Зератул
Автор: |
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Dhoine |
Раса: |
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Человек |
Класс: |
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другой |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
История
Навыки
Инвентарь
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Уильям Ю. Дай
Автор: |
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TATb |
Раса: |
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Человек |
Класс: |
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Cleric / Crusader / RKV |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 12 [+1] |
Выносливость: | | 15 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 12 [+1] |
Обаяние: | | 9 [-1] |
Внешность
Спадающий с широких плеч глухой плащ делает фигуру напоминающей поставленный стоймя гроб. Профессионально траурное лицо, подходящее как для похорон, так и для сражения и последующих похорон. На голове крепко сидит старомодная шляпа гробовщика. За спиной верный друг - двуручная обоюдоострая боевая лопата.
Щит из крышки гроба пришлось оставить в родной церкви. Покойся с миром.
Характер
Уил никогда не понимал - почему люди считают его мрачным и траурным? Попадая в случайную компанию, он смеялся и даже шутил, но компания почему-то сразу рассасывалась... Хотя, если подумать, возможно именно поэтому? Профессиональный юмор упокойной службы требует особенной аудитории.
Добро, зло: ерунда - все там будем. Но иногда приходится взять верную лопату и помочь Джас навести порядок - закопать поглубже тех, кому не положено ходить по земле.
История
Когда областная церковь посылала рядового гробовщика последить за кладбищем в глухой деревне, кто знал, что в этой деревне свил гнездо практикующий некромант? Молодой Уил очень серьезно относился к своим обязанностям. "Мертвое положено хоронить" - пожимал он плечами - и хоронил. Все, что выбиралось на поверхность, он разрубал помельче и хоронил снова, пока оно не переставало выбираться.
Шли годы. Уильям поднаторел в искусстве нарезки и упокаивания мертвых, скоростного выкапывания-закапывания могил и экспресс-похоронных ритуалов. Обустроил хорошо защищенное (извне и снаружи) кладбище и жил по закону и не парясь, как завещала Джас.
Изможденный и вымотанный некромант плюнул и уехал, куда глаза глядят, оставив безлюдный городок в покое. Оставшись без работы, Уильям отправился в дорогу. Джас и родная церковь требовали хоронить.
Навыки
Name: Уильям Ю. Дай Neutral Human Male (35 средних лет) Medium (-) Class 4 Crusader [ToB] / 1 Cleric [PHB] / 2 Ruby Knight Vindicator Deity: Wee Jas
---{ ABILITIES / PB XX }--- STR 17(13) + 1 (LVL) = 18(+4) DEX 12(04) = 12(+2) CON 15(08) = 15(+2) INT 10(02) = 10(+0) WIS 12(4) =12(+1) CHA 09(01) = 09(-1) Init : +1 (+1 dex); no rerolls Speed: 30ft. (20ft in armor); fly 00ft; - HP : 78=1*08(cleric)+4*10(crusader)+2*08(RKV)+7*2(CON) AP : -
---{ ATTACK OPTIONS }--- BAB : +6/+1 Grpl: 010 =6(BAB) + 4(str) Trip: 010 = 6(BAB)+4(str) Bull: 010 = 6(BAB)+4(str)
[Greataxe +1 melee 1d12+0 (20/x3)] //+1 enh and 1d6 damage against undead (undead bane, truedeath crystal) Attack Bonus: +11/6 =+6/1(BAB) + 4(str) + 1(enh) Damage: 1d12 + 6(str x1,5)+1(enh) //+1d6 against undead [Greatclub +00/+0 melee 1d10+0 (20/x2)] Attack Bonus: +10/5=+6/1(BAB) + 4(str) Damage: 1d10 + 6(str x1,5)
---{ DEFENSE OPTIONS }--- Full : 21 = 10 + 1(dex) + 0(size) + 8(armor) +1(enh) +1(amulet) Touch: 11 = 10 + 1(dex) + 0(size) //-10 penalty to touch attacks from incorporeal (crystal of screening) FlatF: 20 = 10 + 1(amulet) + 0(size) +1(enh) +8(armor) Fort: +10 = 6(class) + 4(str) Refl: +03 = 2(class) + 1 (dex) Will: +06 = 5(class)+1(wis) *one reroll (zealous surge)
//+3 competence bonus on saving throws against energy drain attacks, inflict spells, death spells, and death effects (crystal of lifekeeping) //+5 sacred bonus on saving throws against undead effect 3 times / day (sepulchral vest )
---{ SKILLS / 34 (число скиллпоинтов) / 00 (потрачено на скиллтрики)}--- 02 Balance = 6(ranks)+1(dex)-5(ACP) 08 Concentration = 6(ranks)+2(con) 01 Diplomacy = -1(cha)+2(misc) 01 Heal =0(ranks)+1(wis) 00 Hide = 0(ranks) 09 Intimidate = 10(ranks)-1(cha) -03 Jump = 4(ranks)+4(str)-11(ACP) 00 Knowledge (arcana) = 0(ranks) 00 Knowledge (history) = 0(ranks) 00 Knowledge (local) = 0(ranks) 08 Knowledge (religion) = 8(ranks) 01 Martial Lore = 1(ranks) 02 Ride = 1(ranks)+1(dex) 06 Sense Motive = 3(ranks)+2(misc)+1(wis) 01 Spellcraft = 1(ranks)
Speaks: Common Skill Tricks: -
Teamwork Benefits: -
---{ FEATS }--- [PH 92] Combat Reflexes: Additional attacks of opportunity. [PH 94] Extra Turning: Can turn or rebuke 4 more times per day. [PH 98] Power Attack: Trade attack bonus for damage (up to base attack bonus). [ToB 30] Extra Granted Maneuver: Ready one more maneuver from your maneuvers known. [ToB 32] Stone Power: Trade attack bonus for temporary Hit Points. [ToB 33] Vital Recovery: When you recover one or more expended maneuvers, you heal 3 points of damage + 1 point per character level (10). You can gain this benefit only once per encounter.
–– TRAITS –– [UA Pg 89] Nightsighted: +10 ft darkvision, -1 Spot in brightlight.
Flaws: [UA Pg 91] Inattentive: -4 on Listen and Spot checks. [UA Pg 91] Shaky: -2 on all ranged attack rolls.
---{ RACIAL & TEMPLATE FEATURES }--- [Human] [Ex] Base land speed of 30 feet. [Trait] Darkvision 10 feet. [Ex] Bonus Feat [Ex] Favored Class - Any
---{ CLASS FEATURES }--- [Ex] Proficient in all armor, and all shields(including tower shields) [Ex] Proficient with all simple and martial weapons. [Ex] Aura of Law: You have a moderate aura of Law. [Ex] Spontaneous Casting: Can spontaneously cast Cure spells, by sacrificing a pre-prepared spell of equal or higher level. [Ex] Restricted Spells: cannot cast Chaotic spells. [Su] Turn Undead: Can turn undead 6+1(holy symbol) times per day. A turning check is made on 1d20+1; turning damage is equal to 2d6+0 on a successful check. [Ex] Furious counterstrike: Attack bonus equal to damage pool divided by 5, rounded down (min +1, max +6 atk bonus) - Damage pool must have at least 1 point in it. [Ex] Steely resolve: First 10 damage each round goes to damage pool, at end of your next turn, damage in pool is dealt as normal, and pool is reset to zero, all other attack effects are resolved normally (eg. Poison) [Ex] Indomitable soul: Add charisma bonus (if any) to will saves - does not stack with paladin's divine grace. [Ex] Zealous surge: May reroll a single saving throw, once per day - declare before DM decides fail/success.
---{ SPELLS PREPARED }--- - * Cleric spellcaster level 3 / max spell level 2 (wis) 0 lvl Detect Magic: Detects spells and magic items within 60 ft. Guidance: +1 on one attack roll, saving throw, or skill check. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws.
1lvl Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Divine Favor: You gain +1 per three levels on attack and damage rolls. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2lvl Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Calm Emotions: Calms creatures, negating emotion effects.
Domains: Law: You cast law spells at +1 caster level. Repose: You may use death touch once per day. If you touch your victim, roll 2d6. If this at least equals the victim's hit points, it dies.
---{ POWERS }--- - ---{ MANEUVERS }--- * Crusader / RKV initiator level = 6 * Crusader / RKV maneuvers known/readied = 7/3 * Crusader / RKV stances known = 3 Crusader's Strike (Devoted Spirit) (Strike Level 1): Successful attack allows you to heal 1d6 +1/initiator level. Iron Guard's Glare (Devoted Spirit) (Stance Level 1): Enemies take -4 penalty on attacks against your allies. Vanguard Strike (Devoted Spirit) (Strike Level 1): Allies gain +4 bonus on attacks against target. Thicket of Blades (Devoted Spirit) (Stance Level 3): 5-ft. steps provoke attacks from you. Mountain Hammer (Stone Dragon) (Strike Level 2): Deal +2d6 damage, overcome DR and hardness. Douse the Flames (White Raven) (Strike Level 1): Target cannot make attacks of opportunity for 1 round. Leading the Attack (White Raven) (Strike Level 1): Allies gain +4 bonus on attacks against foe you strike. Leading the Charge (White Raven) (Stance Level 1): Allies deal +1 damage/initiator level on charge attacks. Battle Leader’s Charge (White Raven) (Strike Level 2): As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage White Raven Tactics (White Raven) (Boost Level 3): When you use this maneuver, select an ally within range. Her initiative count immediately equals your initiative count –1. She then acts on her new initiative count as normal. If she has already acted in the current round, she can act again
Инвентарь
***WEAPONS*** Masterwork Greataxe +1 (20 GP + 300 GP + 2000 GP) 1d12 20/x3 TRUEDEATH CRYSTAL 1,000 gp (4th)(least) Least: A weapon with this crystal attached deals an extra 1d6 points of damage to undead.
Greatclub (5GP) 1d10 20/x2
***ARMOR*** Masterwork Full Plate +1 (1650 GP + 1000 GP) AB+8 MDEX+1 ACP-5 MXSP20
CRYSTAL OF LIFEKEEPING 1,000 gp (4th) (lesser) Lesser: +3 competence bonus on saving throws against energy drain attacks, inflict spells, death spells, and death effects.
CRYSTAL OF SCREENING 3,000 gp (greater) Greater: This augment crystal imposes a - 10 penalty on touch attacks made against you by incorporeal creatures.
***CLOTHING*** Explorer's Outfit (10 GP) Gravedigger’s Hat - RELIQUARY HOLY SYMBOL
The Standard Adventurer's Kit (15 GP): Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope, 2 Sunroad, Trail Rations, Waterskin
***NECK*** Amulet of natural armor (+1) (2000 GP)
***TORSO*** Sepulchral vest (2000 GP): immediate action - the vest grants you a +5 sacred bonus on saving throws against any effect generated by an undead creature until the start of your next round. This ability functions 3 times per day.
***FEET*** Anklet of translocation (1400 GP): Range 10', swift action activation. Works twice per day
***RING*** Ring of the Sublime (2000 GP) +4 bonus to saves against fear
***WAIST*** Healing belt (750 GP)
855 GP
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Асиан Атч-ытагын
Автор: |
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Криптозоолог |
Раса: |
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Эльф |
Класс: |
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Стрелок |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Асиан эльфийский воин с суровых ледяных равнин севера. Его волосы белые как снег, а в глазах горит голубой огонь небес. Он вооружен огромным луком, сделанным из костей и китового уса. Кроме этого вооружен он большой острогой, вроде тех, которыми бьют моржей.
Характер
Характер у Асиана спокойный. Он нетороплив и слегка заторможен на взгляд человека. Что такое время для существа, живущего так долго. Слишком далеко находится он от понимания простых смертных.
История
Племя, в котором рос Асиан жило на ледяных равнинах Севера. Эльфы этого племени были очень далеки от всех воин и дел этого мира. Они выходили в холодное море и охотились на большую рыбу. Жили простым трудом в ледяных домах, которые строили своими рукам. Торговали с более цивилизованными родичами, приезжавшими в их поселения за шкурами, жиром, мехами. Однажды торговец эльф говорил с Асианом и рассказал ему о делах большого мира. Сильно удивился Асиан и решил пойти и посмотреть на все чудеса большого мира своими глазами. Решил он так и пошел.
Навыки
Name: Asian NG Male Snow Elf Cloistered Cleric 1/Ranger 3/Barbarian 1/Wildrunner 2 [ECL 7] Medium Humanoid (Elf)
---{ ABILITIES / PB 32 }--- STR 14 = 14( 6) DEX 19 = 16(10) +2(race) +1(HD) CON 14 = 14( 6) INT 14 = 14( 6) WIS 12 = 12( 4) CHA 6 = 8( 0) -2(race)
Init : +4 = +4(dex) Speed: 50ft. HP : 76 = 1d6+3d8+1d12+2d10+14
---{ ATTACK OPTIONS }--- BAB : +6,5/+1 = 0,5 + 6 Grpl: +8 = 6(BAB) +2(str) Trip: +2 = +2(str)
Bone Bow AB: +15/+10 = 6(bab)+4(dex)+1(WF)+1(Enh)+2(bane)+1(competence) Dam: 1d10+3(+4)+2d6 = 1d10(base)+2(str)+1(Enh)+1(electricity)+2d6(bane)
Longspear AB: +8/+2 = 6(bab)+2(Str) Dam: 1d8+3 = 1d8(base)+3(Str*1.5)
---{ DEFENSE OPTIONS }---
Full : 18 = 10+4(dex)+4(armor) Touch: 14 = 10+4(dex) FlatF: 14 = 10+4(armor)
Fort: +7,00 (+9 with TB)= +2(con)+2(C)+1,5(R)+0,5(B)+1(WR) Refl: +6,83(+9 with TB) = +4(dex)+0(C)+1,5(R)+0,33(B)+1(WR) Will: +4,66 (+7 with TB) = +1(wis)+2(C)+1(R)+0,33(B)+0,33(WR)
---{ SKILLS 74=(6+2)*7+(4+2)*3 pts }--- Concentration +3 = 1(ranks)+2(Con) Knowledge(the planes) +7 = 5(ranks)+2(Int) Knowledge(religion) +11 = 9(ranks)+2(Int) Knowledge(arcana) +10 = 8(ranks)+2(Int) Knowledge(local) +8 = 6(ranks)+2(Int) Knowledge(nature) +8 = 6(ranks)+2(Int) Knowledge(dungeoneering) +3 = 1(ranks)+2(Int) Listen +11 = 8(ranks)+1(Wis) +2 race Survival +9 = 8(ranks)+1(Wis) Hide +9 = 5(ranks)+4(Dex) Move Silently +9 = 5(ranks)+4(Dex) Spot +15 = 10(ranks)+1(Wis)+2 headband +2 race
Skill Trick - Collector of Stories
---{ FEATS }--- 01[FLAW]: True Believer 01[FLAW]: Law Devotion 01[CLRB]: Knowledge Devotion 01[DOMB]: Weapon Focus(Longbow) 01[DOMB]: Point Blank Shot 01[HD01]: Precise Shot 02[RANB]: Track 03[RANB]: Rapid Shot 03[HD03]: Weapon Proficiency(Bone Bow) 05[RANB]: Endurance 06[HD06]: Extra Rage
---{ FLAWS }---
Cold-Blooded [General] You were raised in the arctic and cannot tolerate heat. Effect: You automatically fail all fortitude saves made to overcome the effects of high temperatures. Fire-based effects deal an additional 2 points of fire damage to you, per die of damage if applicable. Northern wanderer You cannot lie, and are disturbed when others do so. Effect: You take -2 penalty to all social checks. You cannot make Bluff checks. Furthermore, any ally within sight of you takes a -5 penalty to Bluff checks. Roleplaying Ideas: Perhaps you are compulsively honest, or perhaps you simply believe lying to be wrong. Your agitation makes it more likely others will detect falsehood.
---{ WILDRUNNER }--- [Ex] Trackless Step, You cannot be tracked in natural surroundings. [Ex] Fast Movement, 10 feet while wearing light, medium, or no armor. [Ex] Scent, You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; [Su] Primal Scream, lasts 5 = 3 + 2 (Con). You can use 1 = 3 -2 (Cha). In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage.
---{ BARBARIAN }--- ACF: Whirling Frenzy [Ex] Whirling Frenzy - 3/day, temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus. This attack takes a –2 penalty, as does each other attack made that round. A fit of rage lasts 5 = 3 + 2 (Con). [Ex] Fast Movement, 10 feet while wearing light, medium, or no armor.
---{ RANGER }--- ACF: Champion of the Wild [Ex] Favored Enemy – Undead (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures). [Ex] Wild Empathy - 1d20-1 [Ex] Combat style - archery
---{ CLERIC }--- ACF: Cloistered Cleric [Su] Turn Undead 1/day [--] Domains: War, Elf, Knowledge -> Knowledge Devotion feat [Ex] Lore 3 = 1+2(Int)
CL - 1 Spells Readied 3|1+1+1 0 - Guidance x3 1st - Blade of Blood, Blade of Blood, True Strike[d]
---{ Racial Traits }--- Medium creatures, snow elves have no special bonuses or penalties due to their size. Snow elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An snow elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: snow elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf’s senses are so keen that she practically has a sixth sense about hidden portals. Languages: Common, Elven. Bonus Languages: Draconic, Orc.
Инвентарь
---{ GEAR }--- BODY SLOT ITEM Head Scout’s headband Face Throat Shoulders Body Torso Chain shirt Hands Arms Bracers of Archery, Lesser Waist Ring (right) Ring (left) Feet
Bone Bow +1 – 2550 Least crystal оf Electricity Assault - 600 Quiver of Plenty на 90 стрел / день Value: 1,500 gp (non-magical) Raptor Arrow 6006 (MiC, 56) Scout’s headband - 3400 Bracers of Archery, Lesser - 5000
Chain shirt - 100 Longspear - 5
Набор путешественника, северного эльфа
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Айртон фон Диффенбахер
Автор: |
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ZatriX |
Раса: |
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Человек |
Класс: |
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Rog3/Swb2/Barb1/Wbl1 |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 20 [+5] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 9 [-1] |
Обаяние: | | 8 [-1] |
Внешность
Характер
История
Начнем с того, что на самом деле Айртона, скорее всего, зовут совсем не Айртоном. И уж точно не фон Диффенбахером. А дело было так. Чета фон Диффенбахеров, весьма известных столичных археологов, в очередной раз отправилась в предгорья, раскапывать остатки чего-то, что там когда-то находилось. По слухам. У четы имелась древняя карта, упрямый мул и два дурнопахнущих проводника, один из которых умел говорить на общем, а другой приблизительно знал куда идти. На восемнадцатый день похода, археологи наткнулись на небольшую пещеру, в которой и решено было переночевать. При ближайшем рассмотрении в пещере обнаружился дохлый гризли и мальчик лет четырех-пяти, сосредоточенно тыкавший этого гризли кинжалом. Вскрытие гризли показало, что тот умер от переизбытка стрел в организме, а так же от несварения желудка, вызванного тем, что он пытался переварить некоего человека в кольчуге. Опознать человека не удалось, выяснить подробности произошедшего - тоже. Мальчику от шока отшибло память, и он не помнил не только что случилось в пещере, но и вообще кто он и откуда. Ничто человеческое археологам было не чуждо, а мальчик нуждался в медицинской помощи (помимо всего прочего у него была сломана рука и через все лицо тянулся след когтистой лапы), так что экспедицию по быстрому свернули и вернулись в столицу. Найти родных пацана фон Диффенбахерам не удалось, а собственных детей у них не было, хоть они и пытались. Поэтому, ничтоже сумняшеся, мальчика назвали Айртоном и усыновили.
Рос Айртон крепким и борзым, дворовых драк не чурался, скорее наоборот, счастливые родители в нем души не чаяли. Когда бывали дома, разумеется, что было не так часто - они постоянно мотались по всей стране, то по походам, то по лекциям и симпозиумам. Когда фон Диффенбахеру исполнилось 18, он покинул родительский дом и тоже , по примеру родителей, стал мотаться по городам и весям. Археология, правда, его интересовала лишь с точки зрения материальных ценностей, а в целом он задался целью попытаться разузнать, кто же он такой на самом деле.
Покуда его поиски, в одиночку ли, группой ли, результатов не принесли, хоть и прошло уже более десяти лет, но Айртон не отчаивается. Он по прежнему молод душой, страшен лицом и легок на подъем. И по прежнему периодически отсылает своим вышедшим на пенсию приемным родителям мешочки с золотыми.
Навыки
Airton: Male Human(Silverbrow) Bbn1/Rog3/Swb2/Wbl1; CR 7; Medium Humanoid (dragonblood, human);
HD 3d6+2d10+2d12+14; hp 76;
Init +6; Spd 30 ft/x4;
AC 19 (+6 armor, +1 shield, +2 dex), touch 12, flat-footed 17;
Base Atk/Grapple +6/+11;
Full Atk +11/+6 Two-handed (3d6+8;19-20/x2) +1 Greatsword;
SA&SQ Whirling Frenzy; Evasion(Ex); Sneak Attack; Penetrating Strike; Trapfinding(Ex); Grace(Ex); Dodge Bonus(Ex); Lion Spiritual Totem(Su); Battle Clarity(Ex); Weapon Aptitude(Ex);
AL CN;
SV
Fort +14 (9 base + 5 Str), Ref +8 (4 base + 2 Dex +2 Misc), Will +1 (+2 base, -1 Wis);
Str 20 (+5) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 9 (-1) Cha 8 (-1);;
–– SKILLS –– Balance¹ +9 Climb¹ +10 Concentration¹ +12 Disable Device +12 Hide¹ +11 Jump¹ +11 Knowledge (local) +3 Move Silently¹ +10 Open Lock +11 Search¹ +12 Tumble +11;
–– RACIAL ABILITIES –– × Base land speed of 30 feet. × Bonus Feat: 1st level bonus feat × Spell-like abilities (1/day unless otherwise specified): Feather Fall (3/day) × +2 racial bonus on Disguise checks. Disguise is always a class skill. × Favored Class: Any
–– CLASS ABILITIES –– × Proficient in light and medium armor, and all shields (except tower shields) × Proficient with all simple and martial weapons, and with Hand Crossbow. × Rage (Whirling Frenzy, UA): You can fly into a screaming frenzy once per encounter; up to 1 time per day. When a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a −2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. You cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 7 rounds. × Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage. × Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC; or you are flanking them; you inflict an extra 3d6 damage. Ranged attacks must be within 30 feet to gain this; and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage; as do creatures with concealment. × Penetrating Strike: Any time you attack someone you are flanking that is normally immune to Sneak Attack damage; you still deal an extra 1d6 damage. × Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. × Grace(Ex): When wearing light or no armor; and carrying a light load you gain a +1 competence bonus on Reflex saves. × Dodge Bonus(Ex): When wearing light or no armor; and carrying a light load you gain a +1 dodge bonus to AC against a designated foe. × Lion Spiritual Totem(Su): You gain the pounce ability (MM 313). × Battle Clarity(Ex): Unless flat-footed, you gain a +1 insight bonus to your Reflex saves. × Weapon Aptitude(Ex): You are considered a level -1 fighter for purposes of qualifying for feats. Further, each morning you may spend 1 hour in weapon training to change the designated weapon for any feat that applies to a single weapon (such as Weapon Focus).
–– FEATS –– HUM: × Able Learner(RoD 150) : Cross-class skills cost less per rank FLW: × Improved Initiative(PH 96) : +4 bonus on initiative checks. LVL01: × Power Attack(PH 98) : Trade attack bonus for damage (up to base attack bonus). LVL03: × Improved Buckler Defense(CW 100) : Apply buckler's shield bonus to AC while using off-hand weapon. SWB01:× Weapon Finesse(PH 102)² : Use Dex modifier instead of Str modifier on attack rolls with light melee weapons. LVL06: × Daring Outlaw(CS 76) : Rogue and swashbuckler levels stack for grace, dodge bonus, and sneak attack.
–– FLAWS –– × Shaky (UA Pg 91) : -2 on all ranged attack rolls.
–– MANEUVERS –– × Warblade - Initiator Level: 4 Known: 3 Readied: 3 Stances: 1 + Moment of Perfect Mind (R) (Diamond Mind) (Counter Level 1) (Pg 64) : Use Concentration check in place of Will save. + Steel Wind (R) (Iron Heart) (Strike Level 1) (Pg 69) : Attack two opponents. + Mountain Hammer (R) (Stone Dragon) (Strike Level 2) (Pg 84) : Deal +2d6 damage, overcome DR and hardness. + Punishing Stance (Iron Heart) (Stance Level 1) (Pg 69) : Attacks deal +1d6 damage, but you have -2 to AC.
Инвентарь
Greatsword +1: 2350gp, 8lbs Mithral breastplate +1: 5200gp, 15lbs Mwk Buckler: 165gp Strongarm Bracers (MIC139): 6000gp, 1lb Gauntlets of Ogre Power: 4000gp, 1lb Mwk Thieve's tools: 100gp, 2lbs Healing Belt: 750gp, 1lb Everlasting Rations: 350gp Adventurer's Kit: 50gp
35gp
Potion of Barkskin
Exp: 1000 (nerubs) Current Health: 76-40+33=69
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Воин Света
Автор: |
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Petrovna |
Раса: |
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Человек |
Класс: |
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Cleric 6 / radiant servant of Pelor 1 |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 10 [+0] |
Выносливость: | | 14 [+2] |
Интеллект: | | 8 [-1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 14 [+2] |
Внешность
Характер
История
Отец мой сияет с небес на все сущее, обаче тени ложатся там, куда не достигнут лучи его. В эти тени иду я смело, аще вера в небесный свет освещает поступь мою. Клянусь, да будет путь мой прям и светел, яко луч отца моего. Клянусь выявлять зло и нежить, в тенях таящие, и светоч карающий нести.
Навыки
NG Human Male Medium humaniod (human) Cleric 6 [PhB] / Radiant Servant of Pelor [CD] Deity: Pelor
---{ ABILITIES / PB 32 }--- STR 15(08) + 1(HD) + 2(ench) = 18(+4) DEX 10(02) = 10(+0) CON 14(06) = 14(+2) INT 08(00) = 08(-1) WIS 16(10) = 16(+3) CHA 14(06) = 14(+2)
Init : +0 Speed: 30ft. (20ft in armor HP : 68=6d8+1d6+14
---{ ATTACK OPTIONS }--- BAB : +5 Grpl: 9 = 5(BAB) + 4(str)
[+ 1 Heavy Mace +11 melee 1d8+5 (20/x2)] Attack Bonus: +5(BAB) + 3(str) + 1(feat) + 1(enh) Damage: 1d8 + 4(str) + 1(feat) [mwk Longsword +10 melee 1d8+4 (19-20/x2)] Attack Bonus: +5(BAB) + 4(str) Damage: 1d8 + 4(str)
---{ DEFENSE OPTIONS }--- Full : 24 = 10 + 10(armor) + 3(shield) +1 (defl) Touch: 11 = 10 + 1(defl) FlatF: 24 = 10 + 10(armor) + 3(shield) +1 (defl)
Fort: +9 = 7(base fractional) +2(con) Refl: +2 = 2(base fractional) Will: +10 = 7(base fractional) +3(wis)
---{ SKILLS / 8+2*6}--- -5 Balance = 0(dex) -5 (ACP) -5 Climb = 4(str) -5(ACP) 08 Concentration = 6(ranks)+2(con) -6 Escape Artist = 0(dex) -5(ACP) -1 (trait) 08 Heal =5(ranks)+3(wis) -5 Hide = 0(dex) -5 (ACP) -7 Jump = 4(str) -10 (ACP*2) -1 (speed) 08 Knowledge (religion) = 9(ranks)-1(int) -1 Listen = 3(wis) -4 (flaw) -5 Move Silently = 0(dex) -5 (ACP) -1 Spot = 3(wis) -4(flaw) -6 swim = 4(str) – 10 (ACP*2)
---{ FEATS }--- 1HD: Extra Turning(PH 94) : Can turn or rebuke 4 more times per day. Human: Quicken Turning(LM 29) : Can turn undead as a free action Flaw: Healing Devotion(CC 59) : Gain or grant fast healing for 1 minute 3HD: Weapon Focus(PH 102) (Mace, Heavy) : +1 bonus on attack rolls with selected weapon. 6HD Heavy Armor Optimization(RoS 141) : Reduce armor check penalty by 1 and increase armor bonus by 1
–– TRAITS –– × Stout (UA Pg 90) : +2 on Strength checks made to avoid being bull rushed or overrun. -1 on Escape Artist checks. –– FLAWS –– × Inattentive (UA Pg 91) : -4 on Listen and Spot checks.
---{ CLASS FEATURES }--- × Proficient in all armor, and all shields (except tower shields) × Proficient with all simple and martial weapons. × Aura of Good(Ex): You have a strong aura of Good. × Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing a pre-prepared spell of equal or higher level. × Restricted Spells: cannot cast Evil spells. × Turn Undead(Su): Can turn undead 9 times per day. A turning check is made on 1d20+6; turning damage is equal to 3d6+9 on a successful check. × Domains: + Glory: Turn undead with a +2 bonus on turning check and +1d6 on the turning damage roll. + Healing: You cast healing spells at +1 caster level. × Radiance: When you cast a spell with the light descriptor; the radius of illumination is doubled; and the spell is treated as if it were one level higher than it actually is for all purposes; including determining whether it can counter or dispel a spell with the darkness descriptor. × Extra Greater Turning: You can perform a greater turning 5 times per day.
---{ SPELLSLOTS}--- 1(5+1) 2(4+1) 3(3+1) 4(1+1) Save DC = 13 + Spell Level CL 7 (9 for cure spells, 8 for [healing] spells, 8 for [light] spells)
Инвентарь
turns 9/9 (greater 5/5) wand of vigor 49/50 ---{ SPELLS PREPARED }--- 1(5+1): Ray of Hope (BoED), resurgence, resurgence, Shield of faith, Divine Favor; Disrupt undead (D) 2(4+1): Consecrate, Benediction (CCh), Divine Protection (SpC), Light of Mercuria (SpC), Bless Weapon (D) 3(3+1): Close Wounds (MiH), Light of Venya (SPC), Vigor, Mass lesser; Searing light (D) 4(1+1): Undead Bane Weapon; Holy Smite (D) Save DC = 13 + Spell Level CL 7 (9 for cure spells, 8 for [healing] spells, 8 for [light] spells)
BODY SLOT ITEM Throat Reliquary Holy Symbol of Pelor + precasted Continual Flame 1050 gp Shoulders Body Torso Hands Gauntlets of Ogre Power 4000 gp Arms Waist Ring (right) of Protection +1 2000 gp Ring (left) of Mystic Healing 3500 gp (+1 clvl to Cure spells, 3 charges 2d6 / 3d6 / 4d6 hp to next cure spell, swift (command)) Feet boots of Landing 500 gp (land on your feet, -2d6 to falling damage)
***NONMAGICAL ITEMS*** [Clothing] Traveler’s outfit 1 gp
[Tools] Backpack, blanket, stuff
[Alchemical Items] Holy Water x2 50 gp Spell component pouch 5 gp
***WEAPONS*** +1 Heavy Mace 2312 gp + темляк (фриэкшн на освободить руку, свифт экшн на подобрать обратно) + precasted Celestial Brilliance (60 ft radius of bright light damages undead 1d6 / round) Mwk Longsword 315 gp
***ARMOR*** +1 Full Plate 2650 gp + restful crystal 500 gp +1 Heavy Steel Shield 1170
***TOOLS*** Wand of vigor, lesser 750gp
***POTIONS*** ...
Carrying Capacity 100 / 200/ 300 Total Weight: ~85 pounds Money: 190 gp.
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Sylvanas
Автор: |
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Gven Morange |
Раса: |
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Undead elf |
Класс: |
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Ranger |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Обаяние: | | 8 [-1] |
Внешность
Характер
Сначала предводитель эльфов, потом баньши, Сильвана унаследовала у первой ипостаси выскомерие, а у второй стервозность. Познав на себе тленность бытия, она поняла, что у нее нет времени на игры и готова отдать все что угодно для того чтобы свершилась месть.
История
Когда-то Сильвана Ветрокрылая была храбрым Предводителем следопытов Луносвета и командиром армий высших эльфов. Но во время Третьей Войны принц Артас во главе армии нежити вторгся в эльфийское королевство Кель'Талас. Сильвана бросила все свои силы против орды живых мертвецов Плети, но в конечном итоге была повержена Рыцарем Смерти и превращена в послушную рабыню-банши.
Проклятая и лишённая свободны воли, Сильвана вынуждена была служить своему хозяину до тех пор, пока Король-Лич не ослабел настолько, что более не мог её контролировать. Восстав против Плети, Тёмная Госпожа и её мятежники - Отрёкшиеся - захватили Подгород, провозгласив себя свободными и независимыми. Она вернула себе свою физическую форму, но её тело всё ещё несёт в себе проклятие нежити, а потому прежняя жизнь для неё недоступна.
Теперь Сильвана мечтает лишь об одном – найти и уничтожить Артаса, которого ненавидит больше всего на свете, а также Короля-Лича, чтобы отомстить за своё проклятие и принести окончательную свободу своим подданным.
Навыки
Alignment CN Female Elf Age 150 Size M Class Ranger 5 / Deadgrim 2
STR 16(10)+2(race)+1(4lvl) =19(+4) DEX 14(06) =14(+2) CON 14(06) =14(+2) INT 12(04)-2(race) =10(+0) WIS 14(06) =14(+2) CHA 08(00) =08(-1)
Init : +2 = 2(Dex) Speed: 30 ft. HP : 66 = 6 + 6 + 8*5 + 7*2 BAB : +7
---{ ATTACK OPTIONS }--- To hit with Bow of Wintermoon Ranged: Basic attack: 12=7(BAB)+4(STR)+1(BOW) Rapid shot +1 Point Blank shot (if <30ft) +1 vs Undead / Evil Outsiders (Spirit pouch) Damage: 1d8+5 Piercing 20/x2 +1 Point Blank shot (if <30ft) +13 + 2d6 vs Undead = +6 Ranger + 2 (Deadgrim) + 3 (Feat) + 2(Pouch) + 1d6(Nemesis) + 1d6(Truedeath crystal) +7 vs Evil Outsiders = +2 Ranger + 3 Feat + 2 Pouch
---{ DEFENSE OPTIONS }--- Full AC: 19 = 10+2(DEX)+6(ARMOR)+1(Buckler) Touch : 12 FlatF : 17
FORT: 10 = 4.5(RAN) + 0.66(DG) + 4(STR) + 1(Cloack) WILL: 07 = 1.66(RAN) + 3(DG) + 2(WIS) + 1(Cloack) REFL: 08 = 4.5(RAN) + 0.66(DG) + 2(DEX) + 1(Cloack) Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 bonus on saves made to resist the effects of poison, paralysis, stunning, disease, and death from massive damage
---{ SKILLS / 58 + 8 = (32+6+6+8+6)RAN + (4*2)DG}---
10 Knowledge Religion 4(RAN) + 6(DG) 08 Knowledge Nature 8(RAN) 08 Knowledge Dungeoneering 8(RAN) 15 Search 8(RAN)+ 2 (Racial) + 5 (Goggles) 14 Spot 8(RAN) + 2(DG) + 2(WIS) + 2 (Racial) 12 Listen 8(RAN) + 2(WIS)+ 2 (Racial) 10 Disable Device 8(RAN) + 2(DEX) 02 Skill Trick Collector of Stories
---{ FEATS AND FLAWS}--- 01[FLAW]: Noncombatant 01[PHB]: Point blank shot 01[BoED]: Nemesis (Undead) 02[PHB]: Rapid shot (Ranger bonus feat) 03[PHB]: Precise shot 03[PHB]: Endurance (Ranger bonus feat) 06[CW]: Improved favored enemy
---{ RACIAL & TEMPLATE FEATURES }--- [Race] +2 Str, -2 Int. Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-light vision. +2 racial bonus on Listen, Search, and Spot checks.
---{ CLASS FEATURES }--- [Ranger:Elf ranger substitution[RotW], lvl 01 (+3 vs Undead instead of +2); Spiritual Connection[CC], lvl01 (Replaces: This benefit replaces the wild empathy class feature. Benefit: You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. These are spell-like abilities with caster level equal to your character level); Trap Expert[DnS], lvl01 (Replaces: If you select this alternative class feature, you do not gain the Track feat at 1st level or the swift tracker ability at 8th level. Benefit: You gain the trapfinding ability of the rogue. In addition, you gain Disable Device as a class skill. You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps); Distracting Attack(PHB2), lvl04 (Replaces: If you select this class feature, you do not gain an animal companion. Benefit: Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack)]
FAVORED ENEMIES Undead Evil outsiders Combat Style: Archery
Deadened flesh (+2 bonus on saves made to resist the effects of poison, paralysis, stunning, disease, and death from massive damage) voice of the damned (+2 Intimidate, -2 Diplomacy)
Инвентарь
Damage sustained 8 Expirience gained 1000
Spells (2) Ligtfoot [You provoke no attacks of opportunity when moving] Blockade [You call a cube of solid wood, 5 feet on a side, into being]
---{ GEAR }--- BODY SLOT ITEM Throat ENEMY SPIRIT POUCH Shoulders Cloak of Resistance +1 Body Torso Mithral Breastplate +1 Hands Bow + Buckler Arms Waist
ENEMY SPIRIT POUCH 2100 Mithral Brastplate +1 5200 Cloak of Resistance +1 1000 Bow of the Wintermoon (3400) Truedeath crystal 1000 thieves' tools, mwk 100 Quiver of Plenty (90 стрел в день) 1500 Quiver of Adamantine arrows (15) 900 Quiver of Sacred arrows (20) 800 Mundane arrows (100) 5 Wand of Cure Light wounds 750 Goggles of Minute Seeing 1250 Darkwood Buckler 215 Everlasting rations 350 Сумка со всякой шнягой: кремень, огниво, зеркальце, расческа, зубная щетка, чернильница, презерватив вроде целый, чернильница непроливайка с пером, ножик, бритва, щетка 425 gold
LOOT [ NERUBS first encounter Potions x3: Wands: 2 different Scroll of something
banded agate (worth 11 gp) deep blue spinel (worth 400 gp) fire opal (worth 1000 gp) obsidian (worth 9 gp) rock crystal (clear quartz) (worth 20 gp)]
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Адам Сильверхарт
Автор: |
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Diana |
Раса: |
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Человек |
Класс: |
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Друид |
Мировоззрение: |
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Нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 19 [+4] |
Обаяние: | | 10 [+0] |
Внешность
Характер
Описание заклинаний ------------------------------------LEVEL 1-------------------------------------- Spider Hand Transmutation Level: Clr 1, Drd 1 Components: V, S Casting Time: 1 action Range: Personal Target: Caster’s hand Duration: Concentration (up to 1minute/level) The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls. The caster can see through its eyes, and it can travel up to 20 feet per level away from him. If the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage. If the caster directs the spider to return to his arm (a move-equivalent action), then lets the spell end, he takes no damage.
Eyes Of The Avoral Transmutation Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1 Components: S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains an avoral’s sharp eye-sight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
FOUNDATION OF STONE Transmutation [Earth] Level: Cleric 1, druid 1 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which are more than 30 ft. apart Duration: 1 round/level Saving Throw: None Spell Resistance: No Calling upon the strength of the earth, you lend some of the stability of stone to your allies. As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped. If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.
WOOD WOSE Conjuration (Creation) Level: Druid 1 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One nature servant Duration: 1 hour/level Saving Throw: None Spell Resistance: No Whistling up nature’s power and waving a branch of holly, you create a helper for the task at hand. A wood wose is a translucent green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn’t involve knowledge of technology. It cannot, for example, open a latched chest, since it doesn’t know how a latch works. A wood wose can perform only one activity at a time, but it repeats the same activity if told to do so. Thus, if you commanded it to gather leaves, it would continue to do so while you turned your attention elsewhere, as long as you remained within range. A wood wose has an effective Strength of 2, so it can lift 20 pounds or drag 100 pounds. It can trigger traps, but the 20 pounds of force it can exert is not enough to activate most pressure plates. It has a land speed of 15 feet and a fly speed of 15 feet (perfect). A wood wose cannot attack in any way; it is never allowed an attack roll or a saving throw. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. If you attempt to send the wose beyond the spell’s range(measured from your current position), it ceases to exist.
----------------------------------------LEVEL 2------------------------------------
Body Ward Abjuration Level: Cleric 2, Druid 2, Components: V, S, DF, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until expended Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your comrade's body grows denser and stronger beneath your touch. You grant the subject a limited resistance to ability damage. You choose one of the three physical ability scores—Strength, Dexterity, or Constitution—when you cast the spell. Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source. If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point. The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first. When cast multiple times upon the same subject, body ward has a synergistic effect. If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage. If you use it to affect all three physical abilities at once, it wards each against 10 points of damage. To achieve this synergy, the multiple castings must occur in subsequent rounds. The benefits from multiple castings of body ward that protect the same ability score do not stack.
Flash-Freeze Transmutation [Earth, Cold] Level: Druid 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft. square/level Duration: Instantaneous Saving Throw: None Spell Resistance: No All earth, stone, and water in the spell’s area is drained of heat. Earth, mud, and stone become everfrost and water freezes. You affect a 10-foot-square area to a depth of 1 foot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth, stone, or water creatures are not affected. This spell can be used to create small icebergs in large bodies of water. These icebergs fl oat, but are extremely slippery and unstable, requiring a DC 15 Balance check per round to stay on the iceberg. Icebergs may be propelled through the water by the current, paddling, or other means.
SPLINTERBOLT Conjuration (Creation) Level: Druid 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more streams of splinters Duration: Instantaneous Saving Throw: None Spell Resistance: No You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan’s javelin whistles through the air. You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18–20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction. Material Component: A splinter of wood.
-------------------------------------------LEVEL 3-------------------------------------------
Heart Of Water Transmutation [Water] Level: Druid 3, sorcerer/wizard 3, wu jen 3 (water) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces. You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks; see MM 311). You also gain the ability to breathe water (as if under the effect of a water breathing spell). Finally, you gain a +5 enhancement bonus on Escape Artist checks. Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends. If heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
ICELANCE Conjuration (Creation) Level: Druid 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One lance of ice Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear. With a thought, you send it whistling through the air at your foe. You must succeed on a normal ranged attack to strike a target with an icelance. You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use. Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
--------------------------------------------LEVEL 4----------------------------------------
WALL OF WATER Conjuration (Creation) [Water] Level: Cleric 4, druid 4, sorcerer/wizard 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall of water 1 ft. thick whose area is up to one 10-ft. square/level (S) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You cause a vertical wall of swirling water to appear. You can double the area of the wall’s effect by halving its thickness. Any creature attempting to pass through a square occupied by a wall of water must make a Swim check (DC 14 + your spellcasting ability modifier) or become trapped in the water, unable to move. A creature trapped in this fashion can attempt another Swim check each round and might drown (see Drowning, page 304 of the Dungeon Master’s Guide). If you conjure the wall so that it appears where creatures are, each creature must make a Swim check or become trapped; those that succeed can choose on which side they wish to emerge from the water. Any nonmagical flame is extinguished if carried through a wall of water. Few forms of physical attack can harm a wall of water directly. Thrown weapons are ineffective through it, and attacks with other ranged weapons are made with a –2 penalty for every 5 feet of wall through which they must pass (in addition to normal range penalties; minimum penalty –2). A breach in the wall closes immediately after the attack that made it goes through. The water blocks line of effect for any fire spell. Creatures on one side of the wall have cover against those on the other side unless the creature making the attack is under the effect of freedom of movement. If any 5-foot section of water takes 20 or more points of fire damage in a single round, that section evaporates into steamy fog that lasts for 1 minute. If any 5-foot section of wall takes 20 or more points of cold damage in 1 round, that length freezes for 10 minutes. Treat a frozen section as a wall of ice instead. In either instance, do not divide damage by four, as is normal for objects. Control water can open and hold open a breach in a wall of water, so long as that spell can affect enough of the wall. A wall of water can be made permanent with a permanency spell. Arcane Material Component: A vial of water.
История
Раз в тысячу лет в новолуние первого месяца зимы, когда горные духи смежают веки, а ломкий свет Луны осыпается на землю серебряным снегом, есть безымянный миг, что не измерит даже волшебный песок в часах древнего чародея. Глухо ухнет столетний филин, вспенится быстрая река, ночь скроет золотой песок звёзд в траурной вуали облаков, и каждое, даже самое смелое сердце, пропустит один удар. Но уже в следующее мгновение на лице спящего появится улыбка, облегчённо вздохнет стоящий на посту стражник, задержавший дыхание маг вновь склонится над свитком, выводя руны нового заклинания, а стены притаившейся меж заснеженных гор хижины огласит плач крошечного человечка, волею богов вышедшего на тропу жизни в безымянный миг... Но этот сказ не о нём, ибо секундой ранее в соседнем городе, в семье черноокой Рахиль и ростовщика Платинсона случилось куда более значимое для нашей истории событие. А именно рождение первенца - прекрасного, как мама и умного, как папа. Малыш рос на диво смышленый. К трём годам освоил счёт, к четырём азбуку, а в пять ловко обыгрывал в ножички не только соседских мальчуганов, но и семинаристов духовной академии, в которую, как известно, кого попало не берут. Годом позже, когда горожане, вложившие в дело Платинсона последнее, пришли к каменным хоромам с факелами и вилами, они обнаружили, что от ростовщика и его жены след простыл (свидетели утверждают, что чета покинула город через северные, западные и восточные ворота одновременно). Лишь в грубо сколоченной деревянной кроватке сном ангела спал одетый в простую рубашонку мальчонка. Сколь бы ни были добры сердцем горожане, однако ж не нашлось среди них того, кто взялся бы усыновить сына ростовщикова. Но и зверями лютыми они ни были, а потому не отдали ребенка свиньям на растерзание, а продали бродячим друидам, что шли пёстрым караваном, предлагая за малых детей серебряную монету. Наставник мальчику попался справедливый, но строгий. Где лозой, а где и розгой он указывал ребенку верный путь, прививая любовь к природе и ненависть к её отсутствию. Дальнейшие приключение юного Платинсона (к тому времени взявшего имя Сильверхарт) включали, но не ограничивались спасением хоббитов из горящей избы в облике орла, изничтожением пробуждённого во льдах гигантского спрута, а также воспитанием ручного динозавра Вениамина, подобранного в джунглях в младенчестве и откормленного из бутылочки (каких усилий это потребовало - разговор отдельный, поначалу мерзкая ящерица требовала мяса и норовила укусить). Не хватало лишь эффектной точки, заслуги, которую не стыдно предъявить не только собратьям-друидам, но и простому люду, никогда не бывавшему в джунглях и не подозревающему, как трудно там найти молоко. И вот однажды возможность предоставилась...
Навыки
Name: Adam Silverheart Medium Humanoid; Race: Human; Class: Druid 7; Alignment: Neutral. Experience: 22033/28000 ABILITIES:STR 10 [+0] DEX 16 [+3] CON 12 [+1] INT 12 [+1] WIS 19 [+4] (16 + 1 lvl 4 + 2[ITEM]) CHA 10 [+0] Init: +3 (+3 DEX) Speed: HP: 63 = 1d8x7 + 1x7 CON BAB: +5 AC: 17 (touch 13, flat-footed 14) = 10 base + 3 DEX + 4AC Attack: +9 melee (1d6, slashing, 18-20x2), +8 ranged SAVES:Fort +7 (+11 against abberations) = +5 base + 1 CON + 1 ITEM Ref +6 (+10 against abberations)= +2 base + 3 DEX + 1 ITEM Will +10 (+14 against abberations) = +5 base + 4 WIS + 1 ITEM Languages: Common, druidic, celestial SKILLS (6x10=60):Balance + 3 = + 0 ranks + 3 [DEX] Concentration + 9 = + 8 ranks + 1 [CON] Escape Artist + 3 = + 0 ranks + 3 [DEX] Handle Animal + 8 = + 8 ranks + 0 [CHA] Heal + 4 = + 0 ranks + 4 [WIS] Hide + 3 = + 0 ranks + 3 [DEX] Jump + 0 = + 0 ranks + 0 [STR] Knowledge Arcana + 6 = 5 ranks + 1 [INT] Knowledge Architecture and engineering + 2 = 1 ranks + 1 [INT] Knowledge Dungeoneering + 10 = 7 ranks + 1 [INT] + 2[FEAT] Knowledge Nature + 6 = 5 ranks + 1 [INT] Knowledge Religion + 3 = 2 ranks + 1 [INT] Knowledge the Planes + 8 = 5 ranks + 1 [INT] + 2[FEAT] Listen + 4 = + 0 ranks + 4 [WIS] Move Silently + 0 = + 0 ranks + 3 [DEX] Ride + 5 = + 0 ranks + 3 [DEX] + 2 [SYNERGY] Search + 1 = + 0 ranks + 1 [INT] Sense Motive + 4 = + 0 ranks + 4 [WIS] Spellcraft + 12 = + 9 ranks + 1 [INT] + 2 [SYNERGY] Spot + 12 = + 8 ranks + 4 [WIS] Survival + 6 = + 0 ranks + 4 [WIS] + 2 [SYNERGY] Swim + 0 = + 0 ranks + 0 [STR] Use Rope + 3 = + 0 ranks + 3 [DEX] SKILL TRICKS:Collector of stories (Complete scoundrel стр.85) FEATS:Education (player's guide to Faerun стр.38, lvl 1) Companion Spellbond (player's handbook 2, стр.77, human) Fiery burst (complete mage, стр.43, lvl 3, 1d6/lvl, 30 ft, 5-feet burst, reflex half DC 18) Natural spell (lvl 6) RACIAL FEATURES:Extra feat; +1 skill point. CLASS FEATURES:Animal companion (fleshraker dinosaur). Root Walker (Dingeonscape, стр.9): Lose Woodland Stride, Resist Nature's Lure, and Wild Empathy. Gain Wild Empathy towards vermin; move over earth, stone, and rock debris; and +4 bonus on saving throws against spell-like abilities of abberations. Trackless step. Wildshape 3/day (small, medium). SPELLS (6/5/4/3/2, caster level 7 (8 fire), DC 14 + spell level ):Level 0: create water, detect magic x1, light x2, read magic. Level 1: entangle, eyes of the avoral (book of exalted deeds стр.99), foundation of stone (spell compendium), spider hand (book of vile darkness стр.104), wood wose (spell compendium). Level 2: bodyward (complete champion стр.117), flash-freeze (frostburn стр.94), soften earth and stone, splinterbolt (spell compendium) Level 3: heart of water (complete mage стр.107), ice lance (spell compendium), resist energy mass (spell compendium) Level 4: flame strike, wall of water (sandstorm стр. 128) Вениамин Medium Animal Hit Dice: 6d8+12 (39 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 28 (+5 Dex, +8 natural, +5 AC), touch 15, flat-footed 23 Base Attack/Grapple: +5/+10 Attack: Claw +10 melee (1d6+4 and poison) Full Attack: 2 claws +10 melee (1d6+4 plus poison) and bite +5 melee (1d6+2) and tail +5 melee (1d6+2 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Leaping pounce, poison, rake 1d6+2 Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +10, Will +4 (+3 against energy drain attacks, inflict spells, death spells, and death effects) Abilities: Str 18, Dex 20, Con 15, Int 2, Wis 14, Cha 12 Skills: Hide +15*, Jump +27 Feats: Improved Natural Attack (claw), Track, Evasion Alignment: Always neutral
Thin, wicked-looking spines bristle from this creature’s back, sinuous tail, and muscled forelimbs, glistening with some clear liquid. Although it stands upright, you can tell the mottled green killer can run on all fours should it desire. A long, reptilian snout opens wide with a short bark to display a set of deadly, sharp teeth, and each of its four limbs sprouts a pair of 6-inch-long hooked claws. A cousin of the velociraptor, the fleshraker is a clever predator that lurks in areas of heavy undergrowth and dense forest. Fleshrakers usually hunt in packs, preying upon unsuspecting creatures that pass by. They prefer to attack lone targets, but if they’re hungry enough, or if they outnumber a small group, fleshrakers are just as likely to attack. When food becomes scarce, fleshrakers have been known to grow bolder in their hunts. They fi nd a deserted stretch of road traveled by the occasional caravan and attempt to pick off straggling pack mules or even lightly guarded wagons. Those who have encountered fl eshraker packs and survived swear the creatures set up ambushes and coordinate their attacks. Some wild tribes of forest dwellers have been known to domesticate fl eshrakers to serve as guards. Their natural ability to blend in with their surroundings, combined with their innate tactical sense, makes them especially deadly in this capacity. Rumors also abound of some fl eshrakers being used as mounts, although the creature’s spines would certainly require the use of a specially constructed saddle to ride it comfortably. An average fleshraker stands 7 feet tall and weighs about 300 pounds.
COMBAT
A fleshraker prefers to begin each combat with a leaping pounce attack. A fleshraker tries to land on its target, pinning it to the ground so that it can savagely rip its prey apart as quickly as possible. If a target cannot be slain in a single leaping pounce attack, a fleshraker is likely to flee and let its debilitating poison have a chance to work, returning later when the prey is weakened. A fleshraker cannot use its tail attack against an opponent it bites in the same round.
Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly. When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.
If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.
Rake (Ex): Attack bonus +5 melee, damage 1d6+2.
Skills: Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.
Tricks 1. Attack x2 2. Come 3. Defend 4. Down 5. Guard 6. Heel 7. Stay
Инвентарь
Weapon and armor: Masterwork scimitar - 115 Dagger - 2 Studded leather +1 - 1025 Mithril chainshirt (Вениамина) +1 - 2200 Crystal of lifekeeping lesser (на Вениамине) - 1000
Магическое: Periapt of wisdom +2 (throat ) - 4.000 Lesser Metamagic Rod (sculpting) - 3000 Bag of holding - 2500 Gloves of the starry sky (hands) - 1.100 Cloak of resistance +1 - 1000 Healing belt (waist) - 750 Wand of lesser vigor - 750 (43 заряда осталось) Everlasting rations x2 - 700 Everfull mug - 200
Немагическое: Backpack - 2gp Explorer's outfit x2 - 10 gp Rope, silk - 10 gp Bedroll - 5 gp Climber's kit - 80 gp Flint&Steel - 1 gp Soap - 5 sp Pouch, belt - 1gp Spell component pouch - 5 gp Sunrod x2 - 4 gp Waterskin - 1 gp Расчёски, миски, ложки, поварёшки - бесценны
Алхимия: Alchemists's fire x4 - 80 gp Antitoxin x2 - 100 gp Smokestick x2 - 40 gp
Материальные компоненты: 50-gp clear quartz gemstone (для ice lance)
Итого: 18630 Осталось: 370
|
Рено Джексон
Автор: |
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Thaliorne |
Раса: |
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Эльф |
Класс: |
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Wiz3/MS4 |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 23 [+6] |
Мудрость: | | 8 [-1] |
Обаяние: | | 8 [-1] |
Внешность
Эльф очень косящий под человека. ( вплоть до того что прорастил себе волосы на лице) Тут для ДМа всякое нужное Spells
BENIGN TRANSPOSITION Conjuration (Teleportation) Level: Sorcerer/wizard 1 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None Spell Resistance: No Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes. Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
NERVESKITTER Transmutation Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: None (harmless) Spell Resistance: Yes A brief, blue glow makes the target feel as if it can anticipate your next action. You cast this spell when you and your party roll for initiative. This spell can be cast while flat-footed. You enhance You cast this spell when you and your the subject’s reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.
RAY OF CLUMSINESS Transmutation Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its target, though it takes only an eyeblink to do so. You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject’s muscles and joints, making it more diffi cult for the subject to move. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).
LAUNCH BOLT Transmutation Level: Sorcerer/wizard 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One crossbow bolt in your possession Duration: Instantaneous Saving Throw: None Spell Resistance: No The crossbow bolt in your hand glows a bright red, then fl ies off at your foe. You cast this spell on a crossbow bolt, causing it to fl y at a target of your choice as if you had fi red it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action. Material Component: The crossbow bolt to be fired (1 sp).
TREACHEROUS WEAPON Transmutation Level: Bard 1, hexbladeCW 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 immediate action; see text Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You make a gesture accompanied by a sharp arcane command, and your foe’s weapon gives off a momentary shower of sparks. You can cast this spell on any creature wielding a manufactured weapon. If the target fails its saving throw, the weapon takes a –1 penalty on attack rolls and damage rolls. For every two caster levels beyond 1st, the penalty worsens by 1. Thus, at 3rd level, the weapon takes a –2 penalty; at 5th level, a –3 penalty; at 7th level, a –4 penalty; and at 9th level or higher, a maximum –5 penalty. When this spell is cast on a creature wielding a magic weapon, subtract the weapon’s enhancement bonus from the penalty. For example, a 1st-level caster would reduce a +1 longsword to a +0 longsword. If you extend the spell’s casting time to 1 standard action, the enhancement penalties double.
MIGHTY WALLOP Transmutation Level: Sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One bludgeoning melee weapon Duration: 1 minute/level Saving Throw: None (object) Spell Resistance: No (object) The head of the weapon you touch is suddenly encased in a fi lmy halo that only you can see, extending out from the weapon to a distance of several inches. Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon. For a Small weapon, find the weapon’s damage value on the table below and adjust it to the value in the right-hand column for the duration of the spell. Original Damage Adjusted Damage 1 1d2 1d2 1d3 1d3 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 1d12 For a Medium or larger weapon, refer to Table 2–2: Increasing Damage by Weapon Size (DMG 28). Focus: A melee weapon.
MIGHTY WALLOP,GREATER Transmutation Level: Sorcerer/wizard 3 Duration: 1 hour/level As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of fi ve size categories or up to an effective size of Colossal. For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description. Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2–2: Increasing Damage by Weapon Size (DMG 28).
Характер
История
Навыки
Name: Рено Джексон CN Elf Gray(MM) Male Medium Humanoid (Elf) Wizard 3 [PH55](UA Variant wizard with fighter feats(UA59), focused specialist Transmuter (CM34), Immediate Magic Sudden Shift (PHB2 69))/Master Specialist 4 [CM70]\ ----------------------------------------------------------------------------- экспа +1000 за нерубов ----------------------------------------------------------------------------- ---{ ABILITIES / PB 32 }--- STR 12( 4) – 2(race) = 10(+0) DEX 14( 6) + 2(race) = 16(+3) CON 14( 6) – 2(race) = 12(+1) INT 18(16) + 2(race) + 2(ench) + 1(HD) = 23(+6) WIS 08( 0) = 08(-1) CHA 08( 0) = 08(-1) ----------------------------------------------------------------------------- Init : +7 (+3 dex, +4 improved init); Speed: 15ft. HP : 7*4+1*7=35 Flaws: Noncombatant (-2 to melee attack) Slow (base speed one half) ----------------------------------------------------------------------------- ---{ ATTACK OPTIONS }--- BAB : +3 = 1(wiz) + 1(ms) Grpl: +3 = 3(BAB) + 0(str) Trip: +0 = +0(str) Bull: +0 = +0(str) ----------------------------------------------------------------------------- Dagger AB: +3 (BAB) +0 (Str) – 2(flw)= +1 Dam: 1d4 (19-20/x2) Range Touch Spells and Rays AB: +3 (BAB) +3 (Dex) = +6 ----------------------------------------------------------------------------- ---{ DEFENSE OPTIONS }--- Full : 13 = 10 + 3(dex) Touch: 13 = 10 + 3(dex) FlatF: 10 = 10
With Mage Armor Greater Full : 19 = 10 + 3(dex) + 6(armor) Touch: 13 = 10 + 3(dex) FlatF: 16 = 10 + 6(armor)
With Alter Self(Crucian) + Mage Armor Full : 27 = 10 + 3(dex) + 6(armor) + 8(natural) Touch: 13 = 10 + 3(dex) FlatF: 24 = 10 + 6(armor) + 8(natural)
With Alter Self(Crucian) + Mage Armor + Scintillating Scales Full : 27 = 10 + 3(dex) + 6(armor) + 8(deflection) Touch: 21 = 10 + 3(dex) + 8(deflection) FlatF: 24 = 10 + 6(armor) + 8(deflection)
Saves Fort: + 4 = 1(wiz) + 1(MS) + 1(Con) + 2(res) Refl: +10 = 1(wiz) + 1(MS) + 6(Int) + 2(res) Will: + 6 = 3(wiz) + 4(MS) - 1(Wis) + 2(res)
Number of rerolls 0
----------------------------------------------------------------------------- Skills (70 skill pts) Name Rank Syn Misc Stat Sum Concentration 10 0 0 +1 + 11 Professon (Gambler) 6 0 0 -1 + 5 Decipher script 4 0 0 +6 + 10 Knowledge (arcana) 8 0 2 +6 + 16 Knowledge (dung.) 5 0 0 +6 + 8 Knowledge (geography) 4 0 0 +6 + 7 Knowledge (history) 1 0 0 +6 + 7 Knowledge (nature) 10 0 0 +6 + 16 Knowledge (religion) 5 0 0 +6 + 11 Knowledge (the planes) 5 0 0 +6 + 8 Listen 0 0 2 -1 + 1 Search 0 0 2 +6 + 8 Spot 0 0 2 -1 + 1 Spellcraft 10 2 3 +6 + 21 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Age: 130 Height: 5'1" Weight: 130 lbs. Deity: none Languages: Common, Draconic, Оrс, Gnome, Elven, Goblin, Sylvan ----------------------------------------------------------------------------- ---{ FEATS }--- 01[CHR1]: Extend Spell 01[VAR1]: Improved Initiative 01[FLW1]: Metamagic school focus: Transmutation [CM 45] 01[FLW2]: Collegiate Wizard [CA 181] 01[CHR3]: Spell Focus: Transmutation 01[MSB1]: Skill focus: Spellcraft 01[CHR6]: Reach Spell 01[MSB2]: Greater Spell Focus: Transmutation ----------------------------------------------------------------------------- Skill Tricks
Collector of Stories (CS p.85) (Gain +5 bonus on Knowledge checks to identify monsters)
Collegiate Wizard [General] You have undergone extensive training in a formal school for wizards. Prerequisites: Int 13, wizard level 1st. Benefit: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks. Normal: 1st-level wizards begin play with knowledge of three 1stlevel spells, and can add two spells per level to their spellbooks. Special: You can take this feat only as a 1st-level character. ----------------------------------------------------------------------------- ---{ RACIAL & TEMPLATE FEATURES }--- [Race] [--] -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence [--] +2 racial bonus on saving throws against Enchantment spells or effects [--] +2 racial bonus on Listen, Search, and Spot checks [--] Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it [--] Low-Light Vision [--] Immunity to sleep effects [--] Proficient with rapier, longsword, and all bows (except crossbows). [--] Favored Class: Wizard ----------------------------------------------------------------------------- ---{ CLASS FEATURES }--- [Wizard] [Ex] Immediate magic 6 times per day: Sudden Shift: You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your land speed. [--] Focused Transmuter (Banned school: Necromancy, Evocation, Enchantment) [--] Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, Quarterstaff. [--]Bonus fighter feats instead bonus wizard feats
[Master Specialist] [--]Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. [--]Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat. [--]Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. [--]Greater Spell Focus (Spellcraft): At 3rd level, you gain Greater Spell Focus as a bonus feat. [Ex]Minor School Esoterica : Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
Инвентарь
Спеллы ----------------------------------------------------------------------------- ---{ SPELLS PREPARED }--- 0(3+3):Detect Magic x3, Launch Bolt x3(s)
1(5+3):Grease x2, Nerveskitter x2 (s), Ray of Clumsiness (s), Treacherous Weapon, Enlarge Person x2
2(4+3):Rope Trick(s), Invisibility, Alter Self(s), Cat’s Grace x2, Scintillating Scales, Animalistic Power(s) 3(2+3): Haste (Extended free Metamagic School Focus) (s) x2, Mighty Wallop Greater(s), Magic Weapon Greater (Extended free Metamagic School Focus), Mage Armor Greater
4(1+3):Celerity (s) Slow(s) Magic Weapon Greater Extendend (s), Evard’s Black Tentacles
---{ SPELLBOOK }--- 1: Grease, Enlarge Person, Silent Image ,Ray of Clumsiness(SpC 166), Nerveskitter(SpC 146), Stand(PHb2 125), Identify, Protection from Evil, Shield, Mage Armor, Color Spray, Alarm, Expeditious Retreat Swift, Comprehend Languages, Benign Transposition(SpC 27), Treacherous Weapon (ExEv 29) 2: Rope Trick, Invisibility, Alter Self, Cat’s Grace, Scintillating Scales (SpC 181), Resist Energy(500 gp), Boiling Blood(CM 97), Animalistic Power (PHb2 101), Heart of Air (CM 106) 3: Haste, Slow, Magic Weapon Greater, Mage Armor Greater (SpC 136), Fly(bonus MS spell), Dolorous blow(SpC 70), Heart of Water (CM 107), Mighty Wallop, Greater(RoTD 115),Shadow Phase (SpC185)
4: Celerity (PHB2 105), Mirror Image, Greater(PHB2 120), Heart of Earth (CM 106), Evard’s Black Tentacles ----------------------------------------------------------------------------- Save DC = 16 + Spell Level (18 + Spell Level for Transmutation spells ) CL 7 -----------------------------------------------------------------------------
Инвентарь ---{ GEAR 19 000 gp}--- BODY SLOT ITEM Head Модная ковбойская шляпа of Intellect +2 4000 gp Face Throat Shoulders Body походная одежка Torso Cloack of Resistance +2 4000 gp Hands Arms Waist Healing Belt 750 gp Ring (right) Ring (left) Feet Моднявые сапоги с блестючими шпорами в виде звездочек крутящихся ----------------------------------------------------------------------------- ***MAGICAL ITEMS*** Heward’s Handy Haversack 2000 gp 5 lb Artificer’s monocle 1500 gp Rod of Metamagic, Extend (lesser) 3000 gp 5 lb Everfull Mug 200 gp 0 lb Everlasting Rations 350 gp 0 lb
***NONMAGICAL ITEMS*** [Clothing] Traveler’s outfit (5 gp 5 lb) надето вес не учитывается
Набор юного туриста (рюкзак, спальник, кружка, ложка, вилка, ножик столовый, миски, чернильница с чернилами, перо, бумаги, карты и фишки для ставок, одежда путешественника, печатка ,сургуч 100 gp 0 lb ***WEAPONS*** Dagger (medium) (2gp 1 lb) Bolts crossbow(500) (50 gp 5 lb) 9 в ХХ 1 на плече ***WANDS*** wand of lesser Orb of Electricity [50/50] (CL7) 5250 gp Wand of Magic Missile [16/50] (CL1) бесплатно ***TOOLS*** Spellbook (15 gp 3 lb) Spell component pouch (5 gp 2 lb) -----------------------------------------------------------------------------
Carrying Capacity / Total Weight: Light Load 1-33 lb, Medium Load 34-66 lb Heavy Load 67-100 Lb Weight 25 lb Money: 250 gp.
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Банедор Маллеус
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Norther |
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Человек |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
Всякие хитрые, умные, хитроумные устройства и конструкции - вот предмет интереса Банедора. Иногда и сам не прочь молотом в кузне постучать, но изготовить что-то сильно сложнее подковы или гвоздей - не его талант. Ему интереснее понять, как это работает и, предоставив все требуемые данные, оставить возню исполнителям. Недолюбливает предметы, которые работают просто "потому что магия!" Хотя в некоторых областях магии и поднаторел.
История
Начинал как подмастерье кузнеца, но перспектива провести всю жизнь в кузне недостаточно манила. Некоторое время метался между разными организациями, декларирующими приверженность знаниям и ремеслу. Но так как идеологическая нагрузка всюду рано или поздно вылезала и все портила, то нашел себя в служении Гонду, постулаты которого никак не декларировали способов и методов использования творений - ясно же, что любую вещь можно использовать для совершенно разных целей, у кого на что повернутость! Прослышав про возвращение летающей крепости и отправку очередной экспедиции, присоединился в надежде узнать секреты полета и управления таким внушительным строением.
Навыки
TN Human Male Medium humaniod Cleric 7 [PhB] Deity: Gond [F&P 25]
---{ ABILITIES / PB 32 }--- STR 15(+2) = 14(06) + 1(HD) DEX 12(+1) = 12(04) CON 12(+1) = 12(04) INT 14(+2) = 14(06) WIS 14(+2) = 14(06) CHA 14(+2) = 14(06)
Init : +1 Speed: 30ft. (20ft in heavy armor) HP : 63 [7d8 +7 Con]
---{ ATTACK OPTIONS }--- BAB : +5 Grapple: +7 = +5(BAB) + 2(str) to trip: +11 = +5(BAB) + 2(str) +4 feat Grapple +12, to trip 14 with Divine Power
1) +9 melee (+5 BAB +2 Str +1 encantcement +1 wf) +1 greathammer, 2d6+4, 19-20/x4 (+2*1,5 Str +1 ench) 2) +7 melee touch (+5 BAB +2 Str ) 3) +14/+9 melee (+7 BAB +5 Str +1 encantcement +1 wf) +1 greathammer, 2d6+7, 19-20/x4 (+5*1,5 Str +1 ench) with Divine power 4) +12 melee touch (+7 BAB +5 Str ) unarmed with Divine power
---{ DEFENSE OPTIONS }--- Full : 20 = 10 + 9(armor) +1 dex Touch: 11 = 10 +1 dex FlatF: 19 = 10 + 9(armor)
DR 10/evil with Channeled Divine Shield casted
Fort: +9 = 5(Clr7) +2 str +2 resistance Ref: +6 = 2(Clr7) +2 int +2 resistance Will: +9 = 5(Clr7) +2 wis +2 resistance
---{ SKILLS 36=16+4*5}--- +12 Knowledge (religion) = 10(ranks) +2 int +11 Concentration = 10(ranks)+1(con) +07 Knowledge (arcana) = 5(ranks) +2 int +10 Spellcraft = 8(ranks) +2 int +09 Knowledge (planes) = 7 ranks +2 int
---{ FEATS }--- FLW:Persistent spell[CA 81] FLW:Divine Metamagic(Persistent spell)[CD] DBF:Exotic Weapon Proficiency (greathammer) DBF:Weapon Focus(greathammer) DBF:Extend Spell HD1:Combat Expertise RBF:Extra Turning HD3:Improved Trip HD6:Knock-Down[S&F]
–– TRAITS –– –– FLAWS –– × Murky-Eyed [UA 91] : roll misschance twice vs concealment. × Inattentive [UA 91] : You take a –4 penalty on Listen checks and Spot checks
---{ CLASS FEATURES }--- × Proficient in all armor, and all shields (except tower shields) × Proficient with all simple weapons. × Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing a pre-prepared spell of equal or higher level. × Turn Undead(Su): Can turn undead 5 (3+2 Cha) times per day. (3 +2 Cha +2 holy symbol +4 nightstick +4 feat = 15 times total) × Domains: + Metal[PGF 88]: gain Martial or Exotic Weapon Proficiency & Weapon Focuf with choosen Hammer. + Planning[CW 115]: gain Extend Spell as bonus feat. 0(6)/1(5+1)/2(3+1)/3(2+1)/4(1+1) Save DC = 12 + Spell Level CL 7
Инвентарь
HP 46/63
---{ SPELLS PREPARED }--- 0(6): : Detect Evil; Light; 2xDetect Magic; Mending; Cure Minor Wounds 1(5+1): Bless, Protection from Evil; Shield of Faith, 2xLesser Vigor; Magic Weapon (d) 2(3+1): #Spiritual Weapon; Restoration, Lesser; Augury (d) 3(2+1): *Channeled Divine Shield (PH2); Grace (SC 107); Keen Edge(d) 4(1+1): *Divine Power; Rusting Grasp(d)
#wasted *casted with persistance metamagic feat
BODY SLOT ITEM Throat Reliquary Holy Symbol of Gond Shoulders Body Torso Vest of resistance +2 Hands Arms Waist Ring Ring Feet
***NONMAGICAL ITEMS*** Cloth, backpack, blanket, stuff 15 gp Spell component pouch 5 gp Trial bar [CS 111] x20 20 gp casting runes (Augury focus) 25 gp
***WEAPONS*** +1 greathammer[MM4 101] 2330 gp 30 lb 5x javelins 5 gp 10 lb
***ARMOR*** +1 Full Plate 2650 gp 50 lb restful crystal 500 gp
***TOOLS*** Vest of resistance +2 4000 gp Reliquary Holy Symbol of Gond [MiC 120] 1000 gp Wand of vigor, lesser 50/50, 750 gp Nightstick [LM 78] 7500 gp Everful Mug [MiC 160] 200 gp
***POTIONS***
Carrying Capacity 66(153)/133(306)/200(460) Total Weight: ~85 pounds Money: 0 gp.
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Ili dan
Автор: |
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sh |
Раса: |
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я обрёл истинную силу!! |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
История
Навыки
Name: Ili Dan Alignment _CG_ Race _ Illumian (Uurkrau) _ Gender _male_ Size Type _Medium_ Cloistered Cleric1/Binder 3/ SwordSage 1/Figthter1 (hit and run tactik) /Chameleon 1 ----{ ABILITIES / }--- 11 STR....11 -.....0 28 DEX....17 + 1( 4lv ) + 4(unnamed binder - paimon) +6(ench bite of wererat)....-......4(9) 14 CON....12 + 2(ench bite of wererat) -......1 14 INT....14 ....-......2 14 WIS....14....-......2 08 CHA....08....-......-1 Init : +19 = +9 (Dex) + 1(unnamed SwS) + 2(unnamed hit and run) +2 (unnamed uur sigil illumian)+ 5 (competence Primal Instinct) Speed: 30 (30 base, light armor) + 30(ench haste) = 60 HP : d6 + 3d8 + d8 + d10 +1d8 + 7*2 (max)= 62 ---{ ATTACK OPTIONS }--- BAB : 0.5+0.75*3+0.75+1+0.75=5.25 Grpl: +5 Sword, Short: A: 9(dex) + 5(bab) +1(ench) + 1(unnamed weapon focus) + 1(unnamed haste) + ?(insight knowledge devotion) = 17 + ? D: 1d6 + 1(ench) + 9(dex) (unnamed shadow blade) + ?(insight knowledge devotion) = 1d6+10 +? ff D: 1d6 + 1(ench) + 9(dex) (unnamed shadow blade) + 9(comp dex hit and run) + ?(insight knowledge devotion) = 1d6+19 +? ---{ DEFENSE OPTIONS }--- Full: 10 + 9 (dex) + 2 (shield) + 2(armor) +3(nat ench bite of wererat) +1(dodge haste) -1 (flaw) = 26 +2ac (ranged) FF: 26 (Improved Uncunny Dodge - paimon binder + primal Hunter, Instinct) +2ac (ranged) T: 19 +2ac (ranged) Fort: 2.5 + 0.5*3 + 0.5 + 0.(3) + 0.(3) + 2(con) + 2(divine focus) = 9.1(6) = 9 Refl: 0.(3) + 0.(3)*3 + 2.5 + 0.(3) + 0.(3) + 9(dex) = 13.5 = 13 Will: 2.5 + 0.5*3 + 0.(3) + 0.5 + 0.(3) + 2(wis) + 2(divine focus)= 9.1(6) = 9 ---{ SKILLS 32 + 4 + 4 + 4+ 8 + 4 + 6}--- Appraise INT 2 = 2+ 0+ 0 Balance DEX* 10 = 9+ 0+ 1 Bluff CHA 7 =-1+ 8+ 0 Climb STR* 4 = 0+ 0+ 4(competence Primal Hunter) Concentration CON 12 = 2+10+ 0 Craft skills… INT 2 = 2+ 0+ 0 Diplomacy CHA 1 =-1+ 0+ 2 Disguise CHA 7 =-1+ 8+ 0 Escape Artist DEX* 10 = 9+ 0+ 1 Forgery INT 2 = 2+ 0+ 0 Gather Information CHA -1 =-1+ 0+ 0 Heal WIS 2 = 2+ 0+ 0 Hide DEX* 10 = 9+ 0+ 1 Intimidate CHA 5 =-1+ 4+ 2 Jump STR* 15 = 0+ 0+15(competence Primal Hunter) Knowledge (arcana) INT 4 = 2+ 2+ 0 Knowledge (dungeoneering)INT 4 = 2+ 2+ 0 Knowledge (local) INT 3 = 2+ 1+ 0 Knowledge (nature) INT 4 = 2+ 2+ 0 Knowledge (religion) INT 14 = 2+10+ 2(divine focus) Knowledge (the planes) INT 7 = 2+ 5+ 0 Listen WIS 2 = 2+ 0+ 0 Move Silently DEX* 10 = 9+ 0+ 1 Perform skills ... CHA -1 =-1+ 0+ 0 Perform dance CHA 3 =-1+ 0+ 4(paimon) Ride DEX 10 = 9+ 0+ 1 Search INT 2 = 2+ 0+ 0 Sense Motive WIS 6 = 2+ 4+ 0 Skill Tricks 1 = 0+ 2+ 0 Spellcraft INT 6 = 2+ 4+ 0 Spot WIS 2 = 2+ 0+ 0 Survival WIS 7 = 2+ 0+ 5(competence Primal Instinct) Swim STR** 3 = 0+ 0+ 3(competence Primal Hunter) Tumble DEX* 16 = 9+ 0+ 7(4 paimon) Use Rope DEX 10 = 9+ 0+ 1
–– SKILL TRICKS –– - Collector of Stories (Mental)(Pg 85) : Gain +5 bonus on Knowledge checks to identify monsters.
–– FEATS –– - (domain)Extend Spell(PH 94) : Double spell's duration.
- (subst domian)Knowledge Devotion(CC 60) : Gain bonuses on attack rolls and damage rolls against specific creature types based on your knowledge of them
- (1 lvl)Able Learner(RoD 150) : Cross-class skills cost less per rank
- (flv)Divine Metamagic(CD 80) (Persistent Spell) : Spend turn/rebuke attempts to enhance spells with a metamagic feat.
- (flv)Persistent Spell(CAr 81) : Fixed or personal range spells last 24 hours
- (3 lvl)Improved Binding(TM 74):Your effective binder level is 2 higher for the purposes of determining how powerful a vestige you can bind.
- (paimon)Whirlwind Attack(PH 102) : One melee attack against each opponent within reach.
- (sws)Weapon Focus(PH 102) (Dagger; Sword, Short; Sai; Siangham; Unarmed Strike; Chain, Spiked) : +1 bonus on attack rolls with selected weapon.
- (6 lvl)Shadow Blade(ToB 32) : Add Dex mod to melee damage rolls with Shadow Hand weapons.
- (fgh)HZ
–– FLAWS –– - Shaky (UA Pg 91) : -2 on all ranged attack rolls.
- Vulnerable (UA Pg 91) : -1 to AC.
---{ RACIAL & TEMPLATE FEATURES }--- - Base land speed of 30 feet.
- Luminous Sigils (Su): The sigils that orbit your head glow softly, providing illumination equal to that of a candle.
- Glyphic Resonance (Ex): You interact strangely with symbol-based spells.
- Power Sigils (Su): One or more of your sigils glows brightly and provides certain bonuses.
Krau ("magic"): +2 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the illumian's character level). Uur ("grace"): +2 bonus on Dexterity checks and Dexterity-based skill checks. - Illumian Words (Su): Combinations of power sigils make an Illumian word of great power granting extra abilities.
Uurkrau: The illumian can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Dexterity score in place of any or all of the ability scores used by her classes for this purpose. - Final Utterance (Ex): At death your body releases the stored Illumian language for 1 round per Hit Die.
- +2 racial bonus on saves vs spells with the shadow descriptor.
- Superior Literacy: Illumians are always literate. Speak Language is always a class skill.
- Favored Class: Any
---{ CLASS ABILITIES }--- - Proficient in
all armor, and all shields (except tower shields)(Fighter hit-and-run) light armor - Proficient with all simple and martial weapons.
Cloistered cleric (1)- Lore(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+0
- Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing a pre-prepared spell of equal or higher level.
- Restricted Spells: cannot cast Lawful or Evil spells.
- Turn Undead(Su): Can turn undead 2+2+4 times per day. A turning check is made on 1d20+1; turning damage is equal to 2d6+0 on a successful check.
- Domains:
+ Planning: Free Extend Spell feat. + Trickery: Bluff, Disguise, and Hide have been added to your list of cleric class skills. + Knowledge -> Knowledge devotion feat
Binder (3)- Soul Binding(Su): You can make a pact with up to 1 vestige of level 3 or lower. Your pact check is 1d20 +2. This process takes 1 minute (or a full-round action at -10 to the check). Saves against your supernatural granted powers are at DC 10.
- Suppress Sign(Ex): When you make a good pact you can show or suppress the physical sign as a swift action.
- Pact Augmentation(Su): As long as you are bound to at least one vestige you can choose 1 augment. (1 remaining)
+ hit points +5 + Energy resistance 5 (one type) + insight bonus to saving throws +1 + Damage reduction 1/-. + insight bonus to AC +1 + insight bonus on attack rolls +1(useless: knowledge devotion) + insight bonus on damage rolls +1(useless: knowledge devotion) + insight bonus on initiative +2 - Paimon: One side of your mouth becomes wider than the other, and you are lascivious and bold.
+ Dance of Death(Su): Once every 5 rounds you can move up to your speed and attack every creature that you pass with a single attack. You provoke attacks of opportunity normally and do not get any additional attacks, such as from the cleave feat. + Paimon's Blades(Su): You gain proficiency with the rapier and shortsword and benefit from the Weapon Finesse feat when wielding them. + Paimon's Dexterity(Su): You gain a +4 bonus to Dexterity. + Paimon's Skills(Su): You can use the Tumble skill untrained and gain a +4 bonus on Tumble and Perform(dance) checks. + Uncanny Dodge: You retain your Dexterity bonus to AC (if any) even if caught fl at-footed or struck by an invisible attacker. If you have uncanny dodge from another source, you gain improved uncanny dodge instead. See the rogue class features on page 50 of the Player’s Handbook. + Whirlwind Attack: You gain the benefit of the Whirlwind Attack feat.
Swordsage (1)- Quick to act(Ex): Initiative bonus +1.
- Discipline Focus: (Shadow Hand)
+ Weapon Focus(Ex): Pick a discipline you have at least one maneuver in. Each time you have Discipline focus, gain weapon focus for discipline related weapons, +2 Martial Lore checks for discipline that has discipline focus (does not stack).
Fighter Hit-and-Run Tactics (DotU: 58) (1) Level: 1st. Replaces: By selecting the hit-and-run alternative class feature, you give up proficiency with medium, heavy armor, shields and tower shields, even if you already have those proficiencies from another class. You can’t gain either of these proficiencies by multiclassing later, but you can gain them by selecting the appropriate feats. Benefit: At 1st level, you gain a +2 bonus on initiative checks. In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on all weapon damage rolls.- Fighter bonus feat
Chamaleon (1)- Aptitude Focus(Ex): 1/day you can spend 1 hour to select an aptitude that will give you certain abilities. You may change your aptitude 0/day. You may use your aptitude focus ability 1/day with a +2 bonus.
Aptitude Focus (Ex): Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. An aptitude focus ability is usable once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. At 5th level, you can change your aptitude focus one time per day, and at 10th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).
Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). Your spells per day are noted on Table 5—2: The Chameleon. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 5—2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.
Combat Focus: You gain proficiency with all martial weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4.
Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 5—2: The Chameleon. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 5—2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.
Stealth Focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. At 5th level, the bonuses improve to +4.
Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4. Bonus Feat(Ex): At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites –– MANEUVERS –– Swordsage - Initiator Level: 4 Known: 6 Readied: 4 Stances: 1 + Burning Blade (R) (Desert Wind) (Boost Level 1) (Pg 52) : Deal 1d6+4 fire damage. + Burning Brand (R) (Desert Wind) (Boost Level 2) (Pg 52) : Gain +5-ft. reach, deal fire damage. + Flashing Sun (R) (Desert Wind) (Strike Level 2) (Pg 54) : Gain extra attack. + Cloak of Deception (R) (Shadow Hand) (Boost Level 2) (Pg 76) : Turn invisible until the end of your turn. + Shadow Jaunt (Shadow Hand) (Level 2) (Pg 79) : Teleport 50 ft. through shadows as standard action + Mountain Hammer (Stone Dragon) (Strike Level 2) (Pg 84) : Deal +2d6 damage, overcome DR and hardness. + Child of Shadow (Shadow Hand) (Stance Level 1) (Pg 76) : You gain concealment as long as you move. spells per day: cleric: 3 1+1 chameleon: 4 2 0 bonus by dex: (illumian) 0 3 2 Active spells: Primal Hunter +5 competence bonus on Climb, Jump, and Swim checks. (Ranger1)(Dragon Magic) Primal Instinct +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype. Gain Uncanny dodge if other Primal spell active (Ranger 2) (Dragon Magic) Persisted: Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium) Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium) http://brilliantgameologists.com/boards/index.php?topic=7543.0;wap2
Инвентарь
turns: [x][x] + [x][x][x][x] + [x][] spells: cleric: 0(3): Detect Magic[][], Light[] 1(4+1) : Vigor, lesser [][][][], Disguise self[] chameleon: 0(4): Deathwatch[] (healer), Message[], Mage Hand[], 1(5): Resist Energy[][], Resurgence[], Conviction[], Lesser Restoration[] (paladin) 2(2): Haste, Swift [x], Primal Instinct[x] armor: +1 Death Ward Twist Cloth, Gnome: +1 ac + 1 [] ( ссылка) 150gp + 1000gp + 3000pg Shield, heavy wooden, masterwork 7gp + 150gp: 2 ac CRYSTAL OF ARROW DEFLECTION +2ac (ranged) 500gp weapon: +1 Short sword 2310 gp 1d6+1 19-20x2 CRYSTAL OF RETURN 300gp Reliquary Holy symbol 1000gp Metamagic, Extent, lesser 3,000 gp [x][x][] Nightstick 7500 gp gold: 243 gp
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