Septem Feles Seorsum a Cobolorum
Автор: |
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Xardas12 |
Раса: |
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Кошачья община + Гоблин |
Класс: |
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Мастера на все руки |
Мировоззрение: |
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Хаотичный нейтральный |
Ощущение : | | ✰✰✰✰ [+0] |
Мышление: | | ✰✰✰✰ [+0] |
Чувство : | | ✰✰✰✰ [+0] |
Интуиция : | | ✰✰✰ [+0] |
Память : | | ✰✰✰ [+0] |
Аффект: | | ✰✰✰ [+0] |
Внешность
Арбауз "Арбуз" Фортонджим Арбауз Фортонджим  Его фамильяр - механический паук Рост: 125 см. Вес: 70 кг. Возраст: 25 лет. Толстый, с густой и пушистой шерстью, хмурый коротышка из кошачьего рода, одетый в ухоженные одежды исследователя. Шерсть серебристо-черная, глаза желтые, брюхо большое, маленькая кисточка, когда-то бывшая хвостом. Из большого нагрудного кармана выглядывает большим красным глазом механический паук с крылышками. "Чесотка" Рост: 60 см. Вес: 10 кг. Возраст: 12 лет. Мелкий, даже среди гоблинов, постоянно горбится и ходит на четырех лапах, как обезьяна. Впрочем это вполне обоснованно его подвидом, хоть многие из них прямоходящие с карикатурной походкой в разволочку. Лицо и в целом тело уродливо, отталкивающее. Глаза большие, расположенные на разной высоте, что не добавляет ему красоты.
Отто Фортонджим Рост: 190 см. Вес: 50 кг. Возраст: 24 года. Исключительно высокий представитель своей расы, Отто ещё и очень худой, слегка жилистый, даже шерсть не скрывает это, из-за чего кажется ещё больше. А на фоне своих братьев, особенно толстого коротышки Арбауза, совсем гигант. Окрас имеет темно-медный, с вкраплениями ещё более темных оттенков рыжего цвета. На ушах рысьи кисточки, как у младшего и матери, хвост такой же - длинный и пушистый. Глаза желтые, с оранжевым оттенком. К сожалению в недавнем расследовании его шерсть в некоторых местах покрылась сединой, он заработал пару шрамов от безумцев, и гадкая плоть оторвала ему хвост. Осталась только жалкая коротенькая кисточка от длинного и пышного хвоста... Деда Пух/Джалил ибн Ваджарзим аль-Торта Огромный, толстый, бородатый, если можно так сказать, кот. Рост огроменный, вес тоже. Глаза желтые, с зеленым оттенком. Шерсть бело-серая, иногда проскакивают черные пятна. На ушах кисточки, как у рыси. Хвост длинный, пушистый, с черными кольцами шерсти. А ещё имеет очень пушистый мех, за что получил имя. А ещё усы. Усищи! Длинные и пышные. Рост: 235 см. Вес: 165 кг Возраст: 65 лет Тики ФортонджимВозраст: 21 года Пол: мужской Рост: 4 ft 18 in(~1.68 метра) Вес: 155 lbs(~70 кг) Кошколюд 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. Бабуля Мяу/Мария ФортонджимНизенькая, толстенька кошечка, укутанная в одежды, на носу маленькие очки, глазки всегда щурит. Носит с собой резной деревянный половник, с вырезанной на навершие кошачьей головой. Постоянно щурится и улыбается.
Характер
Арбауз "Арбуз" Фортонджим В отличии от веселых и несдержанных младших братьев, Арбауз в мрачен, спокоен и серьезен. Достаточно немногословен. Жесток, иногда не в меру. Но все же способен на шалости. Черный юмор, да любой юмор и абсурд дают ему возможность отвлечься от бесконечного потока знаний. Почитает богов, что покровительствуют магах, алхимикам и ученым, и не лезут в их дела. "Чесотка"Очень не уверенный в себе гоблин, не воспитан, с кучей иррациональных страхов. Фактически на грани психических расстройств, а может уже и за гранью, как рассудили некоторые окружающие. Жизнь в нищете сделала его жадным, раздражительным, скрытным. И ещё настоящим выживальщиком, то есть он предпочитает работа один, и в принципе быть в одиночестве. Нормально общаться и взаимодействовать может только с очень доверенными людьми и нелюдями. Но таких нет в жизни Чесотки, ведь он слишком уродлив и отталкивающий даже для окружающих его отбросов. Подневольная личность... Отто Фортонджим Романтичный циник или циничный романтик? Отто пытается держаться золотой середины... Он в меру спокоен, весел и серьезен, в отличии от братьев - старшего хмурого Арбауза и младшего балагура Тики. Как и братья придерживается добрых взглядов. Деда Пух/Джалил ибн Ваджарзим аль-Торта Деда Пух достаточно жестокий, как и многие коты, соблюдающий при этом определённый «кодекс чести» и всячески держится за семью, самое драгоценное для него. Но все же он добряк. Особенно когда переберет любимого персикового вина. Ну то есть почти всегда. Любитель выпить и ценитель вина. Тики ФортонджимБалагур, весельчак. Вспыльчив, эмоционален и не сдержан. Немного наивен и доверчив. В остальном очень похож на своего деда Пуха.
История
Арбауз "Арбуз" Фортонджим Абрауз родился и жил долгое время в Нумерии, в "тихом" родовом гнездышке кошачьего семейства Фортонджимов. "Тихом" потому что все родные его, и братья в том числе, были магами, алхимиками и учеными. И все были несколько эксцентричны и чудаковаты, ни одного дня без происшествия и разгребания последствий очередного эксперимента. Ужас в общем, и на счастье соседей, что их не было... Чудаковатые коты предпочли суету города уединению. "Арбузик" выбрал в своим путем принести в мир свою идею - синтез магии и технологии во всем мире. Ему в голову ударили истории деды Пуха, о городе что стоит в диких выжженных землях, и работают там механизмы исполинские. Без капли магии. Чудеса. Благодаря родителям Арбауз научился алхимии, с помощью братьев, природной смекалки и любопытства научился магическому навыку, а дед смог помочь тому поступить в колледж при Технолиге. Ну а благодаря чудаковатости и рассеянности он остался без хвоста... Печаль. Во время учебы в колледже он создал себе верного конструкта-паука Тимо - верного друга и хорошего помощника в проказах, ведь маленький летающий паучок мог пробраться во многие места... Закончив колледж, стал работать на Технолигу в её поисках технологий, на пару с дедой Пухом. Отработав пару лет, решил что тоже должен сделать кругосветное путешествие и собравшись силами, вещами и попрощавшись с родными, отправился в путь. И очень вовремя, ведь в следствии некоторых событий Технолига потерпела поражение, сильно сдала позиции. Из-за этого оставаться здесь не было смысла. С Технолигой, которая держала в ежовых рукавицах варваров, ещё можно было что-то делать с технологиями и магией, но теперь маятник качнулся назад и погромы и притеснения со стороны варваров стали мешать. Рационально рассудив что можно попытать счастья в Алькенстаре, бурно развивающемся урбанистическом городе, Арбауз уговорил семейство сняться с насиженного места и двинуться в путешествие через весь континент. Тики ФортонджимОтто Фортонджим Родился Отто в семье потомственных алхимиков-кошколюдов Фортонджимов, и был средним братом. Старшим у него был Арбауз - толстый и хмурый коротышка, младшим - весельчак и балагур Тики. Большую часть молодости провел за работой в пекарне и изучением фолиантов. Очень большого количества фолиантов. Можно сказать он был самым одаренным и смекалистым среди своих братьев. Уже к 15 годам знал пять языков, а позже, по долгу работы и все шесть! А призвание он свое нашел следующим образом... Как то раз,работая в пекарне, мастер Захария, так звали хозяина пекарни, по просил разыскать того, кто съел нужные ему сладкие рулеты. Неслыханное злодеяние! Отто живо принялся за дело - осмотрел место преступления, опросил свидетелей, возможных и невозможных. Буквально носом землю изрыл, словно свинья в поисках трюфелей. И после тщательного анализа полученных сведений пришел к неутешительному выводу - той самой свиньей, что скушала сладкие рулеты мастера Захарии, оказался он сам... Несмотря на ум и смекалистость, у Отто иногда бывают провалы в памяти. Что примечательно, выборочные. Именно в те моменты, когда он делал какие-то шалости. Наверное вредность играет в заднице. Прям как у Тики. Да, в тот день Отто решил что от мастера не убудет и замял в один пресест десять рулетов! И не потолстел! В тот день, явившись с повинной к мастеру, получив нагоняй под хвост и работая сверхурочные, Отто уже понимал чем будем заниматься в будущем. Он будет сыщиком! Пареньку так понравилось расследовать тайну исчезнувших рулетов, что начал грезить о более изощренных и запутанных делах... Прошло девять лет. Работа в пекарне давно забыта, а количество дел, распутаных Отто, перевалило за двадцать, а сам кот заматерел. И вот, сидя в родовом гнезде и обдумывая желание Арбауза, его старшего брата, пуститься в далекое путешествие, к ним пришли представители церкви Фаразмы с предложением расследовать появление нежити. И Отто сразу же принял работу. Стоило опробовать в полной мере выученный язык Мертвых. И через некоторое время он сидел в повозке, слушая её скрип, шум дождя и вой ветра... Итоги миссии были неоднозначными. Подвергшаяся воздействию голоса из сферы Ульяна была убита, что привело к ещё большей замкнутости жителей Урума. Сын охотника вскоре покинул опустевший дом, отправившись на поиски Эмбетовых Охотников. Мария наконец встретилась с матерью. Хоть ее существование и оставалось тайной для местных, регулярные визиты Марии (и поклонников последней) привели к тому, что в конце концов деревенские о ней узнали. Стараниями старосты и Маши, Марта в итоге заняла место деревенской целительницы, постепенно уходя от жизни отшельницы-затворницы. Отто не находил себе места, узнав о руинах древней лаборатории, снарядив целую экспедицию за выданные ему средства. Потратив целую кучу денег в бюрократической машине Талдора, чтобы нумерийцам позволили вести раскопки, он смог таки ворваться внутрь древних залов , где его ждало то, о чем позже он , дрожа всем телом, рассказывал своим родичам. Все члены экспедиции погибли тогда, и лишь ему, напуганному до смерти, удалось сбежать, взорвав проход за собой. Для Отто все закончилось мягко говоря плохо, хоть он и выжил. Он нашел в глубинах эльфийских руин не то что ожидал. Это был настоящий кровавый ужас. Эльфы, судя по всему, не смогли совладать с результатами своих экспериментов, и он их уничтожил. Одних медленно и мучительно, нашептывая и заманивая в свои гадкие обьятия, других быстро и все так же мучительно растворял в себе, а кого просто жрал, обгладывая заживо. Экспедиция провалилась, с треском, с которым обрушился свод взорванной пещеры... Рабочие сходили с ума один за другим, неожиданно мутировали, исчезали. Черт, экспедиция, что обещала интересные тайны, обернулась сущим кошмаром на яву. Лишь чудом и благодаря природной интуиции Отто смог вырваться из мясорубки той. Шерсть а некоторых местах покрылась сединой, он заработал пару шрамов от безумцев, и ещё эта гадкая плоть оторвала ему хвост. Осталась только жалкая коротенькая кисточка от длинного и пышного хвоста... Родные его тепло приняли, отпоили и накормили, раны подлатали. Но у кота все равно осталась травма на всю жизнь. Ему все равно в ночных кошмарах снилось то кровавое безумие... А тот эльф Уоллес... А что с ним? Отто оставалось только готовится и ждать следующего хода поклонника дракона-нежити. И сомнений не было, в следующий раз будет во много раз сложнее. Идею переселения в более развитое и перспективное место, Отто воспринял со всем энтузиазмом. Ему все ещё снились кошмары из эльфского подземелья, и путешествие было тем что могло отвлечь его от тяжких дум... Деда Пух/Джалил ибн Ваджарзим аль-ТортаРодился. Жил. Бухал. Дрался. Ещё много путешествовал. Много! Очень. И звезды читал в придачу. Осел в Нумерии, завел семью, сделал сына, а тот уже сделал трех внуков, да все в деда, на радость последнему. Впрочем о жизни своей Джалил не рассказывал много, только сказочные истории... Он прислушался к мнению старшего внука и с его подачи все семейство отправилось в Алькенстар, благо "тропинка" через весь континент уже была им протоптана. "Чесотка"Общая история Начали они с Речных королевств, потом была Варисия, Челиакс, заглянуло семейство Фортонджимов и в Абсалом, там Арбауз заимел пару интересных знакомств - одного торговца редкостями и знаменитого Джубилоста Нартроппла, с которым у него вышла неплохая беседа на тему технологий с использованием маны. От него Арбауз ещё узнал более подробно про город Алькенстар и его устройство. После этого он оправился туда чтобы стать неофитом одной из основных фракций... Его выбор упал на "Гильдия Проводников", как самую свободномыслящаю, потому что столкнулся с расизмом со стороны местных. В их то многорасовом мире! Полный... Арбауз конечно мог прорываться с боем в другие гильдии, но ему все больше приглянулась свобода. С такими мыслями он спускался в Подземелье. И ожидания оправдались - это был настоящий отстойник. Разного рода маргиналы и мутанты, грязь, болезни и вонь. Ещё и обворовать его попытались! Но только попытались. Спасибо Тимохе за его зоркий глаз. Шагая по грязной улочке, с нависающими над головой многочисленными проводами и веревками, кот увидел мелькнувшую тень. Толи это была чья-то тень, толи просто воображение... Но сомнения развеял верный паук, потому что через пару секунд Арбауз услышал возню, шум драки, визги мартышки и писк Тимо. Это верный конструкт сцепился с обезьяногоблином за его кошель, набитый золотом. – Ага!.. Попался голубчик, что скажешь в свое оправдание? - спросил кот, расцепив дерущихся и взяв за шкирку воришку, - может тебе голову проломить вот этой вот вещицей? Он играю взмахнул моргенштерном, показывая что жизнь воришки на волоске. Но у кота были другие планы на обезьяногоблина. – Не бейте бездаря Чесотку, милостивый государь!!.. А!! - истерично завизжал тот, - помилуйте меня, мне себя нужно было сиротинку кормить... – Чесотка?.. Надеюсь ты не заразны... Не важно пока. Я бить тебя не буду, но ты должен на меня поработать. Думаю работа на члена гильдии, будщего конечно, лучше чем побираться по помойкам и воровать, правда же? – А?!.. А.. Да, да, конечно же! Мудрый господин.
Навыки
Арбауз "Арбуз" ФортонджимCN Medium Humanoid Male Catfolk Tinkerer 1 lvl. Favored Class: Tinkerer 25 yo, 4 ft 10 in, 155 lb Deity: Nethys ABILITY SCORES: STR 10 [0] DEX 16 [+3] CON 10 [0] INT 18 [+4] WIS 10 [0] CHA 08 [-1] SAVING THROWS: Fortitude +2 = +2 Tinkerer +0 Con Reflex +5 = +2 Tinkerer +3 Dex Will +2 = +0 Tinkerer +0 Wis + 2 Feats COMBAT STATS: Hit Points 8 = +8 Tinkerer AC 16 = 10 + 3 Armor Bonus + 3 Dex Modifier Flat-Footed 13 = 10 + 3 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +3 = +3 BAB + 0 STR CMD(Combat Maneuver Defense) 16 = 10 +3 BAB +0 STR +3 DEX Initiative +5 = +3 DEX + 2 Speed 30' * Attack (Morningstar): +0 BAB + 0 STR +0 enh +0 feat= +0 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● 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)(1d6+4 (5 per day)(BAB+DEX+feat=4)): 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. SPECIAL ABILITIES: ● 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. ● Celerity (Ex): As a swift action, you gain the benefits of haste for 1 round. This ability can be used once every 1d4 rounds. You have a +2 bonus on Initiative checks. ● Spasms (Ex): When you fail a Reflex save, for 1 round you can’t take attacks of opportunity or immediate actions and lose your Dexterity bonus to AC, on ranged attack rolls and attack rolls made using finesse weapons, and on ability checks and skill checks. Formula BookFormulas: 1lvl(6): (2/2) - Cure Light Wounds (Cures 1d8 damage + 1/level (max +5)); - Shield (Invisible disc gives +4 to AC, blocks magic missiles); - True Strike; - Identify; - Disguise Self; - Expeditious Retreat; FamiliarClockwork 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 bonus = 4 + 4 + 4 = 12 ACP(Armor Check Penalty) = 0 ○ Acrobatics(Dex): 3 = +3 DEX ● Appraise(Int): 8 = +4 INT + 3 class skill + 1 rank ○ Bluff(Cha): -1 = -1 CHA ○ Climb(Str): 0 = 0 STR ○ Craft(any)(Int): -● Craft(Alchemy)(Int): 10 = +4 INT + 3 class skill + 2 familiar + 1 rank ○ 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): 0 = 0 WIS ○ Intimidate(Cha): -1 = -1 CHA ● Knowledge (Arcana)*(Int): 8 = +4 INT + 3 class skill + 1 rank ○ Knowledge (Dungeoneering)*(Int): -○ Knowledge (Engineering)*(Int): -○ Knowledge (Geography)*(Int): -○ Knowledge (History)*(Int): -○ Knowledge (Local)*(Int): -● Knowledge (Nature)*(Int): 8 = +4 INT + 3 class skill + 1 rank ○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): -○ Linguistics*(Int): -● Perception(Wis): 6 = 0 WIS + 2 racial + 3 class skill + 1 rank ○ Perform*(Cha): -○ Perform*(Cha): -● Profession*(Cook)(Wis): 4 = 0 WIS + 3 class skill + 1 rank ○ Profession*(Wis): -○ Ride(Dex): 3 = +3 DEX ○ Sense Motive(Wis): 0 = 0 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): 6 = 0 WIS + 2 racial + 3 class skill + 1 rank ○ Swim(Str): 0 = 0 STR ● Use Magic Device*(Cha): 10 = +4 INT + 3 class skill + 2 familiar + 1 rank 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. ● 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. TRAITS: ● Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. ● Technic Tinkerer: You managed to uncover some lesser secrets and have mastered a minor bit of magic. Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. Spell: Detect Magic ссылка "Чесотка"CN Medium Humanoid Male Monkey Goblin Survivalist 1 lvl. Favored Class: Survivalist 12 yo, 2 ft , 23 lb Deity: – None –
ABILITY SCORES: STR 14 [+2] DEX 22 [+6] CON 12 [+1] INT 10 [0] WIS 08 [-1] CHA 05 [-3]
SAVING THROWS: Fortitude +2 = +0 Survivalist +1 Con + 1 Traits Reflex +8 = +2 Survivalist +6 Dex Will -1 = +0 Survivalist -1 Wis
COMBAT STATS: Hit Points 8 = +8 Survivalist AC 16 = 10 + 0 Armor Bonus + 6 Dex Modifier Flat-Footed 10 = 10 + 0 Armor Bonus Touched AC 16 = 10 + 6 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +2 = +0 BAB + 2 STR CMD(Combat Maneuver Defense) 18 = 10 +0 BAB +2 STR +6 DEX Initiative +8 = +6 DEX + 2 Traits Speed 20' Climber speed 30'
* Attack (Improvised Weapon): +0 BAB +6 DEX +0 enh +0 feat -4 penalty = +2 1d2 +2 STR +0 enh = 1d2+2; Crit x2
RACIAL TRAITS: ● Ability Score Racial Traits: Monkey goblins are fast, but foolishly impulsive and disagreeable. As a result monkey goblins gain a +4 bonus to Dexterity, but suffer a –2 penalty to Wisdom and Charisma. ● Type: Goblins are humanoids with the goblinoid subtype. ● Size: Monkey goblins are Small creatures and thus gain a +1 size bonus to their AC and attack rolls, but suffer a –1 penalty to their CMD and on combat maneuver checks, and a +4 size bonus on Stealth checks. ● Base Speed(Slow): Monkey goblins have a base speed of 20 feet. ● Base Speed(Slow): Monkey goblins have a climb speed of 30 feet. ● Languages: Monkey goblins begin play speaking Goblin. Monkey goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. See the Linguistics skill page for more information about these languages. ● Fearless: Monkey goblins gain a +2 racial bonus on all saving throws against fear. ● Acrobatic: Monkey goblins gain a +2 racial bonus on Acrobatics and Stealth checks. ● Low-Light Vision: Monkey goblins can see twice as far as humans in conditions of dim light. ● Prehensile Tail: Monkey goblins have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small objects stowed on their persons as a swift action.
CLASS FEATURES: ● Favoured Class (Survivalist): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank. 1lvl: 1 skill rank ● Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. ● Hardy (Ex): At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. She can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation. This ability replaces trapfinding. ● Sneak Attack(+1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
SKILLS: Skill ranks: 8 + INT + 4 bonus + 1 favoured class = 8 + 0 + 4 + 1 = 13 ACP(Armor Check Penalty) = 0
● Acrobatics(Dex): 6 = +6 DEX + 2 racial + 3 class skill + 1 rank ● Appraise(Int): 4 = +0 INT + 3 class skill + 1 rank ● Bluff(Cha): -3 = -3 CHA ● Climb(Str): 6 = +2 STR + 3 class skill + 1 rank
● Craft(Int): -
● Craft(Int): -
● Craft(Int): - ● Diplomacy(Cha): -3 = -3 CHA ● Disable Device*(Dex): 10 = +6 DEX + 3 class skill + 1 rank ● Disguise(Cha): -3 = -3 CHA ● Escape Artist(Dex): 10 = +6 DEX + 3 class skill + 1 rank
○ Fly*(Dex): -
○ Handle Animal*(Cha): - ○ Heal(Wis): -1 = -1 WIS ● Intimidate(Cha): -3 = -3 CHA
○ Knowledge (Arcana)*(Int): 0 = +0 INT ● Knowledge (Dungeoneering)*(Int): 5 = +0 INT +3 class skill + 2 rank
○ Knowledge (Engineering)*(Int): 0 = +0 INT
○ Knowledge (Geography)*(Int): 0 = +0 INT
○ Knowledge (History)*(Int): 0 = +0 INT ● Knowledge (Local)*(Int): 5 = +0 INT + 3 class skill + 1 rank
○ Knowledge (Nature)*(Int): 0 = +0 INT
○ Knowledge (Nobility)*(Int): 0 = +0 INT
○ Knowledge (Planes)*(Int): 0 = +0 INT
○ Knowledge (Religion)*(Int): 0 = +0 INT ● Linguistics*(Int): 4 = +0 INT + 3 class skill + 1 rank ● Perception(Wis): 3 = -1 WIS + 3 class skill + 1 rank
● Perform*(Cha): -
● Perform*(Cha): -
● Profession*(Wis): -
● Profession*(Wis): - ○ Ride(Dex): 6 = +6 DEX ● Sense Motive(Wis): 3 = -1 WIS + 3 class skill + 1 rank ● Sleight of Hand*(Dex): 6 = +6 DEX + 2 racial + 3 class skill + 1 rank
○ Spellcraft*(Int): 0 = +0 INT ● Stealth(Dex): 12 = +6 DEX + 2 racial + 3 class skill + 1 rank ○ Survival(Wis): 0 = -1 WIS + 1 rank ● Swim(Str): 6 = +2 STR + 3 class skill + 1 rank ● Use Magic Device*(Cha): -3 = -3 CHA
Languages: Common, Goblin.
FEATS: ● Weapon Finesse (Combat): 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.
TRAITS: ● Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. ● Mana Wastes Survivalist(Regional Feats): You grew up in the blasted badlands of the Mana Wastes, or have spent a lot of time there, and the harsh land has toughened your body. Benefit: You gain a +1 trait bonus on Fortitude saves. Отто ФортонджимCN Medium Humanoid Male Catfolk Investigator 1 lvl. Favored Class: Investigator 24 yo, 6 ft 25 in, 110 lb ABILITY SCORES: STR 10 [0] DEX 16 [+3] CON 10 [0] INT 16 [+3] WIS 08 [-1] CHA 16 [+3] SAVING THROWS: Fortitude +0 = +0 Investigator +0 Con Reflex +5 = +2 Investigator +3 Dex Will +1 = +2 Investigator -1 Wis COMBAT STATS: Hit Points 13 = +8 Investigator +0 Con +5 AC 15 = 10 + 2 Armor Bonus + 3 Dex Modifier Flat-Footed 12 = 10 + 2 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +0 = +0 BAB + 0 STR CMD(Combat Maneuver Defense) 13 = 10 +0 BAB +0 STR +3 DEX Initiative +3 = +3 DEX Speed 30' * Attack (Sword cane): +0 BAB +3 DEX +0 enh +0 feat= +3 1d6 +0 STR +0 enh = 1d6; 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 (Investigator): Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one the investigator can already apply inspiration to. The investigator can select a different skill each level. 1lvl: Perception +1● Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. ● Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator 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. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. ● Inspiration (Ex)(3 per day): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’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 investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. ● Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Formula BookFormulas(5): 1lvl: (3/3) - Cure Light Wounds (Cures 1d8 damage + 1/level (max +5)); - Shield (Invisible disc gives +4 to AC, blocks magic missiles); - True Strike (+20 on your next attack roll); - Disguise Self (Changes your appearance.); - Comprehend Languages(You understand all spoken and written languages.); Investigator talents: ● – SKILLS: Skill ranks: 6 + INT + 4 bonus = 6 + 3 + 4 = 13 ACP(Armor Check Penalty) = 0 ● Acrobatics(Dex): 3 = +3 DEX ● Appraise(Int): 3 = +3 INT ● Bluff(Cha): 3 = +3 CHA ● Climb(Str): 0 = 0 STR ○ Craft(any)(Int): -● Craft(Alchemy)(Int): 8 = +3 INT +1 Alchemy(Su) + 1 rank +3 class skill ○ Craft(Int): -● Diplomacy(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Disable Device*(Dex): -● Disguise(Cha): 3 = +3 CHA ● Escape Artist(Dex): 3 = +3 DEX ○ Fly*(Dex): -○ Handle Animal*(Cha): -● Heal(Wis): -1 = -1 WIS ● Intimidate(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Knowledge (Arcana)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Knowledge (Dungeoneering)*(Int): 7 = +3 INT +3 class skill + 1 rank ● Knowledge (Engineering)*(Int): 3 = +3 INT● Knowledge (Geography)*(Int): 3 = +3 INT● Knowledge (History)*(Int): 3 = +3 INT● Knowledge (Local)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Knowledge (Nature)*(Int): 3 = +3 INT● Knowledge (Nobility)*(Int): 3 = +3 INT● Knowledge (Planes)*(Int): 3 = +3 INT● Knowledge (Religion)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Linguistics*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Perception(Wis): 6 = -1 WIS + 2 racial + 3 class skill + 1 rank + 1 by inspiration ● Perform*(String instruments (fiddle, harp, lute, mandolin))(Cha): 7 = +3 CHA + 3 class skill + 1 rank ○ Perform*(Cha): -● Profession*(baker)(Wis): 3 = -1 WIS + 3 class skill + 1 rank ○ Profession*(Wis): -○ Ride(Dex): 3 = +3 DEX ● Sense Motive(Wis): -1 = -1 WIS ● Sleight of Hand*(Dex): -● Spellcraft*(Int): -● Stealth(Dex): 9 = +3 DEX + 2 racial + 3 class skill + 1 rank ● Survival(Wis): 5 = -1 WIS + 2 racial + 3 class skill + 1 rank ○ Swim(Str): 0 = 0 STR ● Use Magic Device*(Cha): -Languages: Common, Catfolk, Sylvan, Halfling, Elven, Necril. FEATS: ● Weapon Finesse (Combat): 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. TRAITS: ● Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check. ● Technic Tinkerer: You managed to uncover some lesser secrets and have mastered a minor bit of magic. Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. Spell: Spark ссылка Деда Пух/Джалил ибн Ваджарзим аль-ТортаCN Medium Humanoid Male Catfolk Mutagenic Mauler 1 lvl. Favored Class: Mutagenic Mauler 65 yo, 7 ft 71 in, 353 lb ABILITY SCORES: STR 18 [+4] DEX 16 [+3] CON 14 [+2] INT 10 [+0] WIS 10 [+0] CHA 9 [-1] SAVING THROWS: Fortitude +4 = +2 Mutagenic Mauler +2 Con Reflex +5 = +2 Mutagenic Mauler +3 Dex Will +1 = +0 Mutagenic Mauler +0 Wis +1 trait COMBAT STATS: Hit Points 13 = +10 Mutagenic Mauler +2 Con + 1 Favoured Class AC 15 = 10 + 2 Armor Bonus + 3 Dex Modifier Flat-Footed 12 = 10 + 2 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +1 CMB(Combat Maneuver Bonus) +5 = +1 BAB + 4 STR CMD(Combat Maneuver Defense) 18 = 10 +1 BAB +4 STR +3 DEX Initiative +3 = +3 DEX Speed 30' * Attack (Unarmed Strike): +1 BAB +4 STR +0 enh +0 feat= +5 1d6 +4 STR +0 enh +1 trait = 1d6+5; 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 (Mutagenic Mauler): +1 HP ● Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). ● Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else. At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery. This ability replaces martial flexibility. Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. ● Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. ● Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. ● Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table. SKILLS: Skill ranks: 4 + INT + 4 bonus = 4 + 0 + 4 = 8 ACP(Armor Check Penalty) = 0 ● Acrobatics(Dex): 7 = +3 DEX + 3 class skill + 1 rank ○ Appraise(Int): 0 = +0 INT ○ Bluff(Cha): -1 = -1 CHA ● Climb(Str): 4 = +4 STR ○ Craft(any)(Int): - ● Craft(Alchemy)(Int): 4 = +0 INT + 3 class skill + 1 rank ○ Craft(Int): -○ Diplomacy(Cha): -1 = -1 CHA ○ Disable Device*(Dex): -○ Disguise(Cha): -1 = -1 CHA ● Escape Artist(Dex): 3 = +3 DEX ○ Fly*(Dex): -● Handle Animal*(Cha): -○ Heal(Wis): 0 = +0 WIS ● Intimidate(Cha): 3 = -1 CHA + 3 class skill + 1 rank ○ Knowledge (Arcana)*(Int): -● Knowledge (Dungeoneering)*(Int): 4 = +0 INT + 3 class skill + 1 rank ○ Knowledge (Engineering)*(Int): -○ Knowledge (Geography)*(Int): -○ Knowledge (History)*(Int): -● Knowledge (Local)*(Int): 4 = +0 INT + 3 class skill + 1 rank ○ Knowledge (Nature)*(Int): -○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): -○ Linguistics*(Int): -● Perception(Wis): 6 = +0 WIS + 3 class skill + 1 rank +2 racial ○ Perform*(Cha): -○ Perform*(Cha): -● Profession*(winemaker)(Wis): 4 = +0 WIS + 3 class skill + 1 rank ○ Profession*(Wis): -○ Ride(Dex): 3 = +3 DEX ● Sense Motive(Wis): 0 = +0 WIS ○ Sleight of Hand*(Dex): -○ Spellcraft*(Int): -○ Stealth(Dex): 5 = +3 DEX +2 racial ○ Survival(Wis): 2 = +0 WIS +2 racial ● Swim(Str): 8 = +4 STR + 3 class skill + 1 rank ○ Use Magic Device*(Cha): -Languages: Common, Catfolk. FEATS: ● Improved Unarmed Strike (Combat): You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. 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. ● Heavy Hitter: Benefit: You gain a +1 trait bonus on damage rolls made with unarmed attacks. Тики ФортонджимMale Catfolk Savage Technologist 1 lvl. Favored Class: Savage Technologist 65 yo, 7 ft 71 in, 353 lb ABILITY SCORES: STR 14 [+2] DEX 14 [+2] CON 14 [+2] INT 14 [+2] WIS 12 [+1] CHA 10 [0] SAVING THROWS: Fortitude +2 = + 2 Savage Technologist + 2 Con Reflex +2 = + 0 Savage Technologist + 2 Dex Will +1 = + 0 Savage Technologist + 1 Wis COMBAT STATS: Hit Points 15 = +12 Savage Technologist +2 Con + 1 Favored Class AC 16 = 10 + 4 Armor Bonus + 2 Dex Modifier Flat-Footed 14 = 10 + 4 Armor Bonus Touched AC 12 = 10 + 2 Dex Modifier BAB +1 CMB(Combat Maneuver Bonus) +3 = +1 BAB + 2 STR CMD(Combat Maneuver Defense) 15 = 10 +1 BAB +2 STR +2 DEX Initiative +2 = +2 DEX Speed 30' * Attack (Cutlass): +1 BAB +2 STR +0 enh +0 feat= +3 1d6 +2 STR +0 enh +0 trait = 1d6+2; Crit 18-20/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 (Savage Technologist): +1 HP ● Weapon and Armor Proficiency: A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields). ● Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed. ● Rage (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases her Dexterity instead. This ability alters rage. Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. SKILLS: Skill ranks: 4 + INT = 4 + 2 + 4 = 10 ACP(Armor Check Penalty) = 0 ● Acrobatics(Dex): 6 = +2 DEX + 3 class skill + 1 rank ○ Appraise(Int): 2 = +2 INT ○ Bluff(Cha): 0 = 0 CHA ● Climb(Str): 6 = +2 STR + 3 class skill + 1 rank ○ Craft(any)(Int): - ● Craft(-)(Int): -○ Craft(Int): -● Diplomacy(Cha): 4 = 0 CHA + 3 class skill + 1 rank ○ Disable Device*(Dex): -○ Disguise(Cha): 0 = 0 CHA ○ Escape Artist(Dex): 2 = +2 DEX ○ Fly*(Dex): -○ Handle Animal*(Cha): -○ Heal(Wis): 1 = +1 WIS ● Intimidate(Cha): 0 = 0 CHA ○ Knowledge (Arcana)*(Int): -○ Knowledge (Dungeoneering)*(Int): -● Knowledge (Engineering)*(Int): 6 = +2 INT + 3 class skill + 1 rank + 1 trait ● Knowledge (Geography)*(Int): 8 = +2 INT + 3 class skill + 1 rank + 2 trait ○ Knowledge (History)*(Int): 3 = +2 INT + 1 rank ● Knowledge (Local)*(Int): 6 = +2 INT + 3 class skill + 1 rank ○ Knowledge (Nature)*(Int): -○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): -○ Linguistics*(Int): -● Perception(Wis): 7 = +1 WIS + 3 class skill + 1 rank +2 racial ○ Perform*(Cha): -○ Perform*(Cha): -○ Profession*(-)(Wis): -○ Profession*(Wis): -○ Ride(Dex): 3 = +3 DEX ● Sense Motive(Wis): 5 = +1 WIS + 3 class skill + 1 rank ○ Sleight of Hand*(Dex): -○ Spellcraft*(Int): -○ Stealth(Dex): 5 = +3 DEX +2 racial ● Survival(Wis): 7 = +1 WIS +2 racial + 3 class skill + 1 rank ● Swim(Str): 4 = +4 STR ○ Use Magic Device*(Cha): -Languages: Common, Catfolk. FEATS: ● Rapid Reload (Combat)(One-handed firearm): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm. TRAITS: ● Secret Knowledge: At any point after taking this trait, you may choose one Knowledge skill. Benefit(s) You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. ● Mathematical Prodigy: Benefit: 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. Бабуля Мяу/Мария ФортонджимFemale Catfolk Archivist 1 lvl. Favored Class: Archivist 63 yo, 5.5 ft, 100 lb ABILITY SCORES: STR 07 [-2] DEX 09 [-1] CON 10 [0] INT 14 [+2] WIS 12 [+1] CHA 20 [+5] SAVING THROWS: Fortitude +2 = + 2 Savage Technologist + 2 Con Reflex +2 = + 0 Savage Technologist + 2 Dex Will +1 = + 0 Savage Technologist + 1 Wis COMBAT STATS: Hit Points 15 = +12 Savage Technologist +2 Con + 1 Favored Class AC 16 = 10 + 4 Armor Bonus + 2 Dex Modifier Flat-Footed 14 = 10 + 4 Armor Bonus Touched AC 12 = 10 + 2 Dex Modifier BAB +1 CMB(Combat Maneuver Bonus) +3 = +1 BAB + 2 STR CMD(Combat Maneuver Defense) 15 = 10 +1 BAB +2 STR +2 DEX Initiative +2 = +2 DEX Speed 30' * Attack (Cutlass): +1 BAB +2 STR +0 enh +0 feat= +3 1d6 +2 STR +0 enh +0 trait = 1d6+2; Crit 18-20/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 (Savage Technologist): +1 HP ● Weapon and Armor Proficiency: A 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. ● Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed. ● Rage (Ex): A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases her Dexterity instead. This ability alters rage. Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. SKILLS: Skill ranks: 4 + INT = 4 + 2 + 4 = 10 ACP(Armor Check Penalty) = 0 ● Acrobatics(Dex): 6 = +2 DEX + 3 class skill + 1 rank ○ Appraise(Int): 2 = +2 INT ○ Bluff(Cha): 0 = 0 CHA ● Climb(Str): 6 = +2 STR + 3 class skill + 1 rank ○ Craft(any)(Int): - ● Craft(-)(Int): -○ Craft(Int): -● Diplomacy(Cha): 4 = 0 CHA + 3 class skill + 1 rank ○ Disable Device*(Dex): -○ Disguise(Cha): 0 = 0 CHA ○ Escape Artist(Dex): 2 = +2 DEX ○ Fly*(Dex): -○ Handle Animal*(Cha): -○ Heal(Wis): 1 = +1 WIS ● Intimidate(Cha): 0 = 0 CHA ○ Knowledge (Arcana)*(Int): -○ Knowledge (Dungeoneering)*(Int): -● Knowledge (Engineering)*(Int): 6 = +2 INT + 3 class skill + 1 rank + 1 trait ● Knowledge (Geography)*(Int): 8 = +2 INT + 3 class skill + 1 rank + 2 trait ○ Knowledge (History)*(Int): 3 = +2 INT + 1 rank ● Knowledge (Local)*(Int): 6 = +2 INT + 3 class skill + 1 rank ○ Knowledge (Nature)*(Int): -○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): -○ Linguistics*(Int): -● Perception(Wis): 7 = +1 WIS + 3 class skill + 1 rank +2 racial ○ Perform*(Cha): -○ Perform*(Cha): -○ Profession*(-)(Wis): -○ Profession*(Wis): -○ Ride(Dex): 3 = +3 DEX ● Sense Motive(Wis): 5 = +1 WIS + 3 class skill + 1 rank ○ Sleight of Hand*(Dex): -○ Spellcraft*(Int): -○ Stealth(Dex): 5 = +3 DEX +2 racial ● Survival(Wis): 7 = +1 WIS +2 racial + 3 class skill + 1 rank ● Swim(Str): 4 = +4 STR ○ Use Magic Device*(Cha): -Languages: Common, Catfolk. FEATS: ● Rapid Reload (Combat)(One-handed firearm): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm. TRAITS: ● Secret Knowledge: At any point after taking this trait, you may choose one Knowledge skill. Benefit(s) You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. ● Mathematical Prodigy: Benefit: 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.
Инвентарь
Арбауз "Арбуз" ФортонджимWeapon :
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 of armour - 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: – gp "Чесотка"Weapon :
Improvised Weapon Cost: – gp; Dmg (M): 1d2 Critical: ×2 Weight: 1 lbs. Type: Piercing Category: One-handed Proficiency: Simple
Clothing, Outfits & Accessories :
– None –
Armour :
– None –
Special Materials of armour - None
– None –
Armor Modifications :
– None –
Riding Animals & Animal Gear
– None –
Kit and Adventuring Gear:
– None –
Total weight: – lbs. Total weight on riding animal: – lbs. Total equipment cost: 0 gp Wealth: 0 gp Отто ФортонджимSword cane Cost 45 gp Weight 4 lbs. Damage 1d4 (small), 1d6 (medium) Critical x2 Type piercing Category one-handed Proficiency martial Weapon Group light blades This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn’t a light weapon. You can’t wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.
Leather armor Light Armor Cost 10 gp; Weight 15 lbs. Armor Bonus +2; Max Dex Bonus +6; Armor Check Penalty 0 Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft. Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.
Kit, Investigator’s Price 40 gp; Weight 37 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 investigator begins play with a formula book and does not need to purchase one.
Total weight: 56 lbs. Total equipment cost:95 gp Wealth: – gp Деда Пух/Джалил ибн Ваджарзим аль-ТортаCLOTHINGS & CONTAINERS
Straw Hat Cost: 1 gp; Weight: 0.5 lbs.
Outfit, Traveler’s This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
ARMOUR
Leather Light Armor Cost: 10 gp; Weight: 15 lbs. Armor Bonus: +2; Max Dex Bonus: +6; Armor Check Penalty: 0 Arcane Spell Failure Chance: 10%; Speed: 30 ft./20 ft. Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.
KIT`S AND GEAR
● Kit, Brawler’s Price: 9 gp. Weight: 35.5 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin.
● Kit, Alchemy Crafting Price: 25 gp. Weight: 5 lbs. An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist’s kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist’s kit.”)
● Wine, common (pitcher)х4 (2 sp 6 lbs) 1 gp 30 lbs
Total weight: 86 lbs. Total equipment cost: 44 gp Wealth: – gp Тики ФортонджимWeapon :
Cutlass Cost: 15 gp; Dmg (M): 1d6 Critical: 18-20/x2 Weight: 4 lbs. Type: Slashing Category: One-handed Proficiency: Martial Weapon Group: Heavy blades This short, curved sword is favored by seafarers for close-quarters combat. It is treated as a scimitar for any effects that apply to scimitars.
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.
Armor :
Armored Coat Type: Medium Armor; Cost: 50 gp; Weight: 20 lbs. Armor Bonus: +4; Max Dex Bonus: +3; Armor Check Penalty: -2 Arcane Spell Failure Chance: 20%; Speed: 20/15 ft. This sturdy leather coat is reinforced with metal plates sewn into the lining. An armored coat is more cumbersome than light armor but less effective than most medium armors. The advantage of it is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those of armor, clothing, or items worn on top.
Special Materials of armour - None
– None –
Armor Modifications :
– None –
Riding Animals & Animal Gear
– None –
Kit and Adventuring Gear:
Barbarian’s kit Price: 9 gp Weight: 26 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Total weight: 58 lbs. Total weight on riding animal: – lbs. Total equipment cost: 74 gp Wealth: – gp
Total wealth of party: 142 gp
Отдано Гильдии Проводников при становлении неофитом. Актуальные вещи: – книжка формул х2; – балахон х5; – сумка с химическими препаратами (собрана самостоятельно) х2;
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