Юджин Морн, Мужчина, Полуэльф, TN
Age: 43, height: 5’9’’ (175 см), weight: 165 lb (75 кг)
Скаут-4 (6000/10000 XP)
Deity:
AbilitiesStr 17 [+3]
Dex 10 [0]
Con 14 [+2]
Int 12 [+1]
Wis 14 [+2]
Cha 8 [-1]
Saving ThrowsFOR: +3 = 1 + 2 + 1 (Battle fortitude)
REF: +4 = 4 + 0
WIL: +3 = 1 + 2
+2 racial bonus on saving throw against enchantment spells or effects
Combat StatsBAB: +3
Standard Melee Attack: +6 = +3 [BAB] + 3 [Str]
Longspear - Attack: +6, Damage: 1d8+4 [Str], 20/x3, Piercing,
reach;
Gauntlet, spiked - Attack: +6, Damage: 1d4+3 [Str], 20/x2, Piercing;
Spear - Attack: +6, Damage: 1d8+4 [Str], 20/x3, Piercing;
Axe, throwing - Attack: +6, Damage: 1d6+3 [Str], 20/x2, Slashing;
Club - Attack: +6, Damage: 1d6+3 [Str], 20/x2, Bludgeoning;
Standard Ranged Attack: +3 = +3 [BAB] + 0 [Dex]
Thrown Weapons Ranged Attack: +6 = +3 [BAB] + 3 [Str]
+ POINT BLANK SHOT (+1 Attack; +1 Damage)Sling - Attack: +3, Damage: 1d4+3, 20/x2, Bludgeoning, 100 ft;
Axe, throwing - Attack: +6, Damage: 1d6+3 [Str], 20/x2, Slashing, 20 ft;
Dart - Attack: +6, Damage: 1d4+3 [Str], 20/x2, Piercing, 40 ft;
Spear - Attack: +6, Damage: 1d8+4 [Str], 20/x3, Piercing, 40 ft;
Club - Attack: +6, Damage: 1d6+3 [Str], 20/x2, Bludgeoning, 20 ft;
Javelin - Attack: +6, Damage: 1d6+3 [Str], 20/x2, Piercing, 60 ft;
Armor Class: 14 (15*) = 10 + 4 [Armor] + 0 [Dex] + 1* [Skirmish]
Flat-footed AC: 14 = 10 + 4 [Armor]
Touch AC: 10 = 10 + 0 [Dex]
HP: 31/31 [Dmg: 0]
Initiative: +3 = +2 [Dex] +1 [BF]
Speed: 40 ft.
LanguagesВсеобщий, Эльфийский
Class Features- Weapon and Armor Proficiency: all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Light armor.
- Skirmish (Ex)
A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during
any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn.
This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
- Trapfinding (Ex)
A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
- Battle Fortitude (Ex)
At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
- Uncanny Dodge (Ex)
Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
- Fast Movement (Ex)
Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Trackless Step (Ex)
Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Racial Features- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects.
- Low-light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
+2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people.
- Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. (See the Monster Manual for more information about elves, and the Dungeon Master’s Guide for more on magic items.)
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Half-elves have all the versatility and broad (if shallow) experience that humans have.
- Favored Class: Any. When determining whether a multiclass halfelf takes an experience point penalty, her highest-level class does not count (see XP for Multiclass Characters, page 60).
FeatsBRUTAL THROW [CAdv, 106] (1lvl)
You have learned how to hurl weapons to deadly effect.
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.
Special: A fighter may select Brutal Throw as one of his fighter bonus feats.
POINT BLANK SHOT [GENERAL] (3lvl)
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
FAR SHOT [GENERAL] (Sct 4)
You can get greater distance out of a ranged weapon.
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Skills (63 SP)
Armor Check Penalty (ACP): = -2 [Chain shirt]
Class Skills:Balance +4 = 2 [Ranks] + 0 [Dex] + 2 [Synergy]
Climb +3 = 0 [Ranks] + 3 [Str]
Craft +1 = 0 [Ranks] + 1 [Int]
Escape Artist +0 = 0 [Ranks] + 2 [Dex] - 2 [ACP]
Hide +5 = 7 [Ranks] + 0 [Dex] - 2 [ACP]
Jump +12 = 5 [Ranks] + 3 [Str] + 2 [Synergy] + 4 [Speed] - 2 [ACP]
Knowledge (dungeoneering) +6 = 5 [Ranks] + 1 [Int]
Knowledge (geography) +2 = 1 [Ranks] + 1 [Int]
Knowledge (nature) +6 = 5 [Ranks] + 1 [Int]
Listen +10 = 7 [Ranks] + 2 [Wis] + 1 [Race]
Move Silently +5 = 7 [Ranks] + 0 [Dex] - 2 [ACP]
Ride +2 = 2 [Ranks] + 0 [Dex]
Search +2 = 0 [Ranks] + 1 [Int] + 1 [Race]
Sense Motive +3 = 1 [Ranks] + 2 [Wis]
Speak Language +0 = 0 [Ranks] + - [n/a]
Spot +10 = 7 [Ranks] + 2 [Wis] + 1 [Race]
Survival +3 = 1 [Ranks] + 2 [Wis]
Swim +1 = 2 [Ranks] + 3 [Str] - 4 [ACP]
Tumble +6 = 6 [Ranks] + 0 [Dex] + 2 [Synergy] - 2 [ACP]
Use Rope +5 = 5 [Ranks] + 0 [Dex]
Cross-Class Skills:Diplomacy +1 = 0 [Ranks] - 1 [Cha] + 2 [Race]
Gather Information +1 = 0 [Ranks] - 1 [Cha] + 2 [Race]
Skill Synergy, +2 bonus on:Tumble;
Survival checks when underground;
Survival checks in aboveground natural environments;
Balance checks;
Jump checks;
Climb checks involving climbing ropes;
Escape Artist checks involving ropes.
Languages: Общий, Современный эльфийский, Скеллиге