Омут Путятович Россоха
Автор: |
|
Саримбэл |
Раса: |
|
Человек |
Класс: |
|
Алхимик |
Мировоззрение: |
|
Принципиальный нейтральный |
Сила: | | 13 [+1] |
Ловкость: | | 14 [+2] |
Выносливость: | | 12 [+1] |
Интеллект: | | 17 [+3] |
Мудрость: | | 14 [+2] |
Обаяние: | | 13 [+1] |
Внешность
Высокий ядвигец, со строгими, удивительно аристократичными чертами лица, светлыми волосами, вечно находящимися в состоянии от "творческого беспорядка" до "вороньего гнезда", строгим и проницательным взглядом серых глаз, который лишь подчеркивается крупными очками, придающими северянину вид законченного "умника". Пожалуй, Омута можно было бы назвать приятным или даже красивым, если бы не две особенности - во-первых, седая прядь волос, выделяющаяся своей белизной даже среди светлых волос парня, а во-вторых, его патологическое умение собирать собой всю грязь вокруг вкупе с довольно-таки небрежным отношением к последствиям этой самой особенности в стиле "пока можно носить". Так, нередко после операций Омут мог вернуться в рубашке, которая была заляпана кровью больного, несмотря на то, что никаких особых кровопотерь во время операции не происходило. Из доспехов самое тяжелое, что можно было увидеть на Россохе - плотный кожаный доспех, а на поясе его часто покоится ядвигская палица - буздыхан, которым северянин явно очень дорожит.
Характер
Север Голариона - суровая земля, и таковыми она взращивает своих детей, и сыновья и дочери Иррисена не исключение. Пожалуй, со стороны человеку, не знакомому с особенностями северной культуры, Омут покажется человеком циничным, безжалостным и в чём-то даже бестактным: ядвигец действительно не постесняется отчитать человека, даже если тот находится при смерти, за то, что он запустил своё состояние, или же позволить себе черный юмор совершенно на первый взгляд не к месту. Впрочем, спасает ситуацию то, что Омут сам по себе не слишком разговорчив и не стремится лезть в каждый услышанный разговор, но если вопрос задевает его лично, отмалчиваться северянин вряд ли будет.
История
Омут нанялся на корабль Ковака ещё в Магнимаре, явившись в его пункт найма, обустроенный в местном трактире, и предложив услуги корабельного врача. На то, чтобы доказать свою компетентность в этом вопросе, странному ядвигцу, неизвестно какими судьбами оказавшемуся на юге Варисии, потребовалось всего полминуты. Следует заметить, что новоиспеченный врач быстро нашёл общий язык с капитаном, несмотря на строгое отношение челисианца к вопросу дисциплины в команде. Среди команды Омут, несмотря на некоторую замкнутость, также обрёл популярность, особенно после того, как среди команды стало известно о его галюциногенных зельях, которые, в отличие от наркотиков, не давали никаких побочных эффектов. Стоит ли говорить, что после этого у Россохи не было отбоя в желающих "продегустировать" известное зелье? Однако Омут безапеляционно отказывал морякам в приеме оного зелья во время нахождения на море, зато поддерживал их в рабочем состоянии, создавая зелья, которые избавляли моряков от болей, сонливости и усталости, бессонницы, протрезвляли, придавали сил и помогали сосредоточиться в нужный момент. Правда, была и обратная сторона медали - варка зелий отнимала немало времени, да и на поиск и покупку ингредиентов для них уходило почти все свободное время Омута на суше. Впрочем, уважение команды окупало все затраты. На море дел у северянина также было невпроворот - то оказать помощь после травмы, то вырвать больной зуб, а иногда случались ситуации и посерьезнее. Впрочем, даже несмотря на крайне плотный график, Омут всегда старался найти время, чтобы пообщаться с Иеаной, которую уважал за ту же приверженность к знаниям и страсть исследователя, которая отличала и его самого.
Навыки
ABILITY SCORES:STR 13 [+1] DEX 14 [+2] CON 12 [+1] INT 17 [+3] = 15 (basic) + 2 (race) WIS 14 [+2] CHA 13 [+1] SAVING THROWS:Fort +3 = +2 alchemist +1 con Ref +4 = +2 alchemist + 2 dex Will +2 = +0 alchemist +2 wis COMBAT STATS:Hit Points 10 = 8 alchemist + 1 con + 1 favored class AC 14 = 10 + 2 dex + 2 armor touch 12 flat-footed 12 BAB +0 CMB +1 = 0 BAB + 1 str CMD 13 = 10 + 0 BAB + 1 str + 2 dex Initiative +2 = + 2 dex RACIAL TRAITS:+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level.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.[ARG] Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.[ARG] Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). CLASS FEATURES:Favoured Class (alchemist): 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. 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 2–1. 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 losing its magic, 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 formuale 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. An alchemist can draw and drink an extract as a standard action. 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, pages, 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. 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. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. 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. 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. SKILLS:+7 Appraise [Int] = 1 rank + 3 class + 3 int +10 Craft (alchemy) [Int] = 1 rank + 3 class + 3 int + 3 skill focus +6 Heal [Wis] = 1 rank + 3 class + 2 wis +6 Intimidate [Cha] = 1 rank + 3 class + 1 cha + 1 trait +7 Knowledge (arcana) [Int] = 1 rank + 3 class + 3 int +8 Knowledge (geography) [Int] = 1 rank + 3 class + 3 int +1 trait +7 Knowledge (nature) [Int] = 1 rank + 3 class + 3 int +6 Profession (herbalist) [Wis] = 1 rank + 3 class + 2 wis Languages: Common, Hallit*, Scald*, Elven * - from Pathfinder Companion: People of the NorthFEATS:Throw Anything (Combat)You are used to throwing things you have on hand. Benefit: 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. Normal: You take a –4 penalty on attack rolls made with an improvised weapon. Skill FocusChoose a skill (Craft alchemy). You are particularly adept at that skill. Benefit: 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. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Fast LearnerYou progress gain extra versatility. Prerequisites: Int 13, human. Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.[ARG] TRAITS:Jenivere Crew: This trip to Eleder is just one of many in a long career as a sailor aboard the Jenivere and other cargo vessels. Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call the ship home. Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you. Characters with this trait have likely been on the Jenivere since it departed Magnimar.[PG] Jadwiga Scion: You come from a family that commands respect. You gain a +1 trait bonus on Intimidate checks , and Intimidate is always a class skill fo you. In addition, you gain a +1 trait bonus on Knowledge (nobility) checks related to the Irrisen aristocracy.[PC:PoN] Extracts:DC 13 + extract level 1st-level extracts:Abjuration Shield: Invisible disc gives +4 to AC, blocks magic missiles. Conjuration Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Divination - Evocation - Illusion - Transmutation - Polypurpose Panacea: Gain a relaxing or entertaining effect. This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use polypurpose panacea, choose one of the following effects.
Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 resistance bonus against pain-related spells.
Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making the roll to which it applies.
Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you take a –2 penalty on Perception checks for the duration.
Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour.
Resistance: You gain a +1 resistance bonus on saves for 1 minute.
Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.
Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (GameMastery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebriated. Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays your intoxication).
Tenacity: You gain 1 temporary hit point for 1 minute.
Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the panacea.
Инвентарь
Dagger 2 gp 1 lb. Heavy mace 12 gp 8 lbs. Sling - - Sling bullets (20) 2 sp 10 lbs. Leather 10 gp 15 lbs. ALCHEMIST'S KIT Price 40 gp; Weight 24 lbs. This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one. Formula Book Bandolier x2 1 gp Ear trumpet 5 gp 2 lbs. Herbalist's tools, common 5gp 5 lbs. Endopromitheut's tools 5 gp 5 lbs. Surgeon's tools 20 gp 5 lbs. Spell component pouch 5 gp. 2 lbs. Stretcher 1 gp 10 lbs. Merchant's scale 2 gp 1 lb 6 gp 8 sp
|
Монис
Автор: |
|
kseverra |
Раса: |
|
Эльф |
Класс: |
|
Вор |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 18 [+4] |
Выносливость: | | 12 [+1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 14 [+2] |
Внешность
Невысокая, стройная, даже худощавая, эльфийка. Длинные светлые волосы, серые глаза, взгляд с хитринкой. В целом довольно симпатична, несмотря на несколько надменное выражение лица и излишнюю юркость.
Характер
О таких, как Монис, обычно говорят "себе на уме". Молчалива, скрытна. Глядя на нее, кажется, будто она знает что-то важное - но никогда и никому это не расскажет.
История
17 лет назад людская семейная пара, жившая на окраине довольно большого селения, обнаружила на пороге своего дома остроухого младенца-подкидыша, названного ими Монис. Лет до 7 девочка жила припеваючи в окружении любящей семьи, однако произошло несчастье: эпидемия страшной болезни, унесшей жизнь трети населения деревни, забрала у эльфийки родителей. Оставшись одна, Монис была вынуждена самостоятельно добывать пропитание, и не всегда честными путями. Необходимость избегать драчливых деревенских мальчишек ("Эй, ушастая! Че приперлась?!") и злобно косящихся на нее крестьян сделала девочку скрытной и молчаливой. Долгое время Монис, будучи абсолютно беззащитной, терпела нападки и тычки деревенских, но после того, как в селении побывал проездом пожилой воин, научивший эльфийку основам владения оружием, ситуация изменилась. Однако жизнь в деревне по-прежнему казалась Монис невыносимой, и, когда ей исполнилось 15, девушка связалась с пиратом и начала новую морскую жизнь. Опасности, сражения, авантюры, принесшие ей не одну сотню золотых, - и вот Монис оказалась вовлеченной в еще одно, возможно, самое опасное в ее жизни, приключение...
Навыки
ABILITY SCORES STR 14 [+2] DEX 18 [+4] CON 12 [+1] INT 12 [+1] WIS 10 [+0] CHA 14 [+2]
DEFENSE Hit Points 9 = 8 rogue + 1 con AC 14 = 10 + 4 dex + 4 armor Touch AC 14 = 10 + 4 dex Flat-footed AC 14 = 10 + 4 armor Fort +2 = +0 rogue + 1 con + 1 trait Ref +6 = +2 rogue + 4 dex Will +0 = +0 rogue + 0 wis
OFFENSE Initiative +4 = + 4 dex Speed: 6 (30 ft.) Melee rapier +4 (1d6+2/18-20/x2) or Ranged shortbow +4 (1d6/x3) ========================= Melee +4 = + 0 bab + 4 dex Ranged +4 = + 0 bab + 4 dex CMB +2 = +0 bab + 2 str CMD 16 = 10 + 0 bab + 2 str + 4 dex
SKILLS (8 + 1 int + 1 fav class = 9): +7 Acrobatics (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty +9 Disable Device (DEX) = 1 rank + 3 rogue + 4 dex + 1 trapfinding +6 Perception (WIS) = 1 rank + 3 rogue + 2 race +7 Stealth (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty +6 Use Magic Device (CHA) = 1 rank + 3 rogue + 2 cha +6 Diplomacy (CHA) = 1 rank + 3 rogue + 2 cha +6 Bluff (CHA) = 1 rank + 3 rogue +2 cha +7 Escape Artist (DEX) = 1 rank + 3 rogue + 4 dex – 1 armor penalty +5 Swim (STR) = 1 rank + 3 rogue + 2 str – 1 armor penalty +4 Sense Motive (WIS) = 1 rank + 3 rogue
TRAITS 1) Get the Cargo Through: Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. 2) Resilient: You gain a +1 trait bonus on Fortitude saves.
FEATS Weapon Finesse (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
RACIAL TRAITS Ability Score: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus againstenchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
CLASS FEATURES Sneak attack: 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. 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. 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.
Spell-like ability (1 per day; CL=elf's level): Comprehend languages Detect magic Detect poison Read magic
Инвентарь
Carrying Capacity Light: 58 lbs. or less Medium: 59–116 lbs. Heavy: 117–175 lbs.
Starting wealth: 140 gp + 300 (trait) = 440 gp.
Chain shirt (mwk) +4AC, +4MDEX, –2ACP; 250 gp 25 lbs. Rapier 1d6 18–20/x2; 20 gp 2 lbs. Dagger 1d4 19-20/x2; 2 gp 1 lb Shortbow 1d6 x3; 30 gp 2 lbs. Arrows (20) 1 gp 3 lbs. Rogue’s kit (price 46 gp, weight 12 lbs.)
This kit includes backpack, bedroll, belt pouch, chalk (10), flint and steel, mess kit, a mirror, rope, soap, thieves’ tools, trail rations (5 days), waterskin.
Vermin repellent (4) 20 gp Chill cream (1; 5 doses) 15 gp 1 lb. Alchemist’s fire 20 gp 1 lb. Thunderstone (1) 30 gp 1 lb. 6 gp ==================== 434 gp 48 lb.
|
Киаран
Автор: |
|
Alea iacta est |
Раса: |
|
Эльф |
Класс: |
|
Маг |
Мировоззрение: |
|
Хаотичный добрый |
Сила: | | 0 [-5] |
Ловкость: | | 0 [-5] |
Выносливость: | | 0 [-5] |
Интеллект: | | 0 [-5] |
Мудрость: | | 0 [-5] |
Обаяние: | | 0 [-5] |
Внешность
Молодой, высокий и, по меркам своей расы, слегка полноватый (сидячий образ жизни?) эльф, одетый в расшитый халат и куфию. Портной или просто внимательный наблюдатель, впрочем, могли бы заметить, что его одежда пошита хоть и по южным образцам, но явно не на юге. Никогда не расстается с длинной стальной флейтой. По манерам и речи Киаран выглядит не то как придворный, не то как ученый... Быть может, он придворный звездочет?
Характер
Несмотря на напускную задумчивость и велеречивость, а также неуемную тягу к просвещению масс, в целом достаточно прост в общении. Часто улыбается доброй открытой улыбкой, что многих бесит.
История
Линдир Финрод Киаран Кинтеро - большой эльфийский ученый-теоретик. Точнее, маленький эльфийский ученый. А по правде сказать, так и вовсе библиотекарь.
Коротенькие 100 лет своей жизни он провел в родном Кионине, преимущественно в библиотеках. Ему, увы, не удалось украсть любимое ожерелье королевы Теландии. Зато любительские упражнения на флейте в дворцовом саду вовлекли его в историю с дочерью некоего знатного рода, в результате которой ему было порекомендовано для поправки здоровья совершить путешествие в как можно более далекие края. Например, искать место для обсерватории в южных широтах.
Естественно, эта история - большая эльфийская тайна. Если бы кто вдруг стал допытываться у Киарана по поводу его биографии, то услышал бы преимущественно семейные предания о его дедушке - знаменитом эльфийском барде.
Навыки
ABILITY SCORES:STR 10 [+0] DEX 18 [+4] = 16 (basic) + 2 (race) CON 12 [+1] = 14 (basic) - 2 (race) INT 18 [+4] = 16 (basic) + 2 (race) WIS 10 [+0] CHA 10 [+0] SAVING THROWS:Fort +1 = +0 wizard +1 con Ref +4 = +0 wizard +4 dex Will +2 = +2 wizard COMBAT STATS:Hit Points 7 = 6 wizard + 1 con AC 14 = 10 + 4 dex BAB +0 CMB +0 = 1 BAB + 0 str CMD 14 = 10 + 0 BAB + 0 str + 4 dex Initiative +4 = +4 dex RACIAL TRAITS:- Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
- Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Elves are Humanoids with the elf subtype.
- Base Speed: Elves have a base speed of 30 feet.
- Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Elves receive a +2 racial bonus on Perception checks.
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
CLASS FEATURES:- Favoured Class (wizard): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
- Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
- Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
- Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
- Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
- Arcane School (conjuration [teleportation], opposition schools: necromancy, evocation): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
- Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
- Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [APG]
- Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
- Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
- Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. SKILLS:+8 Knowledge (arcana) [Int] = 1 rank + 3 class + 4 int +8 Knowledge (history) [Int] = 1 rank + 3 class + 4 int +8 Knowledge (nature) [Int] = 1 rank + 3 class + 4 int +8 Linguistics [Int] = 1 rank + 3 class + 4 int +8 Spellcraft [Int] = 1 rank + 3 class + 4 int +5 Perform (Wind) [Cha] = 1 rank + 3 class + 1 trait Languages: Common, Elven, Draconic, Ancient Azlanti, Infernal, Polyglot, Undercommon FEATS:- Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modif ier instead of your Strength modif ier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. TRAITS:- Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family. Benefit: When you select this trait, choose one of the following benefits: - proficiency with that specific weapon - Talented
You are a virtuoso musician, actor, or storyteller. Benefits: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you. SPELLSDC 14 + spell level (15 + spell level for conjuration spells) Concentation +5 0-level spells (cantripts):Abjuration- Resistance: Subject gains +1 on saving throws. Divination- Detect Magic: Detects all spells and magic items within 60 ft. - Read Magic: Read scrolls and spellbooks. Enchantment- Daze: A single humanoid creature with 4 HD or less loses its next action. Illusion- Ghost Sound: Figment sounds. Transmutation- Mage Hand: 5-pound telekinesis. - Mending: Makes minor repairs on an object. - Message: Whisper conversation at distance. - Open/Close: Opens or closes small or light things. Universal- Prestidigitation: Performs minor tricks. 1st-level spells:Abjuration- Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. Conjuration- Grease: Makes 10-ft. square or one object slippery. - Mage Armor: Gives subject +4 armor bonus. - Unseen Servant : Invisible force obeys your commands. Enchantment- Sleep: Puts 4 HD of creatures into magical slumber. Illusion- Silent Image: Creates minor illusion of your design. Transmutation- Enlarge Person: Humanoid creature doubles in size.
Инвентарь
Hot weather outfit 8 gp Dagger 2 gp Shortbow 30 gp Arrows x60 3 gp Spell component pouch 5 gp
backpack 2 gp bedroll 0.1 gp candles (9) 0.9 gp flint and steel 1 gp mess kit 0.2 gp soap 0.01 gp teapot 0.1 gp + 1/2 lb tea trail rations (5) 2.5 gp waterproof bag 0.5 gp waterskin 1 gp
Scroll of Identify 12.5 gp
Cash 1.2 gp
Spellbook Стальная флейта, которая также подрабатывает на полставки в качестве light mace (heirloom weapon + bonded object).
|
Ойя
Автор: |
|
bocca_chiusa |
Раса: |
|
Человек |
Класс: |
|
Варвар |
Мировоззрение: |
|
Хаотичный нейтральный |
Сила: | | 20 [+5] |
Ловкость: | | 12 [+1] |
Выносливость: | | 18 [+4] |
Интеллект: | | 8 [-1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 8 [-1] |
Внешность
Высокая, широкоплечая. Голова по бокам начисто выбрита, оставшиеся непослушные волосы топорщатся вверх и немного в разные стороны. На лице и теле видны узоры шрамов, полученных в схватке и нанесённых явно специально — непонятно, каких больше. Глаза тёмные, почти чёрные. Смотрит прямо и тяжело.
Характер
Не болтает лишнего, не хитрит, не старается подружиться. Если человек не имеет намерения её убить — Ойя считает это уже вполне достаточной степенью взаимного расположения. Чаще всего молчит, но при этом не впадает в задумчивость, а скорее всё время прислушивается, принюхивается к миру вокруг — мало ли что.
История
Почти всё время, что себя помнит, Ойя наёмничает. Вечная перемена мест её не смущает, а кроить черепа и вспарывать животы у неё выходит лучше всего остального — получается, нашла своё настоящее призвание. Ещё она помнит другое — дикие и прекрасные места, где родилась и провела детство и юность: густые леса, холодные реки, снежные горы. Помнит, как славно охотилась в компании братьев, как училась у матери ловить рыбу и делать полезные штуки... Только вот чаще всего старается не трогать эти воспоминания, хранить их подальше — не просто так беззаботная юность обернулась тем, что есть сейчас.
В данный момент Ойя находится на пути в Саграву. Повод — ничего особенного: когда долго работаешь на одних, некоторые другие начинают испытывать сильное желание от тебя избавиться. Нужно только успевать чувствовать момент, когда лучше убраться самой. Всё как всегда. Только вот так далеко к югу Ойя ещё не забиралась.
Навыки
ABILITY SCORES STR 20 [+5] (+2 racial) DEX 12 [+1] CON 18 [+4] (+2 racial) INT 8 [-1] WIS 10 [+0] CHA 8 [-1]
DEFENSE Hit Points 17 = 12 barb + 4 con + 1 fav class AC 15 = 10 + 0 dex + 4 armor + 1 dex Touch AC 11 = 10 + 1 dex Flat-footed AC 14 = 10 + 4 armor Fort +6 = +2 barb + 4 con Ref +1 = +0 barb + 1 dex Will +0 = +0 barb + 0 wis
OFFENSE Rage: 8 rounds per day Initiative +1 = + 1 dex Speed: 8 (40 ft.) Greatsword (normal) +6 (2d6+7; 19-20/x2) or Greatsword (with power attack) +5 (2d6+10; 19-20/x2) or Greatsword (when raging) +8 (2d6+10; 19-20/x2) or Greatsword (with power attack when raging) + 7 (2d6+13; 19-20/x2) Ranged chakram +2 (1d8/x2) ========================= Melee +6 = + 1 bab + 5 str Ranged +2 = + 1 bab + 1 dex CMB +6 = +1 bab + 5 str CMD 17 = 10 + 1 bab + 5 str + 1 dex
SKILLS (4 – 1 int) +4 Survival (WIS) = 1 rank + 3 barb +6 Climb (STR) = 1 rank + 3 barb + 5 str – 3 armor +6 Swim (STR) = 1 rank + 3 barb + 5 str – 3 armor
FEATS Power attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon.
TRAITS Superstitious: You gain a +1 trait bonus on saving throws against arcane spells. Berserker of the Society: You may use your rage ability for 3 additional rounds per day.
CLASS FEATURES Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Fast Movement (Ex)A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage.
RACIAL TRAITS Ability Score: 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. Bonus Feat: Humans select one extra feat at 1st level. Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Инвентарь
Barbarian’s kit (price 9 gp, weight 27 lb.) This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin. Greatsword 2d6; 19-20/x2 50 gp 8 lbs. Handaxe 1d6; 20/x3 6gp 3 lb. Chakram (5) 1d8; 20/x2 range 20ft. 5gp 5 lbs. Hide +4 AC +4MaxDex, -3 ACP, 15 gp 25 lbs. Alchemist’s fire 20 gp 1 lb.
|
Маркус Кроули
Автор: |
|
Ader |
Раса: |
|
Человек |
Класс: |
|
Жрец |
Мировоззрение: |
|
Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 12 [+1] |
Выносливость: | | 13 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 10 [+0] |
Внешность
Высокий хмурый мужчина в летах. Темные волосы небрежно спадают до плеч, на лице застыла недовольная мина, глаза смотрят с укоризной, под таким взором начинаешь нервно вспоминать все свои прегрешения. Поверх доспеха наброшен белый табард с символом веры - голубая спираль жизни и смерти Фаразмы. На поясе в скромных потертых ножнах покоится фальката, за спиной приторочен к походному ранцу тяжелый щит.
Характер
Вечно недовольный самим собой, Маркус не любит говорить о причине такого отношения к себе, но главным поводом является его стремление стать лучше в глазах своего покровителя. Даже когда он начинает говорить с Вами, он думает. Думает над тем, как правильно делать то, что он делает. Его выражение лица может говорить то, чего сам он не скажет. Но он готов помочь. Всегда. Тем, кто сражается с ним бок о бок и заботится о нем так же, как и он заботится о своем соратнике.
История
Навыки
ABILITY SCORES: STR 18 [+4] = 16 (basic) + 2 (race) DEX 12 [+1] CON 13 [+1] INT 10 [+0] WIS 16 [+3] CHA 10 [+0] SAVING THROWS: Fort + 3 = 2 (warpriest) + 1 (Con) Ref + 1 = 0 (warpriest) + 1 (dex) Will + 5 = 2 (warpriest) + 3 (wis) COMBAT STATS: Hit Points 10 = 8 warpriest + 1 con + 1 fav class AC = 18 =10 + 1 dex + 2 shield + 5 armor BAB + 1 (with sacred weapon) CMB + 5 = 1 BAB + 4 str CMD 16 = 10 + 1 BAB + 4 str + 1 dex Initiative + 1 = + 1 dex RACIAL TRAITS: Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and receive no bonuses or penalties due to their size. Type: Humanoids. Human. 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). Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Bonus Feat: Humans select one extra feat at 1st level. CLASS FEATURES: Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields). Spells: A warpriest casts divine spells drawn from the cleric spell list. A warpriest’s highest level of spells is 6th. Bonus Languages: A warpriest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus language choices available to the character due to his race. Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details). Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again. Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice. Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. Chaotic, Evil, Good, and Lawful Spells: A warpriest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Healing Blessing Deities: Irori, Pharasma, Sarenrae. Selfish Healer (minor): At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity. Death Blessing Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon. From the Grave (minor): At 1st level, as a standard action you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undeadlike protection. You gain a +4 bonus on Disguise checks to resemble an undead and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun. SKILLS: +4 Knowledge (religion) (Int) = 1 rank + 3 class + 0 (int) +7 Heal (Wis) = 1 rank + 3 class + 3 (wis) +4 Intimidate (Str) = 1 rank + 3 class + 0 (cha) Languages: Common. FEATS: Exotic weapon proficiency (Falcata), Weapon focus (Falcata), Dazzling Display (Combat) Your skill with your favored weapon can frighten enemies. Prerequisite: Weapon Focus, proficiency with the selected weapon. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. TRAITS: Anatomist - Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Called - Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. SPELLS: DC 13 (Orisons), 14 (1st level spell) against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier (+3). Concentation + 4 0-level spells (3 Orisons): 1. Stabilize 2. Guidance 3. Create Water 1-level spells 2 = 1 + 1 (Wis) 1. Command 2. Doom
Инвентарь
Кошелек: 1g 5s 8c
Scale mail 50 gp (+5AC) (+3Dex Bonus) (–4CP) 25% 20 ft. 15 ft. 30 lbs.
Heavy steel shield 20 gp +2AC –2CP 15% 15 lbs.
Falcata 18 gp 1d6 1d8 19–20/×3 — 4 lbs. S
CLERIC’S KIT 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.
Chalk 5 5 cp
Air bladder 4 4 sp 4 x 1/2 lb.
Compass 10 gp 1/2 lb.
Crowbar 2 gp 5 lbs.
Light crossbow 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P
Bolts x20 2 gp
Warm weather outfit (free 100%) Whetstone
2 cp 1 lb. A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S
Caltrops Price x2 1 GP weight 2 lbs. A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents.
Alchemist's kindness x5 5 gp Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.
Shield sconce 1 gp 1/2 lb. This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.
Filter hood 10 gp 4 lbs This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.
|
Маркус Кроули
Автор: |
|
Murmaider |
Раса: |
|
Человек |
Класс: |
|
Warpiest |
Мировоззрение: |
|
Нейтральный |
Сила: | | 18 [+4] |
Ловкость: | | 12 [+1] |
Выносливость: | | 13 [+1] |
Интеллект: | | 10 [+0] |
Мудрость: | | 16 [+3] |
Обаяние: | | 10 [+0] |
Внешность
Характер
Вечно недовольный самим собой, Маркус, которого Вы видите на изображении, всегда так смотрит на себя в зеркало. На себя. И на врагов. Он не любит говорить о причине такого отношения к себе, но главным поводом является его стремление стать лучше в глазах своего покровителя. Даже когда он начинает говорить с Вами, он думает. Думает над тем, как правильно делать то, что он делает. Его выражение лица может говорить то, чего сам он не скажет. Но он готов помочь. Всегда. Тем, кто сражается с ним бок о бок и заботится о нем так же, как и он заботится о своем соратнике.
История
Маленький Маркус появился на свет благодаря ритуалу фанатичных сектантов Асмодеуса. Асмодеиты рассчитывали исполнить древнее и всеми забытое, только им известное пророчество. Но в тот момент, когда ребенка вытащили из утробы матери, чтобы завершить обряд, возникли паладины и жрецы Iomedae и остановили сектантов. Так как мать была в бессознательном состоянии, то было решено забрать их с собой и исцелить их. С того времени, Маркус вырос на учениях веры, но он никогда не принимал принципов Iomedae. Так же, как и зла Асмодеуса. Он понимал, что фанатизм проявлялся не только у Асмодеитов, но и у последователей Iomedae. Среди прочих богов, Маркус нашел место у покровительницы могил, смерти и перерождения. Он посвятил свою жизнь изучению анатомии, погребальных ритуалов и лечения, но знание о том, что в мире есть зло, которое не дает живым вернуться к их божествам, подтолкнуло его к усердной работе над собой, и спустя много лет, Маркус решает покинуть стены храма, чтобы направить свои деяния во имя своего божества.
Навыки
ABILITY SCORES:STR 18 [+4] = 16 (basic) + 2 (race) DEX 12 [+1] CON 13 [+1] INT 10 [+0] WIS 16 [+3] CHA 10 [+0] SAVING THROWS:Fort + 3 = 2 (warpriest) + 1 (Con) Ref + 1 = 0 (warpriest) + 1 (dex) Will + 5 = 2 (warpriest) + 3 (wis) COMBAT STATS:Hit Points 10 = 8 warpriest + 1 con + 1 fav class AC = 18 + 1 dex + 2 shield + 5 armor BAB + 1 (with sacred weapon) CMB + 5 = 1 BAB + 4 str CMD 16 = 10 + 1 BAB + 4 str + 1 dex Initiative + 5 = + 1 dex + 4 (Improved initiative) RACIAL TRAITS:Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and receive no bonuses or penalties due to their size. Type: Humanoids. Human. 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). Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Bonus Feat: Humans select one extra feat at 1st level. CLASS FEATURES:Weapon and Armor ProficiencyA warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields). Spells: A warpriest casts divine spells drawn from the cleric spell list. A warpriest’s highest level of spells is 6th. Bonus Languages: A warpriest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus language choices available to the character due to his race. Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details). Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again. Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice. Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. Chaotic, Evil, Good, and Lawful Spells: A warpriest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Healing BlessingDeities: Irori, Pharasma, Sarenrae. Selfish Healer (minor): At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity. Death BlessingDeities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon. From the Grave (minor): At 1st level, as a standard action you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undeadlike protection. You gain a +4 bonus on Disguise checks to resemble an undead and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun. SKILLS:+4 Knowledge (religion) (Int) = 1 rank + 3 class + 0 (int) +7 Heal (Wis) = 1 rank + 3 class + 3 (wis) +4 Swim (Str) = 1 rank + 3 class + 4 (str) - 4 Armor Languages: Common. FEATS:Exotic weapon proficiency (Falcata), Weapon focus (Falcata), Improved initiative. TRAITS:Anatomist - Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Called - Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead. SPELLS:ссылкаDC 13 (Orisons), 14 (1st level spell) against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier (+3). Concentation + 4 0-level spells (3 Orisons):1. Stabilize ссылка2. Guidance ссылка3. Create Water ссылка1-level spells 2 = 1 + 1 (Wis)1. Command ссылка2. Doom ссылка
Инвентарь
Scale mail 50 gp (+5AC) (+3Dex Bonus) (–4CP) 25% 20 ft. 15 ft. 30 lbs. Heavy steel shield 20 gp +2AC –2CP 15% 15 lbs. Falcata 18 gp 1d6 1d8 19–20/×3 — 4 lbs. S CLERIC’S KIT 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. Chalk 5 Air bladder 4 Compass Crowbar Light crossbow 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P Bolts x20 Warm weather outfit (free 100%) Whetstone 2 cp 1 lb. A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades. Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S Caltrops Price x2 1 GP weight 2 lbs. A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents. Alchemist's kindness x5 5 gp Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it. Shield sconce 1 gp 1/2 lb. This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand. Filter hood 10 gp 4 lbs This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use. 1g 5s 8c
|