Гаррад
Автор:
Gromdar
Раса: Орог, Класс: Жрец
Сила: 22
[+6]Ловкость: 12
[+1]Выносливость: 10
[+0]Интеллект: 12
[+1]Мудрость: 12
[+1]Обаяние: 10
[+0]Нейтральный злой
Инвентарь:(до 173 lb - лёгкая нагрузка)
На персонаже:
Heavy Mace +1 - 1d8+1/x2 (12/3 Heavy Mace +300/3 mastercrafted +2000 enchant = 2104 gp) 8 lb.
Spiked Full Plate +1 - 10 AC +1 ench AC (50 spikes +1650/3 mastercrafted armor +1000 enchant = 1600 gp) 60 lb.
Tower shield +1 - 4 shield AC (30/3 shield +150/3 mastercrafted +1000 enchant = 1060 gp) 45 lb.
Cold weather outfit - 8 gp, 7 lb.
В рюкзаке:
Masterwork weaponsmith tools - 55 gp, 5 lb.
Masterwork armorsmith tools - 55 gp, 5 lb.
Artisan’s outfit - 1 gp, 4 lb.
Rations, trail x10 - 5 gp, 10 lb.
144 gp
Навыки:Гаррад, male, orog, NE
Cleric 3
Exp:
Deity: Shar
STR 22 [+6] 16 +6 orog
DEX 12 [+2] 14 -2 orog
CON 10 [+0] 10
INT 12 [+1] 12
WIS 12 [+1] 14 -2 orog
CHA 10 [+0] 8 +2 orog
HD: 3d8 cleric +0 Con
HP: 16 (8+8 cleric +2х0 Con)
Initiative: -5 (+1 Dex -6 flaw)
Speed: 20 ft. (30 base -10 armor)
AC: 27 = 10 base +1 Dex +9 armor (full plate +1) +5 shield (tower shield +1) +2 natural (orog)
Touch: 11
Flatfooted: 26
Attack options:
BAB: +2 (+2 cleric)
Base melee: +8 = +2 base +6 Str
Heavy Mace +1: +9 (1d8+7/x2)
Base ranged: +0 = +2 base +0 Dex -2 trait
Languages:
Undercommon, Orc, Common
Saves:
Fort: +3 = +3 cleric +0 Con
Ref: +2 = +1 cleric +1 Dex
Will: +4 = +3 cleric +1 Wis
Skills: (2 +1 Int)x7
Concentration (Con)
Craft (armorsmithing) (Int) = 2 racial +3 rank +1 Int = 6
Craft (weaponsmithing) (Int) = 2 racial +3 rank +1 Int = 6
Diplomacy (Cha) = 3 rank +0 Cha = 3
Heal (Wis) = 6 rank +1 Wis = 7
Knowledge (arcana) (Int)
Knowledge (history) (Int) = 3 rank +1 Int = 4
Knowledge (religion) (Int) = 3 rank +1 Int = 4
Knowledge (the planes) (Int)
Profession (Wis)
Spellcraft (Int)
Race feats:
+6 Strength, —2 Dexterity, —2 Wisdom, +2 Charisma
Darkvision up to 120 feet.
+2 racial bonus on Craft (armorsmithing) and Craft (weaponsmithing) checks. Orogs train from an early age at their tribal forges.
+2 natural armor.
Proficient with greatsword and throwing axe. All orogs train with some sort of martial weapon from a very young age.
Resistances: Orogs have fire resistance 5 and cold resistance 5. They are inured to extremes of temperature.
—Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
+++Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Orc Blood: For all special abilities and effects, an orog is considered an orc. Orogs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
Automatic Languages: Orc, Undercommon. Bonus Languages: Common, Dwarven, Elven, Goblin, Giant.
Favored Class: Fighter.
Level Adjustment: +2. Orogs are more powerful and gain levels more slowly than most of the other common races of Faerun.
Class feats:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Rebuke Undead (Su): 3 +Cha/day
Domains:
Darkness Domain: Free Blind-Fight feat.
Knowledge Domain: All knowledge skills are class skills. You cast divinations at +1 caster level.
Proficiency:
All simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
Flaws:
Unreactive - You are slow to react to danger. Effect: You take a –6 penalty on initiative checks.
Feats:
1 lvl) Tower Shield Proficiency - No armor check penalty on attack rolls
Flaw) Powerful Charge - If the melee attack you make at the end of a Charge hits, you do extra damage. If you have multiple attacks at the end of a Charge, the bonus damage only applies to one of them. Medium +1d8, Large +2d6, Huge +3d6, Gargantuan +4d6, Colossal +6d6
3 lvl) Power Attack - +X dmg -X attack
Spells:
0 lvl (4/day, DC 11)
Cure Minor Wounds (1StdAct, Touch) – Cures 1 point of damage with Positive Energy
1 lvl (2 base +1 Wis +1 domain/day, DC 12)
Shield of Faith (VSM(holy writings), 1StdAct, Touch, 1min/lvl) - Touched subject is surrounded by a magical aura that grants a Deflection bonus to AC of 2 +1 per six levels (max total bonus is +5).
Divine Favor (PH p224) (Evoc, VS/DF, 1StdAct, Personal, 1min) – The caster gains a Luck bonus of +1 per 3 levels (min +1, max +6) to attacks & weapon damage
Domain:
Darkness - Obscuring Mist (VS, 1StdAct, 1min/lvl, no SR) - Creates a 20’ radius Spread by 20’ high Cloud of fog centered around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud
Knowledge - Detect Secret Doors (VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR) - The caster can see secret doors, compartments, caches, etc, in a 60’ Cone-shaped Emanation. This spell does not locate items that are obscured (i.e., behind boxes or under a rug). The information gained increases each round: 1st round – presence of a secret door. 2nd round – number of secret doors & the location of each one. If not in line-ofsight, the caster only knows the direction. If not in line-of-sight, the caster only knows the direction. 3rd+ rounds – method to open one specific secret door. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
2 lvl (1 base +1 domain/day, DC 13)
Silence (PH p279) (Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)) – The caster creates a 20’ radius Emanation that negates sound, including [sonic] & [language] spells & effects. This spell can be targeted on a creature, objects, or a point in space. If targeting an unwilling creature or an object in its possession, it gets a Will save to negate (SR applies). If cast on a point in space, the effect is immobile
Domain:
Darkness(PH p216) (Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, Touch, 10min/lvl(D), no SR) – Touched object radiates shadowy illumination in a 20’ radius. Creatures in the darkness have Concealment (20% miss chance). Darkvision cannot see through this spell. The darkness may be blocked by putting the object in a container. This spell Counters and Dispels spells with the [light] category of equal or lower level.
Detect Thoughts (Div[mind], VSF(copper piece)/DF, 1StdAct, Concentration up to 1min/lvl, WillNeg, no SR) – The caster can read thoughts from a conscious creature with an Intelligence of at least 1 in a 60’ Cone-shaped Emanation. The information gained increases each round: 1st round – presence of thoughts. 2nd round – number of thinking minds & the Intelligence score of each one. If not in line-of-sight, the caster only knows the direction. If any have an Intelligence of at least 26 (assuming it is at least 10 points higher than the caster’s), the caster is Stunned for 1 round & the spell ends. 3rd round – Surface thoughts of any mind in the area (WillNeg). This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Внешность:Гаррад высок и чрезвычайно крепко сложен, напоминая в полной броне со щитом скорее движущуюся стену с шипами, чем живое существо. Без брони можно увидеть его покрытую шрамами бледную кожу и лысую татуированную голову. Его глаза зеленого цвета, взгляд пронзительный и подозрительный, напоминая о том, откуда он родом, но жизнь на поверхности научила его многому, в том числе юмору, потому иногда эти глаза светятся азартом и смехом.
Характер:Характер в какой-то мере параноидальный, потому что доверять Гаррад научился лишь узкому кругу людей, но расслабиться ему по-прежнему сложно, потому чаще всего орог собран и напряжен. Он не ценит милосердия и жестов доброй воли, глубоко внутри презирая их, но если это делают проверенные временем товарищи, то им он готов это простить.
История:Уйти из клана, когда вождь и его прихлебатели вконец достали, Гаррад до сих пор считает самым правильным решением в своей жизни, но вот о том, что потом пришлось пережить, чтобы выбраться на поверхность живым, он обычно держит при себе, говоря только о том, что исполнить задуманное ему помогла сама тьма. И этой тьме он служит с тех пор, проповедуя желающим то, что дарует своим преданным последователям Богиня Ночи.