Мириам Блэкмор
Автор: |
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Аликтус |
Раса: |
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Человек |
Класс: |
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Zweihander Sentinel |
Мировоззрение: |
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Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 12 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 16 [+3] |
Мудрость: | | 10 [+0] |
Обаяние: | | 13 [+1] |
Внешность
Рослая - практически под два метра - крепко сложенная женщина с длинными светло-серыми волосами, обычно завязанными в косичку и обёрнутыми вокруг шеи. А цвет кожи и янтарные глаза только подчёркивают то, что Мириам - практически чистокровная талданка. На вид ей можно дать где-то под тридцать лет - но определённо не больше. В целом, лицо и речь у Мириам не слишком эмоциональна - по крайней мере, пока дело не касается сражений. В сражении же можно порой выцепить взглядом весёлую, практически маниакальную ухмылку, с которой она орудует своим двуручным клинком. Что до снаряжения - то почти всегда Блэкмор кутается в синий льняной плащ с капюшоном - хотя последний накидывает только в случае необходимости, предпочитая иметь максимальный и не усложнённый ничем обзор (и определёно не боясь за то, что её голова открыта для шального удара). Под плащом как правило одет комплект брони из нескольких стальных пластин, прикрывающих жизненно важные органы, перчатки и поножи - а также перевязь и пояс с несколькими сумками для мелких, но ценных вещей. Впрочем, больше внимания привлекает оружие - здоровый двуручный меч, которые Мириам обычно носит, перекинув за плечо и придерживая перевязь ножен. На его фоне даже как-то теряется висящий на поясе цеп - видимо, предназначенный для "особых случаев".
Характер
Как уже было сказано выше - Мириам наслаждается сражениями. Если точнее - ей нравится побеждать, а не просто причинять боль (хотя это тоже весело, чего юлить). Причём победа - это не только лично перебить всех врагов - но и, к примеру, отбить направленный на товарища меч, расстроив чужой план. Или запугать кого-то, заставив молить о пощаде и унижаться. В остальном... Ей нравится богатство, когда можно пить хорошие вина и спать на мягкой перине. Ей нравится власть, когда можно делать то, что позволено "не только лишь всем". Что до моральных терзаний в духе "поступай с другим так, как хочешь, чтобы с тобой" и прочих дилемм - то тут решающую роль играет целесообразность. Иногда выгодно быть благородным, сейчас что-то пожертвовав - но в итоге оставшись в выигрыше. Иногда - нет.
История
История Мириам берёт начало в речных Королевствах - месте, которое каждый второй пират и бандит может считать если не своим домом - то как минимум землёй, где ему живётся лучше всего. По крайней мере, Речные свободы, которые надо соблюдать - это лишь насмешка над настоящими законами других цивилизованных стран. Особенно если ты толком не принадлежишь ник одному королевству, зарабатывая своим мечом на хлеб и вино. Именно таким способом и поступила сама Мириам, с малых когтей уже научившаяся обращаться с оружием - иначе в её родном городке, который некоторые видели лакомым кусочком, выжить было сложно. Впрочем, не меньше ей помогал и острый ум с силой личности - так-что маленькая шайка, где она была старшей, в будущем стала основой сначала для группы бандитов - а затем и наёмников. Из людей, которые обирают людей на большой дороге они стали средней паршивости ватагой, которая успела принять участие в паре-тройке дрязг между королевствами. Часто почти все (кроме основного костяка группы) погибали. Иногда это даже было запланировано самой Мириам и другими старшими. Не то чтобы из нежелания платить - а больше для того, чтобы достичь необходимой цели. А уж людей можно будет набрать ещё - в амбициозных и не слишком принципиальных людях в Речных Королевствах проблем не было. Собственно, из-за одного такого излишне амбициозного товарища группа и распалась. Сначала на два "лагеря" - один из которых поддерживал Блэкмор, а второй - новичка по имени Роланд. В итоге, это вылилось во внутренние разборки и сражение практически "стенка на стенку", где она самолично обезглавила мятежника. Правда, от всей их ватаги осталось несколько человек - даже большая часть ветеранов не смогла ничего поделать с численным перевесом сторонников Роланда (большая часть которых трусливо смылась после смерти главаря). В итоге, Мириам решила расформировать ватагу и разделить остатки отрядной казны. Для всех она обосновала это планами осесть в каком-нибудь поселении, прекратив жизнь в дороге... Но на деле - это был больше повод отделаться от остальной компании. В конце-концов, до неё дошёл интересный слух про Украденные Земли. Якобы, кое-кто решил передать эту часть земли смельчакам, что смогут её удержать. И раз так... Почему бы не замахнуться на место, схожее с троном этих хитрых королей-бандитов, возглавляющих некоторые из Речных Королевств?
Навыки
Female Humam Zweihander Sentinel 6 True Neutral Medium Humanoid (Human) EXP: 34450/35000 (нашли рощицу, избили Придурков .починили дерево) Favored Class: Warder, 5 (Add +1/2 to the number of uses per day of the warder’s armiger’s mark ability) ABILITY SCORES:STR 20 [+5] 16(Base) +2 (Racial) +2 (Belt) DEX 14 [+2] 12 (Base) +2 (Belt) CON 14 [+2] INT 17 [+3] 14(base) +2 (Racial) +1 (4HD) WIS 10 [+0] CHA 13 [+1] SAVING THROWS: Fort +7 = +5 (class) +2 (CON) Ref +5 = +2 (class) +3 (INT) Will +5 = +5 (class) +0 (WIS) COMBAT STATS:Hit Points: 85 = +12x6 (Warder) +2х6 (CON) +1х1 (FC) AC: 21 (11 touch, 20 flat-footed) +10(Agile Half-Plate) +1(DEX) +2 (Shield) BAB: +6\+1 CMB: +11 = +6(BAB) +5(STR) CMD: 23 = 10 +6(BAB) +5(STR) +2(DEX) Initiative: +3 (+3 INT) Speed: 20' = 30(Base) -10 (Armor) ● Melee: +11\+6 = +6(BAB) +5(STR) ● Ranged: +8=+3 = +6(BAB) +2(DEX) TRAITS:● Преступник Вы прибыли из Речных королевств или наименее законопослушных регионов Бревоя. Не смотря на то, что в вашем прошлом есть существенное количество провинностей перед законом, однако никому еще не удавалось это доказать, а ваши навыки могут быть весьма полезны в определенных делах. Вы получаете дополнительные 1000gp в начале компании в виде непосредственно золота или снаряжения и +1 trait bonus на проверки Diplomacy, Bluff, Intimidate и Sense Motive когда имеете дело бандитами, ворами или иными преступниками. Кроме того вы получаете +2 trait bonus на проекты связанные с преступным миром ● Thunder and Fang Performer You learned to take advantage of the dramatic swings required by heavy weapons like the earth breaker. Benefit(s): You gain a +2 trait bonus on Intimidate checks while wielding a two-handed melee weapon. ● Helpful You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike. Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. FEATS:● [Bonus Warder Feat] Combat Reflexes ● [Bonus Warder Feat] Bodyguard ● [1HD Feat] Martial Power ● [3HD Feat] Extended Mark ● [5HD Feat] Intimidating Prowess SKILLS:Total: 35 = (+4(Class) +3(INT))x6 Armor Class Penalty (ACP) 4 = 6 armor + 0 shield -2 Aegis
+10 = +4 (rank) +3 (class) +3 (int) Knowledge (history) +10 = +5 (rank) +3 (class) +3 (int) Knowledge (martial) +8 = +2 (rank) +3 (class) +3 (int) Knowledge (nobility)
+12 = +5 (rank) +3 (class) +5 (str) -1 (ACP) Climb
+4 = +3 (rank) +3 (class) +2 (dex) -4 (ACP) Ride
+7 = +3 (rank) +3 (class) +1 (cha) Diplomacy +17 = +6 (rank) +3 (class) +1 (cha) +5 (str) +2 (trait) Intimidate
+8 = +5 (rank) +3 (class) +0 (wis) Sense Motivel +8 = +5 (rank) +3 (class) +0 (wis) Survival +7 = +4 (rank) +3 (class) +0 (wis) Profession (Soldier)
Languages: Taldane (Common), Hallit, Varisian, Draconic CLASS FEATURES:Defensive Focus (Ex) (FR Action, recover 3 maneuvers, threatened area +5 ft., + warder level CMD vs Acrobatics) Aegis (Ex) (10 ft. Aura, +2 morale bonus to AC and Will) Zweihander Training (Shield bonus from Aegis) Armament Shield (Ex) (Can do shield bash with Two-handed weapon) Armiger’s Mark (Ex) (Can mark enemy, -4 atack and +13% arcane spell failure vs other than warder) Tactical Acumen (Ex) (Can use INT in a plase of DEX for Init. and Reflex save) Extended Defense (Ex) (Can use 1 counter at will as free action, 1round, 1 day) Clad in Steel (Ex) (Substract aegis bonus from total ACP and add increase the maximum Dexterity bonus on her armor at 1) Defensive Reach (Ex) (+5 ft, with TH non-reach weapon for attacks of opportunity and counters; Can attack/threat adj. enemyes with TH reach weapon) ● Weapon and Armor Proficiency Warders are proficient with all simple and martial melee weapons and with all armor. ● Maneuvers A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, Primal Fury, and either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver’s prerequisites to learn it. See the Systems and Use chapter. Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder’s initiation modifier is Intelligence. ● Maneuvers Readied A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her warder initiation modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn. ● Stances Known Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows. ● Defensive Focus (Ex) At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round. When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them. At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity. ● Aegis (Ex) At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible). ● Zweihander Training At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus. ● Armament Shield (Ex) When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function). The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands. ● Armiger’s Mark (Ex) At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack). At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence. At 16th level, the armiger’s mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent’s hit points to 0 or less (this can only trigger once per marked opponent). ● Bonus Feat At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats. ● Tactical Acumen (Ex) At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her warder initiation modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses). ● Extended Defense (Ex) Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place of a saving throw. ● Clad in Steel (Ex) Having improved her skill with her armor, the warder is a more capable combatant in it when protecting her allies or cause. The warder may subtract her aegis bonus from her total armor check penalty and increase the maximum Dexterity bonus on her armor by 1 at 6th level, and by 2 at 12th level. ● Defensive Reach (Ex) At 6th level, the warder has supreme control over his environment and the use of his weapon to defend himself and his allies. When wielding a non-reach two-handed weapon, the warder increases his reach by five feet for use with attacks of opportunity and counters. When wielding a two-handed reach weapon the warder threatens adjacent enemies and may attack them as though he was not wielding a reach weapon. This ability replaces the aegis class feature’s range increase at 6th level. RACIAL TRAITS: ● Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. ● 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. MANEUVERS:Known: 4/2/2 Stances: 3 Scarlet Throne [lvl1 Stance] Circular Stance (Flankers do not receive combat bonus against you when flanking.)
Golden Lion [lvl1 Boost] Encouraging Roar (For one round, all allies gain a +2 morale bonus to all attacks and damage.)
Iron Tortoise [lvl1 Counter] Iron Shell (Deflect an enemy melee or missile attack with shield with an opposed attack roll plus shield bonus to AC.) [lvl3 Counter] Tortoise Defense (Subtract 10-ft. from your next movement action, and gain DR 20/- against an attack.) [lvl 3 Stance] Iron Tortoise Stance (Increase reach for attacks of opportunity while in this stance by 5 ft., make additional attacks of opportunity, act as one size larger for CMD.)
Primal Fury [lvl1 Stance] Running Hunter’s Stance (While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.) [lvl1 Strike] Panthera on the Hunt (The martial disciple gains a +2 bonus to hit and damage on a charge attack, and ignores attacks of opportunity) [lvl3 Strike] Disparity Blow (Make a melee attack against a target, if successful inflicts an additional 2d6 damage and make a trip attempt without provoking attacks of opportunity and with +4 circumstance bonus)
Eternal Guardian [lvl1 Strike] Guard’s Oath (On a failed save, your foe’s movement is cursed, provoking attacks of opportunity against you even if it otherwise would not.) [lvl2 Strike] Relentless Warden’s Strike (You teleport to a creature that is cursed or afraid, then make a melee attack that deals +2d6 damage.) [lvl2 Counter] Fear the Reaper (Intimidate an opponent into missing an ally.) Maneuvers Readied: 5/5 [Disparity Blow] [Fear the Reaper] [Relentless Warden’s Strike] [Panthera on the Hunt] [Tortoise Defense] Stanse: [Running Hunter’s Stance], [Circular Stance], [Iron Tortoise Stance]
Инвентарь
Armiger’s Mark: 8/8, 6 rounds
Maneuvers Readied: 5/5 [Disparity Blow] [Fear the Reaper] [Relentless Warden’s Strike] [Panthera on the Hunt] [Tortoise Defense]
Stanse: [Running Hunter’s Stance]
Weapon: Greatsword, Masterwork, Cold Iron (2d6)
Weapon2: Greatsword +1 (2d6+1)
Weapon3: Flail, light
Weapon4: Longbow
Weapon5: Silver Dagger
Armor: Agile Half-Plate, Masterwork (8 AC) Skin:
Belt: Belt of Physical Might +2 (STR, DEX) Body: Outfit, Explorer’s Chest: Eyes: Feet: Cushioned Inserts [+1 circumstance bonus on Constitution checks to continue running and to avoid nonlethal damage from a forced march.] Hands: Head: Scarf, Filter [+1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing] Headband: Neck: Shoulders: Cloak, Reversible Wrists: Ring 1: Ring 2:
Equipment (31 lb.): Pouch, belt (1 gp, 0.5 lb.) - Book, journal (10 gp. 1 lb.) - Inkpen (1 sp, neg.) - Ink (8 gp, neg.) - Lighter (10 gp. Technological gear) - Key, skeleton (85 gp) Pouch, belt (1 gp, 0.5 lb.) - Chalk*10 (1 sp, neg.) - Mirror, small steel (10 gp, 0,5 lb.) Bandolier (5 sp) - Ioun Torch (75 gp) - Sunrod x2 (4 gp, 2 lb.)
Backpack, Masterwork (50 gp, 4 lb.) - Rope, silk (50 ft.) (10 gp, 5 lb.) - Hook, Grappling (1 gp, 4 lb.) - Bedroll (1 sp, 5 lb.) - Shaving kit (15 sp, 0.5 lb.) - Kit, Survival, Masterwork (50 gp, 5 lb.) - Kit, Gear Maintenance (5 gp, 2 lb.) - Cards (1 gp, 1 lb.)
Money: ? gp. 0 sp Light Load: 116 lbs. or less. Medium Load: 117-233 lbs. Current Load: 110 lb.
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Карлдин Манфор
Автор: |
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DarkGrifon |
Раса: |
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Человек |
Класс: |
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Zealot |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 14 [+2] |
Ловкость: | | 8 [-1] |
Выносливость: | | 16 [+3] |
Интеллект: | | 10 [+0] |
Мудрость: | | 10 [+0] |
Обаяние: | | 22 [+6] |
Внешность
Характер
Оптимист, считает что главное умение договариваться, и чем лучше о тебе думают окружающие - тем больше пространство для манёвра. Чтобы стать незаменимым, нужно идти на жертвы.
История
Уроженец Бревоя. Карьеру начал строить в страже, собеседование удалось пройти легко - всего то говорить именно то, что хотят услышать. Скоро понял, что добиться лёгких денег, очень легко. Достаточно граммотно припугнуть нарушителя, как он готов открыть свою кубышку. А с деньгами и карьеру строить проще и нанять учителей. Хотя с учителями случались неудачи, однажды попался дьяволопоклоник, и просто чудо, что удалось сохранить душу. От проверок удавалось отболтаться, с криминальными боссами - договориться. Так, в безопасности и комфорте прошли многие годы. И тут пришло запоздалое осознание, что жизнь проходит, а карьеру не сделать - требуется быть благородных кровей для продвижения по службы. А нескольким неофициальным детям хотелось бы чего ни будь оставить, кроме кошелька с золотом. Украденные земли - тот самый случай, когда сильные возвысятся, а слабые падут. Главное быть в числе первых.
Навыки
Карлдин МанфорПроклятье: permanent small size. base speed = 20Male Human zealot 6Evil , Size: Medium Small Experience: 27850/35000 (5000 base +400 Кабан +1350 защита Олега +4000 Лагерь разбойников +1400 Превозмогание в лагере разбойников +1200 Контракт с интендантами Рестова, +2400 EXP. Kingdom Founded!, +1200 EXP всем. Столица основана! +1600 EXP всем. Заселено 5 Гексов! +3200 Грибная ферма +1200 за дружбу с бабушкой+1200кабан, +1600башня+1000лесорубы коды для бота: !roll 1d20-1! Инициатива - Карлдин !roll 1d20+10! Ударить булавой - Карлдин !roll 1d20+ 10! Temporal Fury [Strike] Fort DC21 or be affected as if by a slow spell for two rounds. !roll 1d20+ 10! Strike the Hourglass [Strike] will DC19 or only take a single move action or standard action during its next turn !roll 1d6+3! Урон от ColdIron булавы - Карлдин !roll 1d6 + 2d6 +3! Урон от ColdIron булавы - Temporal Fury [Strike]
!roll 1d20+9! Форта - Карлдин !roll 1d20+9! Рефлекс - Карлдин !roll 1d20+6! Воля - Карлдин !roll 2d20 d1+9! Форта - Карлдин ([Stance] Internal Dominion of the Sleeping Goddess) !roll 2d20 d1+9! Рефлекс - Карлдин ([Stance] Internal Dominion of the Sleeping Goddess) !roll 2d20 d1+6! Воля - Карлдин ([Stance] Internal Dominion of the Sleeping Goddess) !roll 1d20+21! Intimidate - Карлдин !roll 1d20+21! - Fear the Reaper [Counter] Make an Intimidate check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and the attacker becomes shaken for one round
—{ ABILITIES/ PB25 }—STR 14 [+2] 12(Base) +2 ench DEX 8 [-1] 8 (Base) +1(hd) CON 16 [+3] 16(Base) INT 10 [+0] 10 (Base) WIS 10 [+0] 10 (Base) CHA 22 [+6] 18(base)+2(race) +2 ench —{ COMBAT STATS }— SAVING THROWS: Fort: +9 = +5(Class) + 3(CON) +1 (RES) Ref: +9 = +2(Class) + 6(CHA) +1 (RES) Will: +6 = +5(Class) +0(WIS) +1 (RES) COMBAT STATS:Hit Points: 78+22die hard = 10*6+3con*6 +[diehard 16 con + 6 zealot lvl] AC: 24 (17 touch, 18 flat-footed) +6(Cha) +5(Kikko) +2(Shield)+1 Size BAB: +6 CMB: +8 = +6(BAB) +2(STR)+1ench -1 size CMD: 16 = 10 +6(BAB) +2(STR) -1 (DEX)-1 size Initiative: -1 = -1dex Speed: 30' = 30(Base) PowerPoint: 37 = +9(Class)+18(Cha)+6(FC) +4(Sleeping Goddest) ● Melee Cold iron flickmace: +10 = +6(BAB) +2(STR) +1 (ench) +1 Size [d6+3] [reach 10-15] [trip] [B] 20x2 ● Melee Silver Spiked shield bash: +9 = +6(BAB) +2(STR) +1 Size [d4] [P] 20x2[reach 5-10] ● Range Bow: +6 = +6(BAB) -1 (Dex) +1 Size [d8] [B] 20x2 Aid another: move action. +3 next attack or +5 AC next defend. Aid another: skill. +4 Swift Aid -> swift action on Aid another, but penalty -1 Collective: (Su) 160 ft, 8 creatures Martyrdom: free. -30hp or -12hp&-6PP TRAITS:● Преступник Вы прибыли из Речных королевств или наименее законопослушных регионов Бревоя. Не смотря на то, что в вашем прошлом есть существенное количество провинностей перед законом, однако никому еще не удавалось это доказать, а ваши навыки могут быть весьма полезны в определенных делах.
Вы получаете дополнительные 1000gp в начале компании в виде непосредственно золота или снаряжения и +1 trait bonus на проверки Diplomacy, Bluff, Intimidate и Sense Motive когда имеете дело бандитами, ворами или иными преступниками. Кроме того вы получаете +2 trait bonus на проекты связанные с преступным миром. ●[PFS Legal] Helpful Category Basic (Combat) You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a wellaimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. ●Beast Bond Basic (Social) You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. FEATS:
● [1 HD Bonus Human Feat] Focused Study Skill Focus [Intimidate] ● [1HD Feat] Exotic Weapon Proficiency flickmace ● [2HD Zealot Feat] Combat Reflexes (Cha)/round ● [3HD Feat] Variant Multiclassing [Oracle] ● [5HD Feat] Lunge ● [5HD Zealot Feat] Diehard. Con + Zeolot level ● [6HD Zealot Feat] Personality Fragment (Ex): The zealot gains Psicrystal Affinity as a bonus feat ● [6HD Zealot Feat] Swift Aid from Psicrystal
CLASS FEATURES:Zealot:Moral Ambiguity (Ex) Collective (Su) 160 ft, 8 creatures 6(Cha)+2Zeal Burning Contemplation (Ex) a zealot’s inner fire allows him to unlock latent psionic potential within himself. For the purpose of qualifying for psionic feats, he may use his Charisma score instead of his Wisdom score. Conviction Impulsive Reactions (Ex): The zealot gains Combat Reflexes as a bonus feat, Martyrdom (Su) Once per round, when a willing member of the zealot’s collective other than himself takes hit point damage, the zealot can redirect up to 5 points of damage per zealot level to himself as a free action, even if it isn’t his turn. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 3 points of the damage redirected to him per power point spent (to a minimum of 1 point of damage taken). Commitment (Su) The fervor a zealot ignites in his allies does not end at the limits of his physical body. As his allies internalize his beliefs, they increasingly feel the zealot’s presence beside them even in the harshest circumstances. Starting at 3rd level, a zealot can use the Aid Another action on any member of his collective, regardless of distance. Telepathy (Su) When a zealot reaches 3rd level, all willing members of his collective (including the zealot himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a zealot’s collective (including the zealot himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. Moral Ambiguity (Ex) A discordant crusader decides the nature of his own path, for good or ill. Starting at 1st level, the discordant crusader can initiate maneuvers with the Good and Evil descriptors regardless of his alignment, and regular use of these maneuver does not threaten to change his alignment.
Echoes of Steel (Su) As a zealot continues to mold the hearts and minds of those around them, his collective begins to copy his words and his deeds, working to advance his cause. At 4th level, this manifests in the ability to temporarily psychically transfer the zealot’s techniques. When the zealot initiates a maneuver at least one level below his maximum maneuver level known, he can spend 1 power point per maneuver level to grant another member of his collective the ability to initiate that maneuver one time within 1 minute or until the zealot chooses to recover the maneuver. This is not considered an augment and does not count against the maximum amount of power points the zealot can spend on the maneuver. The maneuver becomes a known and readied maneuver for that ally, using the zealot’s initiator level and initiation modifier. After the zealot’s ally initiates the maneuver or 1 minute passes, it is expended and the echo ends. This does not cause the creature to unlearn a maneuver it knows from other sources. If the zealot recovers the granted maneuver, this ability ends immediately and the maneuver is removed from the ally. This ability does not allow a creature to have two of the same maneuver readied. The zealot can only have one echoed maneuver at a time; using this ability ends any previous use. A creature can only have an echoed maneuver from one zealot at a time, but a creature may end any echoed maneuver on them as a free action (even if it isn’t their turn). At 11th level, the zealot can grant up to two echoed maneuvers at a time. Any given creature may still only know one echoed maneuver at one time. Granting another echoed maneuver while the zealot already has two maneuvers echoed causes the oldest echoed maneuver to be expended and removed from the creature benefiting from it. Mission (Su) Protection Living Bastion (Su): When a zealot’s allies are wounded from battle, they can find a refuge at his side. At 4th level, as long as the zealot is psionically focused, his reach increases by 5 feet. In addition, whenever an ally within his reach takes hit point damage, the zealot can expend his psionic focus as a free action (even if it isn’t his turn) to surround the ally with a telekinetic shield which reduces the damage they take by half (after applying damage reduction and energy resistance). A creature can only benefit from this ability once per round. Unbreakable Fortress (Su): The zealot is a bastion of defense, every blow he strikes not only harms his enemies, but it also protects his allies. At 8th level, the zealot gains the ability to augment his counters in one or more of the following ways:
The zealot can spend power points to grant each member of his collective damage reduction/– equal to the level of the maneuver initiated for one round per power point spent. If the zealot spends 1 power point per level of the maneuver, he can initiate the counter as a free action instead of an immediate action, even if it isn’t his turn. The zealot may use this augment only once per round, and he cannot augment a counter of higher than 6th level with this ability.
Defiance (Su) At 5th level, the zealot learns to continue supporting his allies while hanging on to his last breath. The zealot gains Diehard as a bonus feat (even if he do not meet the prerequisites), and does not take damage for using the Aid Another action while at or below 0 hit points. In addition, the zealot does not die until he reaches negative hit points equal to his zealot level plus his Constitution score.
Oracle:Curse: Hellbound Infernal influence grants you profane insight and weighs on your soul. Effect You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. At 10th level, you gain a +4 bonus to all saving throws against charm effects At 11th level, you gain immunity to fire At 20th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage reduction. Mystery: Lunar. Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead. Orison: At 7th level, if she has a Charisma score of 10 or higher, she chooses an oracle orison to cast as a spell-like ability at will. She uses her character level as the caster level and Charisma as the orison’s key ability score. Curse Focus: At 11th level, she adds 5 to her effective oracle level for the purposes of determining her curse’s effects. Improved Revelation: At 15th level, she gains one additional revelation. Greater Revelation: At 19th level, she gains one additional revelation.
Zealot:Disciplines: Eternal Guardian ссылка, Golden Lion, Sleeping Goddess, Solar Wind, Piercing Thunder, Riven HourglassMANEUVERS:Known: 4/2/2 Stances: 3 Stances: 3 lvl.Internal Dominion of the Sleeping Goddess Stance [active] • You can reroll a failed saving throw, taking the higher of the two rolls. • You can force an opponent who has just hit you with an attack or succeeded at a combat maneuver check against you to reroll his attack roll or combat maneuver check and take the lower of the two rolls. 1 lvl. Valiant Keeper’s Stance Stance Allies do not provoke attacks of opportunity when moving through squares you threaten. 1 lvl. Vigilant Keeper’s Stance Stance Enemies treat squares your threatened area as difficult terrain. Ready: 53lvl. Temporal Fury Strike If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Fortitude save (DC 13 + your initiation modifier) or be affected as if by a slow spell for two rounds. 3lvl. Grasp of the Goddess Boost After initiating this boost, your melee reach increases by 5 feet for one round, and you can make one additional attack of opportunity this round 2lvl. Relentless Warden’s Strike Strike teleport to any space within 60 feet that is within 10 feet of a creature that is cowering, cursed, shaken, frightened, or panicked. After you teleport, make a melee attack against that creature, if able. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. 2lvl.Fear the Reaper Counter You can initiate this counter in response to a melee or ranged attack being made against an ally (including you) within 60 feet. Make an Intimidate check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated, and the attacker becomes shaken for one round, as if you had demoralized them with the Intimidate check. 1lvl. Strike the Hourglass Strike If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or it can only take a single move action or standard action during its next turn. Know maneuvers (not ready): 31lvl. Terrifying Blow Strike If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become frightened for one round. If your target is cursed, your attack deals an additional 1d6 points of damage.
1lvl. Warden’s Bearing Boost You gain a +2 bonus to a combat maneuver attempt, and you are treated as one size category larger for determining if you can make that attempt. 1lvl.Ego-wounding Strike Strike You wrap your blade in psionic energy, telepathically amplifying the pain of the blow. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take become overwhelmed with agonizing pain, taking a –2 penalty on attack rolls, ability checks, and skill checks for one round. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the penalty inflicted by this strike increases by –1. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it. SKILLS: Total: 30 = (+4(Class) +1(Human))x6
0 = 0(Rank) +0(Class) -1(DEX)+1 trait Raid 4 = 1(Rank) +3(Class) Knowledge (Martial) 4 = 1(Rank) +3(Class)+0(WIS) Perception 4 = 1(Rank) +3(Class)+0(WIS) Sense motive 4 = 1(Rank) +3(Class)+0(WIS) Profesion Soldier 7 = 1(Rank) +0(Class) +6(CHA) Use Magic Device 16 = 6(Rank) +3(Class) +6(CHA) +1 trait Handle Animal 15 [+11] = 6(Rank) +3(Class) +6(CHA) -4(curse vs Chaos or good) Diplomacy 17 = 6(Rank) +3(Class) +6(CHA) +2(curse) Bluff 21 = 6(Rank) +3(Class) +6(CHA) +2(curse) +3 feat +1 battle mask Intimidate [+1 trait bonus на проверки Diplomacy, Bluff, Intimidate и Sense Motive когда имеете дело бандитами, ворами или иными преступниками.]
psicrystalInformant (Psicrystal Archetype) , Targeting Array (Psicrystal Archetype) STR 1 DEX 15 CON - INT 10 [+0] 6 (Base) +2 lvl+2 Archetype WIS 10 CHA 10
—{ COMBAT STATS }— SAVING THROWS: Fort: +9 master Ref: +9 master improved evasion, Will: +6 master
COMBAT STATS: Hit Points: 39 = 1/2 master AC: 17 AC 16, 16 touch, 15 flat-footed (+2 Dex*, +4 size) +1AC NA lvl Hardness 8
Skills Climb +10*, Perception +6 [20ft], Stealth +6 all Knowledge can untrained +0 Appraise 6 rank Spellcraft 6 rank Linguistics 6 rank [Undercommon, Aklo, Draconic, Giant, Infernal, Sylvan] Knowledge (Psi) 6 rank Tactical Assistance (Ex) A Targeting Array helps its master to analyze and defeat opponents in combat. When it uses the aid another action, it may make an intelligence check against DC 10 in place of an attack roll. Improved Tactical Assistance (Ex) At 3rd level, the Targeting Array gains one of the following feats as a bonus feat: Swift Aid, Open Up, Got Your Back, or Harrying Partners. The targeting array’s master also gains this feat. Neither of them needs to meet the feat’s prerequisites. If the targeting array’s master later gains another one of these feats, the psicrystal gains its benefit as well. Mechanical Intellect (Ex) Increase the base intelligence score an Informant by an additional +2, with an additional +2 to intelligence at 9th and 17th levels. An informant gains the natural armor bonus of a psicrystal of half its level. This ability modifies the psicrystal’s Intelligence score and natural armor adjustment. Knowledge Data (Ex) Informants specialize in gathering and storing important information, even in the heat of battle. An informant can attempt all Knowledge checks untrained and receives a bonus on all Knowledge checks equal to 1/2 its level. Additionally, an informant gains 4 + the informant’s intelligence modifier skill ranks at each level. Its maximum number of ranks in any given skill is equal to its level.
Инвентарь
ITEMS: +1000gp [trait]. Full cost: 1957 ,Carrying Capacity 47.5lb./50lb. Light Load Weapon: mw Cold Iron flickmace +1 340gp, 10lb. Armor: Mithrill Kikko (5 AC) 1400gp, 12.5lb. Shield: Spiked heavy Shield, Silver 7gp+20gp, 10lb.+5lb
Battle mask 50gp, 2lb. +1 bonus on Intimidate checks made to demoralize an opponent CHA +2 STR +2 Cloak +1
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Вирал
Автор: |
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Mordodrukow |
Раса: |
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Человек |
Класс: |
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Dread (Nightmare) |
Мировоззрение: |
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Нейтральный |
Сила: | | 25 [+7] |
Ловкость: | | 25 [+7] |
Выносливость: | | 25 [+7] |
Интеллект: | | 25 [+7] |
Мудрость: | | 25 [+7] |
Обаяние: | | 25 [+7] |
Внешность
Характер
Уверенный в себе и спокойный мужчина. Стремится к справедливости, но и про собственную выгоду не забывает. Ценит хорошую дружбу, которую, к сожалению, редко найдёшь.
Жизненная цель: безопасность, стабильность и много денег.
История
Родился в семье торговца и швеи, подданных дома Лебеда. С детства по настоянию родителей тренировался общению с людьми и с оружием, так как в эти непростые времена выжить можно было, только заборов всех врагов или обратив их на свою сторону. Это было тем более актуально, поскольку именно за время взросления Вирала пропал дом Рогарвия, правивший страной: Бревой ждали потрясения, и хотя в первую очередь это грозило людям неудобствами, у тех, кто подсуетится, была возможность подняться по социальной лестнице. Для родителей сын был билетом в безбедную старость, и сам он не то чтобы сопротивлялся: у сильных было больше возможностей, а там уже на месте можно разобраться, чего желает душа!
Вторая наука (фехтование) давалась юноше лучше, в итоге он успел послужить одним из младших командиров охраны в одном из отрядов при торговых караванах (на места старших командиров было достаточно желающих покруче), а затем, вернувшись домой, инструктировал новобранцев. Доверили ему это после боевого крещения: однажды, когда не было иных поручений на караванных маршрутах, привлекли его и ещё несколько бойцов зачистить территорию, на которой, по донесениям разведки, находились недобитые силы одной преступной группировки. Как выяснилось позже, разведка налажала, и народу там было чуть больше, чем могли проглотить. В итоге из всего отряда на ногах остался лишь сам Вирал, да только потому что смог продержаться, пока ещё один сослуживец подмогу привёл. Повезло? Возможно... Но удача, как известно, тоже способность...
Также выступал локальным арбитром в мелких спорах. Особых достижений он ещё не имел, но уже внушал уважение и доверие, так что люди к нему шли. За глаза его прозвали "судьёй", хотя сам он про это своё прозвище не знал: слишком был свиреп, чтобы кто-то не считал серьёзной необходимость его скрывать.
Навыки
Вирал Человек Мужчина LN Средний размер Dread (Nightmare) 5 / Awakened blade 1 Экспа: 34250/35000 —{ STATS }— 0 Str 10 +3 Dex 16 +1 Con 12 0 Int 10 +1 Wis 13 +5 Cha 21 << +2 from human +1 from 4HD +2 от шапки HP 64 Init +4 (+3 Dex +1 insight) Speed 30 feet. Loading capacity 38/76/115 —{ DEFENCES }— AC: 23 = 10 +3 dex +6 armor +2 инсайт +1 дефлект +1 натурал Touch 13 FF 20
Fort 3 = 1+1+1 Ref 8 = 4+3+1 Will 7 = 5+1+1 —{ OFFENCE }— BAB +4 CMB +4 CMD 17
Melee attacks Basic +7 to hit via Dex. Mwk Rapier +8 / 1d6 (18-20)x2 / finesse
Ranged attacks None. Basic +7 to hit. —{ RACE & TRAITS }— Racial traits (Human) +2 to any stat (Cha) Bonus feat (Psionic body) Bonus skills Favored cass bonus (dread): 5 bonus skillpoints, +1/6 of a new terror.
Traits Psionic knack (dread). +2 to the choosen manifester class's manifester level. Cant exceed HD. Psionic item familiarity. UMD always class skill, +1 to UMD. Лебеда. Мой дом имеет множество торговых связей на побережьях озера Рейкал. Я получаю дополнительный язык, и +2 trait bonus на руководство проектами связанными с установлением торговых путей и связей. —{ FEATS }— (Hum) Psionic body (Psionic) (1 HD) Disciple of Fear (Psionic) (3 HD) Weapon finess (5 HD) Psionic Meditation (Psionic) (AB Bonus) Deep Focus (Psionic) —{ SKILLS }— 45 ranks total, -2 penalty, -4 to swim. Class skills marked by *. Rank+Stat+Class bonus+Bonuses-Penalties
+9 Acrobatics*(Dex) 5+3+3+0-2 +8 Autohypnosis*(Wis) 4+1+3+0-0 +9 Bluff*(Cha) 1+5+3+0-0 +2 Climb*(Str) 1+0+3+0-2 +9 Diplomacy (Cha) 1+5+3+0-0 +5 Escape artist*(Dex) 1+3+3+0-2 +16 Intimidate*(Cha) 6+5+3+2-0 +6 K (psionic)*(Int) 3+0+3+0-0 +3 K (martial) (Int) 3+0+0+0-0 +9 Perception*(Wis) 5+1+3+0-0 +6 Stealth*(Dex) 2+3+3+0-2 +4 Spellcraft*(Int) 1+0+3+0-0 +9 Sense motive*(Wis) 5+1+3+0-0 0 Swim*(Str) 1+0+3+0-4 +15 Use magic device*(Cha) 6+5+3+1-0
Языки: Всеобщий, Драконик.
—{ CLASS FEATURES }— - Weapon & armor. Simple & martial weapons. Light armor. - Манифестации. 6 пси поинтов в сутки, знаю 4 павера (пятый сожрал архетип), максимальный левел павера второй. Профильный стат Харизма. - Fearsome insight. +2 insight bonus to Intimidate checks. - Devastating touch. Makes melee touch attack as standard action. Deals d6+6 damage. - Terror. Special fear-thematic abilities which are used by spending swift action. Some terrors may require sucsessful attack roll by weapon or devastating touch. Some may be augmented by spending psi points. Daily uses are limited by 10 times per day (Dread level + Cha mod.) - Aura of fear. Enemies in 10-foot radius take -4 penalty on ST against fear effects while i m counscious. - Frightful claim. As a swift action i can claim a creature i can see within 30 feet for 1 round. While the creature is claimed, it suffers -2 penalty on ST against fear effects, and i always know where the creature is. I can have up to 5 creatures claimed at the same time. - Martial terror. Once per round as a free action i can channel a terror through martial strike or devastating touch, if the target is claimed. - Master of fear. Once per round when i manifest psionic power, i can change the stance as a free action. Also when i use a boost, i can activate a terror as a free action. - Манёвры и стойки. Знаю 6 манёвров и 2 стойки не выше 2 круга. Подготовлены четыре манёвра. Восстанавливаю 1 манёвр, если клеймлю существо, либо 5 манёвров, если заклеймленное существо упало в 0 или умерло. Альтернативно могу восстановить 1 манёвр стандартным действием. Моя профильная характеристика: Харизма. Мой инициатор левел 6. Мои дисциплины: Black Seraph, Riven Hourglass, Sleeping Goddess, and Veiled Moon. Talents known: Detect psionics, Unearthly terror Unearthly Terror Discipline: Telepath [Fear, Mind-Affecting, Network] Manifesting Time 1 standard action Display Mental Range 40 ft Target one creature Duration 6 rounds ST Will negates; PR Yes PP:1 DESCRIPTION You form a mental bond between yourself and an enemy, and use that bond to bombard their mind with horrifying images and incite fear. Targets of this power who fail their saving throws are shaken for the duration of the power. Augment: If you spend 4 additional power points, creatures that fail their save become frightened for the duration and those that succeed are considered shaken. For every 2 additional power points you spend (including those spent on the above augment options) increase the save DC by 1.. Powers known: Precognition: defensive, Precognition: offensive, Untouchable aura, True terror, Deflect. Precognition, DefensiveDiscipline clairsentience; Display Material and visual Manifesting Time 1 standard action; see text Range Personal Target You Duration 6 min (D) PP 1 DESCRIPTION Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply. Augment For every 3 additional power points you spend, the insight bonus gained increases by 1. Untouchable AuraDiscipline: Telepathy [Fear, Mind-Affecting]; Display: Visual, Mental Manifesting Time: 1 move action Range: Aura Target: you Duration: 6 rounds ST: Will save (see text); PR: Yes PP: 1 DESCRIPTION You manifest an aura of nightmares around you which reacts to anyone trying to attack you in melee, forcing the assailant’s worst nightmares to consume their thoughts. Anyone trying to make a melee attack against you must succeed on a Will save or lose their attack action as they recoil in fear from the images inside their mind. If the save succeeds, the opponent can attack normally and is unaffected by that manifestation of the power. Power Resistance applies at the same time as a Will save. Augment: 1. If you expend your psionic focus, the manifesting time becomes 1 immediate action instead. 2. For every additional power point you spend, this power lasts for 1 additional round. 3. If you spend 4 additional power points, this power affects anyone trying to attack you, regardless of how (any targeted powers or spells, melee or ranged). In addition, for every 2 power points spent on the above augmentations, the save DC increases by 1. True TerrorDiscipline: clairsentience [Fear, Mind-affecting]; Level: 2 Display: mental Manifesting Time: 1 standard action Range: 160 ft Target: 1 living creature with an Intelligence of 3 or more Duration: 1 round ST: Will negates; PR: Yes PP: 3 DESCRIPTION You cause the target to see horrible visions of future possibilities, stunning the target unless it makes a successful Will save. Augment: 1. If you expend your psionic focus, the range increases to Long (640 ft). 2. For every additional power point you spend, you can target another creature. 3. For every 2 additional power points you spend, the target becomes stunned for an additional round. 4. If you spend 2 additional power points, you can target creatures with an Intelligence of 1 or more, as well as non-living creatures. You still cannot affect creature’s that are immune to fear or mind-affecting effects. In addition, for every 2 power points spent on the above augment options, the save DC increases by 1. Terrors known: - Overwhelming fear (enemy passes Fort save DC 18 or cowers for 1 round, requires attack) - Mindlock (make melee touch attack that doesnt provoke aoo. If it hits, target makes Will save vs DC 18 (mind affecting). If fails, i can autohit with devastating touch against target from up to 50 feet or make Intimidate attempts from the same distance) Maneuvers & stances known: Strength of Hell (Boost; Black Separh; 1) Until next turn, the disciple gains a +2 profane bonus to attack and add an additional 1d6 points of damage to the attack. Body of Delusion (Counter; Sleeping Goddess; 1) Range: Personal or 60′ Target: You or one ally You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally. Augment (up to 2 pp): • For every power point you spend, you gain a +1 bonus on your Autohypnosis check. • If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself. Harmony-Shattering Strike (Strike; Sleeping Goddess; 1) Initiation Action: 1 standard action Range: melee or ranged attack Target: One creature Duration: Instantaneous Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 16) or for one round, any attacks from your allies against the target deal an additional 1d6 points of damage. Augment (up to 2 pp): • For every 2 power points you spend, the additional damage your allies deal to the target increases by 1d6. • If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it. Reactive Reversion (Boost; Sleeping Goddess, 2) Range: personal Target: You Duration: 1 round (see text) When you initiate this boost, mark your current location. You may instead teleport back to the marked space as a free action, even if it isn’t your turn, any time during the next round. Using this ability ends this boost. If your former space is occupied, you are instead teleported to the nearest unoccupied space. If you use this ability to move out of the reach or range of an attack, the attack is negated. Augment (up to 2 pp): • For every 2 power points you spend, the effect of this boost lasts an additional round. • For every 2 power points you spend, you can teleport to the marked space one additional time before ending this boost. Disturbing Blow (Strike; Veiled Moon; 1) Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Special The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes. Resonance Strike (Strike; Veiled Moon; 2) Initiation Action: 1 standard action Range: Melee or ranged attack Target: One creature Duration: Instant This strike is resolved as a melee or ranged touch attack, and it inflicts 3d6+5 points of force damage in lieu of normal damage, and this attack may strike incorporeal creatures without suffering reduced damage. This is an Ethereal plane using maneuver. Battle mantra (Stance; Sleeping Goddess; 1) While you maintain this stance, you gain one of the following benefits. • You gain a +1 insight bonus to your AC. • You gain a +1 insight bonus on all attack rolls. • You gain a +2 insight bonus on combat maneuver checks and to your CMD. Once per round as a free action, you can turn your attention to another facet of the combat, losing your current bonus and gaining a different benefit from this stance. These bonuses increase by +1 for every four initiator levels you possess. Black Seraph's Glare (Stance; Black Seraph; 1) While in this stance, the disciple may make Intimidate checks to demoralize foes as a free action, but only against those that he has damaged that turn. He gains a +4 profane bonus (see Intimidate skill description for details) to these Intimidate checks.
Инвентарь
Статус бар: HP 64/64 AC 23/23 Fort/Ref/Will 3/8/7 Перманентный баф (некромантия): иммунитет к негативным уровням. Power points 28/28 Dread's terrors: 10/10 Готовые манёвры: Harmony Shattering Strike, Reactive reversion, Disturbing blow, Resonance Strike. Stances (активная выделена звёздочкой): Black Seraph's Glare (могу интимидейтить фри экшеном, если повредил существо, при этом получаю +4 к проверке Интимидейта), Battle mantra* (даёт +2 инсайт бонус к АС)
Шмот: Traveler's outfit Мифриловый нагрудник Шапка +2 Хар Кольцо защиты +1 Амулет защиты +1 Накидка +1 Chain shirt 25 lb Mwk Rapier 2 lb Dorje of Force Screen (ML 1; 48/50) 1 lb Майндстоун оф Антачебл аура
Mwk backpack 4 lb Жрачка Питьё Всякие труселя Шёлковая верёвка 50 футов Санроды
Лог экспы: +400 за кабана +1350 за разбойников +4800 за Стаг Лорда с друзьями (лвлап до 4) +1200 за квартирный вопрос с кобольдами +200 за капкан +400 за жабок +300 за остальные энкаунтеры +2400 за основание баронства (вздрогнем!) +1600 за минорные локации +1000 за то что пережили птичку +1200 за обнаружение Некрополя +1200 всем. Столица основана! +1600 всем. Заселено 5 Гексов! +600 за уговоры дракона +3600 за машрум мэднесс +1200 за взаимопонимание с ведьмой +1600 за приключения в башне с бароном +1200 за обнаружение осквернённых трентов +1000 за лесорубов +2400 за проект кошмарила
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Филипп Марагонский
Автор: |
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Vaarsuvius |
Раса: |
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Человек |
Класс: |
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Колдун |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 14 [+2] |
Выносливость: | | 14 [+2] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 20 [+5] |
Внешность
Характер
Задумчивый и спокойный молодой человек.
История
Филипп был третьим сыном Клариссы и Фридриха Лебеда, дальних родственников правящей династии дома. Фридрих отъехал в столице по делам семьи, когда выяснилось, что Кларисса - беременна. Она родила Филиппа - и умерла в родах. Относились к мальчику...странно. Во-первых, он был ничуть не похож на отца, только на мать. Во -вторых, у него с детства стали хаотически проявляться магические таланты, но придворный волшебник Дома Лебеда отказался обучать его, сказав, что подобная магия не поддаётся контролю. - Ваш сын - колдун, ваша милость. Это не лечится. Но было и в третьих. Слуги вполголоса поговаривали сплетню о том, что родился то Филипп почти через год после отъезда отца, просто мать Клариссы, управлявшая всем в замке, под страхом смерти запретила болтать об этом, а самые непонятливые - кто в луже спьяну потоп, кто угорел в бане, а кто и в армию загремел на самый неспокойный участок. Но бабка умерла, и над Филиппом явственно стала видна тень перечёркнутого щита. В общем, жизнь в родных пенатах была для юноши не слишком радужной. К тому же он был ещё от рождения очень слабым, хотя и выносливым, а старшие братья и их подпевалы дразнили его слабаком. Он даже на дуэль никого вызвать не мог - в землях отца дуэли должны были происходить только на оружии ближнего боя, а какой из него дуэлянт, но однажды, когда юношу совсем достали прямо из его пальцев выросли острые когти, и он атаковал ими обидчиков. Больше его не задирали, но вокруг него выросла полоса отчуждения. И Филипп спасался в замковой библиотеке. Там, в книжке по истории он и вычитал про Марагон - давно сгинувшее королевство на территории спорных земель просуществовавшее то ли месяц, то ли год. В отцовой библиотеке он узнал много всякого разного про этот дикий и свободный край. И, когда он узнал что Ростланд планирует способствовать основании на этой манящей славой и опасностями земле независимое королевство - он решил поучаствовать. И представляться стал - Филипп Марагонский. Однажды в подвале, спускаясь за вином, он стал свидетелем поединка кота тремя крысами. Кот - победил, но почти помер от ран. Филипп спас его, и потом - сдружился. А ещё через какое-то время - он понял что хотя у него так и не образовало с котом никакой особой арканной связи - они будут странствовать вместе. Потому на лошади есть специальная сумка в которой тот сидит. Имя кота - Бродяга.
Навыки
Филипп Марагонский Male Human Sorcerer 5 Dracon Disciple 1 Lawful Neutral 25 years Favorite class - sorcerer. exp 27400/35000 Ability scores: STR 7 [-2] DEX 14 [+2] CON 14 [+2] INT 14 [+2] WIS 10 [+0] CHA 21 [+5]
Saving throws: Fort: +5 = +2(con) +1(Sorc5) +1(dracon1)+1(cloak) Ref: +4 = +2(dex) +1(Sorc5) +1(cloak) Will: +7(9) = +0(wis) +4(Sorc5) +2(iron will)+2(mind-affecting)+1(dracon1)+1(cloak) (reroll)
COMBAT STATS:Hit Points: 54 = +6(sorc)+2(con)x5 +12(dracon)+2(con) AC: 14 (12 touch, 11 flat-footed) +2(DX) +2(natural) BAB: +2 CMB: -0 = +2(BAB) -2(STR) CMD: 10 = 10 +2(BAB) -2(STR) Initiative: +2 Speed: 30' = 30(Base) Ice resist 5(bloodline) ● Melee: 0 = +2(BAB) -2(STR) ● Ranged: +4 = +2(BAB) +2(dex) Perception 7 Weapon (claws) 1d4-2, 1d4-2, 0\0 Feats: Iron Will, Improved Iron Will(reroll will) Favored Prestige Class(Dracon Disciple) Prestigious spellcaster
Traits: Pragmatic Polytheist (Human)
You pray to whatever local deity will answer your prayers—and if they won’t, to hell with them. Benefit(s) You gain a +1 trait bonus on Knowledge (religion) checks and can make Knowledge (religion) checks as if trained. Once per day, you can cast resistance on yourself as a spell-like ability cast at your highest caster level (CL 1st if you have no caster level). Outcast’s Intuition You are able to sense the motives of others and use that sense to bolster your magic against dispelling.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. Лебеда Success through Grace Ваш дом имеет множество торговых связей на побережьях озера Рейкал. Вы получаете дополнительный язык, и +2 trait bonus на руководство проектами связанными с установлением торговых путей и связей.
Skills: 36=(2(int)+2(class)+1(human)+1(favorite))*6 Diplomacy 17=6(Cha)+3(class)+5(ranks)+2(fav) Intimidate 10=6(Cha)+3(class)+1(ranks) Bluff 10=6(Cha)+3(class)+1(ranks) Use Magic Device 13=6(Cha)+3(class)+4(ranks) Perсeption 7=0(wis)+3(bloodline) +4(ranks) Appraise 6=2(Int)+3(class)+1(ranks) Spellcraft 7=2(Int)+3(class)+2(ranks) Knowledge (arcana) 10=2(Int)+3(class)+5(ranks) Knowledge (religion) 3=2(Int)+1(trait) Knowledge (nobility) 8=2(Int)+3(ranks)+3(class) Craft(Jewelry) 6=2(Int)+3(class)+1(ranks) Craft(Armor) 6=2(Int)+3(class)+1(ranks) Sense Motive 8=0(wis)+3(class)+4(ranks)+1(trait) Perform(oratory) 10=6(cha)+4(ranks) Linguistics 2=2(Int) талдан, драконий, дварфийский, эльфийский, (доп язык от дома)
Draconic Bloodline Silver Cold 30-foot cone
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Spells:1\day Resistance spell-like ability Duration 1 minute +1 resistance bonus on saves. 1\day resist energy 1\day Mage armor(Draconic bloodline) Spells Known\per day Level 0: 6 [Daze] [Detect Magic] [Detect Poison] [Mending] [Message] [Mage Hand] Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature of 4 HD or less Saving Throw Will negates; Spell Resistance yes This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Level 1: 8 per day Magic Missile Grease Floating Disk Windy Escape Level 2 7 per day Mirror Image Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level Description This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss Summon Monster 2 Level 3 - 4 per day Fireball
Инвентарь
Outfit, Noble’s 75 gp 10 lbs.1 Ring, signet 5 gp Shield wand 50 charges 750 gp Sash, Adventurer’s 20 gp; 3 lbs. - Ioun Torch 75 gp This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). 1 mage armor potion 50 gp on horse Horse, light 75 gp N Large animal Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft. Melee 2 hooves –2 (1d4+1) Space 10 ft.; Reach 5 ft. Blanket(2) 0,5*2=1 gp; 3*2=6 lbs. Medium tent 15 gp 30 lbs. holds two creatures and takes 30 minutes to assemble. Outfit, Explorer’s 10 gp 8 lbs. Shaving kit 1.5 gp, 0.5 lb. - Waterskin 1 gp, 4 lb. - Soap 1 cp, 1/2 lb. Rations, Trail Price 0,5*10= 5gp; Weight 1*10=10 lb. 1074 gp total a cat. Stats AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 12 Fort +1, Ref +4, Will +1 Feats Weapon Finesse Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Wand of MM (CL3) 28
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Джоанна Икс
Автор: |
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Maskelpas |
Раса: |
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Elan |
Класс: |
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Psion |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
ссылкаКак известно, серийного убийцу от королевского генерала отличает только то, что второй делает это законно. Впрочем, что есть законы, если не эгоистичные желания, которым заставили подчиняться других ради собственного удовольствия? В общем-то, разве не это и есть власть, возможность говорить другим что делать и убивать тех кто не нравится, потому что так живется веселее? Так что она, пожалуй, и правда важна. Ведь нужно думать на перспективу, а она говорит, что развлечений никогда не бывает достаточно.
История
Нужно Больше Бабла На самом деле, нельзя сказать что бизнес шел плохо. Когда странная Дама Которая Решает Проблемы предлагает выгодную акцию получить Второго Типа за доплату всего в полцены - это даже выглядит выгодно, как минимум среди не самых знающих клиентов. Надо сказать, необходимость иметь Деньги для столь важного и вероятно фундаментального для этой реальности Фейства всегда вносила свои коррективы в планы, а потому шанс получить в свои руки Власть и Бюджет был весьма привлекательным.
Дикая Карта Конечно же, когда тебя интересует возможность менять реальность усилием воли, не могли пройти незамеченными существа, которые Уже Это Делают. И идея, что хотя всему когда-то приходит конец, то что кажется веселым можно Растягивать Надолго, звучало весьма близко к реальности. В конце концов, нет надежды и смысла кроме тех, которые создаешь для себя сама. Но даже если и не разделять этот идеал, такая идеология - не самая большая цена за возможность продолжать весьма занимательное существование в приятной компании в случае, если что-то пойдет не так. Это разумно, даже если ты - Икс. Кстати что это значит и пришла ли забытая и так и не встреченная семья к тем же выводам - весьма интересный вопрос.
Навыки
Няша: Female Elan Psion 5/Edgelord 1 Neutral Evil Type: Humanoid (Aberrant)
Deity: Shyka
Strength 8 (-1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 23 (+6) [+2 Hat] [+1 ASI] Wisdom 13 (+1) Charisma 10 (+0) Size: Medium
Total Hit Points: 50 (5d6+1d8+6+6)
Speed: 40 feet
Armor Class: 18 = 10 + 2 [DEX] +6 [INT]
Touch AC: 18 Flat-footed: 16
Initiative modifier: +6 = + 2 [DEX] +4 Fortitude save: +6 = 4 [base] +1 [CON] +1 (Cloak) Reflex save: +5 = 2 [base] + 2 [DEX] +1 (Cloak) Will save: +7 = 5 [base] +1 [WIS] +1 (Cloak)
Attack (handheld): +1 = 3 [base] -1 [STR] Attack (missile): +4 = 3 [base] + 2 [DEX]
Combat Maneuver Bonus: +2 = 3 [base] -1 [STR] Combat Maneuver Defense: +14 = 10 + 3 [base] -1 [STR] +2 [DEX]
Languages: Common, Aklo, Sylvan, Giant, Dwarven, Aquan, Gnome, Elven Feats:
Elan: Psionic Talent Psion: Psionic Body 1 HD: Boost Eidolon 3 HD: Improved Initiative 5 HD: Persistent Power Psion: Psionic Meditation Edgelord: Quick Draw
Trained skills: Total:40 = 35(Psion)+5(FCB)+9(Harbringer) 8/level Class: Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
14 = 1+1+1+1+1+0+3(class)+6(INT) Knowledge (Nature) (Int) 10 = 1+0+0+0+0+0+3(class)+6(INT) Knowledge (Local) (Int) 10 = 1+0+0+0+0+0+3(class)+6(INT) Knowledge (Nobility) (Int) 12 = 1+1+0+0+0+1+3(class)+6(INT) Knowledge (Martial) (Int) 14 = 1+1+1+1+1+0+3(class)+6(INT) Knowledge (Psionics) (Int)
10 = 0+0+0+1+0+0+3(class)+6(INT) Knowledge (Engineering) (Int) 10 = 0+0+0+1+0+0+3(class)+6(INT) Knowledge (Geography) (Int) 10 = 0+0+0+1+1+0+3(class)+6(INT) Knowledge (Religion) (Int)
7 = 0+0+0+1+0+0+0(c.class)+6(INT) Appraise (Int)
11 = 1+0+0+0+1+0+3(class)+6(INT) Linguistics (Int) 15 = 1+0+0+0+0+0+3(class)+6(INT)+5(Hounforge) Craft (Dollmaking) (Int) 8= 1+1+1+1+0+0+3(class)+1(WIS) Autohypnosis (Wis) 14 = 1+1+1+1+1+0+3(class)+6(INT) Spellcraft (Int)
10= 0+0+0+0+2+3+3(class)+2(DEX) Acrobatics 6= 0+0+0+0+0+1+3(class)+2(DEX) Stealth 13= 0+0+0+0+0+4+3(class)+6(INT) Craft (Painting)
7 = 1+1+1+0+0+0+3(class)+1(WIS) Sense Motive (Wis) 9 = 1+1+1+0+1+0+3(class)+0(CHA)+2(race) Diplomacy (Cha)
Traits: - Psionic Knack (Psionic) - Practiced Initiator (Combat) - На двух стульях. Вы получаете +1 trait bonus к проектам связанным с псионикой, а также к проектам связанным с изучением и репликацией существ и явлений Первого Мира. Этот бонус увеличивается до +2 если проект имеет отношение к обоим областям.
Special Abilities: Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Smooth Talker: Elans seek to hide their nature from others. Some may have been created for the purpose of hiding their nature and achieving positions of power or trust. Elans with this trait gain a +2 racial bonus to Charisma-based skill checks against non-mindless creatures. This trait replaces the aberrant nature and repletion traits.
Become So Numb (Su): At 1st level, an edge lord dons a floor length black or red leather coat formed from their own affected indifference, oftendisplaying clasps or buttons of bismuth crystal. This coat provides a bonus to the edge lord’s AC equal to the his Intelligence modifier. In addition, an edge lord gains a +1 dodge bonus to his AC at 3rd level, which increases by a further +1 at 8th level and every five levels thereafter. The edge lord loses both of these bonuses while wearing armor of any kind. Thisability replaces accursed will.
Dark Claim (Su): Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.
In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.
Ill Tidings (Ex): Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds. At 10th level, this bonus increases by +10 feet. Apply this bonus before modifying the harbinger’s movement speeds because of any load carried or armor worn.
Powers: 45 PP 11 Powers Known (1 -> Talents)
- Detect Psionics - Conceal Thoughts - Empathy - My Light
- Missive - Sense Poison - Psionic Repair - Far Hand - Ectoplasmic Trinket
- Vigor - Inertial Armor - Matter Agitation - Entangling Ectoplasm - Mind Thrust
- Energy Stun - Detect Hostile Intent - Metamorphosis, Minor
- Phantasmagoria - Touchsight
Maneuvers: Disciplines: Unquiet Grave, Mithral Current, Cursed Razor, Shattered Mirror, Veiled Moon Unquiet Grave -> Riven Hourglass Stances: 1 Maneuvers: 5 Stances: [Riven Hourglass Stance] Shattered Mirror: Obsidian Sidestep, Reflected Blade Style Mithral Current: Iron Wave Veiled Moon: Altered Penumbra, Fading Strike Ready: Fading Strike, Altered Penumbra, Obsidian Sidestep
Этот Тип: Male Host Eidolon 5 Neutral Evil Type: Outsider
Strength 17 (+3) [+2 E.Level] [+1 ASI] Dexterity 14 (+2) [+2 E.Level] Constitution 11 (+0) Intelligence 7 (-2) Wisdom 10 (+0) Charisma 13 (+1) Size: Medium
Total Hit Points: 40 (4d10)
Speed: 30 feet
Armor Class: 20 = 10 + 2 [DEX] +8 (natural) Darkvision 60 feet
Touch AC: 12 Flat-footed: 18
Initiative modifier: +2 = + 2 [DEX] Fortitude save: +4 = 4 [base] +0 [CON] Reflex save: +3 = 1 [base] + 2 [DEX] Will save: +4 = 4 [base] +0 [WIS]
Attack (handheld): +8 = 5 [base] +3 [STR] Attack (missile): + 7 = 5 [base] + 2 [DEX]
Combat Maneuver Bonus: +8 = 5 [base] +3 [STR] Combat Maneuver Defense: +20 = 10 + 5 [base] +3 [STR] +2 [DEX]
Languages:
Feats:
Host: Weapon Proficiency (Greatsword) 1 HD: Tap Animus 3 HD: Martial Charge 5 HD: Extra Readied Maneuver
Trained skills: Total: 20(Eidolon) 4/level Class: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Handle Animal (Cha), Intimidate (Cha), Use Magic Device (Int); From Disciplines: Knowledge (martial), Autohypnosis (Wis), Spellcraft (Int), Acrobatics (Dex) 16 = 1+1+1+2+3(class)+0(WIS)+8(Race) Perception (Wis) 4 = 1+0+0+0+3(class)+0(WIS) Sense Motive (Wis) 7 = 1+1+1+0+3(class)+1(CHA) Intimidate (Cha) 5 = 1+0+0+0+3(class)+1(CHA) Bluff (Cha) 6 = 1+1+1+0+3(class)+0(WIS)Sense Motive (Wis) 8 = 1+1+1+0+3(class)+2(DEX)Stealth (Dex) 15 = 1+0+0+2+3(class)+2(DEX)+8(Race) Survival (Wis) 9 = 0+0+0+4+3(class)+2(DEX) Acrobatics (Dex)
Traits: -
Special Abilities: Darkvision (Ex) Link (Ex) Share Spells (Ex) Evasion (Ex)
Evolutions (8) Free: limbs (arms) Free: limbs (legs) Free: undead appearance. 2: Planar Initiator 1: Scent 1: Improved Natural Armor 1: Skilled (Perception) 1: Skilled (Survival) 2: Flight 1: Additional Maneuver
Maneuvers: Disciplines: Riven Hourglass, Elemental Flux, Broken Blade Maneuvers: Bronze Knuckle, Steel Flurry Strike, Energy Spark, Lance of Power Stances: Elemental Flux Stance
Инвентарь
Экспа! 32050/35000, LVL 6 +5000 EXP - Старт! +400 EXP - Кабан +1000 EXP всем. Бандиты разбиты. +350 EXP всем. Ни кто не уйдет живым. +200 EXP Джоанне и Никколо. Босс повержен! +100 EXP Мириам и Джоанне. Небосс побежден. +2400 EXP За победу Всем. +1600 EXP Всем за всяких типов поштучно. +800 EXP Джоанне, Айялис, Арбаузу, Виталисту, Виралу и Мириам за то что Не Сдохли. +400 EXP Джоанне Икс за Босса. +600 EXP. За один контракт на двоих. +2400 EXP. Kingdom Founded! +1200 EXP всем. Столица основана! +1600 EXP всем. Заселено 5 Гексов! +2400 EXP Бездушная Армия +600 EXP Дракон Подкуплен! +3600 EXP тут всем. +1200 EXP тут за то что подружились с Бабушкой. +1600 EXP тут всем за то что вы не взорвали солнце. +1200 EXP! Найден ресурс: Роща оскверненных трентов! +1000 EXP. +2400 EXP. Проект Завершен: Экстрактор Кошмаров.
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Никколо де Хальбесблатт
Автор: |
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Waydreamer |
Раса: |
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Халфлинг |
Класс: |
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Разведчик Равновесия |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 11 [+0] |
Ловкость: | | 20 [+5] |
Выносливость: | | 14 [+2] |
Интеллект: | | 16 [+3] |
Мудрость: | | 8 [-1] |
Обаяние: | | 9 [-1] |
Внешность
Высокий для хоббита. Аккуратная причёска. Одежда алкенстарского гражданина. На плече сидит тушканчик, который уморительно пучит глаза при громких звуках. Так и получается, что тушканчика все помнят, но не хитрого хоббита.
Характер
Никколо хорошо образован и считает, что очень важно придерживаться правил и законов. Но, как говорится в книгах, - не всё так просто. Организация своего внутреннего мира и событий - насущная необходимость для алькенстарского хоббита. Он не терпит хаос и спонтанность - часто это доходит до абсурда, когда Никки начинает расставлять бьющуюся посуду подальше от краёв стола или полки. "Если не можешь придерживаться закона, то следуй плану" - этот афоризм из наставлений прадеда стал для хоббита кредо. "Равновесие можно получить любыми действиями, но важно сбалансировать векторы и знак своих поступков, - не сделать хуже!"
История
Далеко на юге, за песками Осириона, расположенны две магократии Геб и Некс. Страшная война превратила земли между этими государствами в безмагические пустоши, где вырос город Алькенстар, дымя своими факториями и оглушая лязгом механических передач или пороховыми взрывами - здесь развивают науки и недолюбливают магию. Тут родился Никколо и учился в Алькенстарском Университете, получил звание бакалавр по направлению История и Юриспруденция. Отец хоббита выращивал брюкву, гнал брюквенный же самогон тройной очистки и отстреливал диких орков с фермерами-собутыльниками. Мать пропадала в алхимической фактории, исследуя свойства материи и превращения одних элементов в другие. Воспитывали хоббита книги (большей частью это были исторические записки и автобиографии, а также большой юридический справочник) и прадедушка Кёлтэ, которого некроманты Геба ещё в прошлую войну превратили в полувампира. Кроме некоторых проблем такое воспитание дало знание личного счастливого числа. Вообще, числа и старые истории были много ближе, чем общение с разумными для Никколо. Не умел он найти друзей, а поумничать не стеснялся. Дед Кёлтэ имел странных знакомых. Троих Никки запомнил особо - они принимали его клятву, перед тем, как начали обучать искусству боя без магии. Злая тётя Хёрбст, которая учила молчать (она вырезала сердце дворфу, который подсматривал за тренировками Никки, а его самого заставила тренироваться в тайном месте - подвале). Тётя Ворм чему-то учила, но непонятно и отрывочно, Никки её обожал за умение готовить. Ещё был прадед Хитзэ, но тот появлялся редко, так как делал деньги. Когда науки стали явным коньком деи Хабельсблатта (на горизонте замаячило звание Мастера Наук, а может и Доктора Философии), и внутренняя организованность Никколо - очевидны для деда, - тот подарил занятную брошку в виде круга, с изображениями времён года. Зимняя вьюга была чуть больше остальных картинок с изображением буйств стихий в каждый сезон. В тот день прадед очередной раз неудачно пошутил, мол, будешь, юный лорд, нарушать клятву ордена - узнаешь не понаслышке, как это - выпить галлон горячего вольфрама. Совсем не смешно. Всё началось с того, что Никколо нашёл старую запись в книге, что каждый хоббит должен совершить великое путешествие, найти любовь и разбогатеть. С богатством и путешествиями - было просто. К окончанию квартала, одна из бригад исследователей подбирала себе наёмников (хоббит вписался взломщиком) для путешествия в Нумерию. Поиск и изучение новых технологий - отличная цель с неплохим потенциалом разбогатеть. А вот с любовью - выходило никак. А хотелось пафоса и зависти от знакомых. Никколо всё обдумал и решил любить богиню. Полистав книги, парень пошел за советом к Мвангским друидам. Те, как известно, чернокожи и мудры, хотя всю жизнь сидят на конопляных деревьях (это как-то с их магией связано). У друидов Никколо получил волшебного тушканчика, много неясных пророчеств (типа: “Чтобы влезть на дерево нужно иметь руки” или “обруч на голове притянет и на пальцы”...) и ещё больше галлюцинаций (но тут, он не уверен). Длилось путешествие много месяцев. Не мало понял молодой взломщик в этом путешествии, но эти знания не уберегли его от завистника, что подставил хоббита во время делёжки богатств очередной бандитской группировки (недруг сказал, что Никки зажилил дорогую кольчугу). Оклеветан и изгнан был герой, которого вела любовь, из отряда. Но жажда справедливости заставила вернуться в лагерь и забрать себе предмет спора. Справедливость торжествовала, но стыд за содеянное портил всё впечатление. А случилось это уже в Речных Королевствах, совсем рядом с Нумерией и возлюбленной богиней. Несколько дней думал хоббит, - как быть?, - а потом начались галлюцинации, как в друидском лесу и хоббит перестал пить. Не от галлюцинаций, конечно. Выносливости хоббиту бы ещё на долго хватило. Но пивная кружка, полная жидкого свинца, которую принёс перепуганный официант, а также письмо отрезвели Никки. В письме было две бумаги. На одной, рукой деда Хитзэ, написано: “До адамантия пока далеко, но... Равновесие само себя не поддержит.” А вот второй бумагой был свиток из Бревоя, где призывались приключенцы на кресло правителя в Украденные Земли. Кстати, подумал Никколо, если любить богиню, то лучше это делать у себя дома, в личном королевском дворце..
Навыки
Name: Niccolo dei Halbesblatt.Lawful Neutral Halfling Male (37 y.o.; 3 ft.; 35 lbs) Small humanoid (Halfling) Warder *01 [Dervish Defender] / Harbinger *01 /Stalker *04 [Vigilante] —{ ABILITIES/ PB25 }—STR=11(+00)=(13base+0ENH-2RAC) DEX=22(+06)=(17base+2ENH+2RAC+1HD) CON=14(+02)=(14base+0ENH) INT=16(+03)=(16base+0ENH) WIS=08(-01)=(08base+0ENH) CHA=09(-01)=(07base+0ENH+2RAC) __________________________________________________________________________________________________________ —{ COMBAT STATS }—Init : +15 (+6dex+2race+4familiar+3INS(3INT)); Speed: 40ft (30race +10competence[Class]); HP : 068 = (5d8+1d12(8*5+12*1)+06*2(CON)+4(FC)); BAB : +04 =0,75(Harb)+1,00(Ward)+3,00(Stal); CMB : d20+04= (+04(BAB)+00(STR)-1(SIZE)+1(INS)); CMD : 22= (10+04(BAB)+00(STR)+05(DEX)-1(SIZE)+3(INT)+1(DOD)). [ Melee touch[+6]/Range touch[+12] (+4(BAB)+0/6(STR/DEX)+1(SIZE)+1(INS))] [ Composite longbow +12 ranged 1d6 (19-20/x3)]type=P or B; 110ft. Attack Bonus: +4(BAB)+6(DEX)+1(SIZE)+1(Insight [1/2*INT. Accursed Will]) Damage: 1d6 [ R.MW kukri +13 melee 1d3+6 (17-20/x2)]type=S Attack Bonus: +4(BAB)+6(DEX)+1(SIZE)+1(Enhanced)+1(Insight [1/2*INT. Accursed Will]) Damage: 1d3 +6(DEX)+0(Enhanced) [ L.MW kukri +13 melee 1d3+3 (17-20/x2)]type=S Attack Bonus: +4(BAB)+6(DEX)+1(SIZE)+1(Enhanced)+1(Insight [1/2*INT. Accursed Will]) Damage: 1d3 +3(DEX)+0(Enhanced) [TWF +11(R)/+11(L)] [ Silver kukri +12 ( 1d3+5)]; [ Cold Iron kukri +12 ( 1d3+6)]. __________________________________________________________________________________________________________ Armor class: 25/21/18Full : 25 =10+6(DEX)+4(Armor)+0(NA)+0(DEF)+3(INT)+1(SIZE)+1(DOD) Touch: 21 =10+6(DEX)+0(Armor)+0(NA)+0(DEF)+3(INT)+1(SIZE)+1(DOD) FlatF: 18 =10+0(DEX)+4(Armor)+0(NA)+0(DEF)+3(INT)+1(SIZE)+0(DOD) Saving throws: F[7]/R[12]/W[5]Fort: +07= +1/2(H)+1/2(W)+4/3(S)+2(bonus)+02(CON)+1(RES) Refl: +12= +1/3(H)+1/3(W)+4/3(S)+0(bonus)+06(DEX)+1(RES)+3INS(3INT) Will: +05= +1/2(H)+1/2(W)+2,0(S)+2(bonus)-01(WIS)+1(RES) __________________________________________________________________________________________________________ —{ SKILLS }—🔵ACP=00; 🔵SP: 50 =(6CL + 3INT)*6LVL -4CL 🔵Speaks: Common, Halfling, Dwarven, Gnome, and Goblin.
✪Преступник:(+1 trait bonus на проверки Diplomacy, Bluff, Intimidate и Sense Motive vs бандитs, ворs или иные преступники. +2 trait bonus на проекты связанные с преступным миром.) ✪Dimdweller: (benefit from concealment or full concealment due to darkness or dim light, gain +2 racial bonus on Intimidate, Perception, and Stealth checks.)
⚫15=Acrobatics. [6(Rank)+3(InCl)+6(Dex)]; ⚫08=Autohypnosis. [6(Rank)+3(InCl)-1(Wis)]; ⚪03=Appraise. [0(Rank)+0(InCl)+3(Int)]; ⚫05(+1)=Bluff. [1(Rank)+3(InCl)-1(Cha)+2(Insight/MT)+1(Преступник)]; ⚫04=Climb. [1(Rank)+3(InCl)+0(Str)]; ⚫09=Craft (painting). [1(Rank)+3(InCl)+3(Int)+2(Circumstance/MW)]; ⚫03(+1)=Diplomacy. [1(Rank)+3(InCl)-1(Cha)+1(Преступник)]; ⚫17(+2)=Disable Device. [6(Rank)+3(InCl)+6(Dex)+2(Circumstance/MW)+2(TrapF)]; ⚪-1=Disguise. [0(Rank)+0(InCl)-1(Cha)]; ⚫15=Escape Artist. [6(Rank)+3(InCl)+6(Dex)]; ⚪08=Fly. [0(Rank)+0(InCl)+6(Dex)+2(Small)]; ⚪–=Handle Animal. [0(Rank)+0(InCl)-1(Cha)]; ⚪-1=Heal. [0(Rank)+0(InCl)-1(Wis)]; ⚪-1(+1)(+2)=Intimidate. [0(Rank)+0(InCl)-1(Cha)+1(Преступник)+2(Dimdweller)]; ⚪–+1d0=Knowledge(arcana). [0(Rank)+0(InCl)+3(Int)]; ⚪–+1d0=Knowledge(local). [0(Rank)+0(InCl)+3(Int)]; ⚫07+1d6=Knowledge(martial). [1(Rank)+3(InCl)+3(Int)+1d6(Inspiration/free)]; ⚫07+1d6=Knowledge(nobility). [1(Rank)+3(InCl)+3(Int)+1d6(Inspiration/free)]; ⚪–+1d0=Knowledge(religion). [0(Rank)+0(InCl)+3(Int)]; ⚫07+1d6=Knowledge(history). [1(Rank)+3(InCl)+3(Int)+1d6(Inspiration/free)]; ⚪–+1d0=Knowledge(nature). [0(Rank)+0(InCl)+3(Int)]; ⚪–+1d0=Knowledge(dungeoneering). [0(Rank)+0(InCl)+3(Int)]; ⚪–+1d0=Knowledge(geography). [0(Rank)+0(InCl)+3(Int)]; ⚪–=Linguistics. [0(Rank)+0(InCl)+3(Int)]; ⚫10+1d6(+2)(+2)=Perception. [6(Rank)+3(InCl)-1(Wis)+2(Alertness/Familiar)+1d6(Inspiration/free)+2(Dimdweller)+2(TrapF)]; ⊗-1=Perform. [0(Rank)-1(Cha)]; ⚫03=Profession(barrister). [1(Rank)+3(InCl)-1(Wis)]; ⚪11=Ride. [2(Rank)+3(InCl)+6(Dex)]; ⚫07+1d6(+1)=Sense Motive. [1(Rank)+3(InCl)-1(Wis)+2(Alertness/Familiar)+2(Insight/MT)+1d6(Inspiration/free)+1(Преступник)]; ⚫10=Sleight of Hand. [1(Rank)+3(InCl)+6(Dex)]; ⚫07=Spellcraft. [1(Rank)+3(InCl)+3(Int)]; ⚫21(+2)=Stealth. [6(Rank)+3(InCl)+6(Dex)+4(Small)+2(Insight/MT)+2(Dimdweller)]; ⚪-1=Survival. [0(Rank)+0(InCl)-1(Wis)]; ⚫04=Swim. [1(Rank)+3(InCl)+0(Str)]; ⊗–=Use Magic Device. [0(Rank)-1(Cha)]; __________________________________________________________________________________________________________ —{ MANEUVERS }—✪ HARBRINGER. (IL= 3; IM= 3). [Maneuvers Known(5) / prepared(3) / Stance(1)]. ________________________________________________________________________________________________________ ★ Veiled Moon★ ( Kukri: DC+2), (Stealth; light blades, double weapons, spears). ⚫[1lvl] Dimensional Strike (Strike). Initiation Action: 1 standard action; Range: Melee or ranged attack; Target: One creature; Duration: Instant; Description: By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack. ⚪[1lvl] Ghost Hunting Blow (Boost). Initiation Action: 1 swift action; Range: Personal; Target: you; Duration: One round; Description: By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver. ________________________________________________________________________________________________________ ★ Riven Hourglass★ ( Kukri: DC+2), (Autohypnosis; flails, hammers, light blades). ⚫[1lvl] Minute Hand (Boost). Initiation Action: 1 swift action; Range: Melee attack; Target: One creature; Duration: Instant; Description: You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal. ⚪[1lvl] Distorted Clock (Stance). Initiation Action: 1 swift action; Range: Personal; Target: Self; Duration: Stance; Description: Magic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes. You can apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial extract, power, psi-like ability, spell, or or spell-like ability cast upon you for as long as you maintain this stance. Leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). Starting at initiator level 10, you may extend a second effect. In addition, you gain a +2 circumstance bonus on saving throws against harmful effects with a duration of longer than instantaneous. ________________________________________________________________________________________________________ ★ Shattered Mirror★ ( Kukri: DC+2), (Craft (painting); heavy blades, light blades, close) ⚫[1lvl] Left-Hand Strike (Strike). Initiation Action: 1 standard action; Range: Melee attack; Target: One creature; Duration: Instant; Description: A minor twist of reality makes it seem like your strike is two places at once. When you initiate this strike, make a Craft check, using the target’s AC as the DC. Then make a melee attack against the target. If it hits, it deals weapon damage as normal. If your Craft check succeeded, your target loses its shield bonus to AC against this and other attacks this round, and your attack deals an additional 1d6 points of damage. ________________________________________________________________________________________________________ ★ Cursed Razor★ ( Kukri: DC+2), (Spellcraft; heavy blades, light blades, spears) ⚪[1lvl] Spilled Salt (Counter). Initiation Action: 1 immediate action; Range: Medium (100′ + 10/level); Target: One creature; Duration: Instant; Description: This unsubtle counter disrupts an opponent with a blatant curse, whelming them with misfortune. You can initiate this counter when a creature within range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check. ________________________________________________________________________________________________________ ☆ Scarlet Throne☆ ( Kukri: DC+2), (Sense Motive; heavy blades, light blades, spears). ________________________________________________________________________________________________________ Recovering method:▶️Recover 1 maneuver: meditation (standard action); ▶️Recover 1 maneuver: whenever you Claim a creature; ▶️Recover 3(INT) maneuvers: Claimed creature is reduced to 0 or less hit points. ________________________________________________________________________________________________________ ✪ WARDER. (IL= 3; IM= 3). [Maneuvers Known(5) / prepared(3) / Stance(1)]. ________________________________________________________________________________________________________ ★ Thrashing Dragon★ ( Kukri: DC+2), (Acrobatics; close weapons, light blades, double). ⚫[1lvl] Offensive Roll (Strike). Initiation Action: 1 full-round action; Range: Melee attack; Target: One creature; Duration: Instant; Description: As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment. ⚫[1lvl] Swift Claws (Strike). Initiation Action: 1 standard action; Range: Melee attack; Target: One creature; Duration: Instant; Description: The Thrashing Dragon disciple’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons. ⚪[1lvl] Outer Sphere Stance (Stance). Initiation Action: 1 swift action; Range: Personal; Target: You; Duration: Stance; Description: The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character’s initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6. ________________________________________________________________________________________________________ ★ Golden Lion★ (Diplomacy; heavy blades, hammers, and polearms) ⚫[1lvl] Encouraging Roar (Boost). Initiation Action: 1 swift action; Range: 30-ft.; Target: Allies; Duration: One round; Description: The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round. ⚪[1lvl] Hunting Party (Strike). Initiation Action: 1 standard action; Range: Melee attack; Target: One creature and one adjacent ally; Duration: 1 round; Description: When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade’s potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target. ⚪[1lvl] Pride Movement (Boost). Initiation Action: 1 swift action; Target: One adjacent ally; Duration: Instant; Description: By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator’s turn. ________________________________________________________________________________________________________ ☆ Broken Blade☆ (Acrobatics; close, monk, and natural). ________________________________________________________________________________________________________ ☆ Eternal Guardian☆ (Intimidate; hammers, heavy blades, and polearms). ________________________________________________________________________________________________________ ☆ Primal Fury☆ (Survival; axes, heavy blades, and hammers). ________________________________________________________________________________________________________ Recovering method:▶️Recover 1 maneuver: meditation (standard action); ▶️Recover 3(INT) maneuvers: activating her defensive focus (full round action). (increasing threatened area by 5 feet; May move as part of AoO, provided total movement before next turn does not exceed her speed (movement provokes AoO as normal); CMD +4 (1Ward+3INT) vs Acrobatics skill to prevent from getting AoO.) ________________________________________________________________________________________________________ ✪ STALKER. (IL= 6; IM= 3). [Maneuvers Known(9) / prepared(5) / Stance(2)]. ________________________________________________________________________________________________________ ★ Thrashing Dragon★ ( Kukri: DC+2), (Acrobatics; close weapons, light blades, double). ⚫[2lvl] Sun Dips Low (Counter). Initiation Action: 1 immediate action; Range: One melee attack; Target: Personal; Duration: Instant; Description: With a sudden, darting movement the Thrashing Dragon disciple may dodge an attack and protect himself from harm, if perfectly timed. The disciple opposes an enemy’s attack roll by making an Acrobatics check. If successful then he successfully evades the attack. If not, he is struck by the blow as normal. ________________________________________________________________________________________________________ ★ Primal Fury★ (Survival; axes, heavy blades, and hammers). ⚫[2lvl] Raging Hunter Pounce (strike). Initiation Action: 1 full-round action; Range: Melee attack; Target: One creature; Duration: Instant; Description: With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe’s body with the remaining attacks. ⚪[2lvl] Bloody Riposte (Counter). Initiation Action: 1 immediate action; Range: Personal; Target: You; Duration: Instant; Description: Stoking the furnace of rage within him upon receiving injury, the disciple uses the momentary lapse in his attacker’s defenses when struck in combat to make a vicious riposte. Upon being struck in combat by an enemy, the initiator may make an immediate counter attack at his full base attack bonus that inflicts an additional 2d6 points of damage. ⚫[3lvl] Frenzy Strike (strike). Prerequisite(s): One Primal Fury maneuver; Initiation Action: 1 standard action; Range: Melee attack; Target: One creature; Duration: Instant; Description: By emulating the ferocious assault of a raging great cat, the disciple’s knowledge of the natural world and the way its predators operate assists him in combat with a furious set of attacks. The initiator makes one attack with each weapon he has wielded (or with both heads of a double weapon; this includes natural attacks and armor or shield spikes) at his full base attack bonus. Upon a each successful attack, the initiator inflicts an additional 2d6 points of damage. ________________________________________________________________________________________________________ ★ Riven Hourglass★ ( Kukri: DC+2), (Autohypnosis; flails, hammers, light blades). ⚫[2lvl] Rapid Strike (strike). Initiation Action: 1 standard action; Range: Melee attack; Target: One creature; Duration: Instant; Description: You compress the time needed to strike twice within the span of a single blow. Make two melee attacks against the same creature. If an attack hits, it deals weapon damage as normal. ⚪[2lvl] Temporal Burn (strike). Initiation Action: 1 standard action; Range: Melee or ranged attack; Target: One creature; Duration: Instant; Description: By surrounding your weapon with a bubble of vastly accelerated time, you are able to strike at a foe and burn away at their personal quintessence. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, automatically overcomes damage reduction, and ignores hardness. ⚫[3lvl] Time Skitter (Boost). Prerequisites: One Riven Hourglass maneuver; Initiation Action: 1 swift action; Range: Personal; Target: Self; Duration: rounds=IM; Description: By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack). ________________________________________________________________________________________________________ ★ Elemental Flux★ ( Kukri: DC+2), (Spellcraft; light blades, monk, and thrown). ⚪[2lvl] Eldritch Fang (Boost). Initiation Action: 1 swift action; Range: Personal; Target: Self; Duration: 1 round; Description: You fill your strike with eldritch energy that overwhelms the senses of your target. After initiating this boost, the next attack you make this round deals an additional 1d4 points of force damage and automatically overcomes damage reduction. If it hits, the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become staggered for one round. Animus augmentation: You may spend one point of animus to increase the additional damage of this boost to 2d4. ⚪[2lvl] Energy Spark (Boost). Prerequisites: One Elemental Flux maneuver; Initiation Action: 1 swift action; Range: 30′; Target: One or more creatures; Duration: Instant; Description: You fill the air with elemental energy, which explodes as you strike your target. When you make an attack (including a strike), you can initiate this boost to fire a ray of energy at a creature within 30 feet. This ray requires a ranged touch attack to hit and deals 3d6 points of damage of your active element’s associated energy type. Animus augmentation: You may spend two points of animus to create an additional ray. The rays may be fired at the same or different targets, but both rays must be aimed at targets within 30 feet of you. ⚫[1lvl] Embrace the Elements (Stance). Initiation Action: 1 swift action; Range: Personal; Target: Self; Duration: Stance; Description: By filling yourself with the fundamentals of an element, you are capable of altering how your body defends itself in the realm of martial combat. While you maintain this stance, you gain one of the following effects, based on your active element: Air: You gain a +2 dodge bonus to your AC and the benefit of the Deflect Arrows feat, even if you do not meet the normal prerequisites. This dodge bonus increases by +1 for every six initiator levels you possess. Earth: You gain a +2 natural armor bonus on AC and a +4 resistance bonus on CMD to resist bull rush, grapple, and trip attempts. These bonuses increase by +1 for every six initiator levels you possess. Fire: You gain a +4 bonus on initiative checks and you gain the benefits of the endure elements spell. The bonus on initiative checks increases by +1 for every six initiator levels you possess. Water: You gain a +2 bonus on Reflex saving throws and a +4 competence bonus on Acrobatics checks. These bonuses increase by +1 for every six initiator levels you possess. ⚪[1lvl] Elemental Nimbus (Stance). Initiation Action: 1 swift action; Range: Personal; Target: Self; Duration: Stance; Description: Channeling the strength of the elements lends your attacks strength and fury. While you maintain this stance, you gain one of the following benefits, based on your active element: Air: You gain a +2 bonus on attack rolls against opponents wearing metal armor, and your attacks deal an additional 1d6 points of electricity damage. At initiator level 10th, the bonus on attack rolls increases to +4 and the additional damage increases to 3d6. Earth: The strength of the earth empowers your weapon, causing it to deal damage as if it was one size category larger. Starting at initiator level 10th, your weapons instead deal damage as if they were two size categories larger. Fire: Your attacks deal additional fire damage equal to your initiation modifier. At initiator level 10th, this damage increases to be equal to twice your initiation modifier. Water: When you successfully hit an opponent with an attack, they must succeed at a Fortitude save (DC 11 + your initiation modifier) or become staggered for one round. A creature cannot be staggered by this stance more than once per round. The save DC for this stance’s effect increases by +1 at initiator level 5th and at every four initiator levels thereafter. ________________________________________________________________________________________________________ ☆ Steel Serpent☆ ( Kukri: DC+2), (Heal; light blades, close weapons, monk). ________________________________________________________________________________________________________ ☆ Scarlet Throne☆ ( Kukri: DC+2), (Sense Motive; heavy blades, light blades, spears). ________________________________________________________________________________________________________ ☆ Tempest Gale☆ ( Longbow: DC+2), (Sleight of Hand; bows, crossbows, firearms, thrown). ________________________________________________________________________________________________________ Recovering method:▶️Recover 1 maneuver: meditation (standard action); ▶️Recover 3(INT) maneuvers: you gain a +4 insight to AC, +3(INT)dodge bonus to AC (1 round), can move up to your speed, provoking AoO as normal. The next attack (this encounter) adds SA damage if it hits, regardless of whether or not the target his flanked or flat-footed. (full round action). __________________________________________________________________________________________________________ —{ FEATS }—➤[1 HD] School. (Divination Arcane School [Foresight]) (At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.) ➤[1 HD] Additional Traits (Numerological Gift, Fate's Favored). (You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.) ➤[Race] Run.(You are swift of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.) ➤[Class] Combat Reflexes (INT).(You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Intelligence bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.) ➤[Class] Two-Weapon Fighting.(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. 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.) ➤[MT] Lurker in Darkness.(Your training allows you to foil even magical and unusual senses. Prerequisites: Stealth 6 ranks. Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell.) ➤[Stalker art] Killer’s Implements (Ex). (kukri) (The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites.) ⏩Weapon Finesse. (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.) ⏩Deadly Agility. (You have learned how to use your agility to greater purpose in battle. Prerequisite: Weapon Finesse Benefit: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.) ➤[3 HD] Familiar. (Jerboa; (Name: Boo); [Protector]) (At 3rd level, he gains a familiar, treating his character level as his effective wizard level.) ➤[Familiar] Alertness.(You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.) ➤[5 HD] Extra Stalker Art (Evasion) (Prerequisite(s): 3rd-level stalker, Wis 13. Benefit(s): You may select a new stalker art and add it to your known stalker arts. Special: You may select this feat multiple times, selecting a new stalker art each time.) ⏩Evasion (Ex). (A stalker can avoid damage from many area-effect attacks by channeling his Inspiration into his reflexes. If a stalker makes a successful Reflex saving throw against an attack that normally deals half damage on a successful Reflex save he instead takes no damage. Evasion can be used only if a stalker is wearing light armor or no armor. A helpless stalker does not gain the benefit of evasion.) ➤[Stalker art] Critical Edge (Ex).(The stalker’s deadly efficiency in combat allows him to increase the critical threat range of any weapon he wields by +1. This bonus is applied after abilities such Improved Critical or the keen weapon property and cannot be doubled.) __________________________________________________________________________________________________________ —{ TRAITS }—➤ Practiced Initiator(Combat) [base] Никколо обучался в трёх традициях, но больше практиковался в приёмах Линчевателей. В безмагических пустошах "Mana Wastes" хоббит стал настоящим адептом клинка. (Your initiator level (Stalker) gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.) ➤ Преступник(Campaign) [free] Казалось, что воровство кольчуги у своих нанимателей, которые оболгали хоббита, станет возмездием. Вроде как, только Никки смог бы полноценно использовать этот предмет... но стыд до сих пор грызёт душу. Репутация немного подпорченна, но дано обещание себе, что более не будет совершенно подобных проступков. (Вы получаете дополнительные 1000gp в начале компании в виде непосредственно золота или снаряжения и +1 trait bonus на проверки Diplomacy, Bluff, Intimidate и Sense Motive когда имеете дело бандитами, ворами или иными преступниками. Кроме того вы получаете +2 trait bonus на проекты связанные с преступным миром.) ➤ Unorthodox Method (Regional) [base] Тётушка Хёрбст, заметив, что Никке стал проявлять некоторый способности к магии, немного изменила программу тренировок юного адепта, для лучшего понимания особенностей энергетических проявлений. (You trade "Broken Blade" for a "Elemental Flux".) ➤ Adopted(Social)/Numerological Gift(Race) [feat] Дед Кёлте не давал воспитывать Никколо в традиционном хоббитском ключе, пророча мальчику тяжёлые испытания в будущем. Однажды, был проведён особый ритуал, что определил число "11", как связанное с судьбой Никки. (You were raised by someone not of your race. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.) (Since birth you have had an intimate connection with a certain number (11). Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die.) ➤ Fate's Favored(Faith) [feat] Несмотря на трудности и неприятности разного толка, Судьба была чуть более благосклонна к Никки в некоторых ситуациях, чем к другим (The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.) ➤ Lords of the Wheel(Martial Tradition) [traditional] Прадед Кёлтэ ввёл Никколо де Хабельсблатта в тайную организацию "Лорды Колеса", Назвал Лордом Зимы и выучил мыслить и действовать в особой манере. Нынче хоббит имеет кроме обязательств перед организацией и некоторые умения, которые не доступны прочим. Alignment: Any neutral. Symbol: A wheel depicting the four seasons, each in the grip of violent weather. Oath: I am not an assassin, to kill for mere money. I am not a murderer, to kill for convenience, or a thug, to kill for respect. I am a Lord, who kills to bring harmony, to ensure balance, and preserve the world against the forces which would destroy it. All things have their season to flourish and their season to die, and to this principle I dedicate my blade, my heart, and my soul. The Wheel is both beautiful and inevitable, and should I turn from it, let it crush my faithless heart.” Allegiance Benefit: A Lord of the Wheel gains a +2 insight bonus on Bluff, Sense Motive, and Stealth checks. In addition, a Lord of the Wheel of 3rd level or higher gains Lurker in Darkness as a bonus feat, even if he does not meet the prerequisites. Winter soldiers are dispatched to places in the grip of chaos in order to establish order; Winter claims the lawful-aligned Lords as its members. Winter favors elegant solutions and is one of the most informed of the Seasons—they observe an area for weeks, months, or years before making a move, solving the problem of chaos in a blur of motion. What normally happens is the death of the destabilizing influences (usually in a single night), followed by the rapid rise to power of a leader that Winter props up and arranges alliances and soldiers for. Once Winter is sure that the leader they’ve selected won’t be murdered the minute their back is turned, it leaves the area so as not to over-correct for the problem and accidentally create too much order in the region. Available Services: The Lords of the Wheel expect much in terms of service and loyalty from their members, and they give much in exchange. Lords can expect support from temples and cults allied with their organization, access to magical goods (including the option to borrow weapons and tools from the organization’s armories), secret bolt-holes, libraries of knowledge on all manner of enemies, the dirty secrets of dozens of political figures, and much more. A Lord is expected to use these resources responsibly; getting informants caught or wasting items and wealth not only makes the organization’s mission that much harder, it displays a lack of foresight and seriousness that speaks ill of the Lord in question. __________________________________________________________________________________________________________ —{ RACIAL & TEMPLATE FEATURES }—➤ Abilities (+2 Dexterity, +2 Charisma, –2 Strength). Ловкость и точность - отличительные черты всех хоббитов, ещё они поголовно милашки, но из-за любви покушать мало занимаются силовыми тренировками. (Halflings are nimble and strong-willed, but their small statures make them weaker than other races.) ➤ Small.Если ты маленького размера, то можно кататься на собаке, но и сбить с ног тебя может любой дылда. Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. ➤ Adaptable Luck. (This racial trait replaces halfling luck.) Немало медитаций было посвящено попытке почувствовать свою внутреннею удачу, научиться делать шаг в сторону от дороги, ведущей к провалу. Никки научился видеть линии судьбы и выбирать более благоприятны вариант развития событий. (Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.) ➤ Fey-Quickened. (This racial trait replaces fearless and keen senses.) Ох это были трудные деньки. Тётушка Ворм заставляла закрывать глаза и реагировать на неприятности, не видя их. Страшно было - жуть. Обычно тренировка была с щитом и "неожиданным камнем" из-за угла. Надо было успеть поднять щит до того, как камень ударит по телу. Ну и ещё бегать, очень много бегать. А так тётушка было очень красивая... (Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks.) ➤ Fleet of Foot. (This racial trait replaces slow speed and sure-footed.) Когда умеешь бегать - проще и ходить быстрее. Жаль, что пока носишься сломя голову много сложнее делать акробатические трюки. (Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.) ➤ Dimdweller. (halflings can take this trait in place of weapon familiarity.) Тренировки не останавливались даже вечером и ночью. Кстати, забавно, что если заорать из-за угла ночью, то проще испугать прохожего, чем при ярком свете. (Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.) ➤ Languages.Обучаясь в алькенстарском университете, Никке с удовольствием учил языки. Жаль, что учителей было не так много. (Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.) __________________________________________________________________________________________________________ —{ CLASS FEATURES }—➤ Weapon and Armor Proficiency.simple weapons, martial melee weapons, double weapons, light armor, shields (except tower shields). ➤ Accursed Will (Ex). [Harbinger] Если рассуждать логически, то твоя удача - это чья-то неудача. Разум открывает новые возможности - можно осознанно заставить противника раскрыться перед твоей атакой (A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1).) ➤ Dark Claim (Su). [Harbinger] Как любил говорить Кёлтэ: "неудача липкая, как варенье, - пометь врага и принюхайся!" (Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her. In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.) ➤ Ill Tidings (Ex). [Harbinger] О да, Никколо просто профессионал в быстром передвижении. Ни убежать, ни догнать этого резвого малого. (Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds.) ➤ Defensive Focus (Ex) [Dervish Defender] Если в первой традиции халфлинга учили бегать и использовать чужую неудачу, то вторая традиция показывала способы защитить себя и союзников, атаковать врага при каждом его движении. (At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round. When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.) ➤ Aegis (Ex) [Dervish Defender] Лёгкие эманации удачи воодушевляют союзников. Главное разобраться, кто враг! (At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies.) ➤ Two-Weapon Fighting. [Dervish Defender] Достаточно популярный способ занять руки - взять в каждую по клинку. Если научиться не путаться в своих движениях, то можно освоить интересные боевые техники. (The dervish defender gains Two-Weapon Fighting as a bonus feat at 1st level.) ➤ Two-Weapon Defense (Ex). [Dervish Defender] После долгих тренировок с двумя клинками приходит чувство баланса. Умение просчитать движение и не оказаться в том месте, куда метит противник. (While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her warder initiation bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.) ➤ Inspiration (Ex). [Vigilante] Особый шик для любого адепта боевых искусств - это использовать вдохновение, выходя за свои пределы. Понимая ритм мировых вибраций и законы событий становится проще анализировать взаимосвязи между объектами. (A vigilante relies on his insight to aid him in his mission, using his cunning to augment skill checks and ability checks. The vigilante has an inspiration pool equal to 1/2 his class level + his vigilante initiation modifier (minimum 1). An vigilante’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An vigilante can only use inspiration once per check or roll. The vigilante can use inspiration on any Knowledge, Perception, or Sense Motive skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, although it costs two points of inspiration rather than one. Using inspiration while making a saving throw is an immediate action, rather than a free action.) ➤ Sneak Attack (Ex). [Vigilante] Поиск уязвимых точек - очень интересные уроки. Жаль, что такие уязвимости противник бережёт пуще всего, открываясь только, когда отвлечён. (If a vigilante can catch an opponent when he is unable to defend himself effectively from the vigilante’s attack, he can strike a vital spot for extra damage. The vigilante’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the vigilante flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three vigilante levels thereafter (2d6 at 4th level, 3d6 at 7th level, and so on). Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a vigilante 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 vigilante 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 vigilante cannot sneak attack while striking a creature with total concealment.) ➤ Stalker Arts. [Vigilante] Умения разведчика - набор редких практик, зачастую редких или уникальных. (As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list. Instead of selecting a stalker art at the appropriate level, a vigilante can select an investigator talent instead, treating his stalker level as his effective investigator level. He must meet the prerequisites for this investigator talent as normal. The vigilante cannot select investigator talents which augment alchemy, nor can he select stalker arts which require a ki pool to function. Any investigator talent which augments studied strike instead affects the vigilante’s sneak attacks.) ➤ Trapfinding (Ex). [Vigilante] Немного наставлений от дядюшки Хитзэ: как обойти ловушки, как сломать западню. (A vigilante adds 1/2 his level as a bonus on Perception checks to locate traps and to Disable Device checks (minimum 1). A vigilante can use Disable Device to disarm magical traps.) ➤ Combat Insight (Su). [Vigilante] At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp. At 2nd level, the stalker’s combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his stalker initiation modifier to his initiative score and to Reflex saving throws as an insight bonus. At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (You can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a you already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.) At 8th level, the killer’s instinct in the stalker is honed to a razor’s fine edge, allowing him to add his stalker initiation modifier as a competence bonus to confirm critical hits. This ability counts as if the character possessed the Critical Focus feat, and for the purposes of taking critical feats that the character qualifies for. The character may not select the Critical Focus feat once he has this ability, and should he have it before he gains this ability, he loses the Critical Focus feat and may select a critical feat in its place. At 12th level, the stalker’s insight allows him to funnel the ki of his foes into his form with his deadly attacks. The character can recover a single expended maneuver when he scores a successful critical hit against a living creature. This ability does not function against constructs, undead, or creatures with under 1/2 HD. At 18th level, the heightened precognitive abilities of the stalker manifest in his ability to sense things around him that others cannot, granting him blindsight of 30-ft.. This is a supernatural ability. ➤ Dodge Bonus (Ex). [Vigilante] The stalker’s heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his stalker initiation modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.
Инвентарь
—{ COMBAT STATS }—★Initiative: (+15); ★Speed: (40ft); ★HP: (68); ★CMD: (23); CMB: (+4); Attacks of Opportunity (4/round)★Armor Class: Full (25)/Touch (21)/FlatF (18); ★Saving throws: Fort (7)/Refl (12)/Will (5); ★[ Composite longbow +12 ranged 1d6 (19-20/x3)]type=P or B; 110ft.; ★[ R.MW kukri +13 melee 1d3+6 (17-20/x2)]; [ L.MW kukri +13 melee 1d3+3 (17-20/x2)]; ✪[ TWF +11(R)/ +11(L)]; [ Silver kukri +12 ( 1d3+5)]; [ CI kukri +12 ( 1d3+6)]. ✪ Special: Aegis(10ft.,+1 AC and WILL); Trapfinding(+2); Sneak Attack(+2d6); Inspiration(5/day); Lurker in Darkness; Dark Claim(swift, for 1 round); Familiar[ Shield Master(34hp; Con=8); Bodyguard(+2AC, 4/round)]; Evasion; ✪ Active element: (Aire); Stance: [⚫Embrace the Elements (+2DOD AC; Deflect Arrows); ⚪Outer Sphere Stance (+1d6, -2AC); ⚪Distorted Clock (Extend Spell); ⚪Elemental Nimbus (A:+2 vs metal, D:+1d6 electro)] ✪ Maneuvers ready: 1L.S[Dimensional Strike]; 1L.B[Minute Hand]; 1L.S[Left-Hand Strike]. 1L.S[Offensive Roll]; 1L.S[Swift Claws]; 1L.B[Encouraging Roar]. 2L.C[Sun Dips Low]; 2L.S[Raging Hunter Pounce]; 2L.S[Rapid Strike]; 3L.S[Frenzy Strike]; 3L.B[Time Skitter]. __________________________________________________________________________________________________________ Бабла наличкой = 0.00 gp; (Base175 + 1000trait +1000общак) Encumbrance(STR=11, small): Light Load (28 lbs. or less); Medium Load (29–57 lbs.); Heavy Load (58–86 lbs.). Вес шмотья = 17 lbs (6LVL)XP(28,650 / 35/51/..)= =5000 старт +100 редиска +1550 защита Торг.Поста +5400 Рагачёвое +1200контракт с ЛЗ +2400 основание гос-ва+1200 EXP всем. Столица основана!+1600 EXP всем. Заселено 5 Гексов!+1600качался с кабаном+3600 EXP тут всем+1200 EXP тут за то что подружились с Бабушкой.Даже +1600 EXP тут всем за то что вы не взорвали солнце.+1200 EXP! Найден ресурс: Роща оскверненных трентов!+1000 EXP. ❎ Умер 1 раз. (форт Стаглорда) Jerboa(Boo) Фамилиар, обычно сидит на плече хоббита, отбивая аппортами атаки врагов, если стрёмно, то прячется в корзинку-переноску, где фамилиара сложнее достать.◼️Weapon1: Small MW Kukri(R).(308 gp; 1 lbs)Damage: 1d3; Attack: +1; Critical: 18-20/x2; Type: S; ◼️Weapon2: Small MW Kukri(L).(308 gp; 1 lbs)Damage: 1d3; Attack: +1; Critical: 18-20/x2; Type: S; ◼️Weapon3: Small Composite longbow.(100 gp; 1,5 lbs)Damage: 1d6; Critical: 20/x3; Type: ?; Range: 110 ft.; ◼️Weapon4: Small Silver, Alchemical Kukri.(28 gp; 1 lbs)Damage: 1d3-1; Attack: +0; Critical: 18-20/x2; Type: S; ◼️Weapon5: Small Iron, Cold Kukri.(16 gp; 1 lbs)Damage: 1d3; Attack: +0; Critical: 18-20/x2; Type: S; ◼️Armor: Small Mithral Shirt.(1,100 gp; 5 lbs)AC: +4; MaxDex: 6; ACP: 0; ASFC: 10%; ◼️Belt: Belt of incredible dexterity +2(4,000 gp; 1lb)◼️Body: Dilettante's outfit.(10 gp; 4 lbs)Стильный университетский костюм с кучей кармашков, системой разгрузки и медными пряжками. Традиционно выполнен из прочных немарких тканей и кожи. Удобен для научных опытов и путешествий.☐Chest: ☐Eyes: ☐Feet: ☐Hands: ☐Head: ☐Headband: ☐Neck: ◼️Shoulders: Cloak of resistance +1(1,000 gp; 1lb)☐Wrists: ☐Ring 1: ☐Ring 2: ◼️Other1: Tools, Artisan's, MW (painting).(55 gp; 2,5 lbs)Masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.◼️Other2: MW Thieves’ Tools.(100 gp; 2 lbs)This kit contains lockpicks and other tools you need to use the Disable Device skill. +2 circumstance bonus on Disable Device checks◼️Расходники: - [2]Potion of light cure wound (1d8+1) (2*50 gp);
- [1]Potion of shield (+4 AC, 1 min) (1*50 gp);
- [∞]Стрелы с острым наконечником;
- [∞]Стрелы с тупым наконечником.
Familiar Boo__________________________________________________________________________________________________________ This small, sand-colored rodent has long hind legs and large ears. Its tufted tail is longer than the animal itself. Jerboa (Boo)[Protector] N Diminutive animal Init=+7; Senses low-light vision, scent; Perception+14
–(DEFENSE)– AC 21(touch 18, flat-footed 18) (+3 Dex, +4 size, +3NA, +1Moral) hp 28 (5HD) Fort=+2, Ref=+5, Will=+7 (+1moral to Will) share spells, empathic link;
–(OFFENSE)– Speed 20 ft. Melee bite +11 (4BAB+3Dex+4size) (Damage=1) Space 1 ft.; Reach 0 ft.
–(STATISTICS)– Str=1, Dex=16, Con=8, Int=8, Wis=15, Cha=3 Base Atk =+4; CMB =4; CMD =14 (4bab+3Dex-4size+1moral) Feats: Improved Initiative, Bodyguard (AoO for +2AC to master vs attack), Combat Reflexes(4AoO), Shield Master; Speak with master; Acrobatics+15 (5r+3Cl+3Dex+4race), Perception+14 (5r+3Cl+2Wis+4race);
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Внешность
Смуглокожая красотка с волосами пепельно-розоватого цвета. На первыйвзгляд её ещё можно перепутать с человеком, но буквально немного присмотревшись становится очевидна разница. Волосы немного меняют цвет от более розового до бело-пепельного, она куда теплее чем обычные люди. Особенно перемены заметны с цветом глаз что могут "переливатся" от игривого синего до кроваво-красного напоминая перетекание цвета пламени. От самой Ксинь веет запахом дымка и апельсинов. И если первое "природны" запах ифритки, то стойкий апельсиновый запах идет от её любимой курительной смеси.
Характер
Воспитанная в горных монастырей Ксинь должна была быть спокойной, смиренной и аскетичной. Но это не так, точнее, не совсем так. Да, она старается сохранять спокойствие и подавлять желания. Однако горячая ифритская кровь мешает сохранять спокойствие долго, и она легко может перейти в состояние легкого азартного безумия. В такие моменты она словно ощущет все невероятное количество возможностей. Абсурдных, опасных, но веселых, и старается себя сдерживать. Куда хуже когда дело касается гнева. Лишь строгость воспитание позволяет ей в гневе не скатится в состояние маньяка и убийцы, желающего проверить сотни методов убийств. Тоже касается и человеческих отношений, стараясь быть "обычной", иногда это не очень получается и она становится "странной", но все же старается соблюдать рамки приличия.
История
Среди высоких гор Зи Ха раскинулось множество храмов, вокруг одних строятся целые поселения, другие скрыты вечными метелями, горами и срегами так тщательно, что иногда найти его даже зная место - великая удача. В одном из таких храмов и воспитывалась Ксинь. Родители отдали её в храм еще совсем ребенком когда заметили что она иногда впадает с странный транс. И монахи потратили несколько месяцев дабы понять его природу и передать девушку в монастырь стали что был поблизости. Там ей стало легче, поначалу думали что всему виной взыгравшая в ней элементарная кровь, что тяготила девочку к кузням. Но это не было лекарством. Лишь приносило легкое облегчение. К счастью, со временем ответ был найден. Научившись отчасти контролировать себя и Ксинь смогла понять видения. Картины изобретений, формулы, чертежи, принципы, казалось что все что еще не создали в этом мире, или не довели до идеала было перед её глазами. Знания, целые библиотеки знаний были поблизости, но как ориентироватся среди них? Вычленять образы, находить ответы? Это было невыносило сложно для простой смертной. Начав искать ответы на вопросы Ксинь наконец поняла, она была отмечена Брайт. Изобретение богини, её эксперимент. И простой смертный должен был бы сойти с ума, но монахи смогли научится ей справляться с этой тяжкой ношей. Но пользоватся ей она должна была научится сама. И Ксинь знала где она сможет овладеть этим даром. К сожалению, это была почти на другом конце света. Добратся от Тянь Си до Авистана было не просто. Но плагодаря посощи монастыря она смогла оплатить плаванье от Аманандара до Талдора, а затем ведомая судьбой дошла и до украденных земель. По пути ей неоднократно встречались любители легкой наживы, или зверье. К счастью еще дома она воплотила одно из своих видений. Поначалу мушкет казался не более чем творением позволявшим заглушить нотки безумия. Но в пути она осознала как проникновенны были идеи богини. Почти не владея другим оружием, лишь то что воплощало мощь науки было надежной защитой. И в очередной раз подтвердило что богиня имеет на неё какието планы. А достигнув же, далеконо и загадочного места она ощутила облегчение. Словно поводок которым её тащили наконец ослаб. И отдуши поспав и поев она наконец могла осмотрется чтобы понять почему она нужна была здесь.
Навыки
Female Ifrit Gun Prophet 4 ссылкаTrue Neutral Languages: Common, Undercommon, Ignan, Binary ABILITY SCORES: STR 8 [-1] DEX 18 [+4] 16 (Base) +2 (Ifrit) CON 12 [+1] INT 14 [+2] WIS 8 [-1] 10 (Base) -2 (Ifrit) CHA 19 [+4] 16 (Base) +2 (Ifrit) +1 (4HD) SAVING THROWS: Fort: +2 = +1 (Class) +1 (Fort) Ref: +8 = +4 (Class) +4 (Dex) Will: +3 = +4 (Class) -1 (Wis) COMBAT STATS: Hit Points: 28 = 4d6 + 4x1 AC: 19 (14 touch, 15 flat-footed) +4 (Dex) +5 (Armor) BAB: +3 CMB: +2 = +3(BAB) -1(STR) CMD: 12 = 10 +3(BAB) -1(STR) Initiative: 10 = +4(DEX) +4 (Ifrit) +2 (Trait) Speed: 20' = 30(Base) -10 (Armor) ● Melee: +2 = +3(BAB) -1(STR) ● Ranged: +7 = +3(BAB) +4 (DEX) TRAITS: ● Дикая Карта Вы не имеете связей с Бревоем или Речными Королевствами. Возможно вы преследуете свои собственные цели или служите иным покровителям, но так или иначе вы тоже заинтересованы в появлении новой цивилизации на этой земле. Вы получаете +2 trait bonus к одному типу проектов или операций, определяемому мастером. ● Reactionary +2 Initiative ● Fate’s Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. FEATS: ● [Bonus Gun Prophet/Gunbound] Gunsmithing ссылка● [1HD Feat] Rapid Reload, Musket (Combat) ссылка● [3HD Feat] Precise Shot (Combat) ссылкаSKILLS: Total: 24 = (+4(Class) +2 (INT))x4 Class Skill List: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All) (Int), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex) and Spellcraft (Int)
Acrobatics 5 = 1 (Ranks) +3 (Class) +4 (Dex) -3 (Armor Check Penalty) Appraise 6 = 1 (Ranks) +3 (Class)+2 (Int) Bluff 8 = 1 (Ranks) +3 (Class) +4 (Cha) Diplomacy 11 = 4 (Ranks) +3 (Class) +4 (Cha) Heal 3 = 1 (Ranks) +3 (Class) -1 (Wis) Sense Motive 3 = 1 (Ranks) +3 (Class) -1 (Wis) Sleight Of Hand 8 = 1 (Ranks) +3 (Class) +4 (Dex) Spellcraft 7 = 2 (Ranks) +3 (Class) +2 (Int)
Сraft Alchemy 11 = 4 (Ranks) +3 (Class) +2 (Int) +2 (Lab) Craft Clockpunk 9 = 2 (Ranks) +3 (Class) +2 (Int) +2 (Tools) Craft Stempunk 8 = 1 (Ranks) +3 (Class) +2 (Int) +2 (Tools)
Knowledge Engineering 9 = 4 (Ranks) +3 (Class) +2 (Int) Knowledge Religion 6 = 1 (Ranks) +3 (Class) +2 (Int) RACE TRAITS: ● Ability Score Modifiers: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom. ● Type: Ifrits are outsiders with the native subtype. ● Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Ifrits have a base speed of 30 feet. ● Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
● Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. ● Forge-Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait. ● Fire Insight: ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity. ● Darkvision: Ifrits can see perfectly in the dark up to 60 feet. CLASS FEATURES: ● Bonus Skills and Ranks: The gun prophet may select three gunslinger skills to add to her class skills in addition to the normal oracle class skills. The gun prophet gains a number of ranks at each level equal to 4 + Int modifier. ● Weapon and Armor Proficiency: The gun prophet proficient with all simple weapons, all firearms, with light armor, medium armor, and with shields (except tower shields). Some oracle revelations grant additional proficiencies. ● Diminished Spellcasting: The gun prophet casts divine spells drawn from the cleric/oracle spell list, and gains one fewer spell of each spell level per day. She otherwise learns, prepares, and casts spells as a cleric of equal level. ● Divine Grit (Ex): At 1st level, a gun prophet gains the gunslinger’s grit ability, but uses her Charisma modifier to determine her number of grit points. This ability replaces the revelation gained at 1st level. ● Mystery of the Gun: A gun prophet combines mysticism with the cold hard steel of firearms. This ability is exactly like the oracle’s mystery ability except for the following changes. A gun prophet replaces associated bonus spells granted by his mystery with the following spells: abundant ammunition (2nd), reloading hands (4th), flash fire (6th), named bullet (8th), named bullet, greater (12th). ● At 3rd level, a gun prophet can select a deed from the gunslinger’s list of 1st level deeds in place of a revelation. At 7th level and every four levels thereafter, she can select a deed from each subsequent level of deeds or lower in place of a revelation, up to 15th level deeds. ● Oracle's Curse: A gun prophet may select the Gunbound curse. ● Deeds: At 3rd level, a gun prophet gains the gunslinger’s deeds ability, and chooses two 1st level deeds. At 5th level and every four levels thereafter, she can select two deeds from each subsequent level of deeds, up to 15th level deeds at 17th level. This ability replaces spells lost due to diminished spellcasting. Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. ● Grit (Ex) (Charisma) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
● Gunbound Effect: An oracle gains the gunslinger's gunsmith ability. When her battered firearm gains the broken condition, the oracle takes a –2 penalty to her caster level until it is repaired. In addition an oracle cannot lower the misfire chance to less than 1. When wielding her battered firearm, an oracle may treat it as a divine focus for the purposes of her oracle spellcasting.
At 5th level, an oracle adds half her Charisma modifier to her battered gun damage rolls.
At 10th level, she may use her full Charisma modifier.
At 15th level, she no longer receives a –2 penalty to her caster level when her battered firearm has the broken condition. In addition, an oracle may reroll a misfire chance with her battered firearm once per day. This ability replaces oracle’s curse. ● Mystery (Lore) ● 3th level Focused Trance (Ex) You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier. ● Deeds Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. • PlaceHolder Deed
Инвентарь
QuickReference 440 GP 6/3/-/-/-/-/-/- Fort: +2 Ref: +8 Will: +3 AC: 19 (14 touch, 15 flat-footed) HP 28/28 Melee +2/Range +7 SPELLS: ITEMS Combat: Musket 1d12 ×4 40 ft. AP4 Cartridge, Metal Cartridge, Flare ссылкаScimitar 4 lbs. 1d6 (medium) 18–20/x2 slashing one-handed martial heavy blades Kikko Armor ссылка 50 gp; 25 lbs. Armor Bonus +5; Max Dex Bonus +4; Armor Check Penalty -3 Arcane Spell Failure Chance 20%; Speed 20 ft./15 ft. Lab, Alchemist’s (+2 Craft Alchemy) 200 gp Tools, Artisan’s Mastercrafted (+2 Steampunk craft) 55 Tools, Artisan’s Mastercrafted (+2 Clockpunk craft) 55 Other: Сarriage + Horse, Heavy backpack, bedroll, trail rations, hunting knife, fishing line and hook, flint and steel, tent, waterskin, silk rope, pole, Scale, and other adventure gear. Silk kimono, Outfit, Explorer’s
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Гарет Медведь
Автор: |
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Dargot |
Раса: |
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Человек |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 18 [+4] |
Ловкость: | | 12 [+1] |
Выносливость: | | 14 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 15 [+2] |
Обаяние: | | 7 [-2] |
Внешность
 Крепкий, высокий молодой человек, лоб и верхняя часть головы которого покрыты ужасными шрамами - поэтому он обычно носит на голове капюшон или повязку. Обветренное, загорелое лицо свидетельствует о привычке много дней быть на свежем воздухе, крепкие руки, покрытые мозолями - о привычке к физическому труду. Гарет одевается практично, но просто, как охотники или лесорубы, носит усы и небольшую бороду, но в остальном заботится только об опрятности своего внешнего вида, не уделяя никакого внимания красоте. Вооружен Гарет поллаксом на длинном древке, тяжелым луком, топориком и большим ножом - последнее более инструмент, нежели оружие. В качестве брони он использует доспех из скрепленных шнурами тяжелых металлических пластин, латные перчатки которого покрытые короткими металлическими шипами.
Характер
В целом, Гарет - хороший, добрый молодой человек, искренне желающий помочь всем нуждающимся - и, по мере сил, помогающий тем, кому он может. Увечье не озлобило его, хотя и сделало малообщительным и чурающимся людского общества - но когда Гарет видит, что может помочь людям, или, тем более, когда кто-то обращается к нему за помощью - он помогает как умеет.
В противовес некоторым ревнителям Эрастила - и, тем более, Зеленой Веры - которые будут счастливы только тогда, когда руины последнего человеческого города зарастут плющом, а род человеческий (а также дварфийский), желательно, куда-нибудь исчезнет, Гарет принадлежит к той ветви служителей Эрастила, которые рассматривают людей как часть природы, а не чужеродный ее элемент, а города, поля, дороги - как неотъемлемое условие жизнедеятельности этой части. Да, города или поля меняют природу - но природу меняет и муравейник или бобровая плотина - и своей задачей Гарет видит не помешать людям строить города или разводить поля, но помочь им делать это в гармонии с природой, избегая ее хищнической эксплуатации или ненужной роскоши.
История
Гарет - из земель семейства Медведь, из Дубравки, небольшой деревушки к югу от Стоунклимба, стоящей на границе леса Гронзи и гор Айсрим. Жители Дубравки - жили, в основном, охотой, с детства приохотился к этому промыслу и Гарет. Наиболее почитаемым богом среди жителей Дубравки был Эрастил.
Отца своего Гарет не знал, рос с матерью, но в деревне шептались, что отцом Гарета был кто-то из Дома Медвед.
Когда Гарету было четырнадцать лет, он попал в плен спустившейся с гор банде гоблинов, от которой не смог отбиться. Те принялись развлекаться, мучая подростка - и, когда односельчане Гарета отбили его, того уже успели оскальпировать. Лечить Гарета взялся Перрин, местный жрец Эрастила - причем не только за тело, но и за душу подростка - он не хотел, чтобы любознательный, отзывчивый парень вырос угрюмым, озлобленным на весь свет бирюком. По большей части это Перрину удалось - Гаррет, хоть и неразговорчив из-за того, что стесняется своего увечья, но не потерял ни доброго нрава, ни здорового любопытства - но направил свой живой нрав на деятельную помощь людям путем не только служения Старому Охотнику, но и сражений с разнообразными гоблиноидами.
Когда до Гарета дошли слухи, что на юге собираются искатели приключений для основания новой страны, он отпросился у наставника, желая лично принять участие в построении новых поселений, помочь нуждающимся и, по мере сил, направлять поселения к тому, чтобы жить в гармонии с природой.
Навыки
Male Human Warder(Ordained Defender [PoW] + Zweihander Sentinel [PoW]) 1/Cleric(Herald Caller[MSH]) 2 Neutral Good Medium Humanoid (human)
ABILITY SCORES:
STR 18 [+4] DEX 12 [+1] CON 14 [+2] INT 14 [+2] WIS 15 [+2] CHA 7 [-2]
SAVING THROWS:
Fort: +7 = +3(Cleric2) + 2(Warder1) + 2(CON) Ref: +1(+3) = +1(DEX) ( +2(Silver Crane Waltz stance)) Will: +8 = +3(Cleric2) + 2(Warder1) + 2(WIS) +1(Bastard trait)
COMBAT STATS:
Hit Points: 36 = 14(Warder1) + 11x2(Cleric2) AC: 19 (11 touch, 18 flat-footed) +10(Banded Mail) + 1(DEX) + 1(Zweihander Training) BAB: +2 CMB: +6 = +2(BAB) + 4(STR) CMD: 17 = 10 + 2(BAB) + 4(STR) + 1(DEX) Initiative: +3(+7) = +1(DEX) + 2(Reactionary trait) ( +4(Silver Crane Waltz stance)) Speed: 20' = 30'(Base) - 10'(Heavy Armor)
Melee: +6 = +2(BAB) + 4(STR) Ranged: +3 = +2(BAB) + 1(DEX)
TRAITS:
● Bastard (campaign) [Kingmaker APG: PG] ● Reactionary (combat) [UC] ● Seeker (social) [UC]
FEATS:
● [Bonus Warder Feat] Combat Reflexes ● [Bonus Human Feat] Power Attack ● [1HD Feat] Discipline Focus (Golden Lion) [PoW] ● [3HD Feat] Martial Power (3rd lvl) [PoW]
SKILLS:
Total: 21 = (+4(Class) +1(Human) +2(INT))x3
Climb (Str) +2 = +1(Rank) + 3(Class) + 4(STR) - 6(Banded Mail) Heal (Wis) +6 = +1(Rank) + 3(Class) + 2(WIS) Knoweledge (arcana) (Int) +6 = +1(Rank) + 3(Class) + 2(INT) Knoweledge (history) (Int) +6 = +1(Rank) + 3(Class) + 2(INT) Knoweledge (martial) (Int) +6 = +1(Rank) + 3(Class) + 2(INT) Knoweledge (nature) (Int) +3 = +1(Rank) + 2(INT) Knoweledge (nobility) (Int) +6 = +1(Rank) + 3(Class) + 2(INT) Knoweledge (religion) (Int) +7 = +2(Rank) + 3(Class) + 2(INT) Perception (Wis) +9 = +3(Rank) + 3(Class) + 2(WIS) + 1(Seeker trait) Ride (Dex) +5 = +1(Rank) + 3(Class) + 1(DEX) Sense Motive (Wis) +8 = +3(Rank) + 3(Class) + 2(WIS) Spellcraft (Int) +8 = +3(Rank) + 3(Class) + 2(INT) Survival (Wis) +6 = +1(Rank) + 3(Class) + 2(WIS) Swim (Str) +2 = +1(Rank) + 3(Class) + 4(STR) - 6(Banded Mail)
CLASS FEATURES:
Cleric: Aura (Ex) Call Heralds (Su) Channel Energy (Su) - 1/day, 1d6 Dedicated Summoner Divine Heralds (Su) Spontaneous Casting Domain - Growth (Subdomain of Plant Domain) [APG] Enlarge (Su) - 5/day
● Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields.
● Class Skills The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
● Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details) (Erastil - LG).
● Call Heralds (Su) A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
● Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
● Dedicated Summoner A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
● Divine Heralds (Su) A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template. Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
● Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
● Domain - Growth (Subdomain of Plant Domain) [APG]. - Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. - Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. - Domain Spells: 1st—enlarge, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Warder: Aegis (Ex) +1, 10ft Armament Shield (Ex) Aura (Ex) Defensive Focus (Ex) Zweihander Training
● Weapon and Armor Proficiency Warders are proficient with all simple and martial melee weapons, with all armor, and with shields (including tower shields). The zweihander sentinel loses proficiency with shields and tower shields.
● Class skills The warder’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Instead of the rigorous tactical training that most warders undergo, ordained defenders undergo a process of dogmatic indoctrination that lends them to more introspective pursuits, meditating on the nature of their faith and their role in their deity’s plan. An ordained defender gains Knowledge (religion) as a class skill and loses Knowledge (nobility) as a class skill.
● Maneuvers Readied A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below). For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her warder initiation modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn. A good-aligned ordained defender adds Silver Crane to her list of available disciplines, an ordained defender who is neither good nor evil adds Eternal Guardian to her list of available disciplines, and an evil-aligned ordained defender adds Black Seraph to her list of available disciplines. If the ordained defender does not have this discipline’s associated skill as a class skill, she gains it as a class skill. Her initiation modifier is Wisdom, and any warder class features that previously used her Intelligence modifier now use her Wisdom modifier. She otherwise learns, readies, initiates maneuvers as a standard warder. A zweihander sentinel loses access to the Broken Blade discipline and adds Scarlet Throne to her list of available disciplines. This ability does not cause zweihander sentinel archetype to be incompatible with other archetypes that alter the maneuvers class feature or her available disciplines, so long as she can still give up Broken Blade. If she does not have a discipline’s associated skill as a class skill, she gains it as a class skill
● Stances Known Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.
● Aegis (Ex)[PoW] At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
● Armament Shield (Ex) [PoW] When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function). The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands.
● Aura (Ex) An ordained defender who worships a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).
● Defensive Focus (Ex) [PoW] At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round. When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them..
● Zweihander Training [PoW] At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
MANEUVERS:
Known: 5 Readied: 3 Stances: 1 Initiator level: 2
Golden Lion [lvl1 Boost] Encouraging Roar [lvl1 Strike] Hunting Party [lvl1 Strike] Tacical Strike
Iron Tortoise [lvl1 Counter] Iron Shell
Scarlet Throne [lvl1 Strike] Red Zephyr’s Strike
Silver Crane [lvl1 Stance] Silver Crane Waltz
Stance: [Silver Crane Waltz]
Ready: 2 [Encouraging Roar] [Red Zephyr’s Strike] [Iron Shell]
SPELLS:
Known: All. Concentration: +4 = +2(CL) + 2(WIS) Caster Level: 2 Save DC: 12 + Spell level Dispel Check: 2
Level 0: 4 [Detect Magic] [Guidance] [Light] [Stabilize]
Level 1: 4 = 3 + 1(WIS)+1(D) [Bless] [Bless] [Protection from Evil] [Enlarge D]
ITEMS:
Weapons: Hammer, lucerne, mwk Melee - Hammer, lucerne, mwk: +7, 1d12+8, x2, B or P brace, reach, +2 bonus on combat maneuver checks to sunder medium or heavy armor Melee - Hammer, lucerne, mwk (PA):+6, 1d12+11, x2, B or P brace, reach, +2 bonus on combat maneuver checks to sunder medium or heavy armor Melee - Hammer, lucerne, mwk, bash: +7, 1d3+6, x2, B Melee - Hammer, lucerne, mwk, bash (PA):+6, 1d3+8, x2, B
Axe, throwing Melee - Axe, throwing: +6, 1d6+4, S Melee - Axe, throwing (PA): +5, 1d6+6, S Ranged - Axe, throwing: +3, 1d6+4, S, 10'
Spiked gauntlets x 2 Melee - Gauntlet, spiked: +6, 1d4+4, P attached Melee - Gauntlet, spiked (PA): +5, 1d4+6, P attached
Dagger Melee - Dagger: +6, 1d4+4, 19-20, P or S Melee - Dagger (PA): +5, 1d4+6, 19-20, P Ranged - Dagger: +3, 1d4+4, P, 10'
Longbow, composite (STR +2) Arrows, common (20)x3 Ranged - Longbow, composite (STR +2) +3, 1d8+2, x3, P, 110'
Melee - Unarmed: +6, 1d3+4, B non-lethal Melee - Unarmed (PA): +5, 1d3+6, B non-lethal
Armor: Banded Mail (+7 AC)
Belt: Body: Outfit, Traveler’s Chest: Eyes: Feet: Hands: Head: Headband: Neck: Shoulders: Wrists: Ring 1: Ring 2:
Инвентарь
Name N Wgt Cost Wgt, all Cost, all
Weapons: Hammer, lucerne, mwk 1 12 315 12 315 Axe, throwing 1 2 8 2 8 Spiked gauntlets 2 1 5 2 10 Dagger 1 1 2 1 2 Longbow, composite (+2) 1 3 300 3 300 Arrows, common (20) 3 3 1 9 3
Clothing & Armor: 0 0 Banded Mail 1 35 250 35 250 Outfit, TravelerТs 1 5 5 0 Outfit, TravelerТs - reserv 1 5 1 5 1
Personal: Bedroll 1 5 0,1 5 0,1 Blanket 1 3 0,5 3 0,5 Kit, Mess 1 1 0,2 1 0,2 Sewing needle 1 0,5 0 0,5 Soap 1 0,5 0,01 0,5 0,01 Towel, razor, comb etc. 1 1 0,5 1 0,5
Containers: Backpack, common 1 2 2 2 2 Bandolier 1 0,5 Case, map or scroll 1 0,5 1 0,5 1 Flask 1 1,5 0,03 1,5 0,03 Pouch, belt 1 0,5 1 0,5 1 Pouch, spell components 1 2 5 2 5 Sack 2 0,5 0,1 1 0,2 Waterskin 1 4 1 4 1
Tools: HealerТs kit 1 1 50 1 50 Holy symbol, wooden 1 1 0 1 Holy text, cheap 1 1 1 1 1 Ink 1 8 0 8 Inkpen 5 0,1 0 0,5 Parchment 10 0,2 0 2 Wax tablet 1 1 1 1 1
Adventuring gear: Candle 5 0,01 0 0,05 Compass 1 0,5 10 0,5 10 Fishing kit 1 3 0,5 3 0,5 Flint and steel 1 1 0 1 Grappling hook 1 4 1 4 1 Pot, iron 1 4 0,8 4 0,8 Rations, trail 7 1 0,5 7 3,5 Rope, hemp (50 ft.) 1 10 1 10 1 Torch 5 1 0,01 5 0,05 Whetstone 1 1 0,01 1 0,01
Animals Mule 1 8 0 8 Saddle, pack 1 5 0 5 Feed, Animal 7 0,05 0 0,35
Cash: 4gp 2sp
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Арбауз Фортонджим
Автор: |
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Xardas12 |
Раса: |
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Catfolk |
Класс: |
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Tinkerer |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 12 [+1] |
Интеллект: | | 19 [+4] |
Мудрость: | | 12 [+1] |
Обаяние: | | 9 [-1] |
Внешность
 Арбауз Фортонджим  Его фамильяр - механический паук Рост: 125 см. Вес: 70 кг. Возраст: 25 лет. Толстый, с густо и пушистой шерстью, хмурый коротышка из кошачьего рода, одетый в ухоженные одежды исследователя. Шерсть серебристо-черная, глаза желтые, брюхо большое. Из большого нагрудного кармана выглядывает большим красным глазом механический паук с крылышками.
Характер
В отличии от веселых и несдержанных младших братьев, Арбауз в мрачен, спокоен, серьезен. Достаточно немногословен. Как и братья придерживается добрых взглядов, в этом они очень похожи. Спасибо родителям за должное воспитание. Но есть все же различие в них - в отличии от братьев, Арбауз более религиозен и поклоняется Нэтусу. Три брата пусть и имеют разные подходы к жизни, но в очень многих аспектах схожи...
История
Родился Арбауз в семье потомственных алхимиков-кошколюдов Фортонджимов, и был старшим ребенком в семье. Средним был высоченный и болтливый, но в меру, Отто, младшим - весельчак и балагур Тики.
Навыки
NG Medium Humanoid Male Catfolk Tinkerer 4 lvl. Favored Class: Tinkerer 25 yo, 4 ft 10 in, 155 lb Deity: Nethys Experience: 11250/15000
ABILITY SCORES: STR 10 [0] DEX 16 [+3] CON 12 [+1] INT 19 [+4] WIS 12 [+1] CHA 9 [-1]
SAVING THROWS: Fortitude +5 = +4 Tinkerer +1 Con Reflex +7 = +4 Tinkerer +3 Dex Will +5 = +1 Tinkerer +1 Wis + 1 Traits + 2 Feats
COMBAT STATS: Hit Points 36 = (+8 Tinkerer +1 Con)х4 AC 16 = 10 + 3 Armor Bonus + 3 Dex Modifier Flat-Footed 13 = 10 + 3 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +3 CMB(Combat Maneuver Bonus) +3 = +3 BAB + 0 STR CMD(Combat Maneuver Defense) 16 = 10 +3 BAB +0 STR +3 DEX Initiative +3 = +3 DEX Speed 30'
* Attack (Morningstar): +3 BAB +0 enh +0 feat= +3 1d8 +0 STR +0 enh = 1d8; Crit x2
RACIAL TRAITS: ● Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom. ● Type: Catfolk are humanoids with the catfolk subtype. ● Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size. ● Base Speed(Slow): Catfolk have a base speed of 30 feet. ● Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan. ● Natural Hunter(Feat and Skill Racial Traits): Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. ● Cat’s Luck (Ex)(Defense Racial Traits): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted. ● Sprinter(Movement Racial Traits): Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. ● Low-Light Vision(Senses Racial Traits): Catfolk have low-light vision allowing them to see twice as far as humans in dim light.
CLASS FEATURES: ● Favoured Class (Tinkerer): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank or Paizo Favored Class Options(Alchemist(Gain 1/6 of a bonus discovery)). 1lvl: Gain 1/6 of a bonus discovery 2lvl: Gain 1/6 of a bonus discovery 3lvl: Gain 1/6 of a bonus discovery 4lvl: Gain 1/6 of a bonus discovery ● Weapon and Armor Proficiency: Alchemists(Tinkerers) are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. ● Clockwork Bond (Ex): At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities. A tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusion discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master. With 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level). This ability replaces mutagen. A tinkerer cannot choose the cognatogen or mutagen discoveries. ● Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. ● Bomb (Su)(2d6+4 (7 per day)(BAB+DEX+feat=7)): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier(15). Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else. ● Extra Bombs: Alchemist gain Extra bombs as bonus feat. ● Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. ● Tinkering (Ex): At 2nd level, a tinkerer can spend 1 hour working on her clockwork spy familiar to enhance it with one of the options from the following list. At 5th level, the tinkerer can choose a second option from the list. The same option cannot be chosen twice. A tinkerer can change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change. The clockwork spy familiar gains DR 2/adamantine. The clockwork spy familiar gains resist cold 5. The clockwork spy familiar gains resist fire 5. The clockwork spy’s slam attack deals 1d3 points of damage. The clockwork spy gains a +5 alchemical bonus on Stealth checks. The clockwork spy gains darkvision 120 feet. The clockwork spy gains a +2 resistance bonus on Reflex saving throws. The clockwork spy gains a +2 resistance bonus on Will saving throws. The clockwork spy gains a +2 natural armor bonus. The clockwork familiar’s maneuverability is average. This ability replaces poison resistance +2, poison use, and poison resistance +4. ● Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Discovery: 2lvl: Infusion - When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Extra Discoveries: Enhance Potion(4) - A number of times per day equal to his Intelligence modifier(4), the alchemist can cause any potion he drinks to function at a caster level equal to his class level. 4lvl: Extend Potion - A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts. ● Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. ● Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Formula Book
Formulas: 1lvl(9): (4/4) - Cure Light Wounds (Cures 1d8 damage + 1/level (max +5)); - Shield (Invisible disc gives +4 to AC, blocks magic missiles); - Adhesive Spittle (Spit a tanglefoot bag at a creature); - Crafter’s Fortune (Subject gains +5 on next Craft check); - Identify (Gives +10 bonus to identify magic items); - Targeted Bomb Admixture (Empowers bombs you throw to deal more damage to a single creature); - Heightened Awareness (Your recall and ability to process information improve); - Expeditious Retreat (Your base speed increases by 30 ft); - Enlarge Person; 2lvl(1): (1/1) - Alchemical Allocation (Gain potion’s benefits without consuming it);
Familiar Clockwork Familiar N Tiny construct (clockwork) Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE AC 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural, +2 size) hp 16 (3d10) Fort +1, Ref +5, Will +2 DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10 Weaknesses vulnerable to electricity
OFFENSE Speed 30 ft., fly 50 ft. (perfect) Melee bite +7 (1d3 plus 1d6 electricity)
STATISTICS Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11 Base Atk +3; CMB +3; CMD 15 Feats Alertness, Improved InitiativeB, Lightning ReflexesB, Weapon Finesse Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12 Languages Common SQ advice, item installation, swift reactions, winding
SPECIAL ABILITIES Advice (Ex) Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks. Item Installation (Ex) Each clockwork familiar possesses the ability to carry a magic item in its body. This specific item type is chosen at the time of the construct’s creation, and cannot be changed. While the creature cannot activate or use the item, it gains certain constant abilities from the resonant magic fields, and can drain the item’s magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action. Potion: The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained. Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll— these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained. Wand: The clockwork familiar gains the ability to spit a glob of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.
SKILLS: Skill ranks: 4 + INT = 4 + 4 = 8 ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 3 = +3 DEX ● Appraise(Int): 10 = +4 INT + 3 class skill + 3 rank ○ Bluff(Cha): -1 = -1 CHA ○ Climb(Str): 0 = 0 STR
○ Craft(any)(Int): - ● Craft(Alchemy)(Int): 16 = +4 INT + 3 class skill + 7 rank + 2 familiar
○ Craft(Int): - ○ Diplomacy(Cha): -1 = -1 CHA ● Disable Device*(DEX): 7 = +3 DEX + 3 class skill + 1 rank ○ Disguise(Cha): -1 = -1 CHA ○ Escape Artist(Dex): 3 = +3 DEX ● Fly*(Dex): 7 = +3 DEX + 3 class skill + 1 rank
○ Handle Animal*(Cha): - ● Heal(Wis): 1 = +1 WIS ○ Intimidate(Cha): -1 = -1 CHA ● Knowledge (Arcana)*(Int): 10 = +4 INT + 3 class skill + 3 rank
○ Knowledge (Dungeoneering)*(Int): -
○ Knowledge (Engineering)*(Int): -
○ Knowledge (Geography)*(Int): -
○ Knowledge (History)*(Int): -
○ Knowledge (Local)*(Int): - ● Knowledge (Nature)*(Int): 10 = +4 INT + 3 class skill + 3 rank
○ Knowledge (Nobility)*(Int): -
○ Knowledge (Planes)*(Int): -
○ Knowledge (Religion)*(Int): -
○ Linguistics*(Int): - ● Perception(Wis): 10 = +1 WIS + 2 racial + 3 class skill + 4 rank
○ Perform*(Cha): -
○ Perform*(Cha): - ● Profession*(Cook)(Wis): 5 = +1 WIS + 3 class skill + 1 rank
○ Profession*(Wis): - ○ Ride(Dex): 3 = +3 DEX ○ Sense Motive(Wis): 1 = +1 WIS ● Sleight of Hand*(Dex): 7 = +3 DEX + 3 class skill + 1 rank ● Spellcraft*(Int): 8 = +4 INT + 3 class skill + 1 rank ○ Stealth(Dex): 5 = +3 DEX + 2 racial ● Survival(Wis): 11 = +1 WIS + 2 racial + 3 class skill + 5 rank ○ Swim(Str): 0 = 0 STR ● Use Magic Device*(Cha): 7 = -1 CHA + 3 class skill + 3 rank + 2 familiar
Languages: Common, Catfolk, Sylvan, Elven, Goblin, Orc.
FEATS: ● Iron Will(General Feats): You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws. ● Extra Bombs: You can throw more bombs per day. Prerequisite: Bomb class feature. Benefit: You can throw two additional bombs per day. ● Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. ● Extra Discovery: You have made a new alchemical discovery. Prerequisite: Discovery class feature. Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery. Special: You can gain Extra Discovery multiple times.
TRAITS: ● Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves. ● Дикая карта: Вы не имеете связей с Бревоем или Речными Королевствами. Возможно вы преследуете свои собственные цели или служите иным покровителям, но так или иначе вы тоже заинтересованы в появлении новой цивилизации на этой земле. Вы получаете +2 trait bonus к одному типу проектов или операций, определяемому мастером – Часовых Дел Мастер : Вы получаете +2 trait bonus на проекты связанные с изучением и разработкой конструктов, а также иных механических устройств.
Инвентарь
Weapon :
Morningstar Cost: 8 gp; Dmg (M): 1d8 Critical: ×2 Weight: 6 lbs. Type: Bludgeoning and Piercing Category: One-handed Proficiency: Simple A morningstar is a spiked metal ball, affixed to the top of a long handle.
Clothing, Outfits & Accessories :
Outfit, Explorer’s Cost: 10 gp; Weight: 8 lbs. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Armour :
Padded armour Type: Light Armor; Cost: 5 gp; Weight: 10 lbs. Armor Bonus: +1; Max Dex Bonus: +8; Armor Check Penalty: 0 Arcane Spell Failure Chance: 5%; Speed: 30/20 ft. More than simple clothing, padded armor combines heavy, quilted cloth and layers of densely packed stuffing to create a cheap and basic protection. It is typically worn by those not intending to face lethal combat or those who wish their maneuverability to be impacted as little as possible.
Special Materials - None
– None –
Armor Modifications :
– None –
Riding Animals & Animal Gear
– None –
Kit and Adventuring Gear:
Kit, Alchemist’s Price: 40 gp Weight: 24 lbs. This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Total weight: 48 lbs. Total weight on riding animal: – lbs. Total equipment cost: 63 gp Wealth: 42 gp
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Анатоле Кодряну
Автор: |
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space_monkey |
Раса: |
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Человек |
Класс: |
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Дипломат |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 7 [-2] |
Ловкость: | | 10 [+0] |
Выносливость: | | 10 [+0] |
Интеллект: | | 16 [+3] |
Мудрость: | | 12 [+1] |
Обаяние: | | 21 [+5] |
Внешность
Характер
Многословный и терпеливый, готовый выслушать и дать несколько советов. Приятная внешность, вкрадчивый тон, располагающие манеры плюс множество занимательных историй и ключи практически к любому сердцу (или что там у кого бывает).
История
- Кто я такой? Ну знаете ли, это вопрос достаточно простой. Меня зовут Анатоле. Анатоле Кодярну. Я был торговцем в Новом Стетвене, именно, что у озера Рийкал. Замечательный город, если подумать... Но вернёмся обратно. Моя семья занималась в городе торговлей рыбой. Кодряну имеют тесные связи с Домом Лебеда, есть даже несколько династических браков! Фактически я семиюродный племянник самой Леди Сарроны Лебеды и семюродный брат Лорду Ландеру, нынешнему главе Дома! Снова отвлекся, да? В общем, мой отец хотел видеть меня во главе одной из концессий, или торговых компаний. Но желаниям его не суждено было сбыться. Нет. Мне понравилось другое. Арбитраж. Сама суть сделок. Все эти маленькие мелочи, от выяснения прошлого и личности собеседника, до поисков торгового акта принятого каким-нибудь сумасшедшим мэром несколько сотен лет назад, до сих пор не отмененного. - Почему я здесь? Вот это вопрос более сложный. Отец не раз говорил мне "не заплывай далеко, сынок - попадёшь в сети". Всегда думал, что нет более глупого наставления. Но вот мои, простите за выражение "таланты", были замечены в коммерческих кругах. Я посредником в заключении и контроле за осуществлением торговых сделок, а также присутствовал на разного рода переговорах, после чего и вовсе стал их вести. Были и крайне сложные случаи, были и переговоры с разнообразными представителями иных рас. Шутка ли, даже с разумными умертвиями договариваться приходилось! И великанами. Представляете себе эти переговоры, а? Вам надо уговорить существо ростом 12 футов, которое может буквально сломать вас в кулаке, НЕ ЕСТЬ проходящих мимо людей, и при этом сделать это так, чтобы оно не приняло вас за перекус на дорожку. Но вернёмся к непосредственному вопросу. Три года назад, всё шло своим чередом, пока не случилось то, о чём меня предупреждал отец - я "заплыл" слишком далеко. Моя несколько преувеличенная репутация "человека, который и скелет может уговорить прикрыться", дошла до ушей людей самого высокого рода. И люди эти пожелали контролировать Украденные Земли. И вот уже несколько лет я занимаюсь тем, что веду переговоры с разнообразными личностями или организациями здесь, в этих Землях, в интересах тех, кто меня нанимает. Сопровождал уже не одну подобную экспедицию, и, не хочу портить вам настроение, но пока что, всё не очень удачно завершалось...
Навыки
Male Human Negotiator 5 LN, Size: Medium Experience (13600/15000): +1200 контакты +2400 основание государства +1200 тренировка +1200 основана столица +1600 заселено 5 гексов
ABILITY SCORES: 25PB STR 7 [-2] 7 (Base) DEX 10 [+0] 10 (Base) CON 10 [+0] 10 (Base) INT 16 [+3] 16 (Base) WIS 12 [+1] 12 (Base) CHA 21 [+5] 18 (Base)+2 (Race)+1 (4lvl) SAVING THROWS: Fort: +1 = +1(Class) + 0(CON) Ref: +4 = +4(Class) + 0(DEX) Will: +5 = +4(Class) +1(WIS) COMBAT STATS: Hit Points: 40 = 8*5+0con*5 AC: 11 (10 touch, 11 flat-footed) +0(Dex) +1(armor) +0(shield) BAB: +3 CMB: +1 = +3(BAB) -2(STR) CMD: 11 = 10 +3(BAB) -2(STR) +0(DEX) Initiative: +0 = +0(DEX) Speed: 30' = 30(Base) TRAITS: ● ЛебедаSuccess through Grace Ваш дом имеет множество торговых связей на побережьях озера Рейкал. Вы получаете дополнительный язык (Skald), и +2 trait bonus на руководство проектами связанными с установлением торговых путей и связей. ● AmbitiousYou gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess. ● EmissaryYou gain a +2 trait bonus on Diplomacy checks when dealing with aberrations, monstrous humanoids, undead, and creatures with the giant subtype. RACE FEATURES: LanguagesHumans begin play speaking Common + Draconic(INT), Hallit(INT), Skald(Л trait). Focused StudyAll humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Silver TonguedHuman are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. CLASS FEATURES: Favored Class Bonuses +3 0th lvl, +2 1st lvl Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. Weapon and Armor ProficiencyA bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Hard BargainerA negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge. Bardic Performance standard action, rounds per day = 4 + 2*4(levels) + 5(Cha) = 17 A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Rogue Talents 2lvl rogue talent = Charmer, At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability. This ability replaces versatile performance. List of Bardic PerformancesCounterargument (Su) Perform (oratory) = +13 This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument. At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the counterargument he makes a Perform (act, comedy, oratory, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counterargument is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counterargument, but it must use the bard’s Perform skill check result for the save. Counterargument does not work on effects that don’t allow saves. Counterargument relies on audible components. Distraction (Su) Perform (oratory) = +13 At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) 2 creature, Will save DC 17 (10 + 2 + 5) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Fast Talk (Su) Perform (oratory) = +13, -2 save vs enchantment and illusion, -2 save vs Appraise checks At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 20% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage. Inspire Competence (Su) Perform (oratory) = +13, 2 competence bonus A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components. Well-Versed (Ex) Will save vs bardic performance, sonic, and language-dependent effects = +8 At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Master of Rhetoric (Ex) 1/day, take 10 on Bluff 27, Diplomacy 32, Intimidate 27, Knowledge (local) 22, Sense Motive 21, take 20 on Bluff 37, Diplomacy 42, Intimidate 37, Knowledge (local) 32, Sense Motive 31 At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill. A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level. FEATS: ● [1HD Focused Study Feat] Skill Focus [Diplomacy] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. ● [1HD Feat] Persuasive You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. ● [2HD Rogue Talent] Charmer Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. ● [3HD Feat] Sycophant As a standard action, you can attempt to force an enemy to show you mercy by succeeding at a Diplomacy check (DC = 15 + the target’s Will saving throw bonus) If you succeed, your target’s next successful attack against you deals nonlethal damage (the target does not take the usual attack penalty for dealing nonlethal damage). Whether you succeed or fail, you cannot target the same creature with this feat again for 24 hours. ● [5HD Feat] Call Truce While in combat, as a 1-round action (as if it were a spell with a 1-round casting time, you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating. Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful. At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked. If you fail the check by 5 or more, you cannot use Diplomacy again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Sense Motive check against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Bluff check, whichever is higher. Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. For instance, if the opponents’ main advantage over your group comes from a short-duration spell that would end during a parley (see Calling for a Cease-Fire), you cannot use this feat. Circumstances could potentially increase the check’s DC by 5, 10, or even up to 20. Choice list: Charmer Roll two dice when using Diplomacy and take the better result Coax Information Substitute Bluff or Diplomacy for Intimidate Thoughtful Reexamining+ Reroll a Knowledge, Sense Motive, or Perception check Honeyed Words Roll two dice when making a Bluff check and take the better result Convincing Lie Those who believe your lies use your Bluff skill when repeating the lies
Choice list: 01 Persuasive +2 bonus on Diplomacy and Intimidate checks. 02 Sycophant You can attempt to use Diplomacy to force an enemy to show you mercy. 03 Call Truce Call for a truce in combat. (Cha 15, Persuasive, Diplomacy 5 ranks). 04 Sense Loyalties After at least an hour of interaction, you can attempt a Sense Motive check to get a hunch what god, government, leader, or patron a creature is loyal to or worships. (Knowledge (nobility) 1 rank, Knowledge (religion) 1 rank). 05 Spellsong Combine spellcasting and bardic performance. (Cha 13, bard performance class feature, ability to cast 1st-level spells). 06 Nerve-Racking Negotiator Target of Intimidate doesn’t turn against you later. (Persuasive). 07 Persuasive Bribery Bribe effectively and without offending others (Persuasive). 08 Sense Assumptions Discern which lies would be unbelievable. (Sense Motive 3 ranks). 09 Insightful Advice Aid allies all day long. (Perform (oratory) 3 ranks). 10 Rhetorical Flourish Use verbal misdirection while making Diplomacy check. (Cha 13, Persuasive).
SKILLS: Total: 40 = (+6(Class)+2(Int))x5 + 00 = 0(Rank) +0(Class) +0(DEX) Acrobatics (Dex)* + 06 = 1(Rank) +3(Class) +2(INT) Appraise (Int)* + 17 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +2(ST trait) Bluff (Cha)* - 02 = 0(Rank) +0(Class) -2(STR) Climb (Str)* + 02 = 0(Rank) +0(Class) +2(INT) Craft (Int)* + 22 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) Diplomacy (Cha)* + 24 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +2(Em trait) Diplomacy (Cha)* vs aberrations, monstrous humanoids, undead, giant subtype creatures + 26 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +4(Am trait) Diplomacy (Cha)* vs +5 HD more creatures + 28 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +3(SF feat) +2(PR feat) +2(ST trait) +2(Em trait) +4(Am trait) Diplomacy (Cha)* vs aberrations, monstrous humanoids, undead, giant subtype with +5 HD more creatures + 05 = 0(Rank) +0(Class) +5(CHA) Disguise (Cha)* + 00 = 0(Rank) +0(Class) +0(DEX) Escape Artist (Dex)* + 00 = 0(Rank) +0(Class) +0(DEX) Fly (Dex) + 01 = 0(Rank) +0(Class) +1(WIS) Heal (Wis) + 17 = 5(Rank) +3(Class) +5(CHA) +2(HB cls ftr) +2(PR feat) Intimidate (Cha)* + 12 = 5(Rank) +3(Class) +2(INT) +2(HB cls ftr) Knowledge (local) (Int)*! + 06 = 1(Rank) +3(Class) +2(INT) Knowledge (geography) (Int)*! + 06 = 1(Rank) +3(Class) +2(INT) Knowledge (history) (Int)*! + 06 = 1(Rank) +3(Class) +2(INT) Knowledge (nobility) (Int)*! + 06 = 1(Rank) +3(Class) +2(INT) Knowledge (religion) (Int)*! N/A = 0(Rank) +0(Class) +2(INT) Knowledge (other) (Int)*! + 06 = 1(Rank) +3(Class) +2(INT) Linguistics (Int)*! + 01 = 0(Rank) +0(Class) +1(WIS) Perception (Wis)* + 13 = 5(Rank) +3(Class) +5(CHA) Perform (oratory) (Cha)* + 05 = 0(Rank) +0(Class) +5(CHA) Perform (other) (Cha)* + 05 = 1(Rank) +3(Class) +1(WIS) Profession (merchant) (Wis)*! + 00 = 0(Rank) +0(Class) +0(DEX) Ride (Dex) + 11 = 5(Rank) +3(Class) +1(WIS) +2(HB cls ftr) Sense Motive (Wis)* + 04 = 1(Rank) +3(Class) +0(DEX) Sleight of Hand (Dex)*! + 06 = 1(Rank) +3(Class) +2(INT) Spellcraft (Int)*! + 00 = 0(Rank) +0(Class) +0(DEX) Stealth (Dex)* + 01 = 0(Rank) +0(Class) +1(WIS) Survival (Wis) - 02 = 0(Rank) +0(Class) -2(STR) Swim (Str) + 09 = 1(Rank) +3(Class) +5(CHA) Use Magic Device (Cha)*! legend: HB cls ftr - Hard Bargainer class feature. ST trait - Silver Toungue race tait. SF feat - Skill Focus feat. PR feat - Persuasive feat. Em trait - Emissary trait. Am trait - Ambitious trait. * - class skills. ! - can't be made untrained. SPELLS Cantrips (Sp)Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells DC A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Table: Bard Spells Known Level 0th 1st 2nd 3rd 4th 5th 6th 5th 6+3 4+2 3 — — — — ----------------------------------------------------- Table: Bard Spells Per Day Level 0th 1st 2nd 3rd 4th 5th 6th 5th * 4+2 2+1 — — — — Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Level 0 known 9 = 6 +3(fav class), use unlimited [Detect Magic] [Light] [Lullaby] [Mending] [Message] [Read Magic] [Resistance] [Sift] [Unwitting Ally] Detect MagicSchool divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0 Casting Time 1 standard action Component: V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. LightSchool evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0 Casting Time 1 standard action Components V, M/DF (a firefly) Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. LullabySchool enchantment (compulsion) [mind-affecting]; Level bard 0, psychic 0 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area living creatures within a 10-ft.-radius burst Duration concentration + 1 round/level (D) Saving Throw Will negates; Spell Resistance yes Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. MendingSchool transmutation; Level bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School metal 0 Casting Time 10 minutes Components V, S Range 10 ft. Target one object of up to 1 lb./level Duration instantaneous Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object) This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. MessageSchool transmutation [language-dependent]; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0 Casting Time 1 standard action Components V, S, F (a piece of copper wire) Range medium (100 ft. + 10 ft./level) Targets one creature/level Duration 10 min./level Saving Throw none; Spell Resistance no You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper. Read MagicSchool divination; Level antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0 Casting Time 1 standard action Components V, S, F (a clear crystal or mineral prism) Range personal Target you Duration 10 min./level You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. ResistanceSchool abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0 Casting Time 1 standard action Components V, S, M/DF (a miniature cloak) Range touch Target creature touched Duration 1 minute Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. SiftSchool divination; Level bard 0, inquisitor 0, psychic 0 Casting Time 1 standard action Components V, S Range 30 ft. Area one 10-ft. cube Duration instantaneous Saving Throw none; Spell Resistance no You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures. Unwitting AllySchool enchantment (charm) [mind-affecting]; Level bard 0, psychic 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell’s effect. Level 1 known 4 +2(fav class), use 6 = 4 +2(high CHA) [Cultural Adaptation] [Innocence] [Share Language] [Tap Inner Beauty] [Comprehend Languages] [Hidden Diplomacy] Cultural AdaptationSchool divination; Level bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M/DF (a document written in the language of the culture to be emulated) Range personal Target you Duration 10 minutes/level When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture, if you are not. This doesn’t provide benefits when disguising yourself as a specific member of the culture, though it negates any circumstance penalties you might otherwise have taken due to not acting appropriately for that person’s culture. Finally, the DCs of enchantment (charm) spells you cast against natives of the culture to which you are attuned increase by 1. InnocenceSchool transmutation; Level bard 1 Casting Time 1 standard action Components V, S Range personal Targets you Duration 1 minute/level (D) You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness. Share LanguageSchool divination; Level bard 1, cleric/oracle 2, druid 2, medium 1, mesmerist 1, occultist 2, psychic 1, sorcerer/wizard 2; Subdomain cooperation 2, language 2 Casting Time 1 standard action Components V, S, M (a page from a dictionary) Range touch Targets creature touched Duration 24 hours Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork. Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery. Tap Inner BeautySchool divination; Level bard 1, cleric/oracle 1, witch 1 Casting Time 1 standard action Components V, M (a tiny mirror) Range personal Target you Duration 1 minute/level This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. Comprehend LanguagesSchool divination; Level alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1 Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Range personal Target you Duration 10 min./level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Hidden DiplomacySchool enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, psychic 1 Casting Time 1 standard action Components V, S, M (a bent coin) Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instant; see text Saving Throw Will negates; Spell Resistance yes As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated. Whether a creature fails or succeeds at its saving throw, it becomes immune to further castings of hidden diplomacy for 24 hours. Choice list: 01 Cultural Adaptation You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. PZO1134 02 Innocence Gain +10 on Bluff checks to seem innocent. PZO1115 03 Share Language Subject understands chosen language. PZO1115 04 Tap Inner Beauty You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. PC:FoP 05 Comprehend Languages You understand all languages. PZO1110 06 Hidden Diplomacy Attempt a Intimidate check to make a target act friendly toward you but not remember why after the spell ends. PZO9469 07 Memory Lapse Subject forgets events back to last turn. PZO1115 Level 2 known 3, use 3 = 2 +1(high CHA) [Focused Scrutiny] [Tongues] [Voluminous Vocabulary] Focused ScrutinySchool divination; Level alchemist 2, bard 2, inquisitor 2, psychic 2, shaman 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 minutes/level (D) You gain heightened sensitivity to the mannerisms, reactions, and body language of one creature you can perceive, allowing you to sense its state of mind and easily influence it. You gain a +10 bonus on Perception, Sense Motive, and Survival checks attempted against the target creature, as well as a +5 bonus on Diplomacy and Intimidate checks attempted against it. TonguesSchool divination; Level alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3; Subdomain agathion 3, language 3; Bloodline aberrant 3; Elemental School wood 3 Casting Time 1 standard action Components V, M/DF (a clay model of a ziggurat) Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance no This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. Voluminous VocabularySchool divination; Level alchemist 3, bard 2, cleric 3, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3 Casting Time 1 standard action Components V, S, M (a quill) Range touch Target creature touched Duration 8 hours (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You choose any language (except for secret languages, such as Druidic). The target gains the ability to speak, understand, read, and write that language. When you cast this spell, you can attempt a DC 15 Linguistics check. If you succeed, choose an additional language, plus one more language for every 10 by which your check result exceeded the DC. Written material can be read at the rate of one page (250 words) per minute. As with comprehend languages, this spell doesn’t impart insight into material the target read, just the literal meaning, and it doesn’t allow the target to read magical writing or decipher codes. If the target lacks the mental capacity to grasp a language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell endows the target merely with a temporarily enhanced vocabulary, the person offering instructions to nonsentient creatures must take care to avoid metaphors or any other ambiguity. Choice list: 01 Focused Scrutiny Gain skill bonuses when interacting with the target. PZO1129 02 Tongues Speak and understand any language. PZO1110 03 Voluminous Vocabulary Grant ability to speak, read, and write one or more languages for 8 hours. PZO1134 04 Eagle’s Splendor Subject gains +4 to Cha for 1 min./level. PZO1110 05 Suggestion Compels subject to follow stated course of action. PZO1110 06 Honeyed Tongue Roll 2 dice when using Diplomacy, take higher roll. PZO1115 07 Share Language, Communal As share language, but you may divide the duration among creatures touched. PZO1118
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Weapons Longsword 15 gp 1d6 1d8 19-20/x2 — 4 lbs. S — PZO1110 Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S — PZO1110 5 lb
Armor, Clothing and Aaccessories Silken ceremonial armor 30 gp +1 — 0 0% 30 ft. 20 ft. 8 lbs. PRG:UE Outfit, Explorer’s (10) gp 8 lbs.1 PZO1110 2 Outfit, Explorer’s 10*2 gp 8*2 lbs.1 PZO1110 3 Outfit, Courtier’s 30*3 gp 6*3 lbs.1 PZO1110 2 Scarf, head 20 gp — PPZO94102 Jewelry 100 gp varies PZO9410 Ring, signet 5 gp — PZO1110 Eyeglasses 5 gp — PZO9410 в дороге - 16 lb на приёме - 15 lb без брони - 6-8 lb
Containers Pocket, inside 4 gp — PZO1140 Pouch, belt 1 gp 1/2 lb.1 PZO1123 Backpack, masterwork 50 gp 4 lbs.1 PZO1123 Bag, waterproof 5 sp 1/2 lb. PZO1123 Box, scroll 5 gp 1 lb. PZO1123 Waterskin 1 gp 4 lbs.1 PZO1110 не в дороге - 1/2 lb в дороге - 10 lb
Animal Horse, light 75 gp 600 lbs. PZO1110/PZO9410 Harness 2 gp 2 lbs. PZO9410 Saddle, riding 10 gp 25 lbs. PZO1123 Saddlebags 4 gp 8 lbs. PZO1123
Other Rations, trail 5 sp*7 1*7 lb.* PZO1123 Animal feed (per day) 5*7 cp 10*7 lbs. PZO1123 Soap 1*7 cp 1/2*7 lb. PZO1123 Abacus 2 gp 2 lbs. PZO1123 Kit, perfume 40 gp 10 lbs. PZO1134 Scale, merchant’s 2 gp 1 lb. PZO1123 Umbrella/parasol 2 gp 3 lbs. PZO1123 Book, blue (Рестов) 5 gp 1 lb. PZO1123 Book, heritage 50 gp 2 lbs. PZO1123 Book, journal 10*2 gp 1*2 lb. PZO1123 Book, of letters 50 gp 3 lbs. PZO1123 Book, traveler’s dictionary (Sylvan) 50 gp 2 lbs. PZO1123 Tome of Epics 50 gp 3 lbs. PZO1129 Ink 8*3 gp — PZO1123 Ink, invisible (good) 25 gp — PZO9410 Inkpen 1 sp — PZO1110 108 lb
Special Wine, fine 10*5 gp 1-1/2*5 lbs. PZO1110 Mead (gallon) 2*3 gp 8*3 lbs. PZO1123 Absinthe (bottle) 30 gp 1-1/2 lbs. (bottle) PZO1123
Потрачено около 850 gp. Light Load up 23 Medium Load 24-46 Heavy Load 47-70
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Айялис Савилериал
Автор: |
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Enote |
Раса: |
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Эльф |
Класс: |
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Hawkguard/Wizard |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 14 [+2] |
Ловкость: | | 18 [+4] |
Выносливость: | | 10 [+0] |
Интеллект: | | 18 [+4] |
Мудрость: | | 12 [+1] |
Обаяние: | | 12 [+1] |
Внешность
Высокая эльфийка с серебряными волосами и синейй радужкой глаз. Фигура выдает в ней хорошего воина - спортивная, подтянутая, но все же более женственная, чем у ее сестры. Одетая в легкую походную одежду, укрепленный металлом кушак и плащ с капюшоном, волшебница обычно экипирована резным составным луком - подарком своего отца, который носит с собой почти всегда .
Характер
Собранная и серьезная Айя создаёт вид эльфа, который следует традициям и не увлекается авантюрам, однако на самом деле Айялисс мечтательница и идеалистка, прячущая свою натуру под стальным панцирем холодности и рассудительности.
История
Отпрыск семьи потомственных лучников-чародеев из Кионина, Айялисс с малых лет знала кто она, и кем ей предстоит стать. Ее игрушками были маленькие лук и стрелы, которые она с отцом сделала своими руками. Детям прививалась сама идея того, что сражение - это часть жизни. Мать пыталась дать Айе и ее сестре Илларии нормальное детство как у других девочек: с платьями, куклами и прочими атрибутами женской роли, авторитет отца, не имевшего сыновей, довлел над ней и девочками. Из них воспитывали воительниц. Инструкторы по стрельбе, мудрые учителя-волшебники, даже уроки у бронзового дракона были для них такой же нормой, как друзья и игры.
Но с возрастом все стало меняться. Две сестры словно расходились в разные стороны - одна послушно и усердно стремилась стать лучшей и послужить на благо семьи и общины, другая слушала бардов и мечтала о дальних странах. После того, как Илли отправилась в странствия, Айя в некотором роде замкнулась в себе. Зачем она ушла - спрашивала она себя. Но ответа не находила. Время шло, эльфийка стала опытным бойцом и солдатом, отразивший не одно нападение хобгоблинов на их границы. Вместе с отрядом она прошла многое и увидела, что служба солдата - это в меньшей степени героизм и в большей - рутина, выполнение не всегда правильных приказов. Подобная служба сделала бы из нее послушную зацикленную на магии фигуру в арсенале Старших. Ее это не устраивало. Она хотела влиять на судьбы окружающих, а не слепо следовать командам. Спустя тридцать лет службы, она ушла из армии и пошла искать свой путь. Предложение Алдори об Украденных Землях подвернулось как нельзя кстати.
Навыки
Ayaliss Savilerial Female elf Hawkguard(Warder)1/Enhauncer wizard 5 Neutral Good Medium Humanoid (elf) EXP 32600/35000 ABILITY SCORES: STR 14 [+2] DEX 19 [+4] 15(Base)+2(Race)+2(enhancement(Wizard School)) CON 10 [+0] 12(Base)-2(Race) INT 20 [+5] 15(Base)+2(Race)+1(4th level)+2(HoVI) WIS 12 [+1] CHA 12 [+1] SAVING THROWS: Fort: +4 = +2(Warder)+1(wizard)+1(cloak) Ref: +6 = +4(Dex)+1(wizard)+1(cloak) Will: +8= +4(Wizard)+2(Warder)+1(Wis)+1(cloak) COMBAT STATS: Hit Points: 48 = 12+6x5+2 AC: 14 (14 touch, 10 flat-footed) BAB: +3 CMB: +5 = +3(BAB) +2(STR) CMD: 19 = 10 +3(BAB) +2(STR)+4(Dex) Initiative: +4 Speed: 30' = 30(Base) ● Melee: +5 = +3(BAB) +2(STR) ● Ranged: +7 = +3(BAB)+4(Dex) TRAITS: ● Adventurer (Kingmaker) ● Beast bond ● Magical Knack (Wizard) FEATS: ● [1st lvl] Breadth of Expirience ● [Bonus Hawkguard feat] Point Blank Shot ● [Bonus Hawkguard feat] Combat Reflexes ● [3rd lvl] Rapid Shot ● [5th lvl] Precise Shot ● [Wizard bonus] Toppling spell SKILLS: Total: 41+6 = (+2*5(Wizard)+4(Hawkguard)+4*6(Int)+3(FCB)) +7 Sleight of hands +12 (2 rank+3 class +4 Dex +3 Familiar) Ride +9 (1 rank +3 class +4 Dex +1 Beast Bond trait) Fly +13 (6 rank +3 class +4 Dex)
Knowledges: all untrained +6 Martial +10 (1 rank +4 class +3 Int +2 Breadth of Expirience) Arcana +13 (4 rank +3 class +4 Int +2 Breadth of Expirience) Local +10 (1 rank +3 class +4 Int +2 Breadth of Expirience) Nature +13 (4 rank +3 class +4 Int +2 Breadth of Expirience) Geographic +10 (1 rank +3 class +4 Int +2 Breadth of Expirience) Engineering +10 (1 rank +3 class +4 Int +2 Breadth of Expirience) Planes +11 (2 rank +3 class +4 Int +2 Breadth of Expirience) Nobility +10 (1 rank +3 class +4 Int +2 Breadth of Expirience) Religion +11 (2 rank +3 class +4 Int +2 Breadth of Expirience) History +10 (1 rank +3 class +4 Int +2 Breadth of Expirience)
Spellcraft +13(6 rank +3 class +4 Int) +12 to identify magic items Linguistic +8 (1rank+3class+4int) Celestial
Perception +15 (6 rank +3 class +1 Wis +2 Race +2 Alertness +1 Adventurer trait) Sense motive +3 (+1 Wis +2 Alertness) Profession (Soldier) +9 (3 rank +3 class +1 Wis +2 Breadth of Expirience)
Handle Animal +7 (2 rank +3 class +1 Cha +1 Beast Bond trait) Diplomacy +5 (1 rank +3 class +1 Cha) Perform (Dance) +2 (1 rank +1 Cha)
CLASS FEATURES: Wizard: Focused Arcane School: Enhancement (Transmutation) Prohibited schools: Necromancy, Illusion School powers: Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Arcane bound - raccoon familiar (+3 Sleight of hands) Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Echew materials: At 1st level, a wizard gains Echew materials as a bonus feat.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic)
Hawkguard: Aegis (Ex) At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible). Archer Training (Ex) With the exhaustive training that hawkguards undergo, the hawkguard becomes a skilled ranged combatant who specializes in the use of a branch of ranged weaponry. She may select one ranged weapon to be her favored. When wielding this weapon, she does not suffer a penalty to hit for wearing a buckler and retains her shield bonus to AC even when using that arm to attack with her chosen weapon. The hawkguard also gains Point-Blank Shot as a bonus feat. Ranged Defensive Focus (Ex) The hawkguard is a deadly opponent as he focuses on protecting his allies and himself while planning his next moves. This functions as the normal warder defensive focus, except for the following changes. When recovering warder maneuvers as a full-round action, the hawkguard threatens an area within 15 feet of herself, except for adjacent squares. This area increases by 5 feet for every five initiator levels the hawkguard possesses. The bowman threatens this space only if he’s wielding a ranged weapon, and may make attacks of opportunity with ranged weapons as long as Ranged Defensive Focus is active. Weapon and Armor Proficiency: A Hawkguard is proficient with all simple and martial weapons and with light, and medium armor and bucklers Disciplines: Tempest Gale, Solar Wind, Golden Lion, Broken Blade, Iron Tortoise. MANEUVERS: Known: 5 Stances: 1 Tempest Gale: [Eye of a Needle] [Disarming Shot] Solar Wind: [Curving Ray Shot] [Horison Wind Lancet] Golden Lion: [Encouraging Roar] Stanse:[Stance of Piercing Rays] Ready: 3 [Eye of a Needle] [Disarming Shot] [Horison Wind Lancet] SPELLS: Known: 3+3(Int)+6(lvl) Cantrips - All 1st - 8 : Mage armor, Magic missile, Ear piercing scream, Gravity bow, Shield, True strike, Sleep, Summon monster I , Charm person, Hypnotise. 2nd - 4: Burning Arc, Cat's Graсе, Summon monster II, Rope trick, Alter Self, Bulls Strength, see invisibility 3rd - 3: Fireball*, Beast Shape*, Haste, Summon monster III Fly, Cont.Zeal, Blood Biography, Clairvoyance, Invisibility Sphere Concentration: 9 = +5(CL)+4(Int) Level 0: 4 [Jolt] [Detect Magic] [Mending] [Prestidigitation] Level 1: 6= 3+2(Int)+1(School) Level 2: 4= 2+1(Int)+1(School) Level 3: 3= 1+1(Int)+1(School)
Инвентарь
Боевые характеристики: HP 48/48 AC 15 (TAC 14, FFAC 11) Saving Throws: F+2/R+4/W+7 Stance: [Stance of Piercing Rays] Maneuvers Readied: 3/-/ (* - Spent) 1lvl:[Eye of a Needle] [Disarming Shot] [Horison Wind Lancet] Spells prepared: 4/5/4/3/-/- (* - Spent) 0lvl:[Jolt] [Detect Magic] [Mending] [Prestidigitation] 1lvl: [Shield] [Magic missle] [Magic Missle] [Gravity Bow] [Mage Armor] [True Strike] 2lvl: [Cat's Grace] [Burning Arc] [Toppling Magic missle] [See Invisibility] 3lvl: [Summon Monster III] [Summon Monster III] [Haste] Attacks: Longsword +4, 1d8+3 S, 19-20/x2 +1 Adaptive composite longbow: +8 (+6/+6) , 1d8 (2d6 Gravity bow)+3 P, x3. +1d6 Stance. Arrow options: common (P), blunt (B), cold iron (Antifey), cryptstone (+1 dmg vs undead), tanglefoot ( (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check, half the normal increment). , smoke (+5ft smoke) Текущее снаряжение: +1 Adaptive composite longbow (Strenght +2) (1д8+3 /x3, 110ft projectile, 4300 gp) Longsword (1d8+2(3) /19-20 x2, 15gp) Haramaki (+1 AC, 3gp) Шмот всякий: Backpack (-) Bedroll (-) Soap (-) Waterskin (-) Spellbook Scroll tube (-) - Scroll of Comprehend Languages (25gp) - Scroll of Burning Sands (25 gp) Quiver No1 (-) -Arrows, common x40 (Piercing, 2gp) -Arrows, blunt x10 (Buldgeoning, 1 gp) Quiver No2 (-) -Arrows, cold iron x20 (Piercing, 2gp) -Arrows, blunt, cryptstone x10 (Buldgeoning, 101gp) -Arrow, Tanglefoot x3 (no dmg, 60 gp) -Arrow, Smoke x1 (Piercing, 10gp)
Awakened Warhorse Titus - Saddle riding (25gp) - Saddle bags (-) - Rations, elven x20 (-) - Feed x20 (-) - Tent, small (-) - Mess kit (-) - Quiver No3 (-) - Arrows, cold iron x100 (Piercing, 10gp)
Familiar Raccoon Benedictus - Bag (-) - Potion of Cure Light Wounds (50 gp)
All (-) misc
(Gold spent : 920gp) EXP gained : 6250
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