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Девять УзловПервый Узел, Отряд АвернусаСэндфорд Бернс/СаккаротWarlord Успешно разбагбирен, хотя и правда был им. Сменил Огненный Топор на Черный Меч чтобы не вызывать подозрений. Все еще очень даже компететный и крайне лояльный и харизматичный полководец, умеющий собрать линейную пехоту старой школы из любых придурков. Весьма любит выпить. Второй Узел, Отряд ДисАдрастус ТорнMystic Theurge Тип который затеял вот все это. Подозрительный лич, весьма редко показывающийся из своего бункера, и явно одобряющей политику Эффективного Угнетения и вероятно даже Захвата Мира. Не против делиться, однако методов повлиять на него наблюдается острый дефицит. ТиадораHandmaiden Devil/Sorcerer Призванная няша, вроде как находится в родственных отношениях с Десситером. Садистка и извращенка, которая любит быть сверху. Тем не менее, весьма умелый и неленивый переговорщик. Алистер ХендриZealot Тот самый, которым пугают младенцев. Тайный эгофил, мастер школы Черного Серафима, и вообще, несмотря на крайнюю жестокость и отлично поставленный злодейский смех, весьма приятный в общении тип. Марсеус ВольфрамAntipaladin До недавних пор весьма аскетичный боевик асмодеанской церкви. На самом деле садист и извращенец, который хочет как можно скорее начать Угнетать, жрать, бухать и предаваться прочим грехам. Георгий ШерковAgent of the Grave Немного безумный ученый, хотя почему столь квалифицированный некромант так и не стал нежитью сам - довольно большая загадка. Любит нежить, много нежити, устройства судного дня, а также пытающихся ему помешать придурков, потому что бесплатные скелеты это бесплатные скелеты. Хелен ЭлишаVoyager Специалист по планарной логистике и вообще весьма скрытная няша, которая не очень понятно что конкретно забыла вот в этом вот всем. Возможно даже неасмодеанка, хотя точно узнать сложно. Третий Узел, Отряд ЭребусаТребуется переформирование! Четвертый Узел, Отряд ФлегутонаТребуется переформирование! Пятый Узел, Отряд СтигииБарнабус ТрейнCleric Ближайший последователь Торна, шпион в церкви Митры, держащий весьма большую сеть агентов, ходячая энциклопедия и вообще очень полезный дедушка. Шестой Узел, Отряд МалебалжаСедрик МальтусLandsknecht Большой любитель резать всяких придурков на дуэли, нахальный авантюрист, мошенник и вообще любитель рискованных методов срубить сразу очень много бабла. Судя по тому, что умудрился продать толпе в двадцать тысяч всяких бандитов идею стать армией и вторгнуться в неизвестное госудрство где-то за морем, даже знает свое дело. Седьмой Узел, Отряд КоцитаЭльза ЗарадияWitchВесьма недобрая ведьма-феепоклонник. Поддерживает славную традицию превращения неугодных в жаб. Весьма склонна к самодеятельности, но несмотря на это - очень даже компетентный агент широкого профиля. Титус РекбёрнClericКлерик Бабла, причем даже не Момона. Несмотря на подозрительное неасмодеанство, вежливый тип, который совершенно не выглдит Злодеем или чем-то таким. Джуди КаннингэмPsion [Telepath/Seer]Вроде как няша, которая отомстила Придуркам и теперь не очень уверена что делать дальше. Весьма вероятно извращенка, которая любит подглядывать, но это же безобидно да? Хенрик ЛауритсенBarbarianБрендовый варвар, в смысле дикарь из-за границы, когда-то спасенный от совомедведей Эльзой, и с тех пор постоянно следующий за ней. Любит бухать и бить морды, отличается слегка зашкаливающей смелостью. Алый ЖнецRogueПрофессиональный вор, скрывающийся за магической маской. Возможно даже фея и в этом вот всем за идею, причем за какую-то свою. Тем не менее, возможно один из лучших агентов среди всех кто тут собрался и вроде не собирается отходить от дел. Талус РекбёрнTacticianБрат доброго клерика, выступающий за Оптимизацию Процессов с целью Больше Бабла. Хороший командир малых групп и возможно даже полководец. - Соучастники:Кори БлэкHarbringer Культист Норгорбера. Любит и умеет потрошить. Может не потрошить, но грустит от этого. Тем не менее, судя по проведенному вместе времени в Аксисе, весьма надежный союзник, по крайней мере пока ему не пытаются запретить иногда потрошить. Алистер МорганAegis Тот тип, что всегда хотел быть рыцарем, но оказался псиоником. Разоочаровался в рыцарстве после того как его попытались казнить за колдовство, и, поскольку это было недавно, сложно сказать, чего хочет сейчас. ТемиргушазиPelagastr Protean/Mystic Странный и весьма хаотичный тип, как и положено протеанам. Оптимистичный шутник, который, кажется, притащился сюда просто за компанию чтобы дружить с Седьмым и сеять хаос в различных масштабах. Восьмой Узел, Отряд КанииТребуется переформирование! Девятый Узел, Отряд НессусаМистер РиперAwakened Blade Рион ШадхуUmbral Blade Ричард МоррисонRubato Грейс МонроVitalist Уолтер ГриффитBattle Templar АхааникWizard Мисс ГрантPsychic Не совсем в своем уме. Все еще хороший финансист и довольно надежный товарищ, но количество таинственных Личных Проектов и Навязчивых Идей довольно быстро растет.
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Коллаборационисты и прочие сообщникиВ том числе пока потенциальные Герр АйзенмаркСамй отличившийся командир наемников из всей притащенной из-за моря толпы. Гроза одиннадцати королевств, наемный полководец, действующий сторого по контракту во главе своей трехтысячной армии. Турин БрайтметалСамопровозглашенный тан дворфов, которому уже надоели все эти митранцы. Кажется, собирается говорить о восстановлении королевства дворфов. Хьюберт РоуэнМэр Матарина, заработавший репутацию Честного Чиновника. Вроде даже добрый и ответственный человек, который почему-то не сбежал со всеми. Граф Леотин БаркаВ каком-тосмысле неофициальный лидер дома, весьма немолодой полуэльф, искренне верящий в превосходство дворянской крови. Тем не менее, очень полезный и влиятельный в политическом плане тип, с которым должно быть не очень сложно договориться. Гарри РихтерГлава дома Рихтеров, того самого из которого был начальник тюрьмы. Политик идущий к успеху, озабоченный, похоже, исключительно богатством и властью собственной семьи. Хороший вопрос, чем именно может быть полезен. Ванайя ВеринаЕще один дальний родственник Барка. Баронесса почти полностью разрушеннного ДАверина, которая хочет свое родовое герцогство назад. Антон БрайдерГлава Гилдии Воров довольно-таки сгоревшего Даверина, явившийся чтобы обсудить условия сотрудничества. Деловой человек. Маллори ХоутонОдин из богатейших бизнесменов Матарина. Не то чтобы честный делец, частенько прибегавший к подкупу и вморду. Обжора и извращенец, любит бабло и много бабла. Бангри ГольдбирдВолшебник с молотком. Похоже, весьма талантливый артефактор, изготовивший в частности Терминатора из дворца. Обычно держится подальше от политики. Тибериус ФэйнТаинственный старый волшебник, который давно хочет свою школу магии, а ему все не разрешали. Возможно, новая власть окажется сговорчивее. Гэвин МаклаудОракул Мафии. Идейный преступник, весьма компетентный подпольный бизнесмен, согласный сотрудничать, но несогласный на серьезную должность в первую очередь потому что не воровать не богоугодно. Дерек ХаттонФабрикатор. Даже не самый плохой, хотя так и не решил извечную проблему "магический сканер срабатывает только в упор и когда уже поздно". Весьма разнообразен, производит штуки начиная с наркоты и заканчивая тяжелым оружием и техникой. Любит бабло, не любит бить морду, очень не любит получать в морду.
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Мистер Рипер Ктулха, возможно двойной агент и вообще подозрительный тип. Бывший серийный убийца. Возможно действительно не очень хорошо понимает, что именно плохого во всем этом вот. Любит бабло, считать бабло и жаловаться на то, что его все время на что-нибудь да нет.
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Ричард "Проповедник" Моррисон Добрый священник, как-бы невзначай забываающий уточнить, от имени кого он проповедует в данный момент. Переговорщик, метаморф-шпион, и просто крепкий мужик-с-копьем. Male Human Rubato 15 Lawful Evil Medium Humanoid ABILITY SCORES: STR 20 [+5] 16 (Base) +4(Belt) DEX 12 [+1] CON 10 [+0] INT 10 [+0] WIS 08 [-1] +1(12HD) CHA 29 [+9] 18(Base) +2(Racial) +1(4HD) +1(8HD) +1(12HD) +6(Headband) SAVING THROWS: Fort: +10 = +5(base) +5(cloak) Ref: +15 = +9(base) + 1(dexterity) +5(cloak) Will: +15 = +9(base) -1(wisdom) +5(cloak) +2(Iron Will) COMBAT STATS: Hit Points: 120 = 8x13 AC: 18 (15 touch, 17 flat-footed) = 10(Base) +1(DEX) +7(Armor) BAB: +11 CMB: +16 = +11(BAB) +5(STR) CMD: 27 = 10 +11(BAB) +5(STR) +1(DEX) Initiative: +7 = +1(DEX) +2(Trait) +4(Banner) Land Speed: 40' ● Melee: +24 = +11(BAB) +5(STR) -1(Armor) +7(Perform) +2(Banner) ● Ranged: +18 = +11(BAB) +1(DEX) -1(Armor) +7(Perform) +2(Banner) TRAITS: ● Practiced Initiator ● Unorthodox (Golden lion -> Riven Hourglass) ● Предыстория: Мошенник (Блеф +2) ● “Strike first, strike ruthlessly and thus be victorious”: +2 Initiative FEATS: ● [Bonus NeN Feat] Iron Will ● [Racial Feat] Extra performer ● [1HD Feat] Master performer ● [3HD Feat] (Retrained 8HD) Great Master Performer ● [5HD Feat] Extra ready maneuver ● [7HD Feat] Advanced Study: [Sanguine Perseverance] ● [9HD Feat] Tap Animus ● [11HD Feat] Advanced Study ● [13HD Feat] Advanced Study ● [15HD Feat] Advanced Study SKILLS: Total: 117 = (+6(Bard) +2(Story) +1(Human))x13 32 = 15(Rank) +3(Class) +9(CHA) +5(Belt) Perform (Dance) 27 = 15(Rank) +3(Class) +9(CHA) Bluff 27 = 15(Rank) +3(Class) +9(CHA) Diplomacy 27 = 15(Rank) +3(Class) +9(CHA) Intimidate 27 = 15(Rank) +3(Class) +9(CHA) Disguise 27 = 15(Rank) +3(Class) +9(CHA) Perform (String Instruments) 27 = 15(Rank) +3(Class) +9(CHA) UMD
10 = 1(Rank) +3(Class) +6(BK) Knowledge (Psionics) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Engineering) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Religion) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Martial) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Law) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Dungeoneering) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Geography) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (History) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Local) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Nature) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Nobility) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Planes) 10 = 1(Rank) +3(Class) +6(BK) Knowledge (Arcana) 4 = 1(Rank) +3(Class) Linguistics
9 = 8(Rank) +3(Class) -2(WIS) Perception 8 = 4(Rank) +3(Class) +1(DEX) Fly
Discipline Skills: Spellcraft, Sense Motive, Autohypnosis MANEUVERS: Known: 0/2/2/2/2/3, Stanses: 5 Stance: [God of the Hourglass Stance] Ready: 6 [Mithral Wave] [Zephyr Flux] [Shatter Resistance] [Redirecting Flux] [Beat The Clock] [Temporal Distortion] RACIAL TRAITS: Human: ● Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● 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 feet. ● 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. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. CLASS FEATURES: Weapon and Armor ProficiencyA bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. (+6) Bardic Knowledge (Ex)A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. (36/day) Bardic PerformanceLike all bards, the rubato can use his performances to create magical effects on those around his. Once per round as a free action, a rubato can expend one round of his bardic performance to add 2 points of tempo to his tempo pool. Alternatively, he can spend 2 points of tempo to regain one round of his bardic performance. He may only use one of these abilities in a given round. In addition, a rubato can start a bardic performance in the same action as initiating a strike by spending one additional round of his bardic performance ability.
Rubati learn different performances than most bards. A rubato still learns inspire courage, inspire competence, and soothing performance, but otherwise learns performances from the list below. A rubato’s performances may all use either audible or visual components, even if they would otherwise only use one or the other. (+7) Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
(+5) Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
(+9) Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom.
Accelerando (Su): At 9th level, a rubato learns to charge his allies with his tempo, infusing them with the Primal Song. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain the benefits of the haste spell. Starting and maintaining this performance costs two performance rounds for each round the rubato performs, rather than one. This ability replaces inspire greatness. ManeuversA rubato begins his career with knowledge of three martial maneuvers. The disciplines available to him are Elemental Flux, Golden Lion Riven Hourglass, and Mithral Current.
Once the rubato knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by rubati is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A rubato’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The rubato learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through rubato levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A rubato must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the rubato can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the rubato need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A rubato’s initiation modifier is Charisma, and each rubato level is counted as a full initiator level. Maneuvers ReadiedA rubato can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A rubato must always ready his maximum number of maneuvers readied. He readies his maneuvers by practicing weapon drills or communing with the primal rhythm for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The rubato does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers.
A rubato begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
In order for the rubato to recover maneuvers, he must expend tempo. A rubato can recover a single expended maneuver as a swift action by spending 2 points of tempo, or as a free action by spending 3 points of tempo. A rubato may not recover a maneuver by spending tempo in the same round that he initiated it, though he might be able to recover it in another way. Stances
A rubato begins his career with knowledge of one stance from any discipline open to rubati. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through rubato levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the rubato does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a rubato cannot learn a new stance at higher levels in place of one he already knows. This ability replaces spells. (15) Tempo (Su)As the rubato fights and draws on the Primal Song, he builds a supernatural energy known as tempo. Outside combat, a rubato has no tempo to spend. When a rubato enters combat, he gains a tempo pool equal to 1/2 his class level (minimum 1) + his rubato initiation modifier at the start of his first turn, and adds one point of tempo to his tempo pool at the start of each of his turns thereafter. His tempo pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. The rubato may not gain tempo out of combat, even if another ability would normally permit him to. A rubato can spend tempo as if it were animus when augmenting maneuvers or using feats such as Animus Healing.
This ability replaces cantrips. Martial PerformerStarting at 2nd level, a rubato can make Perform checks in place of checks with his disciplines’ associated skills. He may only substitute Perform checks for skills associated with disciplines he has access to from his rubato levels (including disciplines acquired through traits or martial traditions).
This ability replaces versatile performance. Well-Versed (Ex)At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Lore Master (Ex)At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Jack of All Trades (Ex)At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed. MYTHIC: 1/day Swift 1 min. Path: Marshal. Hard to kill, Amazing Initiative (Ex), Mythic power 9/day, Surge +1d6
Rally (Su)
Path Abilities: 1) Inspire Minions (Ex) 2) Legendary Item (Ex) Spear. Legendary Power: 4/day – Unstoppable Strike – Powerful – Perfect Surge 3) Pure Body (Su)
Feats: 1) Dual Path: Champion. Impossible Speed (Ex) 2) Extra Path Ability: Inspired Defense (Ex) INVENTORY: Weapon: Linked Striking Training(Flagbearer) DW Longspear +1 +Banner of the Ancient Kings
Armor: Moderate Fortification Mithral Breastplate +1 (7 AC) Belt: Belt of Giant’s Strength +4/ Scarf of the Suggestive Dance +5 Body: Outfit, Explorer’s Chest: Corset of Delicate Moves Eyes: Feet: Boots of Striding and Springing Hands: Glove of Storing Head: Dervish Sikke Headband: Headband of Charisma +6 Neck: Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring of Mind Shielding Ring 2: Ring of Sustenance
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Грейс Монро Няша-с-плеткой. Опытный медик, умеющий обеспечивать как выживаемость пациентов, так и отсутствие у них желания беспокоить медперсонал по пустякам. Female Human Vitalist 15 Lawful Evil Medium Humanoid ABILITY SCORES:STR 7 [-2] DEX 12 [+2] CON 14 [+2] INT 12 [+1] WIS 29 [+9] 18(Base) +2(Racial) +3(HD) +6(Headband) CHA 13 [+1] SAVING THROWS:Fort +15 = +9(Vitalist) +2(CON) +5(Cloak) Ref +11 = +5(Vitalist) +1(DEX) +5(Cloak) Will +23 = +9(Vitalist) +9(WIZ) +5(Cloak) COMBAT STATS:Hit Points: 120 AC 18 (11 touch, 10 flat-footed) = 10(Base) + 1(DEX) +7(Armor) BAB +7 CMB +6 = +7(BAB) - 2(STR) CMD 16 = 10 +7(BAB) -2(STR) +1(DEX) Initiative +14 = + 1(DEX) +4(Psicrystal) +9(Implanted Psicrystall) Speed 40' Speed: 40' = 30(Base) +10(Boots) ● Melee: +5 = +7(BAB) -2(STR) ● Ranged: +8 = +7(BAB) +1(DEX) FEATS:● [Bonus Human Feat] Psicrystal Affinity (Nimble) ● [1HD Feat] Overchannel (+1 ML 1d8 damage cost) ● [Bonus Life Leech Feat] Unwilling Participant (Force a living creature into your collective. Will 20 negate) ● [3HD Feat] Enlarged Collective (The range of your collective is now long range (400 ft. + 40 ft. per class level)) ● [5HD Feat] Psicrystal Containment ● [7HD Feat] Psicrystal Reservoir ● [9HD Feat] Superior Psicrystal ● [11HD Feat] Shared Power ● [13HD Feat] Expanded Knowledge: Clairvoyant Sense ● [15HD Feat] Expanded Knowledge: Fission TRAITS:● Psionic Knack [Psionic]: (+2 Vitalist Manifester levels. Cannot exceed HD) ● Combat Training (Body of Delusion) ● [Bonus] Whip Proficiency ● [Moloch] Power Known: Omnipresense SKILLS:Total: 90 = 15x(+2 Class +1 INT +2 Story +1 Human) 2 = +1(Rank) +1(DEX) Disable Device
19 = 15(Rank) +3(Class) +1(INT) Knowledge (psionics) 8 = 4(Rank) +3(Class) +1(INT) Spellcraft
36 = 15(Rank) +3(Class) +9(WIZ) +4(Psicrystal) +5(Lens of Detection) Perception 31 = 15(Rank) +3(Class) +9(WIZ) +4(Psicrystal) Sense Motive 32 = 15(Rank) +3(Class) +9(WIZ) +5(Healer’s Gloves) Heal 27 = 15(Rank) +3(Class) +9(WIZ) Autohypnosis 13 = 1(Rank) +3(Class) +9(WIZ) Survive 13 = 1(Rank) +3(Class) +9(WIZ) Profession (Soldier)
5 = 1(Rank) +3(Class) +1(CHA) Buff 5 = 1(Rank) +3(Class) +1(CHA) Intimidate 8 = 7(Rank) +1(CHA) Use Magic Device CLASS FEATURES:VitalistCollective: 9 targets, unlimited Bonus Human Power (+1/3 lvl): Vigor, Share Pain, Psychic Reformation, Psionic Revivify, Bend Reality Collective healing (Transfer healing) Medic Powers (All healing power gain Network Descriptor) Spirit of Many (Augment. +Target/PP. no save, no PR, for Network Descriptor powers) Telepathy (Constant. range: collective) Intercessor Method Bonus power: Telempathic Projection Intercessor’s Pulse (1 PP, Free Action, 1rnd) – Inspire Courage (+3 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls) – Inspire Competence: (+3 competence bonus on one skill) – Sanctuary: (DC 20) Swift Aid: Immediate+Focus. Reroll Will save for collective member with +1 insight bonus. Weapon and Armor Proficiencies
Vitalists are proficient with all simple weapons and light armor, but not with shields. Armor does not, however, interfere with the manifestation of powers. Powers Points/Day
A vitalist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.
Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a vitalist can manifest powers in a day is limited only by his daily power points.
A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn’t count against his limit of powers known at any one time.
The Difficulty Class for saving throws against vitalist powers is 10 + the power’s level + the vitalist’s Wisdom modifier.
Maximum Power Level Known
A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power’s level.
Vitalist Method
All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.
Intercessor Method
An intercessor tries to find a solution to every problem through communication. The intercessor likely finds a peaceful solution instead of preventing, healing, or dealing harm.
Intercessor Power
An intercessor vitalist adds telempathic projection to his list of powers known. This does not count against his number of powers known.
Intercessor’s Pulse
As a free action, an intercessor of 6th level may project a pulse to all members of his collective by spending one power point, granting them one of the effects below at the intercessor’s choice. The effect lasts for one round.
Inspire Courage: The vitalist inspires courage in the members of his collective (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be in the vitalist’s collective. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 12th level and 18th level, this bonus increases by +1, to a maximum of +4 at 18th level. Inspire courage is a mind-affecting ability.
Inspire Competence: All members of the collective get a +2 competence bonus on skill checks with a particular skill as long as they stay in the collective. This bonus increases by +1 for every four levels the vitalist has attained beyond 6th (+3 at 10th, +4 at 14th, and +5 at 18th). Unlike the bardic performance of the same name, skills such as Stealth can be used. The vitalist can’t inspire competence in himself.
Sanctuary: All members of the collective are treated as if under the effects of the sanctuary spell for one round, with a caster level equal to the vitalist’s manifester level. If a member of the collective performs an action that would break the effect, it breaks the effect only for that member of the collective.
Swift Aid
If a member of his collective fails a Will saving throw, an intercessor of 8th level may, as an immediate action and by expending his psionic focus, make an additional Will saving throw for the member of his collective. The intercessor gains a +1 insight bonus to this save. This insight bonus increases by +1 every four vitalist levels thereafter.
If the intercessor fails the saving throw, his ally suffers the consequences of the effect that forced the Will save.
Collective (Su)
A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit.
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).
A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions.
Collective Healing (Su)
Whenever a willing member of the vitalist’s collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.
Medic Powers
The vitalist gains special uses of some of his powers that are unavailable to other characters.
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.
Spirit of Many (Su)
A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power’s range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:
Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
Telepathy (Su)
When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Archetype: Life Leach12/day Transfer Ailment. (Range: collective. HD 5+ dazed, dazzled, shaken, staggered, blind, deafened, fatigued, frightened, sickened. exhausted, panicked, nauseated, paralyzed, stunned or unconscious. Save negate.) At will. Drain Health. (Range: collective. HD 7+. 39 hp. Will half) Transfer Attack. Immediate+Focus (Range: collective, Transfer damage) Transfer Ailment (Su)
A 1st level life leech can transfer the dazed, dazzled, shaken, or staggered condition from one member of his collective to another as a standard action. At 4th level, the life leech can transfer the blind, deafened, fatigued, frightened, or sickened condition. At 7th level, the life leech can transfer the exhausted, panicked, nauseated, or paralyzed condition. At 10th level, the life leech can transfer the stunned or unconscious condition (although a creature that receives the unconscious condition from this ability is not reduced to negative hit points by this effect, nor is the original creature brought automatically to positive hit points; such a creature would still have 0 or negative hit points, but would become conscious, stable, and likely given the disabled condition). If this ability is used on an unwilling target and the recipient of the effect makes a successful save (see the Unwilling Participant feat), the creature with the condition being transferred still suffers from the condition. A life leech may use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level. This ability can only be used to transfer temporary conditions. For example, a life leech could not transfer blindness from a creature that has somehow lost its eyes permanently.
This ability replaces Transfer Wounds and the accompanying benefits from the vitalist’s selected method.
Unwilling Participant
A life leech of 2nd level gains the Unwilling Participant feat as a bonus feat. In addition, when any creature in the collective against their will makes a save against an effect from over the collective, they suffer a -2 penalty on the save to resist the effect.
This ability replaces Health Sense.
Drain Health (Su)
A life leech of 3rd level can steal hit points from members of his collective and transfer them as healing to other members of the collective. As a standard action, one member of the collective takes damage equal to double the life leech’s class level + the life leech’s Wisdom modifier and another member of the collective heals the same amount. If used on an unwilling target, a successful Will save halves the amount of damage taken and healed. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech’s level.
This ability replaces Steal Health.
Transfer Attack (Su)
A 9th level life leech can expend his psionic focus as an immediate action to redirect damage being taken by one member of the collective to another member of the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to block the damage to the final target are not effective.
This ability replaces the Expanded Knowledge feat normally gained at 9th level. Archetype: SadistExquisite Agony (Temp PP on collective member death. Target HD for 8 rnd) Lingering Pain (Bleed 7. Fort negate) At will. Empowered In Pain. (Empower healing power. Focus and damage to collective member equal PP cost. Will negate) Exquisite Agony (Su)
When a member of the sadist’s collective dies, instead of needing to make a save to avoid taking damage, the sadist gains a number of temporary power points equal to the Hit Die of the creature killed. These power points last a number of rounds equal to the sadist’s Wisdom modifier and do not stack with each other or other temporary power points.
This ability replaces knacks.
Lingering Pain (Su)
A sadist of 3rd level learns to make wounds more painful than usual. Any time the sadist inflicts hit point damage on a creature and the sadist is maintaining psionic focus, it also causes bleed damage equal to half the sadist’s level unless the target makes a successful Fortitude save (DC 10 + 1/2 the sadist’s class level + the sadist’s Wisdom modifier).
This ability replaces the power known normally gained at 3rd level; the sadist does not learn a new vitalist power until 5th level.
Empowered In Pain (Su)
A sadist of 5th level can treat any power he manifests of the healing subdiscipline as if affected by the Empower Power feat by expending his psionic focus and causing a number of hit points in damage to one member of his collective equal to the total number of power points spent on the power. The member targeted by this damage cannot be the recipient of the healing (whether directly or through effects such as collective healing) and may attempt a Will save (DC 10 + 1/2 the sadist’s class level + the vitalist’s Wisdom modifier) to negate the effect, but doing so means the power is not empowered and psionic focus is still expended. The sadist cannot inflict this damage upon himself.
This ability replaces Request Aid. POWERS:Known: 6 [Omnipresense G] [Vigor FCB] [Share Pain FCB] [Psychic Reformation FCB] [Psionic Revivify FCB] [Bend Reality FCB] [Heal Injuries] [Crisis of Life] [Barred Mind] [Body of Iron] [True Metabolism] [Heal Injuries] [Hustle] [Cleanse Spirit] PP: 262 = 195(Vitalist) +67(WIZ) Concentration: 24 = +15(ML) +9(WIZ) DEVIL TRIGGER:1/day Swift 1 min. Path: Overmind 3. Hard to kill, Mythic power 8/day, Surge +1d6
Surging Psionic: 1MP Standart only. Manifest power +2 ML, no PP cost.
Path Abilities: Expansive Undestanding: [Metamorphosis, Major] [Reddopsi] [Temporal Acceleration] Ravaging Time Extra Mythic Feat: Overchannel (Mythic)
Feats: Mythic Powers Known: [Psychic Reformation] [Vigor] [Willian's Temporal Acceleration] Unwilling Participant (Mythic) INVENTORY:Armor: Belt: Body: Outfit, Explorer’s Chest: Eyes: Lens of Detection Feet: Boots of Striding and Springing Hands: Healer’s Gloves Head: Headband of the Great Village +3 Headband: Headband of Inspired Wisdom +4 Neck: Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring of Sustenance Ring 2:
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Уолтер "Генерал Череп" ГриффитРыцарь Смерти. Суров, в прошлом бородат, любит вставить крепкое слово в речь. Командует армиями нежити, да и живых. Предпочитает первых вторым. Служил в армии Талинграда, ныне поклоняется Молоху и продвигает среди подчиненных его культ. Male Humam Graveknight Cleric 4/Mystic 1/Battle Templar 8 Lawful Evil Medium Undead (augmented) ABILITY SCORES:STR 26 [+8] 16(Base) +4(Belt) +6(Graveknight) DEX 10 [+0] CON – [+0] INT 12 [+1] +2(Graveknight) WIS 36 [+13] 16(Base) +2(Racial) +1(4HD) +1(8HD) +1(12HD) +6(Headband) +4(Graveknight) +5(Tome of Understanding) CHA 14 [+2] +4(Graveknight) SAVING THROWS:Fort: +14 = +2(Good) +2(Cleric4) +1/3(Mystic1) +5(BT3) +5(Cloak) Ref: +10 = +5(Class) +5(Cloak) Will: +27 = +2(Good) +2(Cleric4) +1/2(Mystic1) +10/3(BT3) +13(WIZ) +5(Cloak) COMBAT STATS:Hit Points: 180 = +12x15 AC: 32 (14 touch, 32 flat-footed) +8(NA) +10(FullPlate) +4(ring) BAB: +11 CMB: +19 = +11(BAB) +8(STR) CMD: 29 = 10 +11(BAB) +8(STR) Initiative: +4 Speed: 30' = 30(Base) Channel resistance: +4 Immunity: cold, electricity, fire, MA, bleed, death effects, disease, paralysis, poison, sleep, stun, nonlethal damage, ability drain, energy drain. damage to physical ability scores, exhaustion, fatigue. DR: 10/magic SR: 27 = CR+11 ● Melee: +19 = +11(BAB) +8(STR) ● Ranged: +11 = +11(BAB) TRAITS:● Unorthodox (Veiled Moon - Golden Lion) ● Practiced Initiator ● Desertion ● Practiced Spellcaster ● Defensive Strategist FEATS:● [Bonus Graveknight Feat] Improved Initiative ● [Bonus Graveknight Feat] Mounted Combat ● [Bonus Graveknight Feat] Ride-By Attack ● [Bonus Graveknight Feat] Toughness ● [Bonus Human Feat] Favored Prestige Class (Battle Templar) ● [1HD Feat] Prestigious Spellcaster (Battle Templar) ● [3HD Feat] Martial Power ● [5HD Feat] Discipline Focus (Golden Lion) ● [7HD Feat] Additional Traits (Practiced Spellcaster, Defensive Strategist) ● [9HD Feat] EGM ● [11HD Feat] Prestigious Spellcaster (Battle Templar) ● [13HD Feat] Advanced Study ● [15HD Feat] Advanced Study SKILLS:Total: 102 = (+4(Class) +2(Story) +1(Human) +1(INT))x13 - 2(Cleric) 17 = 13(Rank) +3(Class) +1(INT) Knowledge (Religion) 16 = 12(Rank) +3(Class) +1(INT) Knowledge (Arcana) 09 = 5(Rank) +3(Class) +1(INT) Knowledge (Martial) 09 = 5(Rank) +3(Class) +1(INT) Knowledge (Planes)
10 = 2(Rank) +8(Graveknight) Ride
17 = 13(Rank) +3(Class) +1(INT) Spellcraft 17 = 13(Rank) +3(Class) +1(INT) Linguistics
34 = 13(Rank) +3(Class) +10(WIS) +8(Graveknight) Perception 14 = 1(Rank) +3(Class) +10(WIS) Autohypnosis 14 = 1(Rank) +3(Class) +10(WIS) Heal
18 = 13(Rank) +3(Class) +2(CHA) Diplomacy 26 = 13(Rank) +3(Class) +8(Graveknight) +2(CHA) Intimidate
— Trait—
26 = 13(Rank) +3(Class) +10(WIZ) Profession (Soldier) CLASS FEATURES:Graveknight:Sacrilegious Aura (Su) 30-foot radius desecrate. CL DC 17 to use positive energy ability. Rejuvenation (Su) 1d10 days (4d6 fire) Channel Destruction (Su) (10d6 fire) Devastating Blast (Su) 30-foot cone, Refl half. (75 HD) Undead Mastery (Su) Phantom Mount (Su) 100 ft fly Cleric:Channel Negative Energy (7d6) 5/Day Touch of Evil (Sp). Sickened, 4 rnd, no save. 10/Day Scythe of Evil (Su). Unholy, 4 rnd, 1/day. Fire Bolt (Sp) 1d6+4 fire, 10/Day Wall of Ashes (Su). 80 feet wall. Reveals invisible. Blinded 1d4 rnd (Fort 19). 8 min/day Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Evil Domain
Granted Powers
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Ash Domain
Granted Powers
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fiery body.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Mystic: Animus: 7 +1(at turn start) +1(at turn end if maneuver used). Enhance Maneuver: +2 insight to all d20 rolls. 1 Animus cost. Increase DC: +1, 1 Animus cost. Elemental Attunement: change maneuver damage to active element. Blade Meditation: full-round, reset granted maneuvers. Counter melee attacks with 1d6 +1/2d6 per animus in pool. 1 Animus cost. Weapon and Armor Proficiency
A mystic is proficient with all simple and martial weapons, katanas and wakizashis, and with light armor and shields (except tower shields).
Maneuvers
A mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon.
Once the mystic knows a maneuver, she must ready it before she can use it (see Maneuvers Readied). A maneuver usable by mystics is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A mystic’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The mystic learns additional maneuvers at higher levels, as indicated on Table: Mystic. A mystic must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the mystic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the mystic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A mystic’s initiation modifier is Wisdom.
Maneuvers Readied/Granted
A mystic can ready five of her seven maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A mystic must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The mystic does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditation, she can change her readied maneuvers.
A mystic begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
Mystics are unique among martial disciples in that they rely on surging, primal arcane forces within their being to fuel their martial maneuvers. Because of this, they do not have full control over their readied maneuvers; when a mystic readies her maneuvers, she selects two of her readied maneuvers to be immediately granted to her for use at any time (when these two maneuvers are used outside of combat, they recover on their own in the following round), with the rest of her initially randomized maneuvers waiting to be granted in combat. The remainder of her readied maneuvers are withheld and currently inaccessible until combat begins. If she is able to act in a surprise round when combat begins, she is granted her maneuvers then as normal, but if she is caught unaware, she must wait until her initiative before her maneuvers are granted (beyond the initial two). At the end of each of her combat turns, one previously withheld maneuver (randomly determined) is granted to her, and thus becomes accessible for her next turn and subsequent turns. She can freely choose to initiate any maneuver that is currently granted when her turn begins, but she cannot initiate a withheld maneuver. If the mystic chooses not to employ a maneuver in a given round, her currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if she uses her maneuvers or not—at the end of each of her turns, one withheld maneuver from her selection of readied maneuvers is granted to her. Over the course of a few rounds, all the mystic’s maneuvers will eventually be granted.
A mystic can change the two readied maneuvers she has chosen to be immediately granted for use at any time by spending one minute meditating.
If, at the end of the mystic’s turn, she cannot be granted a maneuver because she has no withheld maneuvers remaining, she recovers all expended maneuvers, and a new group of readied maneuvers is granted to her, replacing her previously granted maneuvers if any remain unspent. She selects two of her choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of her next turn, a withheld maneuver is granted to the mystic, and the process of surging power begins again.
At 3rd level and again at 6th, 9th, 12th, 18th, and 20th levels, the number of maneuvers granted to the mystic at the beginning of an encounter and when she recovers her maneuvers increases by one. Unlike the mystic’s initial granted maneuvers, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, a 6th level mystic would choose two maneuvers to have access to, then randomly be granted two more).
Stances Known
A mystic begins her career with knowledge of one stance from any discipline open to mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the mystic does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a mystic cannot learn a new stance at higher levels in place of one she already knows.
Animus (Su)
A mystic’s martial prowess is in part fueled by a reservoir of roiling, turbulent energy within her soul, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with a mystic’s use of her maneuvers in battle. Outside combat, a mystic has no animus to spend, but her inner power can still be used for more subtle arcane arts. Her levels in mystic count as arcane spellcaster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if a mystic ever develops arcane spellcasting from another class, she may add her mystic level to her levels in that class to determine her overall caster level for the purposes of item creation feats.
When a mystic enters combat, she gains an animus pool equal to 1 + her mystic initiation modifier (minimum 1) at the start of her first turn, and adds one point of animus to her animus pool at the start of each of her turns thereafter. Her animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the mystic initiates a maneuver, she adds an additional point of animus to her pool. Certain abilities, such as some class features, maneuvers, and feats, require the mystic to expend points of animus to use.
The primal power of animus can be used in several ways—the foremost of which is the augmentation of maneuvers. A mystic can spend points of animus to augment her maneuvers in the following ways, depending on her class level. If the mystic has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by her animus class feature; she must choose which augmentation type to use when initiating the maneuver.
Starting at 1st level, a mystic can spend a single point of animus to augment a maneuver as part of that maneuver’s initiation action to apply one of the following effects to it (if applicable):
Enhance Maneuver: For each point of animus spent, the mystic adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, combat maneuver checks, and skill checks) when initiating that maneuver (maximum of three animus may be spent on this augmentation); if the maneuver allows the user to make multiple attacks, then this bonus only applies to the first attack. Increase DC: For each point of animus spent, the save DC of that maneuver increases by 1.
Elemental Attunement (Su)
A mystic contains incredible elemental power within her body, surging energies that constantly flow through her blood and muscle. Bringing these energies to bear is as easy as breathing for a mystic, shifting the flow of power with the subtle movements of her martial stances. When a mystic readies her maneuvers, she may select one of the following elements (and associated energy type) to be her active element: air (electricity), earth (acid), fire (fire), and water (cold).
After readying maneuvers, a mystic can change her active element by taking a standard action to focus inwards, or by expending one point of animus as a free action while assuming a new stance. Whenever she initiates a maneuver that deals damage, she may spend one point of animus as part of its initiation action to change all damage the maneuver deals to her active element’s associated energy type. For example, if a mystic whose active element is currently air initiated the cursed fate Veiled Moon strike, she could spend one point of animus to change her attack’s damage (including the strike’s bonus damage) to from her weapon’s normal damage type to electricity damage.
If the mystic has access to the Elemental Flux discipline, then her active element from this class feature is the same as her active element for Elemental Flux maneuvers. If she is psionic, she can change her active energy type whenever she changes her active element, and vice versa. Her active energy type need not match her active element.
Blade Meditation (Su)
When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.
In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool. Battle Templar: Disciplines: Elemental Flux, Riven Hourglass, Golden Lion, Black Seraph Weapon and Armor Proficiency
The battle templar gains no new weapon proficiencies, and gains proficiency in heavy armor and with shields (except tower shields).
Maneuvers
A battle templar adds Black Seraph (if he is evil-aligned) or Silver Crane (if he is good-aligned) to his list of available disciplines. If the battle templar is neither good nor evil, he chooses between the two disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At each even level, a battle templar gains new maneuvers known chosen from this discipline, the Golden Lion discipline, and two disciplines of his choosing that he previously had access to (either from a martial disciple class or through the Martial Training feat). The battle templar must meet a maneuver’s prerequisite to learn it. The character adds his full battle templar levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, the battle templar gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, a battle templar learns a new stance from any of the disciplines available to him as a battle templar. The character must meet the stance’s prerequisites to learn it.
Spellcasting
At each level except the 1st and 10th levels, when a new battle templar level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a battle templar, he must decide to which class he adds the new level for purposes of determining spells per day.
Ordained Knight (Ex)
A battle templar fulfills a role special to his religion, and as such, may act both as courageous warrior and as pious priest. He receives a circumstance bonus on Diplomacy checks equal to his class level when dealing with members of his faith. If the character possessed a unique divine ability from a previous class (the class features channel energy, a cleric’s domains, a paladin’s lay on hands, an inquisitor’s bane or inquisitions, or an oracle’s curse), he may add his levels in battle templar to that class to determine their effectiveness. Additionally, should the battle templar possess the aegis class feature, the battle templar may add his class level to his warder level to determine the bonus of his aegis class feature.
Reach of the Divine (Su)
At 2nd level, the battle templar is capable of aiding an ally with every strike of his weapon or bash of his shield through the use of his divine magic. Whenever the battle templar initiates a martial strike, he may cast a divine spell (with a level equal to or less than the level of the strike initiated) on himself or an ally within touch range as a move action. He must cast this defensively if he is casting within a threatened area to avoid provoking attacks of opportunity.
Martial Healing (Su)
The battle templar’s divine power is so firmly blended with his martial talents that when he utilizes a martial maneuver, the power of his faith infuses it and aids him and his allies. When the battle templar initiates a martial strike, as a swift action he can heal himself or an ally within close range (25 ft. plus 5 ft. per two initiator levels) for 1d4 per maneuver level + the battle templar’s class level in hit points.
Guardian of the Faith
At 5th level, the battle templar learns a signature stance of his calling, and with it he can better protect himself and those he considers his allies. This is a 5th level stance of no particular discipline. To enter this stance, as a swift action the battle templar abandons a martial stance he is currently using. The benefits of this ability end if the battle templar assumes a martial stance. Once within this stance, the battle templar gains damage reduction 10/adamantine, and allies within 20 ft of his position (excluding himself) gain a +4 sacred or profane (alignment dependent) bonus to AC, CMD, and to saving throws.
Shepherd the Flock (Su)
Those under his care must be protected; a credo of the battle templar. At 6th level, the battle templar’s spells take on a defensive nature as he casts them to protect himself and his allies. Whenever he casts a spell through his Reach of the Divine class feature, the target also gains a +4 sacred or profane (alignment dependent) bonus to their AC for one minute (multiple uses of this ability do not increase the duration or the protection of this ability). MANEUVERS:Known: 5/2/2/2/1 Stances: 3 Elemental Flux (NoN BT!!!) Max Augment: 2 Animus. [lvl3 Strike] Lance of Power (30' line, 5d6 points of energy damage. Ref half. +2d6 and +1DC per Animus spend)
Shattered Mirror [lvl4 Strike] Fetch’s Wrath [lvl5 Stance] Silvered Mirror Stance [lvl7 Boost] Mirror Demon’s Waltz
River Hourglass [lvl3 Boost] Time Skitter (You gain the benefits of a haste spell for a number of rounds equal to your initiation modifier) [lvl4 Counter] Temporal Body Adjustment (You negate any one negative condition that currently affects you) [lvl6 Counter] Temporal Distortion [lvl7 Counter] Beat the Clock
Black Seraph [lvl2 Strike] Shadow Feather Strike (30' ray, 4d6+WIZ profane) [lvl5 Strike] Abyssal Lance [lvl6 Boost] Black Seraph’s Wrath [lvl6 Strike] Shadow Raptor Swarm
Golden Lion [lvl3 Stanse] Golden Commander Stance [lvl3 Boost] Circling the Prey [lvl3 Strike] Kill the Wounded [lvl6 Strike] [Harry the Prey] [lvl7 Strike] War Lion’s Charge Stanse: [God of the Hourglass Stance] Granted: 5 [War Lion’s Charge] [Apocalyptic Strike] [Temporal Distortion] [Beat the Clock] [Alpha’s Roar] Ready: 2 [Mirror Demon’s Waltz] [Orichalcum Swipe] SPELLS:Known: All. Concentration: 30 = +11(CL) +9(WIZ) +10(Eye) Level 0: 4 [Guidance] [Detect Magic] [Create Water] [Read Magic] Level 1: 9 = +4+4(WIZ)+1(D) [Shield of Faith] [Remove Sickness] [Remove Fear] [Murderous Command] [Sanctuary] [Murderous Command] [Murderous Command] [] [Protection from Good D] Level 2: 8 = +4+3(WIZ)+1(D) [Sound Burst] [Calm Emotions] [Communal Protection from Good] [Instrument of Agony] [Instrument of Agony] [] [] [Align Weapon Evil D] Level 3: 8 = +4+3(WIZ)+1(D) [Invisibility Purge] [Dispel Magic] [Prayer] [Shield of Darkness] [Deeper Darkness] [Blessing of the Mole] [Protection from Energy] [] [Fireball D] Level 4: 8 = +4+3(WIZ)+1(D) [Aura of Doom] [Protection from Energy, Communal] [Anti-Incorporeal Shell] [Mighty Strength] [Dimensional Anchor] [] [] [Wall of Fire D] Level 5: 6= +3+2(WIZ)+1(D) [Daywalker] [Raise Dead] [Unholy Ice] [True Seeing] [Command, Greater] [Fire Shield D] Level 6: 6= +3+2(WIZ)+1(D) [Blade Barrier] [Dimensional Blade] [Dispel Magic, Greater] [Overwhelming Poison] [Overwhelming Poison] [Overwhelming Poison] [Fire Seeds D] Level 7: 5= +2+2(WIZ)+1(D) [Destruction] [Heal] [Harm] [Hellfire Ray] [Disintegrate D] DEVIL TRIGGER:1/day Swift 1 min.
Path: Hierophant. Hard to kill, Mythic power 5/day, Surge +1d6 Inspired Spell Alter Channel Mythic Feat 1: Mythic Spell Lore
Mythic Spells Known: Share Glory Raise Dead ITEMS:Weapon: Hell Edge (Minor Artifact) +5 Dueling Training (Dimensional Agility) Unholy Good Outsider Bane Bastard Sword CL: 18 Constant - Magic Circle against Good At-Will - Dimension Door, Fly 3/day - Quickened Dimension Door, Teleport, 1/day - Greater Teleport, Blasphemy, Dimensional Lock)
Weapon2: Unholy Training(EGM) Adamantine EL Nodachi +1 Armor: Moderate Fortification Mithral Fullplate +1 (10 AC) Skin: Skin of the Defender
Belt: Belt of Giant’s Strength +4 Body: Outfit, Explorer’s Chest: Corset of Delicate Moves Eyes: Third Eye (Concentrate) Feet: Boots of Striding and Springing Hands: Head: Cyclops Helm Headband: Headband of Inspired Wisdom +6 Neck: Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring of Protection +4 Ring 2: Ring of Freedom of Movement
Handy Haversack
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Ахааник Колдун, работорговец и просто нехороший эльф. Кабинетный волшебник, который сидит где-то там и делает всякие нужные штуки. Владелец вороны-алкоголика склонной воровать бухло. Male Elf Exploiter Wizard 14
ABILITY SCORES:
STR 12 [+1] DEX 18 [+4] 14(Base) +2(Elf) +2(Belt) CON 10 [+0] INT 28 [+9] 17(Base) +2(Elf) +3(HD) +6(Headband) WIS 10 [+0] CHA 13 [+1] 13(Base)
SAVING THROWS:
Fort: +9 = +4(Wizard) +5(Cloak) Refl: +13 = +4(Wizard) +4(Dex) +5(Cloak) Will: +14 = +9(Wizard) +5(Cloak)
COMBAT STATS:
Hit Points: 90 AC: 14 (14 touch, 10 FF) = 10(Base) +4(DEX) BAB: +5 CMB: +6 = +5(BAB) +1(STR) CMD: 20 = 10 +5(BAB) + 1(STR) + 4(DEX) Initiative: +4 Speed: Land 40', Fly 40' (Perfect)
● Melee: +6 = +5(BAB) +1(STR) ● Ranged: +9 = +5(BAB) +4(DEX)
TRAITS:
● ● Extremely Fashionable: if you wear equip with cost 150+ gp -> +1 Bluff, +1 Diplomacy, +1 Intimidate, Diplomacy is your class skill ● Slavemaster: ты торговал рабами, но был пойман; Appraise теперь твой классовый и имеет макс. ранг по уровню.
FEATS:
● [Bonus Racial Feat] Run ● [Bonus Wizard1 Feat] Scribe Scroll ● [1HD Feat] Improved Initiative ● [3HD Feat] Craft Wondrous Item ● [5HD Feat] Craft Magic Arms and Armor ● [Bonus Wizard5 Feat] Arcane Builder (Arms and Armor) ● [7HD Feat] Forge Ring ● [9HD Feat] Craft Construct ● [Bonus Wizard10 Feat] Arcane Builder (Wondrous Items) ● [11HD Feat] Craft Wand ● [13HD Feat] Quicken Spell ● [15HD Feat] Persistent Spell
● [1lvl Exploit] Familiar (Raven) Archetype: Valet. ● [5lvl Exploit] Potent Magic ● [9lvl Exploit] Quick Study
SKILLS:
Total: 99 = (+2(Wizard) +5(INT) +2(Story))x11
SPELLS:
Concentration: 18 = +11(CL) +7(INT)
Level 0: 4 [Prestidigitation] [Read Magic] [Detect Magic] [Acid Splash]
Level 1: 4+3 [Enlarge Person] [Vanish] [Silent Image] [Magic Missile] [Mage Armor] [Shield]
Level 2: 4+2 [Invisibility] [Scorching Ray] [Locate Object] [Detect Magic, Greater] [Web] [Protection from Good, Communal]
Level 3: 4+2 [Shrink Item] [Fly] [Burrow] [Wall of Nausea] [Haste] [Haste]
Level 4: 4+2 [Detect Scrying] [Summon Accuser] [Black Tentacles] [Globe of Invulnerability, Lesser] [Emergency Force Sphere] [Emergency Force Sphere]
Level 5: 3+2 [Flesh to Stone] [Persistent Wall of Nausea] [Persistent Stinking Cloud] [Teleport] [Icy Prison]
Level 6: 3+1 [Persistent Black Tentacles] [Dispel Magic, Greater] [True Seeing] [Battlemind Link]
Level 7: 2+1 [Limited Wish] [Reverse Gravity] [Teleport, Greater]
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Рио́н Ша́дху Шпион, убийца, мистер нашее, монах-инквизитор-сталкер-псионик, так и не определившийся что ему больше по душе. Пытается делать все одновременно но выходит не очень хорошо. Male Human Stalker (Soul Hunter) 7 / Umbral Blade 8 Lawful Evil Medium Humanoid
ABILITY SCORES:
STR 10 [+0] DEX 20 [+5] CON 12 [+1] INT 10 [+0] WIS 29 [+9] 18(Base) +2(Race) +3(HD) +6(Headband) CHA 7 [-2]
SAVING THROWS:
Fort: +11 = 5(Bad) +1(CON) +5(cloak) Ref: +18 = 2(Good) +2(Stalker) +4(UB) +5(DEX) +5(cloak) Will: +25 = 2(Good) +4.5(Stalker) +2.66(UB) +9(WIS) +5(cloak) +2(Iron Will)
COMBAT STATS:
Hit Points: 151 = 8x7+80+15 AC: ( touch, flat-footed) = 10(Base) +5(DEX) BAB: +13 CMB: +12 = +13(BAB) CMD: 28 = 10 +13(BAB) +5(DEX) Initiative: +15 = +5(DEX) +2(Trait) +4(Feat) +4(Dueling) Land Speed: 40'
● Melee: +18 ● Ranged: +18
TRAITS:
● Reactionary ● Unortodox
FEATS:
● [Bonus NeN Feat] Iron Will ● [Racial Feat] TWF ● [1HD Feat] TWF, Greater ● [3HD Feat] Lurker in Darkness ● [5HD Feat] Skill Focus (Stealth) ● [7HD Feat] Improved Initiative ● [9HD Feat] Lightning Recovery ● [11HD Feat] Weapon Finesse ● [13HD Feat] Advanced Study ● [15HD Feat] Advanced Study
SKILLS:
maxing: Stealth, Perception, Sense Motive, Heal, Disable Devise.
MANEUVERS:
Known: 1/3/3/2/2/2/2/1
Stance: [Embrace the Shadows]/[God of the Hourglass Stance] Ready: 9
[Thrashing Blades] [Eclipsing Moon] [Blade of Perfection] [Heart of the Time Lord] [Beat the Clock] [Temporal Distortion] [Shadow Pin] [Adamantine Knuckle] [Virulence] [Night’s Knife]
CLASS FEATURES:
● [1lvl Art] Phantom Reach (Su) ● [3lvl Art] Lord of War ● [5lvl Art] Evasion
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Мистер Жадный. Zealot 11 Телоханитель Босса. Хорошо знает свою работу. Не любит риски, любит бабло. Начальник Королевской Стражи.
Всякие КрафтерыПсионяша. N, Psion(Nomad/Shaper) 12
Вполне обычная неподозрительная няша.
Эдмунд Мэттисон. Sorcerer 12
Сирота из приюта. Колдун имеющий какое-то родство с обитателями плана теней. Ученик Риона.
Оле Соммер. Shaman 10/Feysworn 2
Дедушка из Дальней Дыры. Обнаружен спящим в канаве. Шаман-феепоклонник. Нонкомбатант и вообще пацифист.
Тысяча Восьмая. Arcanist 12
Робогорничная выкупленная из ада, в откровенно плохом состоянии и довольно Б/У. Немного отремонтирована, но все еще порядком ненормальная извращенка, однако, неплохой арканист.
ABILITY SCORES: STR 06 [-2] 10 (Base) -4(Racial) DEX 14 [+2] CON - INT 25 [+7] 18(Base) +3(HD) +4(Headband) WIS 08 [-1] -2(Racial) CHA 20 [+5] 12(Base) +8(Racial) SAVING THROWS: Fort: +6 = +4(Arcanist) +2(Cloak) Ref: +8 = +4(Arcanist) +2(DEX) +2(Cloak) Will: +9 = +8(Arcanist) -1(WIZ) +2(Cloak) COMBAT STATS: Hit Points: 92 = 12x6 +20(Construct) AC: 12 (12 touch, 10 flat-footed) = 10(Base) +2(DEX) BAB: +6 CMB: +4 = +6(BAB) -2(STR) CMD: 16 = 10 +6(BAB) -2(STR) +2(DEX) Initiative: +10 = +2(DEX) +4(Feat) +4(Hare) Land Speed: 30' ● Melee: +4 = +6(BAB) -2(STR) ● Ranged: +8 = +6(BAB) +2(DEX) TRAITS: ● +1 to Profession ● +1 to Perform, Perform is class skill FEATS: ● [Racial Feat] Skill Focus (Profession Whore) ● [1HD Feat] Skill Focus (Perform Tease) ● [3HD Feat] Improved Initiative ● [5HD Feat] Craft Wondrous Item ● [7HD Feat] Craft Magic Arms and Armor ● [9HD Feat] Craft Construct ● [11HD Feat] Extend Spell SKILLS: 98 = 12x(2(Arcanist) +5(INT) +1(FCB)) 24 = 12(Rank) +3(Class) +7(INT) Spellcraft 24 = 12(Rank) +3(Class) +7(INT) Craft (Sculpting)
24 = 12(Rank) +3(Class) +7(INT) Knowledge (Arcana) 24 = 12(Rank) +3(Class) +7(INT) Knowledge (Engineering) 12 = 2(Rank) +3(Class) +7(INT) Knowledge (Planes) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Religion) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Dungeoneering) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Geography) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (History) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Local) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Nature) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Nobility) 11 = 1(Rank) +3(Class) +7(INT) Knowledge (Law)
12 = 2(Rank) +3(Class) +7(INT) Appraise
25 = 12(Rank) +3(Class) +1(Trait) -1(WIZ) +6(Feat) +4(Racial) Profession (Whore)
31 = 12(Rank) +3(Class) +1(Trait) +5(CHA) +6(Feat) +4(Racial) Perform (Tease) 20 = 12(Rank) +3(Class) +5(CHA) Use Magic Device 6 = +1(Rank) +5(CHA) Diplomacy 6 = +1(Rank) +5(CHA) Disguise
— Headband — 19 = 12(Rank) +3(Class) +2(DEX) +2(Headband) Fly 13 = 12(Rank) -1(WIZ) +2(Headband) Perception RACIAL TRAITS: ● +8 CHA, -4 STR, -2 WIZ. ● +4 Profession (Whore) and Perform (Tease) ● Bonus Racial Feat: Skill Focus (Profession Whore)
● No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). ● Low-light vision. ● Darkvision 60 feet. ● Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. ● Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. ● Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. ● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). ● Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. ● A construct cannot be raised or resurrected. ● A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. (+20) ● Constructs do not breathe, eat, or sleep. CLASS FEATURES: Arcane Reservoir (Su) 9/15 Arcanist Exploits: ● [1HD Exploit] Quick Study ● [3HD Exploit] Potent Magic ● [5HD Exploit] Counterspell ● [7HD Exploit] Familiar (Hare) ● [9HD Exploit] Dimensional Slide ● [11HD Exploit] Metamagic Knowledge: Quicken Spell SPELLS: Concentration: +19 = +12(CL) +7(INT) Level 0 At Will [Prestidigitation] [Mage Hand] [Light] [Arcane Mark] [Message] [Mending] [Ghost Sound] [Detect Poison] [Detect Magic]
Level 1 4+2(INT) = 6/Day [Magic Missile] [Mage Armor] [Shield] [Ear-Piercing Scream] [Unseen Servant]
Level 2 4+2(INT) = 6/Day [Invisibility] [Splinter Spell Resistance] [Detect Magic, Greater] [Web] [Mirror Image]
Level 3 4+2(INT) = 6/Day [Stinking Cloud] [Fireball] [Burrow] [Fly]
Level 4 4+1(INT) = 5/Day [Emergency Force Sphere] [Black Tentacles] [Invisibility, Greater]
Level 5 4+1(INT) = 5/Day [Teleport] [Icy Prison]
Level 6 2+1(INT) = 3/Day [Flesh to Stone]
Вилдер Босса. Wilder 12
Специалист по системам безопасности, интуитивный псионик.
ABILITY SCORES:
STR 7 [-2] DEX 14 [+2] CON 12 [+1] INT 12 [+1] WIS 13 [+1] CHA 27 [+8]
SAVING THROWS:
Fort +7 = 4(Wilder) +1(CON) +2(Cloak) Ref +8 = 4(Wilder) +2(DEX) +2(Cloak) Will +11 = 8(Wilder) +1(WIZ) +2(Cloak)
COMBAT STATS:
Hit Points: 74 = 8*9 AC: 22 (10 toch, 17 ff) = 10 +2(DEX) +7(Armor) +3(Elude Attack) BAB: +7 CMB: +5 = +7(BAB) - 2(STR) CMD: 17 = 10 +7(BAB) -2(STR) +2(DEX) Initiative: +11 = +2(DEX) +9(Psicrystal)
● Melee: +5 = +7(BAB) -2(STR) ● Ranged: +9 = +7(BAB) +2(DEX)
FEATS:
● [Bonus Human Feat] Improved Psicrystal (Implanted) ● [Bonus Student’s Surge Feat] Psicrystal Affinity (Nimble) ● [Bonus Student’s Surge Feat] Expanded Knowledge (Energy Missile) ● [Bonus Student’s Surge Feat] Expanded Knowledge (Schism)
Home:
● [1HD Feat] Cooperative Crafting ● [3HD Feat] Craft Universal Items ● [5HD Feat] Craft Psionic Armor and Weapons ● [7HD Feat] Craft Construct ● [9HD Feat] Forge Ring ● [11HD Feat]
Combat:
● [1HD Feat] Hustle Power ● [3HD Feat] Psicrystal Containment ● [5HD Feat] Psionic Meditation ● [7HD Feat] Psicrystal Reservoir ● [9HD Feat] Quicken Power ● [11HD Feat]
TRAITS:
● Psionic Knack [Psionic] ●
SKILLS:
50 total.
14 = 10(Rank) +3(Class) +1(INT) Knowledge (psionics) 14 = 10(Rank) +3(Class) +1(INT) Spellcraft
17 = 10(Rank) +3(Class) +2(WIZ) +2(Psicrystal) Perception 15 = 10(Rank) +3(Class) +2(WIZ) Autohypnosis
21 = 10(Rank) +3(Class) +8(CHA) Use Magic Device
CLASS FEATURES:
Wilder
(+3) Student’s Surge (Su) (15%) Psychic Enervation (Ex) (3d6) Surge Blast (Su) (+3) Elude Attack (Ex) (+1) Surging Euphoria (Ex)
POWERS:
PP: 128 = 88(Wilder) +40(CHA) Known: 6 (+2) MaxLvl: 5
[Ectoplasmic Sheen][Force Screen][Bestow Power][Telekinetic Force][Correspond][Upheaval] [Energy Missile]
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Неподозрительная КомпанияНекапитан Awakened Blade 15
Бывший капитан стражи Фархолда и официальный шпион какой-то тайной организации. Коммандир отряда быстрого реагирования Неподозрительной Компании.
Бетмен. Vigilante(Night Terror) 10
Супергерой из дальней дыры, благородно отступивший защищать более крупный город при возникновении угрозы со стороны Зла. Оперативник Неподозрительной Компании.
Бард-5. Thoughtsinger
Еще один бард. Пристает к няшам. Связист и поддержка.
Подозрительный Отдел. Грабитель. Aegis 4/Soulknife 4/Metaforge 8
Тот тип которого наняли чтобы ограблять всяких драконов и угнетать паладинов.
Aegis(Mecha Sentiel) 4/Soulknife(War Soull) 4/Metaforge 8 ABILITY SCORES: STR 42 [+16] =INT(Mindborn) +2(Mech) +8(Size) DEX 20 [+5] 16 +6(Mech) +2(Mech) -4(Size) CON 20 [+5] 10(Base) +4(Belt) +4(Mindborn) INT 32 [+11] 18(Base) +2(Racial) +1(4HD) +1(8HD) +6(Headband) +4(Mindborn) WIS 14 [+2] 12(Base) +2(Mindborn) CHA 10 [+0] 8(Base) +2(Mindborn) SAVING THROWS: Fort: +16 = +2(Good) +2(Aegis) +4/3(Soulknife) +4/3(Metaforge) +5(CON) +5(Cloak) Refl: +16 = +2(Good) +4/3(Aegis) +2(Soulknife) +4/3(Metaforge) +5(DEX) +5(Cloak) Will: +15 = +2(Good) +2(Aegis) +2(Soulknife) +2(Metaforge) +2(WIZ) +5(Cloak) COMBAT STATS: Hit Points: 150 AC: 35 (23 touch, 31 ff) 10 -2(Size) +4(DEX) +8(Armor) +4(Shield) +11(Deflection) BAB: +15 CMB: +21 = +15(BAB) +16(STR) +2(Size) CMD: 53 = 10 +15(BAB) + 16(STR) + 4(DEX) +11(Deflection, INT) +2(Size) Initiative: +17 = +2(Trait) + 3(DEX) + 2(Blade) +4(Focused Nimble Psicrystall) +9(Implanted Psicrystall) Speed: Land 60', Fly 60' (Perfect) Immunity: Cold, Electricity, MA. SR: 24 ● Melee: +28 = +15(BAB) +16(STR) ● Ranged: +16 = +12(BAB) +4(DEX) TRAITS: ● Practiced Initiator (War Soul) ● Unorthodox (Warsoul, Elemental Flux) FEATS: ● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP) ● [Bonus Racial Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat) ● [Bonus Racial Feat] Psionic Meditation [Psionic] ● [Bonus Soulknife Feat] TWF ● [1HD Feat] Fighter’s Blade ● [3HD Feat] Student of the Astral Suit ● [5HD Feat] Superior Psycrystall ● [7HD Feat] Extra Mech Enhancement: Size Increase ● [9HD Feat] Advanced Study ● [11HD Feat] Advanced Study SKILLS: 26 = 12(Rank) +3(Class) +11(INT) Knowledge (Psionics) 23 = 12(Rank) +11(INT) Knowledge (Engineering) 23 = 12(Rank) +11(INT) Knowledge (Martial)
12 = 1(Rank) +11(INT) Knowledge (Religion) 12 = 1(Rank) +11(INT) Knowledge (Law) 12 = 1(Rank) +11(INT) Knowledge (Dungeoneering) 12 = 1(Rank) +11(INT) Knowledge (Geography) 12 = 1(Rank) +11(INT) Knowledge (History) 12 = 1(Rank) +11(INT) Knowledge (Local) 12 = 1(Rank) +11(INT) Knowledge (Nature) 12 = 1(Rank) +11(INT) Knowledge (Nobility) 12 = 1(Rank) +11(INT) Knowledge (Planes) 12 = 1(Rank) +11(INT) Knowledge (Arcana) 12 = 1(Rank) +11(INT) Linguistics
23 = 12(Rank) +11(INT) Apprise 26 = 12(Rank) +3(Class) +11(INT) Craft (Mechanic) 31 = 12(Rank) +3(Class) +11(INT) +5(Amulet) Spellcraft
23 = 12(Rank) +3(Class) +4(DEX) -4(Size) +8(MindBorn) Fly 23 = 12(Rank) +3(Class) +0(CHA) +8(MindBorn) Bluff 23 = 12(Rank) +3(Class)+0(CHA) +8(MindBorn) Disguise
+ Еще два ненужных.
—Equp—
19 = 12(Rank) +3(Class) +2(WIS) +2(Headband) Autohypnosis 19 = 12(Rank) +3(Class) +2(WIS) +2(Headband) +4(Psicrystall) Perception 17 = 12(Rank) +3(Class) +2(Headband) UMD CLASS FEATURES: ● [2lvl Blade Skill] Discipline Blade Shapes (Su) ● [4lvl Blade Skill] Martial Blade Recovery (Su) Enhanced mind blade: +8 Coup de Grace, Phase Locking, +1 Weapon 1: +1 Coup de Grace Phase Locking Colossal Sniper Rifle. 16d6 (x4) AP: 12, Recoil: 14, Semi-Automatic. Slotted Weapon: Gargantuan Vortex Gun: 30d6 (19-20/×2). Cone 100 AP: 9, Slow Firing. Customization Points: 21 (+2) Initiator’s Soul(2), Additional Stance(1), Additional Maneuvers(4) 12 Augmented Weapon(2), Powerful Build(2), Size Increase (4) Custom Psycristal x2 (2) Evasion (1) Stalwart(1) Speed (4) MANEURS: As War Soul: IL 10. Known: 0/4/2, Ready: 4, Stances: 3 [Temporal Body Adjustment][Eldritch Consumption][Flat Iron Riposte][Altered Penumbra] As Aegis 12. Known: 6, Ready: 7, Stance: Silver mirror stance [Fetch’s Wrath] [Strike of Transfixed Awe] [Temporal Distortion] [Relativity Burst] [Carnival Swap][Hour Hand][Minute Hand] INVENTORY: Weapon: Crystal Hilt +1 Armor: Crystal Spaulders +2
Belt: Belt of Mighty Constitution +4 Body: Chest: Corset of Delicate Moves Eyes: Feet: Boots of Striding and Springing Hands: Head: Cyclops Helm Headband: Headband of Vast Intelligence +6 Neck: Amulet of Spellcraft Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring 2: Певичка. Bard (Rubato) 14
Няшная девочка с улицы из Дальней Дыры. Неплохо поет, умеет готовить печеньки. Училась у Проповедника бардовскому ремеслу, однако вместо копья предпочитает короткий лук.
ABILITY SCORES: STR: 10 [+0] DEX: 16 [+4] 14(Base) +4(Belt) CON: 14 [+2] INT: 10 [+0] WIS: 08 [-1] CHA: 27 [+8] 18(Base) +3(HD) +2(Racial) +4(Headband) SAVING THROWS: Fort: +10 = +4(Bard) +2(CON) +4(Cloak) Refl: +16 = +8(Bard) +4(DEX) +4(Cloak) Will: +11 = +8(Bard) -1(WIZ) +4(Cloak) COMBAT STATS: Hit Points: 150 = 15x10 AC: 18 (12 touch, 14 flat-footed) = 10(Base) +3(DEX) +5(Chainshirt) BAB: +11 CMB: +11 = +11(BAB) CMD: 24 = 10 +11(BAB) +3(DEX) Initiative: +5 = +3(DEX) +2(Trait) Land Speed: 30' ● Melee: +11 = +11(BAB) ● Ranged: +15 = +11(BAB) +4(DEX) TRAITS: ● Reactionary (+2 Initiative) ● Unorthodox (Mitral Current => Riven Hourglass) FEATS: ● [Racial Feat] Extra performer ● [1HD Feat] Master performer ● [3HD Feat] Extra Ready Maneuver ● [5HD Feat] Lingering Performance ● [7HD Feat] (Retrained) Great Master performer ● [9HD Feat] Riven Hourglass Style ● [11HD Feat] ● [13HD Feat] ● [15HD Feat] Advanced Study SKILLS: Total: 60 = 6x12 18 = 12(Rank) +3(Class) +3(DEX) Acrobatic 18 = 12(Rank) +3(Class) +3(DEX) Sleight of Hand
10 = +4(Rank) +3(Class) +3(Bard) Knowledge (martial) 08 = +2(Rank) +3(Class) +3(Bard) Knowledge (arcana)
03 = +1(Rank) +3(Class) -1(WIZ) Profession (cook) 03 = +1(Rank) +3(Class) -1(WIZ) Profession (courtesan) 09 = +4(Rank) +3(Class) -1(WIZ) Perception 5 = 6(Rank) -1(WIZ) Autohypnosis
22 = 12(Rank) +3(Class) +7(CHA) Perform (Dance) (+Spellcraft +Diplomacy) 20 = 10(Rank) +3(Class) +7(CHA) Use Magic Devise 16 = 4(Rank) +3(Class) +7(CHA) Disguise 16 = 4(Rank) +3(Class) +7(CHA) Bluff CLASS FEATURES: Bardic performance: 39/day = 2(Base) +7(CHA)+6(Extra Performer) +24(Bard) Start Tempo: 13 = 6+7 Inspire Courage (Su) (+5): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
Inspire Competence (Su) (+6): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom.
Accelerando (Su): At 9th level, a rubato learns to charge his allies with his tempo, infusing them with the Primal Song. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain the benefits of the haste spell. Starting and maintaining this performance costs two performance rounds for each round the rubato performs, rather than one. This ability replaces inspire greatness. MANEUVERS: Stanse: [Chronal Fission] Ready: 6 [Roar of Battle][Temporal Wave] [Temporal Distortion][Eldritch Consumption][Temporal Body Adjustment] [Shatter Resistance] INVENTORY: Weapon: Longsword +1 Weapon2: DW Longsbow +1
Armor: Mithral Chainshirt +1 Belt: Belt of Incredible Dexterity +4 Body: Chest: Corset of Delicate Moves Eyes: Feet: Hands: Head: Hat of Disguise Headband: Headband of Alluring Charisma +4 Neck: Shoulders: Cloak of Resistance +4 Wrists: Ring 1: Ring 2: Шаман. CE, Shaman(Fire) 14
Любитель отжима материальных ценностей в промышленных масштабах.
ABILITY SCORES: STR 8 [-1] DEX 14 [+2] CON 14 [+2] INT 10 [+0] WIS 27 [+8] 18(Base) +2(Human) +3(HD) +4(Headband) CHA 10 [+0] COMBAT STATS: Hit Points: 12 AC: 19 (12 touch, 17 flat-footed) = 10(Base) +2(DEX) +7(Breastplate) BAB: +9 CMB: +8 = +9(BAB) -1(STR) CMD: 20 = 10(Base) +9(BAB) -1(STR) +2(DEX) Initiative: +12 = +2(DEX) +4(Hare) +2(Trait) +4(Feat) Speed: Land 40', Fly 40'(Good) TRAITS: ● Reactionary ● какая-то фигня. FEATS: ● [Bonus Human Feat] Improved Initiative ● [1HD Feat] Spell Penetration ● [3HD Feat] Martial Training I (Body of Delusion) ● [5HD Feat] Martial Training II (Unbroken Stride, Twofold Assault) ● [7HD Feat] Improved Familiar (Ratling) ● [9HD Feat] Empower Spell ● [11HD Feat] Spell Penetration SKILLS: Maxing: Perception, Sense Motive, Autohypnosis, Heal Spellcraft CLASS FEATURES: ● Spirit Animal (Ex): Hare(+Valet Archetype) (+4 Initiative) => Ratling ● Spirit (Su): Flame +Touch of Flames (Su) +Fiery Soul (Su) ● [2lvl HEX] Slumber (Su) ● [4lvl HEX] Gaze of Flames (Su) ● [8lvl HEX] Cinder Dance (Ex) ● [10lvl HEX] Fetish (Ex) ● [12lvl HEX] Evil Eye (Su) ● Wandering Spirit (Su): Battle +Battle Spirit (Su) +Enemies’ Bane (Su) ● Wandering Hex: Battle Ward (Su) SPELLS: Level 0: 4 [Detect Magic] [Daze] [Create Water] [Purify Food and Drink]
Level 1: 7 = 4+2+1(S) [Murderous Command FCB] [Heightened Awareness] [Produce Flame] [Entangle] [Thorn Javelin] [Nature’s Paths] [Burning Hands S]
Level 2: 7 = 4+2+1(S) [Detect Magic, Greater] [Sickening Entanglement] [Spiritual Weapon] [Splinter Spell Resistance] [Summon Swarm] [Instrument of Agony FCB] [Fog Cloud S]
Level 3: 7 = 4+2+1(S) [Thorny Entanglement] [Wind Wall] [Sleet Storm] [Shield of Darkness] [Call Lightning] [] [Fireball S]
Level 4: 5 = 3+2+1(S) [Spike Stones] [Dimensional Anchor FCB] [Dismissal] [Sending] [] [Wall of Fire S]
Level 5: 3 = 3+1+1(S) [Control Winds] [Control Winds] [Unholy Ice FCB] [Command, Greater FCB] [Empowered Fireball S]
Level 6: 3 = 2+1+1(S) [Antilife Shell] [Flesh to Stone] [Fey Form III] [Bull’s Strength, Mass S]
MANEUVERS: Stanse: Unbroken Stride (IL: 13) Ready: [Twofold Assault] [Body of Delusion] Люсьена Легаре. Zealot (Discordant Crusader) 14
Няша из Дальней Дыры. Крестоноцец Хаоса. Может лечить, может потрошить гвизармой.
ABILITY SCORES: STR: 10 [+0] DEX: 20 [+5] 16(Base) +4(Belt) CON: 14 [+2] INT: 10 [+0] WIS: 10 [+0] CHA: 25 [+7] 16(Base) +2(Racial) +3(HD) +4(Headband) SAVING THROWS: Fort: +14 = 8(Zealot) +2(CON) +4(Cloak) Ref: +13 = 4(Zealot) +5(DEX) +4(Cloak) Will: +12 = 8(Zealot) +4(Cloak) COMBAT STATS: Hit Points: 144 = +12x12 AC: 21 (14 touch, 17 flat-footed) = 10(Base) +4(DEX) +7(Armor) BAB: +12 CMB: +12 = +12(BAB) CMD: 37 = 10 +12(BAB) +5(DEX) Initiative: +14 = +5(DEX) +4(Nimble Focused Personality) +5(Implanted Psicrystall) Land Speed: 40' ● Melee: +17 = +12(BAB) +5(DEX) ● Ranged: +17 = +12(BAB) +5(DEX) TRAITS: ● Unorthodox (Eternal Guardian -> Riven Hourglass) ● Reactionary (+2 Initiative) FEATS: ● [Bonus Half-Elf Feat] Skill Focus (Intimidate) ● [1HD Feat] Polearm Dancer ● [2HD Conviction] Psicrystall affinity (Nimble) ● [3HD Feat] Psicrystal Containment ● [5HD Feat] Superior Psicrystall (Implanted) ● [Discordant Crusader Bonus Feat] Discipline Focus (Black Seraph) ● [Discordant Crusader Bonus Feat] Discipline Focus (Silver Crane) ● [7HD Feat] Psicrystall Reservoir ● [9HD Feat] Extra Conviction (Impulsive Reactions) ● [11HD Feat] Advanced Study: (Argent King’s Scepter, Black Seraph’s Wrath) SKILLS: Total: 28 = 4x12 22 = 12(Rank) +3(Class) +7(CHA) Use Magic Device 22 = 12(Rank) +3(Class) +7(CHA) Diplomacy 28 = 12(Rank) +3(Class) +7(CHA) +6(Feat) Intimidate
13 = 9(Rank) +3(Class) Autohypnosis
4 = 1(Rank) +3(Class) Knowledge (Martial) 4 = 1(Rank) +3(Class) Knowledge (Nobility) 4 = 1(Rank) +3(Class) Knowledge (Psionic) CLASS FEATURES: Power Points: 71 = 24(Zealot) +38(CHA) +9(Goddess) ● [2lvl Conviction] Personality Fragment (Ex) ● [Bonus 4lvl Conviction] Improved Zeal (Su) ● [Bonus 8lvl Conviction] Path of Dedication (Su) ● [10lvl Conviction] Path of Dedication, Improved (Su) Weapon and Armor Proficiency
A zealot is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
Maneuvers
A zealot begins his career with knowledge of five martial maneuvers. The disciplines available to him are Eternal Guardian Riven Hourglass, Golden Lion, Piercing Thunder, Sleeping Goddess, and Solar Wind.
Once the zealot knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zealot is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A zealot’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The zealot learns additional maneuvers at higher levels, as indicated on Table: Zealot. A zealot must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the zealot can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the zealot need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A zealot’s initiation modifier is Charisma.
Discordant Crusader: Maneuvers
The dueling focus within the discordant crusader allows for a split focus of his talents as well as his ambiguously moral state. By embracing the tools and techniques of both good and evil, he may fulfil his mission without regard to conventional morality. A discordant crusader loses access to the Piercing Thunder discipline and adds Black Seraph and Silver Crane to his list of available disciplines. He otherwise learns, readies, and initiates maneuvers as a standard zealot.
This ability alters maneuvers.
Maneuvers Readied
A zealot can ready three of his five maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A zealot must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating for ten minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. The zealot does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in contemplation, he can change his readied maneuvers.
A zealot begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
In order for the zealot to recover maneuvers, he must activate his zeal class feature by using the Aid Another action. Using the Aid Another action in this way is a move action, and when he does so, he recovers a number of expended maneuvers equal to his zealot initiation modifier (minimum 2), regardless of whether or not the Aid Another attempt was successful. Maneuvers initiated during the zealot’s current turn cannot be recovered in this way. Using the Aid Another action as any other action (such as with the Bodyguard feat or the battlesense power) does not allow the zealot to recover maneuvers. Alternately, the zealot may focus inwards, meditating and recovering a single maneuver as a standard action.
Stances Known
A zealot begins his career with knowledge of one stance from any discipline open to zealots. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, he can select an additional stance to learn. Unlike maneuvers, stances are not expended and the zealot does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a zealot cannot learn a new stance at higher levels in place of one he already knows.
Power Points
A zealot’s ability to augment some of his abilities is limited by the power points he has available. His base daily allotment of power points is given on Table: Zealot. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points), treating his class level as his effective manifester level for the purposes of bonus power points. His race may also provide bonus power points per day, as may certain feats and items. This effective manifester level does not make a zealot eligible for feats and prestige classes requiring a manifester level.
(210') Collective (Su)
A zealot learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a zealot can join any number of willing targets into his collective (up to his limit, see below). The zealot must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per zealot level). The collective can contain up to his zealot initiation modifier or half his zealot level (minimum 1), whichever is higher, plus the intensity of his zeal. The zealot is always considered a member of his own collective, and does not count against the maximum number of creatures in the collective.
The zealot can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A zealot is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy).
A zealot can initiate certain maneuvers through his collective. If a zealot maneuver specifies one or more willing targets (or is harmless) and has a range greater than personal, he can initiate this maneuver on a member of his collective regardless of the range of the actual maneuver. All other non-range restrictions still apply.
If he is capable of manifesting powers, casting spells, or initiating maneuvers from a different class (as is the case for a multiclass zealot), any compatible spell, power, or maneuver with a range greater than touch can also be used through the collective. He may manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
If a member of the collective dies, the member is removed from the collective and the zealot must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a zealot’s collective range is limitless on the same plane as the zealot.
At 19th level, a zealot’s range reaches even across other planes and dimensions.
Compartmentalized Aid (Ex)
A zealot can mentally divide a fraction of himself to objectively analyze his actions, allowing him to use the Aid Another action on himself to grant himself a bonus to an attack roll or AC and recover maneuvers (and activating the zealot’s zeal class feature). When he does so, the bonus applies to an attack that comes before the end of his next turn. In addition, he can use the Aid Another action with a ranged attack as long as he is within his weapon’s first range increment.
(+3) Zeal (Su)
The zealot’s martial competence and inspiring exhortations give his collective the courage to fight no matter the odds. Whenever a zealot successfully hits an opponent with a strike maneuver, all allies in his collective (including him) gain a +1 morale bonus on attack rolls for one round. This bonus increases by +1 at 5th level and every five levels thereafter.
A zealot’s zeal is also activated when he uses the Aid Another action as to recover maneuvers (regardless of whether or not the Aid Another attempt was successful). In addition, when he uses the Aid Another action to grant an ally a bonus on a skill check or to their AC, he adds the intensity of his zeal to the bonus granted.
In addition, the zealot’s ardor for his beliefs draws others to follow and support him. The zealot adds the intensity of his zeal to the maximum number of creatures he may have in his collective.
Moral Ambiguity (Ex)
A discordant crusader decides the nature of his own path, for good or ill. Starting at 1st level, the discordant crusader can initiate maneuvers with the Good and Evil descriptors regardless of his alignment, and regular use of these maneuver does not threaten to change his alignment.
Burning Contemplation (Ex)
Starting at 2nd level, a zealot’s inner fire allows him to unlock latent psionic potential within himself. For the purpose of qualifying for psionic feats, he may use his Charisma score instead of his Wisdom score.
Conviction
In addition to his purpose and plans, a zealot champions minor beliefs and practices. At 2nd level and every four levels thereafter, a zealot gains a conviction from the following list. Unless otherwise noted, a zealot cannot select an individual conviction more than once. Some convictions can only be taken if the zealot meets certain prerequisites first, as noted in the individual conviction’s description.
Improved Zeal (Su): Whenever the zealot activates his zeal class feature, he can choose to pay 2 power points. If he does so, the intensity of his zeal increases by 1 for that use of his zeal class feature. A zealot must be at least 6th level before selecting this conviction.
Path of Dedication (Su): As a move action, the zealot can grant one willing member of his collective a move action to move (even if it isn’t their turn). This movement must be taken immediately, and provokes attacks of opportunity as normal. The zealot can use this ability only once per round.
Path of Dedication, Improved (Su): Whenever the zealot initiates a boost or counter, the zealot can pay 3 power points to activate his Path of Dedication conviction as a free action, even if it isn’t his turn. This is not considered an augment and does not count against the maximum amount of power points the zealot can spend on the maneuver. In addition, he can expend his psionic focus when using the Path of Dedication conviction to grant its effects to all willing members of his collective, including himself. The zealot may still only use this ability once per round. A zealot must be at least 10th level and possess the Path of Dedication conviction before selecting this conviction.
Personality Fragment (Ex): The zealot gains Psicrystal Affinity as a bonus feat, even if he does not meet the prerequisites. He uses his initiator level in place of his manifester level for the purpose of determining the power of his psicrystal and for qualifying for the Psicrystal Containment feat. The zealot’s psicrystal is always a member of his collective, and does not count towards the maximum number of creatures in his collective.
Impulsive Reactions (Ex): The zealot gains Combat Reflexes as a bonus feat, even if he does not meet the prerequisites. He uses his zealot initiation modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make each round.
(55)Martyrdom (Su)
At 2nd level, the zealot learns to share the immense pain and suffering his allies must face to fulfill their calling. Once per round, when a willing member of the zealot’s collective other than himself takes hit point damage, the zealot can redirect up to 5 points of damage per zealot level to himself as a free action, even if it isn’t his turn. Effects other than hit point damage (such as poison, stunning, or ability damage) are not reduced or transferred. Damage the zealot redirects to himself with this ability ignores any form of damage reduction, resistance, immunity or regeneration the zealot may possess. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 3 points of the damage redirected to him per power point spent (to a minimum of 1 point of damage taken).
Starting at 7th level, if one of the zealot’s allies takes ability damage, the zealot may choose to take up to 1 point of that ability damage per three zealot levels in place of the ally. When the zealot activates this ability, he can pay up to 1 power point per zealot level to negate 1 point of this ability damage redirected to him per 2 power points spent. In addition, he now negates 4 points of redirected hit point damage per power point spent.
Starting at 12th level, the zealot can use his martyrdom ability on each creature in his collective once per round, and he now negates 5 points of redirected hit point damage per power point spent.
Starting at 17th level, the zealot automatically negates the first 10 points of damage redirected each time he uses this ability (to a minimum of 1 point of damage taken), and negates 6 points of redirected hit point damage per power point spent.
Commitment (Su)
The fervor a zealot ignites in his allies does not end at the limits of his physical body. As his allies internalize his beliefs, they increasingly feel the zealot’s presence beside them even in the harshest circumstances. Starting at 3rd level, a zealot can use the Aid Another action on any member of his collective, regardless of distance.
Telepathy (Su)
When a zealot reaches 3rd level, all willing members of his collective (including the zealot himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a zealot’s collective (including the zealot himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
Echoes of Steel (Su)
As a zealot continues to mold the hearts and minds of those around them, his collective begins to copy his words and his deeds, working to advance his cause. At 4th level, this manifests in the ability to temporarily psychically transfer the zealot’s techniques.
When the zealot initiates a maneuver at least one level below his maximum maneuver level known, he can spend 1 power point per maneuver level to grant another member of his collective the ability to initiate that maneuver one time within 1 minute or until the zealot chooses to recover the maneuver. This is not considered an augment and does not count against the maximum amount of power points the zealot can spend on the maneuver.
The maneuver becomes a known and readied maneuver for that ally, using the zealot’s initiator level and initiation modifier. After the zealot’s ally initiates the maneuver or 1 minute passes, it is expended and the echo ends. This does not cause the creature to unlearn a maneuver it knows from other sources.
If the zealot recovers the granted maneuver, this ability ends immediately and the maneuver is removed from the ally. This ability does not allow a creature to have two of the same maneuver readied. The zealot can only have one echoed maneuver at a time; using this ability ends any previous use. A creature can only have an echoed maneuver from one zealot at a time, but a creature may end any echoed maneuver on them as a free action (even if it isn’t their turn).
At 11th level, the zealot can grant up to two echoed maneuvers at a time. Any given creature may still only know one echoed maneuver at one time. Granting another echoed maneuver while the zealot already has two maneuvers echoed causes the oldest echoed maneuver to be expended and removed from the creature benefiting from it.
Grey Aura (Su)
Starting at 4th level, as long as the discordant crusader is psionically focused, his alignment cannot be discerned by spells and effects as long as his class level is higher than the effect’s caster level. In addition, whenever he deals profane damage, he can expend his psionic focus as a free action to instead deal an equal amount of sacred damage. Alternatively, he can use this ability when he deals sacred damage to instead deal an equal amount of profane damage.
This ability replaces the mission ability gained at 4th level. A discordant crusader never gains a mission.
Paired Weapons (Su)
Starting at 5th level, a discordant crusader treats all Black Seraph discipline weapons as Silver Crane discipline weapons, and vice versa.
This ability replaces defiance.
Divided Focus (Ex)
At 6th level, a discordant crusader gains Discipline Focus (Black Seraph) and Discipline Focus (Silver Crane) as bonus feats, even if he does not meet their prerequisites.
This ability replaces the conviction gained at 6th level.
Twofold Fire (Su)
Starting at 8th level, a discordant crusader gains the ability to augment his strikes from the Black Seraph and Silver Crane disciplines by spending power points. A discordant crusader can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels he possesses (up to a maximum of 6 at 20th level). If the zealot has the ability to augment his maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this ability; he must choose which augmentation type to use when initiating the maneuver. The discordant crusader can augment his Black Seraph and Silver Crane strikes in one or more of the following ways:
For every power point the discordant crusader spends, this strike deals an additional 1d6 points of profane damage (if a Black Seraph strike) or sacred damage (if a Silver Crane strike). For every 3 power points the discordant crusader spends, his target takes a –4 penalty to their AC (if a Black Seraph strike) or on their attack rolls (if a Silver Crane strike) for one minute. A successful Will save (DC 10 + the strike’s level + the discordant crusader’s initiation modifier) negates this penalty. These penalties do not stack with themselves if the discordant crusader hits an opponent with multiple augmented strikes, although a creature can suffer from both penalties simultaneously.
This ability replaces the mission augments gained at 8th level.
Unshakable Will (Su)
At 9th level, the zealot is able to maintain his concentration even after dire setbacks. The zealot automatically succeed on the Fortitude save when a member of his collective dies, and automatically succeeds on Aid Another checks to grant a member of his collective a bonus to attack rolls or AC. MANEUVERS: Known: 2/2/2/2/2/1, Ready: 7, Stances: 2/0/1/0/1/1 Riven Hourglass [lvl1 Counter] Clockwatcher [lvl4 Counter] Temporal Body Adjustment [lvl5 Stance] Chronal Fission [lvl5 Counter] Relativity Burst [lvl6 Counter] Temporal Distortion
Sleeping Goddess [lvl2 Counter] Body of Delusion [lvl3 Strike] Chains of Doubt [lvl4 Boost] Reunion in Dreams [lvl6 Stance] Unavoidable Gaze of the Sleeping Goddess
Solar Wind [lvl1 Stance] Stance of Piercing Rays
Black Seraph [lvl2 Counter] Intimidating Force [lvl3 Stance] Black Seraph Battle Stance [lvl5 Strike] Abyssal Lance Advanced Study: [lvl6 Boost] Black Seraph’s Wrath
Silver Crane [lvl1 Boost] Crane Step [lvl3 Strike] Silver Knight’s Blade Advanced Study: [lvl6 Strike] Argent King’s Scepter Ready: 6 [Argent King’s Scepter] [Abyssal Lance] [Black Seraph’s Wrath] [Reunion in Dreams] [Temporal Body Adjustment] [Temporal Distortion] [Intimidating Force] [Beat the Clock] Stance: [Unavoidable Gaze of the Sleeping Goddess]/[Chronal Fission] INVENTORY: Weapon: Deep Crystall Agile Naginata (VD Spear) +1 Weapon2: DW Longsbow +1
Armor: Mithral Breastplate +1 Belt: Belt of Incredible Dexterity +4 Body: Chest: Corset of Delicate Moves Eyes: Feet: Boots of Striding and Springing Hands: Head: Hat of Disguise Headband: Headband of Charisma +4 Neck: Shoulders: Cloak of Resistance +4 Wrists: Ring 1: Ring 2: Ring of Sustenance Капо. NE, Dread(Nightmare Constructor) 12
Честный мафиози, способный решать проблемы добрым словом и боевым големом. Специалист по работе с проблемными клиентами.
Капитан Rogue(Smuggler/Hidden Blade) 12
Новый лидер контрабандистов, назначенный после того как старый отказался от сотрудничества. Начальник отдела снабжения.
Райдзю Ninja(Silent Reaper) 12
Они-Ниндзя, киллер и загадочный тип_в_маске. Профессионал работающий за бабло.
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Толпа ЧерепаФиона Маккенна. Cleric (Elder Mythos Cultist) 14
Подозрительная девочка из приюта и клерик Йогг-Сотогга. Прошлое неизвестно. Немного не в своем уме. Довольно неплохо разбирается в магии призыва.
Female Dark Tapestry Humam Cleric(Elder Mythos Cultist) 12 Chaotic Evil Medium Aberration (Augmented) ABILITY SCORES: STR 7 [-2] DEX 14 [++2] +4(Belt) CON 19 [+4] 13(Base) +6(DTC) INT 18 [+4] WIS 7 [-2] CHA 31 [+10] 18(Base) +2(Race) +6(DTC) +3(HD) +2(Headband) SAVING THROWS: Fort: +16 = 8(Cleric) +4(CON) +4(Cloak) Refl: +10 = 4(Cleric) +2(DEX) +4(Cloak) Will: +22 = 8(Cleric) +10(CHA) +4(Cloak) COMBAT STATS: Hit Points: 144 = (8+4)x12 AC: 19 = 10 +7(Armor) +2(DEX) BAB: +9 CMB: +7 = +9(BAB) -2(STR) CMD: 17 = 10 +9(BAB) -2(STR) Initiative: +2 Speed: 30' = 30(Base) Immunity: Cold, Electricity, Fire, Insanity, Confusion. Vulnerability: Acid, Sonic Regeneration: 19 (acid, sonic) ● Melee: +7 = +9(BAB) -2(STR) ● Ranged: +9 = +9(BAB) TRAITS: ● Dangerously Curious (+1 UMD) (Magic) ● Worthless Pawn (Religion) ● Mental Discipline (Psionic) ● Teacher's Pet (Campaign) (Dungeoneering) FEATS: ● [Bonus Focused Study] Skill Focus (Planes) ● [1HD Feat] Selective Channel ● [3HD Feat] Additional Traits ● [5HD Feat] Quick channel ● [7HD Feat] Dreamed Secrets ● [Bonus Focused Study] Skill Focus (UMD) ● [9HD Feat] Martial Training I (Call the Soul’s Blade) ● [11HD Feat] Martial Training II (Unbroken Stride, Reactive Reversion) SKILLS: Total: 77 = 12x(+2(Cleric) +4(INT) +1(Human)) 27 = 12(Rank) +3(Class) +4(INT) +2(FK) +6(SF) Knowledge (Planes) 23 = 12(Rank) +3(Class) +4(INT) +2(FK) +2(Trait) Knowledge (Dungeoneering) 21 = 12(Rank) +3(Class) +4(INT) +2(FK) Knowledge (Religion) 21 = 12(Rank) +3(Class) +4(INT) +2(FK) Knowledge (Arcana) 12 = 3(Rank) +3(Class) +4(INT) +2(FK) Knowledge (History) 7 = 3(Rank) +4(INT) Knowledge (Psionics)
18 = 12(Rank) +3(Class) +4(INT) Spellcraft 8 = 1(Rank) +3(Class) +4(INT) Linguistics
3 = 3(Rank) +3(class) -2(WIS) +1(Trait) Autohypnosis
14 = 1(Rank) +3(Class) +10(CHA) Diplomacy 22 = 12(Rank) +3(Class) +10(CHA) +1(Trait) +6(SF) Use Magic Device SPELLS: Known: All. Concentration: 21 = 11(CL) +10(CHA) Level 0: 4 [Detect Magic] [Detect Poison] [Spark] [Create Water]
Level 1: 8 = 4 +3(CHA) +1(D) [Shield of Faith] [Remove Sickness] [Remove Fear] [Sanctuary] [Murderous Command] [Murderous Command] [] [Feather Fall D]
Level 2: 8 = 4 +3(CHA) +1(D) [Sound Burst] [Calm Emotions] [Communal Protection from Good] [Instrument of Agony] [Eagle’s Splendor] [Communal Protection from Good] [ ] [Levitate D]
Level 3: 7 = 4 +2(CHA) +1(D) [Invisibility Purge] [Dispel Magic] [Shield of Darkness] [Agonize] [Blessing of the Mole] [ ] [Fly D]
Level 4: 6 = 3 +2(CHA) +1(D) [Mighty Strength] [Protection from Energy, Communal] [Anti-Incorporeal Shell] [Dimensional Anchor] [Sending] [Lesser Planar Binding D]
Level 5: 6 = 3 +2(CHA) +1(D) [Unholy Ice] [True Seeing] [Flame Strike] [Dispel Good] [Rapid Repair] [Overland Flight D]
Level 6: 5 = 2 +2(CHA) +1(D) [Blade Barrier] [Mage’s Decree] [Curse Terrain, Greater] [Antilife Shell] [Planar Binding D] RACIAL TRAITS: Human: ● Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ● 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 feet. ● 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. ● Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. ● Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Dark Tapestry Creature: ● CR: +2 ● Alignment: Changes to Chaotic evil. ● Type and Subtype: The creature’s type changes to aberration, with the augmented subtype do not recalculate base attack bonuses, saves, class skills, or skill points. ● Senses: A dark tapestry creature gains darkvision 60 ft. and lifesense 120 ft. (as blindsight). ● Defensive Abilities: regeneration (equal to Constitution score; acid, sonic); Immune cold, confusion, electricity, fire, insanity ● Weaknesses: vulnerability to acid and sonic. ● Special Abilities: A dark tapestry creature retains all the special abilities of the base creature, and gains the special abilities as described below.
Brush of the Incomprehensible (Ex)
If the dark tapestry creature makes a successful attack its opponent must make a successful Will save (DC 10 +1/2 the dark tapestry creature’s HD + its Cha modifier) or be instantly inflicted with a madness affliction ignoring its onset time and replacing its normal DC. To be considered a successful attack the dark tapestry creature deals damage to an opponent, performs a successful combat maneuver against an opponent, or an opponent fails a save against one of the dark tapestry creature’s spell, spell-like, supernatural or extraordinary attacks.)
A dark tapestry creature may inflict any madness affliction but a new one is listed here for convenience.
Psychospecies Disorder
Type insanity; Save Will DC 16 Onset 1d6 days Effect –8 penalty on all Wisdom based skill checks; cannot take 10 or take 20; delusional (see below)
This disorder is specific to fantasy environments and involve the victim believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, a human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight). The subject will always make attacks in favor of its delusional forms best attack. For example, if it believes it is a dragon, it will attempt to use its breath weapon, while its body attempts to make a fire based attack.
Distort Reality (Su)
The dark tapestry creature exists in defiance of natural law, as mortals understand them. Touched as they are by what should not be. Because of this, dark tapestry creature’s have a 50% chance to simply ignore an attack, spell, or other action targeting or affecting it. Acid and sonic attacks ignore this ability. This does not affect its attacks, spells or other actions in anyway. However the dark tapestry creature may not voluntarily fail this percentage check to allow a beneficial action caused by other creature’s actions to affect it. This distortion often appears as a fold into outer space.
Overwhelming Madness (Ex)
A dark tapestry creature’s mind is overwhelming in its alien structure. When a creature other than an aberration makes mental contact with a dark tapestry creature, it must make a successful Will save (DC 10 + 1/2 the dark tapestry HD + its Cha modifier) or be instantly subject to the effects of its brush of the incomprehensible. On a successful save, the creature is staggered for 1 round. This effect can occur whether the dark tapestry creature initiates mental contact or another creature attempts to do so. Once a creature is exposed to a specific dark tapestry creature’s overwhelming mind, it is immune to this effect from all dark tapestry creature’s for 24 hours. This is a mind-affecting effect.
● Abilities: Increase from the base creature as follows: Con +6 , +6 Cha CLASS FEATURES: Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Forbidden Knowledge (Ex)
An Elder Mythos cultist gains a +2 profane bonus on all Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (planes), and Knowledge (religion) checks, and can attempt these checks untrained. This bonus doubles if the check is related to the Elder Mythos.
Unhinged Mind (Ex)
Bartering sanity for unspeakable knowledge, an Elder Mythos cultist props up his crumbling sanity with a darkly enigmatic personality. An Elder Mythos cultist uses Charisma instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, bonus on concentration checks, and so on), to determine the effects and number of uses of his domain powers, and to modify his Will saving throws.
However, because of the fragile state of his mind, the Elder Mythos cultist takes a –2 penalty on Will saves to resist mind-affecting effects. An Elder Mythos cultist automatically fails any save to resist the effects of confusion, insanity, and nightmare, and other similar effects so long as the effect’s caster level is higher than his character level.
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s WisdomCharisma modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
(4d6) Channel the Void (Su)
At 1st level, when an Elder Mythos cultist channels energy, he taps into the unthinkable void between the stars. This is similar to channeling negative energy, but instead of healing undead, this blast of energy harms and devours living beings, corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems). This is not negative energy damage; instead, the damage manifests in the form of wounds from supernatural deterioration and rot. A creature that would take damage from this energy can attempt a Fortitude save to halve the damage, rather than a Will save. At 8th level, a creature that both fails the Fortitude save and would be killed or destroyed by this effect is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This ability still counts as channel energy, but it counts as neither positive nor negative energy specifically (for example, the Elder Mythos cultist couldn’t take the Turn Undead or Command Undead feat).
For the purposes of feats that require channel energy but refer to what happens if the character channels positive or negative energy, this ability alters the listed effect for negative energy. For instance, an Elder Mythos cultist could use Channel Smite to damage living or fleshy creatures with his melee attack.
This ability alters channel energy and replaces spontaneous casting.
Maddening Gaze (Su)
At 5th level, as a standard action, an Elder Mythos cultist can focus his gaze on a single living creature within 30 feet and inundate the creature’s mind with visions of alien horror. The target takes 2 points of Wisdom damage and becomes confused and sickened for 1d4 rounds. A successful Will save (DC = 10 + 1/2 the Elder Mythos cultist’s cleric level + his Charisma modifier) negates the Wisdom damage and the confusion effect, though the target is sickened for 1 round. This gaze attack is a mind-affecting effect. An Elder Mythos cultist can use this ability once per day at 5th level, plus an additional time per day for every 3 cleric levels thereafter.
At 11th level, the target takes 1d6+1 points of Wisdom damage and is confused and sickened for 2d4 rounds. A successful Will save reduces the Wisdom damage to 1 point, and the target is instead sickened for 1d6 rounds.
At 19th level, the target takes 2d6 points of Wisdom damage and is rendered permanently confused and sickened. Only greater restoration, heal, limited wish, miracle, or wish can remove the confused and sickened conditions.
A successful Will save halves the Wisdom damage, and the target is instead sickened for 2d6 rounds.
This ability replaces the increases to channel energy gained at 5th, 11th, and 19th levels.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Void Domain
You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Granted Powers
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.
Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—planar binding (lesser), 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th—planar binding (greater), 9th—interplanetary teleport.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). ITEMS: Weapon:
Armor: Mithral Breastplate +1 Belt: Belt of Incredible Dexterity +4 Body: Outfit, Explorer’s Chest: Eyes: Feet: Hands: Head: Headband: Headband of Alluring Charisma +4 Neck: Shoulders: Cloak of Resistance +2 Wrists: Ring 1: Ring 2: Медуза Cleric ???
Медуза из заброщенного храма. Обращена Черепом в Асмодеанство.
Тип с Друручником. Warpriest 14
Боевой жрец Горума, выпущенный из тюрьмы в Вальтерне. Может бить морды, любит бить морды, не любит когда нет морды которе можно набить.
Мистер Тележка. Soulbound Mannequin 15
Прототип пехотинца новой модели, сделанный из культиста, которому совершенно случайно откусил ноги совомедведь. Умеет стрелять, даже довольно неплохо. Умеет не стрелять.
Str 18, Dex 17, Con —, Int 11, Wis 10, Cha 9
HP: 180 AC: 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
Fort +5, Ref +8, Will +5 DR 5/magic; construct traits
Spell-Like Abilities (CL 10th; concentration +9)
At will — detect poison, light, mage hand, open/close, prestidigitation 3/day — alarm, feather fall, hold portal 1/day — disguise self, levitate, enervation
Ranged: +14x2/+14/+9/+4, EL Composite (+4) Longbow +1 (2d6+11 19-20x3)
Feats: 1 Point-Blank Shot 3 Precise Shot 5 Rapid Shot 7 Manyshot 9 Volley Fire 11 Deadly Aim 13 Cluster Shot 15 Improved Critical (Longbow) Джакомо. Oracle 6
Шаман жабок. Выращивает и кушает грибы. Поклоняется Дагону.
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ИнквизицияГордон Мёрфи. Inquisitor (Warpath Follower/Tactical Leader) 12
Инквизитор Молоха, сирота из приюта, продавшийся Аду за еду и перспективы карьерного роста. Тактик, шпион, параноик. Неплохой лучник. Учился у Черепа и Риона. Вероятно Великий Инквизитор.
Скаребус Bone Devil/Inquisitor 8
Дьявол на контракте. Оперативник.
Скаррет Bone Devil/Seer 8
Дьявол на контракте. Поддержка.
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Прочие морды
Боевые Жрецы Молоха. 1 отряд по 10 человек. Проповедники. 3 отряда по 10 человек. Шпионы. 3 отряда по 10 человек. Ветераны. 3 отряда по 10 человек. Специалисты. 3 отряда по 10 человек.
Собачки (Nessian Warhound) 5 штук. Гексоры (Greater Ceustodaemon) 3 штуки Десант (Fast Zombie Four-Armed Gargoyle) 16 штук. Арлепхиус (Advanced Alchemical Golem) 1 штука. Протохомяк (Terror) 1 штука. Коняшки (Nightmare) 6 Штук. Самолет. 1 Штука.
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