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В оковах судьбы. | ходы игроков | Данные о мире
Вниз
DungeonMaster
tanur
07.10.2021 19:37
=
Карта деревни и окрестностей.
ссылка
1 - Дом Мэра
2 - таверна
3 - дом кузнеца
4 - кузница
5 - дом игроков
Отредактировано 07.10.2021 в 19:46
1
Зоман
Автор:
Dargot
Раса: Человек, Класс: Арканист
Сила: 7
[
-2
]
Ловкость: 10
[
+0
]
Выносливость: 10
[
+0
]
Интеллект: 20
[
+5
]
Мудрость: 12
[
+1
]
Обаяние: 14
[
+2
]
Принципиальный нейтральный
Инвентарь:
Outfit, Scholar's - 5gp
Backpack, common - 2gp
63gp
Навыки:
LN Medium Humanoid
Male Human Arcanist(School Savant) [ACG] 1st lvl. Favored Class: Arcanist(School Savant)
20 yo, 5 ft 10in , 145 lb
XP: 0/2000
ABILITY SCORES
:
STR 7 [-2] DEX 10 [+0] CON 10 [+0]
INT 20 [+5] WIS 12 [+1] CHA 14 [+2]
RACIAL TRAITS
:
●
Ability Score Racial Traits
: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
●
Type
: Humans are humanoids with the human subtype.
●
Size
: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
●
Base Speed
: Humans have a base speed of 30 ft.
●
Languages
: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
●
Bonus Feat
: Humans select one extra feat at 1st level.
●
Heart of the Fey
: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. [LotFW]
●
Favored Class Options(Arcanist)
: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast [ACG].
●
Low-light vision(Senses Racial Traits)
: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
CLASS FEATURES
:
●
Favoured Class (Arcanist)
: Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
●
Weapon and Armor Proficiency
: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
●
Spell Casting
: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
●
Spellbooks
: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
●
Cantrips
: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
●
Arcane Reservoir (Su)
: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
●
Consume Spells (Su)
: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
●
School Focus (Su)
: At 1st level, a school savant chooses a school of magic (
Teleportation[APG]
). The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.Finally, the arcanist must select two additional schools of magic as her opposition schools (
Enchantment, Necromancy
). Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.
●
Shift (Su)
: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
●
Summoner’s Charm (Su)
: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
TRAITS
:
●
Extremely Fashionable (Equipment Traits)
: You really know how to make a good impression when you’re dressed well [AA].
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff,
Diplomacy
, and Intimidate checks. One of these skills (your choice) is a class skill for you.
●
Outcast’s Intuition(Magic Traits)
: You are able to sense the motives of others and use that sense to bolster your magic against dispelling [UCampaign].
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
●
Student of Philosophy(Social Traits)
: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others [Q&C].
Benefit: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
●
Bitter (Drawback)
: You were reported to a dangerous authority and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again [AHH].
Effect: When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
SKILLS
:
Skill ranks: 2 + 5 INT + 1(Favored class) = 8
ACP(Armor Check Penalty) = 0
○ Acrobatics(Dex): 1 = +1 DEX
● Appraise(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Bluff(Cha): 2(5 if lying) = +2 CHA
○ Climb(Str): -2 = -2 STR
○ Craft(Int): -
● Diplomacy(Cha): 6(9 if convincing) = +2 CHA + 3 class skill + 1 rank
○ Disable Device*: -
○ Disguise(Cha): -3 = +2 CHA
○ Escape Artist(Dex): 1 = +1 DEX
○ Fly(Dex)*: -
○ Handle Animal*(Cha): -
○ Heal(Wis): 1 = +1 WIS + 1 rank
○ Intimidate(Cha): 2 = +2 CHA
● Knowledge (Arcana)*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Knowledge (Dungeoneering)*(Int): -
○ Knowledge (Engineering)*(Int): -
○ Knowledge (Geography)*(Int): -
○ Knowledge (History)*(Int): -
○ Knowledge (Local)*(Int): -
○ Knowledge (Nature)*(Int): -
○ Knowledge (Nobility)*(Int): -
○ Knowledge (Planes)*(Int): -
○ Knowledge (Religion)*(Int): -
● Linguistics(Int): 9 = +5 INT + 3 class skill + 1 rank
● Perception(Wis): 5 = +1 WIS + 3 class skill + 1 rank
○ Perform(Cha): 2 = +2 CHA
○ Profession*(Wis): -
○ Ride(Dex): 1 = +1 DEX
● Sense Motive(Wis): 6 = +1 WIS + 3 class skill + 1 rank + 1 trait
○ Sleight of Hand*(Dex): 1 = +1 DEX
● Spellcraft*(Int): 9 = +5 INT + 3 class skill + 1 rank
○ Stealth(Dex): 1 = +1 DEX
○ Survival(Wis): 1 = +1 WIS
○ Swim(Str): -2 = -2 STR
● Use Magic Device*(Cha): 6 = +2 CHA + 3 class skill + 1 rank
Languages: Common + Draconic, Elven, Giant, Goblin, Undercommon
FEATS
:
●
Spell Focus (conjuration)
: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
●
Scribe Scroll
: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
MAGIC:
CL: 1 (2 for the purposes of any attempts to dispel my magic.)
Spells saving throws: 15 (Conjuration - 16) + Spell Level
Arcane Reservoir: 3/4
Consume Spells: 2/day
Spells per day: 1st-4/4
Spells prepared: 0th-4+1 1st-2+1
Spells known:
0th-lvl:
Abjuration: Resistance
Conjuration: Acid Splash
Divination: Detect Magic, Detect Poison, Read Magic
Enchantment: Daze
Evocation: Dancing Lights, Flare, Light, Ray of Frost
Illusion: Ghost Sound
Necromancy: Bleed, Disrupt Undead, Touch of Fatigue
Transmutation: Mage Hand, Mending, Message, Open/Close
Universal: Arcane Mark, Prestidigitation
1st-lvl (3 + 5(Int)) = 8:
Abjuration: Protection from Evil
Conjuration: Grease, Mage Armor
Divination: Detect Secret Doors, Ears of the City[PC:Heroes of the Streets, pg.30], Identify
Enchantment: Sleep
Illusion: Vanish[APG, pg.253]
Spells prepared (0th-4+1 1st-2+1)
0th: Detect Magic, Light, Mage Hand, Prestidigitation + Acid Splash
1st: Identify, Sleep + Vanish
Внешность:
Показать содержимое
Худощавый молодой человек среднего роста, темноглазый, темноволосый, с приятными чертами лица, чисто выбритый и тщательно причесанный, строго и опрятно одетый.
Характер:
Зоман вовсе не похож на мрачных дундуков, которыми обычно представляют магов. Напротив, он ярко выраженный сангвиник, любит веселую кампанию, вкусную еду, хорошую песню, интересную книгу, дорогу... И еще он любит магию. Наслаждается ей, старается изучить все, что можно потому... Потому, что это ему нравится. Вот и все.
История:
Нет описания.
Лана
Автор:
Янука
Раса: Гном, Класс: Жрец
Сила: 10
[
+0
]
Ловкость: 14
[
+2
]
Выносливость: 10
[
+0
]
Интеллект: 14
[
+2
]
Мудрость: 15
[
+2
]
Обаяние: 15
[
+2
]
Нейтральный добрый
Инвентарь:
Artisan’s outfit 1 gp 1 lbs.
Backpack (empty) 2 gp - 0,5 lbs.
Money
: 137 gp
Про алхимию:
ссылка
Про craft от мастера:
ссылка
Навыки:
Str 10 (2; -2 race)
Dex 14 (+2) (5)
Con 10 (-2; +2 race)
Int 14 (+2) (5)
Wis 15 (+2) (7) (bonus spells: 1st +1,
2nd +1
)
Cha 15 (+2) (3; +2 race)
Languages
: Common, Gnome, Sylvan, Draconic, Elven
Hit points (hp) 8
Armor Class (AC)
15 in armor,
13 without armor (10 +
2
armor bonus + shield bonus + 2 Dexterity modifier + 1 size + other modifiers)
Saving throws: Fort +2, Ref +2 (+2 Dex), Will +4 (+2 Wis)
Initiative modifier +2
Attack values: +3 with ranged weapons (0 Base attack bonus + 2 Dexterity modifier + 1 size modifier + range penalty)
Cleric 1st lvl
Aura
, channel good energy 1d6, domains, orisons (3)
Spells: нулевой уровень 3, первый 2+1 (Wis +2)
Hit Die: d8.
Untrained 1d20 + ability modifier + racial modifier
Trained 1d20 + skill ranks + ability modifier + racial modifier
Trained Class Skill 1d20 + skill ranks + ability modifier + racial modifier + 3
Skills
Trained
Knowledge (nature) (Int) +6 (1)
Craft (alchemy) (Int) +8 (1) (p.101 - table) (+2 race)
Spellcraft (Int) +6 (1)
Appraise (Int) +6 (1)
Untrained
Perception Yes Wis +4
Stealth Yes Dex* +6
Magic
Spell-like abilities: 1/day—
dancing lights
,
ghost sound
,
prestidigitation
, and
speak with animals
.
Mending
: Makes minor repairs on an object. - at will
Prepared spells
Orisons
Detect Magic
: Detects spells and magic items within 60 ft.
Detect Poison
: Detects poison in one creature or object.
Guidance
: +1 on one attack roll, saving throw, or skill check.
1st lvl
Domain:
Comprehend Languages
: You understand all spoken and written languages.
Summon Monster I
: Summons extraplanar creature to fight for you.
Sanctuary
: Opponents can’t attack you, and you can’t attack.
Feats
Scribe Scroll (Item Creation)
Полный чарник:
ссылка
Ну, есть нюанс про освящение.
Для этого нужно материальный компонент в виде 5 унций серебра которое тянет на 25 золотых ( согласно правилам).
у вас есть стартовые деньги, но не думаю что в деревне вот так сходу окажется много серебра. По твоим прикидкам - хватит на 2 порции святой воды. Но для этого нужно идти и торговаться со старостой, т.к. серебра на 50 золотых тут мало кто выложит. Ну или торговцев искать.
Внешность:
Показать содержимое
У гномов волосы должны быть ярких оттенков, поэтому скажем, что у нее серебряные волосы, ярко блестящие в любом свете!
Характер:
Лана - веселая и беззаботная гнома-мастерица, любящая свободу и искусство (а значит и хорошо сделанные вещи!) и оттого предпочитающая рассекать повсюду не в мажеских робах и не в пафосном облачении жреца, а по-простому - в одеждах рядового мастерового. Добротно, прочно, недорого и можно менять так часто, как требуется! Выгода! Экономия! Идеально! Частенько носится с какими-нибудь супер-пупер-выгодными/интересными идеями и постоянно в поиске чего-то нового - новых рецептов, новых ингредиентов, новых идей, новых способов производства, новых инструментов, новых друзей, нового взгляда на старое... продолжать можно до бесконечности.
История:
С Зоманом отправилась потому что - это же новые, еще не виденные ею земли! Новые существа! Новая жизнь! Никогда нельзя упускать шанс узнать или увидеть что-то новое! Прекрасный опыт! Замечательная возможность! А как и почему эта возможность образовалась, ее интересует мало. Главное, что ей повезло!!! Да, это точно большая удача. О том, что за двадцать лет ей может и надоесть, она как-то не задумалась - ну, она ведь будет у себя, верно? Так с чего бы ей скучать?! А если заскучает - будет повод придумать что-то новое и интересное! Со всех сторон выгодное предложение!
- Я была, может, не самой лучшей на потоке, но учитель алхимии хвалил меня, говорил: я делаю все, что могу.
ссылка
Сюжет
Произошедшее в престижной магической академии преступление вынудило две могучих силы королевства начать вражду.
Внезапный вопрос: что это за преступление, совершенное у нас в Академии? Лана в курсе, что там случилось? И я ведь правильно понимаю, что Зоман этого преступления не совершал, он просто козел отпущения?
Деталей мало, но общий смысл, что убили сынка одного из родов близкого к трону. И косвенно указывало на него, хотя он не причем. Все выглядело что подставляли зачем-то.
И этот сынок учился с нами? Или он просто приехал на инспекцию/для чего-то другого?
учился, на курс выше. Деталей происшествия - вы не знаете.
Вы даже с ним никогда не пересекались.
Обсуждение
|
Информация
|
Персонажи
|
Вверх
Партия:
Зоман
,
Лана
Комнаты:
Мастерская
,
Глава 2. Это наш дом?
,
Глава 1. Прибытие
,
Данные о мире
,
Имущество
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