Оскар Мануэль Барка
Автор: |
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NeroN |
Раса: |
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Half-Elf |
Класс: |
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Negotiator |
Мировоззрение: |
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Нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 10 [+0] |
Выносливость: | | 11 [+0] |
Интеллект: | | 16 [+3] |
Мудрость: | | 14 [+2] |
Обаяние: | | 25 [+7] |
Внешность
Оскар Мануэль БаркаНьюгейт и Катарина Мануэль БаркаШарлотта Мануэль БаркаМануил МанорСесиль. Горничная.
Характер
Добродушен и благожелателен, немного рассеян и в целом производит довольно обманчивое впечатление, человека к долгому и интенсивному общению с людьми непривычного, подспудно будя в собеседнике ощущение комфортного слегка покровительственного превосходства. Этому же способствует то, что из за эльфийской крови Оскар выглядит моложе своих лет, и даже понимая рассудком, что имеешь дело с акулой бизнеса, не то что собаку, волчью стаю слопавшей на торговле информацией, шантаже и чернухе, воспринимать его всерьез немножко сложно.
Производит довольно удивительное, для владельца своего бизнеса, впечатление возможно слегка увлеченного и чуть-чуть излишне доверчивого, но очень честного молодого человека. Что заставляет многих более менее хорошо знающих его людей сомневаются, что он сам хотя бы читает внимательно то, что печатают его станки. Обладает довольно ярко выраженным даром убеждения.
В то же время, когда дело доходит до беседы, обычно бывает довольно словоохотлив. Обладает очень красивым голосом с «бархатными» нотками и охотно его демонстрирует. Странным образом, сочетая это с впечатлением некой сдержанности, словно каждое слово в своих длинных и порой пространственных и философских монологах он на краткую долю секунды задерживает в голове для оценки на предмет того, стоит ли его произносить.
Достаточно аккуратным образом следит за тем, чтобы содержать свою репутацию в чистоте, не давая ни одного формального повода чтобы прийти за его головой или хотя бы нагрянуть с серьезной проверкой. Не стесняется демонстрировать искреннюю любовь и заботу к младшей сестре. Или, например, своей ручной змее, на попытку обозвать которую опасной тварью обычно прилично обижаются и читают лекцию о вреде предубеждений и том, как важны доброта и доверие в деле воспитания ручного питомца, способные даже ядовитую змею превратить в ласкового ручного зверя.
История
Юный владелец Мануэль Манора, вступил в права на владение оным, после того, как его отец, как это не так уж редко случается с осколками прежней династии, слишком гордыми чтобы подбирать слова поосторожнее или распространять сведения о своем тотальном безумии и некомпетентности был казнен по обвинению в подстрекательстве к мятежу. В ходе судебного разбирательства удалось доказать, что молодой человек, из-за толики эльфийской крови в свои неполные восемнадцать выглядевший лет на пять моложе, никакого отношения к мнимому заговору не имел и каких-либо карательных санкций в своем отношении избежал. И с тех пор ведет полузатворническую жизнь примерного гражданина в компании обслуги особняка и маленькой сестры, для которой по совместительству является и опекуном.
Унаследовав семейный бизнес – небольшое печатное издание, ведет его на удивление твердой рукой. Основная статья дохода при этом – продажи «Голоса Улиц» одной из крупнейших городских газет, занимающей нишу так называемой – «бульфарной» прессы. То есть той, которая доносит до граждан города интересную и важную информацию, о которой официальные источники, как правило, предпочитают промолчать, ну и чего греха таить – специализирующаяся на массовости и популярности, куда в большей степени, чем на проверенности печатающихся фактов.
Впрочем, при этом нельзя сказать, чтобы Голос каким-либо образом пытался выставить себя оппозицией текущей власти и церкви, совсем напротив, очень часто там появляются зубодробительные статьи с громогласным разоблачением в ложности подробно пересказанных грязных слухов о них. А то, что эти слухи порой нигде раньше до выхода газеты не фигрировали, да и опровергнуты, бывают порой довольно таки неубедительно, можно списать на неопытность редакторов и репортеров но, разумеется, никак ни на злой умысел.
Кем наследник Мануэль Манора совершенно точно не является – так это колдуном и тайным культистом, не узнанным отправляющимся на тайные встречи под прикрытием ночи и черного капюшона. Даже не смотря на то, что для подобного и могли бы найтись неплохие предпосылки в качестве, желания отомстить за смерть родственников, особенности воспитания в семье где не слишком то скрывали мнение по поводу того, что раньше все было куда лучше и просто толику здорового тщеславия и эгоизма, таскаться где-то по ночам в плаще крайне не безопасное и неудобное занятие. Даже если брать в расчет обычных бандитов, не говоря уже о всяких инквизиторах.
А потому, гостей, желающих немного поговорить за жизнь, предпочитают встречать в личном особняке и при свете дня. А для более сложных вариантов неплохо так уважают опосредованное общение и передаваемые письменно, в том числе и в прессе, логически зашифрованные послания.
Навыки
ABILITY SCORES:
STR 07 [-2] DEX 10 [+0] 8(Base) +2(Belt) CON 11 [+0] 9(Base) +2(Belt) INT 16 [+3] WIS 14 [+2] CHA 26 [+8] 18(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband)
SAVING THROWS:
Fort: +6 = +11/3(Bad) +0(CON) +3(Res) Refl: +10 = +2+11/2(Good) +0(DEX) +3(Res) Will: +14 = +2+11/2(Good) +2(WIZ) 2 +3(Res)
COMBAT STATS:
Hit Points: 88 AC: 09 (09 touch, 10 flat-footed) = 10(Base) -1(DEX) BAB: +8 CMB: +6 = +8(BAB) -2(STR) CMD: 16 = 10 +8(BAB) -2(STR) Initiative: 0 Speed: 30'
● Melee: +6 = +8(BAB) -2(STR) ● Ranged: +8 = +8(BAB)
FEATS:
● [Bonus Half-Elf Feat] Skill Focus (Bluff) ● [1HD Feat] Noble Scion of War ● [3HD Feat] Skill Focus (Diplomacy) ● [5HD Feat] Signature Skill (Diplomacy) ● [7HD Feat] Deceitful ● [9HD Feat] Persuasive ● [11HD Feat] Voice of the Sibyl
TRAITS:
● Magic Knack ● Trustworthy
SKILLS:
Total: 130 = 1x(+6(Class) +2(Story) +1(Human) +3(INT)) -2
44 = 11(Rank) +3(Class) +8(CHA) +5(Bard) +3(Viper) +6(SF) +4(Deceitful) +3(VotS) +1(Trustworthy) Bluff 41 = 11(Rank) +3(Class) +8(CHA) +5(Bard) +6(SF) +4(Persuasive) +3(VotS) +1(Trustworthy) Diplomacy 31 = 11(Rank) +3(Class) +8(CHA) +5(Bard) +4(Persuasive) Intimidate 26 = 11(Rank) +3(Class) +8(CHA) +4(Deceitful) Disguise 25 = 11(Rank) +3(Class) +8(CHA) +3(VotS) Perform (Oratory) 22 = 11(Rank) +3(Class) +8(CHA) UMD
20 = 11(Rank) +3(Class) +2(WIZ) +5(Bard) Sense Motive 15 = 11(Rank) +3(Class) +2(WIZ) +5(Bard) Perception
21 = 11(Rank) +3(Class) +3(INT) +5(Bard) Knowledge (local) 16 = 11(Rank) +3(Class) +3(INT) Spellcraft
20 FREE
CLASS FEATURES:
Magical Child 1
Transformation Sequence (Su) Animal Guide (Ex) Gossip Collector (Ex)
Negotiator 10
Hard Bargainer (Ex) Bardic Performance: 32/day ● Counterargument (Su) ● Distraction (Su) ● Fascinate (Su) ● Fast Talk (Su) ● Suggestion (Sp) ● Dirge of Doom (Su) ● Binding Contract (Sp) Rogue Talents ● Convincing Lie (Ex) ● Honest Lies (Ex) Master of Rhetoric (Ex)
Инвентарь
Weapon: Рапира +1, короткий лук +1, Нож из холодной стали. Armor: Кольчуга мифриловая +1 (5 AC)
Belt: Пояс ловкости +2 Body: Одежда аристократа с соответствующими статусу побрякушками. Chest: Нагрудник резистов +3 Eyes: Очки с Гугл-Транслейтом. Feet: Сапоги +10 скорости. Hands: Перчатки первой помощи. Head: Шапка Маскировки. Headband: Шапка харизмы +4 Neck: Амулет адаптации Shoulders: *Здесь по идее нужны Крылья Полета но жаба против* Wrists: Браслет переговорищика Ring 1: Кольцо сустейнанса Ring 2: Кольцо защиты разума.
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Джордж Рипер
Автор: |
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Legios |
Раса: |
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Elan |
Класс: |
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Awakened Blade |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 25 [+7] |
Ловкость: | | 16 [+3] |
Выносливость: | | 22 [+6] |
Интеллект: | | 25 [+7] |
Мудрость: | | 15 [+2] |
Обаяние: | | 9 [-1] |
Внешность
Характер
История
Мистер Рипер, более известный как Потрошитель в узких и не очень кругах — известный специалист по решению проблем за умеренную плату, наиболее популярный среди лиц жаждущих кровавой мести или иного извращенного правосудия за свои вне всякого сомнения варварские, жестокие и бесчеловечные методы применяемые для устранения своих жертв.
Согласно официальной версии уже был казнен методом отсечения головы. Согласно слухам, после этого оная приросла обратно и ныне Потрошитель ходит по улицам под ликом ужасающего не мертвого монстра, прячущего свое лицо, способного растворятся в воздухе когда его загоняют в угол, и восстающего из мертвых даже будучи сраженным в бою. Правда же не столь впечатляет, но как минимум забавна. Учитывая как минимум то, сколько времени потребовалось расследованию чтобы ее понять.
Осужден, за многочисленные поджоги, убийства и покушения на них, колдовство, богохульство, похищение и осквернение могил. Что характерно: за последнее ложно. Увы, судей не убедили заявления о том, что очень похожий на зомби "труп" Джордж не выкопал, а сделал сам.
Навыки
Male Mindborn Elan Psion(Tetepath/Shaper) 4|Harbinger(Omen Rider) 1|Awakened Blade 6 Neutral Evil Medium Humanoid (Аbberant) 24 Years Old, 5 ft 1 in(155cm) Height, 122 lb(55 kg) Weight ABILITY SCORES: STR 30 [+10] = INT(Mindborn) DEX 16 [+3] 14(Base) +4(Belt) CON 22 [+6] 14(Base) +4(Belt) +4(Mindborn) INT 30 [+10] 18(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband) +4(Mindborn) WIS 15 [+2] 13(Base) +2(Mindborn) CHA 09 [-1] 7(Base) +2(Mindborn) SAVING THROWS: Fort: +14 = +2(good) +1/2(Harbinger) +4/3(Psion) +6/3(Blade) +6(CON) +3(Cloak) Refl: +9 = +11/3(Class) +3(DEX) +3(Cloak) Will: +14 = +2(good) +1/2(Harbinger) +2(Psion) +6/2(Blade) +2(WIZ) +2(Feat) +3(Cloak) COMBAT STATS: Hit Points: 174 = +6+6+6+6(Psion) +8(Harbinger) +10+10+10+10+10+10(Blade) +6х11(CON) +2x8(Psionic Body) AC: 30 (23 touch, 27 flat-footed) = 10(Base) +3(DEX) +7(Armor) +10(Deflection, INT) BAB: +8 = +2(Psion) +3/4(Harbinger) +6(Blade) CMB: +18 = +8(BAB) +10(STR) CMD: 41 = 10 +8(BAB) + 10(STR) + 3(DEX) +10(Deflection, INT) Initiative: +16 = +2(Trait) + 3(DEX) + 2(Blade) +4(Focused Nimble Psicrystall) +5(Implanted Psicrystall) Speed: Land 40', Fly 40' (Perfect) Immunity: Cold, Electricity, MA. SR: 20 ● Melee: +19 = +8(BAB) +10(STR) +1(INT) ● Ranged: +12 = +8(BAB) +3(DEX) +1(INT) TRAITS: ● Psionic Knack [Psionic]: (+2 Psion Manifester levels. Cannot exceed HD) ● Practiced Initiator [Combat]: (+2 Harbinger Initiator levels. Cannot exceed HD) ● Murderer [Story]: (+1 damage as trait bonus aganst flanking opponent) ● Strike first, strike ruthlessly and thus be victorious (+2 Initiative) ● Extra slot(Ring) FEATS: ● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP) ● [Bonus Racial Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat) ● [Bonus Racial Feat] Psionic Meditation [Psionic] ● [Bonus NEN Feat] Iron Will ● [Bonus Psion Feat] Psicrystal Affinity [Psionic] (Nimble) ● [1HD Feat] Favored Prestige Class [General] (Knowledge (psionics)) ● [3HD Feat] Prestigious Maifester [General] ● [Bonus Omen Rider Feat] Mounted Combat [Combat] ● [5HD Feat] Prestigious Maifester [General] ● [Bonus Awakened Blade Feat] Deep Focus [Psionic] ● [7HD Feat] Quicken Power [Metapsionic] ● [9HD Feat] Persistent Power [Metapsionic] ● [Bonus Awakened Blade Feat] Superior Psicrystal [Psionic] ● [11HD Feat] Grasp of Darkness SKILLS:Total: 148 = +2х4(Psion) +6(Harbinger) +4х6(Blade) +8х11(INT) +2х11(Story) 26 = 11(Rank) +3(Class) +10(INT) +2(Feat) Knowledge (Psionics) 24 = 11(Rank) +3(Class) +10(INT) Knowledge (Engineering) 24 = 11(Rank) +3(Class) +10(INT) Knowledge (Religion) 24 = 11(Rank) +3(Class) +10(INT) Knowledge (Martial)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Law) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Dungeoneering) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Geography) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (History) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Local) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Nature) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Nobility) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Planes) 14 = 1(Rank) +3(Class) +10(INT) Knowledge (Arcana) 14 = 1(Rank) +3(Class) +10(INT) Linguistics
24 = 11(Rank) +3(Class) +10(INT) Craft (Sculpting) 24 = 11(Rank) +3(Class) +10(INT) Spellcraft
21 = 11(Rank) +10(INT) Appraise
16 = 11(Rank) +3(Class) +2(WIZ) Autohypnosis 6 = 1(Rank) +3(Class) +2(WIZ) Profession (Executioner) 8 = 1(Rank) +3(Class) +2(WIZ) +2(Psicrystall) Sense Motive
25 = 11(Rank) +3(Class) +3(DEX) +8(MindBorn) Fly 14 = 8(Rank) +3(Class) +3(DEX) Acrobatics 4 = 1(Rank) +3(DEX) Disable Devise 4 = 1(Rank) +3(DEX) Sleight Of Hand
21 = 11(Rank) +3(Class) -1(CHA) +8(MindBorn) Bluff 2 = 1(Rank) +3(Class) -1(CHA) Intimidate 6 = 4(Rank) +3(Class) -1(CHA) Diplomacy 21 = 11(Rank) +3(Class) -1(CHA) +8(MindBorn) Disguise
---Equip---
19 = 11(Rank) +3(Class) +3(DEX) +2(Headband) Ride 20 = 11(Rank) +3(Class) +2(WIS) +2(Headband) +2(Psicrystall) Perception POWERS:PP 153 = 88(Psion 10) + 2(Feat) + 50(INT) +7(Goddess) +6(FCB Blade) Concentration: +32 = 10(ML) +10(INT) + 2(FC bonus) +10(Third Eye) Psionic Talents [Detect Psionics] [Conceal Thoughts] [Ectoplasmic Trinket] [Far Hand] [Missive] [Telepathic Lash] [Energy Splash] [Create Sound] [Empathy] [Detect emotions] [Psionic Repair]
Level 1 [Inertial Armor] [Precognition, defensive] [Precognition, offensive] [Inevitable Strike] [Vigor M] [Stunning of The Material M] [Force Screen M] [Ectoplasmic Sheen M] [Astral Construct M] [Empathic Connection M] [Catfall M]
Level 2 [Metamorphosis, Minor] [Everyman] [Cleanse Body] [Ego Whip]
Level 3 [Telekinetic Force] [Concussive Onslaught] [Phantasmogoria] [Dispel Psionics] [Concealing Amorpha, Greater]
Level 4 [Mind Control] [Schism] [Fold Space]
Level 5 [Metaconcert] [Planar Travel] [Pierce the Veils] [Hail of Crystals] MANEURS:Known: 0/0/3/2/2/1, Stanses: 3 [lvl0 Stanse] Stance of the Inner Eye (+ 1/3 IL insight to AC, Attack, Damage CMB and save. +1d6 damage)
Scarlet Throne (Ex) [lvl3 Boost] Scarlet Eye’s Perception
Piercing Thunder (Ex) [lvl2 что-то] Бесполезная Фигня [lvl5 Strike] Throwing Comet
Shattered Mirror (Su) [lvl2 Counter] Obsidian Sidestep [lvl4 Strike] Fetch’s Wrath
Sleeping Goddess (Su) Max 3 PP augment [lvl5 Stanse] Inarguable Presence of the Sleeping Goddess [lvl6 Stanse] Unavoidable Gaze of the Sleeping Goddess
Riven Hourglass (Su) [lvl4 Counter] Temporal Body Adjustment (negate any one negative condition that currently affects you) [lvl6 Counter] Temporal Distortion
Cursed Razor (Su) [lvl3 Stanse] Aura of Shared Misery [lvl5 Counter] Shadow Pin
Stanse: Unavoidable Gaze of the Sleeping Goddess Ready: 6 [Throwing Comet][Fetch’s Wrath] [Temporal Distortion][Shadow Pin][Obsidian Sidestep] [Scarlet Eye’s Perception] DEVIL TRIGGER:1/day Swift 1 min. Path: Overmind. Hard to kill, Mythic power 7/day, Surge +1d6
Surging Psionic: 1MP Standart only. Manifest power +2 ML, no PP cost.
Path Abilities: Expansive Undestanding Untouchable Aura Psychoport Mythic insight
Feats: Mythic Powers Known Inertial Armor Metaconcert RACIAL TRAITS:Elan:● Ability Score Modifiers: Elans gain a +2 bonus to one ability score (INT) chosen at creation to represent their varied nature. ● Aberrant Blood: Elans are of the humanoid (aberrant) subtype. ● Size: Elan are Medium creatures and have no bonuses or penalties due to their size. ● Speed: Elans have a base speed of 30 feet. ● Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. ● Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. ● Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. ● Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. ● Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. ● Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. ● Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Mindborn:CLASS FEATURES:● Favoured Class (Psion): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank, +1 PP or +1/2 bonus on concentration checks when manifesting psion powers. Telepath/Shaper: Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Telepathy
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Secondary Discipline: Metacreativity
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.
This ability replaces the class skills normally gained when selecting a discipline.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level. Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented. Omen Rider: Weapon and Armor Proficiency
A harbinger is proficient with all simple weapons, martial melee weapons, light armor, and shields (except tower shields).
Maneuvers
A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon.
Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.
Maneuvers Readied
A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.
A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.
Stances Known
A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.
Accursed Will (Ex)
A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.
Dark Claim (Su)
Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.
In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.
Rider of Ill Omens
An omen rider is gifted with exceptional equestrian knowledge upon taking up this mantle. At 1st level, she gains Medium Armor Proficiency and Mounted Combat as bonus feats, even if she does not meet their prerequisites. In addition, she gains Ride as a class skill. Finally, an omen rider may trade one of her available disciplines for the Piercing Thunder discipline.
Spectral Steed (Su)
At 1st level, an omen rider gains the ability to call forth a mount composed of spectral bone, ghostly plasm, and ghoulish sinew. This beast is roughly shaped as a heavy horse, sized appropriately for the harbinger. The omen rider can magically call their mount to their side as a full-round action a number of times per day equal to 3 + the omen rider’s initiation modifier. When she does, the mount immediately appears adjacent to the omen rider. The mount can be dismissed as a move action. A spectral steed has insubstantial hooves that make no sound and what seems to be a saddle, bit, and bridle. It does not fight and cannot attack, but other animals shun it and refuse to attack it.
The spectral steed’s AC is equal to the omen rider’s, and it has a number of hit points equal to half her maximum hit points (minimum 10). In addition, it gains the benefits of any miss chances, immunities, and resistances the omen rider has. The spectral steed is not affected by effects that target an area, nor is it vulnerable to effects that do not deal hit point damage. The spectral steed always acts on the omen rider’s initiative. If it loses all its hit points, the spectral steed disappears, but a new one may be summoned if the omen rider desires. A spectral steed has a base land speed of 40 feet at 1st level, which increases by 10 feet at 3rd level and every two levels thereafter (up to a maximum of 100 feet). It can bear its rider’s weight and up to 50 pounds of other equipment, plus another 10 pounds per omen rider level. The spectral steed gains certain powers according to the omen rider’s level. A spectral steed’s abilities include those of mounts of lower levels.
Starting at 3rd level, the omen rider’s spectral steed can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. Starting at 6th level, the omen rider’s spectral steed can tread on any liquid as if it were firm ground, as if it were under the effect of a water walk spell. At 9th level, the omen rider’s spectral steed gains a fly speed equal to its land speed, with average maneuverability. Its modifier on Fly checks is equal to the omen rider’s initiator level + the omen rider’s initiation modifier. Starting at 12th level, the omen rider can conjure her spectral steed beneath her, summoning it and mounting it in the same action. In addition, she can summon her spectral steed as an immediate action.
The omen rider and her spectral steed are so in tune with each other that they can work as one when performing maneuvers. Whenever an omen rider is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the omen rider can have her spectral steed make the appropriate move action in her place. Both the omen rider and spectral steed gain any benefits from the omen rider’s maneuvers that would normally apply to the initiator (such as resistances, healing, temporary hit points, and the effects of counters). If the maneuver allows the initiator to make a charge attack, both the spectral steed and omen rider are considered to be charging. Awakened Blade: Maneuvers
An awakened blade adds either Riven Hourglass or Sleeping Goddess to his list of available disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At every even-number level, an awakened blade gains new maneuvers known from any discipline he has access to (either from a martial disciple class or from the Martial Training feat). He must meet a maneuver’s prerequisites to learn it. The character adds his full awakened blade levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, he gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, an awakened blade learns a new stance from any of the disciplines available to him as an awakened blade. He must meet the stance’s prerequisites to learn it. Powers Known
At every level but 1st and 6th, an awakened blade gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of awakened blade to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an awakened blade, he must decide to which class he adds the new level of awakened blade for the purpose of determining power points per day, powers known, and manifester level.
Situational Awareness (Su)
At 1st level, awakened blades open their minds to the myriad of potential futures that could lead to his victory in battle and to his continued defense. Similar in effect to the danger sense psionic power, the character adds half his class level (rounded down, minimum of +1) to his initiative rolls as an insight bonus. He may also add this bonus to his AC as a dodge bonus or Reflex saves to avoid traps and their attacks. This bonus stacks with bonuses gained from the trap sense class feature. At 3rd level, the character gains the benefits of the uncanny dodge ability. At 9th level, the character gains the improved uncanny dodge ability.
Deep Focus
The character gains the Deep Focus psionic feat as a bonus feat at 1st level.
Stance of the Inner Eye
At 2nd level, the awakened blade’s precognitive abilities blend with his martial prowess to unlock an inner eye within his mind, all-seeing and hyper-aware of the dangers that surround him and ways to combat them. This inner sense allows the awakened blade to react to danger quickly, guide his attacks around the defenses of his enemies, and to land fierce blows as his mind traces out the myriad scenarios that could play out between himself and his foes. To enter this stance, as a swift action the awakened blade abandons a martial stance he is currently using. While in this stance, the character gains a +1 insight bonus for every three initiator levels he possesses (minimum +1) to his AC, attack and damage rolls, CMB checks, and to all saving throws. If caught in a situation where the character would be denied his Dexterity bonus, these bonuses do not apply. The character inflicts an additional 1d6 points of damage while in this stance at 2nd level, and this damage bonus improves to 2d6 points of damage at 7th level. This bonus damage is precision based, and creatures not subject to critical hits are immune to this additional damage.
Precognitive Defenses (Su)
At 5th level, the mind’s eye within the awakened blade’s defensive senses is capable of reacting to multiple dangerous scenarios at the same time. The character may expend his psionic focus as a free action to initiate a readied counter, even if he has already used his immediate or swift action this round. This specifically allows for the use of a free action on another creature’s turn.
Hypercognitive Focus (Ex)
At 6th level, an awakened blade’s mind is able to anticipate his needs and subconsciously works to further his effectiveness. Whenever the character recovers one or more maneuvers, he may regain psionic focus as a free action as part of his maneuver recovery. He may only do this one time in a given round. Alternately, the character may expend his psionic focus when manifesting a psionic power and recover an expended maneuver.
Инвентарь
Weapon: Psychic Training(ERM) Deep Crystall EL Nodachi +1 Armor: Moderate Fortification Mithral Breastplate +1 (7 AC) Belt: Belt of Physical Might +4 Body: Outfit, Explorer’s Chest: Corset of Delicate Moves Eyes: Third Eye (Concentrate) Feet: Boots of Striding and Springing Hands: First Aid Gloves Head: Cyclops Helm Headband: Headband of Vast Intelligence +6 (Ride, Perception, UMD) Neck: Torc of Power Preservation Shoulders: Cloak of Resistance +5 Wrists: Sleeves of Many Garments Ring 1: Ring of Mind Shielding Ring 2: Ring of Sustenance Ring (Extra): Ring of Freedom of Movement
Incarnated Power: [Detect Psionics, Augmented] ML: 15 Incarnated Power: [Conceal Thoughts] ML: 15 Incarnated Power: [Detect Remote Viewing] ML: 15 Incarnated Power: [Detect Teleportation, Augmented] ML: 15 Permanent Spell: [Arcane Sight] Permanent Spell: [See invisibility] Permanent Spell: [Darkvision]
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Бланк Холлоу
Автор: |
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Криптозоолог |
Раса: |
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Тифлинг |
Класс: |
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Маг |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Среднего роста молодой мужчина в дворянском камзоле. Плечи не широкие, но и не узкие. На руках кольца, на обрамлённом короткой бородкой лице застыло спокойное, даже скучное выражение. Аристократические черты несколько портит форма лба и ушей выдающих примесь нечеловеческой крови. Также инородца выдает длинный, тонкий хвост с кисточкой. Кожа нездорового оттенка, жилистое тело, острые наросты на костяшках.
Характер
Бланк не из тех кто проявляет эмоции. В основном он углублен в себя. Расчетливый, гибкий, как в плане характера, так и в поведении. Постоянно насторожен, его сложно застать врасплох.
История
Бланк был зачат ведьмой культисткой во время лунного затмения от демона призванного в этот мир. Рожденный и воспитанный культистами Асмодеуса, он должен был стать еще одним слугой Ада на земле Талингарда. Но что-то пошло не так. Тайное логово культистов, где рос Бланк разорили инквизиторы. Они вырезали всех культистов, ведьм и их слуг, а место освятили. А Бланк выжил. Карающая длань добра на малютку не поднялась и сердобольный рыцарь взял его в свою семью, чтобы вырастить из малыша-чертенка чистого душой Слугу Света. Приемный отец не оставлял попыток воспитать из него "настоящего человека". Ребенок был вынужден читать молитвы и закалять дух физическими упражнениями. Для лучшего усвоения слова божьего применялась тяжелая палка. Молитвы не шли, зато к волшебству у юного Бланка был явный талант.
Наконец подросток поступил в военную академию. Его приемный отец в это время дослужился до командора Ордена. А юноше предстояло пройти тяжелое обучение и стать королевским боевым магом. Но в карьеру Бланка вмешался злой рок. Несмотря на высокое покровительство Командора которым пользовался юный Бланк новый командир его отряда решил изжить дьявольское отродье коим он считал Бланка со света. Изнывая от бесконечных нападок командира Бланк подговорил товарищей по отряду проучить негодяя. Во время маневров в северной пустоши часть отряда устроила засаду на своего командира. По плану тот должен был сгинуть без следа. Людей сопровождавших офицера перебили, а раненого офицера Бланк собственноручно добил, вырвав сердце у него из груди. Когда группа заговорщиков вернулась, Бланка сдал кто-то из товарищей, Скорый военный трибунал постарался, чтобы Бланк получил по полной и ему впаяли подстрекательство и мятеж против короны. Так юный Холлоу оказался на каторге.
Навыки
Name: Blank Hollow Tiefling Diviner (Foresight) 4 NG Medium outsider Deity: Asmodeus Languages Common, Abyssal, Draconic, Dwarf, Elven, Goblin
Str: 12 +1 Dex: 16 +3 (+2 race) Con: 14 +2 Int: 20 +5 (+2 race, +1 HD) Wis: 10 +0 Cha: 08 -1 (-2 race)
Init +7 (+3 dex +1/2 wiz lev +2trait); Perception +8, always acts in surprise round.
DEFENSE AC 14(18), touch 13, flat-footed 11 (+1 armor, +3 Dex); +4 mage armor HP 22 (1 HD +2 Con +3hp +7,5+6Con)
OFFENSE (Prescience 12/day) Speed 30 ft. (6 squares) Base Atk +2; CMB +3; CMD +6 Melee by weapon +3 Ranged by weapon +5
Saves: Fort: +3 (+1 base, +2 con) Ref: +4 (+1 base, +3 dex) Will: +4 (+4 base, +0 wis) Defensive Abilities forewarned, Prescience 12/day
Skills: 2+5 (int) +2 DM bonus = 9
9(11) Appraise (Int) 2+3+4+2 insight by Canny effort 4(6) Bluff (Cha) 2+0-1+2 racial +1 trait+2 insight by Canny effort 9(11) Craft Alchemy (Int) 2+3+4+2 insight by Canny effort 9(11) Concentration (Con) 4+3+2+2 insight by Canny effort 7(9) Diplomacy (Cha) 4+3-1+1 trait+2 insight by Canny effort 11(13) Knowledge (arcana) (Int) 4+3+4+2 insight by Canny effort 11(13) Knowledge (local) (Int) 4+3+4+2 insight by Canny effort 10(12) Knowledge (planes) (Int) 3+3+4+2 insight by Canny effort 8(10) Perception (Wis) 4+3+0 +1 trait+2 insight by Canny effort 11(13) Spellcraft (Int) 4+3+4+2 insight by Canny effort 8(10) Stealth (Dex) 3+0+3+2 racial+2 insight by Canny effort
Tiefling Racial Traits +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving. Native Outsider: Tieflings are outsiders with the native subtype. Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
SPECIAL ABILITIES Bonded Object (Sp) У Бланка есть заветное кольцо. Он всегда носит его на пальце. If you attempt to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one spell that you have in your spellbook and are capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by you, including casting time, duration, and other effects dependent on your caster level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from your opposition schools. The magic properties of your bonded object, including any magic abilities added to the object, only function for you. Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to ½ your wizard level (included above). Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 12/day= (3 + 5 Intelligence modifier) *1,5(Favored Class Bonuses).
Wizard Spells Prepared (CL 4; Concentration +9) Arcane School divination; O Opposition school spell; Opposition Schools enchantment, illusion
0 (at will) – Spook Animal, Acid Splash, Spider’s Thread, Canny Effort 1 st (3+2+1/day) – Mage armor, Charm Person, Heightened Awareness, Enlarge Person, Grease 2 st (2+1+1/day) – Web, Detect Thoughts, Darkvision, Glitterdust, bonded object
Feats: 1st Toughness 1st Level Wizard Bonus Scribe Scroll 1st Level DM bonus Eschew Materials 3 Level Craft Wondrous Item
Traits: Metamagic Master (Vampiric Touch) Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would Conspiracy Hunter. You gain a +1 trait bonus on Perception and it is always considered a class skill for you. Мятеж. Бонус: Вы получаете trait bonus +1 к Bluff и Diplomacy, а также всегда считаете классовым навыком один из них по вашему выбору. “Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.
Encumbrance light 43 lb., medium 86 lb., heavy 130 lb.;
Инвентарь
Noble outfit Haramaki Backpack, MWK Dagger Light Crossbow Bolts cold iron 10 Alchemist fire 3 Holy water 2- Gp 115-
Волшебные вещи Железное кольцо (Change Self???) Кристалл из подземелья Potion of CLW 2 Potion of Mfish Gladiator’s Gauze Ioun Torch
Свитки Mage Armor x10 Endure Elements x5 Keep Watch x3
Spellbook Содержимое книжки: 1 level: Protection from Good, Infernal Healing, Mage Armor, Feather Fall, Grease, Disguise Self, Charm Person, Color Spray, Enlarge Person, Windy Escape, Heightened Awareness, Glamour 2 level: Alter Self, Inivisibility, Scorching Ray, Knock, Web, Detect Thoughts, Glitterdust, Darkvision
Wizard Spells Prepared (CL 4; Concentration +9) Arcane School divination; O Opposition school spell; Opposition Schools enchantment, illusion
0 (at will) – Spook Animal, Acid Splash, Spider’s Thread, Canny Effort 1 st (3+2+1/day) – Mage armor, Charm Person, Heightened Awareness, Enlarge Person, Grease 2 st (2+1+1/day) – Web, Detect Thoughts, Darkvision, Glitterdust, bonded object
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Ахааник
Автор: |
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PrototypeMan |
Раса: |
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Эльф |
Класс: |
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Мастер призыва |
Мировоззрение: |
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Принципиальный злой |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 10 [+0] |
Интеллект: | | 20 [+5] |
Мудрость: | | 10 [+0] |
Обаяние: | | 13 [+1] |
Внешность
Широкие скулы, серые глаза, видящие во тьме не хуже, чем на свету, очень сильно вытянутые кверху уши, да лёгкий загар - это все, чем Ахааник отличается от среднестатистического представителя своей расы, высоких, атлетичных, светлокожих и светловолосых эльфов, привыкшие носить длинные волосы.
Характер
Холодный расчёт, ясная голова, да принципы, которых придерживается он, делает из него хорошего наемника. Однако вместе с этим прилагается целый букет из отталкивающих чёрт: отчужденность, лукавство, похоть, цинизм, грубость в речах.
История
Эта история не становления героя, но бизнесмена. Реальность - это борьба за место повыше, даже среди представителей добра, а зла и подавано.
Речь пойдёт о Ахаане, эльфе, выросший в семье потомственных эльфов, в портовом городе Риддлпорт, в далёких землях. В тех местах криминальные элементы заправляли городами, а значит разбой, особенно морской, процветал во всей красе. Не смотря на это, Ахаан получил вполне сносное образование во многих сферах жизни, да спокойно отправился на вольные хлеба, зарабатывать законно. Однако бесследно жизнь среди незаконья не прошла, оставила она все таки свой отпечаток: деньги.
Их ценность - ключ к силе, им поклоняются, их с легкостью меняют на крупицы жизни, которую не вернуть потом. Поэтому со временем дела пошли в другие степи, где звон монет был чище, а отдача выше: контрабанда, браконьерство, , уникальные товары, требовавшие сопровождения. На стороне Ахаана был опыт десятков лет и существа, готовые откликнуться на его зов из других планов и решить его проблемы.
Дошло до торговли живым товаром - рабами. Для первых заказов он решил брать только мелкие, не от слишком требовательных островитян, которых встретил при походах в глубины морей, дабы зарекомендовать себя как надёжный поставщик.Не срослись: его быстро выследили и поймали местные представители закона. Концом ли или началом перемен является данное событие, покажет только время
Навыки
Раздел "Навыки": LE, Momon, Medium Humanoid Male Elf Master Summoner 5 lvl 123 yo, 178 cm, 58 kg ABILITY SCORES: STR 12 [+1] DEX 16 [+3] CON 10 [+0] INT 20 [+4] WIS 10 [+0] CHA 15 [+2] SAVING THROWS: Fort +1 = +1 summoner +0 con Ref +4 = +1 summoner +3 dex Will +4 = +4 summoner +0 wis COMBAT STATS: Hit Points 25 = 25 (5 lvl) AC 19 = 10 + 4 AC + 3 dex + 2 eidolon BAB +3 CMB +4 = 3 BAB + 1 str CMD 17 = 10 + 3 BAB + 1 str + 3 dex Initiative +9 = +3 dex + 2 elf racial trait + 4 feat Speed 30' * Attack #1 Dagger Hit +4, 1d4+1, 19-20, x2, P S RACIAL TRAITS: ● Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. ● Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Elves have a base speed of 30 feet. ● Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. ● Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. ● Fey-Sighted: You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic. ● Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. ● Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. CLASS FEATURES: ● Favoured Class (master summoner): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Character is proficient with all simple and light armor without spell failure chance. ● Spells: Character get spells from summoner spell list, Charisma is magic stat, can cast without preparing. ● Cantrips: Character know some 0 lvl spells, no need to prepare ● Eidolon: Character can summon Eidolon, his effective lvl = lvl class ● Live Link: Character can give HP from yourself, if eidolon have zero HP or less. * Bond Senses: share eidolon senses to the summoner, rounds * lvl class ● Summon Monsters: Character can use “summon monster” spell 3+Cha mod, 1 min*class lvl = live time before banish, 1 active cast if summoner with eidolon, no limit if summoner don`t have eidolon EIDOLON: Avian: The avian base form is birdlike in shape. Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. At 5th level, a Medium or larger avian eidolon’s flight speed increases by 40 feet, as if it had 2 more points in the flight evolution; Speed 30 ft., fly 30 ft. (good); AC +2 natural armor. Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet. Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item. Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Saves Fort (bad, 0), Ref (good, 6), Will (good, 2); Attacks: 2 claws (+4 (+-1 per every size vs target), 1d3); Ability Scores: Str 9, Dex 19, Con 11, Int 7, Wis 10, Cha 11. BAB +3; AC 17, 8 score point (6 per lvl, -2 int); 11 HP CMB=+ 3 bab - 1 str - 1 size =+1 CMD=10 + 3 bab - 1 str - 1 size = 11 Carry load: 0-19.5; 19.6-39; 39.1-58.5; Load = 0 lbs Skills: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Use Magic Device (Cha), Sleight of Hand (Dex), Fly (Dex), Intimidate (Cha), Linguistics (Int) +24 Stealth (dex): 2 ranks + 3 class + 3 focus + 8 evolution + 4 size + 4 dex +3 Linguistics (Int): 1 ranks + 3 class - 1 int +8 Sleight of Hand (dex): 1 ranks + 3 class + 4 dex +10 Fly (dex): 1 ranks + 3 class + 8 dex + 2 size +13 Perception (wis): 2 ranks + 3 class + 8 evolution +4 Sences Motive (wis): 1 rank + 3 class Languages: Common Evolutions: Claws, flight, limbs (legs), Skill (Stealth), Skill (Perception), wingless flight Feat: Skill focus (Stealth) SKILLS: skill ranks 8*5=40 ACP 0 +10 Handle Animal (cha): 5 rank + 3 class + 2 cha +10 Use Magic Device (cha): 5 rank + 3 class + 2 cha +13 Spellcraft (int): 5 rank + 3 class + 5 int +9 Knowledge (religious): 1 rank + 3 class + 5 int +9 Knowledge (engineering): 1 rank + 3 class + 5 int +9 Knowledge (planes): 1 rank + 3 class + 5 int +9 Knowledge (history): 1 rank + 3 class + 5 int +9 Knowledge (geography): 1 rank + 3 class + 5 int +9 Knowledge (nature): 1 rank + 3 class + 5 int +9 Knowledge (nobility): 1 rank + 3 class + 5 int +13 Linguistics (int): 5 ranks + 3 class + 5 int +9 Craft (traps, int): 1 rank + 3 class + 5 int +9 Craft (weapon, int): 1 rank + 3 class + 5 int +9 Craft (armor, int): 1 rank + 3 class + 5 int +9 Craft (cloth, int): 1 rank + 3 class + 5 int +9 Craft (alchemic, int): 1 rank + 3 class + 5 int +10 Diplomacy (cha): 5 rank + 3 class + 2 cha +8 Stealth (dex): 2 rank + 3 class + 3 dex + 1 trait - 1 ACP +7 Ride (dex): 1 rank + 3 class + 3 dex Extra: +13 Appraise (int): 5 rank (trait) + 3 class + 5 int +2 skill point * lvl +13 Knowledge (Arcane) (int): 5 rank + 3 class + 5 int +13 Knowledge (Local) (int): 5 rank + 3 class + 5 int Languages: Common, Elven, Goblin, Sylvan, Celestial, Draconic, Infernal, Terran, Aquan, Ignis, Giants FEATS: Improved initiative [level 1 feat] Run [race bonus feat] Additional traits [3rd level feat] Antagonize [5th level feat] TRAITS: * Slippery: +1 to Stealth, Stealth is your class skill * Combat Training: Hourglass, Clockwatcher ● Two-words Magic: Prestidigitation now in your 0-lvl spell list ● Extremely Fashionable: if you wear equip with cost 150+ gp -> +1 Bluff, +1 Diplomacy, +1 Intimidate, Diplomacy is your class skill ● Slavemaster: ты торговал рабами, но был пойман; Appraise теперь твой классовый и имеет макс. ранг по уровню Campaign: Second skin: - 1 ACP Mythic Rank: 1st Archmage "Wild arcana" Feat: Dual Path (Trickster - Path Dabbling -> Marshal "Rally") Mythic Path: Nimble Glide SPELLS: Summoner spells: Charisma based, CL1, DC 11 + spell level Spell Known: 6 0-lvl spells; 4 1-lvl spells, 3 2-lvl spells * Prestidigitation, Light, Mending, Message, Read Magic, Acid Splash * Enlarge Person, Mount, Unseen Servant, Small Person * Alter Self, Invisibility, Haste Spells Per Day: 4 1-lvl spells, 2 2-lvl spells Раздел "Инвентарь": 4 pp, 49 gp, 98 sp 0-50; 51-100; 101-150; Load = 35 lbs
Инвентарь
Body slots: Belts: Body: Chest: Eyes: Feet: Hands Head: Headband: Charisma +2 Neck: Shoulders: Wrists: Rings: Slotless:
Eidolon slots:
Equipped: Light crossbow, 10 cold iron bolt, haramaki, dagger, Backpack Masterwork, 2 rations, 3 alchemic fire, 4 holy water, vest barbed, outfit traveler, 2 potion of cure, 1 potion of mermand swim, gladiator gauze.
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Рио́н Ша́дху
Автор: |
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ksav |
Раса: |
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Человек |
Класс: |
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Blade |
Мировоззрение: |
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Принципиальный злой |
Сила: | | 10 [+0] |
Ловкость: | | 18 [+4] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 25 [+7] |
Обаяние: | | 7 [-2] |
Внешность
Высокий худощавый мужчина средних лет. Черные с проседью волосы, резкие черты лица, украшенного добрым десятком шрамов. Темные, глубоко посаженные глаза, один из которых, похоже, едва не был потерян из-за некогда полученного пореза. Очевидно, жизнь к человеку была не слишком благосклонна. Отразилось это и на движениях, - четкие, выверенные, скупые, они создают впечатление, что для того, чтобы пошевелиться, мужчина привык иметь как минимум достаточно веский повод.
Характер
История
На грязном, устланном полусгившей соломой полу, прислонившись к стене, сидит человек. Лицо его скрыто за жесткими, свалявшимися волосами, на руках и ногах - кандалы. Заключенный неподвижен настолько, что порой кажется, словно душа его уже отправилась в иные миры. И все-же, временами, когда из-за тяжелой двери доносится ругань стражников, вопли других преступников, или по комнате пролетает редкое дуновение сквозняка, мужчина едва заметно смещает голову, ловя свежий воздух, или прислушиваясь к плохо различимым звукам.
Некогда Рион Шадху был достойным представителем аристократического рода, прожившего в Талингарде не одно столетие. Дом Шадху застал еще те времена, когда Дом Барка определял судьбу государства. Затем Барки были низложены. Падение правящего рода Шадху пережили относительно спокойно, - дом придерживался нейтралитета, и открыто не поддерживал ни одну из сторон. Откровенно говоря, ни одна из сторон на тот период не устраивала дом, поддерживающий отношение и периодически ведущий дела с обитателями Теневого Плана. Однако тенденции правления Дома Дариуса достаточно быстро убедили часть аристократов, что их нейтралитет принес больше проблем, чем выгоды. Вера в Митру в весьма скорые сроки стала всепроникающей, и ряд семейств, нередко почитающих божеств, по мировоззрению весьма далеких от Бога Света и Исцеления, начали вести активную политику против правящего Дома. Увы, к тому времени силы уже были не на их стороне. Часть Домов, выступивших открыто, была уничтожена достаточно быстро. Те, что пытались противодействовать тайно, продержались дольше. Дом Шадху был среди последних оставшихся, но в конце-концов очередь дошла и до него...
Рион, укрывшись в тенях, со странным выражением лица смотрел, как сгорает поместье, в котором он провел большую часть своей жизни. По счастливому стечению обстоятельств, он был не дома, когда митраисты окружили поместье и начали выводить оттуда обитателей. Дом, как место, в котором "поклонялись Асмодеусу и прочим сущностям, недостойным почитания", обязали сжечь. Повеление же зачел не кто иной, как сир Мигель Аутлок, старый и недобрый знакомый семьи Шадху.
Спустя несколько часов огонь, щедро подпитываемый алхимическими составами и поддерживаемый молитвами пары жрецов, окончательно сожрал остатки здания, оставив после себя уродливый черный остов. Рион, впрочем, этого уже не застал, - он, устроившись под деревом неподалеку от крыльца дома, смотрел, как высокий, крепко сложенный мужчина, подъехавший к дому, соскакивает с лошади, отводит ее к стойлам, затем направляется к дому и наконец замечает сидящего под деревом мужчину.
Легко поднявшись с земли, Рион сделал пару шагов навстречу рыцарю: - Доброй ночи, сир Аутлок. Надеюсь, вы не откажете мне в одной небольшой услуге. Я вижу, оружие у вас с собой?
Навыки
Ryon Shadhu Male Human Monk (Master of Many Styles/Sohei) 1/Wilder (Contemplative) 2/Inquisitor (Warpath Follower) 2/Animus Adept 4 (9 ECL total) LE Medium Humanoid 33yo, 186 cm, 77 kg ABILITY SCORES:STR 10 [+0] DEX 20 [+5] = 16 base + 4 belt CON 12 [+1] INT 10 [+0] WIS 26 [+8] = 18 base + 2 racial + 2 lvl + 4 headband CHA 07 [-2] SAVING THROWS:Fort +10 = + 5(3/6) class + 1 con + 1 trait + 3 cloak Ref +14 = + 6(1/6) class + 5 dex +1 racial + 3 cloak Will +20 = + 6(2/6) class + 8 wis + 1 racial + 2 iron will + 3 cloak COMBAT STATS:Hit Points 91/91 = 10 + 8 + 8 + 8 + 8 + 8 + 8 + 8 + 8 + 9 con + 8 psionic body AC 28 (28 touch, 18 flat-footed) = 10 base + 5 dex + 8 wis + 1 dodge + 4 stance (dodge) BAB +6 CMB +6 = 6 BAB + 0 str CMD 29 = 10 + 6 BAB + 0 str + 5 dex + 8 wis Initiative +19 = 5 dex + 2 trait + 8 wis + 4 stance Speed 40' * Attack #1 (+1 butterfly sword): +6 bab +0 str +1 enchant +1 focus = +8/+3 1d4+1; crit 19-20/x2 S BASE:RACIAL TRAITS: ● Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● Type: Humans are humanoid creatures with both the human and the elf subtypes. ● Size: Humans are Medium creatures and have no bonuses or penalties due to their size. ● Base Speed: Humans have a base speed of 30 feet. ● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). ● Bonus Feat: Humans select one extra feat at 1st level. ● Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
CLASS FEATURES: ● Favoured Class (inquisitor): Whenever a character gains a level in his favored class, he receives either + 1 hit point, or + 1 skill rank. ● Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int) ● Maneuvers: A warpath follower begins his career with knowledge of three martial maneuvers. When he takes his first warpath follower level, he selects three of disciplines for which his favored weapon is a discipline weapon to gain access to. If the warpath follower does not have these disciplines’ associated skills as class skills, he gains them as class skills. ● AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. ● Weapon Proficiency (Su): Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. ● Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. ● Unarmed Strike (Su): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. ● Devoted Guardian (Ex): At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20. This ability replaces Stunning Fist. ● Manifesting: The contemplative uses Wisdom as his key ability score instead of Charisma. This includes determining his bonus power points, what power levels he can manifest, and his power save DCs. ● Meditative Powers: Each morning, while meditating for power points, the contemplative chooses a number of powers equal to his powers known. When a contemplative recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the wilder power list. If a contemplative learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the wilder power list when he chooses his powers known, and it doesn’t count against his limit of powers known at any one time. The contemplative must choose at least one power from each power level he can manifest when selecting his powers for the day. This ability replaces surge bond. ● Push Beyond Limits: The contemplative gains Overchannel and Talented as bonus feats at 1st level, even if he does not meet the requirements. This ability replaces wild surge and psychic enervation. ● Mind Blast (Su): The contemplative can emit a blast of psychokinetic energy with the power of his mind. The contemplative can as a standard action expend his psionic focus to make a ranged touch attack at a creature within 30 ft. that deals 1d8 points of force damage to the creature struck. At 4th level and every three levels thereafter, the damage increases by 1d8. This ability replaces surge blast. ● Elude Attack (Ex): Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from attacks. She gains a +1 dodge bonus to her Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc). ● Domain (or Inquisition): Conversion Inquisition - Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. ● Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. ● Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). ● Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. ● Detect Alignment (Sp): At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. ● Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. ● Animus (Su): At 1st level, an animus adept gains an animus pool similar to a mystic’s. Outside combat, an animus adept has no animus to spend. When the animus adept enters combat, he gains an animus pool equal to 1 + his highest initiation modifier (minimum 1) at the start of his first turn, and adds one point of animus to her animus pool at the start of each of his turns thereafter. His animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the animus adept initiates a maneuver, he adds an additional point of animus to her pool. Certain abilities, such as some class features, maneuvers, and feats, require the animus adept to expend points of animus to use. If the animus adept previously had levels in the mystic class or another class that grants an animus pool, he instead adds his animus adept level to his levels in that class to determine its strength, potentially gaining more powerful maneuver augments or increasing the amount he can spend on such augments. If the animus adept possesses the Tap Animus feat, it is exchanged for the Extra Animus feat as normal. ● Martial Glyphs (Su): At 1st level, an animus adept learns to use primal magic to funnel his uncontrolled arcane energies through elemental concepts. These concepts encapsulate base principles of arcane magic, the building blocks upon which actual spells are formed, and when the animus adept combines these building blocks with his physical abilities, he can channel them into martial glyphs. When he enters this class, an animus adept learns five basic glyphs, and learns three new glyphs at each animus adept level thereafter. Each time the animus adept gains a new level in this class, he can exchange a single known glyph for any other glyph he could learn. At 1st level, he can only learn basic glyphs. At 3rd level, he gains the ability to learn advanced glyphs, and at 5th level, he can learn master glyphs. The animus adept can cast a glyph as a free action once per round when he hits with a strike. Alternatively, he can cast a glyph as a swift action. In either case, casting a glyph costs one point of animus and affects a single creature within close range (25 feet + 5 feet per 2 initiator levels). Unless otherwise noted, a glyph lasts for a number of rounds equal to 1 + the animus adept’s highest initiation modifier (minimum 1 round). If a glyph allows a saving throw, its save DC is 10 + 1/2 the animus adept’s initiator level + the animus adept’s highest initiation modifier. Repeated applications of the same glyph do not stack with each other or change their duration. Glyphs that deal energy damage or grant energy resistance use the animus adept’s choice of his active energy type (if he is psionic) or his active element’s associated energy type. If the animus adept does not have an active element, he gains one, as if he knew maneuvers from the Elemental Flux discipline. Once a glyph is cast, it maintains the element that it was cast with, if any. A character with the Spellcraft skill can identify glyphs as they are cast, treating the animus adept’s class level as their effective spell level. ● Mystical Prowess: Starting at 2nd level, an animus adept adds his class level to Knowledge (martial) and Spellcraft checks to identify martial maneuvers, powers, spells, and glyphs. In addition, if the animus adept possesses the elemental glyphs or candle magic class features, he adds his animus adept level to his mystic level to determine their effectiveness of those abilities. ● Mass Martial Glyphs (Su): At 4th level, an animus adept’s control over his roiling arcane might is such that he can become a living font of animus-infused glyphs. As a full-round action, the animus adept can cast a martial glyph against a number of allies within 30 feet equal to his highest initiation modifier.
FEATS: ● Psionic Body [bonus racial feat] ● Extra Readied Maneuver [1 level feat] ● Improved Unarmed Strike [1 lvl bonus monk feat] ● Riven Hourglass Style [1 lvl bonus monk feat] ● Overchannel [1 lvl bonus contemplative feat] ● Talented [1 lvl bonus contemplative feat] ● Extra Granted Maneuver [3 level feat] ● Animus Healing [5 level feat] ● Riven Hourglass Eternity [7 level feat] ● Iron Will [bonus project:NeN feat] ● Psionic Meditation [9 level feat]
● Extra Readied Maneuver [trained] ● Advanced Study [Mephistopheles gift] - Energy Hammer, Temporal Body Adjustment
TRAITS: ● Duelist murderer: +1 to fort save ● Practiced Manifester: Wilder ● Practiced Initiator: Warpath Follower ● “Strike first, strike ruthlessly and thus be victorious”: Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks. __________________________________________________________________________________________________ MYTHIC TRIGGER: 1 tierPath: Overmind/+3 hp Mythic Powers: 5/5
● Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. ● Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. ● Surging Psionics: As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level. The power is treated as if augmented to your manifester level, should the power allow augmenting. You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting. ● Path Ability: Mythic Insight (Su): Any time you manifest a power or activate a class feature that grants an insight bonus, you can expend one use of mythic power to double the insight bonus gained. ● Mythic Feat (Dual Path): Overmind/Champion. Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
__________________________________________________________________________________________________ SKILLS:Languages: Common, Infernal skill ranks: + 6 monk + 12 wilder + 16 inquisitor + 16 animus adept + 2 fcb = 50 ACP 0
Trained:
+18 Acrobatics (+5 rank, +3 class, +5 DEX, +5 boots) +20 Autohypnosis (+9 rank, +3 class, +8 WIS) +12 Bluff (+1 rank, +3 class, +8 WIS) +11 Disable Device (+1 rank, +3 class, +5 DEX, +2 circumstance) +12 Diplomacy (+1 rank, +3 class, +8 WIS) +13 Intimidate (+1 rank, +3 class, +8 WIS, +1 morale) +6 Knowledge (Psionics) (+3 rank, +3 class, +0 INT), +14 to identify creature's statistics +4 Knowledge (Planes) (+1 rank, +3 class, +0 INT), +11 to identify creature's statistics +11 Knowledge (Martial) (+5 rank, +3 class, +0 INT, +3 animus adept), +19 to identify creature's statistics +4 Knowledge (Arcana) (+1 rank, +3 class, +0 INT), +12 to identify creature's statistics +4 Knowledge (Religion) (+1 rank, +3 class, +0 INT), +12 to identify creature's statistics +4 Knowledge (Dungeoneering) (+1 rank, +3 class, +0 INT), +12 to identify creature's statistics +4 Knowledge (Nature) (+1 rank, +3 class, +0 INT), +12 to identify creature's statistics +4 Linguistics (+1 rank, +3 class, +0 INT) +19 Perception (+8 rank, +3 class, +8 WIS) +12 Profession: Officer (+1 rank, +3 class, +8 WIS) +13 Sense Motive (+1 rank, +3 class, +8 WIS, +1 morale) +11 Spellcraft (+5, +0 INT, +3 class, +3 animus adept) +10 Stealth (+2 rank, +3 class, +5 DEX) +12 Survival (+1 rank, +3 class, +8 WIS)
Untrained: +0 Appraise (+0 INT) +0 Climb (+0 STR) +0 Craft (+0 INT) -2 Disguise (-2 CHA) +5 Escape Artist (+5 DEX) +5 Fly (+5 DEX) -2 Handle Animal (-2 CHA) +0 Knowledge (All) (+0 Int) -2 Perform (-2 CHA) +5 Ride (+5 DEX) +5 Sleight of Hand (+5 DEX) +0 Swim (+0 STR) -2 Use Magic Device (-2 CHA) MARTIAL GLYPHS:- Basic -
● Ferrous Shell: The affected ally is protected by a crude but non-restrictive metal shell, granting them a +5 armor bonus to their AC. The shell weighs 10 pounds and does not count as armor. ● Ghost Eating Blade: The affected ally’s weapons gain the benefits of the ghost touch special ability. ● Shadowmeld: The affected ally is surrounded by a layer of protective, smoky concealment, granting them concealment (20% miss chance) against opponents. ● Elemental Shield: The affected ally gains energy resistance to the animus adept’s active element’s associated energy type equal to the animus adept’s initiator level. ● Elemental Weapon: The affected ally’s attacks deal an additional 1d6 points of damage of your active element’s associated energy type per six initiator levels you possess (up to a maximum of 3d6). ● Blinding Blade: The next time the affected ally hits with a martial strike, critical hit, deadly strike, or sneak attack, their target must succeed at a Reflex save or become blinded for one round. Regardless of whether or not the target succeeds on their save, this glyph expires once used. ● Dead Steel: The affected ally’s attacks deal an additional 1d6 points of negative energy damage per six initiator levels the animus adept posseses (up to a maximum of 3d6). Against creatures of the fey type, this damage increases to 1d8 per six initiator levels (up to a maximum of 3d8). Undead creatures and other creatures healed by negative energy do not take this additional damage and are not healed by it. ● Evasive Armor: The next time the affected ally succeeds on a Reflex save against an effect that allows a partial effect on a successful saving throw, they are instead completely unaffected. This glyph expires once used. ● Deflective Armor: The affected ally’s natural armor bonus to their AC increases by +2. This bonus increases by +1 for every six initiator levels the animum adept possesses (up to a maximum of +5).
- Advanced -
● Death Shield: The affected ally gains resistance to negative energy equal to the animus adept’s initiator level and a +4 bonus on saves against energy drain and negative energy effects. ● Illusionary State: The affected ally gains the benefits of a mirror image spell, using the animus adept’s initiator level as the caster level. This glyph expires once each image has been destroyed. ● Spirit Stride: As a free action, the affected ally can teleport to any unoccupied space they can see within 5 feet per two initiator levels. The ally does not require line of effect, and this glyph expires once used. ● Spiritual Anchor: In order to affect a creature with this glyph, the animus adept must have hit them with a martial strike as part of casting it, or must hit them with a ranged touch attack if he did not cast it during a strike. The target is affected as if by a dimensional anchor spell. ● Wind Speed: The affected ally gains the benefits of a haste spell (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack). DISCIPLINES:● Veiled Moon (Stealth, Light blades) ● Riven Hourglass (Autohypnosis, Light blades) ● Elemental Flux (Spellcraft, Light blades) ● Sleeping Goddess (Autohypnosis, Monk) STANCES:● Unbroken Stride (SG, 1) ● Riven Hourglass Stance (RH, 3) MANEUVERS KNOWN: [2 Level]:● Energy Spark/Boost: As part of an attack, you fire a ray that deals 3d6 points of energy damage. You can augment to fire a second ray. Discipline: Elemental Flux (Boost); Level: 2 Prerequisites: One Elemental Flux maneuver Initiation Action: 1 swift action Range: 30′ Target: One or more creatures Duration: Instant You fill the air with elemental energy, which explodes as you strike your target. When you make an attack (including a strike), you can initiate this boost to fire a ray of energy at a creature within 30 feet. This ray requires a ranged touch attack to hit and deals 3d6 points of damage of your active element’s associated energy type. Animus augmentation: You may spend two points of animus to create an additional ray. The rays may be fired at the same or different targets, but both rays must be aimed at targets within 30 feet of you. ● Twofold Assault/Strike: Your attack deals +1d6 damage and you may attempt a combat maneuver, using an Autohypnosis check in place of your combat maneuver check. Discipline: Sleeping Goddess (Strike); Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous You assault your opponent’s mind and body at the same instant, overwhelming them utterly with a single blow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can make a combat maneuver attempt against the target as a free action. This combat maneuver attempt does not provoke an attack of opportunity, and you use an Autohypnosis check in place of your combat maneuver check. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. • If you expend your psionic focus while initiating this strike, you can make a second combat maneuver attempt against the target as a free action, using an Autohypnosis check in place of your combat maneuver check. [3 Level]:● Ghostwalk/Boost: Become incorporeal until your next turn. Ghostwalk Discipline: Veiled Moon (Boost) (teleportation); Level: 3 Prerequisite(s): One Veiled Moon maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: One round The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver. ● Lance of Power/Strike (A): You create a 30-foot line that deals 5d6 points of energy damage, plus an additional effect based on your active element. Discipline: Elemental Flux (Strike); Level: 3 Prerequisites: One Elemental Flux maneuver Initiation Action: 1 standard action Range: 30′ Area: 30′ line Duration: Instant With a swing of your blade, you release a rippling line of elemental energy. When you initiate this strike, you create a 30-foot line of energy that deals 5d6 points of damage of your active element’s associated energy type to each creature within its area. This strike also has one of the following effects, based on your active element: -Air: The crack of thunder accompanying the lightning deafens creatures for a number of rounds equal to your initiation modifier. -Earth: The acid spray also creates a greasy, oily slick, causing creatures who fail their Reflex saves to drop items they are holding as if affected by the grease spell. -Fire: The intensity of the flaming blast adds an additional +1 point of damage per die and dazzles each target for a number of rounds equal to your initiation modifier. -Water: The icy blast makes surfaces very slippery, and creatures who fail their Reflex saves slip on the ice and fall prone. Creatures caught in the line can make a Reflex save (DC 13 + your initiation modifier) to take half damage and negate the added effect. Animus augmentation: You may spend up to five points of animus to increase the damage of this strike by 2d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent. The number of points of animus you may spend augmenting this maneuver is not limited by your level; you may always spend up to five points, although the total damage dice for this maneuver may not exceed your initiator level (up to a maximum of 15d6). For example, a 7th-level initiator could spend five points of animus augmenting this maneuver, adding a +5 bonus to his save DC, but he would still only deal 7d6 points of damage. [4 Level]:● Fading Leap/Boost: As a move action, the disciple may teleport to a spot up to twice his movement speed away. Discipline: Veiled Moon (teleportation); Level: 4 Prerequisite(s): One Veiled Moon maneuver Initiation Action: 1 move action Range: Up to twice movement speed Target: You Duration: Instant With nary a thought and a gesture the Veiled Moon disciple may flow like moonlight from one location to another through the Astral plane, moving faster than his earthly body would allow. As a move action, the initiator may teleport to a location in range of twice the disciple’s base movement speed away. ● Energy Hammer/Strike (A): Your attack deals +5d6 energy damage, plus an additional effect based on your active element. Discipline: Elemental Flux (Strike); Level: 4 Prerequisites: One Elemental Flux maneuver Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instant As you advance your training, you learn to unleash ever more powerful bursts of energy. Make an attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage of your active element’s associated energy type. This strike also has one of the following effects, based on your active element: Air: If your attack hits, the target must succeed at a Fortitude save or become deafened for 1 round. Earth: If your attack hits, the target must succeed at a Will save or become stunned for 1 round. Fire: If your attack hits, the target must succeed at a Reflex save or become blinded for 1 round. Water: If your attack hits, the target must succeed at a Fortitude save or become nauseated for 1 round. Saving throws against this strike are DC 14 + your initiation modifier. Animus augmentation: You may spend points of animus up (up to your maximum for augmenting Elemental Flux maneuvers) to increase the additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent. ● Temporal Body Adjustment/Counter: You negate any one negative condition that currently affects you. Discipline: Riven Hourglass (Counter); Level: 4 Prerequisites: One Riven Hourglass maneuver Initiation Action: 1 immediate action Range: Personal Target: Self Duration: Instant By reversing the flow of your personal Hourglass, you can turn back time, undoing a harmful event. You can initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. You ignore the condition that would affect you, or end any one such condition currently affecting you. You cannot negate your death with this counter. [4 Level]:● The Ties that Bind/Strike: Your attack deals +5d6 damage, and your target along with one of its allies may become entangled. Discipline: Sleeping Goddess (Strike); Level: 5 Prerequisites: Two Sleeping Goddess maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instantaneous With a psionically-empowered strike, you stab through an enemy’s physical form and attack their spirit and those tied to it. In the minds of your targets, the world warps, keeping them from fighting or moving effectively. Make an attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Will save (DC 15 + your initiation modifier) or it and one of the target’s allies within 60 feet of your choice become entangled for a number of rounds equal to your initiation modifier. The target’s ally does not receive a saving throw against this effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1. • For every 3 power points you spend, you may select an additional one of the target’s allies to entangle if the target fails its saving throw. • If you expend your psionic focus while initiating this strike, the target and its affected allies also become nauseated for one round on a failed saving throw. MANEUVERS/POWERS/SPELLSMANEUVERS READIED (6/5): ● Ghostwalk - Granted ● Lance of Power - Granted ● Energy Hammer ● The Ties that Bind ● Energy Spark ● Temporal Body Adjustment
POWERS (ML 6, PP - 16/16): ● Force Screen ● Precognition, defensive
SPELLS:
0 lvl (5): ● Detect Magic: Detects spells and magic items within 60 ft. ● Guidance: +1 on one attack roll, saving throw, or skill check. ● Oath of Anonymity: Cloak yourself in an illusion that hides your true identity. ● Acid Splash: Orb deals 1d3 acid damage. ● Read Magic: Read scrolls and spellbooks.
1 lvl (4): ● Heightened Awareness: Your recall and ability to process information improve. ● False Face: Polymorph into a disguised identity. ● Divine Favor: You gain +1 luck bonus per three levels on attack and damage rolls.
Spell Slots: 1 – 3/3
Инвентарь
HP: 91/91 Starting Animus: 9 PP: 17/17 Spells:1 lvl: 3/3 MANEUVERS READIED (6/5):● Ghostwalk - Granted ● Lance of Power - Granted ● Energy Hammer ● The Ties that Bind ● Energy Spark ● Temporal Body Adjustment EQUIPMENT:Boots of striding and springing Corset of delicate moves Belt of incredible dexterity +4, 1 lb Headband of Inspired Wisdom +4, 1 lb Helm of Cyclope Gloves of First Aid Cloak of Resistance +3 Outfit, Pickpocket's, 3 lb Gauntlet, spiked, Silver - 1d4, 20/2, 1 lb Gauntlet, spiked, Cold Iron - 1d4, 20/2, 1 lb Deep Crystal Butterfly Sword +1, Trained (Extra Readied Maneuver) - 1d4, 19-20/2, 2lb Dagger, Cold Iron - 1d4, 19-20/2, 1 lb
Wrist sheath, spring loaded x2 Mirror Thieves' tools, masterwork 100 gp, 2 lb Potion of CLW x1 Gladiator's Gause, 1 lb
Backpack, Masterwork
Load: 23,5 lb 0/39/77/115
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Сенашши
Автор: |
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Enote |
Раса: |
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Ламия |
Класс: |
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Оракул |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 15 [+2] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 11 [+0] |
Мудрость: | | 12 [+1] |
Обаяние: | | 18 [+4] |
Внешность
Выше пояса - симпатичная черноволосая девушка лет 20-25 с гипнотическим взглядом и гладкой кожей. Движения плавные, без рывков, словно у эльфа, хотя уши не выдают даже частично эльфийского происхождения Ниже пояса - Черный мощный змеиный хвост, способный раздавить кости человека в труху, если таковой окажется настолько невезуч, что будет им схвачен.
Характер
Холодная, уклончивая, себе на уме. Презирает людей, но скорее не из личных убеждений, а в дань воспитанию. Не брезгует использовать любые методы для достижения целей. Подражает эмоциям и мимике людей, чтобы сливаться с их обществом и разрушать его изнутри.
История
Люди. Слабые, ничтожные и трусливые создания. Они хуже гоблинов. Те хоть и тупы, но признают свою слабость. Эти же... Раз за разом, словно волны на утес они накатывались на наши храмы и поселения, тысячами отправляясь под нож на алтарях нашей богини. Те, кто вопил молитвы своим богам и клялся непонятной честью становились послушными питомцами, готовыми слизывать грязь с наших хвостов. Но их слишком много. В своих землях они плодятся как поганые крысы, заполняя собой все пространство и отбивают у нас все новые и новые земли ценой своих жизней. Они вытеснили нас из благодатных земель, принадлежавших нам, разрушили храмы во имя своего глупого божества, освободили наших рабов. Глупцы. Даже освободившись, они сами загнали себя в рамки, заковали в оковы правил и законов. Разве не очевидно? Люди скучают по ошейнику, люди не знают, что делать со свободой... Поэтому мы никогда не оставим попытки вернуть то, что наше.
Сенашш - шпион в землях Талинграда, одна из немногих доверенных лиц Матриарха Исшуашш, навыки которой были признаны пригодными для миссии по разрушению мерзкого явления под названием "Цивилизация людей". Воздействуя сладким ядом лести и лжи на умы и сердца этих слабых созданий, шпионы должны были сеять смуту, заставлять громких глупцов кричать на площади о вреде режима, уменьшая количество людишек их же руками. Но у Сенашш задание было посложнее. Она должна была похитить жрицу храма в одном из пригородов, выдать ее за себя и сеять смуту от лица людского божества. Замечательная идея, способная воплотиться в жизнь, но... если бы не так называемые паладины, за каким-то демоном оказавшиеся в тот день в храме и обнаружившие пропажу. Они настигли ее в подвале, когда Сена уже воспользовалась Брошью Превращения, чтобы принять облик похищенной. Две одинаковые женщины, одна из которых связана. Рыцари не сомневались. Оттащив Сену в темницу, с нее сняли брошь, открыв истинную натуру миру. По порядку ее должны были убить на месте, но... показательная казнь монстра могла отпугнуть ее сестер, затесавшихся среди толпы. Эта идея дала ламии лишних пару дней жизни...
Навыки
Lamia Oracle 1 NE Medium Humanoid Lamia Shadow Oracle 1 22yo, 180 cm (370 with tail), 96 kg
ABILITY SCORES: STR 15 [+2] DEX 14 [+2] = 18 base + 2 racial CON 12 [+1] INT 11 [+0] WIS 12 [+1] CHA 18 [+4]
SAVING THROWS: Fort +2 = +0 oracle + 1 con + 1 trait Ref +2 = +0 oracle + 2 dex Will +2 = +2 oracle + 1 wis
COMBAT STATS: Hit Points 9/9 AC 12 (12 touch, 10 flat-footed) = 10 base+ 2 dex BAB +0 CMB +0 = 0 BAB + 2 str CMD 14 = 10 + 0 BAB + 2 str + 2 dex Initiative +2 = 2 dex Speed 30' climb 20' swim 20'
* Attack #1 (unarmed): +0 bab +2 str = +2 1d3+2; crit 20/x2 * Constrict 1d6+2
RACIAL TRAITS ●+2 Strength, +2 Charisma, –2 Intelligence: Lamia commoners are physically strong and manipulative. ● Medium: Lamia commoners are Medium creatures, and they have no bonuses or penalties due to their size. ● Speed: Lamia commoners have a base speed of 30 ft., as well as a climb speed of 20 ft. and swim speed of 20 ft. ●Constrict: A lamia with this racial trait gains the constrict special attack, allowing the lamia to deal bludgeoning damage when he or she makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage equals 1d6 plus the lamia’s Strength bonus (if any). ● Lamia Immunities: Lamia commoners get a +2 racial bonus to saves against mind-affecting effects. ● Snake Body: Lamia do not possess feet or legs and can’t be tripped. They may not use magic items requiring the feet slot. ● Senses: Lamia commoners have darkvision 60 ft. and low-light vision. ● Deceiver: All lamia are skilled manipulators and deceivers, although some truly excel in these skills. Such lamia are also harder for others to deceive. Lamia with this racial trait receive a +2 racial bonus to Bluff and Diplomacy checks and a +1 racial bonus to Sense Motive checks. ● Spell Resistance: Lamia commoners possess spell resistance equal to 5 plus their class level. ● Spell-Like Abilities: A lamia can cast charm person and ventriloquism each once per day, using his or her class level as the caster level. ● Weapon Familiarity: Lamia commoners are naturally proficient with the scimitar. ● Languages: Lamia begin play speaking Common and Draconic. Those with high Intelligence can choose any additional bonus languages, with Abyssal being the most typical.
CLASS FEATURES: ● Favoured Class (oracle): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank ● Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). ● The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery (shadow) Bluff (Cha) Disguise (Cha) Stealth (Dex) Knowledge (dungeoneering). ● Revelation: Shadow Armament (Su): You can create a quasi-real simple or martial masterwork weapon appropriate for your current size. You are considered proficient with this weapon. The first time you hit a creature with this weapon, that creature can attempt a Will save to disbelieve; failure means the weapon deals damage normally, while success means the creature takes only 1 point of damage from the weapon’s attacks. The weapon deals only 1 point of damage to objects. At 3rd level, and again at 11th level and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 7th level, the weapon gains either the frost or keen weapon special ability, chosen when the weapon is created. These abilities don’t function against a target that succeeds at its Will save. At 15th level, the weapon deals minimum damage (as if it had rolled a 1 on each of its damage dice) against targets that succeed at their saves instead of 1 point of damage. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp. ● Oracle curse- Cold Blooded:You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve. ● Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right). Also she learns Inflict spells when she is capable of casting them. ● Orisons
SKILLS: skill ranks: + 4 oracle +1 favorite class +2 EVIL= 7
+2 Acrobatics (+2 DEX) +0 Appraise (+0 INT) +10 Bluff (1 rank +3 class +2 race +4 CHA)* +0 Climb (+2 STR) +0 Craft (+0 INT)* +2 Disable Device (+2 DEX) +8 Disguise (1 rank +3 class +4 CHA)* +10 Diplomacy (1 rank +3 class +2 race +4 CHA)* +2 Escape Artist (+2 DEX) +2 Fly (+2 DEX) -2 Handle Animal (-2 CHA) +5 Heal (+1 rank, +3 class, +1 WIS)* -2 Intimidate (-2 CHA) +0 Knowledge (dungeoneering) (INT) Knowledge (history) (Int) Knowledge (planes) (Int) +4 Knowledge (religion) (1 rank +3 class Int) 0 Linguistics (+0 INT) +1 Perception (+1 WIS) +4 Perform (+4 CHA) +3 Profession (+1 WIS) +2 Ride (+2 DEX) +5 Sense Motive (+1 rank, +3 class, +1 WIS)* +5 Sleight of Hand (+5 DEX) +0 Spellcraft (+0 INT)* +7 Stealth (+1 rank, +3 class, +1 trait +2 DEX) +1 Survival (+1 WIS) +2 Swim (+2 STR) +4 Use Magic Device (+4 CHA) Languages: Common, Draconic
FEATS: ● Spell Focus (Enchantment)
TRAITS: ● Irrepresible: Use Cha instead of Wis for Will saves against charm and compulsion ● похищение: +1 Grapple and Disarm attempts ● Child of the moon: You gain a +1 trait bonus on Stealth checks. On dates during and after the first quarter ofa lunar phase but before end of the last quarter (the half of thelunar cycle where the moon is fuller), this bonus increases to +2.During the full moon, this bonus increases to +4.
Orisons: Spark Guidance Detect Magic Detect Poison
Spells 4/4 Inflict light wounds Cure light wounds Bane
Инвентарь
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Ричард Моррисон - Проповедник
Автор: |
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Ilrilan |
Раса: |
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Человек |
Класс: |
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Бард/Rubato |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
История
Много ли надо скромному странствующему проповеднику, который славит Господа Нашего, Митру Сияющего? Глоток воды да пресную лепешку - что Отец Наш Небесный пошлет, тем и сыт, от щедрот верных сыновей Его.
Щедрые сыновья встречались не так часто, как хотелось бы, но проповедник не унывал. Он был скромен в своих запросах, и не брал больше, чем может унести на плечах. Правда Господь Наш силушкой проповедника не обидел ни разу, и при случае верный сын Его, не желающий проходить мимо дара Господа Нашего мог закинуть на свои плечи фунтов этак двести, а при большой нужде и все триста, быстренько унося дар Митры. Ведь раз Отец Небесный создал все, значит и золото создал Он? А раз мы - дети Его, значит создано все это для нас? И раз проповедник - верный сын Его, значит не поделиться малой толикой солнечной благодати с ближним своим - грех великий? Проповедник был в этом уверен, и в меру сил своих скромных избавлял братьев своих во свете от тяжкого груза скаредности и алчности. И не просто так - его проповеди давали вместо грубой телесной пищи пищу духовную, куда более важную, облегчая души братьев по вере от груза тяжких выборов, по мере того, как облегчались их кошельки.
Однако нашлись в этом мире и завистники у скромного проповедника - церковные служки, не имевшие ни голоса, дарованного Господом Нашим, ни куража ни удали, чтобы идти вперед не оборачиваясь, словно лучик света Отца Нашего, без страха и сомнений... Повязали толпой, скрутили и бросили в темные казематы, приговорив к трем пожизненным каторгам на руднике и четырем казням.
За то, что без дозволения служителей Митры выправил себе письмо, подтверждающее якобы полномочия посланника Отца Небесного - каторга пожизненная. За то, что угрожал гневом служителей церкви, обвиняя в алчности - каторга пожизненная. За то, что именем Отца Небесного читал проповеди ложные - казнь через сожжение За то, что богохульствовал, называя себя посланником Отца Небесного - казнь через сожжение За отрицание полномочий верных сынов Отца Нашего и упорствование в своих ложных убеждениях - казнь через сожжение За осквернение имени Отца Небесного и использования Его в целях простой наживы - казнь через сожжение За изъятие из храма Отца Небесного суммы церковной десятины - пожизненная каторга на рудниках
По окончанию "строгого, но справедливого суда" у проповедника остался только один вопрос. Как именно с него собираются взыскать аж три пожизненных каторги, и еще четыре раза подряд казнить на костре?..
Навыки
Male Human Bard 8Neutral Evil Languages: Common, Abyssal ABILITY SCORESStrength 16+4 (+5) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 10 (+0) Wisdom 7 (-2) Charisma 20+1+1+4 (+8) SAVING THROWSFortitude save: + 4 = +2 [base] + 0 [constitution] +2[cloak] Reflex save: + 9 = 6 [base] + 1 [dexterity] +2[cloak] Will save: + 8 = 6 [base] -2 [wisdom] +2[cloak]+2[Iron Will] COMBAT STATSTotal Hit Points: 8*8=64 Total Power Points: 2 (Sleeping Goddess) Bardic performance, uses: 32 = 4+8(Cha)+6(extra performer)+14(levels) Start Tempo: 8/2+8 = 12 Armor Class: 22 (Touch 15, FF 17)= 10 + 1 [dexterity] +7 [armor] +4[dodge, stance] Initiative modifier: + 11 = + 1 [dexterity] +2 [trait] +4 [stance] +4 [баннер] Combat Maneuver Bonus: + 11 = 6 [base] + 5 [strength] Combat Maneuver Defense: 22 = 10 + 6 [base] + 5 [strength] + 1 [dexterity] Speed: 40 = 30(Base) +10(Boots) Attack (handheld): + 11/+19 = 6 [base] + 5 [strength] +7[perform] +1[+1 weapon] Attack (missile): + 7/+15 = 6 [base] + 1 [dexterity] +7[perform] Longsword damage: 1d8+13, x2 17-20 +5[str] +7[perform]+1 enchant Longspear damage: 1d8+14, x3 20 +7[str] +7[perform] Perform Bonus (Inspire Courage)+1 Master performer +1 Great Master Performer +3 Base inspire courage (Effective bard level 12, Banner of ancient kings) +2 Flagbearer (Banner of ancient kings) FEATSBonus Feat (NEN!): Iron Will 1 HD: Extra performer Human bonus feat: Master performer 3 HD: (Retrained 8 HD) Great Master Performer 5 HD: Extra ready maneuver 5 HD Bard: Advanced Study: Chain of Doubts 7HD: Advanced Stady: Energy Hammer, Eldritch Consumption TRAITS - Practiced Initiator - Unorthodox (Golden lion -> Riven Hourglass) - Предыстория: Мошенник (Блеф +2) - “Strike first, strike ruthlessly and thus be victorious”: +2 Initiative SKILLS Skillpoints. (6+2+1)*8=72
Trained skills
Stat Class Rank BK Items Traits DEX 9 = 1 3 5 Acrobatics DEX 5 = 1 3 1 Escape Artist CHA 17 = 8 3 4 2 Bluff CHA 13 = 8 3 2 Disguise CHA 15 = 8 3 4 Diplomacy CHA 15 = 8 3 4 Intimidate CHA 24 = 8 3 8 5 Perform (dance) CHA 18 = 8 3 7 Perform (string instruments) CHA 19 = 8 3 8 Use Magic Device INT 8 = 0 3 1 4 Knowledge (local) INT 12 = 0 3 3 4 Knowledge (martial lore) INT 12 = 0 3 5 4 Knowledge (nobility) INT 10 = 0 3 3 4 Knowledge (arcana) INT 8 = 0 3 1 4 Knowledge (dungeoneering) INT 8 = 0 3 1 4 Knowledge (engineering) INT 8 = 0 3 1 4 Knowledge (geography) INT 8 = 0 3 1 4 Knowledge (history) INT 8 = 0 3 1 4 Knowledge (nature) INT 8 = 0 3 1 4 Knowledge (planes) INT 12 = 0 3 5 4 Knowledge (law) INT 12 = 0 3 5 4 Knowledge (religion) INT 4 = 0 3 1 Linguistics
Untrained skills
Appraise Int 0 = +0 Climb Str* 4 = +4 Fly Dex* 1 = +1 Heal Wis -1 = -1 Perception Wis -1 = -1 Ride Dex* 1 = +1 Sense Motive Wis -1 = -1 Stealth Dex* 1 = +1 Survival Wis -1 = -1 Swim Str** 4 = +4
* = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers
Скиллы дисциплин: (вместо них всех можно Перформ)
Autohypnosis Craft Perform (dance) Spellcraft
MANEUVERSRiven Hourglass
Clockwatcher Counter 1 You can act during a surprise round in which you would not normally be able to act.
Minute hand Boost 1 You make an attack as a swift action with a –2 penalty.
Rapid Strike Strike 2 Make two melee attacks against the same creature. If an attack hits, it deals weapon damage as normal.
Probability Twist Counter 3 You reroll a d20 roll or damage roll. You must take the results of your reroll, even if it’s worse.
Elemental flux
Elemental Flux Stance Stance 3 Your attacks deal +1d6 energy damage. In addition, you gain energy resistance 15 and an additional effect based on your active element. - Air. +4 initiative, +4 dodge AC. - Earth. DR 5/adamantine, ER 5/all. - Fire. Fast healing 14 +light spell effect - Water. +2 bonus on all saving throws/CMD.
Energy Spark Boost (A) 2 As part of an attack, you fire a ray that deals 3d6 points of energy damage. You can augment to fire a second ray.
Lance of Power Strike (A) 3 You create a 30-foot line that deals 5d6 points of energy damage, plus an additional effect based on your active element. Ref save (DC 13+IM)/half damage + negate add. effect - Air. Deafens for IM/2 rounds. - Earth. Ref Save/ drop all holding items (as Grease). - Fire. +1 dmg/die, dazzle for IM round. - Water. Ref Save / fall prone. Animus augmentation: +1 DC, +2d6 for 1 animus, max 5. Damage, DC <= Initiator Level
Eldritch Consumption Counter 4(Study) You can initiate this counter in response to being targeted by a spell, spell-like ability, power, or psi-like ability. Make a Spellcraft check (DC 11 + the effect’s caster or manifester level). If you succeed, the effect is countered, and you heal 5 hit points per level of the effect you countered.
Energy Hammer Strike (A) 4(Study) Make an attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage of your active element’s associated energy type. This strike also has one of the following effects, based on your active element: Air: Fort/deafened 1 round. Earth: Will/Daze 1 round. Fire: Ref/blinded 1 round. Water: Fort/nauseated 1 round Augment: +1d6, +1DC
Mithral current
Flowing Creek Counter 1 Make a Perform (dance) check to negate an incoming attack. If you succeed, you can take a 5-foot step.
Reaching Blade Stance Stance 1 Your melee attacks deal +1d6 damage, and your first attack each round has its reach increased by 5 feet.
Sleeping Goddess
Body of Delusion Counter 1(Trait) You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally. Augment: 1 PP = +1 check. 3 pp - no damage success check. 5pp - unaffected full. Expend psi = block from ally, 60ft
Shattered Mirror
Reflected Blade Style Boost 3 (Study, 2reform) After initiating this boost, the next strike you initiate with an initiation action of 1 standatd action that targets one creature also affects an additional opponent within close range (25 feet + 5 feet per 2 initiator levels), even if that opponent would normally be out of range of the strike. If the strike requires an attack roll, use the same attack roll against both targets. PERFORMANCESInspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion. Дары Белиала.Метаморф. Время на перестройку минута, дважды в день, полностью меняет физическое тело, включая голос и запах. После смены в течение часа имеет ауру "Психометаболизм, Зло", потом аура гаснет. Эффект перманентный, не диспелится - меняется только последующей сменой. MYTHICHard to Kill
Devil Trigger Swift activation, 1 минута. Mythic power, 4 use/day. Surge d6
Champion 1 tier. Champions' Strike: Fleet Charge Path ability: Impossible Speed (Ex) Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. Mythic Feat: Extra Ready Maneuver
Инвентарь
Start Tempo: 12 HP: 64/64 PP: 3
Ready
Flowing Creek [x] Eldritch Consumption [x] Chain of Doubts [x] Energy Hammer [x] Clockwatcher / Energy Sparks [x]
Devil Ready: Lance of Power[x]
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