Санни
Автор: |
|
InanKy |
Раса: |
|
Человек |
Класс: |
|
monk2/swordsage3/SSN1 |
Мировоззрение: |
|
Принципиальный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 17 [+3] |
Выносливость: | | 14 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 10 [+0] |
Внешность
Среднего роста, весьма плотного телосложения молодой человек. Волосы черные, карие глаза. Все это весьма и весьма неухоженное. Выражение лица большую часть времени такое, будто его только что смертельно оскорбили, и причем это сделал абсолютно каждый вокруг. Одет в простую одежду поудобнее, оружия никакого при себе не видно. В целом, смахивает на обычного бродягу.
Характер
Весельчак, балагур и душа компании: это все не про Санни. Обычно довольно угрюмый и при этом довольно раздражительный - это гораздо ближе к делу. Любит помахать кулаками почем зря (не важно, с кем, будь то товарищи, или случайные прохожие), не прочь местами выпить чего покрепче.
Но на самом деле парень добрый до самого некуда. Без веской причины и мухи не обидит, не говоря уж о более разумных существах. Это не относится к тем, кого сам Санни считает злыми и погрязшими в пороке.
История
Санни, в отличие от большинства монахов, обучался не в монастыре. Это было что-то в духе частной школы. Отошедший довольно давно от дел приключенец решил основать собственную школу, где обучал своих учеников мастерству владения оружием и собственным телом. Немаловажной частью обучения было и воспитание мировоззрения.
После многолетнего обучения Санни отправился путешествовать по миру. Поначалу он решил заниматься работой по своему профилю - убийству. В одном из крупных городов ему удалось найти подобие гильдии убийц, где он и осел. Но через некоторое время он понял, что наемные убийства не приносят ему никакого удовлетворения. К тому же, чаще всего Санни даже не знал, кого именно приходилось убивать, была ли жертва злодеем или же, наоборот, хорошим человеком.
Санни покинул свое рабочее место и решил для себя, что отныне будет сам решать, кто заслужил смерть, а кто нет. А для этого стоило узнать получше окружающий мир. Отправившись, куда глаза глядят, он надеялся повидать все окрестные земли, но быстро понял, что одному этим заниматься безумно скучно и, не в последнюю очередь, весьма опасно.
Санни решил найти какую-нибудь команду приключенцев и присоединиться к ним - и ему это удалось.
Навыки
Name: Alignment _LG_ Race _human_ Gender _male_ (24 года) Size Type _Medium_ Monk 2/ Swordsage 3/Shadow Sun Ninja 1 Deity: None Region:
----{ ABILITIES / }--- STR....10....-......0 DEX....17....-......3 CON....14....-......2 INT....10....-......0 WIS....16....-......3 CHA....10....-......0
Init : +4 Speed: 40 ft HP : 45
---{ ATTACK OPTIONS }--- BAB : +3 = +1(monk) +2(swordsage) Grpl: +3
Melee: +7 = +3(BAB) +1 (Weapon Focus) + 3 (Dex) Ranged: +4 = +3(BAB) + 3 (Dex) - 2(misc)
Flurry of blows: +2/+2 (+5/+5) = +3(bab)+ -2/-2 (FoB) +1(WeaponFocus(US)) + (+3(Dex))
---{ DEFENSE OPTIONS }---
Full : 19 = 10 + 3 dex + 4 misc + 1armor + 1 defl Touch: 18 = 10 + 3 dex + 4 misc + 1defl FlatF: 16 = 10 + 5 misc + 1defl + 1armor
Fort: +9= +4 +2 +1+2 Refl: +12=+6 + 3(Dex) +1+2 Will: +13=+6 +3(Wis) +1+2+1
---{ SKILLS }---
13 Balance 8 + 3(dex) +2misc = 13 11 Hide 8 + 3(dex) = 11 11 Move silently 8 + 3(dex) 14 Tumble 9 + 3(dex) + 2misc 8 Heal 4.5 + 4(wis) 2 Spellcraft 2
Skill tricks: Twisted Charge
Language: Common
---{ FEATS}---
Weapon Finesse Shadow Blade Adaptive Style Extra Readied Maneuver Mage Slayer
============
Stunning Fist Combat Reflexes Evasion Quick to Act +1 Discipline Focus (Shadow Hand) -- Weapon Focus (Shadow Hand)
---{ FLAWS }--- Shaky
---{ RACIAL & TEMPLATE FEATURES }--- [Race Human] +1 Feat (1l) +4 Skill point (1l) +1 Skill point/l speed 30ft
---{ MANEUVERS KNOWN }---
Wind Stride Burning Blade Stone Bones Mighty Throw Shadow Blade Technique Clinging Shadow Strike Mountain Hammer Cloak of Deception Shadow Jaunt
Stances: -- Child of Shadow -- Flame's Blessing
---{ MANEUVERS DESCRIPTION }---
WIND STRIDE Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.
BURNING BLADE Desert Wind (Boost) [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level.
STONE BONES Stone Dragon (Strike) Level: Crusader 1, swordsage 1, warblade 1 Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
MIGHTY THROW Setting Sun (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Touch Target: Creature touched As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifi er, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
SHADOW BLADE TECHNIQUE Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home
CLINGING SHADOW STRIKE Shadow Hand (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance, but not the extra damage.
MOUNTAIN HAMMER Stone Dragon (Strike) Level: Crusader 2, swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature or unattended object As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness
CLOAK OF DECEPTION Shadow Hand (Boost) Level: Swordsage 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability.
STANCES:
CHILD OF SHADOW Shadow Hand (Stance) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill.
FLAME’S BLESSING Desert Wind (Stance) [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You gain some resistance to fi re as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance. Tumble Ranks Fire Resistance 4–8......5 9–13....10 14–18..20 19+.....Immunity
Инвентарь
Readied Maneuvers: Mountain Hammer Shadow Blade Technique Stone Bones Shadow Jaunt Burning Blade Cloak of Deception
==================
Cloak of Protection +1 (1k gp) Bracers of Armor +1 (1k gp) Ring of Protection +1 (2k gp) Acrobat boots (900gp) Everlasting Ration (350gp) Monk's Belt Ring of Force Shield
Traveler’s outfit 1 gp
Bedroll (1sp) Rope(silk) 50ft (10gp)
Money: 2153gp 9sp
XP: 19511 (next level: 21000)
|
Лорен
Автор: |
|
Belgarim |
Раса: |
|
Aasimar |
Класс: |
|
Bard 7 |
Мировоззрение: |
|
Хаотичный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 19 [+4] |
Внешность
Лорен довольно красив и одеваеться хотя и довольно броско, одежда у него достаточно высокого качества ив меру удобная. Синий Камзол, темные штаны, кожанные сапоги и пара сабель на поясе. Длинноволосый блондин с золотыми глазами и бледной кожей. Ростом примерно 180 см. Довольно худощав, но в целом в пределах нормы. Пальцы длинные и цепкие, однако с глазомером у него есть серьезные проблемы. Такое ощущение что его внутренний прицел сбит немножко влево. У Лорена приятный голос, баритон.
Характер
Для барда, Лорен обладает на удивление спокойным характером. Стараеться сначала думать, а потом делать. Все совсем не так на публике - на публике он громкий, веселый, постоянно шутит и подкалывает. То ли потому что хочет соответствовать стереотипу то ли потому что публике не нужны по его мнению спокойные барды. Не слишком уважает законы и считает что сердце важнее чем правила. И если закон не справедлив - то его лучше нарушить, чем жить жалкой жизнью из-за него потому что это "правильно"
История
Родился в северных землях. Отец - Аазимар. Мать - Простой человек. Божественная кровь в Лорене не так сильна как в других аазимарах и это заметно - он может быть и отличаеться "неземной" красотой, но столь же "неземной" мудрости в комплекте не шло. Отец Лорена, Люциус, был одним из представителей ордена паладинов и именно он учил Лорена в детстве азам воинского искусства. Однако Лорен к сожалению не обладал нужными навыками, для того, что бы стать хорошим рыцарем. У него не обладал ни крепким телом ни сильным духом. Может быть он и обладал сильной личностью, но на одном только этом паладином не стать. Ещё Лорен не понимал, по чему о его отца так мало знает людей. Почему его не узнают на улицах? Почему о нем не кричат славу в тавернах и других местах? Ведь он же совершил немало подвигов, так как же так? В итоге парень пришел к выводу что все дело в том, что просто некому поведать миру о его подвигах. Именно тогда Лорен и решил стать бардом. Мальчик рос и учился. У него были задатки для того что бы стать хорошим певцом и из него выходил неплохой танцор. И так бы и вырос мальчик тенью своего отца. Если бы не случилась беда: отец исчез в одном из своих походов и никто не знает что с ним случилось. Лишившись отца и своего объекта восхваления Лорен решил покинуть отчий дом и отправиться в странствия, в странствия, где он сможет найти отца, где он сможет прославить свое имя и имена тех, с кем он будет рядом. Вот так Лорен и стал странствующим бардом. Времени прошло много и Лоренс успел стать достаточно неплохим фехтовальщиком. Вспоминая свои тренировки с отцем он начал вспоминать, что отец его в бою фактически танцевал и со временем он смог вопроизвести этот танец. Он отнимал много сил, однако тем не менее та грация, тот ритм, позволял ему получить значительное преимущество в бою. Отдавшись музыке, которая играла в его голове, бард становился куда сосредоточеннее и его удары становились более непредсказуемыми, что делало их более сложными для отражения. Со временем бард решил, что пора ему начать заниматься своим истинным ремеслом: восхвалять в веках героев. И вот так он нашел одну группу искателей приключений...
Навыки
Name: Лорен Alignment _CG_ Race _ Aasimar _ Gender _male_ Size Type _Medium_ Bard 7 ----{ ABILITIES / }--- STR....12….-......1 DEX....16....-......3 CON....10....-......0 INT....12....-......1 WIS....10....-......0 CHA....19....-......4 Init : +3 = +3 (Dex) Speed: 30 (30 base, light armor) HP : 30 = 6 (1 lvl) + (3+1)*6 ---{ ATTACK OPTIONS }--- BAB : +5 = +5 (bard) Grpl: +5 = +5 (bard) [Cutlass +1, melee 1d6 (19-20/x2)] Attack Bonus: +9 = 5 (BAB) + 3 (Dex) +1 (magic) Damage: 1d6+1 (Str) + 1(magic) [masterwork cutlass, melee 1d6 (19-20/x2)] Attack Bonus: +9 = 5 (BAB) + 3 (Dex) +1 (masterwork) Damage: 1d6+1 (Str) [two cutlasses, melee 1d6 (19-20/x2)] Attack Bonus: +7\+7 Damage: 1d6+1 (Str) [Longbow, 1d8 (19-20x2)] 100 ft Attack Bonus: +6 = 5 (BAB) + 3 (Dex) – 2 (Flaw) Damage: 1d8 ---{ DEFENSE OPTIONS }--- Full : 18 = 10 + 3 (Dex) + 4 (chain shirt) + 1 (enchantment) Touch: 13 = 10 + 3 (Dex) FlatF: 15 = 10 + 4 (chain shirt) + 1 (enchantment) Fort: +2 = +2 (Br) + 0 (Con) Refl: +8 = +5 (Br) + 3 (Dex) Will: +5 = +5 (Br) + 0 (Wis) ---{ SKILLS }--- 11 Tumble (Dex) = 10 + 3 (Dex) - 2 (armor) 14 Perform (dance) = 10 + 4 (Cha) 14 Perform (sing) = 10 + 4 (Cha) 16 Diplomacy (Cha) = 10 + 4 (Cha) + 2 (syn) 14 Bluff (Cha) = 10 + 4 (Cha) 14 Use magic device (Cha) = 10 + 4 (Cha) 10 Concentration (Con) = 10 + 0 (Con) ---{ FEATS/(1 (flaw) + 1 (1 lvl) + 1 (3 lvl) = 3}--- Two weapon fighting Weapon finesse Snowflake war dance (Fb) Jack of all trades Flaw: Shaky. ---{ RACIAL & TEMPLATE FEATURES }--- [Race Aasimar] Ability Score Adjustments: +2 Charisma. Outsider Type: Aasimar are native outsiders. Thus, they are vulnerable to spells and effects that work on creatures of the outsider type but immune to effects that target other types. For example, an aasimar would be subject to the extra damage from an outsider bane sword but immune to hold person, since that spell affects only humanoids. Size: Aasimar are Medium size. Speed: Aasimar base land speed is 30 feet. Darkvision (Ex): An aasimar has darkvision to a 60-foot range. Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day. Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks. Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity. Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. ---{ CLASS FEATURES }--- Armor proficiency – light armor and shields (except tower shields). Weapon proficiency – all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Alternative class feature: bardic knack. Bardic Music – Countersong, Fascinate, Inspire Courage, Inspire Competence. Caster Level 7 DC 14+spell level Spells Known 0 (6), 1 (4), 2 (3) 0) Detect magic, read magic, prestigiration, ghost sound, lullaby, songbird (SC). 1) silent image, improvisation (SC), inspirational boost (SC), Critical Strike (SC) 2) grace (SC), glitterdust , Whirling Blade (SC) dark way (SC) 3) Haste, sonic shield Spells per day: 0 - 3\3 1 - 4\4 2 - 3\3 3 - 1\1 Spells: 0 Ghost sound Illusion (Figment) Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell. Material Component
A bit of wool or a small lump of wax. Lullaby Enchantment (Compulsion) [Mind-Affecting] Level: Brd 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Living creatures within a 10-ft.-radius burst Duration: Concentration + 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. Read magic Divination Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell. Focus
A clear crystal or mineral prism. Detect magic Divination Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round
Presence or absence of magical auras. 2nd Round
Number of different magical auras and the power of the most potent aura. 3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell. Prestidigitation Universal Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Songbird Transmutation Level: Bard 0, Components: V, S, Casting Time: 1 full round Range: Personal Duration: Performance +1 hour or until discharged (see text)
You acquire an even greater Charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma-based skill check against any one person who saw the performance. This effect lasts for the duration of the performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect.
1 Silent image Illusion (Figment) Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration: Concentration Saving Throw: Will disbelief (if interacted with) Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. Focus
A bit of fleece. Improvisation Transmutation Level: Bard 5, Components: V, S, M, Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level
Improvisation makes available a floating "pool" of bonus points that the caster can use as desired to improve his or her odds of success at various tasks. This bonus pool consists of 2 points per level, which the caster can divide as desired among attack rolls and skill or ability checks. The caster must declare any bonus-point usage before the appropriate rolls are made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for purposes of stacking. For example, a 14th-level bard pauses from chasing a pickpocket to cast improvisation. Over the next 14 rounds, he could add +8 to a Spot check, +6 to a Climb check, and +7 to two of his attack rolls. Material Component: A pair of dice.
Inspirational boost Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard 1, Components: V, S, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round or special; see text
When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal. While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.
Critical Strike Critical Strike (Complete Adventurer)
Divination Level: Assassin 1, Sorcerer 1, Wizard 1, Components: V, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round
While this spell is in effect, your melee attacks are more likely to strike a foe's vital areas. Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon's threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits. The increased threat range granted by this spell doesn't stack with any other effect that increases your weapon's threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks.
2 Grace Transmutation [Good] Level: Bard 2, cleric 3 Components: V Casting time: 1 swift action Range: Personal Target: You Duration: 1 round/level
You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a -20 circumstance penalty on hide checks made while under the effect of this spell. For the duration of the spell, you gain a +2 sacred bonus to Dexterity and your base land speed increases by 10 feet. Your touch attack and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for purpose of overcoming damage reduction
Glitterdust Conjuration (Creation) Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures and objects within 10-ft.-radius spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks. Material Component
Ground mica.
Whirling Blade
Transmutation Level: Bard 2, Sorcerer 2, Wizard 2, Warmage 2, Components: V, S, AF, Casting Time: 1 standard action Range: 60 ft. Effect: 60-ft. line Duration: Instantaneous Saving Throw: None Spell Resistance: No
As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. Focus: A slashing melee weapon that the caster hurls.
Dark Way Illusion (Shadow) Level: Bard 3, Components: V, S, DF, Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One bridge of force 2 ft. wide, 1 in. thick, and up to 20 ft./level long Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
You create a ribbonlike, weightless, unbreakable bridge. The dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on the dark way without penalty, since it is no more slippery than a typical dungeon floor. You (but not anyone else) gain a +5 competence bonus on all Balance checks while made on the dark way. The dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on the dark way to exceed this limit sink through it as if it weren't there. You never sink through the dark way unless your own weight exceeds the spell's maximum capacity.
3 Haste Haste Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow. Material Component
A shaving of licorice root.
Sonic shield Evocation Level: Bard 3, Duskblade 5, Sorcerer 5, Wizard 5, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level
The air around you shifts and shimmers as a field of pure sonic energy forms before you. This shield repels all attacks with a blast of energy that sends the attacker stumbling backward. This spell grants you a +4 def lection bonus to AC. In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of sonic damage.
Инвентарь
XP: 21371 = 6000 (начальный пул) + 200 (медвесов) + 400 (дерево страшное) + 2400 (ватага гопоты) + 400 (два бандита-неудачника) + 305 (3 варга) + 140 (анхег) + 1950 (бой в обители) + 111 (марадер) + 445 (аццкие звери) + 445 (Волкообразы) + 1115 (вриллы) + 100 (мост) + 445 (спрутомешки) + 1115 (опять вриллы) + 2715 (Последний бой) + 1000 (спасение Сатуры) + 635 (rust-monsters!) + 850 (одеяльца) + 465 (Эриния, мать же её перемать)
Wand of sleep (12-th caster level) 18 charges Wand of Eagle's splendor 26 charges
Spells per day: 0 - 3\3 1 - 2\4 2 - 1\3 3 - 1\1 Bardic Music: 3/7
Медалька: 1\3
--------------------------------------------------- 1250 - +1 chain shirt 25 lb 2315 - +1 cutlass 3 lb 1400 - badge of valor -
315 - masterwork cutlass 3 lb 5 - spell component pouch 2 lb 75 - longbow 3 lb Arrows: 40 - 2 gp. - 6 lb 1 Traveller's outfit - 5 lb
In backpack 16 - Standard Adventurer's Kit 24 lb (backpack included) 8 - ink, vial - 0.1 - inkpen - 4 - Paper (40 sheets) - 40 - alchemist fire (2) 2 lb 20 arrows - 1 gp - 3 lb 76 lb total. medium load.
Without backpack: 42 lb - light load
(18 )Wand of sleep (12-th caster level)
183 gp
|
Тариэль
Автор: |
|
Old |
Раса: |
|
Человек |
Класс: |
|
Cleric 5 / Divine oracle 2 |
Мировоззрение: |
|
Нейтральный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 12 [+1] |
Выносливость: | | 13 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 17 [+3] |
Обаяние: | | 14 [+2] |
Внешность
Невысокий парень, среднего телосложения, на вид - лет 25-27. Темные волосы, светло-голубые глаза, непримечательное лицо. Из-под темного плаща видны полные латы, на поясе - кошелек для маткомпонентов, тяжелая булава и кинжал. На груди - деревянный, искусно вырезанный символ Эхлонны - единорог. На левой руке - баклер из темного дерева. За плечами - длинный лук, колчан и потертый вещмешок с притороченным к нему спальником.
Характер
Потеря родителей и жизнь в лесу наложили свой отпечаток на характер Тариэля. Молчалив, задумчив, не любит шумные компании и городскую жизнь.
История
Свое настоящее имя Тариэль вспоминать не любил. Каждый раз, когда оно ненароком всплывало в памяти, накатывал липкий страх. Перед глазами вставал образ горящей деревни, в уши набатом бил деревенский колокол и отчаянные крики людей. Когда мальчишке было восемь лет, местному князьку пришла в голову «блестящая» идея – отделиться от Империи. Все шло хорошо, пока в провинцию не вторглись имперские войска – усмирять и принуждать к миру и согласию. Механизм это был отработанный и солдаты с показной жестокостью принялись претворять его в жизнь. Как назло, над деревенькой Тариэля вился новый, «неимперский» флаг. Это значило, что к деревне можно было применять «особые» меры. К счастью, мальчишке удалось сбежать в лес. Вернуться на пепелище он не решился, а через пару дней плутания по лесу, наткнулся на небольшой шалаш – пристанище старого эльфа-рейнджера, почитавшего Эхлонну. Рейнджер взял «человеческого детеныша» на воспитание. К сожалению, паренек не был особенно ловким и сильным, ему плохо давалась наука владения мечом и луком, он не разбирался в растениях и животных, не имел способностей к пению и эльфийским искусствам.
С горем пополам Тариэлю-рейнджеру удалось научить мальчишку нескольким молитвам своей покровительнице и дать знания об окружающем их лесе. Но правильно говорят – терпение и труд все перетрут. Эльф считал, что для того, чтобы метко стрелять из лука – нужна хорошая ловкость. Оказалось, что раз за разом стреляя в мишень, можно быть метким не только за счет ловкости. Меткость можно развить опытом. Когда ты в течение десяти-двенадцати лет натягиваешь лук и выпускаешь в цель стрелу за стрелой, рано или поздно приходит озарение – стрела полетит туда, куда ты ее пошлешь. Это легко понять, но сложно осуществить. Это приходит только с опытом. Так получилось и с парнем. Десять долгих лет показались эльфу годом. Но для мальчишки, а потом и юноши жизнь в лесу казалась скучной и размеренной. Он умел стрелять из лука и лечить раны, разбирался в растениях и религии (правда, только эльфийских божеств) и он хотел приключений. Его звала дорога. Парень взял себе имя учителя и отправился в большой мир…
Навыки
Name: Тариэль ‘Стрелок’ Alignment _NG_ Race _human_ Gender _male_ (30 лет) Size Type _Medium_ Cleric 5 [Ehlonna] / Divine oracle 2 ----{ ABILITIES / }--- STR....12….-......1 DEX....12....-......1 CON....14....-......2 INT....10....-......0 WIS....17....-......3 CHA....14....-......2 Init : +1 = +1 (Dex) Speed: 20 (30 base, heavy armor) HP : 54 = 8 (1 lvl) + (5+1)*4 (4 lvl) + (4+1)*2 (DO) + 2*6 (Con) ---{ ATTACK OPTIONS }--- BAB : +4 = +3 (cleric) + 1 (DO) Grpl: +4 = +3 (cleric) + 1 (DO) [Mace, melee 1d8 (19-20/x2)] Attack Bonus: 5 = 4 (BAB) +1 (Str) Damage: 1d8+1 [Masterwork composite longbow (+1 Str), 1d8 (19-20x2)] 110 ft Attack Bonus: +8 (9) = 4 (BAB) + 3 (Wis) + 1 (masterwork) + 1 (Point Blank Shot) Damage: 1d8 + 1 (Str) ---{ DEFENSE OPTIONS }--- Full : 20 = 10 + 1 (Dex) + 9 (Full plate) + 1 (Darkwood buckler) Touch: 11 = 10 + 1 (Dex) FlatF: 19 = 10 + 9 (Full plate) + 1 (Darkwood buckler) Fort: +6 = +4 (Cl) + 0 (DO) + 2 (Con) Refl: +2 = +1 (Cl) + 0 (DO) + 1 (Dex) Will: +10 = +4 (Cl) + 3 (DO) + 3 (Wis) ---{ SKILLS / 2*4+4 + (2+1)*6 = 30}--- 12 Concentration (Con) = 10 + 2 (Con) 13 Knowledge (religion) (Int) = 10 + 3 (Skill Focus) + 0 (Int) 10 Spellcraft (Int) = 10 + 0 (Int) Language: Common, Elven. ---{ FEATS/(1 (general) + 1 (1 lvl) + 1 (3 lvl) + 1 (6 lvl) = 4}--- Point Blank Shot Precise Shot Zen Archery (Complete Warrior) Skill Focus (Knowledge [religion]) ---{ RACIAL & TEMPLATE FEATURES }--- [Race Human] +1 Feat (1 level) +4 Skill point (1 level) +1 Skill point/level speed 30ft ---{ CLASS FEATURES }--- Cleric Armor proficiency - all types of armor (light, medium, and heavy), and with shields (except tower shields). Weapon proficiency – all simple weapons, favored weapon – longbow. [su] Turn Undead 5/day Aura: Good [--] Domains: Good, Plant, Granted Power (Good): You cast good spells at +1 caster level. Granted Power (Plant): Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Divine Oracle Oracle domain, scry bonus Granted Power: You cast divination spells at +2 caster levels. Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells. Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues. Trap Sense (Ex): At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8. Oracle Domain Spells 1 Identify M: Determines single feature of magic item. 2 Augury M, F: Learns whether an action will be good or bad. 3 Divination M: Provides useful advice for specific, proposed action. 4 Scrying F: Spies on subject from a distance. 5 Commune X: Deity answers one yes-or-no question/level. 6 Legend Lore M, F: Learn tales about a person, place, or thing. 7 Scrying, Greater: As scrying, but faster and longer. 8 Discern Location: Exact location of creature or object. 9 Foresight: “Sixth sense” warns of impending danger. Caster Level 7 DC 13+spell level Spells Prepared 0 (6), 1 (5+1), 2 (4+1), 3 (3+1), 4 (1+1) 0 – Create Water, Guidance x 3, Detect Poison, Purify Food and Drink. 1 - Bless, Ebon Eyes (SC), Divine Favor, Light of Lunia (SC), Shield of Faith + Entangle (D). 2 - Close Wounds (SC), Light of Mercuria (SC), Find Traps, Hold Person + Barkskin (D). 3 - Holy Storm (SC), Wind Wall, Dispel Magic + Divination (D) 4 - Revenance (SC) + Holy Smite (D) CLOSE WOUNDS Conjuration (Healing) Level: Cleric 2 Components: V Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless) Your ally falls from a crashing blow, but you don’t have time to reach him. You quickly speak words of power, and the worst of his injuries glow golden and begin to heal. This spell cures 1d4 points of damage +1 point per caster level (maximum +5). If you cast this spel1 immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw). EBON EYES Transmutation Level: Assassin 1, cleric 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless) You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature’s eyes become shrouded in blackness. The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name. Material Component: A pinch of powdered black gemstone of any type. HOLY STORM Conjuration (Creation) [Good, Water] Level: Cleric 3, paladin 3 Components: V, S, M, DF Casting Time: 1 standard action Range: 20 ft. Area: Cylinder (20-ft. radius, 20 ft. high) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You call upon the forces of good, and a heavy rain begins to fall around you, its raindrops soft and warm. A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn. Material Component: A flask of holy water (25 gp). LIGHT OF LUNIA Evocation [Good, Light] Level: Celestia 1, cleric 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10ft./level) Target and Effect: You and up to two rays; see text Duration: 10 minutes/level (D) or until discharged; see text Saving Throw: None Spell Resistance: Yes; see text You invoke the powers of good and you begin to glow with the silver light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foor radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell. LIGHT OF MERCURIA Evocation [Good, Light] Level: Cleric 2, sorcerer/wizard 2 This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders. LIGHT OF VENYA Evocation [Good, Light] Level: Cleric 3, sorcerer/wizard 3 This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature. OMEN OF PERIL Divination Level: Cleric 1, druid 1, Liberation 1, ranger 1 Components: V, F Casting Time: 1 round Range: Personal Target: You Duration: Instantaneous A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of your imme¬diate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger. The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you get one of three visions, which lasts just a second or two. • Safety: You aren’t in any immediate danger. If you continue on your pres¬ent course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so. • Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so. • Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour. If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly. Choosing which vision is "correct" takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face. The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract prin¬ciples. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger. Unlike the more powerful augury spell (PH 202), an omen of peril doesn’t respond to a specific question. It indi¬cates only the level of danger likely for the next hour, not what form the danger will take. Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp. NIMBUS OF LIGHT Evocation [Light] Level: Cleric 1, Purification 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged (D) A glittering corona of sunlight surrounds your body at a few inches distance – until you release it as a focused blast of divine energy. The nimbus of light around you glows like a lantern, providing bright illumi¬nation in a 30-toot radius (and shadowy illumination for an additional 30 feet) from you. As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not. REVENANCE Conjuration (Healing) Level: Bard 6, blackguard 4, cleric 4, paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Dead ally touched Duration: 1 minute/level Saving Throw: None; see text Spell Resistance: Yes (harmless) You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight. This spell brings a dead ally temporar¬ily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead. The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her.
Инвентарь
XP: 22 541 = 6000 (начальный пул) + 200 (медвесов) + 400 (дерево страшное) + 2400 (ватага гопоты) + 400 (два бандита-неудачника) + 305 (3 варга) + 140 (анхег) + 1950 (бой в обители) + 111 (марадер) + 450 (аццкие звери) + 445 (волкобразы) + 1115 (5 вриллов) + 100 (мост) + 445 (мешки кожаные летающие) + 1115 (5 вриллов) + 2715 (последний бой) + 1000 (спасение Сатуры) + 635 (ржавки) + 850 (одеяла) + 600 (эриния) + 700 (одеяла и червяки) + 465 (виверны)
Spells Prepared 0 (6), 1 (5+1), 2 (4+1), 3 (3+1), 4 (1+1) 0 – Create Water, Guidance x 2, Detect Poison, Purify Food and Drink. 1 - Bless, Ebon Eyes (SC), Divine Favor, Light of Lunia (SC), Shield of Faith + Entangle (D). 2 - Close Wounds (SC), Light of Mercuria (SC), Find Traps, Hold Person + Barkskin (D). 3 - Holy Storm (SC), Wind Wall, Dispel Magic + Divination (D) 4 - Revenance (SC) + Holy Smite (D)
The Sigil of Stars’ bearer can, at will, perform the following abilities as the spells cast by an 8th-level sorcerer: flare, light, disrupt undead and protection from evil.
The bearer may also cast glitterdust, daylight or halt undead but each casting of these spells causes one of the Sigil’s eight stars to vanish. Once all eight stars have been used, the Sigil dissipates and the bearer no longer has access to any of its benefits. Использовано звезд: 3/8
---{ Equipment}--- Traveler’s Outfit. Backpack (2 lb) = 2 gp. Waterskin (4 lb) = 1 gp. Rations, trail х4 (4 lb) = 2 gp. Flint and steel = 1 gp. Bedroll (5 lb) = 0,1 gp. Candle х10 = (-) = 0,1 gp. Ink (-) = 8 gp. Inkpen х2 (-) = 0,2 gp. Paper х5 (-) = 2 gp. Soap (1 lb) = 0,5 gp. Pouch, belt (0,5 lb) = 1 gp. Tindertwig = 1 gp. Spell component pouch (2 lb) = 5 gp. Holy symbol (wood) = 1 gp Focus (bones) = 25 gp Dagger (1d4 19-20x2 1 lb) = 2 gp. Mace, heavy (8 lb) = 12 gp Masterwork composite longbow (+1 Str bonus) = 500 gp 60 Arrows = 3 gp 40 Arrows (cold iron) = 20gp 40 Arrows (silver, alchemical) = 82 gp Holy water (flask) = 25 gp Masterwork studded leather armor (restful cristal) Darkwood buckler = 205 gp (8) Wand of lesser vigor = 750 gp (27) Wand of CLW = 750 gp (46) Wand of Nimbus of light = 750 gp (17) Staff of healing
(2) Potion of CLW Potion of darkvision thunderstone, 2 tanglefoot bags, smokestick
Gold: 5400 gp - 5300 gp (Equipment) + 2000 (из монастыря) = 2100 gp
|
Угрюм
Автор: |
|
Tarn |
Раса: |
|
Голиаф |
Класс: |
|
Warblade2/Fighter2/Swordsage1/Barbarian1 |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 21 [+5] |
Ловкость: | | 12 [+1] |
Выносливость: | | 16 [+3] |
Интеллект: | | 14 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 10 [+0] |
Внешность
- Да-а! Людей такого роста встретить запросто не просто! Восьмифутовая глыба устрашающего вида, перевитая тугими жгутами мускулов. Морда лица настойчиво убеждает в том, что знакомство с ее обладателем станет не просто неприятным, а фатально неприятным. Каменные наросты на башке и плечах придают образу законченность и гармонию.
Характер
Угрюм сочетает в себе несгибаемость, переходящую в упертость, храбрость (отчасти из-за отсутствия воображения: "Ну что вот этот мешок старых костей может мне сделать??") и любовь к мордобою. Эти прекрасные качества, дополненные скверным и раздражительным характером, делают голиафа опасным сукиным сыном. Задира и скандалист - это про него. Вместе с тем Угрюм неглуп и по отношению к товарищам вполне вменяем, если только не задевать его самолюбие.
История
Угрюм родом с каменных пустошей, которыми изобилуют Белые горы. Спросите где это? Да какая, в сущности, разница! Говорит, не поладил с Наблюдающим за небом в своем трайбе, и паскудный старикашка выжил его из клана. Спустился с гор, наемничал, был цирковым борцом, боевиком на службе криминального авторитета, гладиатором… много кем был, пока не присоединился к партии.
Навыки
Ugraum Whitewolf Gathakanathi (6level) Male Goliath Warblade2/Fighter2/Swordsage1/Wolf Totem Barbarian1 (level progression: Warblade 1/Fighter 2/Warblade1/Swordsage 1/Wolf Totem Barbarian1) Sizecategory, M, 8’1" tall, 330 lb wt, 33 yrs old Alignment: C.N. EXP: 21 376 (26 000)
Str 21 (10 points+4 Racial+1lev) +5 Con 16 (6 points+2 Racial) +3 Dex 12 (6 points-2 Racial) +1 Int 14 (6 points) +2 Wis 10 (2 points) +0 Cha 10 (2 points) +0
Hit Points 12+6+6+7+5+7+6x3=61 AC 17 (10+6armor+1dex) Shield 21 Touch 11, Flat 16 Init +6 (+1 Dexterity, +1 quick to act, +4feat) BAB +5, Grap +10, Ranged +6 Speed (base 40, current 40)
Fort +11 (+8base +3Constitution) Ref +5 (+2base +2Battle clarity +1 Dex), Will +2 (+2base)
Attacks: + 14 Melee, sylvan scimitar, +3, 1d6+8+1d6(outdoors), 18-20x2 -----Cleave (outdoors) + 11 Melee, large masterwork longsword, 2d6+5, 19-20x2 + 11 Melee, large masterwork heavy flail, 2d8+7, 19-20x2 + 10 Melee, large kukri, 1d6+5, 18-20x2 + 6 Ranged, large javelin, 1d8+5, 20x2 +7 Ranged, +1 flame composite longbow{+5}, 1d8+6+1d6, 20x3
Feats: Power Attack (1 lev) , Improved Bull Rush (f-bonus), Knockback (3 lev, RoS), Improved Initiative (6 lev)
Special Abilities: Discipline focus (weapon focus) Desert wind Uncanny dodge Battle clarity (+2) Weapon aptitude Dungeon Crasher: +2 competence bonus on saves and AC vs traps, +5 str checks to break door, wall or similar. When I Bull Rush someone into a wall or solid object, I deal an additional 4d6+(2x strength bonus) bludgeoning damage. (Dungeonscape) Fast movement Whirling frenzy 1/day (gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round).
Mountain Movement: Standing Long Jumps and High Jumps as if they were running. Accelerated Climbing without -5 penalty on check. No penalties for altitude. +2 to sense motive checks
Skills: total 24+4+4+6+8+6=52 skill points, max 9, ACP4 Climb +11 (9sp+5str-4acp) Jump +12 (9sp+5str-4acp+2syn) Swim - 2 (1sp+5str-8acp) Intimidate +2 (2sp) Knowledge (history) +3 (1sp+2int) Knowledge (local) +4 (2sp+2int) Martial lore +3 (1sp+2int) Tumble +7 (8sp+1dex+2syn-4acp) Concentration +12 (9sp+3con) Sense motive +9 (7sp+2race) Survival +3(3sp)
Warblade Maneuvers 4/3: - Moment of Perfect Mind (DM)* - Steel wind (IH)* - Wolf fang strike (TC) - Emerald Razor (DM)*
Swordsage Maneuvers 6/4: -Burning brand (DW) -Sudden leap (TC)* -Action before thought (DM)* -Shadow jount (SH)* -Cloak of deception (SH)* -Flashing sun (DW)
Stances: - Stonefoot Stance (SD) - Hunter sense (TC)
Инвентарь
Gear: (3600 gp) Weapons (36lb): sylvan scimitar 4lb large masterwork longsword, 2d6+5, 19-20x3 330gp 8lb ---Least Crystal of Illumination 100gp (5ft/20ft) large kukri, 1d6+5, 18-20x2 16gp 4lb large javelin, x5, 1d8+5, 20x2 10gp 20lb +1 flame composite longbow{+5}, 1d8+6+1d6, 20x3 arrows (15) Armor and clothing (51lb): Traveler’s outfit 1 gp 5 lb. Breastplate armor, +1 30lb A necklace of adaptation 1 x ring of feather falling heavy steel shield, +2 15lb
Healing belt 750gp 0.5lb Pouch belt 0.5lb ---Potion of cure light wounds x2 50gp ---Potion of cure serious wounds x1 ---Magic weapon oil x1 50gp ---Darkvision x2
Backpack: (30lb) Darkwood heavy shield, mrw 257 gp 5lb Standard adventurer`s kit 16gp 24lb Silk rope 50ft 10gp 1lb
Weight: 133 lb. or less/134–266 lb./267–400 lb. Current weight w/o backpack: 87 lb Current weight with backpack: 117 lb
Gold: 30 gp +70 +2000 +1000 (общак) 700 gp; Bolt of Electrum Cloth, Leather Belt with gemstones, Silver Pectoral set with gemstones, Small Vial of Perfume (общак) +185 +15pp (1500gp)
Трофеи (Бой в лесу):
mwk studded leather, mwk buckler, mwk rapier, 2x mwk light crossbow, 20 x mwk bolts
Трофеи (Приют Бога дорог): 12 x potions, 6 x mwk rapier
Трофеи: меч-пила
Трофеи (пещера): 20 x gems
Трофеи (скиммер): 26 x gems, 2 x mwk robes, 2 x mwk crossbow, 20 x mwk bolts, 1 x +1 greataxe, 1 x mwk composite longbow, 20 x mwk arrows,
Трофеи (Эриния): +1 greatsword
Распознано: 1 x CLW, 1 x CMW, 2 x Delay Poison, 2 x lesser restoration, 1 x alter self - potions.
|
Донахилл
Автор: |
|
shutofsky |
Раса: |
|
Человек |
Класс: |
|
Колдун |
Мировоззрение: |
|
Хаотичный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 12 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 15 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 17 [+3] |
Внешность
Обаятельный брюнет, оказывающий странное воздействие на женский пол - или его любят, или ненавидят. Слегка восточного типа, одевается практично. Хилый, но ловкий. Женщины, общавшиеся с ним ближе, утверждают, что еще и выносливый. То же самое утверждают многочисленные рогатые мужья и опозоренные отцы. На его счастье никто из них покамест не догнал.
Характер
Бабник. Этим всё сказано. В свободное от женщин время - хладнокровный профессионал. Особо много не учился, поговаривают, что вылетел из университета за шашни то ли с женой одного из профессоров, то ли с его дочкой, то ли с обеими... Полагается на свои таланты и схватывания по верхам.
История
На жизнь Донахилл зарабатывал, подвизаясь в партиях охотников на чудовищ. С остальными сопартийцами познакомился год назад, когда они помогли ему улизнуть от очередного рогатого мужа, который пытался проткнуть его зачем-то острой и длинной железкой. Выпили за знакомство, оказалось, что партия охотит какую-то нежить, ну и Донахилл присоединился к ней. Разумеется знал он мало, но умел много, в отличие от классических волшебников.
В Хорват попёрся за своими друзьями - те принялись провожать в местные дикие леса какого-то учёного-зоолога, тот откопал что-то такое, что на радостях запил в кабаках Хорвата, а партия оказалась предоставлена сама себе.
Навыки
Донахилл Human Sorcerer 7 HD 1d4(Sorcerer)+2(CON); HP 6+5+5+5+5+5+5=36 Init +1=+1[Dex]; Speed 20; AC:12(Flatfooted:11 Touch:12); BAB +3; Atk +3 base melee; +4 base ranged; +0 grapple;
AL CG; SV Fort +3, Ref +2, Will +4;
STR 10, DEX 12, CON 14, INT 15, WIS 10, CHA 17;
Skills: (2+2)*4+(2+2)*6=42
Bluff +13=6[Rank]+3[Cha]+2[Feat]+2[Familiar] Concentration +11=9[Rank]+2[Con] Intimidate +10=5[Rank]+3[Cha]+2[Feat] Knowledge Arcana +10=8[Rank]+2[Int] Spellcraft +12=10[Rank]+2[Int]
Feats: Persuasive Still Spell Spell Focus (Evocation) Silent spell
LANGUAGES Common
Заклинания
Известные 0 1 2 3 7 5 3 2
Кастуемые 0 1 2 3 6 7 7 5
Level 0
Arcane Mark (Universal) Saves: None DC: Casting: 1 standard action Duration: Permanent Range: 0 ft. Components: V, S SR: No Effect: Inscribes a personal rune [visible or invisible]. Target: One personal rune or mark, all of which must fit within 1 sq. ft.
Detect Magic (Divination) Saves: None DC: Casting: 1 standard action Duration: Concentration, up to 4 minutes [D] Range: 60 ft. Components: V, S SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
Light (Evocation) Saves: None DC: Casting: 1 standard action Duration: 40 minutes [D] Range: Touch Components: V, M/DF SR: No Effect: Object shines like a torch. Target: Object touched
Mage Hand (Transmutation) Saves: None DC: Casting: 1 standard action Duration: Concentration Range: Close (35 ft.) Components: V, S SR: No Effect: 5-pound telekinesis. Target: One nonmagical, unattended object weighing up to 5 lb.
Mending (Transmutation) Saves: Will negates (harmless, object) DC: 13 Casting: 1 standard action Duration: Instantaneous Range: 10 ft. Components: V, S SR: Yes (harmless, object) Effect: Makes minor repairs on an object. Target: One object of up to 1 lb.
Read Magic (Divination) Saves: None DC: Casting: 1 standard action Duration: 40 minutes Range: Personal Components: V, S, F SR: No Effect: Read scrolls and spellbooks. Target: You
Level 1
Identify (Divination) Saves: None DC: Casting: 1 hour Duration: Instantaneous Range: Touch Components: V, S, M/DF SR: No Effect: Determines properties of magic item. Target: One touched object
Mage Armor (Conjuration) Saves: Will negates (harmless) DC: 14 Casting: 1 standard action Duration: 4 hours [D] Range: Touch Components: V, S, F SR: No Effect: Gives subject +4 armor bonus. Target: Creature touched
Magic Missile (Evocation) Saves: None DC: Casting: 1 standard action Duration: Instantaneous Range: Medium (140 ft.) Components: V, S SR: Yes Effect: 4 missiles that do 1d4+1 damage each. Target: Up to five creatures, no two of which can be more than 15 ft. apart
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8). No SR (4d8 в сумме)
RAY OF FLAME Evocation [Flame] Level: Sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray’s path. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG 303). Focus: A small, polished glass lens. Level 2
Scorching Ray (Evocation) Saves: None DC: Casting: 1 standard action Duration: Instantaneous Range: Close (35 ft.) Components: V, S SR: Yes Effect: 2 rays, ranged touch attack deals 4d6 fire damage. Target: 2 rays
Combust Evocation [ Fire ] Level: Sor/Wiz 2 Innate Level: 2 Component(s): V, S Casting Time: 1 action Range: Touch Target: Single Duration: Instantaneous Counter(s): -- Saving Throw: Reflex partial Spell Resistance: Yes Metamagic: Empower, Maximize, Quicken, Silent, Still Energy Substitution: Yes This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save DC=15 or catch fire taking a further 1d6 points of damage. This will continue until the Reflex save is made.
FIREBURST Evocation [Fire] Le vel: Sorcerer/wizard 2, warmage 2 Components: V, S, M Ca sting Time: 1 standard action Range: 5 ft. Eff ect: Burst of fi re extending 5 ft. from you Duration: Instantaneous Saving Throw: Refl ex half Spell Resistance: Yes Fireburst causes a powerful explosion of fl ame to burst from you, damaging anyone within 5 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fi re damage per caster level (maximum 5d8). Material Component: A bit of sulfur.
Level 3
Fireball Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano and sulfur.
Fly Transmutation Level: Sor/Wiz 3, Travel 3 Components: V, S, F/DF Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. Arcane Focus: A wing feather from any bird.
Инвентарь
Лёгкий арбалет (35Гп) Два пакета по 50 болтов (2х5Гп=10Гп) Кольцо защиты +1 (2000Гп) Пафосная одежда (Noble's Outfit) (75Гп) Запас походжной жрачки 9 дней Походная одежда
Жезл ММок 25 зарядов (от Сатуры. после таракана-переростка). Зелье Блур Зелье Cats grace Зелья нейтрализации яда Зелье темновидения Зелье скрытности Зелье лечения легки ран - 1. Зелье невидимости. Свиток невидимость - 7 Свиток "цветные брызги" - 1 Алхимический огонь - 3
Minor circlet of blasting
263gp, 10 x gems, 3 x thunderstones, 1 x tanglefoot bag 180 gp Potion of Lesser Restoration (300 gp)
Три жемчужины по 100 гп. Роба.
Кошелек с монетами (522Гп)
Артифайсерский монокль (храм, ящик стола) Candle of Truth - там же, со стола.
Свитки: mass charm, invisibility sphere, wall of ice, sanctuary, locate object, antiplant shell, transmute metal to wood
Сomplete deck of illusions,
Boccob’s Blessed Book
Ring of Winds: The Order of Unknown Truths crafts these magic rings for their field agents to facilitate communication and discretion among teammates. Each ring acts as a ring of mind shielding and a ring of feather falling with these additional powers, each useable once per day: comprehend languages, whispering wind, and nondetection.
Level 0 (6) + Level 1 (7) + Level 2 (7) ++ Level 3(5) ++++
|
_Лорен
Автор: |
|
Old |
Раса: |
|
Aasimar |
Класс: |
|
Бард 5 |
Мировоззрение: |
|
Хаотичный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 19 [+4] |
Внешность
Лорен довольно красив и одевается хотя и довольно броско, одежда у него достаточно высокого качества ив меру удобная. Синий Камзол, темные штаны, кожаные сапоги и пара сабель на поясе. Длинноволосый блондин с золотыми глазами и бледной кожей. Ростом примерно 180 см. Довольно худощав, но в целом в пределах нормы. Пальцы длинные и цепкие, однако с глазомером у него есть серьезные проблемы. Такое ощущение что его внутренний прицел сбит немножко влево. У Лорена приятный голос, баритон.
Характер
Для барда, Лорен обладает на удивление спокойным характером. Старается сначала думать, а потом делать. Все совсем не так на публике - на публике он громкий, веселый, постоянно шутит и подкалывает. То ли потому что хочет соответствовать стереотипу то ли потому что публике не нужны по его мнению спокойные барды. Не слишком уважает законы и считает что сердце важнее чем правила. И если закон не справедлив - то его лучше нарушить, чем жить жалкой жизнью из-за него потому что это "правильно"
История
Родился в северных землях. Отец - Аазимар. Мать - Простой человек. Божественная кровь в Лорене не так сильна как в других аазимарах и это заметно - он может быть и отличается "неземной" красотой, но столь же "неземной" мудрости в комплекте не шло. Отец Лорена, Люциус, был одним из представителей ордена паладинов и именно он учил Лорена в детстве азам воинского искусства. Однако Лорен к сожалению не обладал нужными навыками, для того, что бы стать хорошим рыцарем. У него не обладал ни крепким телом ни сильным духом. Может быть он и обладал сильной личностью, но на одном только этом паладином не стать. Ещё Лорен не понимал, по чему о его отца так мало знает людей. Почему его не узнают на улицах? Почему о нем не кричат славу в тавернах и других местах? Ведь он же совершил немало подвигов, так как же так? В итоге парень пришел к выводу что все дело в том, что просто некому поведать миру о его подвигах. Именно тогда Лорен и решил стать бардом. Мальчик рос и учился. У него были задатки для того что бы стать хорошим певцом и из него выходил неплохой танцор. И так бы и вырос мальчик тенью своего отца. Если бы не случилась беда: отец исчез в одном из своих походов и никто не знает что с ним случилось. Лишившись отца и своего объекта восхваления Лорен решил покинуть отчий дом и отправиться в странствия, в странствия, где он сможет найти отца, где он сможет прославить свое имя и имена тех, с кем он будет рядом. Вот так Лорен и стал странствующим бардом. Времени прошло много и Лоренс успел стать достаточно неплохим фехтовальщиком. Вспоминая свои тренировки с отцом он начал вспоминать, что отец его в бою фактически танцевал и со временем он смог воспроизвести этот танец. Он отнимал много сил, однако тем не менее та грация, тот ритм, позволял ему получить значительное преимущество в бою. Отдавшись музыке, которая играла в его голове, бард становился куда сосредоточеннее и его удары становились более непредсказуемыми, что делало их более сложными для отражения. Со временем бард решил, что пора ему начать заниматься своим истинным ремеслом: восхвалять в веках героев. И вот так он нашел одну группу искателей приключений...
Навыки
Name: Лорен Alignment _CG_ Race _ Aasimar _ Gender _male_ Size Type _Medium_ Bard 5
----{ ABILITIES / }--- STR....12….-......1 DEX....16....-......3 CON....10....-......0 INT....12....-......1 WIS....10....-......0 CHA....19....-......4
Init : +3 = +3 (Dex) Speed: 30 (30 base, light armor) HP : 22 = 6 (1 lvl) + (3+1)*4
---{ ATTACK OPTIONS }--- BAB : +3 = +3 (bard) Grpl: +3 = +3 (bard)
[Sylvan Scimitar, melee 1d6 (18-20/x2)] Attack Bonus: +5 = 3 (BAB) + 3 (Dex) +3 (magic) -4 (untrained) Damage: 1d6+1 (Str) + 3 (magic)
[Cutlass +1, melee 1d6 (19-20/x2)] Attack Bonus: +7 = 3 (BAB) + 3 (Dex) +1 (magic) Damage: 1d6+1 (Str) + 1(magic) [masterwork cutlass, melee 1d6 (19-20/x2)] Attack Bonus: +7 = 3 (BAB) + 3 (Dex) +1 (masterwork) Damage: 1d6+1 (Str)
[two cutlasses, melee 1d6 (19-20/x2)] Attack Bonus: +5\+5 Damage: 1d6+1 (Str) [Longbow, 1d8 (19-20x2)] 100 ft Attack Bonus: +4 = 3 (BAB) + 3 (Dex) – 2 (Flaw) Damage: 1d8
---{ DEFENSE OPTIONS }---
Full : 18 = 10 + 3 (Dex) + 4 (chain shirt) + 1 (enchantment) Touch: 13 = 10 + 3 (Dex) FlatF: 15 = 10 + 4 (chain shirt) + 1 (enchantment)
Fort: +1 = +1 (Br) + 0 (Con) Refl: +7 = +4 (Br) + 3 (Dex) Will: +4 = +4 (Br) + 0 (Wis)
---{ SKILLS }---
8 Tumble (Dex) = 7 + 3 (Dex) - 2 (armor) 11 Perform (dance) = 7 + 4 (Cha) 11 Perform (sing) = 7+ 4 (Cha) 13 Diplomacy (Cha) = 7 + 4 (Cha) + 2 (syn) 11 Bluff (Cha) = 7 + 4 (Cha) 11 Use magic device (Cha) = 7 + 4 (Cha) 7 Concentration (Con) = 7 + 0 (Con)
---{ FEATS/(1 (flaw) + 1 (1 lvl) + 1 (3 lvl) = 3}--- Two weapon fighting Weapon finesse Snowflake war dance (Fb)
Flaw: Shaky.
---{ RACIAL & TEMPLATE FEATURES }--- [Race Aasimar] Ability Score Adjustments: +2 Charisma.
Outsider Type: Aasimar are native outsiders. Thus, they are vulnerable to spells and effects that work on creatures of the outsider type but immune to effects that target other types. For example, an aasimar would be subject to the extra damage from an outsider bane sword but immune to hold person, since that spell affects only humanoids. Size: Aasimar are Medium size. Speed: Aasimar base land speed is 30 feet. Darkvision (Ex): An aasimar has darkvision to a 60-foot range. Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day. Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks. Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.
Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
---{ CLASS FEATURES }--- Armor proficiency – light armor and shields (except tower shields). Weapon proficiency – all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.
Alternative class feature: bardic knack. Bardic Music – Countersong, Fascinate, Inspire Courage, Inspire Competence.
Caster Level 5 DC 14+spell level
Spells Known 0 (6), 1 (4), 2 (3) 0) Detect magic, read magic, prestigiration, ghost sound, lullaby, songbird (SC). 1) silent image, improvisation (SC), inspirational boost (SC) 2) grace (SC), glitterdust , War Cry (SC)
Spells per day: 0 - 3\3 1 - 4\4 2 - 2\2
Инвентарь
XP: 11906 = 6000 (начальный пул) + 200 (медвесов) + 400 (дерево страшное) + 2400 (ватага гопоты) + 400 (два бандита-неудачника) + 305 (3 варга) + 140 (анхег) + 1950 (бой в обители) + 111 (марадер) Spells per day:0 - 3\3 1 - 4\4 2 - 2\2 Bardic Music: 3/5 --------------------------------------------------- 1250 - +1 chain shirt 25 lb 2315 - +1 cutlass 3 lb 1400 - badge of valor - Price (item level): 1400 gp (5th) Body slot: Throat Caster level: 5th Aura: Moderate; (dc17) abjuration Activation: Immediate (Mental) Weight: -
When you activate a badge of valorm you and all allies within 60 feet gain +2 bonus on the next save you or they make against charm or fear effect before the start of your next turn If you have the bardic music ability to inspire courage, you can activate badge of valor to increase the bonus granted by that ability by 1 for the duration of it's effect. A badge of valor functions three times per day. Sylvan Scimitar: This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage. Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. 315 - masterwork cutlass 3 lb 5 - spell component pouch 2 lb 75 - longbow 3 lb Arrows: 40 - 2 gp. - 6 lb 1 Traveller's outfit - 5 lb In backpack 16 - Standard Adventurer's Kit 24 lb (backpack included) 8 - ink, vial - 0.1 - inkpen - 4 - Paper (40 sheets) - 40 - alchemist fire (2) 2 lb 20 arrows - 1 gp - 3 lb 76 lb total. medium load. Without backpack: 42 lb - light load (18 )Wand of sleep (12-th caster level)
|
Сэр Эдерик Вильенский
Автор: |
|
Xrymify |
Раса: |
|
Человек |
Класс: |
|
Маг |
Мировоззрение: |
|
Хаотичный добрый |
Сила: | | 8 [-1] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 17 [+3] |
Мудрость: | | 14 [+2] |
Обаяние: | | 12 [+1] |
Внешность
Человек лет тридцати-тридцати пяти, одетый в походную мантию колдуна. Его одежды, украшенные вышивкой и тиснением, выглядят весьма дорогими и качественными. На плечах висит походная накидка, с глубоким капюшоном, застегнутая спереди на замок из двух крупных сферический камней, которые слегка светятся изнутри. В руках у него длинный посох сделанный из черного дерева. Его древко идеально прямое и отполированное практически до зеркального состояния. Навершие посоха украшено существом, отдаленно похожим на кальмара или осьминога, обвившего сферу-глаз. Открытый клюв существа смотрит в верх. Лицо мага худое, а выражение лица немного печальное, граничащие с задумчивостью. У него длинные брови и слегка заостренные уши. Волосы у него длинные и светлые, как и тщательно ухоженная бородка.
Характер
Спокойный до абсурда человек, невозмутимый казалось бы абсолютно. Все дело в том что Эдерик привык наблюдать, анализировать и делать выводы из сложившейся ситуации, а уже за тем действовать. Причем действовать совершенно без чувств или эмоций, выбирая наиболее оптимальное для него решение задачи. Хотя все же существует много вещей способных вывести его из себя.
Любит: Магические мануалы, Магические опыты над людьми, Выгоду. Не любит: Когда мешают, Когда грубят, Когда что-то идет не по план
История
Сэр Эдерик Вильенский: Аристократ среднего уровня и почетный член интернациональной, межконтинентальной, трансатлантической гильдии магов. В данный момент он в отпуске странствует по миру и собирает по крупицам растерянные знания, удовлетворяя тем самым свое любопытство. А еще это замечательный способ применить магию на практике, в полевых условиях так сказать.
Навыки
Человек - Immediate Wizard (3) Master Specialist (3) Languages: Common, Draconic, Celestial, Abyssal, Infernal, Terran Deity: Боккоб (бог магии) Хаотично-добрый
STR: 8 DEX: 14 CON: 14 INT: 19 WIS: 14 CHA: 12
Init : 2 Speed: 30ft HP: 4+3+3+3+3+3+12 = 31
---{ ATTACK OPTIONS }--- BAB : +2
---{ DEFENSE OPTIONS }---
Full: 12 = 10+2(dex)
Fort: 4=2+ 2(Con) Refl: 4=2+ 2(Dex) Will: 8=6+ 2(Wis)
---{ SKILLS }--- (2+3+1)*8=48 Concentration(con)--------------10=(8)+2 Craft(int)-------------------------5 =(1)+4 Decipher Script(int)-------------12=(8)+4 Spellcraft(int)--------------------17=(8)+4+2+3
Knowledge(int)(arcana)-------12=(8)+4 Knowledge(int)(planes)--------6=(8)+4 Knowledge(int)(religoin)------7=(2)+4 Knowledge(int)(arc&eng)-----6=(2)+4 Knowledge(int)(dungeon)-----6=(2)+4 Knowledge(int)(local)----------6=(2)+4 Knowledge(int)(geography)---6=(2)+4 Knowledge(int)(nature)--------6=(2)+4
Language (2) - Terran
---{ FEATS}---
[flav] Spell Focus: Enchantement [hum] Eschew Materials [1lvl] Spell Focus: Conjuration [class] Scribe Scroll [3lvl] Augment Summoning [class] Skill focus (Spellcraft) [class] Greater Spell Focus: Conjuration [6lvl] Familiar - Earth elementall (Small )(MCL-4)
[flav] Noncombatant
---{ RACIAL FEATURES }--- Extra Feat Extra skillpoint
---{ CLASS FEATURES }--- Specialty School: Conjuration (prohibited school: necromancy, evocation) Abrupt Jaunt (conjuration) (4\day) Scrible scroll
Expanded Spellbook [Summon monster3]
---{ SPELLS & SPELLBOOK }--- Slots per day: [0] : 4+1[Conj] : [1] : 4+1[Conj] : [2] : 3+1[Conj] : [3] : 3+1[Conj] :
Spellbook: [0]: all [1]: 9 : Protection from Chaos/Evil/Good/Law[Abjur], Summon monster1[Conj], Mage Armor[conj], Sleep[Ench], Magic Weapon[trans],Comprehend Languages[Div], Charm Person[ench], Whelm[Ench-mind], Reduce Person[trans] [2]: 4 : Summon monster2[Conj], Cloud of knives[Conj], Black Karma Curse[Ench-mind], Levitate[trans] [3]: 2 : Summon monster3[Conj], Deep Slumber, Haste. Dispel Magic[abj] Stinking Cloud [Conj]
На будующее: Touch of Idiocy+максимайз\эмповер.Major Image.Дисплейсмент.Blur.Minor Image.Scare.Spider Climb
---{FAMILIAR}--- Earth Elemental Small (extraplanar) HD 6d8+6 (36) / Init^ -1 / Speed 20ft AC^18(+1size,-1dex,+8na) BAB^+4 / Attack^ Slam+8 mele (1d6+4) / Space,reach^5ft SA^ Earth mastery, push SQ^Darkvision 60ft, earth Glide, Elementall traits. Emproved Evasion, Share Spells, Empatic link Fort+6, Ref+1, Will+2 Abilities^ Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 11. Skills: Listen+7, Spot+6 Feats^ Power Attack, Alertness,
Инвентарь
Expirience: 1535 (с 1й главы)+1000(спасение девочки)+635(ржавые жуки)++850(одеяла )600 (демонесса)+850 (червяки)+600(виверны) Wealth: 563gp
Slots prepeared: [0] : 4+1[Conj] : Prestidigitation, mage hand, light,read magic,detect magic, ,detect magic. [1] : 4+1[Conj] : Protection from Chaos/Evil/Good/Law[Abjur], Mage Armor[conj], Charm Person[ench], Whelm[Ench-mind],Sleep[Ench] [2] : 3+1[Conj] : *Summon monster2[Conj]*, Cloud of knives[Conj], Black Karma Curse[Ench-mind], Levitate[trans] [3] : 2+1[Conj] : Summon monster3[Conj], *Haste*, Dispel Magic[abj], Stinking Cloud [Conj]
Potions in belt:
Scrolls in belt: scroll of silent image, Sleep (25gp) Enlarge Person Magic Weapon Illusory Script
Melf Acid arrow (150)
Rods in belt: Metamagic Extend lesser (3000)
Masterwork quarterstaff (300) Прокалывающий кинжал.(2)
-HeadBand of intellect +2 (4000gp) -Artificer monocle (750gp)
------{ Howards Handy Hoversack.}----- scroll of identify, -Spell component pounch (4gp) -Spellbook Эдерика (15gp) -Спелбук полученый от партии. (записаны только неизвестные спелы) [1] - hypnotism, sleep, comprehend language, true strike, shocking grasp, message; [2] - Tasha’s hideous laughter, protection from arrows, whispering wind, web, darkness, arcane lock; [3] - hold person, suggestion, nondetection, lightning bolt, alter self. -еще 2 спеллбука
-Explorer's Outfit (10gp) -Standart adventurer's kit (15gp)(phb2-217) --Бумага 5 листов (1gp) --Перо(0.1gp) --Чернила(1gp) --Cвеча 10 штук (0.1gp)
|