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[Pathfinder] Второй северный поход | ходы игроков | [Партия]
Вниз
Не было ни одного хода.
Соггрин
Автор:
Bane
Раса: Человек, Класс: Гордая дочь Севера
Сила: 13
[
+1
]
Ловкость: 17
[
+3
]
Выносливость: 14
[
+2
]
Интеллект: 15
[
+2
]
Мудрость: 14
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+2
]
Обаяние: 12
[
+1
]
Хаотичный нейтральный
Инвентарь:
Ничего нет.
Навыки:
CN Medium Humanoid
Female human rogue [survivalist] 2/barbarian 1/ranger [wild stalker] 1
23yo, 5'8'', 150 lbs
ABILITY SCORES:
STR 15 [+1]
DEX 17 [+3] = 14 (basic) + 2 (race) + 1 (level)
CON 14 [+2]
INT 13 [+1]
WIS 14 [+1]
CHA 12 [+1]
SAVING THROWS:
Fort +6 = +0 rogue +2 ranger +2 barbarian +2 con
Ref +8 = +3 rogue +2 ranger +0 barbarian +3 dex
Will +1 = +0 rogue +0 ranger +0 barbarian +1 wis
COMBAT STATS:
Hit Points 32 = 13 rogue + 6 ranger + 7 barbarian + 4 con + 2 favored class
AC 14 = 10 + 3 dex + 1 dodge
BAB +3
CMB +5 = 3 BAB + 2 str
CMD 18 = 10 + 3 BAB + 2 str + 3 dex
Initiative +3 = + 3 dex
Speed 40'
RACIAL TRAITS:
Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat:
Humans select one extra feat at 1st level.
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
CLASS FEATURES:
Favoured Class (rogue)
: Whenever a character gains a level in his favored class, he receives either + 1 hit point and + 1 skill rank.
Weapon and Armor Proficiency
: Character is proficient with all simple and martial weapons,and with light armor, medium armor, and shields (except tower shields).
Hardy (Ex):
At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation.
Sneak Attack
: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Evastion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent (Canny Observer):
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Strong Senses (Ex)
: At 1st level, a wild stalker’s life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead.
Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
SKILLS:
+10 Acrobatics (Dex) = 4 rank + 3 class + 3 dex
+9 Climb (Str) = 4 rank + 3 class + 2 str
+9 Disable Device (Dex) = 3 rank + 3 class + 3 dex
+8 Escape Artist (Dex) = 2 rank + 3 class + 3 dex
+7 Knowledge (nature) (Int) = 3 rank + 3 class + 1 int
+9 Perception (Wis) = 4 rank + 3 class + 1 wis + 1 strong senses
+6 Perform (singing) (Cha) = 2 rank + 3 class + 1 cha
+10 Ride (Dex) = 4 rank + 3 class + 3 dex
+8 Sleight of Hand (Dex) = 2 rank + 3 class + 3 dex
+10 Stealth (Dex) = 4 rank + 3 class + 3 dex
+8 Survival (Wis) = 4 rank + 3 class + 1 wis
Languages: Common, Chondathan, Illuskan
FEATS:
Dodge
: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Endurance
: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Run:
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Внешность:
Нет описания.
Характер:
Нет описания.
История:
Нет описания.
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