Билды:
Каппа:
Name: Килгарн
Race: Lesser Gray Dwarf (PGtF, 190)
Alignment: NE
Size: M
Class: Ranger 5 (wild shape variant, UA, 58)
Deity: Ciric
---{ ABILITIES }---
STR 14 (6)+2
DEX 16 (10)+3
CON 19 (10)+4 (+2RACE+1HD)
INT 14 (6)+2
WIS 08 (0)-1
CHA 04 (0)-3 (-4RACE)
Init : +7 (+3 dex + 4 Imp Int)
Speed: 30ft. (30ft in armor);
HP : 46=5d8+20
---{ ATTACK OPTIONS }---
BAB : +5 (+1 race vs orcs & goblins)
Grpl: +7 = + 5(BAB) + 2(str)
Trip: +7 = + 3(dex) +4(race)
Bull: +6 = + 2(str) +4(race)
[Crossbow +8 1d8 (20/x3)]
[mw Great Sword +8 2d6+3 (19-20/x2)]
Att +8=+5 base+2 str+1 mw
---{ DEFENSE OPTIONS }---
Full : 17 = 10 + 3(dex) + 4(armor) + 4(race vs giants)
Touch: 15 = 10 + 3(dex)
FlatF: 14 = 10 + 4(armor)
Fort: +8 = 4(Rng) + 4 (con) +2(race vs poison, phantasms, paralisys)
Refl: +7 = 4(Rng) + 3 (dex) +2 (race vs spell)
Will: +0 = 1(Rng) – 1 (wis)
---{ SKILLS / 64=32+32 }---
13=8+3 Hide (Dex) +2 (race)
10=8+2 Jump (Str)
7=4+3 Tumble (Dex) cc
9=8-1 Listen (Wis)
13=8+3 Move Silently (Dex) +2 (race)
10=8+2 Search (Int) +2(stone)
9=8-1 Spot (Wis)
7=8-1 Survival (Wis)
Speaks: Common, Dwarf, Orc, Dragon
---{ FEATS }---
01[1HD]: Improved Initiative
02[RNG1]: Track
03[RNG3]: Endurance
04[3HD]: Travel devotion
05[RNG4]: Blind Fight, CC, 50
---{ RACIAL FEATURES }---
[Lesser Gray Dwarf]
• +2 Constitution, –4 Charisma
• Dwarf base land speed is 20 feet.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
• Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison, phantasms, paralisys.
• +2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
• +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears):
• +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants.
• +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
• +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
• +2 racial bonus on Hide & Move Silently
• Spell-Like Abilities: 1/day—enlarge person. Caster level equals twice the lesser duergar’s class levels (minimum 3rd) . These abilities affect only the lesser duergar and whatever he carries.
• Light Sensitivity: Lesser duergar are dazzled in bright sunlight or within the radius of a daylight spell.
• Automatic Languages: Common and Dwarven. Bonus Languages: Orc
---{ CLASS FEATURES }---
• 1st Favored enemy (Dwarf)
• 1st Favored enemy (Human)
• Spiritual Connection (trade wild empathy, CC) You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day.
• animal companion, riding dog
• Wild shape (1/day) (trade combat style, UA, 58)
• Fast Movement 30’ (trade combat style, UA, 58)
EQUIPMENT
9000-потрачено 8836-
Chain shirt 100
Stormfire ring 4000 (MiC, 206)
Necklace of Nature’s Teeth (black bear) 2900 (MoF)
Amber Amulet of Vermin 700 (MiC)
Mw Great sword 350
Crossbow, light 35
Bolts 1
Healing belt 750-
Из амулета вылазит:
Monstrous Scorpion, Large
Large Vermin
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and
sting +1 melee (1d6+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d6+4, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +8, Hide +0, Spot +4
Feats: —
Fleshraker form (MMIII), характеристики отредактированы под Wild chape
Medium Animal
Hit Dice: 4HD; 36 hp=(Character -10)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d6+3 and poison)
Full Attack: 2 claws +8 melee (1d6+3 plus poison) and bite
+3 melee (1d6+1) and tail +3 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison, rake 1d6+2
Special Qualities: -
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 17, Dex 19, Con 15, Int 14, Wis 8, Cha 4
Skills: Hide +12*, Jump +24
Leaping Pounce (Ex): When a fl eshraker charges, it
leaps high into the air above its prey, attempting to knock it
to the ground. This ability functions much like the pounce
special attack. However, a fl eshraker’s incredible jumping
ability makes its leaping pounce particularly deadly.
When a fl eshraker charges a foe, it can make a full attack,
including one rake attack. If a fl eshraker successfully hits
and damages a target of its size or smaller that it pounces
on during a charge, it can make a free trip attack without
provoking attacks of opportunity. If the fl eshraker wins
the opposed trip check, it can make an immediate grapple
check. If it succeeds, the opponent is considered grappled
and pinned on the ground beneath the fl eshraker. On each
subsequent round, the fl eshraker can deal automatic claw
and rake damage with a successful grapple check against a
pinned opponent.
If a fleshraker fails the opposed trip check, it cannot
be tripped in return. If it successfully trips its opponent
but fails the subsequent grapple check, the opponent is
still prone in the fl eshraker’s square, but it is not grappled
or pinned.
Poison (Ex): Injury, Fortitude DC 14, initial damage
1d6 Dex, secondary damage 1d6 Dex. The save DC is
Constitution-based.
Rake (Ex): Attack bonus +4 melee, damage 1d6+2.
Skills: Fleshrakers have a +8 racial bonus on Hide checks
and a +6 racial bonus on Jump checks. *The Hide bonus
increases to +10 in forested areas.
Animal Companion
DOG, RIDING
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:—
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Предполагаемый сценарий боя
При высадке собака высаживается перед хозяином закрывая его от прямого чарджа.
Для связывания противника и выигрывания времени применяется амулет призыва скорпиона. Потом вайлдшейп и мили комбат.
Мастер:
Name: Эш'неркар
Alignment TN
Race Githzerai (MM)
Gender Male
Size Medium
Class Swordsage 2/Psychic Warrior 1
----{ ABILITIES / }---
32 point-buy
STR 10 (0)
DEX 26 (+8) [+6 race] [+2 gloves]
CON 10 (0)
INT 10 (0) [-2 race]
WIS 18 (+4) [+2 race]
CHA 8 (-1)
Stances known: 2
Maneuvers known: 7
Maneures readied: 4
Initiative 9 = +8 (DEX) +1 (Swordsage)
Speed 30 ft
HP 16
---{ ATTACK OPTIONS }---
BAB : +1
Grapple: +1
[Rapier]
Attack Bonus 11 = +8 (DEX) +1 (Focus) +1 (BAB) +1 (Rapier)
Damage 1d6 + 8 (DEX)/19-20 x2
---{ DEFENSE OPTIONS }---
Full AC 31 = 10 (Base) + 8 (DEX) +4 (WIS) +4 (Inertial Armor) +4 (Force Screen) +1 (Ring)
Touch AC 21-31 = 10 (Base) + 8 (DEX) +4 (WIS) +4 (Inertial Armor)* +4 (Force Screen)* +1 (Ring)
Flat-Footed AC 23 = 10 (Base) +4 (WIS) +4 (Inertial Armor) +4 (Force Screen) +1 (Ring)
*Only versus incorporeal attacks
Fortitude 2 = +2 (Psychic Warrior)
Reflex 11 = +3 (Swordsage) +8 (DEX)
Will 7= +3 (Swordsage) +4 (WIS)
---{ SKILLS /44 total}---
Concentration 6 = 6 (rank)
Tumble 14 = 6 (rank) +8 (dex)
Hide 12 = 4 (rank) +8 (dex)
Move silently 12 = 4 (rank) +8 (dex)
Listen 9 = 5 (rank) +4 (wis)
Sense motive 8 = 4 (rank) +4 (wis)
Jump 6 = 6 (rank)
Martial lore 3 = 4 (rank) -1 (int)
Autohypnosis 9 = 5 (rank) +4 (wis)
Swordsage 1 (6*6=36): +4 concentration, tumble, hide, move silently, listen, sense motive, jump, martial lore, 4 saved.
Psychic Warrior (2 + 4 saved): +1 concentration, +5 autohypnosis
Swordsage 2 (6): +1 concentration, +2 tumble, +2 jump, +1 listen
---{ FEATS}---
Shadow blade (1 HD)
Finesse Weapon (Psychic Warrior)
Adaptive Style (3 HD)
---{ RACIAL & TEMPLATE FEATURES }---
- Inertial Armor always active
- Daze 3/day
- Featherfall 3/day
- Shatter 3/day
- Power/Spell Resistance 8
- Darkvision 60 ft
---{ CLASS FEATURES }---
Swordsage:
- Discipline Focus (Diamond Mind, weapon focus)
- Quick to act +1 (Initiative +1)
- AC Bonus (wis to AC)
---{ INVENTORY }---
Rapier +1 2000 gp
Ring of protection +1 2000 gp
Gloves of dexterity +2 4000 gp
Cloak of resistance +1 1000 gp
Maneures:
1. Sudden Leap (TC, boost). Swift: move jump distance.
2. Saphire Nightmare Blade (DM, strike). Concentration vc AC. Flat-foot on success, +1d6 damage. Fail: -2 to attack roll.
3. Counter Charge (SS, counter). Dex vs Dex, size bonus (if opponent larger), 20 ft enemy move, fail: +2 to enemy attacks.
4. Mighty Throw (SS, strike). Dex +4 vs STR, trip and 10 feet enemy move.
5. Shadow blade technique (SH, strike). Roll d20 two times, choose one. If higher – normal attack, if not – two attacks and +1d6 cold damage.
6. Burning blade (DW, Boost). +1d6+2 damage on all attacks in a round.
7. Wind Stride (DW, Boost). +10 speed
Readied:
Shadow Blade Technique, Counter Charge, Mighty Throw, Burning Blade
Stances:
1 Level
Stance of clarity. +2 AC.
Child of shadow. Concealment.
Psionic powers:
Force Screen (+4 Shield AC)
Power points: +2 (wis) = 2
Pre-casted (while invisible): force screen.