Жаклин
Автор: |
|
Enote |
Раса: |
|
Тифлинг |
Класс: |
|
Алхимик |
Мировоззрение: |
|
Нейтральный злой |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Тифлинг с презентабельной талдорской внешностью, смуглой кожей с легким сиреневым оттенком, шелковистыми темными локонами, спускающимися немного ниже плеч и длинными черными рогами, растущими чуть выше лба. Имеющая весьма спортивное тело с заметными мышцами под мягкой кожей, девушка несколько отходит от стандартов красоты, не будучи одета в скрывающее фигуру платье. Сильный ловкий хвост является продолжением позвоночника, длиной достающий до пола и раздваивающийся к концу, что позволяет ей успешно хватать кончиком разные предметы. Руки Жаклин начиная за три сантиметра от ладоней чернеют, оканчиваясь чем-то вроде когтей, похожих на весьма эксцентричный готический маникюр.
Характер
Жаклин весьма оптимистичная персона, предпочитающая радоваться жизни здесь и сейчас, не забивая себе голову моральными терзаниями и размышлениями о том, каковы будут последствия ее действий. Можно назвать ее легкомысленной, но никак не глупой - в достижении своих целей она зачастую достигает успехов. Улыбчивая и дружелюбная, Жаки меж тем совершенно не считается с мнением тех, кто не является ее непосредственным знакомым, рассматривая их как социальных мирных животных, которые могут быть полезны. Особенно большую радость ей доставляет любование кровавыми сценами убийства и резни
История
Жаклин росла в семье лесоруба сколько себя помнит. Так как ее родители и брат весьма отличались от нее, она довольно быстро сама сообразила, что приемная, но спрашивать о своем происхождении не торопилась. Жизнь на лесопилки довольно занятая - работали они вместе с отцом и братом (так вышло, что девчушка больший интерес проявляла к маханию топором и перекатывания бревен, чем к шитью, стирке и прочему.), после чего шли отдыхать. Жаклин любила ходить в лес одна, несмотря на предостережения. Там она могла дать себе волю, прыгать, бегать, лазать, ловить всякую мелкую живность, душить, разрывать ее коготками, чувствуя, как все ее естество наливается радостью от этого действа. Конечно семья знала об этой ее черте, но не придавала особого значения. Девочка была разумной и держалась в рамках приемлемого в обществе. Во время визита одного из караванов, странствовавший с ним алхимик потерял свой рюкзак. Ох и крику было. Всюду он искал его, но никак не мог найти. Учитывая, что алхимик был ещё тем выпивохой, и в ночь пропажи он как раз напился в стельку, никто особого значения этому не придал. Поискал для приличия и уехали. А Жаки потом выкопала спрятанный под пеньком рюкзак с занятной книжкой и кучей разных странных штук и притащила это все домой. Получив заслуженную порку от отца, она все таки выплакала себе право оставить вещи себе "пока не вернётся их хозяин". Который, к ее счастью, не возвращался в Кассен. Из книги она узнала и об алхимии, и о свойствах растений и минералов, и о строении человеческого тела. К моменту посвящения едва ли многие знали о ее достижениях в алхимии, но вот ее боевые навыки под сомнения не попадали - все таки не братец был не худшим воякой среди молодежи, а она часто спарринговала с ним.
Навыки
NE Medium Outsider (Native) Female Tiefling Vivisector 1/ Favored Class: Vivisector 18 yo, 175 sm, 71 kilo ABILITY SCORES: STR 16 [+3] DEX 16 [+3] CON 14 [+1] INT 16 [+3] WIS 10 [+0] CHA 10 [+0] SAVING THROWS: Fortitude +4 = +2 Vivisector +2 Con Reflex +5 = +2 Vivisector +3 Dex Will +0 = +0 Vivisector +0 Wis COMBAT STATS: Hit Points 11 = +8 +2 Con + 1 Favoured Class AC 16 = 10 + 3 Armor Bonus + 3 Dex Modifier Flat-Footed 13 = 10 + 3 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +3 = +0 BAB+3 STR CMD(Combat Maneuver Defense) 16 = 10 +0 BAB +3 STR +3 DEX Initiative +3 = +3 dex Speed 30' * Attack (Claw): +0 BAB +3 STR= +3 1d4 +3 STR = 1d4+3; Crit x2 * Attack (Heavy Mace 2-handed): +0 BAB +3 STR= +3 1d8 +3*1.5 STR = 1d8+4; Crit x2 * Attack (Light crossbow): +0 BAB +3 DEX= +3 1d8; Crit 19-20 x2 * Total obliteration full attack: (main weapon) +2BAB+3STR-2TWF=+3, 1d8+3 (Secondary weapon)+2BAB+3STR-2TWF=+3, 1d6+1 (natural attacks) +2BAB+3STR-5secondary=+0, 1d4+1. RACIAL TRAITS: ● Ability Score Racial Traits: Daemonspawn +2 Dexterity, +2 Intelligence, and –2 Wisdom. ● Type: Tieflings are outsiders with the native subtype. ● Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size. ● Base Speed: Tieflings have a base speed of 30 feet. ● Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages. ● Fiendish ResistanceTieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. ● Skilled: Daemonspawn gain a +2 racial bonus on Disable Device and Sleight of hand checks. ● Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. ● Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling gains two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. ● Darkvision: Tieflings can see perfectly in the dark up to 60 feet. CLASS FEATURES: ● Favoured Class (Vivisector): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields). ● Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. ● Brew Potion(Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. ● Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. ● Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. ● Sneak attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). Martial Flexibility (Ex) A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day).
The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit Martial Training (Ex) At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons Unarmed strike deals 1d6 dmg Torturer's eye: add deathwatch to extracts known Poison use. Poison resistance +2 Discovery: vestigal arm x2 SKILLS: Skill ranks: 4 + 3 INT = 7 ACP(Armor Check Penalty) = -2 studded leather = -2 + Acrobatics(Dex): 0 = +3 DEX +3 class skill +0 rank - 1 ACP ● Appraise(Int): 3 = +3 INT ○ Bluff(Cha): 0 = +0 CHA + Climb(Str): 3 = +3 STR +3 class skill +0 rank - 1 ACP ● Craft(Alchemy)(Int): 8 = +3 INT + 3 class skill + 1 rank +1 Class ○ Diplomacy(Cha): 0 = +0 CHA ● Disable Device*: +8 = +3 Dex + 3 class skill + 1 rank +2 Race -1 ACP ○ Disguise(Cha): 0 = +0 CHA + Escape Artist(Dex): 2 = +3 DEX -1 ACP ● Fly(Dex)*: + Handle Animal*(Cha): 0 = +0 CHA ● Heal(Wis): 4 = +0 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 7 = +3 INT + 3 class skill + 1 rank ● Knowledge (Arcana)*(Int): 7 = 3 Int +3 class skill +1 rank + Knowledge (Dungeoneering)*(Int): 7 = 3 Int +3 class skill +0 rank ○ Knowledge (Engineering)*(Int): ○ Knowledge (Geography)*(Int): -○ Knowledge (History)*(Int): -+ Knowledge (Local)*(Int): ● Knowledge (Nature)*(Int): 7 =+3 INT + 3 class skill + 1 rank ○ Knowledge (Nobility)*(Int): -○ Knowledge (Planes)*(Int): -○ Knowledge (Religion)*(Int): 4 = 3 Int +1 rank ○ Linguistics*(Int): -● Perception(Wis): 4 = 1 rank +3 Class skill ○ Perform(Cha)*: -○ Perform(Cha)*: -● Profession*(Wis): +0 = +0 WIS + Ride(Dex): 2 = +3 DEX - 1 ACP + Sense Motive(Wis): 0 = +0 WIS ● Sleight of Hand*(Dex): 4 = +3 DEX + 3 class skill + 0 rank +2 Race - 1 ACP ● Spellcraft*(Int): 3 = +3 INT +3 class skill +0 rank ○ Stealth(Dex): 2 = +3 DEX - 1 ACP ● Survival(Wis): 0 = +0 WIS + Swim(Str): 3 = +3 STR+3 class skill +0 rank - 1 ACP ● Use Magic Device*(Cha): Languages: Common, Infernal, Abyssal, Goblin, Draconic FEATS: ● Two weapon Fighting(General Feats): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. ● Throw anything (Combat Feats): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. ●Extra discovery you take extra discovery (vestigal arm) TRAITS: ● Accelerated drinker(Combat Traits): You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. ● Bruising intelligence(Social Traits): Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Intrigued by Thassilon: Know Thassilonian, add 1 skillrank every 2 lvl to UMD. Once take 20 to Activate charged item Flaw (Insatiable) +10% cost of goods and services, x2 food consumption
Инвентарь
Weapon : Heavy maceCost: 12 gp; Dmg (S): 1d8 Critical: ×2 Weight: 8 lbs. Light crossbowCost: 35 gp; Dmg (S): 1d8 Critical: 19-20 ×2 Range: 80ft Weight: 8 lbs. Armour : Studded armorType: Light Armor Cost: 25 gp Weight: 20 lbs. Armor Bonus: 3; Max Dex Bonus: +5; Armor Check Penalty: -1 Arcane Spell Failure Chance: 15%; Speed: 30 ft. Kit and Adventuring Gear: Alchemy crafting kitPrice: 25 gp Weight: 5 lbs. An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”) Acid x2 Price: 20 gp Weight: 1/2 lbs. Crossbow bolt x30 Price: 3 gp Weight: 0 lbs. Bandolier x2 Price: 10 sp Weight: 0 lbs. Rations x2 Price: 1 gp Weight: 2 lbs. Thieves toolsPrice: 30 gp Weight: 1 lbs. BackpackPrice: 2 gp Weight: 2 lbs. Oil of Magic weponPrice: 50/2 25 gp Weight: 1/2 lbs. Common robesPrice: free outfit gp Weight: 1 lbs. Formulae bookPrice: - gp Weight: 1 lbs. Content Shield, Adhesive spittle, CLW, Magic weapon, See Alighment Total weight: 44lbs. Total equipment cost: 179 gp Wealth: 5 gp Лут за сессию 5гп STATUS HP 11/11(Max -14); AC 16, TAC 13, FF 13, CMD 16; Fort +4, Ref +5, Will +0; Init +3; BAB +0; CMB +3; * Attack (Claw): +0 BAB +3 STR +0 enh +0 feat= +3; Equiped: Claw (1d4+3; x2; S); Heavy mace (1d8+4; x2 B) Light crossbow 1d8 (1d8; 19-20, x2; ammo 30) Bandolier content: Extracts x2 Thief tools Acid x2 (1d6+3 acid, splash 4 acid) Speed 30'; Сonditions: – ; Mutagen: (1/1); STR Extracts: -_-, CLW – – – – // – Действие. – – – – – EXPERIENCE: 0/
|
Эфолия Селурум
Автор: |
|
derasoft |
Раса: |
|
Аасимар |
Класс: |
|
Паладин |
Мировоззрение: |
|
Принципиальный добрый |
Сила: | | 16 [+3] |
Ловкость: | | 11 [+0] |
Выносливость: | | 14 [+2] |
Интеллект: | | 8 [-1] |
Мудрость: | | 12 [+1] |
Обаяние: | | 19 [+4] |
Внешность
Характер
История
Когда-то давно, настоятельница храма Аршеи проснулась от грохота у входа в храм. Проснувшись, она не обнаружила у двери никого, кроме маленького свёртка с младенцем. Настоятельница, быть может, и не хотела брать на себя роль няньки, однако, она не имела никакого права оставлять ребёнка на улице - ни законного, ни морального. И, она не пожалела о своём выборе. Девочка росла не по дням, а по часам. Она довольно быстро приняла Аршею как свою покровительницу, а её душа пылала страстью и не была скованна печалью даже в голодные годы. Для всех последователей (слова "сестёр и братьев" в храме были запрещены) она быстро стала центром внимания - её хотели и парни, и девушки, а одежда была на ней только когда её выпускали на улицу. В один день, один богатый благотворитель пожертвовал храму Аршеи весьма крупную сумму. Ходят слухи, что в тот же день он вышел их храма уже богатой покровительницей. Так или иначе, храм решил обучить одного паладина, что станет парагоном веры, и, довольно легко предсказать. кто же стал им. В тот день, как ей торжественно вручили колчужный доспех, оружие покровителя и священный символ, на неё легли обязанности постоянного представителя храма Аршеи на официальных мероприятиях. Там она начала знакомиться с самыми разными людьми, в прочем, в основном она болтала с ними о насущном - несмотря на то, что представителем их церкви являлась Эфолия, все формальные части встреч проводились именно с настоятельницей. Во время одной из таких встреч она познакомилась с Аудрахни, и с тех пор они стади довольно таки тёплыми знакомыми. Именно поэтому, когда она попросила о помощи, она просто не могла отказать в помощи своей подруге. Пускай драгие последователи и валялись у неё в ногах, умоляя остаться, она просто не могла бросить свой долг перед подругами. В любом случае, остальные не могли ничего возразить ей - как бы все её знакомые верующие не умоляли её остаться, они не имели права приказывать тому, кто был паладином покровителя свободы.
Навыки
+1 | BAB 20 | Speed 4 | CMB 14 | CMD 0 | Initiative 13 | HP 17 | AC
4 | Fort 0 | Ref 3 | Will Racial TraitsCelestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait. Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait. TraitsBlessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Trifler: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st. FeatsStep Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. Skills0 Acrobatics -1 Appraise -1 Artistry 4 Bluff 3 Climb 6 Diplomacy 4 Disguise 0 Escape Artist 0 Fly 5 Heal 3 Perception 0 Ride 1 Sense Motive 0 Stealth 1 Survival 3 Swim
Инвентарь
Heavy Flail | 1d10 | 19-20/x2 Splint Mail (+7DC/-7 check) Paladins Kit (Backpack, Bedroll, Belt Pouch, Cheap Holy Text, Flint and Steel, Iron Pot, Mess Kit, Rope, Soap, 10 Torches, 5-Day Trail Rations, Waterskin, Wooden Holy Symbol) Clerics Vestment Разноцветные ленты (50 ф.) Обычная одежда
72 gp
|
Густав Озем
Автор: |
|
Томми Аткинс |
Раса: |
|
Человек |
Класс: |
|
Жрец |
Мировоззрение: |
|
Нейтральный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 15 [+2] |
Выносливость: | | 16 [+3] |
Интеллект: | | 9 [-1] |
Мудрость: | | 19 [+4] |
Обаяние: | | 13 [+1] |
Внешность
Совсем молодой ещё парнишка - пригож собой, и опрятен. Держится просто, но с достоинством. В общем, приятный вьюнош - если не во всех отношениях, то во многих. В большинстве случаев на людях появляется в белом плаще, на груди и спине красным вышит символ Йомеды (Iomedae) - меч на фоне солнца. Ну, чистый тебе паладин. Правда, те, кто понимают, говорят, что одежда не орденская - рыцари Озема такую не носят, так что парнишка то ли самозванец, то ли просто откуда-то издалека заехал.
Путешествует в доспехах и при оружии, но по стати ещё не воин - молодо-зелено, кость тонковата и косой сажени в плечах не наблюдается.
Характер
Молодой человек склонен заводить друзей и по возможности старается быть с ними в хороших отношениях. Жизненного опыта у него маловато, поэтому там, где кончаются заветы Наследницы и должны бы начинаться прочие жизненные познания, частенько зияет дыра. Густав знает, что зачастую оказывается невеждой в самых обыденных вопросах - не так давно полтаверны смеялось, когда выяснилось, что он не может отличить зайца от лисицы. Когда такое происходит, он замыкается и пытается перевести разговор на другую тему. Впрочем, довольно быстро отходит.
История
Младший отпрыск деревенского священника, с детства показавший себя старательным и добрым мальчишкой, однако совершенно не способным к интеллектуальным усилиям. Грамоте его учил сам папаша, учил долго и порол усердно, за пять лет выучил молитвенник и выгнал на обучение в храм Йомеды в Магнимаре - пусть балбес доучивается там. Парень и там был на хорошем счету - работал за всех и от молитв не отлынивал, и товарищ был хороший. Случалось, ссорились отроки - так он всех помирит, рассудит по хорошему. Но...балбес-балбесом. Никакой памяти нет - ни зрительной, ни любой другой. Лучше уж на коне скакать да мечём махать. Магнимар - город свободный, богаты, там кого только не встретишь. Дело было в театре "Розы и Грабли". Странное название, не правда ли? Не диво - в Орделии много странного, не случайно район живёт на особицу от всего города. Не то, чтобы Густав был заядлым театралом - но тут случай особый. Заезжий философ приглашал всех на лекцию с последующим диспутом на тему Жизнь после смерти. Такое не каждый день бывает, и парень клюнул. Правда, потом пожалел. Много умных слов, половина непонятных, а те, что понятные - образуют непонятные предложения. В общем, к концу лекции он откровенно дремал - слишком уж лектор попался занудный. Разбудили Густава громкие крики - на сцену взобралась эльфийка, которую, видимо, задел за живое последний тезис лектора - тот утверждал, что посмертие вовсе не гарантировано и при стечении определённых весьма возможных обстоятельств душа после смерти превратиться в ничто. Крамольные вещи. Еретические. Но зачем же стулья ломать? Эльфийка набросилась на лектора, как Тузик на тряпку - гуманный Густав был среди тех, кто её оттаскивал. И потом попросил рассказать, что же её так волнует - ну, лектор, ну, ненормальный? Видать, в парне было что-то располагающее...точно, было, да и без магии не обошлось - в общем, Аудрахни (так вроде её звали) его не послала по известному адресу, а напротив - рассказала, что стряслось с её родителями и почему для ней вопросы посмертия имеют такое личное значение.
Густав закончил курс последним и не вылетел с треском только старика-отца ради, да ещё нашлись у него заступники ради сердца его доброга и нрава примерного. Однако на карьеру рассчитывать было нечего - будучи рукоположённым в сан, Густав покинул Магнимар и отправился по свету странствовать, людей посмотреть и себя показать. Благо, времена настали тревожные, лютые...посмотреть было на что.
Навыки
Густав Озем NG Medium Humanoid Male Human Cleric 1 17 years, 5 ft 5’’, 190 lb HP 19+9+2=30 ABILITY SCORES: STR 12 [+1] DEX 15 [+2] CON 16 [+3] INT 9 [+2] WIS 19* [+4] CHA 13 [+1] +2 Racial bonus SAVING THROWS: Fortitude +6 = +3Clerice +3 Reflex +3 = +1 Cleric +2 Dex; Will +7 = +3 Cleric +4 Wis COMBAT STATS: AC 20 = 10 + 6 Armor Bonus + 2 Shield+2 Dex Flat-Footed 17 = 10 + 5 Armor Bonus+2 Shield Touched AC 12 = 10 + 2 Dex Modifier BAB +2 CMB(Combat Maneuver Bonus) +3=+3BaB +1 STR CMD(Combat Maneuver Defense) 15 = 10 +2 BAB + 1 STR +2 DEX+ Initiative +2 = +2 dex Speed 30/20 in armor Melee attack (Long sword): +8= +2 BAB+ 4 WIS+ 1 WF+1 MSW Longsword 1d8 +1; Crit 19-20x2 Ranged attack: +4 Light crossbow, 1d8 Critх2 RACIAL TRAITS: Humans are just humans – that is it. CLASS FEATURES: Domains Glory Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier. SpellsOrizons (4 in a day) Stabilize School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0 CASTING Casting Time 1 standard action Components V,S EFFECT Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Enhanced Diplomacy (3.5E) CASTING Casting Time 1 standard action Components V, S EFFECT Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies. Guidance School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner/unchained summoner 0, witch 0; Elemental School void 0 CASTING Casting Time 1 standard action Components V, S EFFECT Range touch Target creature touched Duration 1 minute or until discharged DESCRIPTION This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Detect Magic CASTING Casting Time 1 standard action Component: V, S EFFECT
Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no 1-st level (3+1) Bless Casting Time 1 standard action Components V, S, DF EFFECT Range 50 ft. Area The caster and all allies within a 50-ft. burst, centered on the caster Duration 1 min./level DESCRIPTION Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. Divine Favor School evocation; Level cleric/oracle 1, inquisitor 1, paladin 1; Domain nobility 1; Subdomain archon (good, law) 1 Casting Time 1 standard action Components V, S, DF EFFECT Range personal Target you Duration 1 minute DESCRIPTION Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage. Protection from Evil CASTING Casting Time 1 standard action Components V, S, M/DF EFFECT Range touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see text DESCRIPTION First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Magic Weapon CASTING Casting Time 1 standard action Components V, S, DF
EFFECT Range touch Target weapon touched Duration 1 min./level DESCRIPTION Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. 2d LEVEL (2+1) Spiritual Weapon School evocation [force]; Level cleric/oracle 2, inquisitor 2, shaman 2; Domain war 2; Mystery ancestor 2
CASTING
Casting Time 1 standard action Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level) Effect magic weapon of force Duration 1 round/level (D) Saving Throw none; Spell Resistance yes
DESCRIPTION
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Burst of Radiance Casting Casting Time 1 standard action Components V, S, M/DF (a piece of flint and a pinch of silver dust) Effect Range long (400 ft. + 40 ft./level) Area 10-ft.-radius burst Duration instantaneous Saving Throw Reflex partial; Spell Resistance yes Description This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. Holy Ice Weapon
Casting Casting Time 1 standard action Components V, S, M (a flask of holy water, or 5 pounds of powdered silver worth 25 gp) Effect Range 0 ft. Effect one ice weapon Duration 1 minute/level (D)
Description You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity’s favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is also hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.
SKILLS: Skill ranks: 3 = 2 Cleric - 1 INT + 1 Human bonus+1 Level adjustment ACP(Armor Check Penalty) = 7 ● Diplomacy(Cha): 9 = +1 CHA + 3 class skill + 3 rank +2 Trait; ● Heal (WIS): +8= +4WIS+1 rank+3class skill ● Knowledge (religion)(Int): +3= -1 Int + 1 rank + 3 class skill ● Sense Motive(Wis): 9 = +4 WIS + 3 class skill + 2 rank FEATS: ● 1-st level [Channel Smite (Combat) You can channel your divine energy through a melee weapon you wield. Prerequisite: Channel energy class feature. Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. ● 1-st level Human Bonus Feat Guided Hand Your deity blesses any strike you make with that deity’s favored weapon. Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon. Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls. ● 3-d level Channeling Force (Combat) You distill your channeled energy into a sheen of force that surrounds your weapon for a limited time. Prerequisite(s): Ability to cast at least one force spell, channel energy class feature. Benefit: A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon attacks or until the end of combat, whichever comes first. TRAITS: Divine Warrior Benefit: Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell. Inspiring Benefit(s): As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.
Ambassador Benefit: You gain a +2 trait bonus to Diplomacy checks.
Drawback Unlearned Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 1
Инвентарь
Стартовое богатство - 240 g.p. Осталось 2 золотых. Pearl of Power 1 level - 1000 g.p, Longsword, msw - 315 g,p. 4 lb Crossbow light - 35 g.p 4 lb Bolts Crossbow (10) - 1 g.p. Chainmail - 150 g.p., 20 lb Shield Heavy Steel - 20 g.p. 15 l.b. Cleric’s kit Source Ultimate Equipment pg. 56 Price 16 gp; Weight 32 lbs. Description This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Encumbrance - 44/85/130. Фактическая - 75 lb, то есть medium load. Если снять мешок - получаем 43, lb то есть light load.
|
Сайкс Катрен
Автор: |
|
Karnov |
Раса: |
|
Полуэльф |
Класс: |
|
Вор |
Мировоззрение: |
|
Нейтральный |
Сила: | | 12 [+1] |
Ловкость: | | 16 [+3] |
Выносливость: | | 16 [+3] |
Интеллект: | | 16 [+3] |
Мудрость: | | 10 [+0] |
Обаяние: | | 10 [+0] |
Внешность
Полуэльфы должны быть привлекательными? Нет. Внешность Сайкса соответствует его профессии – неброская и не запоминается, если просто провести по нему взглядом в толпе. Черные волосы. Прямые черты довольно невыразительного лица. Разве что взгляд очень цепкий, но его вы заметите, только если его хозяин вами заинтересован.
Характер
Полуэльфы должны быть разговорчивыми и обаятельными? Нет. В новой обстановке Сайкс предпочитает помалкивать и наблюдать, а не попусту болтать языком. Даже если ему временно приходится иметь дело с кем-то в процессе работы, то ограничивается только самым необходимым. Сходится с людьми очень осторожно и медленно. Друзей, кажется, вообще не имеет.
История
Сайкс родился в Магнимаре. Большой портовый город. А для сироты ещё больше. Только сам, только своим трудом. Разумеется, не обязательно своим и совсем не обязательно честным. Для ребёнка, который мог положиться только на себя, было очень мало возможностей заработать на хлеб честным путём. Закон улиц жесток – либо ты, либо тебя. Таким образом, Сайкс быстро оказался посреди подобных себе беспризорников. Воровство было самым простым, что было им по силам. В таких условиях очень легко потерять себя. Озлобиться. Считать каждого окружающего – очередным конкурентом к миске тёплой каши. А каждого незнакомца – и добычей и потенциальным врагом одновременно. Однако полуэльф не стал. Слишком много он видел соплеменников, которые теряли остатки человечества и пускались во все тяжкие. А потом их убивали стражники при очередной облаве. Взрослые каким-то чутьём понимали, когда перед тобой голодный ребёнок, а когда – опасный зверёныш. Заканчивать жизнь таким образом Сайкс не хотел, и у него был план, как этого можно было избежать! Он копил. Откладывал при первой возможности любой грош в тайное место. Он копил на учителя, что обучит молодого уже паренька магии. Варисия имела много темных историй связанных с магией, но все ещё держала волшебников в цене. Когда же окрылённый надеждами отрок решил, что уже накопил нужную сумму, он обнаружил, что его тайник был пуст. После некоторых поисков, он понял, что его обокрал лучший друг, с которым тот имел неосторожность поделиться своими планами на будущее. Тот «друг» сразу взял в гору и связался уже совсем с взрослыми и опасными дядями. Такой тяжёлый удар мог подкосить любого, но Сайкс и тут не сдался. Не потерял надежду на лучшую долю. Потратив некоторое время на сбор совершенно другого стартового капитала, он решил отправиться из города, ставшего довольно тесным, куда глаза глядят, да куда ноги ведут. Первое время подряжался на подённую работу. А последний раз удалось примкнуть к каравану в качестве охранника. Караван шёл в Бухту Родерика. А где ещё можно было научиться магии, как не в бывшей столице Тассилона?
Навыки
N Medium Humanoid (Human, Elf) Male Half-elf Rogue (Unchained) 1 Favored Class: Rogue 21 yo, 180 sm, 78 kg
ABILITY SCORES: STR 12 [+1] DEX 16 [+3] CON 16 [+3] INT 16 [+3] WIS 10 [+0] CHA 10 [+0]
SAVING THROWS: Fortitude +3 = +3 Con Reflex +5 = +2 Rogue +3 Dex Will +1 = +0 Wis +1 trait
COMBAT STATS: Hit Points 10 = 8 +2 Con AC 16 = 10 +3 Armor +3 Dex Modifier Flat-Footed 13 = 10 +3 Armor Touched AC 13 = 10 + 3 Dex Modifier BAB +0 CMB(Combat Maneuver Bonus) +1 = +0 BAB +1 STR CMD(Combat Maneuver Defense) 14 = 10 +0 BAB +1 STR +3 DEX Initiative +5 = +3 dex +2 trait Speed 30'
* Attack (Rapier): +0 BAB +3 DEX = +3 1d8 +1 STR; Crit 18-20/x2 * Attack (Dagger): +0 BAB +3 DEX = +3 1d4 +1 STR; Crit 19-20/x2 10ft * Attack (Light crossbow): +0 BAB +3 DEX= +3 1d8; Crit 19-20 x2 80ft
RACIAL TRAITS: ● Ability Score Racial Traits: +2 Intelligence ● Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. ● Normal Speed: Half-elves have a base speed of 30 feet. ● Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7. ● Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. ● Elf Blood: Half-elves count as both elves and humans for any effect related to race. ● Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. ● Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. ● Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. ● Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
CLASS FEATURES: ● Favoured Class: Rogue ● Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. ● Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. ● Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. ● Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
SKILLS: Skill ranks: 8 + 3 INT +1 trait +1 Favoured Class = 13 ACP(Armor Check Penalty) = -1 studded leather = -1
● Acrobatics(Dex): 6 = +3 DEX +3 class skill +1 rank -1 ACP ○ Appraise(Int): 6 = +3 INT +3 class skill ● Bluff(Cha): 4 = +0 CHA +3 class skill +1 rank ○ Climb(Str): 3 = +1 STR +3 class skill -1 ACP ○ Diplomacy(Cha): 3 = +0 CHA +3 class skill ● Disable Device: +7 = +3 Dex + 3 class skill + 1 rank +1 Class -1 ACP ○ Disguise(Cha): 3 = +0 CHA +3 class skill ○ Escape Artist(Dex): 5 = +3 DEX +3 class skill -1 ACP ○ Handle Animal(Cha): 0 = +0 CHA ○ Heal(Wis): 0 = +0 WIS ○ Intimidate(Cha): 6 = +3 INT +3 class skill ● Knowledge (Arcana)(Int): 4 = +3 Int +1 rank ● Knowledge (Dungeoneering)(Int): 7 = 3 Int +3 class skill +1 rank ● Knowledge (Local)(Int): 7 = 3 Int +3 class skill +1 rank ● Linguistics(Int): 7 = 3 Int +3 class skill +1 rank ● Perception(Wis): 9 = +0 WIS +3 class skill +2 racial +3 feat +1 rank ○ Perform(Cha): 3 = +0 CHA +3 class skill ○ Ride(Dex): 2 = +3 DEX -1 ACP ● Sense Motive(Wis): 3 = +0 WIS +3 class skill +1 rank ● Sleight of Hand(Dex): 6 = +3 DEX + 3 class skill +1 rank -1 ACP ● Spellcraft(Int): 4 = +3 INT +1 rank ● Stealth(Dex): 6 = +3 DEX +3 class skill +1 rank -1 ACP ○ Survival(Wis): 0 = +0 WIS ○ Swim(Str): 3 = +1 STR +3 class skill -1 ACP ● Use Magic Device(Cha): 4 = +0 CHA +3 class skill +1 rank
Languages: Common, Elven, Thassilonian, Draconic, Sylvan, Varisian, Gaint
FEATS: ● Skill Focus - Perception (General): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. ● Precise Shot (Combat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
TRAITS: ● Intrigued by Thassilon (Campaign): You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device. Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges. ● Elven Reflexes (Half-Elf Racial): You gain a +2 trait bonus on initiative checks. ● Magical Knack (Magic): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. ● Audrahni's Ally (Campaign): Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration. Drawback: ● Bitter: When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
Инвентарь
INVENTORY: Rapier 20gp 2lbs Dagger 2gp 1lb Light Crossbow 35gp 4lbs Bolts crossbow (17) 2gp 2lbs Studded leather 25gp 20lbs
Scroll of Ironskin
Explorer's Outfit 10gp Thieves' tools 30gp 1lb Crowbar 2gp 5lbs Masterwork Backpack 50gp 4lbs Bedroll 1sp 5lbs Flint and steel 1gp Trail Rations (5) 2gp 5sp 5lbs Torch (5) 5cp 5lbs Silk Rope 10gp 5lbs Grappling Hook 1gp 4lbs Waterskin 1gp 4lbs Belt Pouch 1gp 1/2lb Soap 5sp 1lb Chalk (10) 1sp Mirror 10gp 1/2lb Mess kit 2sp 1lb
21gp 5sp 5cp
|
Спарклз
Автор: |
|
InanKy |
Раса: |
|
Ratfolk |
Класс: |
|
Kineticist |
Мировоззрение: |
|
Нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 20 [+5] |
Выносливость: | | 16 [+3] |
Интеллект: | | 14 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 7 [-2] |
Внешность
Черный, абсолютно черный ратфолк. У него нет выдающихся передних зубов. У него ужасно несимметрично раздуваются щеки, когда он туда что-то кладет. У него не переливается на солнышке лоснящаяся шерстка. У него даже глаза какие-то не приятно-черные, а грязно-черные. В общем - урод.
Характер
Скрытный, стеснительный, и очень не болтливый. Терпеливый (даже, иногда излишне, даже когда его бьют), но мстительный. Очень. Очень мстительный. И обычно прикидывается туповатым, потому что так проще.
А еще он мечтает о любви.
История
Спарклз родился... где-то. Говорят, его нашли в Варисии. И жил он там некоторое время, в Магнимаре. Очевидно, в Нижнем Магнимаре. Там таких, бедных, одиноких, никому не нужных живых существ были десятки, сотни, тысячи.
Спарклз был никому не нужен, и тогда его звали "крыса сраная". Потому что ратфолков там было немного, да и потому, что имени у него не было. Его гоняли, шпыняли - этого не делал только один старик. Беззубый, седой, полумертвый, который выживал... как-то. Он рассказывал Спарклзу истории из древности. Истории про Азлант и Тассилон, про древних могучий магов и прочие странные штуки, которые Спарклз не понимал. Но идея попасть в Тассилон ему понравилось. Там точно лучше, чем в этом грязном городе-под-мостом.
Спустя какое-то время странный дед умер. Спарклз совсем загрустил. Но именно в это время он обнаружил, что, оказывается, он умеет двигать предметы. Силой мысли. И радовался, как ребенок, когда сбросил так тяжелый камень с дома на одного из своих старых обидчиков. Потом еще на нескольких.
Потом его нашли, и он бежал из города. И на просторах Варисии внезапно обнаружил, что тут у него не получалось двигать предметы. Зато оказалось, что его шерстка постоянно стояла дыбом, потому что между его пальцев прыгало электричество.
И Спарклз посмотрел на это в темноте ночи. - Спарклз! Я Спарклз!
Так начались его странствия, конечной целью которых была одна мечта - побывать в Тассилоне. И жить там, в маленьком раю.
Навыки
Инвентарь
|
Ма Гог
Автор: |
|
Crechet |
Раса: |
|
Хобгоблин |
Класс: |
|
Алхимик (Гренадёр) |
Мировоззрение: |
|
Нейтральный |
Сила: | | 10 [+0] |
Ловкость: | | 16 [+3] |
Выносливость: | | 16 [+3] |
Интеллект: | | 18 [+4] |
Мудрость: | | 10 [+0] |
Обаяние: | | 10 [+0] |
Внешность
Возраст: 18 лет Рост: 6`2`` футов (180 см) Вес: 143 фунтов (65.2 кг)Для хобгоблина Ма Гог даже слишком большой: он долговязый и неестественно “вытянутый”, долгоногий с перекрученным и жилистым телом, будто червяк. Большие острые уши. Желтые глаза с красными пятнами под ними. Приплюснутый нос. Небольшой рот и длинная шея… алхимия сделала все эти обычные черты его вида чем-то отстранённым и далёким, даже серо-зелёная кожа покрытая ритуальными шрамами и ожогами приобрела странный рисунок на себе. На его теле нет ни единого волоска: их всех сожгло алхимическим огнём, как и брови и бороду с усами на лице у Гога, но от них остались следы на коже, в виде едва заметных мелких разводов или пятен, заметные всегда на чистой коже хоба — он крайне чистоплотен. Гог предпочитает строгую военную одежду, с орнаментом родного племени и котомкой с инструментами алхимика за спиной. Всегда его оружие находится наготове. Всегда реагенты к бомбам висят на поясе с разгрузкой. И всегда он носит броню поверх простой одежды. Его одежда скрывает множество шрамом, но особенно тщательно он скрывает свои обожжённые ладони.
Характер
“Слыхали присказку «милосердие — удел сильных»?.. К вашему счастью, несчастные ублюдки, я очень силён!”
Ма Гог — один из редких хобгоблинов, что отработал своё истинное предназначение в иерархии, был “предан” ею и остался в живых. И такое событие не прошло для него бесследно. Гог сохраняет свою военную дисциплинированность на одной лишь привычке, вера в “сильного лидера” улетела в трубу, оставив место хладнокровному эгоизму, а страх и преданность больше не сдерживают мысли. За время в изгнании от основного общества хобгоблинов Гог мог позволить себе многие вещи, которые недоступны воинам по крови: он стал сомневаться в методах и союзниках своей расе, он испытал стыд за слепое следование приказам и следы от этого его выбора вечно жгут ему руки, и самое страшное для хобгоблина… он нашёл себе хобби — Гог увлёкся взрывами не только как оружием, но и как искусством!
Впрочем, Гог не до конца потерян: он всё ещё верит в военную доктрину своей расы и в то, что верно подобранными словами и кучей взрывчаткой можно добиться больше, чем просто словами.
История
Навыки
**Ma Gog** TN Medium Humanoid (Goblinoid) Male Hobgoblin, Mad Demolitioner [Grenadier] Alchemist 3 lvl. Favored Class: Alchemist 18 yo, 6 ft 6 in, 143 lb
**EXPERIENCE:** ==not used==
**ABILITY SCORES:** STR 10 = 10 [+0] DEX 14 + 2 = 16 [+3] CON 14 + 2 = 16 [+3] INT 18 = 18 [+4] WIS 10 = 10 [+0] CHA 10 = 10 [+0]
**SAVING THROWS:** Fortitude +6 = +3 Alchemist +3 Con Reflex +6 = +3 Alchemist +3 Dex Will +2 = +1 Alchemist +0 Wis +1 trait
**COMBAT STATS:** Hit dice: 3d8 Hit Points 27 = +8 Alchemist + 3 Con + 5 Alchemist + 3 Con + 5 Alchemist + 3 Con AC 17 = 10 + 3 Armor Modifier + 3 Dex Modifier + 1 Natural Armor Flat-Footed 14 = 10 + 3 Armor Modifier +1 Natural Armor Touched AC 13 = 10 + 3 Dex Modifier
__BAB__ +2 CMB(Combat Maneuver Bonus) +2 = + 2 BAB + 0 STR CMD(Combat Maneuver Defense) 15 = 10 + 2 BAB + 0 STR +3 DEX
Initiative +3 = +3 DEX Speed 30'
**RACIAL TRAITS:** == Ability Score Modifiers: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution. == Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size. == Base Speed: Hobgoblins have a base speed of 30 feet. == Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc. == Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks. == Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. == Favored Class: Add +1/2 to the number of bombs per day the alchemist can create.
**LANGUAGES:** Common (Taldane), Goblin, Dwarven, Orc, ???
**SKILLS:** Skill ranks: 4 + 4 INT = 8 ACP(Armor Check Penalty) = -1
○ Acrobatics(Dex): 3 = +3 DEX ● Appraise(Int): 8 = +1 rank +4 INT +3 class skill ○ Bluff(Cha): 0 = +0 CHA ○ Climb(Str): 0 = +0 STR ● Craft(Alchemy)(Int): 10 = +3 rank +4 INT +3 class skill ○ Diplomacy(Cha): 0 = +0 CHA ● Disable Device*(Dex): 6 = +1 rank +3 DEX +3 class skill - 1 trait ○ Disguise(Cha): -1 = +0 CHA - 1 trait ○ Escape Artist(Dex): 3 = +3 DEX ● Fly*(Dex): 7 = +1 rank +3 DEX +3 class skill ○ Handle Animal*(Cha): 0 = +0 CHA ● Heal(Wis): 6 = +3 rank +0 WIS +3 class skill ○ Intimidate(Cha): 0 = +0 CHA ● Knowledge(Arcana)*(Int): 10 = +3 rank +4 INT +3 class skill ○ Knowledge(Dungeoneering)*(Int): 4 = +4 INT ○ Knowledge(Engineering)*(Int): 4 = +4 INT ○ Knowledge(Geography)*(Int): 4 = +4 INT ○ Knowledge(History)*(Int): 4 = +4 INT ○ Knowledge(Local)*(Int): 4 = +4 INT ● Knowledge(Nature)*(Int): 10 = +3 rank +4 INT +3 class skill ○ Knowledge(Nobility)*(Int): 4 = +4 INT ○ Knowledge(Planes)*(Int): 4 = +4 INT ○ Knowledge(Religion)*(Int): 4 = +4 INT ● Linguistics*(Int): 5 = +1 rank +4 INT ● Perception(Wis): 6 = +3 rank +0 WIS +3 class skill ○ Perform*(???)(Cha): 0 = +0 CHA ○ Profession*(???)(Wis): 0 = +0 WIS ○ Ride(Dex): 3 = +3 DEX ○ Sense Motive(Wis): 0 = +0 WIS ○ Sleight of Hand*(Dex): 2 = +3 DEX - 1 trait ● Spellcraft*(Int): 8 = +1 rank +4 INT +3 class skill ● Stealth(Dex): 9 = +3 rank +3 DEX +4 racial bonus ○ Survival(Wis): 0 = +0 WIS ○ Swim(Str): 0 = +0 STR ● Use Magic Device*(Cha): 4 = +1 rank +0 CHA +3 class skill
**CLASS FEATURES:** == Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. At 1st level, a grenadier picks one martial weapon and becomes proficient in its use. == Alchemy (Su): An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. == Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else. == Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. == Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. == Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. == Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery.
**TRAITS:** == Firebug: You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs. == Focused Burn: You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb’s splash damage. == Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). == Audrahni's Ally: While every PC should be at least passingly familiar with the elven gravedigger Audrahni, you are one of the few in town she counts as a true friend. Work with the GM to determine what sort of common ground you and Audrahni share. Perhaps you worship a deity whose teachings parallel her vocation (such as Ashava or Pharasma). Maybe you’re a Forlorn elf and you sense a kindred spirit within her. With the GM’s permission you may have known her in Magnimar before meeting her once again upon arriving in Roderic’s Cove. Or perhaps you merely share a similar passion for arcana, dancing, history, magic, or religion. More details about Audrahni appear in the adventures, but she’s a mysterious woman who’s close lipped about her past—and so you’ll need to work with your GM to have a stronger relationship at the campaign’s outset. Audrahni trusts you, and she’s shared one element of her past with you since befriending you. Choose one of the following questions. At the start of the campaign, the GM will give you a brief answer about Audrahni’s past. Once you know the answer, you should fashion a parallel event in your own PC’s history, creating a shared misery or memory with Audrahni. The fact that you’ve met someone else who had a similar event in their past has bolstered your own resolve, and has granted you a +1 trait bonus to the saving throw determined by the question you select. “What historical figure inspired you the most?”: Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.
**DRAWBACKS:** == Foul Brand: You have the symbol of an evil deity burned into your flesh. This symbol is on your hand: you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.
**FEATS:** == Precise Shot (Combat): You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. == Rapid Shot (Combat): When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
**DISCOVERIES:** == Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. == Frost Bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Инвентарь
**RESOURCES** Extras: 4/4 (1st), 1/1 (2nd) Bombs: 9/9 (Pierce, Frost)
**SAVING THROWS:** Fortitude +6 Reflex +6 Will +2
**COMBAT STATS:** Hit Points 27/27 AC 17 = 10 + 3 Armor Modifier + 3 Dex Modifier + 1 Natural Armor Flat-Footed 14 = 10 + 3 Armor Modifier +1 Natural Armor Touched AC 13 = 10 + 3 Dex Modifier
EQUIPMENT: ♦ Studded leather — +3 AC/+5 MDB, ACP -1. Cost 25 gp; Weight 20 lbs. ♦ Bombchucker — +10 ft. of any thrown splash weapon. Price 12 gp; Weight 1 lb. ♦ Dagger — 5 attack, 1d4+3 slash./pierce dam., critical 19-20/x2, range Increment: 10 ft. Cost 2 gp; Weight 1 lbs. ♦ Longbow — 5/10 attack, 1d8 pierc.dam., critical x3, range Increment: 100 ft. Cost 75 gp; Weight 3 lbs. ♦ Arrows, common (40). Price 2 gp; Weight 6 lbs. ♦ Masterwork alchemy crafting kit. Price: 7.5 gp; Weight: 3 lbs. ♦ Bandolier x2. Price: 1 gp; Weight: 0 lbs. == Contains: Bone Burn (х1), Holy Water (х1), Shard Gel (х1), Acid (х2) ♦ Rations x2. Price: 1 gp; Weight: 2 lbs. ♦ Backpack. Price: 2 gp; Weight: 2 lbs. ♦ Formulae book. Price: - gp; Weight: 1 lbs. == Contains: Shield, Heightened Awareness, CLW, Reduce Person, Expeditious Retreat и Comprehend Languages ♦ Spring Loaded Wrist Sheath (х2). Price: 10 gp; Weight: 2 lbs. == Contains: nothing
Weight: 45 lbs. Fund: 504 gp.
|
Трог
Автор: |
|
Zerg |
Раса: |
|
Полуорк |
Класс: |
|
Воин |
Мировоззрение: |
|
Нейтральный |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Характер
История
Навыки
Инвентарь
|