Ллойд
Автор: |
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Ллойд |
Раса: |
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Человек |
Класс: |
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Воин |
Мировоззрение: |
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Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 16 [+3] |
Выносливость: | | 17 [+3] |
Интеллект: | | 15 [+2] |
Мудрость: | | 14 [+2] |
Обаяние: | | 15 [+2] |
Внешность
Характер
 Изначально настроен ко всем дружелюбно, но при несовпадении интересов готов обнажить меч.
История
В прошлом великий воин, имевший семью и детей. В тюрьму брошен за убийство близкого друга/подчиненного короля. Убил его за то, что тот убил его семью из-за «непослушания законам, выпущенными королем».
Навыки
Мастерское владение оружием ближнего боя. При использовании только одного оружия ближнего боя, получает бонус +2 к урону этим оружием. Может восстанавливать выносливость в конце короткого или длинного отдыха в размере 1к10 + уровень. На своем ходу может совершить одно дополнительное действие. После этого для перезарядки нужен короткий или длинный отдых. Архетип: мистический рыцарь. Владеет от 1 до 4 заклинаний в зависимости от уровня (3,7,13,19). Может привязать оружие к себе. После привязки оружия не может быть обезоруженным . Может телепортироваться к себе привязанное оружие. Максимум привязанных оружий - 2.
Инвентарь
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Альвир
Автор: |
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Аликтус |
Раса: |
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Человек |
Класс: |
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Fighter (Gloomblade) |
Мировоззрение: |
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Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 15 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 13 [+1] |
Мудрость: | | 12 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Крепко сложенный и жилистый мужчина в самом расцвете сил. Светлые волосы аккуратно выбриты с обеих сторон головы, оставляя лишь "гребень" наверху, заканчивающийся "конским хвостом" в районе лопаток. Лицо Альвира непримечательно, и отличается разве-что наличием веснушек и одинокого родимого пятна на левой скуле. По-настоящему отличительной чертой-же можно считать тень Альвира - даже без снаряжения она выглядит как облачённая в массивную броню и обвешенная всевозможным оружием. Собственно, она была такой сколько молодой человек себя помнит - и также росла вместе с ним.
Характер
"По крайней мере. моя "стрёмная" тень позволяет мне делать ВОТ ТАК. А твоя тень приносит какую-то пользу? Нет? тогда завидуй молча". Весьма самоуверенный мужчина, склонный к прямолинейности, зачастую граничащей с грубостью. С другой стороны, он прекрасно понимает, что в компании можно добиться куда большего, чем в одиночку - по крайней мере так показал его жизненный опыт. Так-что тем, кого он считает друзьями и товарищами, Альвир доверяет - и рассчитывает на ответное доверие.
История
"- Я совершил это преступление в одиночку. Спланировал, подготовил и провернул. Мне не нужны помощники в таком плёвом деле".
С детства Альвира окружало предубеждение - во многом из-за того, как выглядела его тень. Немногие замечали странности в его неизменном и безмолвном компаньоне, но когда замечали - начинали сторониться парня. Так-что теми немногими, кто принял его "со всеми потрохами" была улица, с её мелкими бандами и группками. Будучи сильным и крепким парнем уже с детства, ему частенько приходилась участвовать в разборках и прочих "стрелках", да и способ заработка на жизнь также был не самым простым. Там где обычные плуты вскрывали двери - Альвир занимался восхождением. Обычно лунными ночами он поднимался по зданию наверх, проникая через не слишком старательно запертые окна (ибо какой идиот решит лезть через них?) - и либо обчищая дом лично, либо запуская товарищей изнутри. Иногда внутри попадались бодрствующие хозяева, и вот их уже приходилось утихомиривать - обычно чем-нибудь тяжёлым. И - уже в молодости вор обнаружил, что его тень не просто стрёмно выглядит - она ещё и полезная. Ведь возможность достать почти любое оружие из этой самой тени нельзя было недооценивать - и оно также не раз выручало парня в неожиданных стычках. Но, ничего не может длиться вечно - и парня в этот раз сгубила самоуверенность. Не только его - вся их компания решила обнести один богато выглядящий дом. И вроде-бы разведали его, изучили, кто и где ходит - но Альвир попался, едва по своему обыкновению проник внутрь через чердачное окно. Убегать было некуда, драться с местной охраной было чревато - так-что вор счёл за лучшее просто сдаться, расчитывая в будущем на помощь товарищей и собственные силы. Кто-ж знал, что в этот раз его тень, такая полезная обычно, принесёт кучу проблем. И там где обычный вор обошёлся бы тюрьмой и каторгой (из которой вполне можно было бы бежать, всегда имея при себе оружие) - в нём усмотрели носителя каких-то "семян зла". Хотя то что его решили не казнить, было наверное даже неплохо?
Навыки
AlvirAlignment: Neutral Race, Type, Gender: Medium Humanoid Human Male Class and Level: Fighter (Gloomblade) 3 Favored Class: Fighter Physical Parameters: 23 yo; 6 ft 1 in; 145 lb Deity: – Experience: 3859/6000 ABILITY SCORES: STR 18 [+4] DEX 15 [+2] CON 14 [+2] INT 13 [+1] WIS 12 [+1] CHA 8 [-1] SAVING THROWS: Fortitude +5 = +3 Fighter +2 Con Reflex +3 = +1 Fighter +2 Dex Will +2 = +1 Fighter +1 Wis (+1 vs Fear) COMBAT STATS: Hit Points 32 = +10+(2*5) Fighter +2*3 Con +1*3 FC +3 Feat AC 17 = 10 + 5 Armor Bonus + 2 Dex Modifier Flat-Footed 15 = 10 + 5 Armor Bonus Touched AC 12 = 10 + 2 Dex Modifier BAB +3 Fighter CMB(Combat Maneuver Bonus) +7 = +3 BAB +4 STR (+2 Trip) CMD(Combat Maneuver Defense) 19 = 10 +3 BAB +4 STR +2 DEX (+2 vs Trip [Feat]) (+3 vs Grapple, Trip [FC]) Initiative +2 = +2 DEX Speed 30'
* Attack (Fist): +3 BAB +0 enh +4 Str = +7 1d3 +4 STR +0 enh = 1d3+4 B; Crit [x2] Unarmed * Attack (Scythe): +3 BAB +1 enh +4 Str = +8 2d4 +4 STR +1 enh = 2d4+5 P/S; Crit [x4] Trip
RACIAL TRAITS: ● Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (STR) ● 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(Fighter): ● Favoured Class (Fighter): Add +1 to the fighter’s CMD when resisting two combat maneuvers [Grapple, Trip] of the character’s choice. ● Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). ● Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. ● Shadow Weapon (Su) A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level. At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.) At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above. At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon. This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor). ● Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. SKILLS: Skill ranks: 2 + INT + race (Skilled) = 2 + 1 + 1 = 4(12) ACP(Armor Check Penalty) = -3
● +05 Acrobatics (dex): +3 class +3 rank +2 Dex -3 ACP ● +08 Climb (str): +3 class +3 rank +4 Int +1 Trait -3 ACP ● +09 Disable Device (dex): +3 class +3 rank +2 Dex +1 Trait ● +07 Perception (Wis): +3 class +3 rank +1 Wis
Languages: Common, ???. FEATS: 1 lvl, 1 class (combat), 1 race, 2 class (combat), 3 lvl ● Combat Expertise (Combat)You can increase your defense at the expense of your accuracy. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. ● Improved Trip (Combat)You are skilled at sending your opponents to the ground. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. ● Fast Learner (Human)You possess extra versatility. Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward. ● Power Attack (Combat)You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. ● ToughnessYou have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). TRAITS: ● Criminal (Social Trait): You spent your early life robbing and stealing to get by. Benefit: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. ● Blood of Dragons (Race Trait): Long ago, your ancestors’ blood mixed with that of dragons. Benefit: Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis. ● Seasoned Climber: Your time on the slopes has improved your ability to surmount great peaks. Benefit: You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.
Drawback ● Umbral Unmasking Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility). EXP: 330 - победа на пляже 229 - зомби и Хиллок
Инвентарь
- Shadow Scythe (10 lb.) Attack (Scythe): +3 BAB +1 enh +4 Str = +8 2d4 +4 STR +1 enh = 2d4+5 P/S; Crit [x4] Trip - Scale Mail- (50 gp, 30 lb., +5 AC, MaxDex +3; ACP -4) - Камень стойки: Radiant Dawn: Spoils of War (100 зм) ссылка- Backpack, Common (2 gp, 2 lb.) - Rope, Hempen, 50 ft. (1 gp, 10 lb.) - Tools, Thieves’ (30 gp, 1 lb.) - Bandolier (5 sp, neg) - Waterskin (1 gp, 4 lb.) Нагрузка: 10+47 / 100 lb. (Light Load) HP: 19/32 В хижине: - Hide - (15 gp, 25 lb., +4 AC, MaxDex +4; ACP -3)
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Эшли Гуслав
Автор: |
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PrototypeMan |
Раса: |
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Человек |
Класс: |
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Призыватель |
Мировоззрение: |
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Нейтральный |
Сила: | | 8 [-1] |
Ловкость: | | 10 [+0] |
Выносливость: | | 16 [+3] |
Интеллект: | | 14 [+2] |
Мудрость: | | 12 [+1] |
Обаяние: | | 18 [+4] |
Внешность
Высокорослый, слегка худощавый и слащавый по внешности представитель молодой "элиты" общества Тамплиеров (Templars). Волосы его рыжие, подобно Матери, что родила на свет Грех и Невинность, а глаза - золотые, словно они впитали в себе силу всемогущего божества, во имя деяний которого и сотворена была Империя Тамплиеров. Одежда же его для праздной ходьбы на чистом воздухе, хоть и была сделана не в золотых и белых тонах, отдавая предпочтения красным и черным с примесью коричневого, однако такое одеяние лучше показывает себя в работе, связанной с втиранием к доверию к потенциальным грешникам и внезапным, для них, отловом подобных личностей и привлечении к суду. Какая ирония: стоило однажды обмолвиться о давно терзавших его мыслях о возможной излишней жестокости доктрин, что высечены в документах Высшими Тамплиерами со слов, посланных им самой Невинностью, как его мигом по как раз внешним признакам, снаряжению и "сопровождению" опознали, да призвали к ответу.
Характер
Мастер позволил опустить данный пункт из расчёта на то, что он будет проявляться во время различных активностей, так что воспользуюсь щедростью.
История
"... Ты поклялся, телом и душой, служить Богу и Ордену Тамплиеров. В течение многих лет ты строил жизнь на Вере только для того, чтобы разрушить ее одним греховным ударом. И хоть оружие, что ты избрал для этого, не материально, однако это не умаляет того факта, что в итоге мы лишились личности, чьи заслуги в своё время внесли вклад в мирное время Ориата.
Раньше ты был частью Тамплиеров, избранником Бога. Теперь ты часть Рэкласта, Изгнанник."
Эти слова не раз и не два появлялись как слуховые галлюцинации произошедшего события у меня в клетке, где я сейчас прозебаю, ожидая отправки на остров, куда отсылали тех мятежников Ориата, которые отлавливали члены Ордена Тамплиеров, коим я когда то был. Теперь один из них ныне буквально приставлен ко мне и засматривается осторожно на меня, зная о тех возможностях, которые ему поведали высшие по иерархии лица, попутно, возможно, боясь, что мне взбредёт в голову призвать своих "помощников", дабы силой вырваться из стен на свободу.
Конечно, соблазн велик, но, как бы это дико ни звучало, но куда лучшего успеха в встряске устоявшихся устоев можно добиться как раз в землях, где много тех, кто хотел бы вернуться в Ориат и установить свои порядки на родине. А учитывая то, что там, по слухам, когда то существовало общество, подобное Тамплиерской, да ещё и магия буквально "витает в воздухе", то велик шанс заручиться поддержкой способных личностей.
Не то, чтобы среди знакомых в Ориате, которых я так и не сдал, подобных не было, да и семья так то не отвернулась от меня после случившегося, хоть и помалкивает сейчас по выданному мне приговору, для публики, но всё же ...
Я достаточно здраво смотрю на возможности, свои и Ордена Тамплиеров, чтобы считать, что лучше теперь уж спокойно ждать отбытия на остров, дабы уже там, отбросив маску безразличия к своей судьбе, вновь взять контроль над своей жизнью и судьбой, попытавшись таки воплотить мятеж, которым стращают новобранцев в Орден Тамплиеров.
Навыки
Эшли ГуславAlignment: Neutral Race, Type, Gender: Medium Human Male Class and Level: Summoner 3rd lvl Favored Class: Summoner Physical Parameters: 28 yo; 6.1 ft; 173 lb Deity: “Sin” (“Innocence” before he was Exiled) Experience: –/– ABILITY SCORES: STR 8 [-1] DEX 10 [+0] CON 16 [+3] INT 14 [+2] WIS 12 [+1] CHA 18 [+4] SAVING THROWS: Fortitude +4 = +1 Summoner +3 Con Reflex +1 = +1 Summoner +0 Dex Will +4 = +3 Summoner +1 Wis COMBAT STATS: Hit Points 25 = +16 Summoner +9 Con AC 13 = 10 + 3 Armor
Flat-Footed 13 = 10 + 3 Armor Touched AC 10 = 10 BAB +1 CMB(Combat Maneuver Bonus) +0 = +1 BAB + -1 STR CMD(Combat Maneuver Defense) 10 = 10 +1 BAB +-1 STR +0 DEX Initiative +0 = +0 Speed 30'
* Attack (Unarmed): +1 BAB = +1 1d3 +0 STR +0 enh = 1d3; Crit [x2] RACIAL TRAITS(Human): ● 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). ● 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(Summoner): ● Favoured Class (Summoner): Add +¼ to the eidolon’s evolution pool. ● Weapon and Armor Proficiency: Summoner are proficient with simple weapons, plus light armors (ignoring arcane failure), but not shields. ● Spells: A summoner casts arcane spells drawn from the summoner spell list. The main attribute for spellcasting is Charisma. ● Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. If the eidolon is sent back to its home plane due to having 0 hp, it cannot be summoned again until the following day. ● Life Link: Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. ● Summon Monster: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use “own power” to summon monster or Eidolon, so, if Eidolon is summoned by spell, this gives us ability to summon monster with “own power” and vise-versa, summoning monster with spells don`t sabotage the link with Eidolon. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. ● Bond Senses: Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action. SKILLS: Skill ranks: 3 + INT = 5 per lvl = 15
○ Acrobatics(Dex): 0 = +0 DEX ○ Appraise(Int): 2 = +2 INT ○ Bluff(Cha): 4 = +4 CHA ○ Climb(Str): -1 = 0 STR + -1 ACP ○ Craft(any)(Int): - ● Diplomacy(Cha): 11 = +4 CHA + 3 class skill + 3 rank +1 Trait
○ Disable Device*(Dex): 0 = +0 DEX ○ Disguise(Cha): 3 = +3 CHA ○ Escape Artist(Dex): 0 = +0 DEX
● Fly*(Dex): -
● Handle Animal*(Cha): - ○ Heal(Wis): +1 = +1 WIS ○ Intimidate(Cha): 4 = +4 CHA ● Knowledge (Arcana)*(Int): 6 = +2 INT + 3 class skill + 1 rank ● Knowledge (Dungeoneering)*(Int): 2 = +2 INT ● Knowledge (Engineering)*(Int): 2 = +2 INT ● Knowledge (Geography)*(Int): 2 = +2 INT ● Knowledge (History)*(Int): 6 = +2 INT + 3 class skill + 1 rank ● Knowledge (Local)*(Int): 6 = +2 INT + 3 class skill + 1 rank ● Knowledge (Nature)*(Int): 2 = +2 INT ● Knowledge (Nobility)*(Int): 2 = +2 INT ● Knowledge (Planes)*(Int): 6 = +2 INT + 3 class skill + 1 rank ● Knowledge (Religion)*(Int): 6 = +2 INT + 3 class skill + 1 rank ● Linguistics*(Int): 6 = +2 INT + 3 class skill + 1 rank ○ Perception(Wis): 1 = +1 WIS
○ Perform*(Cha): -
● Profession*(Wis): - ● Ride(Dex): 0 = +0 DEX ○ Sense Motive(Wis): 1 = +1 WIS
○ Sleight of Hand*(Dex): 0 = +0 DEX ● Spellcraft*(Int): 8 = +2 INT + 3 class skill + 3 rank ○ Stealth(Dex): 0 = +0 DEX ○ Survival(Wis): 1 = +1 WIS ○ Swim(Str): -1 = -1 STR ● Use Magic Device*(Cha): 10 = +4 CHA + 3 class skill + 3 rank
Languages: Каруи, Ваал, Эзомит, Вечный (Linguist Rank) FEATS: ● Spell Focus: Conjuration (General): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. ● Augment Summoning (General): Your summoned creatures are more powerful and robust. Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Prerequisite: Spell Focus (conjuration). ● Superior Summoning (General): You can summon more creatures. Prerequisite: Augment Summoning, caster level 3rd. Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. TRAITS: ● Honeyed Tongue (Regional Traits): You are quite capable of bringing peace to rival groups. Benefit: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. ● Second Chance (Religion Traits): Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. Eidolon Орн Form: Human (Biped); HP: 18/18 Ability Scores: Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11 Size: Medium; Speed: 30 ft.; AC: 17/21(with "Mage Armor") = 16 (Natural armor) + 1 DEX; Saves: Fort (4), Ref (2), Will (3)
Skills: - Bluff (CHA): 6 - 0 CHA + 3 Class + 3 rank - Stealth (DEX): 15 - +1 DEX + 3 Class + 3 rank + 8 Skilled - Perception (WIS): 6 - 0 WIS + 3 Class + 3 rank - Sense Motive (WIS): 6 - 0 WIS + 3 Class + 3 rank
Evolutions: 1 - Reach (limbs), 2 - Bonus Feat, 1 - Improved Natural Armor, 1 - Skilled (Stealth)
Feats: Additional Traits (Surprise Weapon - +2 to Attack Roll with Improvised Weapons, Second Chance - reroll failed save once per day), Catch Off-Guard (no penalty for using Improvised Weapons + you`ll treat enemy with such weapon as "Flat-Footed"), Shikigami Style (Improvised Weapon Damage -> Weapon Size + 1)
Weapon (Example): Sledge/sledgehammer (Improvised Earth Breaker) - +8 (+3 BAB, +2 trait, +3 STR) to attack, 3d6+5 (1.5 STR bonus, rounded up) (4d6+6 if used Enlarge Person), 10 Reach via "Evolution:Range (limbs)" (15 if used Enlarge Person)Spell Prepared: -0 lvl – Detect Magic – Message – Guidance – Mending – Open/Close – Mage Hand -1st lvl (4/4) – Enlarge Person – Mage Armor – Grease – Infernal Healing
Инвентарь
На Орне: - Кувалда (improvised Earth Breaker) - Elemental Flux: Elemental Nimbus
На Эшли: - Studded Leather - Spell Component Pouch - Dagger - Clothes - Backpack - Flask of Unholy Water - 10 days of rations
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Остин
Автор: |
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Mordodrukow |
Раса: |
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Человек |
Класс: |
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Slayer (Vanguard) |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 25 [+7] |
Ловкость: | | 25 [+7] |
Выносливость: | | 25 [+7] |
Интеллект: | | 25 [+7] |
Мудрость: | | 25 [+7] |
Обаяние: | | 25 [+7] |
Внешность
Не примечательный на вид молодой, лет двадцати - двадцати трёх, мужчина. Некоторые его неуловимые для сознания привычки позволяют сделать предположение о том, что рос он явно не на улице. По крайней мере, не сразу... Ведёт себя подавленно, заметно, что заключение и приговор или то, что им предшествовало, тяжело на него повлияло. Скуп на слова и на движения, но заметно, что отчасти это следствие их отточенности.
Характер
История
Не всегда быть рождённым в обеспеченной семье означает вытянуть счастливый билет. История Остина - тому пример. Будучи младшим сыном одного из дворянских семейств, мальчишка оказался предоставлен сам себе: вести дела семейства в будущем предстояло старшим братьям, а от него требовалось лишь уметь соблюсти этикет на светских мероприятиях, да мало-мальски постоять за себя. Всё остальное время он был волен делать что душе угодно. Душа желала изучать истории прошлого, да магические искусства. А самозащите юношу обучал пожилой фехтовальщик по имени Гарольд, едва ли не заменивший парню вечно занятого делами отца.
Увы, счастливой жизни суждено было длиться недолго. Одним мрачным днём на семейное поместье был совершён налёт. Лиц нападавших Остин разглядеть не успел, да и не мог бы, поскольку маскировка у них была на высоте. Учитель, с которым они в тот момент были на внеочередном спарринге, быстро оценил ситуацию, сделал вывод, что надо делать ноги и помог мальчишке удрать. Сныкались в районе трущоб, кое-как обустроили одну брошенную лачугу под убежище, после чего Гарольд сказал, что тут придётся разделиться, потому что его знают, и он может навести преследователей на Остина. Но хотя бы посоветовал пару знакомых из прошлой жизни с кем можно было попробовать вести дела. Так Остин остался один.
Дела вести получалось в целом неплохо. Знакомые Гарольда хоть и оказались людьми сомнительной репутации, но разглядели в мальчишке талант. Заниматься, увы, приходилось совсем не чистой работёнкой. Выбивание долгов, шпионаж, иногда даже устранение заслуживших того людей. Поначалу было тяжело. Потом свыкся. Хочешь жить - умей вертеться, как говорится... Тем не менее, накапливаемый опыт и неутихающий из-за несправедливости жизни пожар в душе позволил Остину выйти на людей, которые могли знать кто стоял за нападением на родной дом.
Как выяснилось, мотивы были примитивными: за всей этой историей стояли другие дворянские семейства, тоже не из самых знатных. Просто хотели устранить конкурентов. Ну, по крайней мере, двое из них... Последнее выделялось на их фоне: все факты указывали на то, что их целью были именно дети, причём, похоже, идея была в том, чтобы... похитить их живьём для каких то... магических... опытов, что ли? Вот ведь больные ублюдки! Возможно, если бы не они, Остин смог подойти к процессу мести с холодной головой, но шанс того, что кто-то из братьев может оказаться жив, заставил его начать действовать без предварительной подготовки. Естественно, ничего хорошего из этого не вышло: свою цену заплатили лишь несколько охранников, жена главы семейства, да его сын, оказавшийся больным какой-то непонятной дрянью, и живой лишь за счёт переливания жизненной энергии от похищаемых до сего дня детей.
Была ли смерть для того мальчишки благом? Возможно... Остин был ещё недостаточно стар, чтобы считать, что да. Но это была его месть, пускай и не доведённая до конца. К счастью, после смерти сына безумцу-дворянину более не было смысла отнимать жизни у других детей, так что Остин той же участи избежал и был отправлен под суд как убийца. Изгнание на континент считалось судьбой более страшной, чем немедленная казнь. Ну что же... У молодого сорвиголовы будет возможность это проверить.
Навыки
ОстинAlignment: True Neutral Race, Type, Gender: Medium Humanoid Human Male Class and Level: Slayer (Vanguard) 3 Favored Class: Slayer Deity: None Experience: 3879 / 6000 ABILITY SCORES: STR 10 [0] DEX 20 [+5] CON 12 [+1] INT 16 [+3] WIS 10 [0] CHA 7 [-2] SAVING THROWS: Fortitude +4 = +3 Slayer +1 Con Reflex +8 = +3 Slayer +5 Dex Will +1 = +1 Slayer +0 Wis COMBAT STATS: Hit Points 23 = +20 Slayer +3 Con AC 15 = 10 + 0 Armor Bonus + 5 Dex Modifier Flat-Footed 10 = 10 + 0 Armor Bonus Touched AC 15 = 10 + 5 Dex Modifier BAB +3 (+3 Slayer) CMB(Combat Maneuver Bonus) +3 = +3 BAB + 0 STR CMD(Combat Maneuver Defense) 18 = 10 +3 BAB +0 STR +5 DEX Initiative +8 = +5 DEX + 2 trait +1 (Lookout) Speed 30'
RACIAL TRAITS(Catfolk): ●Ability Score Racial Traits: +2 Dexterity ● +1 skill point per level ● Bonus Feat CLASS FEATURES(Slayer): ● Favoured Class (Slayer): +1/6 new slayer talent per level (current: 3/6) ● Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). ● Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). ● Lookout (Ex) Vanguard adds 1/2 his level (minimum 1) to initiative checks. ● Tactician (Ex) Vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. ● Sneak Attack At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer 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 slayer cannot use sneak attack while striking a creature with concealment. SKILLS: Skill ranks: 6 + INT + 1 (race) = 6 +3 +1 = 10 (30) ACP(Armor Check Penalty) = 0
● Climb(Str): 4 = 0 STR + 1 rank + 3 class skill ● Swim(Str): 4 = 0 STR + 1 rank + 3 class skill
● Acrobatics(Dex): 11 = +5 DEX + 3 rank + 3 class skill ○ Escape Artist(Dex): 5 = +5 DEX ● Ride(Dex): 9 = +5 DEX + 1 rank + 3 class skill ○ Sleight of Hand(Dex): 5 = +5 DEX ● Stealth(Dex): 11 = +5 DEX + 3 rank + 3 class skill
○ Appraise(Int): 3 = +3 INT ● Craft(sketching)(Int): 9 = +3 INT + 3 rank + 3 class skill ● Knowledge (Dungeoneering)(Int): 7 = +3 INT + 1 rank +3 class skill ● Knowledge (Geography)(Int): 8 = +3 INT + 2 rank + 3 class skill ○ Knowledge (History)(Int): 4 = +3 INT + 1 rank ● Knowledge (Local)(Int): 9 = +3 INT + 3 rank + 3 class skill ● Spellcraft(Int): 10 = +3 INT + 3 rank + 3 class skill +1 trait
● Heal(Wis): 4 = 0 WIS + 1 rank + 3 class skill ● Perception(Wis): 6 = 0 WIS + 3 rank + 3 class skill ● Sense Motive(Wis): 6 = 0 WIS + 3 rank + 3 class skill ● Survival(Wis): 4 = 0 WIS + 1 rank + 3 class skill
● Bluff(Cha): -2 = -2 CHA ○ Diplomacy(Cha): -2 = -2 CHA ● Disguise(Cha): -2 = -2 CHA ● Intimidate(Cha): -2 = -2 CHA
Languages: Common, выбрать ещё три. FEATS: ● Shadow Strike (Combat): You accurately strike even those you cannot clearly see. Prerequisite(s): Base attack bonus +1. Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment). ● Weapon Finesse (Combat Feats): You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. ● Two-Weapon Fighting (Combat Feats): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. ● Precise Strike (Teamwork/Combat Feats): Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
TRAITS: ● Reactionary(Combat Traits): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ● Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. Benefit: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Инвентарь
Backpack, masterwork 4lb
Haramaki (1 lb. +1 AC, никаких штрафов) 2x Dagger (Melee, light, 1d4 piercing dmg, throw up to 15ft)
Камень Reaching Blade Stance.
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Вилентия Сияющая Волна
Автор: |
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Ингероид |
Раса: |
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Человек |
Класс: |
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Vigilante (Warlock) |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 19 [+4] |
Выносливость: | | 14 [+2] |
Интеллект: | | 16 [+3] |
Мудрость: | | 14 [+2] |
Обаяние: | | 7 [-2] |
Внешность
Вилентия выглядит старше своих лет: алхимические и тауматургические эксперименты взяли с неё свою цену. Небольшим секретом среди тауматургов являются её изыскания в укреплении тела без вживления гемов в плоть. Совсем немногие знают, что Вилентия просто не умеет вырезать гемы и только потому ограничивает себя в практическом применении таинств. И даже ограниченные, её достижения имеют видимый эффект в лёгкости движений и крепости здоровья: даже старое, на вид, тело держит в себе сухую силу кости.
Сияющая Волна, напротив, выглядит моложе своих лет: мистическая сила Присутствия Луны и тёмные чары хаоса питают её тело, протекая волнами по коже от пальцев ног до бровей и затылка. Собственная сила тауматургии, пропущенная через призму культуры Каруи, фокусируется в ладонях, готовая излиться разрушительными языками энергии.
Характер
Вилентия (Neutral Neutral): между силой и слабостью нельзя выбрать слабость, можно только быть к ней принуждённой. Вилентия собирает силу везде, где видит её, отказываясь лишь от того, что могут отобрать.
Сияющая Волна (Chaotic Good): но Сияющая Волна признает, что принуждённые к слабости заслуживают право на свободу выбора. Каруи страдали в рабстве слишком долго. Незаслуженно долго.
История
Ни в детстве, ни в юности Вилентию не волновали Каруи: тауматургия и власть над миром вокруг; история и утраченная сила; даже дипломатия и положение в обществе - они давали сырые ресурсы для изысканий. Но не Каруи. Да, Вилента наблюдала операции над заключёнными и рабами. Подготавливала гемы к имплантации, контролировала состояние чарами ошеломления. Она знала свои границы и не выходила за них - её понимания не хватало для создания гемов, но она знала всё необходимое о практике имплантации. Знания, однако. Знания были доступны свободно в обществе Храмовников: знания писаний и священных текстов. Знания истории всё ещё были доступны умным и богатым. Но тауматургия относилась к запретной области. Изучающие её хранили свои секреты - и многие из них держали Каруи в своих лабораториях. Так родилась Сияющая Волна. Каруи из племени Арохонгуи, Сияющая Волна была рабыней: Вилентия позаботилась о том, чтобы эти слова дошли до ушей признанных непригодными для имплантации Каруи. Бараки создавали плотные общины, но между ними слухи едва ли могли распространиться достаточно быстро - никто не знал, где и когда Сияющая Волна содержалась и как сбежала. Знали только, что она была одной из них. Что она освобождала рабов и громила подвалы Храмовников, предавала хаосу книги и записи. Всё шло по плану и тауматургическая сила Вилентии росла на щедрой почве краденных знаний. Однако, Сияющую Волну загоняли. Всё чаще она ускользала лишь как Вилентия, всё ближе был день расправы. Этого нельзя было допустить - даже понимая суть Сияющей Волны Вилентия не могла позволить ей просто угаснуть. Каруи должны были получить свой шанс. Лаборатория Кротости была известна, как худшее место в Ориате. Сияющая Волна подняла два десятка Каруи и понеслась через рубежи защиты. О когти и щупальца чудовищ она разбилась. Пошли слухи о её изгнании - Храмовники уверяли, что она погибла. Вилентия не могла не последовать за слухами: оставить Сияющую Волну в беззвестности, равно как и возродить её лишь чтобы быть пойманной на чужих условиях, было предательством. Предательством самой себя. Мелкая кража выявила её лабораторию - тщательно подготовленную. Суд был скор и Доминус провозгласил Виленту изгнанной. Следом за Сияющей Волной она отправилась, неприметная ведьма среди многих. Вилента затерялась на корабле, а волны вынесли на берег одну из своих - Сияющую.
Навыки
Vilentia Shining WaveAlignment: Neutral Neutral or Chaotic Good Race, Type, Gender: Medium Humanoid Human Female Class and Level: Vigilante 3 lvl Favored Class: Vigilante Initiator Modifier: Intelligence Physical Parameters: 32 yo; 1,74 meters; 81 kilograms Deity: None Experience: 3 879/6 000 ABILITY SCORES: STR: 7 DEX: 17 CON: 14 INT: 16 WIS: 14 CHA: 7 Racial: +2 Dex STR: 7 DEX: 19 CON: 14 INT: 16 WIS: 14 CHA: 7 SAVING THROWS: Fortitude +3 = 1 Vigilante + 2 Con Reflex +8 = 3 Vigilante + 4 Dex + 1 Race Will +6 = 3 Vigilante + 2 Wis + 1 Race COMBAT STATS: Hit Points 25 = +8 Vigilante 1 + 2 Con + 1 Favorite Class + 2*(4+2+1) Vigilante 2-3 AC 20 = 10 + 4 Dex Modifier + 4 Mage Armor + 2 Embrace the Elements (Air) Flat-Footed 14 = 10 + 4 Mage Armor Touch AC 16 = 10 + 4 Dex Modifier + 2 Embrace the Elements (Air) BAB +2 CMB(Combat Maneuver Bonus) +0 = +2 BAB - 2 Str CMD(Combat Maneuver Defense) 14 = 10 + 2 BAB - 2 Str + 4 Dex Initiative +4 = +4 Dex Speed 30 feet
* Attack (Ranged Mystic Bolt): 2 BAB + 1 Enh + 4 Dex + 1 PBS = +8 1d6 + 1 PBS + 1 Enh + 1 If Vengeful = 1d6+(2/3) Acid; Crit [x2] * Full Attack (3 Ranged Mystic Bolt): 2 BAB + 1 Enh + 4 Dex + 1 PBS - 2 TWF - 2 RS = +4 1d6 + 1 PBS + 1 Enh + 1 If Vengeful = 1d6+(2/3) Acid; Crit [x2] * Attack (Melee Mystic Bolt): 2 BAB + 1 Enh - 2 Str = +1 1d6 + 1 Enh + 1 If Vengeful = 1d6+(1/2) Acid; Crit [x2] RACIAL TRAITS(Human): ● Type: Humans are humanoids with the human subtype. ● Size: Humans are Medium creatures and have no bonuses or penalties due to their size. ● Base Speed(Slow): Humans have a base speed of 30 feet. ● Bonus Feat: Rapid Shot ● 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(Warlock Vigilante): ● Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. ● Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. ● Spellcasting: A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.
Spellbook: A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list. ● Mystic Bolts (Su): A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.
The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.
Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt.
The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
This ability replaces vigilante specialization. ● Piercing Bolts: At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
This ability replaces unshakable. SPELLBOOK: Spells: 0lvl: - All Sorcerer/Wizard - Sift 1lvl: - Shield - Mage Armor - Secluded Grimoire - Stone Shield - Burning Hands - Vanish - Blood Money - Crafter's Fortune - Reduce Person - Transfer Tattoo VIGILANTE TALENTS: ● Arcane Striker (Su): The warlock gains Arcane Strike as a bonus feat. At 12th level, when she activates Arcane Strike, she can choose to also give her weapons the flaming, frost, shock, or thundering weapon special ability. She makes this choice each time she activates Arcane Strike, and it lasts for the same duration. At 16th level, she adds anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, and unholy to the list of special abilities she can select. She can choose to apply an alignment-based weapon special ability only while in her vigilante identity, and only if it matches the alignment of her vigilante identity. ● Renown (Ex):: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better. ● Transformation Sequence (Su) : The vigilante’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. The vigilante can complete the switch between his identities in 5 rounds, improving to a standard action if he has the quick change social talent, and to a swift action if he has the immediate change social talent. However, the transformation causes quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. A vigilante can select this talent only if he is able to cast spells or spell-like abilities (this needn’t be from his vigilante class). SKILLS: Skill ranks per level: 4 + 3 Int = 7
● Bluff (Int): +9 = +3 Int + 3 Class + 3 Rank ● Climb (Str): +3 = +0 Str + 3 Class + 1 Rank ● Craft(Jewels) [Inscribe Tattoos] (Int): +9 = +3 Int + 3 Class + 3 Rank ● Disguise (Cha): +4 = -2 Cha + 3 Class + 3 Rank ● Knowledge (Arcana) (Int): 7 = +3 Int + 3 class skill + 1 rank ● Knowledge (Nobility) (Int): 7 = +3 Int + 3 Class + 1 Rank ● Perception (Wis): +8 = +2 Wis + 3 Class + 3 Rank ● Sense Motive (Wis): +6 = +2 Wis + 3 Class + 1 Rank ● Spellcraft (Int): +9 = +3 Int + 3 Class + 3 Rank ● Stealth (Dex): +10 = +4 Dex + 3 Class + 3 Rank ● Swim (Str): +2 = -2 Str + 3 Class + 1 Rank
Languages: Karui, Vaal, Ezomite, Eternal. FEATS: ● Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. ● Two-Weapon Fightning: You can fight with a weapon wielded in each of your hands. Prerequisite(s): 15 Dex. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. ● Rapid Shot: You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. TRAITS: ● Vengeful: During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist. Now you thrill at the chance to get back at those who wronged you. Benefit: Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature. ● Two-World Magic (Sift): Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). ● Clever Wordplay (Bluff): Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. DRAWBACKS: ● Spooked: You had a traumatic experience with a spirit at a young age that colors your reactions to such creatures even to this day. Effect: Whenever you perceive an undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature’s Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus.
Инвентарь
Spells prepared: 0: Sift, Resistance, Jolt, Disrupt Undead 1: Secluded Grimoire, Mage Armor, Mage Armor, Vanish Hero Points: 1/1 Health: 25/25 Equipment: Outfit, Flame-Retardant: 20 rounda of Fire Resistance 1, Embrace the Elements Spell component pouch Gems: Embrace the Elements ( ссылка) Planned advancement: 5: Feat - Craft Tattoo (Jewels) 6: Talent - Cunning Feint 7: Feat - Ranged Feint 8: Cunning Strike progresses and BAB is +6/+1 9: Feat - Riving Strike
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Рогдай
Автор: |
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Томми Аткинс |
Раса: |
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Warlord |
Класс: |
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Броулер |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 16 [+3] |
Выносливость: | | 14 [+2] |
Интеллект: | | 9 [-1] |
Мудрость: | | 13 [+1] |
Обаяние: | | 8 [-1] |
Внешность
Характер
История
Рогдай так-то не особо свирепый, но когда выпьет - становится совершенно дурной. Вот как-то в подпитии стукнул свою сожительницу, любезную Рогнеду, по балде за глупые словеса. Баба - она, известно, дура, языком болтает, как помелом.
Не понимает, что мужчины - сучества нежные, тонкие, ранимые. Ну, дал раза, с кем не бывает. А на руке был шипастый наруч, недавно с тренировки. Шмяк по харе - хари нет. Неувязочка.
Явилися стражники - слово за слово, хреном по столу. В общем, причинение смерти по неосторожности переросло в неповиновение властям.
По совокупности наработал на пожизненную каторгу. И вступиться некому - сами мы люди не местные, мы люди-беженцы.
Как-то так. Выходит, пострадал Рогдай за свою ранимую душу.
Навыки
Rogday Alignment: Chaotic Neutral Race, Type, Gender: Medium Humanoid Human Male Class and Level: Brawler 3 Favored Class: Browler Physical Parameters: 35 yo; 6 ft ; 120 lb Deity: Zon-Kuthon Experience: –/–
ABILITY SCORES: Скрыть содержимое STR 18 [+4] DEX 16 [+3] CON 14 [+2] INT 9 [-1] WIS 13 [+1] CHA 8 [-1]
SAVING THROWS: Fort: 3(Base)+2(Con)=5 Ref: 3(Base)+3(Dex)=6 Will: 1(Base)+1(Wis)=2
COMBAT STATS: Скрыть содержимое Hit Points 28 = +20 Browler +2*3 Con +1*2 FC AC 19 = 10 + 4 Armor Bonus + 1 shield bonus+3 Dex Modifier+1 (Feat) Flat-Footed 14= 10 + 4 Armor Bonus Touched AC 14 = 10 + 3 Dex Modifier+1 (Dodge) BAB +3 Browler CMB(Combat Maneuver Bonus) +8 = +3 BAB +4 STR +1 Weapon focus (+9 Grapple) CMD(Combat Maneuver Defense) 21 = 10 +3 BAB +4 STR +3 DEX+1 Dodge (22 against Grapple) Initiative +5 = +3 DEX+2 Trait Speed 30'
* Attack (Fist): +3 BAB +0 enh +4 Str+1 Feat = +8 1d6 +4 STR +0 enh = 1d6+4 B; Crit [x2] Unarmed
RACIAL TRAITS(Humans):
● Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
●Feats: 1-st level Regular: Combat Expertize; 1-st level Human bonus: Power Attack; 2-d level Brawler bonus: Weapon focus (Unarmed strike); 3-d level Regular: Dodge Brawler’s Cunning (Ex) Martial Flexibility (Ex) Martial Training (Ex) Unarmed Strike Maneuver Training (Grapple)
SKILLS: Скрыть содержимое Skill ranks: 4 + INT = 4 - 1 = 3(9) ACP(Armor Check Penalty) = -2
● +09 Acrobatics (dex): +3 class +3 rank +3 Dex +11 for Tumble ● +10 Climb (Str): +3 class +3 rank +4 Str * +10 Swim (Str) +3 Class+3 ranl+4 Str ● +07 Perception (Wis): +3 class +3 rank +1 Wis
Languages: Common
TRAITS: Скрыть содержимое ● Reactionery Benefit: You gain a +2 trait bonus on initiative checks. ● Crowd Dodger You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
Инвентарь
Chain Shirt Dan bong Buckler
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Мурад
Автор: |
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InanKy |
Раса: |
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Человек |
Класс: |
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Бард |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 14 [+2] |
Интеллект: | | 10 [+0] |
Мудрость: | | 10 [+0] |
Обаяние: | | 18 [+4] |
Внешность
Характер
История
Мурад всегда был путешественником - его привлекала дорога, новые лица, новые места, новая еда, новые впечатления. Чтобы это стало возможным и комфортным, он научился играть на инструментах, прекрасно рассказывать истории о далеких землях, и немножечко обнаружил в себе и магические способности - тоже добавляло некоторую долю свободы и возможностей.
Помимо всего этого, Мурада природа совсем не обделила красотой, и теплую компанию холодными вечерами и ночами найти тоже труда не составляло.
И так бы и продолжалось, если бы в одном из городков, куда недавно приехал Мурад, не лишилась чести одна симпатичная дочка местного представителя сильных мира сего. Очевидно, никаких доказательств вины Мурада не было - и, сколько бы он не отрицал, подозрение и гнев отца девушки пало именно на нового приезжего, знаменитого своей немалой харизмой.
Ситуация была печальна, ведь последующее заключение и отправка в не самое приятное путешествие были основаны исключительно на предубеждении и неудачном совпадении. Мурад был абсолютно не виноват в том, в чем его обвинили, но алиби его подтвердить не мог никто. Кроме, конечно, старшей сестры той самой девушки, но она предпочла об этом не говорить. В конце концов, сильно бы ничего не изменилось...
Так или иначе, Мурад оказался там, где оказался - в совершенно негостеприимном месте.
Навыки
MuradAlignment: Chaotic Neutral Race, Type, Gender: Medium Human Male Class and Level: Human bard (duettist, sound striker)) 3 Favored Class: Bard Physical Parameters: 26 yo; 176cm; 74 kg Deity: - Experience: –/– ABILITY SCORES: STR 10 [0] DEX 16 [+3] CON 14 [+2] INT 10 [0] WIS 10 [0] CHA 18 [+4] SAVING THROWS: Fortitude +3 = +1 Bard +2 Con Reflex +6 = +3 Bard +3 Dex Will +3 = +3 Bard COMBAT STATS: Hit Points 25 = +19 Bard + 6 Con AC 13 = 10 + 3 Dex Modifier Flat-Footed 10 = 10 Touched AC 13 = 10 + 3 Dex Modifier BAB +2(+2 bard) CMB(Combat Maneuver Bonus) +2 = +2 BAB CMD(Combat Maneuver Defense) 15 = 10 + 2 BAB +0 STR +3 DEX Initiative +5 = +3 DEX + 2 trait Speed 30'
RACIAL TRAITS(human): ●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 have no bonuses or penalties due to their size. ● Base Speed(Slow): 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(Bard): ● Favoured Class (Bard): 1lvl: Bonus HP +1 2lvl: Bonus HP +1 3lvl: Bonus HP +1
●Bardic Performance (standard action, 12 rounds/day) Bardic Performance: Countersong (Su) Bardic Performance: Distraction (Su) Bardic Performance: Fascinate (1 target, DC 15) (Su) Bardic Performance: Inspire Courage +1 (Su) Bardic Performance: Wordstrike (1d4+3) (Su) Versatile Performance (Oratory) Empathic Link with Familiar (Su) Familiar Bonus: +3 to Acrobatics checks Manifest Dreams (Su) Recurring Dream (Su) Share Spells with Familiar Versatile Familiar (Ex) Spell Book: Bard (Duettist, Sound Striker) spells known (CL 3rd; concentration +7) Melee Touch +2 Ranged Touch +5 1st (4/day) cure light wounds , expeditious retreat, heightened awareness ACG , saving finaleAPG (DC 15) 0th (at will) detect magic , light, mage hand , message, open/close (DC 14), summon instrument
SKILLS: Skill ranks: 6 + INT + 1 (Skilled) = 6 ACP(Armor Check Penalty) =0
+03 Acrobatics +3 DEX (3) - +00 Appraise +0 INT (0) - +10 Bluff +10 CHA (4) 3 +00 Climb +0 STR (0) - +10 Diplomacy +10 CHA (4) 0 (Versatile Performance) +04 Disguise +4 CHA (4) - +09 Escape Artist +9 DEX (3) 3 +03 Fly +3 DEX (3) - +00 Heal +0 WIS (0) - +04 Intimidate +4 CHA (4) - +00 Perception +0 WIS (0) - +10 Perform (oratory) +10 CHA (4) 3 +10 Perform (percussion instruments) +10 CHA (4) 3 +03 Ride +3 DEX (3) - +10 Sense Motive +0 WIS (0) - (Versatile Performance) +09 Stealth +9 DEX (3) 3 +00 Survival +0 WIS (0) - +00 Swim +0 STR (0) - +10 Use Magic Device +10 CHA (4) 3
Languages: Common FEATS: ● Bonded Mind (Teamwork) You and your partner are so close that you can almost read each other’s minds. Benefit(s): As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard. ● Lingering Performance The effects of your bardic performance carry on, even after you have stopped performing. Prerequisite: Bardic performance class feature. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. ● Share Spells (Teamwork) You can share individual magic with your partner. Prerequisite(s): Bonded Mind, ability to share spells with an animal companion, eidolon, familiar, or phantom, caster level 1st. Benefit(s): You can cast a spell with a target of “you” on an ally as a touch spell, as per the share spells familiar ability, so long as the ally possesses the Bonded Mind feat.
TRAITS: ● Alchemical Prodigy (Shield) In your magical studies, you have learned to substitute the careful application of alchemical principles for spell knowledge. Benefit: Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. ● Reactionary(Combat Traits): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. Дуду Arcane Familiar Monkey (sage, figment) ( Pathfinder RPG Bestiary 132) N Tiny magical beast (animal) Init +2; Senses low-light vision; Perception +5 Defense AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) HD 3 hp 6 Fort +2, Ref +5, Will +4 Offense Speed 30 ft., climb 30 ft. Melee bite +6 (1d3-4) Space 2 ft.; Reach 0 ft. Statistics Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 Base Atk +2; CMB +2; CMD 8 Feats Weapon Finesse B Skills Acrobatics +10, Climb +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +12, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5; Racial Modifiers +8 Acrobatics, +8 Knowledge (nature), Sense Motive +10 (Versatile Familiar), Diplomacy +10 (Versatile Familiar) SQ empathic link, manifest dreams, recurring dream, sages knowledge +1
Инвентарь
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Валеска
Автор: |
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Crechet |
Раса: |
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Человек |
Класс: |
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Арканист |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 12 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 20 [+5] |
Мудрость: | | 14 [+2] |
Обаяние: | | 10 [+0] |
Внешность
Валеска – стройная и изящная женщина с загорелой чистой кожей, тёмными волосами цвета ветви оливы, правильным ромбовидными лицом, округлыми линиями лица и взглядом таким острым, что об него можно порезаться. В бытность не самой бедствующей особые она привыкла одеваться дорого и со вкусом, в свободную одежду что не сковывают её движения, стягивая волосы в тугой пучок на затылке, нося тиару, пряча усталость во взгляде за очками и нося с собой всегда сумку с книгой для записей и всеми нужными ей для работы инструментами. Её любимые цвета – зелёный, белый и золотой. Вес: секрет Рост: 176 см Возраст: не ваше дело Цвет глаз: карий Цвет волос: шатенка Особенности: высокий звонкий голос
Характер
"«Ведьма» звучит оскорбительно. Я – учёный, исследователь! У меня не было злого умысла ни в чём из того, что мною было сделано. Я... хотела понять, исправить... и если бы вы не прятали материалы для моих исследований, я... я бы ни-ког-да не скатилась бы до воровства!"
Валеска из числа людей слишком умных и любопытных для своего же блага, и довольно закрытых и слегка самонадеянных, чтобы даже близкие порой не могли их остановить от необдуманного решения. Она глубоко гордиться тем, кто она есть и своим статусом. Ещё больше она гордиться своими навыками и теми вещами, что знает, а потому может быть настолько же ценным союзником, сколько невыносимо самодовольным и самовлюблённым собеседником время от времени, а то и просто нудной из-за этой своей маниакальной увлечённостью чем-то очень специфическим и зацикленности на "решении проблем".
История
"...Меня поймали и арестовали несколькими месяцами позже неудавшегося налёта нашей группы на хранилище. Суд постановил, что я была одним из конспираторов в этом деле. И нашёл в нашем доме мой тайник, с частью вещей, за которыми я шла в прошлые свои налёты.
Множество случаев краж и помощи в организации грабежа. Налёты. Практика магии. Всё это очень и очень тяжёлые преступления, от которых нельзя отмазаться даже со связями моего мужа. Не могу забыть его лица в тот момент... его взгляда... сколько бы у него не было власти, такое он просто не мог укрыть. А затем его конкуренты, из того же храма, подсуетились и накинули на меня ещё обвинений. Максимум, что он мог сделать для меня – смягчить наказания до изгнания на остров... и слегка его отложить. Всего на одну неделю, семь последних ночей, в которые он приходил в мою камеру.
Единственное, о чём я сожалею: что заставила его прослезиться, оно того не стоило... стоит горевать о том, что так и не научилась заметать за собой следы. Благо, у меня будет время. И будет у кого поучиться. Завтра меня отправляют на Рэклэст, ко всей остальной нашей шайке-лейке. Останется найти банду, горячо поприветствовать их и присоединиться к их вотаге разорителей могил. Или чем они там занимаются сейчас? Мне страшно. Должно быть страшно. Но ещё я невероятно возбуждена!..
То, о чём я мечтала с детства, скоро исполниться худшим способом из тех, что я могла бы представить: я попаду в место, где магия не преследуется, а поощряется и используется как один из немногих способов выживания для людей. И я смогу исследовать земли Старой Империи.
Хах... какая ирония. Я ведь всего лишь хотела лучше понять то, что отравляет весь наш мир.
И понять, как бороться с голосом во снах, что зовёт меня к себе всё это время. Он всё ближе...
Что-то я раскисла. Не стоит унывать! Я жива, а значит могу бороться. Мы бежали из многих мест, крали то, что считалось невозможным украсть, а значит и из этого ада я когда-нибудь да сбегу..."
Навыки
Valeska, daughter of the CarpenterAlignment: Chaotic Neutral Race, Type, Gender: Medium Human Female Class and Level: Occultist Arcanist 3 lvl Favored Class: Arcanist Physical Parameters: 28 yo; 5' 9"; 156,3 lb Deity: Sin, the Keeper of Innocence Experience: 3 650/6 000 ABILITY SCORES: STR 07 [-2] DEX 12 [+1] CON 14 [+2] INT 20 [+5] WIS 14 [+2] CHA 10 [+0] SAVING THROWS: Fortitude +3 = +1 Arcanist +2 Con Reflex +2 = +1 Arcanist +1 Dex Will +6 = +3 Arcanist +2 Wis +1 Trait COMBAT STATS: Hit Points 18 = +12 Arcanist + +6 Con AC 11 = 10 + 1 Armor Bonus + 1 Dex Modifier Flat-Footed 11 = 10 + 1 Armor Bonus Touched AC 11 = 10 + 1 Dex Modifier BAB +1(+1 Arcanist) CMB(Combat Maneuver Bonus) -1 = +1 BAB - 2 STR CMD(Combat Maneuver Defense) 10 = 10 +1 BAB -2 STR +1 DEX Initiative +7 = +1 DEX + 4 feat + 2 Trait Speed 30' RACIAL TRAITS (Human): ●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(Slow): 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. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES (Arcanist): ● Favoured Class (Arcanist): Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast. Hedge spell (1st lvl): ??? ● Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). ● Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below). ● Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own. ● Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. ● Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. ● Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier. ✰ 3rd lvl – Fiendish Proboscis (Su): The arcanist can spend 1 point from his arcane reservoir as a standard action to grow a long, articulated proboscis covered with small spiky hairs. The appendage grows from the arcanist’s face and houses a highly flexible, muscular tongue tipped with a cartilaginous barbed quill. The proboscis lasts for 1 round per arcanist level, during which time the arcanist cannot speak or use verbal components. The arcanist can end this exploit’s effects early as a swift action. As a standard action, the arcanist can attack a target with the proboscis’s tongue. This is a primary natural weapon with a 10-foot reach. Attacks with the tongue resolve as a touch attack. If the arcanist uses his tongue and hits a creature capable of casting spells or using spell-like abilities, he drains a portion of the target’s magical ability and adds 1 point to his arcane reservoir (points gained in excess of the reservoir’s maximum are lost). If the arcanist hits a creature that cannot cast spells or use spell-like abilities, the tongue instead drains a portion of the target’s life force and heals the arcanist of 1d6 points of damage. Regardless of the target’s ability to use magic, the tongue’s unnerving siphoning of magical or life energy causes the struck creature to become sickened for 1 round. ✰ Extra Arcanist Exploit – Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. ● Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. ● Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell. ● Conjurer’s Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. SPELLBOOK: Spell per day: 1st lvl – 6/6; 2nd lvl – 1/1; 3rd lvl – 1/1; 4f lvl – 1/1; 5ft lvl – 1/1; Arcane Reservoir: (6/6) Spells Prepared: 0lvl: (7/6) - [P] Read Magic (decipher magical inscriptions on objects); - [A] Daze (single humanoid creature with 4 HD or less loses its next action.); - Detect Magic (detects all spells and magic items within 60 ft.); - Dancing Lights (create up to four lights); - Ghost Sound (create a volume of sound); - Mage Hand (5-pound telekinesis up to 15 feet); - Prestidigitation (performs minor tricks). Spells Prepared: 1lvl: (4/4) - Secluded Grimoire (Teleports the grimoire to a safe location); - Mage Armor (gives subject +4 armor bonus); - Ear-Piercing Scream (deal sonic damage and daze target); - Grease (makes 10-ft. square or one object slippery). Spells known: – 0lvl — All wizard/sorcerer – 1lvl — Secluded Grimoire — Grease — Mage Armor — Mount — Unseen Servant — Comprehend Languages — Ear Piercing Scream — Color Spray — Enlarge Person — Silent Image — Obscuring Mists — Vanish SKILLS: Skill ranks: 2 + INT + Skilled = 2 + 5 +1 = 7 (24) ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 1 = +1 DEX ○ Appraise(Int): 5 = +5 INT ○ Bluff(Cha): 0 = +0 CHA ○ Climb(Str): -2 = -2 STR ● Craft(Traps)(Int): 9 = +5 INT +3 class skill + 1 rank ○ Diplomacy(Cha): 9 = +0 CHA
○ Disable Device*(Dex): 1 = +1 DEX ○ Disguise(Cha): 0 = +0 CHA ○ Escape Artist(Dex): 1 = +1 DEX ● Fly*(Dex): 5 = +1 DEX + 3 class skill + 1 rank
○ Handle Animal*(Cha): +0 CHA ○ Heal(Wis): 2 = +2 WIS ○ Intimidate(Cha): 0 = +0 CHA ● Knowledge (Arcana)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Dungeoneering)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Engineering)*(Int): 11 = +5 INT + 3 class skill + 3 rank ● Knowledge (Geography)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (History)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Local)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Nature)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Nobility)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Planes)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Knowledge (Religion)*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Linguistics*(Int): 9 = +5 INT + 3 class skill + 1 rank ● Perception(Wis): 3 = +2 WIS + 1 rank
○ Perform*(none)(Cha): 1 = +0 CHA ● Profession*(Architect)(Wis): 6 = +2 WIS + 3 class skill + 1 rank ○ Ride(Dex): 1 = +1 DEX ● Sense Motive(Wis): 4 = +2 WIS + 2 rank ● Sleight of Hand*(Dex): 2 = +1 DEX+ 1 rank ● Spellcraft*(Int): 9 = +5 INT + 3 class skill + 1 rank ○ Stealth(Dex): 1 = +1 DEX ○ Survival(Wis): 2 = +2 WIS ○ Swim(Str): -2 = -2 STR ● Use Magic Device*(Cha): 6 = +0 CHA + 3 class skill + 3 rank
Languages: Common, +5. FEATS: ● Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. ● Sacred Geometry (General): You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot. Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks Benefit: When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell’s casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell’s casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell’s effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability. When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell’s effective spell level. Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell’s level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot. ● Extra Arcanist Exploit (General): Your repertoire of arcanist exploits expands. Prerequisite(s): Arcanist exploit class feature. Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. TRAITS: ● Reactionary (Combat Traits): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ● Inspired (Faith Traits): A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check. ● Carefully Hidden (Human): Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. DRAWBACKS: ● Entomophobe: A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. Effect: You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
Инвентарь
HP: (18/18) AC: (12) [FF 11/TAC 11] Spell per day: 1lvl: (6/6) Arcane Reservoir: (6/6) Weapon: Armour: HaramakiType: Eastern Light Armor; Cost: 3 gp; Weight: 1 lbs. Armor Bonus: +1; Max Dex Bonus: —; Armor Check Penalty: 0; Arcane Spell Failure Chance: 0%; Speed: 30/20 ft. Also called a belly-warmer, a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it.
Special Materials of armour - None
– None –
Armor Modifications :
– None – Riding Animals & Animal Gear: Kit and Adventuring Gear: BandolierPrice: 5 gp Weight: — lbs. This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement). Total weight: 1 lbs. Total weight on riding animal: – lbs. Total equipment cost: 108 gp Wealth: 0 gp
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