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ПредисловиеВ этом модуле очень мало прямых запретов. Общие пожелания мастера просты. 1. Персонаж должен иметь логичную и адекватную квенту, из которой будет вытекать все что написано в чаршите. Чем экзотичнее заявка - тем больше и интереснее квента. 2. Персонаж должен иметь адекватную модель поведения в рамках модуля. Гнолл-варвар и дварф-клирик - это диаметрально разные персонажи. Там, где первому будут рады, второго, скорее всего, убьют. И наоборот. 3. При выполнении первых двух условий мастер будет рад видеть любую партию с любым элайментом (и даже лютым миксом оных). Поэтому фантазию можно врубить на полную. Злобный карлик-вор, желающий обчистить карманы сопартийцев? Не вопрос. LG-паладин, несущий в массы идеалы добра? Welcome, не забудьте любимый двурчник. Особые моменты1. Получение мультикласса/престижа проходит через линейку квестов по согласованию с мастером. Ваш персонаж не получает знания из воздуха. Особенно – в том, чем он до этого не занимался. Поэтому при желании взять уровень в другом классе/престиж в текущем – топаем искать где бы этому обучиться. 2. Желание получить персональный квест - обговаривается с мастером личке. Хотелка в плане вещей - обсуждение с мастером в личке, и опять же квест по его получению/шмотка сама вас найдёт, но будет с изъяном на вкус мастера. Бойся своих желаний, так сказать 😈 3. Мастер всегда приветствует креативность в решении задач. Всегда можно снизить сложно броска, например - бравый полуорк решил искупаться в бассейне, в который впадал ледяной горный поток, достать блестяшку со дна. Достал, начал всплывать. Но пловчий стиль Топора, полученный из-за холода и судороги в ноге от этого холода не дали ему просто так вылезти(пробросить Swim успешно). И он люто превозмогая боль смог снизить DC с 10, до 5 хватаясь своей железной хваткой за ребристые стенки баcсейна. Думаю? мысль понятна? 4. Спорные заявки влекут за собой соответствующую проверку броском кубика. Попытка забить гвоздь магическим жезлом может привести к большому бабаху, а мастер сверху еще накинет спас-бросок со штрафом на определение того, насколько сильно припечатало персонажа об стенку. 5. PvP разрешено, но должно быть обосновано. Двинуть в морду сопартийцу не возбраняется, но, во-первых, с соответствующей мотивацией с чего вдруг не понравилась лыба товарища. А во-вторых - можно и в ответ получить. 6. Внешний вид чарника. Внешний вид чарников это моё больное место. Необъяснимое нагромождение цифр(хех, сказал же, учитывая мой чарник😅), порой разные шрифты, нестурктурированность, написанны на нескольких языках в невообразимом сочетании. Всё это создает лишний геморой мастеру и как мне кажется игроку. А потому для удобства мастера и игрока, у всех без исключения должны быть сделаны чарники по образцу. Пожалуйста, я вас очень прошу. Если вы согласны с вышесказанным, то перейдем к деталям чарника.Генерация: Цифры и прочее.Книги: Все оффициальные. Под запретом Occult, Psionics, Path of War. При большом желании можно по просить 3рр, но он наверняка будет обработан напильником. Классы и расы: Корник + Адвенсес + обсуждаемо любые. Необычные расы привлекут внимание общественности, но с некоторой вероятностью будут пропущены. Стата: Поинтбай 27 или накидка (результаты будут в теме "Шут что бросает кости"). Замена накидки на Ptb возможна, если в выпавшем наборе 2 значения меньше 8 или можно перебросить одну 8 с последующим выбором результата, без возможности изменить на поинтбай. А также 2 трейта, или 3 трейта и 1 дроубэк, на выбор. Хиты: Максимум на первом уровне, дальше среднее значение +1. Генерация: Квента. В квенте должно быть объяснено то, что написано в чарнике. Кроме того, желательно отразить элаймент и жизненную позицию в общих чертах. Помимо этого там могут содержаться зацепки для персонального квеста, если таковой хочется получить. Это могут быть какие-то особенности персонажа/его характера/наследие/нерешенные проблемы и т.д. В общем, все, что можно развить и продолжить по ходу игры. Также было бы неплохо описать причины и мотивы персонажа, если вы собираетесь на следующих уровнях брать мультикласс/престиж. Обязательный для использования пример чарника!P.S. Просьба сделать чарник не диктована желанием отбить желание играть, но ради удобства. Это важно! Чарлист:Otto FortonjimAlignment: Chaotic Neutral Race, Type, Gender: Medium Humanoid Catfolk Male Class and Level: Investigator 2 lvl/Unchained Swashbuckler 1 lvl/Warrior Poet 1 lvl Favored Class: Investigator Physical Parameters: 24 yo; 6'25" ft; 143,3 lbs Deity: Nethys Experience: –/– ABILITY SCORES: STR 12 [+1] DEX 14 [+2] CON 10 [0] INT 16 [+3] WIS 10 [0] CHA 17 [+3] SAVING THROWS: Fortitude +2 = +0 Investigator +0 Unchained Swashbuckler +2 Warrior Poet +0 Con (-1 in dim light or darkness) Reflex +7 = +3 Investigator +2 Dex +2 Unchained Swashbuckler +0 Warrior Poet (-1 in dim light or darkness) Will +3 = +3 Investigator +0 Unchained Swashbuckler +0 Warrior Poet +0 Wis (-1 in dim light or darkness) COMBAT STATS: Hit Points 24 = +13 Investigator + 5 Unchained Swashbuckler + 6 Warrior Poet +0 Con AC 19 = 10 + 7 Armor Bonus + 2 Dex Modifier Flat-Footed 17 = 10 + 7 Armor Bonus Touched AC 12 = 10 + 2 Dex Modifier BAB +2(+1 Investigator; +0 Swashbuckler; +1 Warrior Poet) CMB(Combat Maneuver Bonus) +2 = +1 BAB + 1 STR CMD(Combat Maneuver Defense) 14 = 10 +1 BAB +1 STR +2 DEX Initiative +4 = +2 DEX + 2 trait Speed 30' * Attack (Sword cane): +2 BAB +0 enh +2 feat = +4 1d6 +1 STR +0 enh = 1d6+1; Crit [x2] * Attack (Cold Iron Morningstar): +2 BAB +0 enh +0 feat = +2 1d8 +1 STR +0 enh = 1d8+1 B/P; Crit [x2] * Attack (Masterwork Rapier): +2 BAB +0 enh +2 feat +1 quality = +5 1d6 +1 STR +0 enh = 1d6+1 P; Crit [18-20/x2] * Attack (Masterwork Machete): +2 BAB +0 enh +2 feat +1 quality = +5 1d6 +1 STR +0 enh = 1d6+1 S; Crit [19-20/x2] * Attack (Masterwork Rapier/Masterwork Machete): +2 BAB +0 enh +2 feat +1 quality -2 TWF = +3/+3 1d6 +1 STR +0 enh/1d6 +1 STR +0 enh = 1d6+1 P/1d6+1 S; Crit [18-20/x2][19-20/x2] * Attack (Crossbow, Hand): +2 BAB +0 enh +2 feat = +4 1d4 +0 enh = 1d4 P; Crit [19-20/x2] * Attack (Masterwork Chainsaw Sword two-handed): +2 BAB +0 enh +1 STR +1 quality = +4 3d6 +1 STR +0 enh = 3d6+1+Grapple free action S; Crit [18-20/x2] RACIAL TRAITS(Catfolk): ● 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(Investigator): ● 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 2lvl: 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)(7 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. ● Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison. ● Poison Resistance +2: At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison. CLASS FEATURES(Unchained Swashbuckler): ● Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. ● Sneak Attack: 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a 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 total concealment. ● Martial Training (Ex)(Machete): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding. ● Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. CLASS FEATURES(Warrior Poet): ● Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields). In additional he gain proficiency with chainsaw sword. ● Dancer’s Grace (Ex): When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus. This replaces the samurai’s proficiency with medium armor, heavy armor, and shields. ● Flourish (Ex): The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.
Chrysanthemum’s Blooming: The warrior poet gains Vital Strike as a bonus feat and can apply its benefit when using Spring Attack. If the warrior poet is at least 16th level and has Improved Vital Strike, she can apply that feat’s benefit instead. The warrior poet must be at least 11th level to select this flourish.
Exodus of Speed: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.
Harmony of the Tranquil Garden: The warrior poet can focus her senses as a move action to gain blindsense out to 5 feet for 1 round. For every 5 samurai levels she has, the range of this blindsense increases by 5 feet.
Uncanny Guidance: The warrior poet gains the rogue’s uncanny dodge class feature. This flourish can be selected up to twice; selecting it a second time grants the warrior poet the rogue’s improved uncanny dodge class feature. The warrior poet must be at least 4th level to select this flourish the first time and at least 8th level to select this flourish the second time.
Kitsune’s Mystique(learned): The warrior poet gains Improved Feint as a bonus feat, ignoring its prerequisites. When the warrior poet uses Spring Attack or takes a move action to move, she can attempt to feint against one creature she threatens during her movement as part of her movement.
Petals on the Wind: Whenever a foe provokes an attack of opportunity from the warrior poet, she can move 5 feet before making the attack of opportunity. This movement does not provoke attacks of opportunity. If the warrior poet takes an action to move during her next turn, she subtracts 5 feet from her total movement for each time she has used this ability since her last turn.
Wrath of the Heavens: The warrior poet gains Shot on the Run as a bonus feat, ignoring its prerequisites.
This replaces mount, weapon expertise, banner, and greater banner. ● Graceful Warrior (Ex): The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects. ● Skirmisher’s Challenge (Ex)(1/day): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order. The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.
● Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source. Formula Book: Formulas: 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); - Polypurpose Panacea (Gain a relaxing or entertaining effect); - Adhesive Spittle(Spit a tanglefoot bag at a creature); – Extract Extender(масло) (Craft Alchemy DC 20, 1lvl-50 gp , 2lvl - 300 gp, 3lvl - 750 gp) при добавлении к экстракту или при наложении заклинания с целью personal или эффектом, не наносящим урона, превращается в зелье, длительность которого увеличена вдвое. Некоторые заклинания могут не подходить под эту смесь. Investigator talents: SKILLS: Skill ranks: 6 + INT = 6 + 3 = 9(18) Skill ranks: 8 + INT = 8 + 3 = 11(29) Skill ranks: 4 + INT = 4 + 3 = 7(36) ACP(Armor Check Penalty) = 0 ● Acrobatics(Dex): 6 = +2 DEX + 1 rank + 3 class skill + 0 ACP ● Appraise(Int): 3 = +3 INT ● Bluff(Cha): 8 = +3 CHA + 2 rank + 3 class skill ● Climb(Str): 5 = +1 STR + 0 ACP + 3 class skill + 1 rank ● Craft(Alchemy)(Int): 10(12) = +3 INT +1 Alchemy(Su) + 3 rank +3 class skill (+2 circumstance bonus of alch. lab) ● Diplomacy(Cha): 9 = +3 CHA + 3 class skill + 3 rank ● Disable Device*(Dex): 6 = +2 DEX + 3 class skill + 1 rank ● Disguise(Cha): 7(9) = +3 CHA + 3 class skill + 1 rank (+2 Kit, Disguise) ● Escape Artist(Dex): 2 = +2 DEX + 0 ACP ○ Fly*(Dex): -● Handle Animal*(Cha): -● Heal(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Knowledge (Arcana)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Knowledge (Dungeoneering)*(Int): 8 = +3 INT +3 class skill + 2 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): 11 = 0 WIS + 2 racial + 3 class skill + 4 rank + 2 by inspiration ● Perform*(String instruments (fiddle, harp, lute, mandolin))(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Profession*(baker)(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Ride(Dex): 2 = +2 DEX + 0 ACP ● Sense Motive(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Sleight of Hand*(Dex): 6 = +2 DEX + 3 class skill + 1 rank + 0 ACP ● Spellcraft*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Stealth(Dex): 10 = +2 DEX + 2 racial + 3 class skill + 3 rank ● Survival(Wis): 7 = 0 WIS + 2 racial + 3 class skill + 2 rank ● Swim(Str): 5 = 1 STR + 0 ACP + 3 class skill + 1 rank ● Use Magic Device*(Cha): 7 = +3 CHA + 3 class skill + 1 rank Languages: Common, Catfolk, Sylvan, Halfling, Elven, Necril. FEATS: ● Extra Inspiration(General Feats): You are more able to draw upon inspiration than most. Prerequisite(s): Amateur Investigator or inspiration class feature. Benefit: You gain three extra use per day of inspiration in your inspiration pool. Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day. ● Weapon Finesse(Combat Feats/Bonus): 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. ● Two-Weapon Fighting (Combat Feats): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. ● Improved Feint (Combat/Bonus): You are skilled at fooling your opponents in combat. Prerequisites: Int 13, Combat Expertise. Benefit: You can make a Bluff check to feint in combat as a move action. Normal: Feinting in combat is a standard action. TRAITS: ● Inspired(Faith Traits): 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(Regional Traits): 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● Reactionary(Combat Traits): 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. DRAWBACKS: ● Shadow-Scarred: You were touched by terrible horrors that live in the darkness just outside the human sphere and feel your life-force ebb away ever so slightly whenever you return to the shadows. Effect: Whenever you are in an area of dim light or darkness, you take a -1 penalty on saving throws. Инвентарь:Weapon: Sword caneCost: 45 gp. Dmg (M): 1d6 Critical: x2 Weight: 4 lbs. 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.
Special Materials of weapon - None
– None – Cold Iron MorningstarCost: 16 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.
Special Materials of weapon - Cold Iron
HP/inch 30; Hardness 10; Cost Weapons x2 normal. Add magic enhancement +2,000 gp. This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. Masterwork RapierCost: 320 gp. Dmg (M): 1d6 Critical: 18-20/x2 Weight: 2 lbs. Type: Piercing Category: One-handed Proficiency: Martial Special: Finesse You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Special Materials of weapon - None
– None – Masterwork MacheteCost: 310 gp. Dmg (M): 1d6 Critical: 19-20/x2 Weight: 2 lbs. Type: Slashing Category: One-handed Proficiency: Martial Special: Finesse This tool is a wide, single-edged blade about 2 feet in length. Most often used to hack through dense vegetation, it works equally well as a weapon. A character proficient with a machete gains a +1 circumstance bonus on Survival checks to get along in the wild.
Special Materials of weapon - None
– None – Crossbow, HandCost: 100 gp. Dmg (M): 1d4 Critical: 19-20/x2 Weight: 2 lbs. Type: Piercing Range: Increment 30 ft. (projectile) Category: Ranged Proficiency: Exotic Weapon Group: Crossbows You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Special Materials of weapon - None
– None – Clothing, Outfits & Accessories: Outfit, Explorer’sCost: 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: Masterwork Chain ShirtType: Light Armor; Cost: 250 gp; Weight: 25 lbs. Armor Bonus: +4; Max Dex Bonus: +4; Armor Check Penalty: -1 Arcane Spell Failure Chance: 20%; Speed: 30/20 ft. Covering the torso, this shirt is made up of thousands of interlocking metal rings.
Special Materials of armour - None
– None –
Armor Modifications :
– None – Riding Animals & Animal Gear: Kit and Adventuring Gear: Masterwork Alchemist’s labPrice: – gp Weight: 5 lbs. This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack. Ammunition (Crossbow): Bolt(s) x5 (50)Cost: 5 gp Weight: 5 lb. Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow). A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Common Tools, Thieves’Price: – gp Weight: 1 lbs. This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. Masterwork BackpackPrice: 50 gp Weight: 4 lbs. This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. Kit, Disguise(10/10)Price: 50 gp Weight: 8 lbs. This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses. Kit, Cat Burglar’sPrice: 15 gp Weight: 12 lbs. This kit includes a glass cutter, glue paper (5 sheets), a grappling hook, a masterwork backpack, and silk rope (50 feet). Oil, Lamp x10Price: 1 gp Weight: 10 lbs. Total weight: 94 lbs. (Heavy Load) Total weight on riding animal: – lbs. Total equipment cost: 1082 gp Wealth: 88 gp С выключенными тегами:Чарлист:[b][i][u]Otto Fortonjim[/u][/i][/b] [b]Alignment[/b]: Chaotic Neutral [b]Race, Type, Gender[/b]: Medium Humanoid Catfolk Male [b]Class and Level[/b]: Investigator 2 lvl/Unchained Swashbuckler 1 lvl/Warrior Poet 1 lvl [b]Favored Class[/b]: Investigator [b]Physical Parameters[/b]: 24 yo; 6'25" ft; 143,3 lbs [b]Deity[/b]: Nethys [b]Experience[/b]: --/--
[b]ABILITY SCORES[/b]: [b]STR[/b] 12 [+1] [b]DEX[/b] 14 [+2] [b]CON[/b] 10 [0] [b]INT[/b] 16 [+3] [b]WIS[/b] 10 [0] [b]CHA[/b] 17 [+3]
[b]SAVING THROWS[/b]: [b]Fortitude[/b] +2 = +0 Investigator +0 Unchained Swashbuckler +2 Warrior Poet +0 Con (-1 in dim light or darkness) [b]Reflex[/b] +7 = +3 Investigator +2 Dex +2 Unchained Swashbuckler +0 Warrior Poet (-1 in dim light or darkness) [b]Will[/b] +3 = +3 Investigator +0 Unchained Swashbuckler +0 Warrior Poet +0 Wis (-1 in dim light or darkness)
[b]COMBAT STATS[/b]: [b]Hit Points[/b] 24 = +13 Investigator + 5 Unchained Swashbuckler + 6 Warrior Poet +0 Con [b]AC[/b] 19 = 10 + 7 Armor Bonus + 2 Dex Modifier [b]Flat-Footed[/b] 17 = 10 + 7 Armor Bonus [b]Touched AC[/b] 12 = 10 + 2 Dex Modifier [b]BAB[/b] +2(+1 Investigator; +0 Swashbuckler; +1 Warrior Poet) [b]CMB(Combat Maneuver Bonus)[/b] +2 = +1 BAB + 1 STR [b]CMD(Combat Maneuver Defense)[/b] 14 = 10 +1 BAB +1 STR +2 DEX [b]Initiative[/b] +4 = +2 DEX + 2 trait [b]Speed[/b] 30'
* Attack (Sword cane): +2 BAB +0 enh +2 feat = +4 1d6 +1 STR +0 enh = 1d6+1; Crit [x2] * Attack (Cold Iron Morningstar): +2 BAB +0 enh +0 feat = +2 1d8 +1 STR +0 enh = 1d8+1 B/P; Crit [x2] * Attack (Masterwork Rapier): +2 BAB +0 enh +2 feat +1 quality = +5 1d6 +1 STR +0 enh = 1d6+1 P; Crit [18-20/x2] * Attack (Masterwork Machete): +2 BAB +0 enh +2 feat +1 quality = +5 1d6 +1 STR +0 enh = 1d6+1 S; Crit [19-20/x2] * Attack (Masterwork Rapier/Masterwork Machete): +2 BAB +0 enh +2 feat +1 quality -2 TWF = +3/+3 1d6 +1 STR +0 enh/1d6 +1 STR +0 enh = 1d6+1 P/1d6+1 S; Crit [18-20/x2][19-20/x2] * Attack (Crossbow, Hand): +2 BAB +0 enh +2 feat = +4 1d4 +0 enh = 1d4 P; Crit [19-20/x2] * Attack (Masterwork Chainsaw Sword two-handed): +2 BAB +0 enh +1 STR +1 quality = +4 3d6 +1 STR +0 enh = 3d6+1+Grapple free action S; Crit [18-20/x2]
[b]RACIAL TRAITS(Catfolk)[/b]: ●[b]Ability Score Racial Traits[/b]: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, --2 Wisdom. ● [b]Type[/b]: Catfolk are humanoids with the catfolk subtype. ● [b]Size[/b]: Catfolk are Medium creatures and have no bonuses or penalties due to their size. ● [b]Base Speed(Slow)[/b]: Catfolk have a base speed of 30 feet. ● [b]Languages[/b]: 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. ● [b]Natural Hunter(Feat and Skill Racial Traits)[/b]: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. ● [b]Cat’s Luck (Ex)(Defense Racial Traits)[/b]: 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. ● [b]Sprinter(Movement Racial Traits)[/b]: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. ● [b]Low-Light Vision(Senses Racial Traits)[/b]: Catfolk have low-light vision allowing them to see twice as far as humans in dim light.
[b]CLASS FEATURES(Investigator)[/b]: ●[b] Favoured Class (Investigator)[/b]: [spoiler][tab]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. [i]1lvl: Perception +1[/i] [i]2lvl: Perception +1[/i][/spoiler] ● [b]Weapon and Armor Proficiency[/b]: [spoiler][tab]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.[/spoiler] ● [b]Alchemy (Su)[/b]: [spoiler][tab]Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. [tab]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. [tab]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. [tab]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. [tab]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. [tab]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. [tab]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. [tab]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.[/spoiler] ● [b]Inspiration (Ex)(7 per day)[/b]: [spoiler][tab]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. [tab]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. [tab]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.[/spoiler] ● [b]Trapfinding[/b]: [spoiler][tab]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.[/spoiler] ● [b]Poison Lore (Ex)[/b]: [spoiler][tab]An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.[/spoiler] ● [b]Poison Resistance +2[/b]: [spoiler][tab]At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.[/spoiler]
[b]CLASS FEATURES(Unchained Swashbuckler)[/b]: ● [b]Weapon and Armor Proficiency[/b]: [spoiler][tab]Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.[/spoiler] ● [b]Sneak Attack[/b]: [spoiler][tab]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. [tab]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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. [tab]With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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. [tab]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 total concealment.[/spoiler] ● [b]Martial Training (Ex)(Machete)[/b]: [spoiler][tab]At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. [tab]This ability replaces trapfinding.[/spoiler] ● [b]Finesse Training (Ex)[/b]: [spoiler][tab]At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.[/spoiler]
[b]CLASS FEATURES(Warrior Poet)[/b]: ● [b]Weapon and Armor Proficiency[/b]: [spoiler][tab]Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields). In additional he gain proficiency with chainsaw sword. [/spoiler] ● [b]Dancer’s Grace (Ex)[/b]: [spoiler][tab]When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus. [tab]This replaces the samurai’s proficiency with medium armor, heavy armor, and shields.[/spoiler] ● [b]Flourish (Ex)[/b]: [spoiler][tab]The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.
[tab]Chrysanthemum’s Blooming: The warrior poet gains Vital Strike as a bonus feat and can apply its benefit when using Spring Attack. If the warrior poet is at least 16th level and has Improved Vital Strike, she can apply that feat’s benefit instead. The warrior poet must be at least 11th level to select this flourish.
[tab]Exodus of Speed: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.
[tab]Harmony of the Tranquil Garden: The warrior poet can focus her senses as a move action to gain blindsense out to 5 feet for 1 round. For every 5 samurai levels she has, the range of this blindsense increases by 5 feet.
[tab]Uncanny Guidance: The warrior poet gains the rogue’s uncanny dodge class feature. This flourish can be selected up to twice; selecting it a second time grants the warrior poet the rogue’s improved uncanny dodge class feature. The warrior poet must be at least 4th level to select this flourish the first time and at least 8th level to select this flourish the second time.
[b][tab]Kitsune’s Mystique(learned): The warrior poet gains Improved Feint as a bonus feat, ignoring its prerequisites. When the warrior poet uses Spring Attack or takes a move action to move, she can attempt to feint against one creature she threatens during her movement as part of her movement.[/b]
[tab]Petals on the Wind: Whenever a foe provokes an attack of opportunity from the warrior poet, she can move 5 feet before making the attack of opportunity. This movement does not provoke attacks of opportunity. If the warrior poet takes an action to move during her next turn, she subtracts 5 feet from her total movement for each time she has used this ability since her last turn.
[tab]Wrath of the Heavens: The warrior poet gains Shot on the Run as a bonus feat, ignoring its prerequisites.
[tab]This replaces mount, weapon expertise, banner, and greater banner.[/spoiler] ● [b]Graceful Warrior (Ex)[/b]: [spoiler][tab]The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.[/spoiler] ● [b]Skirmisher’s Challenge (Ex)(1/day)[/b]: [spoiler][tab]Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. [tab]Challenging a foe requires much of the samurai’s concentration. The samurai takes a --2 penalty to his Armor Class, except against attacks made by the target of his challenge. [tab]The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order. [tab]The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.
● [b]Resolve (Ex)[/b]: [tab]Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. [tab][b]Determined[/b]: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. [tab][b]Resolute[/b]: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. [tab][b]Unstoppable[/b]: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.[/spoiler]
[b]Formula Book[/b]: Formulas: 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); - Polypurpose Panacea (Gain a relaxing or entertaining effect); - Adhesive Spittle(Spit a tanglefoot bag at a creature);
-- [b]Extract Extender[/b](масло) (Craft Alchemy DC 20, 1lvl-50 gp , 2lvl - 300 gp, 3lvl - 750 gp) при добавлении к экстракту или при наложении заклинания с целью personal или эффектом, не наносящим урона, превращается в зелье, длительность которого увеличена вдвое. Некоторые заклинания могут не подходить под эту смесь.
[b]Investigator talents[/b]: [spoiler]● --[/spoiler]
[b]SKILLS[/b]: Skill ranks: 6 + INT = 6 + 3 = 9(18) Skill ranks: 8 + INT = 8 + 3 = 11(29) Skill ranks: 4 + INT = 4 + 3 = 7(36) ACP(Armor Check Penalty) = 0
● Acrobatics(Dex): 6 = +2 DEX + 1 rank + 3 class skill + 0 ACP ● Appraise(Int): 3 = +3 INT ● Bluff(Cha): 8 = +3 CHA + 2 rank + 3 class skill ● Climb(Str): 5 = +1 STR + 0 ACP + 3 class skill + 1 rank ● Craft(Alchemy)(Int): 10(12) = +3 INT +1 Alchemy(Su) + 3 rank +3 class skill (+2 circumstance bonus of alch. lab) ● Diplomacy(Cha): 9 = +3 CHA + 3 class skill + 3 rank ● Disable Device*(Dex): 6 = +2 DEX + 3 class skill + 1 rank ● Disguise(Cha): 7(9) = +3 CHA + 3 class skill + 1 rank (+2 Kit, Disguise) ● Escape Artist(Dex): 2 = +2 DEX + 0 ACP [strike]○ Fly*(Dex): -[/strike] [strike]● Handle Animal*(Cha): -[/strike] ● Heal(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Knowledge (Arcana)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Knowledge (Dungeoneering)*(Int): 8 = +3 INT +3 class skill + 2 rank [strike]● Knowledge (Engineering)*(Int): 3 = +3 INT[/strike] [strike]● Knowledge (Geography)*(Int): 3 = +3 INT[/strike] [strike]● Knowledge (History)*(Int): 3 = +3 INT[/strike] ● Knowledge (Local)*(Int): 7 = +3 INT + 3 class skill + 1 rank [strike]● Knowledge (Nature)*(Int): 3 = +3 INT[/strike] [strike]● Knowledge (Nobility)*(Int): 3 = +3 INT[/strike] [strike]● Knowledge (Planes)*(Int): 3 = +3 INT[/strike] ● Knowledge (Religion)*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Linguistics*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Perception(Wis): 11 = 0 WIS + 2 racial + 3 class skill + 4 rank + 2 by inspiration ● Perform*(String instruments (fiddle, harp, lute, mandolin))(Cha): 7 = +3 CHA + 3 class skill + 1 rank ● Profession*(baker)(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Ride(Dex): 2 = +2 DEX + 0 ACP ● Sense Motive(Wis): 4 = 0 WIS + 3 class skill + 1 rank ● Sleight of Hand*(Dex): 6 = +2 DEX + 3 class skill + 1 rank + 0 ACP ● Spellcraft*(Int): 7 = +3 INT + 3 class skill + 1 rank ● Stealth(Dex): 10 = +2 DEX + 2 racial + 3 class skill + 3 rank ● Survival(Wis): 7 = 0 WIS + 2 racial + 3 class skill + 2 rank ● Swim(Str): 5 = 1 STR + 0 ACP + 3 class skill + 1 rank ● Use Magic Device*(Cha): 7 = +3 CHA + 3 class skill + 1 rank
Languages: Common, Catfolk, Sylvan, Halfling, Elven, Necril.
[b]FEATS[/b]: ● [b]Extra Inspiration(General Feats)[/b]: You are more able to draw upon inspiration than most. Prerequisite(s): Amateur Investigator or inspiration class feature. [b]Benefit[/b]: You gain three extra use per day of inspiration in your inspiration pool. [b]Special[/b]: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day. ● [b]Weapon Finesse(Combat Feats/Bonus)[/b]: You are trained in using your agility in melee combat, as opposed to brute strength. [b]Benefit[/b]: 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. [b]Special[/b]: Natural weapons are considered light weapons. ● [b]Two-Weapon Fighting (Combat Feats)[/b]: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. [b]Prerequisite[/b]: Dex 15. [b]Benefit[/b]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. [b]Normal[/b]: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a --10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. ● [b]Improved Feint (Combat/Bonus)[/b]: You are skilled at fooling your opponents in combat. [b]Prerequisites:[/b] Int 13, Combat Expertise. [b]Benefit[/b]: You can make a Bluff check to feint in combat as a move action. [b]Normal[/b]: Feinting in combat is a standard action.
[b]TRAITS[/b]: ● [b]Inspired(Faith Traits)[/b]: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. [b]Benefit[/b]: Once per day as a free action, roll twice and take the better result on a skill check or ability check. ● [b]Technic Tinkerer(Regional Traits)[/b]: You managed to uncover some lesser secrets and have mastered a minor bit of magic. [b]Benefit[/b]: 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. [b]Spell[/b]: [i]Spark[/i] [link]https://www.d20pfsrd.com/magic/all-spells/s/spark[/link] ● [b]Reactionary(Combat Traits)[/b]: 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. [b]Benefit[/b]: You gain a +2 trait bonus on initiative checks.
[b]DRAWBACKS[/b]: ● [b]Shadow-Scarred[/b]: You were touched by terrible horrors that live in the darkness just outside the human sphere and feel your life-force ebb away ever so slightly whenever you return to the shadows. [b]Effect[/b]: Whenever you are in an area of dim light or darkness, you take a -1 penalty on saving throws. Инвентарь:[u][i][b]Weapon[/b][/i][/u]:
[i]Sword cane[/i] [spoiler][b]Cost[/b]: 45 gp. [b]Dmg (M)[/b]: 1d6 [b]Critica[/b]l: x2 [b]Weight[/b]: 4 lbs. [b]Type[/b]: Piercing [b]Category[/b]: One-handed [b]Proficiency[/b]: Martial [b]Weapon Group[/b]: Light blades [tab]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.
[i][b]Special Materials of weapon[/b][/i] - [b]None[/b]
-- None --[/spoiler]
[i]Cold Iron Morningstar[/i] [spoiler][b]Cost[/b]: 16 gp. [b]Dmg (M)[/b]: 1d8 [b]Critica[/b]l: ×2 [b]Weight[/b]: 6 lbs. [b]Type[/b]: Bludgeoning and Piercing [b]Category[/b]: One-handed [b]Proficiency[/b]: Simple [tab]A morningstar is a spiked metal ball, affixed to the top of a long handle.
[i][b]Special Materials of weapon[/b][/i] - [b]Cold Iron[/b]
[b]HP/inch[/b] 30; [b]Hardness[/b] 10; [b]Cost[/b] Weapons x2 normal. Add magic enhancement +2,000 gp. [tab]This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.[/spoiler]
[i]Masterwork Rapier[/i] [spoiler][b]Cost[/b]: 320 gp. [b]Dmg (M)[/b]: 1d6 [b]Critica[/b]l: 18-20/x2 [b]Weight[/b]: 2 lbs. [b]Type[/b]: Piercing [b]Category[/b]: One-handed [b]Proficiency[/b]: Martial [b]Special[/b]: Finesse [tab]You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
[i][b]Special Materials of weapon[/b][/i] - [b]None[/b]
-- None --[/spoiler]
[i]Masterwork Machete[/i] [spoiler][b]Cost[/b]: 310 gp. [b]Dmg (M)[/b]: 1d6 [b]Critica[/b]l: 19-20/x2 [b]Weight[/b]: 2 lbs. [b]Type[/b]: Slashing [b]Category[/b]: One-handed [b]Proficiency[/b]: Martial [b]Special[/b]: Finesse [tab]This tool is a wide, single-edged blade about 2 feet in length. Most often used to hack through dense vegetation, it works equally well as a weapon. A character proficient with a machete gains a +1 circumstance bonus on Survival checks to get along in the wild.
[i][b]Special Materials of weapon[/b][/i] - [b]None[/b]
-- None --[/spoiler]
[i]Crossbow, Hand[/i] [spoiler][b]Cost[/b]: 100 gp. [b]Dmg (M)[/b]: 1d4 [b]Critica[/b]l: 19-20/x2 [b]Weight[/b]: 2 lbs. [b]Type[/b]: Piercing [b]Range[/b]: Increment 30 ft. (projectile) [b]Category[/b]: Ranged [b]Proficiency[/b]: Exotic [b]Weapon Group[/b]: Crossbows [tab]You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
[i][b]Special Materials of weapon[/b][/i] - [b]None[/b]
-- None --[/spoiler]
[u][i][b]Clothing, Outfits & Accessories[/b][/i][/u]:
[i]Outfit, Explorer’s[/i] [spoiler][b]Cost[/b]: 10 gp; [b]Weight[/b]: 8 lbs. [tab]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.[/spoiler]
[u][i][b]Armour[/b][/i][/u]:
[i]Masterwork Chain Shirt[/i] [spoiler][b]Type[/b]: Light Armor; [b]Cost[/b]: 250 gp; [b]Weight[/b]: 25 lbs. [b]Armor Bonus[/b]: +4; [b]Max Dex Bonus[/b]: +4; [b]Armor Check Penalty[/b]: -1 [b]Arcane Spell Failure Chance[/b]: 20%; [b]Speed[/b]: 30/20 ft. [tab]Covering the torso, this shirt is made up of thousands of interlocking metal rings.
[i][b]Special Materials of armour[/b][/i] - [b]None[/b]
-- None --
[i][b]Armor Modifications[/b][/i] :
-- None --[/spoiler]
[u][b][i]Riding Animals & Animal Gear[/i][/b][/u]:
[spoiler]-- None --[/spoiler]
[u][b][i]Kit and Adventuring Gear[/i][/b][/u]:
[i]Masterwork Alchemist’s lab[/i] [spoiler][b]Price[/b]: -- gp [b]Weight[/b]: 5 lbs. [tab]This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.[/spoiler]
[i]Ammunition (Crossbow): Bolt(s) x5 (50)[/i] [spoiler][b]Cost[/b]: 5 gp [b]Weight[/b]: 5 lb. Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow). A crossbow bolt used as a melee weapon is treated as a light improvised weapon (--4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).[/spoiler]
[i]Common Tools, Thieves’[/i] [spoiler][b]Price[/b]: -- gp [b]Weight[/b]: 1 lbs. [tab]This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a --2 circumstance penalty on Disable Device checks.[/spoiler]
[i]Masterwork Backpack[/i] [spoiler][b]Price[/b]: 50 gp [b]Weight[/b]: 4 lbs. [tab]This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.[/spoiler]
[i]Kit, Disguise(10/10)[/i] [spoiler][b]Price[/b]: 50 gp [b]Weight[/b]: 8 lbs. [tab]This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.[/spoiler]
[i]Kit, Cat Burglar’s[/i] [spoiler][b]Price[/b]: 15 gp [b]Weight[/b]: 12 lbs. [tab]This kit includes a glass cutter, glue paper (5 sheets), a grappling hook, a masterwork backpack, and silk rope (50 feet).[/spoiler]
[i]Oil, Lamp x10[/i] [spoiler][b]Price[/b]: 1 gp [b]Weight[/b]: 10 lbs.[/spoiler]
[b]Total weight[/b]: 94 lbs. (Heavy Load) [b]Total weight on riding animal[/b]: -- lbs. [b]Total equipment cost[/b]: 1082 gp [b]Wealth[/b]: 88 gp
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