Гаррад
Автор: |
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Gromdar |
Раса: |
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Орог |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 22 [+6] |
Ловкость: | | 12 [+1] |
Выносливость: | | 10 [+0] |
Интеллект: | | 12 [+1] |
Мудрость: | | 12 [+1] |
Обаяние: | | 10 [+0] |
Внешность
Гаррад высок и чрезвычайно крепко сложен, напоминая в полной броне со щитом скорее движущуюся стену с шипами, чем живое существо. Без брони можно увидеть его покрытую шрамами бледную кожу и лысую татуированную голову. Его глаза зеленого цвета, взгляд пронзительный и подозрительный, напоминая о том, откуда он родом, но жизнь на поверхности научила его многому, в том числе юмору, потому иногда эти глаза светятся азартом и смехом.
Характер
Характер в какой-то мере параноидальный, потому что доверять Гаррад научился лишь узкому кругу людей, но расслабиться ему по-прежнему сложно, потому чаще всего орог собран и напряжен. Он не ценит милосердия и жестов доброй воли, глубоко внутри презирая их, но если это делают проверенные временем товарищи, то им он готов это простить.
История
Уйти из клана, когда вождь и его прихлебатели вконец достали, Гаррад до сих пор считает самым правильным решением в своей жизни, но вот о том, что потом пришлось пережить, чтобы выбраться на поверхность живым, он обычно держит при себе, говоря только о том, что исполнить задуманное ему помогла сама тьма. И этой тьме он служит с тех пор, проповедуя желающим то, что дарует своим преданным последователям Богиня Ночи.
Навыки
Гаррад, male, orog, NE Cleric 3 Exp: Deity: Shar
STR 22 [+6] 16 +6 orog DEX 12 [+2] 14 -2 orog CON 10 [+0] 10 INT 12 [+1] 12 WIS 12 [+1] 14 -2 orog CHA 10 [+0] 8 +2 orog
HD: 3d8 cleric +0 Con HP: 16 (8+8 cleric +2х0 Con) Initiative: -5 (+1 Dex -6 flaw) Speed: 20 ft. (30 base -10 armor) AC: 27 = 10 base +1 Dex +9 armor (full plate +1) +5 shield (tower shield +1) +2 natural (orog) Touch: 11 Flatfooted: 26
Attack options: BAB: +2 (+2 cleric) Base melee: +8 = +2 base +6 Str Heavy Mace +1: +9 (1d8+7/x2) Base ranged: +0 = +2 base +0 Dex -2 trait
Languages: Undercommon, Orc, Common
Saves: Fort: +3 = +3 cleric +0 Con Ref: +2 = +1 cleric +1 Dex Will: +4 = +3 cleric +1 Wis
Skills: (2 +1 Int)x7 Concentration (Con) Craft (armorsmithing) (Int) = 2 racial +3 rank +1 Int = 6 Craft (weaponsmithing) (Int) = 2 racial +3 rank +1 Int = 6 Diplomacy (Cha) = 3 rank +0 Cha = 3 Heal (Wis) = 6 rank +1 Wis = 7 Knowledge (arcana) (Int) Knowledge (history) (Int) = 3 rank +1 Int = 4 Knowledge (religion) (Int) = 3 rank +1 Int = 4 Knowledge (the planes) (Int) Profession (Wis) Spellcraft (Int)
Race feats: +6 Strength, —2 Dexterity, —2 Wisdom, +2 Charisma Darkvision up to 120 feet. +2 racial bonus on Craft (armorsmithing) and Craft (weaponsmithing) checks. Orogs train from an early age at their tribal forges. +2 natural armor. Proficient with greatsword and throwing axe. All orogs train with some sort of martial weapon from a very young age. Resistances: Orogs have fire resistance 5 and cold resistance 5. They are inured to extremes of temperature. —Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. +++Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity. Orc Blood: For all special abilities and effects, an orog is considered an orc. Orogs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs. Automatic Languages: Orc, Undercommon. Bonus Languages: Common, Dwarven, Elven, Goblin, Giant. Favored Class: Fighter. Level Adjustment: +2. Orogs are more powerful and gain levels more slowly than most of the other common races of Faerun.
Class feats: Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Rebuke Undead (Su): 3 +Cha/day
Domains: Darkness Domain: Free Blind-Fight feat. Knowledge Domain: All knowledge skills are class skills. You cast divinations at +1 caster level.
Proficiency: All simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
Flaws: Unreactive - You are slow to react to danger. Effect: You take a –6 penalty on initiative checks.
Feats: 1 lvl) Tower Shield Proficiency - No armor check penalty on attack rolls Flaw) Powerful Charge - If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them. Medium +1d8, Large +2d6, Huge +3d6, Gargantuan +4d6, Colossal +6d6 3 lvl) Power Attack - +X dmg -X attack
Spells: 0 lvl (4/day, DC 11) Cure Minor Wounds (1StdAct, Touch) – Cures 1 point of damage with Positive Energy 1 lvl (2 base +1 Wis +1 domain/day, DC 12) Shield of Faith (VSM(holy writings), 1StdAct, Touch, 1min/lvl) - Touched subject is surrounded by a magical aura that grants a Deflection bonus to AC of 2 +1 per six levels (max total bonus is +5). Divine Favor (PH p224) (Evoc, VS/DF, 1StdAct, Personal, 1min) – The caster gains a Luck bonus of +1 per 3 levels (min +1, max +6) to attacks & weapon damage Domain: Darkness - Obscuring Mist (VS, 1StdAct, 1min/lvl, no SR) - Creates a 20’ radius Spread by 20’ high Cloud of fog centered around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud Knowledge - Detect Secret Doors (VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR) - The caster can see secret doors, compartments, caches, etc, in a 60’ Cone-shaped Emanation. This spell does not locate items that are obscured (i.e., behind boxes or under a rug). The information gained increases each round: 1st round – presence of a secret door. 2nd round – number of secret doors & the location of each one. If not in line-ofsight, the caster only knows the direction. If not in line-of-sight, the caster only knows the direction. 3rd+ rounds – method to open one specific secret door. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 2 lvl (1 base +1 domain/day, DC 13) Silence (PH p279) (Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)) – The caster creates a 20’ radius Emanation that negates sound, including [sonic] & [language] spells & effects. This spell can be targeted on a creature, objects, or a point in space. If targeting an unwilling creature or an object in its possession, it gets a Will save to negate (SR applies). If cast on a point in space, the effect is immobile Domain: Darkness(PH p216) (Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 10min/lvl(D), no SR) – Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness have Concealment (20% miss chance). Darkvision cannot see through this spell. The darkness may be blocked by putting the object in a container. This spell Counters and Dispels spells with the [light] category of equal or lower level. Detect Thoughts (Div[mind], VSF(copper piece)/DF, 1StdAct, Concentration up to 1min/lvl, WillNeg, no SR) – The caster can read thoughts from a conscious creature with an Intelligence of at least 1 in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of thoughts. 2nd round – number of thinking minds & the Intelligence score of each one. If not in line-of-sight, the caster only knows the direction. If any have an Intelligence of at least 26 (assuming it is at least 10 points higher than the caster’s), the caster is Stunned for 1 round & the spell ends. 3rd round – Surface thoughts of any mind in the area (WillNeg). This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Инвентарь
(до 173 lb - лёгкая нагрузка)
На персонаже: Heavy Mace +1 - 1d8+1/x2 (12/3 Heavy Mace +300/3 mastercrafted +2000 enchant = 2104 gp) 8 lb. Spiked Full Plate +1 - 10 AC +1 ench AC (50 spikes +1650/3 mastercrafted armor +1000 enchant = 1600 gp) 60 lb. Tower shield +1 - 4 shield AC (30/3 shield +150/3 mastercrafted +1000 enchant = 1060 gp) 45 lb. Cold weather outfit - 8 gp, 7 lb. В рюкзаке: Masterwork weaponsmith tools - 55 gp, 5 lb. Masterwork armorsmith tools - 55 gp, 5 lb. Artisan’s outfit - 1 gp, 4 lb. Rations, trail x10 - 5 gp, 10 lb. 144 gp
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Азальтир
Автор: |
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Haru |
Раса: |
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Человек |
Класс: |
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Specialist Wizard, Master Specialist |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 18 [+4] |
Мудрость: | | 11 [+0] |
Обаяние: | | 13 [+1] |
Внешность
Несмотря на принадлежность к рашеми по матери, от неизвестного ему отца достались полные шесть футов роста, серые глаза и выцветший оттенок волос. Взгляд его почти всегда снисходительный, даже если мысли его где-то далеко. Он лишь весело усмехается на вопрос о возрасте, но на лице уже пробиваются седые волосы, хотя по поведению частенько может создаться впечатление, что ему меньше тридцати. Под опрятной походной, но не без напускной вычурности, одеждой он привык скрывать свою склонность к худобе, уже не столь очевидной в подтянутом многими днями проведенными в полевых условиях жизни наемника теле.
Характер
Может показаться, что предпочитает быть душой компании (не зависимо от шансов на успех), но на деле с радостью предпочтет привычное немногочисленное окружение знакомых лиц. Напускная бравада плохо уживается с внутренней собранностью, периодически ставя его в неловкие ситуации что среди незнакомой публики, что в узком кругу тех, кто уже к этому привык. Склонен избегать любого рукопашного боя, в особых случаях любым же образом. Своей целью видит достичь чего-то значительного для себя, не имея окончательное представления чего именно: будь то известность, могущество или уютное благополучие - считает, что поймет, когда узнает. Но амбиция "стать счастливым" не распространяется на то, чтобы идти по головам тех, кто того не заслужил. Он ставит себя и близких превыше других, но не готов совершать во имя этого намеренный вред любому встречному, хотя и не считается с жизнями тех, кто заслуживает обратного в его глазах.
История
Рашемиского рода по матери, Азальтир никогда не видел ни родных земель, ни отца. Что бы не заставило его мать покинуть свой дом, своему сыну она дала новый, далеко от суровых земель Тэя. Его детство на новой родине прошло ни в бедности, ни в богатстве, и первой значимой ступенью в его жизни стало поступление в академию. Его интерес в обучении сконцентрировалось на изучении планарной структуры и взаимодействия с ней, а остальные курсы занимали его лишь отчасти. В остальном академические годы не прошли без некоторой доли неприятностей - вниманием его не обделяли особо задиристые студенты, подталкивая его к поиску способов избегать или быстро сбегать из таких столкновений. Но годы академии подошли к концу, а интерес к Планам остался, вот только способов быстро вырасти в этом направлении он для себя не нашел, остановившись на путешествиях куда глаза глядят в надежде на то, что судьба сама подскажет ему за какие ниточки дергать. Поэтому стать частью группы наемников не стало для него чем-то выбивающимся из его взглядов.
Навыки
Specialist Wizard (Conj) 3 Master Specialist (Conj) 2 Saving Throws: Fort: +3 = +1 wizard +0 master.s +1 Con +1 CoR Ref: +4 = +1 wizard +0 master.s +2 Dex +1 CoR Will: +7 = +3 wizard +3 master.s +0 Wis +1 CoR Combat Stats: BAB: +2 HD: 5d4 wizard +1 Con HP: 19 (4+2+3+2+3 wizard +1х5 Con) Initiative: +2 (Dex) Speed: 30 ft. (30 base) AC: 12 = 10 base +2 Dex Touch: 12 Flatfooted: 10 Languages: Common, Draconic, Celestial, Infernal, Orc School specialization: Conjuration (A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.) Prohibited schools: Enchantment, Necromancy Race Features (Rashemi): - Aftersight: As a full-round action, you can attempt to invoke a vision of the past tied to the local area in which you are stand-ing. You must make a Wisdom check (DC 10) to invoke a vision, and you can make no more than three attempts in a single day. A successful vision serves to augment historical knowledge, pro-viding a +4 bonus on all Knowledge (history) and bardic knowl-edge checks for the next minute. This feat does not grant bardic knowledge if it is not already possessed. Class Features (Wizard): - Scribe Scroll Class Features (Master Specialist): - Skill Focus (Spellcraft) - Expanded Spellbook (add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level)Flaws: Noncombatant: You take a -2 penalty on all melee attack rolls. Feats: - Fiery Burst (Supernatural ability. Spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage (DC: 10 + stored spell level + ability modifier (4)). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.) - Spell Focus (Conjuration): +1 to the DC for all saving throws against spells from the school of magic you select. - Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution. - Sudden Silent: Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell normally if you have it. Skill tricks: - Collector os Stories: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check. Skills: (56 = 8 + 16 [int] + 4 [human] + 2x4 [leveling] + 4x4 [int x leveling] + 4 [human x leveling]) [x] Appraise +4.5 = +1 +4(Int) [x] Balance +2 = +2(Dex) [x] Bluff +1 = +1(Cha) [●] Concentration +8 = +7 +1(Con) [●] Craft +4 = +4(Int) [●] Decipher Script +10 = +5+6 +4(Int) [x] Diplomacy +1 = +1(Cha) [x] Disguise +1 = +1(Cha) [x] Escape Artist +2 = +2(Dex) [x] Forgery +4 = +4(Int) [x] Gather Info +1 = +1(Cha) [x] Hide +2 = +2(Dex) [x] Intimidate +1 = +1(Cha) [x] Jump +0.5 = +1 +0(Str) [●] Knowledge(arcana) +12 = +7+8 +4(Int) [●] Knowledge(ar&eng.) +5 = +1 +4(Int) [●] Knowledge(dungeon.) +5 = +1 +4(Int) [●] Knowledge(geogr.) +5 = +1 +4(Int) [●] Knowledge(history) +5 = +1 +4(Int) [●] Knowledge(local) +5 = +1 +4(Int) [●] Knowledge(nature) +9 = +5 +4(Int) [●] Knowledge(religion) +5 = +1 +4(Int) [●] Knowledge(planes) +11 = +6 +4(Int) [x] Move Silently +2 = +2(Dex) [x] Perform +1 = +1(Cha) [x] Ride +2 = +2(Dex) [x] Search +4 = +4(Int) [x] Sleight of Hand +4.5 = 0+5 +2(Dex) [●] Spellcraft +16 = +7 +4(Int) +2(Kn:arcana) +3(Skill Focus) +2(Conjuration only) [x] Tumble +2.5 = +1 +2(Dex) [x] Use Magic Device +1.5 = +1 +1(Cha) / Scrolls +5.5 = +2(Decipher) +2(Spellcraft) [x] Use Rope +2 = +2(Wis) Spells per day: (5 / 4 / 3 / 2) + (1 / 1 / 1 / 1) Conj. spells Memorized spells : * Lvl 0: + Acid Splash - Detect Magic - Message - Light - Ghost Sound - Mage Hand * Lvl 1: + Grease - Shield - Mage Armor - Feather Fall - Резервный слот * Lvl 2: + Summon Monster II - Scorching Ray - Mirror Image - Резервный слот * Lvl 3:
Инвентарь
Cloak of resistance +1 (1000gp) Dagger (2gp) Spellbook (soft metal cover, linen paper pages, waterproof double slipcase) (140gp) Spell component pouch (5gp) Cold weather outfit (8gp) поверх Courtier’s Outfit (30gp) Flask (3cp) Necklace of Fireballs, type 1 [1 заряд 5d6, 2 заряда 3d6) (1650+247,5gp) Вещмешок (2gp): Спальник (1sp) Одеяло, зимнее (5sp) Чернила, виала 30гр (8gp) Чернильное перо x3 (3sp) Пергамент (лист) x10 (2gp) Масло, фляга 0,5л (1sp) Фонарь "бычий глаз" (12gp) Зеркало, маленькое стальное (10gp) Мыло (5sp) Походный рацион, дневной x6 (3gp) Походный столовый набор (~5sp) Бурдюк (1gp) - Scroll of Comprehend Languages (2x25gp) Scroll of Hold portal (25gp) Scroll of Unseen servant (25gp) Scroll of Detect Secret Doors (2x25gp) Scroll of Alarm (2x25gp) Scroll of Identify (2x125g) Scroll of Knock (150gp) Scroll of Spider Climb (150gp) Scroll of Glitterdust (150gp) Potion of Cure Light Wounds (2x50gp) Spellbook: * Lvl 1 (8 = 3+3+2; 2 more*125gp = 250gp): - Shield - Grease - Mage Armor - Summon Monster I - Magic Missile - Ventriloquism - Feather Fall - Jet of Steam - Orb of Fire, Lesser - Protection from Evil * Lvl 2 (2; 7 more*350gp = 2450gp): - Summon Monster II - Scorching Ray - Web - Detect Thoughs - See Invisibility - Invisibility - Minor Image - Mirror Image - Rope Trick * Lvl 3 (3) - Stinking Cloud - Summon Monster III - Haste 116,77gp
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Илия Ариан
Автор: |
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legol |
Раса: |
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Человек |
Класс: |
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Swordsage |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 14 [+2] |
Интеллект: | | 12 [+1] |
Мудрость: | | 14 [+2] |
Обаяние: | | 10 [+0] |
Внешность
Возраст: 22 года. Рост: 167 см. Волосы: светло-русые. Глаза: карие.
Характер
Спокойна и рассудительна. Может показаться даже равнодушно-хладнокровной. Но при этом скорее романтична, чем практична. Обучаясь у последовательницы Шар, она не переняла веру наставницы, предпочтя более романтично-благородный образ Красного Рыцаря. Ценит тактику и ум. Превыше всего ставит совершенствование своих навыков владения клинком, изучение новых приёмов и получение знаний. А потому рада любым достойным, хоть и не безрассудным вызовам. Ведь где, как не в честном поединке, можно лучше познать свои способности и научиться чему-то новому?
История
Родом из небогатого мелвонтского аристократического рода Ариан. В 12 лет её заприметила мастер меча Линора Шейруд и предложила обучить девочку владению клинком. Родители сомневались в затее, но Илия сама загорелась идеей, и они уступили. О чём они говорили за закрытыми дверьми с Линорой, для Илии так и осталось загадкой, но, в итоге, Шейруд убедила их отдать дочь.
С тех пор они много путешествовали. Побывали в различных городах Лунного моря, Долинах и окрестных землях. И путешествия эти отнюдь не были приятными. Линора оказалась суровым и хладнокровным учителем. Возможно, этого требовала её техника Теневой руки или же её почитание богини Шар было всему виной, но тренировки были изнуряющими, а наставница казалась безжалостной.
Однажды, спустя почти 10 лет, Линора с Илией повстречали орога. Поначалу женщины схватились за оружие. Но когда Шейруд узнала, что незнакомец - жрец Шар, они быстро нашли общий язык. Узнав, что орогу нужен компаньон для путешествия по землям людей, а заодно надеясь, что Илия всё же пойдёт по стезе почитания Темной Богини, Линора сочла это достойным испытанием на зрелость и поручила ученице сопровождать их нового знакомого в его путешествии до первого значимого свершения.
И вот, свершение осталось позади. И перед ними уже стоял посыльный из Мелвонта с новым делом для отряда.
Навыки
Swordsage 5 Deity: Красный Рыцарь Saving Throws:FOR: +4 = 1 [Class] + 2 [Con] + 1 [magic] REF: +8 = 4 [Class] + 3 [Dex] + 1 [magic] WIL: +7 = 4 [Class] + 2 [Wis] + 1 [magic] Combat Stats:BAB: +3 оружие (short sword): - Attack: +8 = +3 [BAB] + 3 [Dex] + 1 [Focus] + 1 [magic] - Damage: 1d6+1(+4) [Str], 19-20/x2 оружие (two short swords): - Attack: +6/+6 = +3 [BAB] + 3 [Dex] + 1 [Focus] + 1 [Enh] - 2 [two weap fight] - Damage 1: 1d6+1(+4) [Str], 19-20/x2 - Damage 2: 1d6 (+3) [Str], 19-20/x2 Armor Class: 20 = 10 + 5 [Armor] + 3 [Dex] + 2 [Wis] Flat-footed AC: 17 Touch AC: 15 HP: 36 Initiative: +5 = 3 [Dex] + 2 [Quick to Act] Languages:Common, Orcish Class Features:- Quick to Act +2 - Discipline Focus (Shadow Hand): Weapon Focus (short sword, dagger, hand, etc) - AC Bonus (Wisdom) - Discipline focus (Desert Wind): insightful strike Feats:- Two weapon fighting - Weapon Finesse [human bonus] - Shadow Blade [3th lvl]: +m.dex dmg при Shadow stance Skills (70 = 7x6 [1 lvl] + 4 [human] + 7x3 [2-4 lvl] + 3 [human/lvl] + 8 [5 lvl]) Class Skills:- balance +13 = 8 + 3 + 2 [tumble] - climb +8 = 8 + 0 - conc +2 = 0 + 2 - diplomacy (non class) +4 = 0 + 0 + 4 [knowl., s.motive] - heal +10 = 8 + 2 - hide +11 = 8 + 3 - intimidate +0 = 0 + 0 - jump +7 = 5 + 0 +2 [jump] - knowl (history) +1 = 0 + 1 - knowl (local) +3 = 2 + 1 - knowl (nature) +1 = 0 + 1 - knowl (nobility) +6 = 5 + 1 - listen +10 = 8 + 2 - martial lore +1 = 0 + 1 - move silently +11 = 8 + 3 - ride +5 = 2 + 3 - sence motive +10 = 8 + 2 - swim +0 = 0 + 0 - tumble +13 = 8 + 3 + 2 [jump] Stances [2]: - Island of Blades [shadow: stance]: Фланкинг Shadow Hand (Stance) Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses. If both you and an ally are adjacent to the same creature, the two of you gain the benefi t for fl anking that opponent. You can gain this benefi t against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
- Flame's Blessing [set; stance]: Сопротивление огню.Desert Wind (Stance) [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance. This stance is a supernatural ability.
Tumble Ranks: Fire Resistance 4–8: 5 9–13: 10 14–18: 20 19+: Immunity
- Assassin's Stance [shadow: stance]: Sneak Atk +2d6Shadow Hand (Stance) Level: Swordsage 3 Prerequisite: One Shadow Hand maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
As your foe struggles to regain his defensive posture, you line up an exacting strike that hits with superior accuracy and deadly force. A shadow cast by a gap between two armored plates or a crease in a creature’s thick hide calls to your weapon, allowing you to strike with deadly accuracy against an unprepared opponent. While you are in this stance, you gain the sneak attack ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sneak attack class feature, your existing sneak attack ability deals an extra 2d6 points of damage. See the rogue class feature (PH 50) for a complete description of sneak attack.
Maneuveres [known 10/ ready 6]: - Shadow Jaunt [shadow: teleport]: Телепортация на 50 ftShadow Hand [Teleportation] Level: Swordsage 2 Initiation Action: 1 standard action Range: 50 ft. Target: You
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
- Mountain hammer [stone: strike]: +2d6 урона и игнор DRStone Dragon (Strike) Level: Crusader 2, swordsage 2, warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature or unattended object
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.
- Fire riposte [desert: counter]: касательная атака, 4d6 урона огнемDesert Wind (Counter) [Fire] Level: Swordsage 2 Prerequisite: One Desert Wind maneuver Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous
When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of fire damage. This maneuver is a supernatural ability.
- Hatchling's flame* [desert: strike]: Конус огня 2d6 на 30ftDesert Wind (Strike) [Fire] Level: Swordsage 2 Prerequisite: One Desert Wind maneuver Initiation Action: 1 standard action Range: 30 ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex half
The Desert Wind discipline teaches its students how to unleash their ki as burning energy. This maneuver allows you to create a wave of fire that sweeps over your enemies. When you initiate this maneuver, you blast forth a cone of flame that deals 2d6 points of fire damage. This maneuver is a supernatural ability.
- Flashing sun* [desert: strike]: + атака, но все атаки -2 AtkDesert Wind (Strike) Level: Swordsage 2 Prerequisite: One Desert Wind maneuver Initiation Action: 1 full-round action Range: Personal Target: You
Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty.
- Blistering flourish* [desert: strike]: Ошеломляет (-1 к Atk) всех на минуту в радиусе 30 ftDesert Wind (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst centered on you Duration: 1 minute Saving Throw: Fortitude negates
When you use this strike, you generate a burst of brilliant light. Any creature other than you caught in this maneuver’s area must make a Fortitude save (DC 11 + your Wis modifi er) or be dazzled for 1 minute. This maneuver is a supernatural ability.
- Cloak of deception [shadow: boost]: Улучшенная невидимость до конца раунда.Shadow Hand (Boost) Level: Swordsage 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability.
- Drain vitality [shadow: strike]: Дополнительный урон на 2 con.Shadow Hand (Strike) Level: Swordsage 2 Prerequisite: One Shadow Hand maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude negates
As part of this maneuver, make a single melee attack. If this attack hits, you deal normal melee damage and the target must make a successful Fortitude save (DC 12 + your Wis modifier) or take 2 points of Constitution damage. A successful save negates the Constitution damage but not the normal melee damage.
- Mighty throw [set: strike]: Улучшенная подсечка и отбрасывание на 10 ft.Setting Sun (Strike) Level: Swordsage 1 Initiation Action: 1 standard action Range: Touch Target: Creature touched
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifi er, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares. - Fan the Flames* [desert: strike]: ranged 6d6 fire damageDesert Wind (Strike) [Fire] Level: Swordsage 3 Prerequisite: One Desert Wind maneuver Initiation Action: 1 standard action Range: 30 ft. Target: One creature
A skilled Desert Wind adept can gather flame within his weapon and hurl it through the air. When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a single opponent. If you make a successful ranged touch attack, your target takes 6d6 points of fire damage. This maneuver is a supernatural ability.
Инвентарь
HP: 36/36 Exp: 10000/15000
Ready maneuveres: [x] Shadow Jaunt [shadow: teleport] [x] Mountain hammer [stone: strike] [x] Fire riposte [desert: counter] [x] Hatchling flame* [desert: strike] [x] Flashing sun* [desert: strike] [x] Fan the Flames* [desert: strike] [] Blistering flourish* [desert: strike] [] Cloak of deception [shadow: boost] [] Drain vitality [shadow: strike] [] Mighty throw [set: strike]
Inventory: *chain shirt +1 (1300gp) *short sword +1 (2310gp) silver short sword MW (330gp) dagger MW (302gp) *cloak of resistance +1 (1000gp) *potion (леч.лег.ран) х2 (100gp)
вещмешок (2gp) спальник (1sp) бурдюк для воды (1gp) одежда на холодную погоду (8gp) веревка, шелковая (10gp) пайки x5 (5sp x5) зимнее одеяло (5sp) чашка/миска/ложка (~5sp) кремень и огниво (1gp) факелы х5
Деньги: 29 gp 3 sp
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Холли Остролист
Автор: |
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Nathaniel |
Раса: |
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Халфлинг |
Класс: |
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Друид |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 14 [+2] |
Интеллект: | | 12 [+1] |
Мудрость: | | 16 [+3] |
Обаяние: | | 8 [-1] |
Внешность
Немного выше среднего для халфлинга рост. Приталенная куртка и узкие штаны, даже не пытающиеся выглядеть модно или респектабельно, едва ли оставляют достаточно места для рельефных мускулов, так что угрожающе их обладатель точно не выглядит. Щит темного дерева и по временам показывающийся доспех носят следы не слишком искусной подгонки – должно быть, мастер средней руки перелицевал их из большего размера. Волосы знакомы скорее с пятерней, чем с расческой. Манеры... скажем так, их практически нет, но Холли редко находится в центре внимания, чтобы это было проблемой.
Характер
Холли очень привязан к своей стае, как он мысленно это называет, даже если ее состав и кажется кому-то странной компанией для халфлинга. Вообще, он чувствует себя гораздо спокойнее в окружении знакомых ему существ, и не любит оставаться один.
История
Так вышло, что Холли воспитал наставник – серый орк. Жили они обособленно и вопросов это ни у кого особо не вызывало, ну и у самого Холли тоже, хотя он и видел, что не слишком похож на орка ни статью, ни повадками (тот больше по линии Малара с охотой). Но зато mother(father)tongue у него оркский. Зачем это все было нужно орку, одному ему и известно. А потом в какой-то момент наставник-друид ушел и пропал с концами. Следов, естественно, никаких, птицы, звери и рыбы молчали или темнили, указывая в разные стороны. Вначале Холли затревожился, потом заскучал, потом собрал мешок и отправился на поиски – и вот пока все ищет, хотя уже и не чает найти.
Навыки
Холли Остролист male halfling NG
Druid 4.5
Speed 20" (15" in breastplate)
Abilities
Str 12-2(race) [+0] Dex 14+2(race) [+3] Con 14 [+2] Int 12 [+1] Wis 15+1(4 lev) [+3] Cha 8 [-1]
Saves
Fort +4+2(Con)+1(race) Refl +1+3(Dex)+1(race) Will +4+3(Wis)+1(race) (+2 vs fear)
BAB +3 melee attact +3+1(size) ranged +3+3(Dex)+1(size) (+1 thrown/sling)
AC 19 = 10+3(dex)+1(size)-1(flaw)+5(armor)+1(shield) / 16 flat-footed / 13 touch
HP 29.36 = 8+4+5+4+5+5*2(Con)
Feats 1 lev: Spell focus (conj) 1 lev (flaw): Augmented summon 3 lev: Sudden silent
Flaws: vulnerable (-1 AC)
Race features
+2 Dexterity, -2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue.
Class features
Nature sense (+2 Know(nature), Survival) Wild empathy (roll 1d20+4(lev)-1(cha)+2(syn)) Woodland stride Trackless step Resist nature's lure Wild shape (1/day)
Skills (35.40 = (4+1(int))*(4+4))
Class skills with ranks in them
Concentration 7.8=6+2(Con) Knowledge (nature) 10.11=6+1(int)+2(class)+2(syn) (+5 to identify monster) Listen 11.12=7+3(Wis)+2(race) Spot 4=1+3(Wis) Spellcraft 6=5+1(Int) Survival 12.13=6+3(Wis)+2(class)+2(syn) Handle animal 4.5= 6-1(cha) (+4 for companion) Ride 6=1+3(Dex)+2(syn)
Skill trick: Collector of stories When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Spell per day (5+4+3+2)
E.g. memorize (city):
0: water, guidance, detect magic, detect poison, cure minor wounds 1: produce flame, vigor (lesser), speak with animals, blinding spittle 2: creeping cold, embrace the wild (porpoise), master air 3: call lightning, stone shape
load: 24.75/49.5/75
Equipment
dragonhide breastplate (700 gp, 15lb) mw darkwood light shield (205 gp, 1.25lb) club sling & bullets mistletoe spell components pouch blanket backpack
pearl of power 1 (1000 gp) rod of lesser extend (3000 gp) potion of CLW wand of CLW (50/50)
Animal companion – riding dog
medium animal
Hit dice 2d8+4 (+2d8 3 lev)
Init +3 Speed 40 ft AC 22 (10+3 dex+6 natural+3 armor), touch 13, flat-footed 18 BAB/grapple +3/+6 Attack bite +7 (1d6+4)
Abilities Str 15+1 (+3) Dex 15+1 (+3) Con 15 (+2) Int 2 Wis 14 (+2) Cha 6
Saves: Fort +5, Refl +6, Will +1
SQ: low-light vision, scent Feats: alertness, track, weapon focus (bite) Tricks: 8 = Combat riding (attack, come, defend, down, guard, heel), track, fetch
Skills Jump +9 Listen +5 Spot +5 Swim +4 Survival +1 (+4 to track by scent)
mw studded leather barding (+3 AC) saddle
Инвентарь
Memorise day 3
0: light, guidance, detect magic, mending, cure minor wounds 1: produce flame, hide from animals, blinding spittle, entangle 2: creeping cold, embrace the wild, master air 3: call lightning, stone shape
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Кляйн Бруда
Автор: |
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Valkorolessandra |
Раса: |
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Эльф/литари |
Класс: |
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Монах |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
Скверный... Хуже – подростковый.
История
Прибежал из Долин проходить обряд инициации.
Навыки
M/m/m | 110 y.o. | 1.58m | 48kg No class | lythari (moon elf) | LN | Selune Speed: 30/30/50 ♥ HP: 24 [2d8: 8+4+2x3+6] 🛡️ AC: 19/21 = 10 +1(armor) +0(shield) +3/+5(dex) +2(nat.armor) +1(ench.nat.armor) +2(Wis) Touch AC: 17/19 | Flat-footed AC: 14 DR: 10/silver (animal or hybrid only) Initiative: +3/+5 = +3/+5(dex) Languages: Common, Elven, Orc, Goblin Senses: low-light vision, scent Immunities: immunity to magic sleep effects, +2 saving throw bonus vs enchantment spells or effects. CR: 3, ECL: 5 (LA +2), Monk 1 — Abilities [elf/hybrid=animal] — [16,12,15,14,9,11] Str 16(+3)/18(+4) = 16 +2(lythari) Dex 16(+3)/20(+5) = 14 +2(elf) +4(lythari) Con 13(+1)/17(+3) = 15 -2(elf) +4(lythari) Int 11 (+0) = 11 Wis 14 (+2) = 12 +2(lythari) Cha 9 (-1) = 9 — Saves [elf/hybrid=animal] — Fort +6/+8 = +1/+3(Con) +3(lythari) + 2(monk) Ref +8/+10 = +3/+5(Dex) +3(lythari) + 2(monk) Will +6 = +2(wis) +2(Iron Will) + 2(monk) ------------------------------ BAB: 1 Grapple +8/+9 = +1(bab) +3/+4(str) + 4(feat) Attack: longsword(mwk): +4/5 1d8+3/+4 (19-20/x2) (slashing) shortbow(comp +3)(mwk): +4/+6 1d6+3 70ft (x3) (piercing) bite (WF): +5 1d6+4 (piercing, slashing, and bludgeoning) claw: +4 1d4+4 (piercing and slashing) Special Attacks: Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed at a Fortitude save (DC 15) or contract lycanthropy. If the victim is not within one size category of the lycanthrope (for example, a hill giant bitten by a wererat), the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the Curse of Lycanthropy. ----------- Skills ----------- Points: (2+ Int, min 1) x2 + (4+Int) = 10, max: HD(a)+HD(cl) +3 = 6 [x] Appraise +0 = +0(Int) [x] Balance* +3/+5 = +3/+5(Dex) [x] Bluff -1 = -1 (Cha) [x] Climb* +3/+4 = +3/+4(Str) [x] Diplomacy -1 = -1(Cha) [x] Disguise -1 = -1(Cha) [x] EscapeArtist* +3/+5 = +3/+5(Dex) [x] Forgery +0 = +0(Int) [x] Gather Info -1 = -1(Cha) [x] Heal +2 = +2(Wis) [●] Hide* +6/+8 = +3(rank) +3/+5(Dex) [x] Intimidate -1 = -1(Cha) [x] Jump* +3/+4 = +3/+4(Str) [●] Listen +4 = +2(Wis) +2(elf) [●] MoveSilently* +6/+8 = +3(rank) +3/+5(Dex) [x] Ride +3/+5 = +3/+5(Dex) [x] Search +6 = +4(rank) +0(Int) +2(elf) [x] Sense Motive +3 = +2(Wis) +1(feat) [●] Spot +4 = +2(Wis) +2(elf) [●] Survival +2(+6)= +2(Wis) +4 (tracking by scent) [x] Swim** +3/+4 = +3/+4(Str) [x] Use Rope +3/+5 = +3/+5(Dex) ----------- Feats ----------- Track, WF (bite), Trip, Iron Will, Gift of Tongues, Improved Grapple, Unarmed Strike Flurry of Blows Track: ссылкаImproved Grapple ссылкаWF (bite): You gain a +1 bonus on all attack rolls you make using the selected weapon. Trip: In animal form, if the werewolf hits with a bite attack, she can attempt to trip the target as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the foe cannot try to trip the werewolf. Iron Will: You get a +2 bonus on all Will saving throws. Gift of Tongues (moon elf): Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. You are not limited to the bonus languages of your region. Speak Language is always a class skill for you. You gain a +1 bonus on all Decipher Script and Sense Motive checks. Flurry of Blows (Ex) (-2/-2) When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. Unarmed Strike (1d6) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. ------- Proficiencies ------- Weapon Proficiency (elf): Martial Weapon Proficiency feats for the longsword, rapier, longbow (+ composite longbow), and shortbow (+ composite shortbow) as bonus feats. ----- Special abilities ----- Changing form: is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds at a Fortitude save (DC 15). An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn. Alternate Form (Su): A lycanthrope can shift into animal form as though using the polymorph spell on itself, though her gear is not affected, she does not regain hit points for changing form, and only the specific animal form listed for the lycanthrope can be assumed. She does not assume the ability scores of the animal, but instead adds the animal's physical ability score modifiers to her own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to her humanoid form, although she remains dead. Separated body parts retain their animal form. Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power. Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 10/silver. Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Low-light Vision (Ex): The lycanthrope gains low-light vision in any form. Scent (Ex): The lycanthrope gains scent in any form.
Инвентарь
HP: 24/24 | AC: 17/19 | DR: 10/silver | Ini: +3/+5 ----------------------------------------- Str 16: 76- lb(light) 77-153lb(medium) 154-230lb(heavy) Amulet of Natural Armor (+1) 2000 Bracers of Armor (+1) 1000 Cure Light Wounds x4 200 Longsword mwk 315 4lb Shortbow, composite (+3) mwk 600 2lb Arrows (40) 2 6lb Flint and steel 1 Pouch, belt (empty) 1 0.5lb Rations, trail (per day) x10 5 10lb Rope, silk (50 ft.) 10 5lb Sack (empty) x2 0.2 1lb Monk’s outfit 5 2lb Flask (empty) 0.03 1.5lb Bowl 0.02 1lb Knife 1 0.5lb Waterskin 1 gp 4 lb Whetstone 2 cp 1 lb
w: 38.5/76lb $$: 1 254,75 Денег 5400 на брата плюс 1000 монет на всех Вам планируется дать в виде аванса.
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