Сигурд Цильвайн
Автор: |
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heaven2012 |
Раса: |
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Полуэльф |
Класс: |
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Cleric(Sarenrae) |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 14 [+2] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 8 [-1] |
Мудрость: | | 14 [+2] |
Обаяние: | | 14 [+2] |
Внешность
Пожилой мужчина с густой русой бородой и усами, не слишком прыткий, но крепко сложенный.
Характер
Бывший капитан наемников, а ныне клерик Sarenrae, Сигурд Цильвайн ищет искупление своих грехов в служении правому делу. Неторопливый и рассудительный, он без страха идет вперед, но когда опасность отступает - он старается держаться в стороне, не позволяя былым грехам взять над ним верх. "Тяжесть щита смеряет гордыню" - Сигурд Цильвайн
История
Навыки
Name: Sigurd Cylvain Race: Half-elf Фракция - Великая ложа. Classes: Cleric1 Hit Points: 11 Experience: 0 / 2000 Alignment: Neutral Good Vision: Low-Light Vision Speed: Walk 30 ft. Languages: Common, Elven Stat Score Mod STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 8 (-1) WIS 14 (+2) CHA 14 (+2) -------------------------- Skills -------------------------- Skill Total Rnk Stat Msc Acrobatics -2 0.0 2 -4 Appraise -1 0.0 -1 0 Bluff 2 0.0 2 0 Climb -2 0.0 2 -4 Craft (Untrained) -1 0.0 -1 0 Diplomacy 8 1.0 2 5 Disguise 2 0.0 2 0 Escape Artist -2 0.0 2 -4 Fly -2 0.0 2 -4 Heal 2 0.0 2 0 Intimidate 2 0.0 2 0 Perception 7 0.0 2 5 Perform (Untrained) 2 0.0 2 0 Ride -2 0.0 2 -4 Sense Motive 2 0.0 2 0 Stealth -2 0.0 2 -4 Survival 2 0.0 2 0 Swim -2 0.0 2 -4 -------------------------- Feats --------------------------- Extra Channel You can channel divine energy more often. Skill Focus (Perception) -------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat -------------------------- Total / Touch / Flat Footed AC: 18 / 14 / 16 Initiative: +2 BAB: +0 Melee tohit: +2 Ranged tohit: +2 Fortitude: +4 Reflex: +2 Will: +5 Unarmed attack: to hit: +2 damage: 1d3+2 critical: 20/x2 Scimitar: to hit: +2 damage: 1d6+2 critical: 18-20/x2 Shield, Heavy Wooden: to hit: -12 damage: 1d4+1 critical: 20/x2 --------------------- Special Abilities -------------------- Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Channel energy Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. Traits Illuminator Type: ReligionTrait Description: You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Indomitable Faith Type: FaithTrait Description: You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
------------------------- Equipment ------------------------ Name QTY LBS Скимитар Праща и 30 камней. Shield (Heavy/Wooden) 1 10lbs Lamellar (Leather) 1 25lbs Total weight carried: 39 lbs. Current load: Light Encumbrance Light: 58 Medium: 116 Heavy: 175 --------------------------- Magic -------------------------- PREPARED Level 0 Detect Magic (Divination) - 1 per day Light (Evocation) - 1 per day Stabilize (Conjuration) - 1 per day Level 1 Burning Hands (Evocation, FireSchool) - 1 per day Detect Evil (Divination) - 1 per day Magic Weapon (Transmutation) - 1 per day
Инвентарь
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Сир Гавейн Бездомный
Автор: |
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alpha-00 |
Раса: |
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Человек |
Класс: |
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Gunslinger |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 18 [+4] |
Выносливость: | | 13 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Обаяние: | | 10 [+0] |
Внешность
Характер
Истинный Кайденит – жизнерадостный искатель приключений, любящий хорошую попойку и добрую драку, готовый ради славы, денег и подвигов ринуться головой вперед в самое адское пекло. И быть при этом уверенным, что удача его сохранит, а Кайден поможет, если что. Не то, чтобы обладал обостренным чувством справедливости, но рабство и всяческие притеснения не любит, и охотно вступится за страдающих от несправедливости.
История
Навыки
Sir Gawain the Homeless Male Human Gunslinger [Musket Master Archetype] 1 (Ultimate Combat 9, 50) CG Medium Humanoid (human), Andoran Faction: Liberty's Edge Init +4; Senses Perception +6
DEFENSE AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex) HP 11 Fort +3; Ref +6; Will +3
OFFENSE Speed 30 ft. Melee Longsword +1 (1d8+1/19-20) or Dagger (1d4+1/19-20) Ranged Musket +5 (1d10/x4) or Musket +6 (1d10+1/x4) [30 ft.] or Musket +4 (1d10+2/x4) [Deadly Aim] or Musket +5 (1d10+3/x4) [Deadly Aim, 30 ft.] Hits Touch AC (but is not considered as touch attack) at 1st range increment
STATISTICS Str 12; Dex 18; Con 13; Int 10; Wis 14; Cha 10 Base Atk +1; CMB +2; CMD +16 Feats: Gunsmithing, Rapid Reload, Point Blank Shot, Deadly Aim Skills: Craft (alchemy)(Int) +4, Perception (Wis) +6, Stealth (Dex) +8, Acrobatics (Dex) +7, Survival (Wis) +6; Trait Modifier: Stealth +1, Armor Check Penalty -1 Traits: Highlander, Indomitable Faith Languages: Common SQ: deeds (Steady Aim, Quick Clear, Deadeye), grit (2), gunsmith, rapid reloader Combat Gear: Other Gear:
SPECIAL ABILITIES Weapon Proficiency: Two-handed firearms, simple and marital weapons, light armor Gunsmith: Musket Deeds: Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger’s dodge deed. Quick Clear (Ex): As long as musket master has 1 grit point, he can, as a standard action, remove the broken condition from his musket, if the condition resulted from a misfire. If he instead spends 1 grit point, he can perform quick clear as a move-equivalent action. Deadeye (Ex): Musket Master can resolve an attack against touch AC instead of normal AC when firing beyond his firearm’s first range increment for a cost of 1 grit point per range increment beyond the first. Gawain still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed. Grit: Gawain begins each day with 2 grit points. His grit goes up or down throughout the day, but cannot go higher than this maximum. Gawain can spend grit to accomplish deeds (see above), and regains 1 point of grit each time he confirms a critical hit with a firearm or when he reduces a creature to 0 or fewer hit points with a firearm. Rapid Reloader: Gawain gains Rapid Reload (Muskets) as bonus feat at 1st level Traits: Highlander: +1 trait bonus on Stealth Checks (+2 in hilly or rocky areas), Stealth is always class skill. Indomitable Faith: +1 trait bonus on Will Saves Musket: Gawain’s musket attacks resolve against the target’s touch AC when the target is within the first range increment of the weapon (40 ft.) and has a maximum range of five range increments. The gun can hold a single bullet at a time, and reloading it is a full-round action that provokes attacks of opportunity. If a musket attack is ever a natural 1-2, the firearm misfires and gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases to a range of 1–6. If his broken musket misfires again, it explodes, destroying the weapon and creating a 5 ft. burst from one randomly determined corner of his square, dealing damage to any creature in the burst (including Gawain) as if it had been damaged by the weapon—a DC 12 Reflex save halves this damage. Reload Options: With Rapid Reload Feat: 1 standard action With Alchemical Cartridge: 1 move action, +1 misfire value (1-3, 1-7 broken)
Инвентарь
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Gavin the Misterious
Автор: |
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ZatriX |
Раса: |
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Человек |
Класс: |
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Cleric of Desna |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 7 [-2] |
Мудрость: | | 14 [+2] |
Обаяние: | | 9 [-1] |
Внешность
Среднего роста человек лет 28 с аккуратно подстриженной бородкой, в которой, несмотря на молодой возраст можно заметить несколько седых волос. Одет в потрепаный темного цвета плащ с капюшоном, который редко снимает. Под плащом поблескивает кольчуга. Практически никогда не расстается со своим верным копьем, которое в долгой дороге заодно служит и посохом. Под левой ключицей довольно большое родимое пятно в виде бабочки.
Характер
Весьма молчаливый Гэвин явно не является душой компании, предпочитая бурному отдыху с картами и куртизанками кружечку-другую эля в тихой уютной таверне. Крайне отрицательно относится к рабству, чего не скрывает.
История
Навыки
Gavin the Mysterious Male Human (Chelaxian) cleric 1 CG Medium humanoid (human) Experience: 1 / 3 Faction: Liberty's Edge PFS №: 189081-2 Init +8, Senses Perception +3 Aura: aura of chaos, aura of good ================================================= DEFENSE ================================================= AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, ) hp 11 ((1d8)+3) Fort +4, Ref +2, Will +4, +2 trait bonus vs. charm and compulsion effects. Defensive Abilities bit of luck (5/day) ================================================= OFFENSE ================================================= Speed 40 ft., Agile Feet (5/day) Melee masterwork longspear +5 (1d8+6/x3) Melee morningstar +4 (1d8+6/x2) Ranged sling +2 (1d4+4) Melee dagger +4 (1d4+4/19-20) Ranged dagger (thrown) +2 (1d4+4/19-20)
Prepared Spells Cleric (CL 1st; concentration +3) 1st-bless, longstrider*, moment of greatness 0th-create water, detect magic, light *:Domain spell. Deity Desna; Domains Luck, Travel
================================================= STATISTICS ================================================= Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7, Base Atk +0; CMB +4; CMD 16 Feats Combat Reflexes, Improved Initiative Skills Acrobatics +1, Perception +3, Traits Birthmark, Reactionary, Languages Common SQ agile feet (5/day), aura, aura of chaos, aura of good, bonus feat, channel positive energy (-1d6, DC 6, 1/day), orisons, skilled, spontaneous casting, variant channeling - luck,
================================================= SPECIAL ABILITIES ================================================= Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 5 times per day.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 9 Will save to halve the damage. You can use this ability 2 times per day.
Domains
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting
Variant Channeling - Luck Heal - Creatures gain a + channel bonus or a luck bonus (creature's choice) on one roll (attack roll, CMB check, saving throw, or skill check) made before the end of your next turn. Harm - Creatures take a - channel penalty on all d20 rolls until the end of your next turn.
Инвентарь
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Дитмар Грэм
Автор: |
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Саримбэл |
Раса: |
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Полуорк |
Класс: |
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Investigator (Empiricist) |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 13 [+1] |
Выносливость: | | 13 [+1] |
Интеллект: | | 17 [+3] |
Мудрость: | | 13 [+1] |
Обаяние: | | 11 [+0] |
Внешность
Довольно высокий, крепко сложенный мужчина, в облике которого явно видна орочья кровь - смуглая кожа, заостренные уши, которые столь заметны из-за, возможно, демонстративно побритых налысо висков, клыки, выступающие из-под нижней губы. Волосы Грем оставил лишь посредине головы, заплетя их в косички, а также отпустил длинные усы, которые несколько скрывают то, насколько сильно его мощная нижняя челюсть выступает вперед. Одевается Дитмар достаточно скромно, избегая ярких, кричащих цветов, однако к удобству одежды он относится предельно внимательно.
Характер
Непростое детство полукровки, которое многих бы сломило, и не раз, лишь закалило Дитмара, но при этом научило его не доверять никому. Однако, живой и любопытный ум парня все-таки часто берет верх над его подозрительностью, и если кому-то удается увлечь этого невысокого, угрюмого и выглядящего несколько старше своих лет полуорка, то он может обнаружить, что дискутирует с личностью, обладающей глубокими познаниями и своим мнением - и способной своё мнение отстаивать действительно "до последней капли крови". Имеет привычку вести дневник.
История
Челиас - могучая империя, которая при всей своей силе и внутреннем авторитаризме достаточно... толерантна в некоторых вопросах - если они служат на благо государству, конечно. И это привлекает под его крыло немало неординарных личностей, которые не добились признания у себя на родине или в других странах. Одним из таких личностей был Золдрон, маг-трансмутатор из народа эльфов. У себя на родине он проводил опыты с выведением и улучшением "породы"... разумных существ. В том числе изучал он и межвидовых гибридов. Именно раскрытие этой его деятельности привело его в итоге в Челиас, где его идеи были приняты местными власть имущими со сдержанным интересом, который по мере получения результатов перерастал в одобрение - вместе с увеличением финансирования, конечно. "Номер 113" - так был назван гибрид человека и орка, созданный в числе прочих для проведения масштабных тестов. Проблем с "источниками" у Золдрона к тому моменту уже не было - его многочисленные подручные, подчас не слишком скованные моральными принципами, а также многочисленные рабы и рабыни позволяли эльфу проверять любые... комбинации. Номер 113 не отличался ни силой, ни выносливостью, столь славной среди народа орков. Маг не раз думал "списать" потенциально неудачный материал, но затем передумал, отметив, что учится этот "образец" намного быстрее сверстников. К сожалению для эльфа, магии в полукровке, рожденного от союза горного орка и рабыни из народа ядвиг, было недостаточно для становления магом... и все же Золдрон стал его учить. Пусть из полукровки и не получился маг или хотя бы колдун, но его способности к алхимии превзошли все ожидания эльфа. Помимо этого, полукровку взял под свое крыло один из ассистентов мага, орк Рогар. Спустя некоторое время - не столь уж и большое по меркам эльфов - номер 113 вырос, окреп... и встал вопрос о его устройстве в жизни. Золдрон решил получить максимальную выгоду из ситуации и направил полукровку по своим каналам в Общество Следопытов под именем Дитмара Грэма, рассчитывая проверить своё творение в воистину непредсказуемой ситуации.
Навыки
Full Name Dithmar Grem LN Male Half-orc (Cragkin) Investigator (Empiricist) 1 Favored Class: Investigator Favored Class bonus: +1/3 bonus on critical hit confirmation rolls made while using studied combat Size 5'10" Age 19 Alignment LN Strength 13 Dexterity 13 Constitution 13 Intelligence 17 Wisdom 12 Charisma 12 About Dithmar Grem Scenarios played: Init +1; Senses normal; Perception +5 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 natural) hp 9 (1d8+1) Fort +1, Ref +3, Will +3 Defensive Abilities -------------------- Offense -------------------- Speed 30 ft. Melee dagger +1 (1d4+1/19-20) or . . cestus +1 (1d4+1/19-20) or . . short sword +1 (1d6+1/19-20) . . quarter staff (1d6+1/1d6+1) Ranged Special Attacks -------------------- Statistics -------------------- Str 13, Dex 13, Con 12, Int 18, Wis 13, Cha 12 Base Atk 0; CMB +2; CMD 12 Feats Ironhide Traits Mindlessly Cruel, Student of Philosophy Skills: Appraise +7 = 1 rank + 3 Int + 3 class Craft (alchemy) +7* = 1 rank + 3 Int + 3 class Diplomacy 4(7) = 1 rank + 0 Cha (or +3 Int) + 3 class Disable Device +5 = 1 rank + 1 Dex + 3 class Heal +1 = 0 rank + 1 Wis + 0 class Knowledge (arcana) +7 = 1 rank + 3 Int + 3 class + 1d6 [free inspiration] Knowledge (history) +7 = 1 rank + 3 Int + 3 class + 1d6 [free inspiration] Knowledge (nature) +7 = 1 rank + 3 Int + 3 class + 1d6 [free inspiration] Perception +5 = 1 rank + 1 Wis + 3 class Profession (herbalist) +5 = 1 rank + 1 Wis + 3 class Sleight of Hand +1 = 0 rank + 1 Dex + 0 class Spellcraft 0 = 0 rank + 3 Int + 0 class Survival +1 = 0 rank + 1 Wis + 0 class Use Magic Device 0 = 0 rank + 1 Cha + 0 class * + alchemist level for crafting alchemical items Languages Common, Cheliax, Dwarven, Orc, Giant SQ Combat Gear * leather armor, * dagger, cestus, short sword Other Gear * backpack: investigator kit, bedroll, flint and steel, silk rope (50 ft.), trail rations (5), waterskin * belt pouch: -------------------- Special Abilities -------------------- Darkvision: Half-orcs can see in the dark up to 60 feet. Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Cliffside Charger: (Cragkin Only) Cragkin are accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, cragkin gain a +10 foot racial bonus to their speed while charging. This racial trait replaces the orc ferocity and weapon familiarity racial traits. Class Features Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator 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. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Метрим Мандрагоран
Автор: |
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Gralm |
Раса: |
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Человек |
Класс: |
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Swashbuckler Archetype Inspired Blade |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 18 [+4] |
Выносливость: | | 12 [+1] |
Интеллект: | | 14 [+2] |
Мудрость: | | 8 [-1] |
Обаяние: | | 14 [+2] |
Внешность
Среднего роста и достатка, что сказывалось в его одежде: серые и темные тона преобладали, как и дешевые ткани, без украшений. Кареглазый брюнет с манерными ужимками. Худой, но не худосочный. Почти постоянно носит маску постной мины, стараясь ей показать, что ему чуждо общество всех тех, что рядом с ним. На деле же чурается больше самого себя, и своего происхождения, стараясь дотянуться до аристократов. И ничем бы не запомнилась его внешность, кабы не прическа. Волосы свои как не пытался раньше пригладить-приладить, все равно выходила копна, словно он с мокрыми волосами спал в сеновале.
Характер
Хоть внешность и имеет отталкивающую, и имеет пессимистичный взгляд на мир, все же является компанейным товарищем, особенно с теми, кто ему не раз прикрывал спину, или кому спину прикрыть успел он. Держит слово, веря в то, что человека от животного положительно отличает умение держать ответ за свои слова и поступки. Умен, хотя старается особо не умничать, поскольку еще в раннем детстве понял, что умники никому не нужны, покуда умничают не по делу.
История
Навыки
ABILITY SCORES:STR 9/10 [+0] = 10 base -1 poison DEX 18 [+4] = 16 base +2 race CON 12 [+1] = 12 base INT 14 [+2] = 14 base WIS 8 [-1] = 8 base CHA 14 [+2] = 14 base SAVING THROWS:Fort +1 = +0 swashbuckler +1 con Ref +6 = +2 swashbuckler + 4 dex Will -1 = +0 swashbuckler -1 wis COMBAT STATS:DefenceHit Points 10/12 = 10 swashbuckler + 1 con + 1 favored class AC 17 = 10 + 4 dex + 2 armor + 1shield touch 14 flat-footed 13 OffenceBAB +1 CMB +1 = +1 BAB + 0 str CMD 15 = 10 + 1 BAB + 0 str + 4 dex Initiative +4= +4 dex Rapier +6 (1d6+4/ 18-20х2) dagger +5( 1d4 x2) 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. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. 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:Weapon and Armor ProficiencySwashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex) – 4 point a day More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charismamodifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewerHit Dice than half the swashbuckler's character level doesn't restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache. Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligencemodifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. DeedsSwashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, orSwim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as animmediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charismamodifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action. Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on acritical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check. Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space. Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexteritybonus to AC until the start of the swashbuckler's next turn. Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune tosneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes. Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen. Head: The target is confused for 1 round. This is a mind-affecting effect. Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect. Torso or Wings: The target is staggered for 1 round.
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point ofStrength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage. Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with a rapier to gain aninsight bonus on that attack roll equal to her Intelligencemodifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed. This ability replaces bleeding wound. Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, andimproved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge. Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding. Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction. Swashbuckler's Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb,Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed. Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability. Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point. Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.Inspired Finesse (Ex)At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse. SKILLS: 8 = 4 base +2 int + 1 favored class + 1 Human +8 Acrobatics (Dex)= 1 rank + 3 class skill + 4 dex +6 Bluff (Cha)= 1+ 3 class skill + 2cha +4 Climb (Str)= 1+ 3 class skill +0 str +2 Craft (Int)= +2 int +6 Diplomacy (Cha)= 1+ 3 class skill + 2cha +8 Escape Artist (Dex)= 1+ 3 class skill + 4 dex +2 Intimidate (Cha)= + 2cha +2 Knowledge (local) (Int)= +2 int +2 Knowledge (nobility)(Int)= +2 int +3 Perception (Wis)= 1+ 3 class skill – 1 wis +2 Perform (Cha)= + 2cha -1 Profession (Wis)= – 1 wis +4 Ride (Dex)= + 4 dex +3 Sense Motive (Wis)= 1+ 3 class skilll – 1 wis +8 Sleight of Hand (Dex)= 1+ 3 class skill + 4 dex +0 Swim (Str) = +0 str +3 Use Magic Device (Cha) = 1 trait + 2 cha Languages:FEATS:1 lvl -Weapon fineese (inspired blade bonus feat) 1 lvl -Weapon focus (Rapier) (inspired blade bonus feat) 1 lvl- Fencing Glace 1 lvl – Combat reflexes ( bonus human feat) TRAITS:Anatomist - combat trait You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits. Dangerously Curious - magic trait You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Инвентарь
Информация доступна только мастеру и хозяину персонажа.
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Алвин Ортега
Автор: |
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SeaJey |
Раса: |
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Человек |
Класс: |
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Wizard (Conjurer) |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 18 [+4] |
Мудрость: | | 13 [+1] |
Обаяние: | | 10 [+0] |
Внешность
Молодой человек 23 лет от роду, высокого роста и сухощавого телосложения. Густые тёмные волосы копной, бледная кожа, сосредоточенный взгляд, редкая улыбка.
Характер
Алвин застенчив, у никогда не было много друзей. Обладает неплохой эрудицией - читал всё до чего дотягивались руки, в последние несколько лет сконцентрировался на книгах по магическому искусству. Из своих знаний секрета не делает, всегда готов ими поделиться. С девушками отношения не складываются, они почему-то считают его занудой.
В юные годы Алвину частенько доставалось от ватаги соседских мальчишек, они считали его зазнайкой, и при каждом удобном случае старались проучить. Дать сдачи и Алвина силёнок не хватало, поэтому он выработал привычку постоянно быть на чеку, и постараться первым среагировать на ситуацию.
История
Родители - представители среднего класса, живут в Авессалломе. У них был небольшой опыт искателей приключений - собственно, так и познакомились. После свадьбы, оставили это занятие и занялись мирной жизнью. Отец открыл небольшую лавку по продаже алхимических принадлежностей в районе Вестгейт, мать работает там же. Алвин в семье не один, у него есть младшие брат и сестра.
Алвин во многом равняется на деда по линии отца - Калеб Ортега, сильный маг-призыватель с неоднозначной репутацией, выходец из Челиакса. Крепкий мужчина, на вид где-то 40-45 лет, аккуратная борода, тёмные волосы с пробивающейся сединой. Благородные черты лица, на левой половине которого выделяется магическая татуировка, в виде двойной вертикальной полосы, состоящей из мелких сигиллов. Из-за авторитарный методов поссорился с большей частью своих детей, но про них всё равно не забывает, иногда заглядывает на огонёк, повидаться со внуками.
Когда у Алвина обнаружились задатки мага, старший Ортега оплатил его обучение в Арканамириуме. Несмотря на то, что в этом учебном заведении пропагандируется универсалистский подход, юноша, как и дед, решил стать специалистом-призывателем. Перед выпуском Калеб прислал внуку с посыльным бесом перстень-печатку, на котором были выгравированны буквы O R T, вписанные друг в друга. Этот перстень Алвин выбрал в качестве магически связанного предмета.
После выпуска встал вопрос, чем заниматься дальше. Работать в семейном предприятии юному магу не очень хотелось, он, хоть и выучил ремесло алхимика, но душа к этому делу не лежала. Несколько бывших одногруппников предложила вступить вместе с ними в Общество Следопытов. Алвину идея понравилась и он, как и всегда, серьёзно подошёл к процессу подготовки: освежил в памяти любимые хроники, ознакомился с новоизданными, потратил часть сбережений на правильную, по его мнению, экипировку, пересмотрел список доступных заклинаний. И как-то так вышло, что из всей группы в посвящённые почему-то взяли только его. Теперь у него есть три года, чтобы показать себя и стать полноправным членом Общества.
Навыки
Alvin Ortega [PFS ID #190880-1] Male Human (Chelaxian) Conjurer 1 NG Medium humanoid (human) Init +8, Senses Perception +2
================================================= DEFENSE ================================================= AC 12, touch 12, flat-footed 10 (+2 Dex) HP 8 ((1d6)+2) Fort +1, Ref +2, Will +3
================================================= OFFENSE ================================================= Speed 20 ft. Ranged light crossbow +2 (1d8/19-20) Melee dagger +0 (1d4/19-20) Ranged dagger (thrown) +2 (1d4/19-20) Special Attacks Acid Dart
Prepared Spells Wizard (CL 1st; concentration +5) 1st - grease (DC 16), mage armor (DC 16), *summon monster i 0th - detect magic, dancing lights, prestidigitation (DC 14)
================================================= STATISTICS ================================================= Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 10, Base Atk +0; CMB +0; CMD 12 Feats Augment Summoning, Improved Initiative, Spell Focus (Conjuration) Skills Craft (Alchemy) +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Perception +2, Spellcraft +8, Traits Reactionary, Tireless Logic, Languages Celestial, Chelaxian, Common, Draconic, Infernal Deity Nethys SQ arcane bond, arcane school, bonded object, bonus feat, cantrips, conjuration school, enchantment opposition school, necromancy opposition school, skilled, summoner's charm Combat Gear light crossbow, crossbow bolts (10) (3), dagger Other Gear Ortega's signet ring (bonded), soap, rations (trail/per day) (4), outfit (explorer's), waterproof bag, waterproof bag, paper (sheet) (10), rice paper, sheet (100), scrivener's kit, ink (1 oz. vial), pouch (belt/cloth), spellbook (wizard's/blank), spell component pouch, backpack, common, bedroll, flint and steel, journal, mess kit, mug(clay), waterskin (filled), sewing needle, shaving kit, string (50 ft.), thread (50 ft.), rope (silk/50 ft.), sack, chalk (1 piece) (10), soap, scroll case, 14.78 gp
================================================= SPECIAL ABILITIES ================================================= Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Arcane School
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You 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. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School You have chosen to specialize in conjuration spells.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Tireless Logic Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
================================================= Spellbook (Wizard's/Blank) ================================================= Wizard Spells 0th - Dancing Lights, Detect Magic, Prestidigitation 1st -Color Spray, Crafter's Fortune, Grease, Mage Armor, Mount, Shield, *Summon Monster I
Prepared Spells Grease, Mage Armor, Summon Monster I
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