Маг`хада
Автор: |
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PrototypeMan |
Раса: |
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Полуорк |
Класс: |
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Commoner |
Мировоззрение: |
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Нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 10 [+0] |
Выносливость: | | 15 [+2] |
Интеллект: | | 14 [+2] |
Мудрость: | | 7 [-2] |
Обаяние: | | 7 [-2] |
Внешность
Женщин с кровью орков мало - племена боролись за них и свободно использовали как, пусть и ценный, но ресурс. Ещё меньше женщин, прошедших шаманские обряды посвящения в Мудрейших племени, чьи заслуги видны всем издалека в виде татуировок на теле. Да, данная представительница зеленокожих едва ли может называться орком по родству, но это не умаляет её внешнее сходство с ними, их телосложение.
Характер
История
Навыки
N Medium Humanoid Female Half-Orc Commoner 1 lvl. Favored Class: – 27 yo, 5 ft 11 in, 179 lb
ABILITY SCORES: STR 14 [+2] DEX 10 [+0] CON 15 [+2] INT 14 [+2] WIS 7 [-2] CHA 7 [-2]
SAVING THROWS: Fortitude +4 = +0 Commoner +2 Con +2 Luck Bonus (tattoo) Reflex +2 = +0 Commoner +0 Dex +2 Luck Bonus (tattoo) Will +0 = +0 Commoner -1 Wis +2 Luck Bonus (tattoo)
COMBAT STATS: Hit Points 9 = +6 Commoner +3 Con AC 10 = 10 + 0 Armor Bonus + 0 Dex Modifier Flat-Footed 10 = 10 + 0 Armor Bonus Touched AC 10 = 10 + 0 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) 2 = +0 BAB + 2 STR CMD(Combat Maneuver Defense) 12 = 10 +0 BAB +2 STR +0 DEX Initiative +0 = +0 DEX Speed 30'
* Attack (Unarmed Strike): +0 BAB +2 STR +0 enh +0 feat= +2 1d3 + 2 STR +0 enh = 1d3+2; Crit x2
RACIAL TRAITS: ● Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. ● Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. ● Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. ● Base Speed: Half-orcs have a base speed of 30 feet. ● Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. ● Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. ● Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. ● Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. ● Darkvision: Half-orcs can see in the dark up to 60 feet. ● Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
CLASS FEATURES: ● Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield. She have proficient with "Sling"
SKILLS: Skill ranks: 2 + INT = 2 + 2 = 4 ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 0 = 0 DEX ○ Appraise(Int): 2 = +2 INT ○ Bluff(Cha): -2 = -2 CHA ● Climb(Str): 2 = +2 STR ○ Craft(any)(Int): – ● Craft(Alchemy)(Int): 6 = +2 INT + 1 rank +3 class skill ● Craft(Traps)(Int): 6 = +2 INT + 1 rank +3 class skill ○ Craft(Int): - ○ Diplomacy(Cha): -2 = -2 CHA ○ Disable Device*(Dex): – ○ Disguise(Cha): -2 = -2 CHA ○ Escape Artist(Dex): 0 = 0 DEX ○ Fly*(Dex): - ● Handle Animal*(Cha): – ○ Heal(Wis): -2 = -2 WIS ○ Intimidate(Cha): -2 = -2 CHA ○ Knowledge (Arcana)*(Int): – ○ Knowledge (Dungeoneering)*(Int): – ○ Knowledge (Engineering)*(Int): – ○ Knowledge (Geography)*(Int): – ○ Knowledge (History)*(Int): – ○ Knowledge (Local)*(Int): – ○ Knowledge (Nature)*(Int): – ○ Knowledge (Nobility)*(Int): – ○ Knowledge (Planes)*(Int): – ○ Knowledge (Religion)*(Int): – ○ Linguistics*(Int): – ● Perception(Wis): 3 = -1 WIS + 3 class skill + 1 rank ○ Perform*(Cha): - ● Profession*(Wis): – ● Ride(Dex): 0 = +0 DEX ○ Sense Motive(Wis): -2 = -2 WIS ○ Sleight of Hand*(Dex): – ○ Spellcraft*(Int): – ○ Stealth(Dex): 0 = +0 DEX ○ Survival(Wis): -2 = -2 WIS ● Swim(Str): 6 = 2 STR + 3 class skill + 1 rank ○ Use Magic Device*(Cha): –
Languages: Common, Orc, Draconic, Giant.
FEATS: ● Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
● Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
TRAITS: ● Fate Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. ● Finish the Fight: You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.
Инвентарь
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Торадин Младший
Автор: |
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KAYOLA |
Раса: |
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Гном |
Класс: |
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Обыватель |
Мировоззрение: |
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Нейтральный |
Сила: | | 8 [-1] |
Ловкость: | | 10 [+0] |
Выносливость: | | 12 [+1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 8 [-1] |
Обаяние: | | 16 [+3] |
Внешность
Типичный черноволосых ном с хитрецой и задорностью во взгляде в одних трусах.
Характер
Будет выкован огнём, водой и медными трубами
История
Потерял память, пытается её восстановить
Навыки
Класс и уровень: Коммонер Предпочитаемый класс: ??? Опыт: 0/2000 Здоровье: 1д6 + мВЫН(1) = 7 Инициатива: +0 (+0 ЛВК) Скорость: 20 футов Атака: БМА: МБМ: -1 размер Защита: КБ: 10 = 10 базовая +0ЛВК Касание: 10 = 10 базовая +0ЛВК Врасплох: 10= 10 базовая + 0 броня ЗБМ: 8 = 0 БМА -1 СИЛ + 0 ЛВК + 10 базовая -1 размер Спасброски (испытания): Стойкость: +3 = 2 базовый + 1 ВЫН Реакция: +2 = 2 базовый + 0 ЛВК Воля: -1 = 0 базовый - 1 МДР Языки: Всеобщий, Гномий, Сильван, Орочий Навыки:
Расовые особенности : +2Т +2Х -2С Небольшой размер: +1КБ, +1 к атакам, -1 МБМ и ЗБМ, +4 к проверкам скрытности Низкая скорость (20) Сумеречное зрение (х2) Умение защищаться: +4 КБ (уклонение) против великанов Гномья магия: СЛ.иллюзий +1, Мелкие Фокусы, Пляшущие Огоньки, Разговор с Животными, Призрачный Звук (УЗ=уровню, СЛ=10+круг+3) Ненависть: +1 к атакам по рептилоидам и гоблиноидам Сопротивление иллюзиям +2 Острые чувства: Внимание +2
Увлечённость: +2 к ремеслу или профессии ??? Fey Magic (HotW) The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. По-русски: выбираешь тип местности ("Подземелье", ДМ обещает нам долго приключаться именно здесь) и получаешь несколько друидских заклинаний (три 0-го уровня и одно 1-го уровня) по разу в день можешь кастовать под землёй.Оружие гномов, языки Особенности:
Оружейные умения: Оружие гномов, 1 оружие Черты: ещё три раза в день можно использовать расовые заклинания Prerequisites: Cha 13, Gnome. Benefit: You gain an additional three uses per day of your gnome spell-like abilities (dancing lights, ghost sound, prestidigitation). You can use these in any combination; for example, you can use dancing lights four times in one day (taking all three additional uses for the same spell), or you can cast ghost sound twice, prestidigitation twice, speak with animals twice, and dancing lights once. If you have a feat, trait, or other ability that changes your racial 0-level spell-like abilities to other 0-level spells, this feat applies to them instead."Summon Monster I (Sp)" (стандартом (вместо 1 раунда) призывается монстр на 1 минуту за уровень (обычно - 1 раунд/уровень), 3 + Харизма раз в день.)Классовые навыки: Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str) Приручение животных +3 Восприятие +3
Инвентарь
Заклинания (расовые) - 4 раза в день каждое: Мелкие фокусы (универсализм / осн.действие / С,Ж / 10фт / 1 час) В течении часа поднять предмет весом 1 фунт, изменить цвет, очистить/запачкать футовый куб, нагреть/остудить 1 фут неживой, создание мелких предметов Пляшущие огоньки (разрушение(свет) / осн.действие / СЖ / Средняя(100фт+10/УЗ) / 1 минута П) 4 огня напоминающих факелы - или - 4 блуждающих огонька - или - мерцающий человекообразный силуэт (огоньки в 10футовом пространстве) Разговор с животными (прорицание / осн.д. / СЖ / на себя / 1мин/УЗ) - разговор с животными собственно :-) Призрачный звук (иллюзия(фикция) / осн.действие / СЖР(шерсть/воск) / близкая(25+5/2УЗ) / 1 раунд/УЗ(П) / воля разоблачает) иллюзорные звуки Заклинания (друидские) - 1 раз в день каждое если в подземелье: Создание воды (воплощение(созидание,вода) / осн.действие / С,Ж / близкая(25+5/2УЗ) / 2 галона воды на УЗ / мгновенно) - создание 8 литров воды Вспышка (разрушение(свет) / осн.действие / С / близкая(25+5/2УЗ) / мгновенно / стойкость) - вспышка света, растерянность на 1 минуту Обнаружение магии (прорицание / осн.действие / С,Ж / 60фт / конус / К, 1 минута) видение аур Вкусные ягоды (превращение / осн.д. / СЖ,СФ / касание / 1день) - 2д4 свежих ягод - насыщает, восстанавливает 1ПЗ Призыв союзников - 6 раз в день на 1 минуту Гадюка(змея) Дельфин Жук-светляк - атака д20, урон д4(+1 обнаружить зло) Орёл - атака 3д20+1, урон д4 Пони(лошадь) СвирепаяКрыса Собака - атака д20+2, урон д4+1 ЯдовитаяЛягушка
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Эдвард Шоу
Автор: |
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CheZzter |
Раса: |
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Человек |
Класс: |
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Обыватель |
Мировоззрение: |
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Нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 12 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 10 [+0] |
Обаяние: | | 8 [-1] |
Внешность
Мужчина среднего роста (примерно 178 см), средних лет (выглядит на все свои 34 года), глаза серо-голубые, черты лица грубые, имеется множество возрастных морщин. Волосы светлые, средней длины, за которыми давно не ухаживали, отчего они запутанные, выглядит как копна соломы, нежели как волосы. Густая борода, также светлого оттенка, не ухоженная. Телосложение атлетическое, даже при беглом осмотре можно заметить множество рельефов на мышцах, подтверждающие, что Эдвард из работяг, в довесок его происхождению говорят и мускулистые предплечья, которые мало того, что накачаны, так еще и во множестве шрамах, ссадинах и с мозолями на ладонях. Одет... одет в чем мать родила.
Характер
Хмурый, суровый, мало говорит, а если и говорит, то нередко употребляет в своей речи ругательства и проклятия на весь род людской. Тем для обсуждений имеет мало, а если и совпадает тема для болтовни, неохотно с ней делится. Такой вот человек.
История
До момента, как он очутился в подземелье, помнит малое. Помнит удачное дело по рэкету в порту с ножом наперевес, потом трактир, затем хорошую попойку. Дальше ссора со своим корешом, драка, получил массивной пивной кружкой по голове и по хребту, затем все как в тумане. Очнулся, шишка, головная боль и холод... от того, что лежит на сыром, холодном полу в одних обносках.
Навыки
In-Game STATS
HP: 10 AC: 10+1 (Dex) Bonus attack: +0 BAB +2/+1 (Str/Dex) Speed: 30 ft. (6 cells) Fort Save +1 (+3): +0 class +1 Const (+2 against Fear) Ref Save +1 (+3): +0 class +1 Dex (+2 against Fear) Will Save +0 (+2): class +0 Wis (+2 against Fear) CMD +3: +0 BAB +2 Str +1 Dex CMB +2: +0 BAB +2 Str Initiative: +1 Flat-footed: 10
LANGUAGES
Common
SKILL (2 class rank +1 race rank at 1 lvl):
Acrobatics (Dex) +1 Appraise (Int) +0 Bluff (Cha) -1 Climb (Str) +5 +3 rank Craft (Int) +0 Diplomacy (Cha) -1 Disable Device (Dex) +1 Disguise (Cha) -1 Escape Artist (Dex) +1 Fly (Dex) +1 Handle Animal (Cha) -1 Heal (Wis) +0 Intimidate (Cha) +0 Knowledge (arcana) (Int) +0 Knowledge (dungeoneering) (Int) +0 Knowledge (engineering) (Int) +0 Knowledge (geography) (Int) +0 Knowledge (history) (Int) +0 Knowledge (local) (Int) +0 Knowledge (nature) (Int) +0 Knowledge (nobility) (Int) +0 Knowledge (planes) (Int) +0 Knowledge (religion) (Int) +0 Linguistics (Int) +0 Perception (Wis) +4: +3 rank Perform (Cha) -1 Profession (Wis) +0 Ride (Dex) +1 Sense Motive (Wis) +0 Sleight of Hand (Dex) +1 Spellcraft (Int) +0 Stealth (Dex) +1 Survival (Wis) +0 Swim (Str) +5 +3 rank Use Magic Device (Cha) -1
RACIAL TRAITS: Bonus Human Feat: Humans select one extra feat at 1st level. Ability Score Modifiers (Str): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: 30 feet.
CLASS FEATURES Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). (за пункт памяти, класс Fighter)
FEATS Catch Off-Guard: No penalties for improvised melee weapons [race] Toughness: +3 hit points, +1 per Hit Die beyond 3
TRAITS Improvised Defense: Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn. Courageous: You gain a +2 trait bonus on saving throws against fear effects.
Инвентарь
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Люцинда Ротбуклинг
Автор: |
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Waydreamer |
Раса: |
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Дворф |
Класс: |
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обыкновенн |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 9 [-1] |
Ловкость: | | 12 [+1] |
Выносливость: | | 16 [+3] |
Интеллект: | | 8 [-1] |
Мудрость: | | 16 [+3] |
Обаяние: | | 5 [-3] |
Внешность
 Рыжая девочка-дворф в свои 48 лет имеет особенно яркие волосы, свойственные только роду Ротбуклинг. Если углубиться в этимологию родового имени, то легко догадаться, что это род кузнецов оружейников. Т.к. "Красная копчённая рыба" - это есть раскалённая заготовка под боевой молот или меч. Ну, в представлении древней поэтической системы дворфов уж точно. Height: 4ft. weight: 148 lbs.
Характер
Несколько истеричная и непоследовательная эгоцентристка. Хотя Луци и придерживается типичного дворфского шовинизма во взглядах на суть вещей, её невероятная сентиментальность и обожание всех "пусечек", делают фрейлейн Ротбуклинг не столь однозначно-неприятной особой.
История
Судя по всему, Луцинда воспитывалась среди брутальных молотобойцев, ибо слышать ужасные перлы типа: "Scheiße wurde von einem verdammten Hammer getroffen" или "Amboss in meinem Anus!? Scheiss drauf!" от такой милашки неожиданно. "Пусечки" - это всякие мерзкие насекомыши и крысюки, что живут под землёй и мило шебуршатся и пищат в углах. Может, галлюциногенная мокрица и покусала фрейлейн, заставив считать, что в её руке живёт дух этого доброго деда Ханца?.. Или это из-за говорящих грибов, хм? - сложно сказать точно, когда ничего не помнит даже сама Луцинда. Ещё одна сомнительная черта дворфийки - любовь к национальным поговоркам и безграничное доверие к мудрости предков, записанной в красивые каменные книги. Ждать аналитических размышлений или, хотя бы, тактичных расспросов о чём-то не стоит.
Навыки
Name: Fräulein Lucinda Rotbückling.Chaotic Good Dwarf Female Medium humanoid (dwarf) Commoner*01—{ ABILITIES/ PB5 }—STR=09(-01)=(09base) DEX=12(+01)=(12base) CON=16(+03)=(14base+2RAC) INT =08(-01)=(08base) WIS=16(+03)=(14base+2RAC) CHA=05(-03)=(07base-2RAC) __________________________________________________________________________________________________________ —{ COMBAT STATS }—Init.....: +1 (+1dex); Senses: Darkvision 60 ft.; Perception +3; Stonecunning. Speed.: 20ft (20race + Slow and Steady); HP......: 013 (1d6(6)+01*3(CON)+3(Feat)+1(FC)); BAB....: +00; CMB...: d20-1 =(+0(BAB)-1(STR)); ➕Hatred: +1 bonus on CMB vs orcs and goblinoid. CMD...: 10= (10+0(BAB)-1(STR)+1(DEX)). ➕Stability: +4 racial bonus to CMD vs bull rush or trip. ➕Defensive Training: +4 dodge bonus to CMD against monsters of the giant subtype.
[Melee touch[-1]/Range touch[+0] (+0(BAB)-1/+1(STR/DEX))]
[Unarmed +0 melee 1d3 (20/x2)]type=B; Attack Bonus: +0(BAB)-1(STR)+1(Insight) Damage: 1d3 -1(STR)+1(Insight); [nonlethal]; [provoke AoO];
[Club -4 melee 1d6 (20/x2)]type=B; Attack Bonus: +0(BAB)-1(STR)+1(Insight)-4(Proficiency) Damage: 1d6 -1(STR)+1(Insight);
➕Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes. ➕Possessed Hand: +1 insight bonus on the attack roll and damage roll. __________________________________________________________________________________________________________ Armor class: Full....: 11 =10+1(DEX)+0(Armor)+0(NA)+0(DEF) Touch: 11 =10+1(DEX)+0(Armor)+0(NA)+0(DEF) FlatF..: 10 =10+0(DEX)+0(Armor)+0(NA)+0(DEF) ➕Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Saving throws: Fort: +04= +0(CLASS)+03(CON)+1(RACE)+0(RES) Refl: +01= +0(CLASS)+01(DEX)+0(RES) Will: +03= +0(CLASS)+03(WIS)+0(RES) __________________________________________________________________________________________________________ —{ SPECIAL }—▶️ Possessed Hand. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds. ▶️[ Prestidigitation]; spell-like ability; 1/day; CL=1; School: universal; Casting Time: 1 standard action; Components: V, S; Range: 10 ft.; Target, Effect, or Area: see text; Duration: 1 hour; Saving Throw: see text; Spell Resistance: no; Description: Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. ▶️[ Mending]; spell-like ability; 1/day; CL=1; School: transmutation; Casting Time: 10 minutes; Components : V, S; Range: 10 ft.; Target: one object up to 1 lb./level; Duration: instantaneous; Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object); Description: 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. ▶️[ Bit of Luck (Sp)]; Luck Domain power; 6/day; You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. ▶️[ Touch of Chaos (Sp)]; Chaos Domain power; 6/day; You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. __________________________________________________________________________________________________________ —{ SKILLS }—✪ACP=00; ✪SP: 1 =(2CL - 1INT)*1LVL ✪Speaks: Common, Dwarven. ✪Special: [Lorekeeper];
✪Legend: [⚪]: not InClass; [⊗]: need training; [⚫]: InClass;
⚪01=Acrobatics. [0(Rank)+0(InCl)+1(Dex)]; ⚪-1=Appraise. [0(Rank)+0(InCl)-1(Int)]; ⚪-3=Bluff. [0(Rank)+0(InCl)-3(Cha)]; ⚫-1=Climb. [0(Rank)+0(InCl)-1(Str)]; ⚫09=Craft (any). [0(Rank)+0(InCl)-1(Int)]; ⚪-3=Diplomacy. [0(Rank)+3(InCl)-3(Cha)]; ⊗⚪=Disable Device. [0(Rank)+0(InCl)+1(Dex)+1(Insight)]; ⚪-3=Disguise. [0(Rank)+0(InCl)-3(Cha)]; ⚪01=Escape Artist. [1(Rank)+0(InCl)+1(Dex)]; ⚪01=Fly. [0(Rank)+0(InCl)+1(Dex)]; ⊗⚫=Handle Animal. [0(Rank)+0(InCl)-3(Cha)]; ⚪+3=Heal. [0(Rank)+0(InCl)+3(Wis)]; ⚪-3=Intimidate. [0(Rank)+0(InCl)-3(Cha)]; ⊗⚪=Knowledge(arcana). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪=Knowledge(local). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪=Knowledge(nobility). [1(Rank)+3(InCl)-1(Int)+1d6(Inspiration/free)]; ⊗⚪=Knowledge(religion). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪01=Knowledge(history). [0(Rank)+0(InCl)-1(Int)+2(Race)]; ⊗⚪=Knowledge(nature). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪=Knowledge(dungeoneering). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪=Knowledge(geography). [0(Rank)+0(InCl)-1(Int)]; ⊗⚪=Linguistics. [0(Rank)+0(InCl)-1(Int)]; ⚫03=Perception. [0(Rank)+0(InCl)+3(Wis)]; ⚪-3=Perform. [0(Rank)-3(Cha)]; ⚫07=Profession(Smith). [1(Rank)+3(InCl)+3(Wis)]; ⚫01=Ride. [0(Rank)+0(InCl)+1(Dex)]; ⚪03=Sense Motive. [0(Rank)+0(InCl)+3(Wis)]; ⊗⚪=Sleight of Hand. [0(Rank)+0(InCl)+1(Dex)+1(Insight)]; ⊗⚪=Spellcraft. [0(Rank)+0(InCl)-1(Int)]; ⚪01=Stealth. [0(Rank)+0(InCl)+1(Dex)]; ⚪03=Survival. [0(Rank)+0(InCl)+3(Wis)]; ⚫-1=Swim. [0(Rank)+0(InCl)-1(Str)]; ⊗⚪=Use Magic Device. [0(Rank)-0(Cha)]; __________________________________________________________________________________________________________ —{ FEATS }—➤[1 HD] Possessed Hand. You’ve made a peaceful and permanent bargain with a ghost, spirit, or outsider. It possesses your hand, guiding and aiding you in exchange for help in return. Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat. Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds. ➤[RACE] Toughness. You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). __________________________________________________________________________________________________________ —{ TRAITS }—➤[Faith] Apprentice. During your studies of The Majestic Book of the Prime Ascended, you learned some minor magical tricks. Select a single 0-level spell from the sorcerer/ wizard spell list [Prestidigitation]. You can cast this spell 1 time per day as a spell-like ability. ➤[Magic] Green-Blooded. You are touched by the supernatural essence of nature, marking you since birth as something other than purely mortal. Choose a single 0-level druid spell [Mending]. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level. __________________________________________________________________________________________________________ —{ RACIAL & TEMPLATE FEATURES }—➤ Abilities (+2 Constitution, +2 Wisdom, –2 Charisma). ➤ Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size. ➤ Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. ➤ Darkvision Dwarves can see in the dark up to 60 feet. ➤ Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. ➤ Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. ➤ Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. ➤ Unstoppable Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. ➤ Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. ➤ Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. ➤ Weapon Familiarity Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. ➤ Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. __________________________________________________________________________________________________________ —{ CLASS FEATURES }—➤ Weapon and Armor Proficiency. The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield. ➤ Domains [Luck; Chaos]. ( Cleric class feature; 1 memory point) A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. ⏩ Chaos Domain Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Granted Powers: Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only). ⏩ Luck Domain You are infused with luck, and your mere presence can spread good fortune.
Granted Powers: Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Инвентарь
✪Cash: 000 [gold equivalente]; 000 lb. ✪Expirience (1 LVL): 000.XP За что становилась опытнее, список: ✪Encumbrance=000 lb. (STR=9): Light Load(30 lbs. or less); Medium Load (31–60 lbs.); Heavy Load (61–90 lbs.). ◼️Outfit: Труселя и штаны.(000 gp; ? lbs)◼️Weapon: Club.(000 gp; 3 lbs)Damage: 1d6; Attack: +0; Critical: 20/x2; Type: B; ◼️Weapon: Shortspear.(000 gp; 3 lbs)Damage: 1d6; Attack: +0; Critical: 20/x2; Type: P; ◼️Armor: Настоящий шлем.(000 gp; ? lbs)☐Belt: ☐Body: ☐Chest: ☐Eyes: ☐Feet: ☐Hands: ☐Head: ☐Headband: ☐Neck: ☐Shoulders: ☐Wrists: ☐Ring 1: ☐Ring 2: ☐Other:
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Лотарель
Автор: |
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DarhanAliman |
Раса: |
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Полудроу |
Класс: |
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Commoner |
Мировоззрение: |
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Нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 12 [+1] |
Выносливость: | | 10 [+0] |
Интеллект: | | 12 [+1] |
Мудрость: | | 14 [+2] |
Обаяние: | | 8 [-1] |
Внешность
Характер
История
Навыки
Класс и уровень: Коммонер Предпочитаемый класс: Опыт: 0/2000 Здоровье: 1д6 + мВЫН(0) = 6 Инициатива: +1 (+1 ЛВК) Скорость: 30 футов Атака: Защита: КБ: 11 = 10 базовая +1ЛВК Языки: Common and Elven Навыки:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-elves are humanoid creatures with both the human and the elf subtypes. Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Base Speed: Half-elves have a base speed of 30 feet. Languages: Half-elves begin play speaking Common and Elven. Half-elves 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. Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits. Thinblood Resilience: Half-elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Catch off guard : владение всем импровизированным оружием Коммонерское владение оружием: кинжал
Классовые навыки: Climb (Str) +4, Craft Alchemy (Int) +5, Handle Animal (Cha) -1, Perception (Wis) +6, Profession (Wis) +2, Ride (Dex) +1, and Swim (Str) 0
Инвентарь
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Темир
Автор: |
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Dargot |
Раса: |
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Полуорк |
Класс: |
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Commoner |
Мировоззрение: |
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Нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 10 [+0] |
Выносливость: | | 12 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 14 [+2] |
Обаяние: | | 7 [-2] |
Внешность
Полуорк не слишкм больших - для полуорка - габаритов с абсолютно отсутствующей мимикой - лицо как маска - и неожиданно внимательным взглядом глубоко посаженных желтых глаз...
Характер
История
Навыки
Half-Orc Commoner Age:21, Height: 6'2", Weight 250lbs AL: LN Languages: Common + Orc HP: 10
Str: 14 [5] (+2) Dex: 10 [0] (+0) Con: 12 [2] (+1) Int: 10 [0] (+0) Wis: 12 [2] + 2(Half-Orc) = 14 (+2) Cha: 7 [-4] (-2) -------------- 5
Race Traits: Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Half-orcs have a base speed of 30 feet. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Traits: Resilient (ULC) - You gain a +1 trait bonus on Fortitude saves Reactionary (ULC) - You gain a +2 trait bonus to Initiative checks.
Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield. Dagger + falchion, geataxe
Class Skills The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).
Feats: Toughness
Skills: 2 + 1(FC) = 3 skill points Perception - 1(skill) + 2(Wis) + 3(class) = +6 Survival - 1(skill) + 2(Wis) = +3 Swim - 1(skill) + 2(Str) + 3(class) = +6
LN Medium humanoid (human) Init +2; Senses: Perception +6, darkvision 120ft
DEFENSE
AC 10(10), touch 10, flat-footed 10(10) hp 10 (6 + 1(Con) + 3 (Toughness)) Fort +3, Ref +1, Will +3 CMD 12
OFFENSE Speed 30 ft. BAB +0 Melee unarmed +2 (1d3+2/20, non-lethal) CMB +2
Инвентарь
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Жой-жой
Автор: |
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Tia |
Раса: |
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Кобольдица |
Класс: |
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Обывашка |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 6 [-2] |
Ловкость: | | 14 [+2] |
Выносливость: | | 8 [-1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 7 [-2] |
Обаяние: | | 14 [+2] |
Внешность
Если вам исполнилось 18 лет и вы готовы к просмотру контента, который может оказаться для вас неприемлемым, нажмите сюда.
Характер
Из той малости, что помнит, не может обходиться без пафосных поз, местами, когда её видят. В остальном, Жой-жой кажется была раньше шалуньей.
История
Головушка раскалывается от попыток вспомнить себя. Наверное то, что один из почти драконьих рогов у неё обломлен, явненько не спроста.
Навыки
Пункты памяти: 0 Кобольдица по имени Жой-жой. Класс: коммонерка-обывашка 1 Мелкая, тощая, но юрка и милая. Кажется нейтрально-добренькая. ===Статы===-2 Си 6 =10-4раса +2 Ло 14 =10+2(2пб)+2раса -1 Вы 8 =10-2раса +1 Ин 12 =10+2(2пб) -2 Му 7 =10-3(-4пб) +2 Ха 14 =10+1(1пб)+3(+4пб) ===Сэйвы===+2 Fort =+2Ха(фит)+0Bab +4 Refl =+2Ло+0Bab (+2в полутени и тьме) -2 Will =-2Му+0Bab ===Боевое===Hit Points 5 = +6 Commoner -1 Con AC 14 = 10 + 0 Arm Bon + 2 Dex Mod +1size +1natural Flat-Footed 12 = 10 + 0 Arm Bon +1size +1natural Touched AC 14 = 10 + 2 Dex Mod +1size +1natural BAB +0 CMB(Combat Maneuver Bonus) -3 = +0 BAB -2 STR -1size CMD(Combat Maneuver Defense) 9 = 10 +0 BAB -2 STR +2 DEX -1size Initiative +4 = +2 DEX +2trait Speed 30' Атака (Unarmed) -2 попадание, урон 1d2-2 (-2Си) Арбалет: (найти бы) Атака (Crossbow, Light) 1d20+3 (+2Ло +0Bab +1size) Урон (Crossbow, Light) 1d6 (small)(без Си) Критует 19-20/х2 (piercing) Cost 35 gp Weight 4 lbs. Damage 1d6 (small), 1d8 (medium) Critical 19-20/x2 Type piercing Range Increment 80 ft. (projectile) Category ranged Proficiency simple Weapon Group crossbow
Load: Loading a light crossbow is a move action that provokes attacks of opportunity.
You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. ===Раса===Статы: +2 Dex, -4 Str, and -2 Con. Type: Kobolds are humanoids with the reptilian subtype. Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages. Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus. Darkvision: Kobolds can see perfectly in the dark up to 60 feet. Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity. И замена Крафти: Wild Forest Kobold You’re one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. ===Класс===Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield. Владеет: Crossbow, Light The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str). ===Скиллы===Skill ranks: 2 +1Ин = 3 ACP(Arm Check Penalty) = 0 Классовые: 3/3 -2 [Си] Climb =-2Си -2 [Си] Swim =-2Си +2 [Ло] Ride =+2Ло +9 [Ло]Stealth =+2Ло+3класс+1ранг+4size – [Ин] Craft (any) = — +4 [Му] Perception =-2Му+2раса+3класс+1ранг – [Му] Profession = — +4 [Му] Survival =-2Му+2раса+3класс+1ранг +2 [Ха] Handle animal =+2Ха Другие:+2 [Ло] Acrobatics =+2Ло +2 [Ло] Escape Artist =+2Ло +1 [Ин] Appraise =+1Ин -2 [Му] Heal =-2Му -2 [Му] Sense Motive =-2Му +2 [Ха] Bluff =+2Ха +2 [Ха] Diplomacy =+2Ха +2 [Ха] Disguise =+2Ха +2 [Ха] Intimidate =+2Ха Languages: Draconic, Common ===Фиты===[1lvl] Kobold Confidence https://www.d20pfsrd.com/feats/racial-feats/kobold-confidence Эффект: You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death. Once this choice has been made, it can’t be changed. Избрана Харизма. ===Трейты===[Drawback] Метка раба https://www.d20pfsrd.com/traits/drawbacks/mark-of-slavery/ Описание: расположена прямо над хвостом кобольдицы. Вероятно в прошлом Жой-жой попадала в рабство и тело ещё может помнить тогдашние трудности. Эффект: Whenever you fail a skill check, you take a -2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check. [Trait] Изгой https://www.d20pfsrd.com/traits/campaign-traits/rise-of-the-runelords/outlander/ Описание: Вероятно однажды Жой-жой по настоящему сбежала оттуда, где была рабыней, и это кому-то сильно не понравилось. Эффект: +2 к инициативе. [Trait] Awakened from Stasis https://www.d20pfsrd.com/traits/regional-traits/awakened-from-stasis/ Эффект: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. [Trait] Dusk Dancer https://www.d20pfsrd.com/traits/regional-traits/dusk-dancer/ Эффект: You gain a +2 trait bonus on Reflex saves in dim light or darkness.
Инвентарь
Уууу... это труселя или тряпочка оборванная, которая спать может, наверное от ветерка.
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Прасковья
Автор: |
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Vaarsuvius |
Раса: |
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Человек |
Класс: |
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Commoner |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 10 [+0] |
Выносливость: | | 11 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 12 [+1] |
Обаяние: | | 10 [+0] |
Внешность
Характер
Ворчливый, вспыльчивый - но отходчивый.
История
Жительница деревеньки Нижние Затыри, что в далёком забытым всеми краю под правительством Бабы Яги. Вдова, муж под молоковоз(телегу с бидонами) попал, четыре сыночка да лапушка дочка, двенадцать внучат, все каши хотят. В прошлом Прасковья - настоящая бой-баба, и коней объезжала, и роды принимала, и в предгорья за редкой редькой лазила, и даже сову приручила. Но и сейчас, несмотря на солидный возраст - способна отвесить увесистую затрещину! Да и с вилами неплохо обращается! Привыкла всю свою жизнь полагаться на себя а не на божественные силы. Говорит на всеобщем с просторечным деревенским акцентом, из-за чего можно подумать, что бабка - глуповата, а она, между прочим, знает орочий и эльфский языки, по молодости хотела путешествовать, учила - да не судьба..
Навыки
Human Female Commoner 1 55 years NG
ABILITY SCORES:
STR 10 [0] DEX 10 [+0] CON 11 [0] INT 14 [+2] WIS 12 [+1] CHA 10 [+0]
SAVING THROWS: Fort +0=0(con)+2(monk1) Ref +0 =0(dx)+2(monk1) Will +1=1(wis)+2(monk1)
COMBAT STATS:
Hit Points 6 = +6 Commoner +0 Con AC 12 = 10 + 2 Armor Bonus + 0 Dex Modifier Flat-Footed 10 = 10 + 0 Armor Bonus Touched AC 10 = 10 + 0 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +0 = +0 BAB + 0 STR CMD(Combat Maneuver Defense) 10 = 10 +0 BAB +0 STR +0 DEX Initiative +0= +0 DEX Speed 30'
* Attack (torch): +0 BAB +0 STR -4 imp +4 feat+2 trait-1 shield = +1 1d4 + 0 STR +1 fire = 1d4+1; Crit 20x2
Skills 5= 2(int)+2(com)+1(human) Perception +5= 1(ranks)+3(class)+1(wis) Handle Animal +4= 1(ranks)+3(class) +0(cha) Heal +5(+7 poison\disease)=1(ranks)+3(trait) +1(wis) Profession(Farmer) +5=1(ranks)+3(class)+1(wis) Climb +4=1(ranks)+3(class)+0(str)
Languages:(common, orc, elven)
Feats Hex - Slumber Catch Off-Guard (Combat) Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Godless Healing You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisites: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Deflect Arrows (Combat)(Memory point)
Traits Trained Medic Benefit: You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.
Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons.
Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons.
Инвентарь
Pants(Village style) leather armor +2 AC, 15 lb Shield, light wooden; AC=+1; ACP=-1; ASFC=5%; 5 lbs boots torch 1d4+1(fire) Improvised healer kit
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Яго Авиценна
Автор: |
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BadMoFo |
Раса: |
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Half-Drow (Darkborn) |
Класс: |
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Commoner |
Мировоззрение: |
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Нейтральный |
Сила: | | 8 [-1] |
Ловкость: | | 10 [+0] |
Выносливость: | | 10 [+0] |
Интеллект: | | 16 [+3] |
Мудрость: | | 12 [+1] |
Обаяние: | | 10 [+0] |
Внешность
Худощавый и миловидный юноша, по которому видно что он ни дня не работал в поле или кузне. Смуглая кожа, белые короткие волосы и золотые глаза. Очень красивые тонкие пальцы свидетельствующие о способностях к хирургии и музыке.
Характер
Чрезвычайно умный и очень мягкий по характеру. Он помнил что над ним много издевались. Тело до сих пор помнит удары, а разум - насмешки. Из-за этого он немного надломлен. Пацифист. Старается как может избегать конфликтов. При этом неплохо претворяется что подчинился, но все же сохраняет своё Я. Любит читать и изучать все книги до которых может добраться. Как губка впитывает новую информацию и знания, при этому чудовищно нелепо может вести себя в социальных ситуациях. Старается сохранять хладнокровие и рациональность в любой ситуации, рассудительно всё раскладывать по полочкам.
История
Помнит только что служил где-то в Подземье подмастерьем или рабом у ядовара. Талантливый алхимик и учёный. Из отрывочных воспоминаний осталась зацикленная мысль, которая навязчиво повторяется в голове, что яды в маленьких количествах могут лечить болезни.
Навыки
LANGUAGESElven Undercommon —Bonus Lang— Common Draconic Infernal SKILL (5):Climb (Str) -2 = - 2 Str
Craft (Alchemy) (Int) +10 = + 3 Int + 1 Rank + 3 Skill bonus + 3 Skill Focus
Diplomacy (Cha)* +0 = + 0 Cha
Handle Animal (Cha) +0 = + 0 Cha
Heal (Wis) +2 = + 1 Wis + 1 Rank
Knowledge (nature)* +7 = + 3 Int + 1 Rank + 3 Skill bonus
Perception (Wis) +7 = + 1 Wis + 1 Rank + 3 Skill bonus + 2 Half-elf Keen Sense
Profession (Herbalist) (Wis) +5 = + 1 Wis + 1 Rank + 3 Skill bonus
Ride (Dex) +0 = + 0 Dex
Swim (Str) -2 = - 2 Str
* - class from Fey Thoughts FEATSSimple Weapon Proficiency (Club) Skill Focus(Craft(Alchemy)) Poison Use Poison Focus: The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor increases by 1. This bonus doesn’t stack with the bonus granted by Spell Focus. TRAITSRACIAL: Thinblood Resilience: Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait. Adaptability Keen Senses Low-Light Vision Elf Blood Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
COMMON TRAITS: Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Avid Reader(Nature): Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. ALCHEMICAL RECIPES BY DC DC 5
DC 10
DC 15
Acid; alchemical cement; alchemical grease; armor ointment; bladeguard; buoyant balloon; chill cream; glowing ink; invisible ink, simple; keros oil; liquid blade; marker dye; soothe syrup; water purification sponge DC 20
Alchemical glue; alchemical solvent; alchemist’s fire; alchemist’s kindness; alkali flask; blackfire clay; candlerod; flash powder; foaming powder; ghast retch flask; impact foam; invisible ink, average; invisible ink, good; meditation tea; paper candle firework; scent cloak; shard gel; smoke pellet; smokestick; star candle firework; tindertwig; vermin repellent; weapon blanch, cold iron; weapon blanch, silver; wismuth salix. DC 25
lchemical glue accelerant; antiplague; antitoxin; bloodblock; bottled lightning; burst jar; defoliant; embalming fluid; fire ward gel; frost ward gel; fuse grenade; invisible ink, superior; itching powder; liquid ice; mending paste; pellet grenade; skyrocket firework; smelling salts; sneezing powder; starfountain firework; sunrod; tanglefoot bag; thunderstone; twitch tonic; weapon blanch, adamantine.
Инвентарь
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Тики
Автор: |
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Xardas12 |
Раса: |
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Catfolk |
Класс: |
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Commoner |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 12 [+1] |
Выносливость: | | 10 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 8 [-1] |
Обаяние: | | 12 [+1] |
Внешность
Возраст: 23 года Пол: мужской Рост: 4 ft 18 in(~1.68 метра) Вес: 155 lbs(~70 кг) Антропоморфный кот ростом чуть ниже среднего по меркам людей. Внешне выглядит как кот породы мейн-кун, с очень пушистой и густой шерстью чёрного цвета с полосами цвета тумана в пустыне и на ушах были длинные кисточки шерсти, как у рыси, а хвост длинный и пушистый, как у ирбиса, в простонародии - снежного барса. Из-за пушистости кажется очень мощным, коренастым, словно дворф. У него были достаточно мягкие черты лица для этой породы кошек. Он имел жёлтые глаза, с еле заметным зелёным оттенком и вертикальным зрачком. Образ завершал клык торчащий из пасти с правой стороны.
Характер
Возможно он был, но теперь будет коваться на наковальне жизни снова.
История
Навыки
CN Medium Humanoid Male Catfolk Commoner 1 lvl. Favored Class: – 23 yo, 4 ft 18 in, 155 lb
ABILITY SCORES: STR 10 [0] DEX 12 [+1] CON 10 [0] INT 14 [+2] WIS 08 [-1] CHA 12 [+0]
SAVING THROWS: Fortitude +0 = +0 Commoner +0 Con Reflex +1 = +0 Commoner +1 Dex Will -1 = +0 Commoner -1 Wis
COMBAT STATS: Hit Points 6 = +6 Commoner +0 Con AC 11 = 10 + 0 Armor Bonus + 1 Dex Modifier Flat-Footed 10 = 10 + 0 Armor Bonus Touched AC 12 = 10 + 1 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +0 = +0 BAB + 0 STR CMD(Combat Maneuver Defense) 11 = 10 +0 BAB +0 STR +1 DEX Initiative +1 = +1 DEX Speed 30'
* Attack (Unarmed Strike): +0 BAB +0 STR +0 enh +0 feat= +0 1d3 + 0 STR +0 enh +1 trait = 1d3; 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. ● Scent(Senses Racial Traits): Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability.
CLASS FEATURES: ● Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.
SKILLS: Skill ranks: 2 + INT = 2 + 2 = 4 ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 1 = +1 DEX ○ Appraise(Int): 2 = +2 INT ○ Bluff(Cha): 1 = +1 CHA ● Climb(Str): 0 = 0 STR
○ Craft(any)(Int): – ● Craft(Alchemy)(Int): 6 = +2 INT + 1 rank +3 class skill
○ Craft(Int): - ○ Diplomacy(Cha): 1 = +1 CHA
○ Disable Device*(Dex): – ○ Disguise(Cha): 1 = +1 CHA ○ Escape Artist(Dex): 1 = +1 DEX
○ Fly*(Dex): -
● Handle Animal*(Cha): – ○ Heal(Wis): -1 = -1 WIS ○ Intimidate(Cha): 1 = +1 CHA ● Knowledge (Arcana)*(Int): 7 = +2 INT + 1 rank +3 class skill + 1 trait
○ Knowledge (Dungeoneering)*(Int): –
○ Knowledge (Engineering)*(Int): –
○ Knowledge (Geography)*(Int): –
○ Knowledge (History)*(Int): –
○ Knowledge (Local)*(Int): –
○ Knowledge (Nature)*(Int): –
○ Knowledge (Nobility)*(Int): –
○ Knowledge (Planes)*(Int): –
○ Knowledge (Religion)*(Int): –
○ Linguistics*(Int): – ● Perception(Wis): 5 = -1 WIS + 2 racial + 3 class skill + 1 rank
○ Perform*(Cha): -
○ Perform*(Cha): -
● Profession*(Wis): –
○ Profession*(Wis): - ● Ride(Dex): 1 = +1 DEX ○ Sense Motive(Wis): -1 = -1 WIS
○ Sleight of Hand*(Dex): –
○ Spellcraft*(Int): – ○ Stealth(Dex): 3 = +1 DEX + 2 racial ○ Survival(Wis): 1 = -1 WIS + 2 racial ● Swim(Str): 0 = 0 STR ● Use Magic Device*(Cha): 6 = +1 CHA + 1 trait + 1 rank + 3 class skill
Languages: Common, Catfolk, Goblin, Sylvan.
FEATS: ● Catfolk Exemplar (Catfolk)(Racial Feats): You are more able to draw upon inspiration than most. Prerequisite(s): Catfolk. Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later. Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision. Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
TRAITS: ● Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. Benefit: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. ● Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Инвентарь
Одни труселя и больше ничего.
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