного уродства по версии всех драконов. Но чертяка всё равно был красив - его ромбовидная чешуя блестела на солнце золотом, с частыми радужными переливами, его глаза сверкали изумрудами на окружающих. Красивый, величественный, грациозный... Так можно было бы сказать, пока он не начинал двигаться и всё очарование разбивалось об грацию картошки. Даже имя Таргикса означало на драконьем языке "калека/дракон". Даже его яйцо было треснувшим, когда его нашли. Он просто не должен был бы существовать. Но он существовал - больной, худой, неуклюжий, но чертовски красивый. Как будто какая-то душа в в клетке из золотой чешуи.
Характер
Эксцентричная, своенравная личность. Ни капли самоуважения, буквально все свои заслуги считает везением или присвоением чужих заслуг. Всё это сочетается с категорической асоциальностью, выработавшейся из-за плохого отношения окружающих. Любое проявление доброты и симпатии воспринимает в штыки.
История
История Таргиксдаррастрикса примечательна только тремя фактами - то как он родился, то кем он стал и то, куда его закинула судьба.
Родился Таргикс чудом - его яйцо в кладке оказалось треснувшим. И поэтому вышел на свет Таргикс не совсем развитым. Его новорождённое тельце удалось растормошить, зажечь в нём искру жизни. никто не собирался кидать даже такого драконолюда - слишком не часто рождается потомство, слишком долго живут потомки драконов. Каждый ребёнок на счету. Особенно если из всей кладки здоровых, выживает один недоразвитый.
Годы шли, а недоразвитый в физическом плане драконорожденный становился отлично развитым умственно. Жаль только руки были из задницы, портил всё к чему прикасался. Рано в мелком проснулись и магические силы, настолько рано, что пришлось нанимать простенького учителя, чтобы утолил жажду знаний мальчика. Пройдя с первого раза экзамены в магическую школу, Таргикс стал постигать магическую науку. И вот тут то его рукозадство вышло ему боком. Ничего не клеилось, даже хуже становилось - многим он просто отдавил ноги, зацепил случайно хвостом, помешал сделать заклинание, а когда уже доходило дело до объяснений и извинений, то тут Таргикс терялся, мямлил, порой сердился, что совсем не помогало делу. Так он стал отщепенцем. И в принципе не был опечален, вырос же раком-отшельником натуральным. Причины не ясны... Но как есть, так и есть. Учёба, даже не смотря на неуклюжесть и рассеянность, нелюдимость и прочие прочие, шла неплохо. Пытливый ум Таргикса поглощал знания как губку, одиночество только подстёгивало его трудиться в поте лица и изучать науки, в том числе медицину, в которой он видел спасение от своих телесных дефектов...
В медицине и скрывалась та опасная заковыка, что поставила крест на жизни парнишки на ближайшие 20 лет. Оказался не в том месте, не в то время, накосячил - здравствуй смертный приговор. Спасибо родителям что попытались его смягчить. Единственный сын, как никак... Наставник, когда отводил их порталу, делился мыслями, мол это интриги. Вы пали жертвами интриг. Старых, опасных, говорил что им сильно повезло что драконорожденные стоят за своё потомство горой. Да, повезло... Спасибо мам! Спасибо пап! Спасибо дедушка, бабушка, и ещё пол сотни моих родственников, которые проживают в моей общине! Будьте уверены что Таргиксдаррастрикс выживет и увидит свои первые пол тысячелетие, как это делают их дальние предки - драконы.
Навыки
CN Medium Humanoid Male Dragonkin Arcane Physician 1 lvl Favored Class: Arcane Physician ABILITY SCORES: STR 14 [+2] DEX 06 [-2] CON 09 [-1] INT 15 [+2] WIS 12 [+1] CHA 15 [+2] SAVING THROWS: Fortitude -1 = +0 Arcane Physician -1 Con Reflex -2 = +0 Arcane Physician -2 Dex Will +3 = +2 Arcane Physician +1 Wis COMBAT STATS: Hit Points 6 = +6 Arcane Physician -1 Con +1 Favored class AC 9 = 10 + 0 Armor Bonus + -2 Dex Modifier + 1 Natural Armor Bonus Flat-Footed 11 = 10 + 0 Armor Bonus + 1 Natural Armor Bonus Touched AC 9 = 10 -2 Dex Modifier + 1 Natural Armor Bonus Resistance: Fire 2 BAB +0 CMB(Combat Maneuver Bonus) +2 = +0 BAB + 2 STR CMD(Combat Maneuver Defense) 10 = 10 +0 BAB +2 STR -2 DEX Initiative -2 = -2 DEX Speed 20' RACIAL TRAITS: ● Ability Score Racial Traits: +2 Strength, −2 Dexterity, +2 Charisma: Dragonkin are strong and exude presence, but they are not quick. ● Type: Dragonkin are humanoids with the dragonkin subtype. ● Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size. ● Base Speed(Slow): Dragonkin have a base speed of 20 feet, and their speed is never modified by encumbrance or armor. ● Languages: Dragonkin begin play speaking Common and Draconic. Dragonkin who have high Intelligence scores scores can choose from the following: Dwarvish, Elemental, Elvish, Infernal, Kobold, Minotaur, and Ghoulish/Undercommon. See the Linguistics skill page for more information about these languages. ● Energy Resistance: Dragonkin must choose acid, cold, fire, lightning, or sonic energy at 1st level. They have energy resistance 2 against that energy type. ● Metallic Form: Dragonkin have a +1 natural armor bonus. ● Dragonhide: Dragonkin gain a +2 racial bonus on Intimidate and Diplomacy checks. Fly is always a class skill for dragonkin. ● Darkvision(Senses Racial Traits): Dragonkin have darkvision, allowing them to see perfectly in the dark up to 60 feet. CLASS FEATURES(Witch): ● Weapon and Armor Proficiency: Wizards 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. ● Spells: A 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 Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. ● Arcane Bond (Ex or Sp) - Ring: 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. 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. ● Cantrips: Wizards 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). ● Medicinal Alchemy: The arcane physician treats all spells of the healing subschool on the alchemist extract list as if they were on the wizard spell list for the purpose of activating magic items. Additionally, he can expend a spell slot of the appropriate level to meet the spell requirements for magic item construction (including potions) as if the expended spell slot contained any alchemist spell that belongs to the healing subschool. If the spell is on both the wizard and alchemist lists, the arcane physician may expend a slot equal to the spell’s alchemist level instead of the spell’s wizard level. At 8th level, the arcane physician can expend a spell slot of 1st level or higher as a standard action to alter a potion or alchemical remedy held in hand. An alchemical remedy can become any other alchemical remedy of the same or lower price of the arcane physician’s choice. A potion can change to contain any alchemist extract of the arcane physician’s choice that belongs to the healing subschool and is of the same level as or lower than the expended spell slot. The extract must have no material component costing more than 1 gp, and it must be one that it is possible to make into a potion. This ability replaces arcane school. ● Brew Potion: At 1st level, an arcane physician gains Brew Potion as a bonus feat. This replaces scribe scroll. Spell Book DC = 10 + the spell level + the wizard’s Int ● 0lvl(All): ссылка● 1lvl(5): (2/2) - Alchemical Tinkering - Magic Missile - Shield - Floating Disk - Interrogation SKILLS: Skill ranks(Arcane Physician): 2 + INT = 2 + 2 = 4 ACP(Armor Check Penalty) = 0 ○ Acrobatics(Dex): -2 = -2 DEX ● Appraise(Int): 4 = +2 INT ○ Bluff(Cha): +2 = +2 CHA ○ Climb(Str): +2 = +2 STR ○ Craft(any)(Int): -● Craft(Alchemy)(Int): 8 = +2 INT + 3 class skill + 1 rank + 2 trait ○ Craft(Int): -○ Diplomacy(Cha): +4 = +2 CHA + 2 racial ○ Disable Device*(DEX): -○ Disguise(Cha): +2 = +2 CHA ○ Escape Artist(Dex): -2 = -2 DEX ● Fly*(Dex): -○ Handle Animal*(Cha): -○ Heal(Wis): +1 = +1 WIS ○ Intimidate(Cha): +4 = +2 CHA + 2 racial ● 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): 6 = +1 WIS + 3 class skill + 1 rank + 1 trait ○ Perform*(Cha): -○ Perform*(Cha): -● Profession*(Wis): -○ Profession*(Wis): -○ Ride(Dex): -2 = -2 DEX ○ Sense Motive(Wis): 0 = 0 WIS ○ Sleight of Hand*(Dex): -● Spellcraft*(Int): 7 = +2 INT + 3 class skill + 1 rank + 1 trait ○ Stealth(Dex): -2 = -2 DEX ○ Survival(Wis): +1 = +1 WIS ○ Swim(Str): +2 = +2 STR ● Use Magic Device*(Cha): 6 = +2 CHA + 3 class skill + 1 rank Languages: Common, Draconic, Sylvan, Elven. FEATS: ● Scribe Scroll (Item Creation)● Brew Potion(Bonus)TRAITS: ● Alchemical Adept: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again. ● Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. ● Arcane Scholar: Choose either Knowledge (arcana) or Spellcraft; you gain a +1 trait bonus on that skill and it is a class skill for you. DRAWBACKS: ● Doubt: Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Инвентарь
Pouch, spell components 5 gp 65 gp wealth
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