[Pathfinder] Souls for Smuggler's Shiv | Партия


Омут Путятович Россоха

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Автор:   Саримбэл
Раса:   Человек
Класс:   Алхимик
Мировоззрение:   Принципиальный нейтральный
Сила:13 [+1]
Ловкость:14 [+2]
Выносливость:12 [+1]
Интеллект:17 [+3]
Мудрость:14 [+2]
Обаяние:13 [+1]
Внешность
Высокий ядвигец, со строгими, удивительно аристократичными чертами лица, светлыми волосами, вечно находящимися в состоянии от "творческого беспорядка" до "вороньего гнезда", строгим и проницательным взглядом серых глаз, который лишь подчеркивается крупными очками, придающими северянину вид законченного "умника".
Пожалуй, Омута можно было бы назвать приятным или даже красивым, если бы не две особенности - во-первых, седая прядь волос, выделяющаяся своей белизной даже среди светлых волос парня, а во-вторых, его патологическое умение собирать собой всю грязь вокруг вкупе с довольно-таки небрежным отношением к последствиям этой самой особенности в стиле "пока можно носить". Так, нередко после операций Омут мог вернуться в рубашке, которая была заляпана кровью больного, несмотря на то, что никаких особых кровопотерь во время операции не происходило.
Из доспехов самое тяжелое, что можно было увидеть на Россохе - плотный кожаный доспех, а на поясе его часто покоится ядвигская палица - буздыхан, которым северянин явно очень дорожит.
Характер
Север Голариона - суровая земля, и таковыми она взращивает своих детей, и сыновья и дочери Иррисена не исключение. Пожалуй, со стороны человеку, не знакомому с особенностями северной культуры, Омут покажется человеком циничным, безжалостным и в чём-то даже бестактным: ядвигец действительно не постесняется отчитать человека, даже если тот находится при смерти, за то, что он запустил своё состояние, или же позволить себе черный юмор совершенно на первый взгляд не к месту. Впрочем, спасает ситуацию то, что Омут сам по себе не слишком разговорчив и не стремится лезть в каждый услышанный разговор, но если вопрос задевает его лично, отмалчиваться северянин вряд ли будет.
История
Омут нанялся на корабль Ковака ещё в Магнимаре, явившись в его пункт найма, обустроенный в местном трактире, и предложив услуги корабельного врача. На то, чтобы доказать свою компетентность в этом вопросе, странному ядвигцу, неизвестно какими судьбами оказавшемуся на юге Варисии, потребовалось всего полминуты.
Следует заметить, что новоиспеченный врач быстро нашёл общий язык с капитаном, несмотря на строгое отношение челисианца к вопросу дисциплины в команде. Среди команды Омут, несмотря на некоторую замкнутость, также обрёл популярность, особенно после того, как среди команды стало известно о его галюциногенных зельях, которые, в отличие от наркотиков, не давали никаких побочных эффектов. Стоит ли говорить, что после этого у Россохи не было отбоя в желающих "продегустировать" известное зелье? Однако Омут безапеляционно отказывал морякам в приеме оного зелья во время нахождения на море, зато поддерживал их в рабочем состоянии, создавая зелья, которые избавляли моряков от болей, сонливости и усталости, бессонницы, протрезвляли, придавали сил и помогали сосредоточиться в нужный момент. Правда, была и обратная сторона медали - варка зелий отнимала немало времени, да и на поиск и покупку ингредиентов для них уходило почти все свободное время Омута на суше. Впрочем, уважение команды окупало все затраты. На море дел у северянина также было невпроворот - то оказать помощь после травмы, то вырвать больной зуб, а иногда случались ситуации и посерьезнее. Впрочем, даже несмотря на крайне плотный график, Омут всегда старался найти время, чтобы пообщаться с Иеаной, которую уважал за ту же приверженность к знаниям и страсть исследователя, которая отличала и его самого.
Навыки
ABILITY SCORES:
STR 13 [+1]
DEX 14 [+2]
CON 12 [+1]
INT 17 [+3] = 15 (basic) + 2 (race)
WIS 14 [+2]
CHA 13 [+1]

SAVING THROWS:
Fort +3 = +2 alchemist +1 con
Ref +4 = +2 alchemist + 2 dex
Will +2 = +0 alchemist +2 wis

COMBAT STATS:
Hit Points 10 = 8 alchemist + 1 con + 1 favored class
AC 14 = 10 + 2 dex + 2 armor
touch 12
flat-footed 12

BAB +0
CMB +1 = 0 BAB + 1 str
CMD 13 = 10 + 0 BAB + 1 str + 2 dex
Initiative +2 = + 2 dex

RACIAL TRAITS:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.[ARG]

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.[ARG]

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

CLASS FEATURES:
Favoured Class (alchemist): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

SKILLS:
+7 Appraise [Int] = 1 rank + 3 class + 3 int
+10 Craft (alchemy) [Int] = 1 rank + 3 class + 3 int + 3 skill focus
+6 Heal [Wis] = 1 rank + 3 class + 2 wis
+6 Intimidate [Cha] = 1 rank + 3 class + 1 cha + 1 trait
+7 Knowledge (arcana) [Int] = 1 rank + 3 class + 3 int
+8 Knowledge (geography) [Int] = 1 rank + 3 class + 3 int +1 trait
+7 Knowledge (nature) [Int] = 1 rank + 3 class + 3 int
+6 Profession (herbalist) [Wis] = 1 rank + 3 class + 2 wis

Languages: Common, Hallit*, Scald*, Elven
* - from Pathfinder Companion: People of the North

FEATS:
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Skill Focus
Choose a skill (Craft alchemy). You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Fast Learner
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.[ARG]

TRAITS:
Jenivere Crew: This trip to Eleder is just one of many in a long career as a sailor aboard the Jenivere and other cargo vessels. Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call the ship home. Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you.
Characters with this trait have likely been on the Jenivere since it departed Magnimar.[PG]

Jadwiga Scion: You come from a family that commands respect. You gain a +1 trait bonus on Intimidate checks , and Intimidate is always a class skill fo you. In addition, you gain a +1 trait bonus on Knowledge (nobility) checks related to the Irrisen aristocracy.[PC:PoN]

Extracts:
DC 13 + extract level

1st-level extracts:
Abjuration
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Divination
-
Evocation
-
Illusion
-
Transmutation
- Polypurpose Panacea: Gain a relaxing or entertaining effect.
Инвентарь
Dagger 2 gp 1 lb.
Heavy mace 12 gp 8 lbs.
Sling - -
Sling bullets (20) 2 sp 10 lbs.

Leather 10 gp 15 lbs.

ALCHEMIST'S KIT Price 40 gp; Weight 24 lbs.

Formula Book
Bandolier x2 1 gp
Ear trumpet 5 gp 2 lbs.
Herbalist's tools, common 5gp 5 lbs.
Endopromitheut's tools 5 gp 5 lbs.
Surgeon's tools 20 gp 5 lbs.
Spell component pouch 5 gp. 2 lbs.
Stretcher 1 gp 10 lbs.
Merchant's scale 2 gp 1 lb

6 gp 8 sp

Монис

В игре
Автор:   kseverra
Раса:   Эльф
Класс:   Вор
Мировоззрение:   Хаотичный нейтральный
Сила:14 [+2]
Ловкость:18 [+4]
Выносливость:12 [+1]
Интеллект:12 [+1]
Мудрость:10 [+0]
Обаяние:14 [+2]
Внешность
Невысокая, стройная, даже худощавая, эльфийка. Длинные светлые волосы, серые глаза, взгляд с хитринкой. В целом довольно симпатична, несмотря на несколько надменное выражение лица и излишнюю юркость.
Характер
О таких, как Монис, обычно говорят "себе на уме". Молчалива, скрытна. Глядя на нее, кажется, будто она знает что-то важное - но никогда и никому это не расскажет.
История
17 лет назад людская семейная пара, жившая на окраине довольно большого селения, обнаружила на пороге своего дома остроухого младенца-подкидыша, названного ими Монис. Лет до 7 девочка жила припеваючи в окружении любящей семьи, однако произошло несчастье: эпидемия страшной болезни, унесшей жизнь трети населения деревни, забрала у эльфийки родителей. Оставшись одна, Монис была вынуждена самостоятельно добывать пропитание, и не всегда честными путями. Необходимость избегать драчливых деревенских мальчишек ("Эй, ушастая! Че приперлась?!") и злобно косящихся на нее крестьян сделала девочку скрытной и молчаливой. Долгое время Монис, будучи абсолютно беззащитной, терпела нападки и тычки деревенских, но после того, как в селении побывал проездом пожилой воин, научивший эльфийку основам владения оружием, ситуация изменилась. Однако жизнь в деревне по-прежнему казалась Монис невыносимой, и, когда ей исполнилось 15, девушка связалась с пиратом и начала новую морскую жизнь. Опасности, сражения, авантюры, принесшие ей не одну сотню золотых, - и вот Монис оказалась вовлеченной в еще одно, возможно, самое опасное в ее жизни, приключение...
Навыки
ABILITY SCORES
STR 14 [+2]
DEX 18 [+4]
CON 12 [+1]
INT 12 [+1]
WIS 10 [+0]
CHA 14 [+2]

DEFENSE
Hit Points 9 = 8 rogue + 1 con
AC 14 = 10 + 4 dex + 4 armor
Touch AC 14 = 10 + 4 dex
Flat-footed AC 14 = 10 + 4 armor
Fort +2 = +0 rogue + 1 con + 1 trait
Ref +6 = +2 rogue + 4 dex
Will +0 = +0 rogue + 0 wis

OFFENSE
Initiative +4 = + 4 dex
Speed: 6 (30 ft.)
Melee rapier +4 (1d6+2/18-20/x2) or
Ranged shortbow +4 (1d6/x3)
=========================
Melee +4 = + 0 bab + 4 dex
Ranged +4 = + 0 bab + 4 dex
CMB +2 = +0 bab + 2 str
CMD 16 = 10 + 0 bab + 2 str + 4 dex

SKILLS (8 + 1 int + 1 fav class = 9):
+7 Acrobatics (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty
+9 Disable Device (DEX) = 1 rank + 3 rogue + 4 dex + 1 trapfinding
+6 Perception (WIS) = 1 rank + 3 rogue + 2 race
+7 Stealth (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty
+6 Use Magic Device (CHA) = 1 rank + 3 rogue + 2 cha
+6 Diplomacy (CHA) = 1 rank + 3 rogue + 2 cha
+6 Bluff (CHA) = 1 rank + 3 rogue +2 cha
+7 Escape Artist (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty
+5 Swim (STR) = 1 rank + 3 rogue + 2 str – 1 armor penalty
+4 Sense Motive (WIS) = 1 rank + 3 rogue

TRAITS
1) Get the Cargo Through: Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth.
2) Resilient: You gain a +1 trait bonus on Fortitude saves.

FEATS
Weapon Finesse (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

RACIAL TRAITS
Ability Score: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus againstenchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: 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.
Weapon Familiarity: 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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

CLASS FEATURES
Sneak attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Spell-like ability (1 per day; CL=elf's level):
Comprehend languages
Detect magic
Detect poison
Read magic
Инвентарь
Carrying Capacity
Light: 58 lbs. or less
Medium: 59–116 lbs.
Heavy: 117–175 lbs.

Starting wealth: 140 gp + 300 (trait) = 440 gp.

Chain shirt (mwk) +4AC, +4MDEX, –2ACP; 250 gp 25 lbs.
Rapier 1d6 18–20/x2; 20 gp 2 lbs.
Dagger 1d4 19-20/x2; 2 gp 1 lb
Shortbow 1d6 x3; 30 gp 2 lbs.
Arrows (20) 1 gp 3 lbs.
Rogue’s kit (price 46 gp, weight 12 lbs.)


This kit includes backpack, bedroll, belt pouch, chalk (10), flint and steel, mess kit, a mirror, rope, soap, thieves’ tools, trail rations (5 days), waterskin.

Vermin repellent (4) 20 gp
Chill cream (1; 5 doses) 15 gp 1 lb.
Alchemist’s fire 20 gp 1 lb.
Thunderstone (1) 30 gp 1 lb.
6 gp
====================
434 gp 48 lb.

Киаран

В игре
Автор:   Alea iacta est
Раса:   Эльф
Класс:   Маг
Мировоззрение:   Хаотичный добрый
Сила:0 [-5]
Ловкость:0 [-5]
Выносливость:0 [-5]
Интеллект:0 [-5]
Мудрость:0 [-5]
Обаяние:0 [-5]
Внешность
Молодой, высокий и, по меркам своей расы, слегка полноватый (сидячий образ жизни?) эльф, одетый в расшитый халат и куфию. Портной или просто внимательный наблюдатель, впрочем, могли бы заметить, что его одежда пошита хоть и по южным образцам, но явно не на юге. Никогда не расстается с длинной стальной флейтой.

По манерам и речи Киаран выглядит не то как придворный, не то как ученый... Быть может, он придворный звездочет?

Характер
Несмотря на напускную задумчивость и велеречивость, а также неуемную тягу к просвещению масс, в целом достаточно прост в общении. Часто улыбается доброй открытой улыбкой, что многих бесит.
История
Линдир Финрод Киаран Кинтеро - большой эльфийский ученый-теоретик. Точнее, маленький эльфийский ученый. А по правде сказать, так и вовсе библиотекарь.

Коротенькие 100 лет своей жизни он провел в родном Кионине, преимущественно в библиотеках. Ему, увы, не удалось украсть любимое ожерелье королевы Теландии. Зато любительские упражнения на флейте в дворцовом саду вовлекли его в историю с дочерью некоего знатного рода, в результате которой ему было порекомендовано для поправки здоровья совершить путешествие в как можно более далекие края. Например, искать место для обсерватории в южных широтах.

Естественно, эта история - большая эльфийская тайна. Если бы кто вдруг стал допытываться у Киарана по поводу его биографии, то услышал бы преимущественно семейные предания о его дедушке - знаменитом эльфийском барде.
Навыки
ABILITY SCORES:
STR 10 [+0]
DEX 18 [+4] = 16 (basic) + 2 (race)
CON 12 [+1] = 14 (basic) - 2 (race)
INT 18 [+4] = 16 (basic) + 2 (race)
WIS 10 [+0]
CHA 10 [+0]

SAVING THROWS:
Fort +1 = +0 wizard +1 con
Ref +4 = +0 wizard +4 dex
Will +2 = +2 wizard

COMBAT STATS:
Hit Points 7 = 6 wizard + 1 con
AC 14 = 10 + 4 dex
BAB +0
CMB +0 = 1 BAB + 0 str
CMD 14 = 10 + 0 BAB + 0 str + 4 dex
Initiative +4 = +4 dex

RACIAL TRAITS:

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Elves are Humanoids with the elf subtype.
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Elven Magic: 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.
  • Weapon Familiarity: 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.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


CLASS FEATURES:

  • Favoured Class (wizard): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
  • 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.
  • Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
  • Arcane Bond: 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.
  • Arcane School (conjuration [teleportation], opposition schools: necromancy, evocation): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
  • 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.
  • 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. [APG]
  • Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each 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.
  • Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
  • Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


SKILLS:
+8 Knowledge (arcana) [Int] = 1 rank + 3 class + 4 int
+8 Knowledge (history) [Int] = 1 rank + 3 class + 4 int
+8 Knowledge (nature) [Int] = 1 rank + 3 class + 4 int
+8 Linguistics [Int] = 1 rank + 3 class + 4 int
+8 Spellcraft [Int] = 1 rank + 3 class + 4 int
+5 Perform (Wind) [Cha] = 1 rank + 3 class + 1 trait

Languages: Common, Elven, Draconic, Ancient Azlanti, Infernal, Polyglot, Undercommon

FEATS:
  • Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
    Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modif ier instead of your Strength modif ier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


TRAITS:
  • Heirloom Weapon
    You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
    Benefit: When you select this trait, choose one of the following benefits:
    - proficiency with that specific weapon
  • Talented
    You are a virtuoso musician, actor, or storyteller.
    Benefits: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.


SPELLS

DC 14 + spell level (15 + spell level for conjuration spells)
Concentation +5

0-level spells (cantripts):

Abjuration
- Resistance: Subject gains +1 on saving throws.
Divination
- Detect Magic: Detects all spells and magic items within 60 ft.
- Read Magic: Read scrolls and spellbooks.
Enchantment
- Daze: A single humanoid creature with 4 HD or less loses its next action.
Illusion
- Ghost Sound: Figment sounds.
Transmutation
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
Universal
- Prestidigitation: Performs minor tricks.

1st-level spells:

Abjuration
- Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Conjuration
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Unseen Servant : Invisible force obeys your commands.
Enchantment
- Sleep: Puts 4 HD of creatures into magical slumber.
Illusion
- Silent Image: Creates minor illusion of your design.
Transmutation
- Enlarge Person: Humanoid creature doubles in size.
Инвентарь

Ойя

В игре
Автор:   bocca_chiusa
Раса:   Человек
Класс:   Варвар
Мировоззрение:   Хаотичный нейтральный
Сила:20 [+5]
Ловкость:12 [+1]
Выносливость:18 [+4]
Интеллект:8 [-1]
Мудрость:10 [+0]
Обаяние:8 [-1]
Внешность


Высокая, широкоплечая. Голова по бокам начисто выбрита, оставшиеся непослушные волосы топорщатся вверх и немного в разные стороны. На лице и теле видны узоры шрамов, полученных в схватке и нанесённых явно специально — непонятно, каких больше. Глаза тёмные, почти чёрные. Смотрит прямо и тяжело.
Характер
Не болтает лишнего, не хитрит, не старается подружиться. Если человек не имеет намерения её убить — Ойя считает это уже вполне достаточной степенью взаимного расположения.
Чаще всего молчит, но при этом не впадает в задумчивость, а скорее всё время прислушивается, принюхивается к миру вокруг — мало ли что.
История
Почти всё время, что себя помнит, Ойя наёмничает. Вечная перемена мест её не смущает, а кроить черепа и вспарывать животы у неё выходит лучше всего остального — получается, нашла своё настоящее призвание.
Ещё она помнит другое — дикие и прекрасные места, где родилась и провела детство и юность: густые леса, холодные реки, снежные горы. Помнит, как славно охотилась в компании братьев, как училась у матери ловить рыбу и делать полезные штуки... Только вот чаще всего старается не трогать эти воспоминания, хранить их подальше — не просто так беззаботная юность обернулась тем, что есть сейчас.

В данный момент Ойя находится на пути в Саграву. Повод — ничего особенного: когда долго работаешь на одних, некоторые другие начинают испытывать сильное желание от тебя избавиться. Нужно только успевать чувствовать момент, когда лучше убраться самой. Всё как всегда. Только вот так далеко к югу Ойя ещё не забиралась.
Навыки
ABILITY SCORES
STR 20 [+5] (+2 racial)
DEX 12 [+1]
CON 18 [+4] (+2 racial)
INT 8 [-1]
WIS 10 [+0]
CHA 8 [-1]

DEFENSE
Hit Points 17 = 12 barb + 4 con + 1 fav class
AC 15 = 10 + 0 dex + 4 armor + 1 dex
Touch AC 11 = 10 + 1 dex
Flat-footed AC 14 = 10 + 4 armor
Fort +6 = +2 barb + 4 con
Ref +1 = +0 barb + 1 dex
Will +0 = +0 barb + 0 wis

OFFENSE
Rage: 8 rounds per day
Initiative +1 = + 1 dex
Speed: 8 (40 ft.)
Greatsword (normal) +6 (2d6+7; 19-20/x2) or
Greatsword (with power attack) +5 (2d6+10; 19-20/x2) or
Greatsword (when raging) +8 (2d6+10; 19-20/x2) or
Greatsword (with power attack when raging) + 7 (2d6+13; 19-20/x2)
Ranged chakram +2 (1d8/x2)
=========================
Melee +6 = + 1 bab + 5 str
Ranged +2 = + 1 bab + 1 dex
CMB +6 = +1 bab + 5 str
CMD 17 = 10 + 1 bab + 5 str + 1 dex

SKILLS (4 – 1 int)
+4 Survival (WIS) = 1 rank + 3 barb
+6 Climb (STR) = 1 rank + 3 barb + 5 str – 3 armor
+6 Swim (STR) = 1 rank + 3 barb + 5 str – 3 armor

FEATS
Power attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon.

TRAITS
Superstitious: You gain a +1 trait bonus on saving throws against arcane spells.
Berserker of the Society: You may use your rage ability for 3 additional rounds per day.

CLASS FEATURES
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage.

RACIAL TRAITS
Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Инвентарь
Barbarian’s kit (price 9 gp, weight 27 lb.)

Greatsword 2d6; 19-20/x2 50 gp 8 lbs.
Handaxe 1d6; 20/x3 6gp 3 lb.
Chakram (5) 1d8; 20/x2 range 20ft. 5gp 5 lbs.
Hide +4 AC +4MaxDex, -3 ACP, 15 gp 25 lbs.
Alchemist’s fire 20 gp 1 lb.

Маркус Кроули

В игре
Автор:   Ader
Раса:   Человек
Класс:   Жрец
Мировоззрение:   Нейтральный
Сила:18 [+4]
Ловкость:12 [+1]
Выносливость:13 [+1]
Интеллект:10 [+0]
Мудрость:16 [+3]
Обаяние:10 [+0]
Внешность

Высокий хмурый мужчина в летах. Темные волосы небрежно спадают до плеч, на лице застыла недовольная мина, глаза смотрят с укоризной, под таким взором начинаешь нервно вспоминать все свои прегрешения. Поверх доспеха наброшен белый табард с символом веры - голубая спираль жизни и смерти Фаразмы. На поясе в скромных потертых ножнах покоится фальката, за спиной приторочен к походному ранцу тяжелый щит.
Характер
Вечно недовольный самим собой, Маркус не любит говорить о причине такого отношения к себе, но главным поводом является его стремление стать лучше в глазах своего покровителя. Даже когда он начинает говорить с Вами, он думает. Думает над тем, как правильно делать то, что он делает. Его выражение лица может говорить то, чего сам он не скажет. Но он готов помочь. Всегда. Тем, кто сражается с ним бок о бок и заботится о нем так же, как и он заботится о своем соратнике.
История
Навыки
ABILITY SCORES:
STR 18 [+4] = 16 (basic) + 2 (race)
DEX 12 [+1]
CON 13 [+1]
INT 10 [+0]
WIS 16 [+3]
CHA 10 [+0]

SAVING THROWS:
Fort + 3 = 2 (warpriest) + 1 (Con)
Ref + 1 = 0 (warpriest) + 1 (dex)
Will + 5 = 2 (warpriest) + 3 (wis)

COMBAT STATS:
Hit Points 10 = 8 warpriest + 1 con + 1 fav class
AC = 18 =10 + 1 dex + 2 shield + 5 armor
BAB + 1 (with sacred weapon)
CMB + 5 = 1 BAB + 4 str
CMD 16 = 10 + 1 BAB + 4 str + 1 dex
Initiative + 1 = + 1 dex

RACIAL TRAITS:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Type: Humanoids. Human.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.

CLASS FEATURES:
Weapon and Armor Proficiency
A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

Spells:
A warpriest casts divine spells drawn from the cleric spell list. A warpriest’s highest level of spells is 6th.

Bonus Languages:


Aura (Ex):
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).

Focus Weapon:
At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.

Orisons:
Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again.

Sacred Weapon (Su):


Spontaneous Casting:
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time.

Chaotic, Evil, Good, and Lawful Spells:
A warpriest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Blessings (Su):


Healing Blessing


Death Blessing



SKILLS:
+4 Knowledge (religion) (Int) = 1 rank + 3 class + 0 (int)
+7 Heal (Wis) = 1 rank + 3 class + 3 (wis)
+4 Intimidate (Str) = 1 rank + 3 class + 0 (cha)


Languages: Common.

FEATS:
Exotic weapon proficiency (Falcata), Weapon focus (Falcata), Dazzling Display (Combat)


TRAITS:
Anatomist - Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Called - Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

SPELLS:
DC 13 (Orisons), 14 (1st level spell) against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier (+3).
Concentation + 4

0-level spells (3 Orisons):
1. Stabilize
2. Guidance
3. Create Water

1-level spells 2 = 1 + 1 (Wis)
1. Command
2. Doom
Инвентарь
Кошелек: 1g 5s 8c

Scale mail
50 gp (+5AC) (+3Dex Bonus) (–4CP) 25% 20 ft. 15 ft. 30 lbs.

Heavy steel shield
20 gp +2AC –2CP 15% 15 lbs.

Falcata
18 gp 1d6 1d8 19–20/×3 — 4 lbs. S

CLERIC’S KIT
This includes a backpack, a bedroll, a belt pouch, candles (10),
a cheap holy text, a flint and steel, an iron pot, a mess kit, rope,
soap, a spell component pouch, torches (10), trail rations (5
days), a waterskin, and a wooden holy symbol.

Chalk 5
5 cp

Air bladder 4
4 sp 4 x 1/2 lb.

Compass
10 gp 1/2 lb.

Crowbar
2 gp 5 lbs.

Light crossbow
35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P

Bolts x20
2 gp

Warm weather outfit (free 100%)
Whetstone

2 cp 1 lb. A whetstone allows you to sharpen a blade by sliding it
against the stone at a precise angle. Honing a blade with a
whetstone requires about 15 minutes of work and grants the
weapon a +1 bonus on your damage roll the first time you hit
with it. This only works on nonmagical blades.

Dagger
2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S

Caltrops Price x2
1 GP weight 2 lbs. A caltrop is a four-pronged metal spike
crafted so that one prong always faces
up no matter how the caltrop comes to
rest. You scatter caltrops on the ground
in the hope that your enemies step on
them or are at least forced to slow down
to avoid them. One 2-pound bag of caltrops covers an area
5 feet square.
Each time a creature moves into an area covered by
caltrops (or spends a round fighting while standing in
such an area), it runs the risk of stepping on one. Make an
attack roll for the caltrops (base attack bonus +0) against
the creature. For this attack, the creature’s shield, armor,
and deflection bonuses do not count. If the creature is
wearing shoes or other footwear, it gets a +2 armor bonus
to AC. If the attack succeeds, the creature has stepped
on a caltrop. The caltrop deals 1 point of damage, and
the creature’s speed is reduced by half because its foot
is wounded. This movement penalty lasts for 24 hours,
until the creature is successfully treated with a DC 15
Heal check, or until it receives at least 1 point of magical
healing. A charging or running creature must immediately
stop if it steps on a caltrop. Any creature moving at half
speed or slower can pick its way through a bed of caltrops
with no trouble.
Caltrops may not work against unusual opponents.

Alchemist's kindness x5
5 gp Favored by young rakes and other well-to-do inebriates, this
crystalline powder resembles salt. Mixed with water, it makes
a fizzing cocktail that eliminates the effects of a hangover
within 10 minutes of drinking it.

Shield sconce
1 gp 1/2 lb. This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.

Filter hood
10 gp 4 lbs This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.

Маркус Кроули

Персонаж мертв
Автор:   Murmaider
Раса:   Человек
Класс:   Warpiest
Мировоззрение:   Нейтральный
Сила:18 [+4]
Ловкость:12 [+1]
Выносливость:13 [+1]
Интеллект:10 [+0]
Мудрость:16 [+3]
Обаяние:10 [+0]
Внешность
Характер
История
Навыки
ABILITY SCORES:
STR 18 [+4] = 16 (basic) + 2 (race)
DEX 12 [+1]
CON 13 [+1]
INT 10 [+0]
WIS 16 [+3]
CHA 10 [+0]

SAVING THROWS:
Fort + 3 = 2 (warpriest) + 1 (Con)
Ref + 1 = 0 (warpriest) + 1 (dex)
Will + 5 = 2 (warpriest) + 3 (wis)

COMBAT STATS:
Hit Points 10 = 8 warpriest + 1 con + 1 fav class
AC = 18 + 1 dex + 2 shield + 5 armor
BAB + 1 (with sacred weapon)
CMB + 5 = 1 BAB + 4 str
CMD 16 = 10 + 1 BAB + 4 str + 1 dex
Initiative + 5 = + 1 dex + 4 (Improved initiative)

RACIAL TRAITS:
Ability Score Racial Traits: Human characters gain a +2 racial
bonus to one ability score of their choice at creation to represent
their varied nature.
Size: Humans are Medium creatures and receive no
bonuses or penalties due to their size.
Type: Humanoids. Human.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans
with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).
Skilled: Humans gain an additional skill rank at first level
and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.

CLASS FEATURES:
Weapon and Armor Proficiency

Spells:

Bonus Languages:

Aura (Ex):

Focus Weapon:

Orisons:

Sacred Weapon (Su):

Spontaneous Casting:

Chaotic, Evil, Good, and Lawful Spells:

Blessings (Su):

Healing Blessing

Death Blessing




SKILLS:
+4 Knowledge (religion) (Int) = 1 rank + 3 class + 0 (int)
+7 Heal (Wis) = 1 rank + 3 class + 3 (wis)
+4 Swim (Str) = 1 rank + 3 class + 4 (str) - 4 Armor


Languages: Common.

FEATS:
Exotic weapon proficiency (Falcata), Weapon focus (Falcata), Improved initiative.

TRAITS:
Anatomist - Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Called - Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

SPELLS:
ссылка
DC 13 (Orisons), 14 (1st level spell) against a warpriest’s spell is 10 + the
spell level + the warpriest’s Wisdom modifier (+3).
Concentation + 4

0-level spells (3 Orisons):
1. Stabilize ссылка
2. Guidance ссылка
3. Create Water ссылка

1-level spells 2 = 1 + 1 (Wis)
1. Command ссылка
2. Doom ссылка
Инвентарь
Scale mail

Heavy steel shield

Falcata

CLERIC’S KIT

Chalk 5
Air bladder 4
Compass
Crowbar
Light crossbow

Bolts x20
Warm weather outfit (free 100%)
Whetstone

Dagger

Caltrops Price x2

Alchemist's kindness x5

Shield sconce

Filter hood

1g 5s 8c
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