Джонатан Эванс
Автор: |
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Mordodrukow |
Раса: |
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Человек |
Класс: |
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Слуга своей госпожи |
Мировоззрение: |
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Принципиальный злой |
Сила: | | 25 [+7] |
Внешность
Характер
История
Немногие способны выжить в Тёмном лесу. Даже если ты родился здесь и не боишься морозов, всегда может найтись кто-то, кто быстрее, сильнее или умнее тебя. Или же ему просто понравилась твоя шляпа, и он решил ударить первым... Иными словами, бывает всякое.
Джонатану не повезло больше остальных: ему пришлось пойти на сделку с феями. Ничего не предвещало беды, когда они с сестрой отправились в лес за ягодами. Казалось бы, правило простое: не заступай за знаки, и всё будет отлично. Но что-то пошло не так, и когда Эванс в очередной раз окликнул сестрёнку, то не получил ответа. В лесу было подозрительно тихо, и он проследовал по следам сестры, с ужасом осознавая, что она ушла туда, куда нельзя.
Он шёл вглубь опасного места и звал её, пока в какой-то момент не услыхал рыдания... и кое-что ещё. Глухое, едва различимое рычание. Мелиссу припёрли к столбу двое здоровенных волков. Трясущимися от страха руками Джон нашарил чудом подвернувшуюся ему ветвь, опавшую с дерева, и бросился в атаку. Он понимал, что шансов у него никаких, и звал на помощь: "Помогите, кто нибудь! Спасите сестрёнку!"
И помощь пришла, но оттуда, откуда не ждали: из-за елей появилась незнакомая фея. Она грозно посмотрела на волков и те присмирели. "Помогите, я что угодно сделаю!" - воскликнул мальчик, на что ему ответили: "Твоя сестра может бежать домой. Но ты взамен прослужишь мне трижды по столько, сколько ей сейчас лет". Эванс согласился, хотя и знал, что это означает буквально попасть в рабство на пятнадцать лет. Другого выбора просто не было. Причём он не смог даже попрощаться с родными. Служение начиналось с той же секунды.
А для феи он был лишь игрушкой. Маленькая козявка для почти бессмертного существа, желающего развлечься. "Подай, принеси, побудь подставкой для ножек, расскажи сказку, спой песенку, спляши мне..." - когда фее начал наскучивать этот человек, подобные команды всё чаще уступали место чему-то вроде, - "Прочь с глаз моих!" И ему очень везло, ведь прямо у него на глазах некоторые слуги заканчивали гораздо более плохо. Он понял, что надо уметь вовремя спрятаться, а показываться лишь тогда, когда нужен.
Другие считали его любимчиком хозяйки и пытались уязвить. Как-то раз его чуть было не превратили в посудный шкаф из-за того, что один из гремлинов "случайно" обронил при ней. Тогда Джон понял, что нужно быть умнее. Действовать на опережение. И вскорости уже никто не смел раскрыть на него пасть. Хотя парню и пришлось для этого вытерпеть множество побоев и научиться не только говорить нужные слова, но и драться.
А когда у Эванса открылся Дар, он и в самом деле стал любимчиком. Умение накапливать неудачу, а потом перебрасывать её на других... довольно таки полезно, если ты хочешь незаметно насолить кому-то. Не говоря уж о том, что проклятые иногда совершают такие смешные оплошности... Но в конечном счёте прагматизм победил озорство в душе хозяйки, и Джонатан заделался посыльным. Слугой, способным донести до конечного получателя сообщение в нужной форме.
Нравилось ли ему всё это? Пожалуй, нет... единственным светлым пятном оставалось лицо спасённой сестры. Хотя иногда он размышлял о том, что это всё могла быть иллюзия, и на самом деле Мелиссу съели. Но сбежать он не мог. Вернее, мог, конечно, но был не настолько глуп, чтобы попытаться. А с возрастом старая жизнь понемногу забывалась, и юноше начинало казаться, что он и не жил никогда иначе. До того самого дня, как клеймо на запястье, означающее, что он служит фее, не потускнело, став почти незаметным. Словно старый шрам, давно заживший, но оставивший после себя рубец. Он понял, что свободен, и волен идти куда хочет.
И он пошел. Туда, где раньше жила его семья. Туда, куда отправилась сестрёнка, спасённая из лап волков. С замиранием сердца он ехал к себе домой, боясь, что на служение его обрекли обманом. Но нет: всё было, как положено. Кто-то явно высокий колет дрова на заднем дворе, на печи лежит преклонных лет мужчина, обратившись к Эвансу спиной, в яслях курлычет младенец, а вокруг стола гарцует она... "Мелисса, ты?" - спрашивает Джон, глядя на сестру. "Да, я, а кто... Джонатан?" - девушка садится на скамью у стола и начинает рыдать, закрыв лицо руками. На плачь приходит мужчина с заднего двора.
Выясняется, что в тот ужасный день Мелисса вернулась домой, крича о том, что "братик потерялся". Отец вне себя от горя собирает деньги на поиски, но они оканчиваются ничем. Через некоторое время мать заболевает от горя и умирает. Но всё устаканивается, идёт своим чередом, Мелисса находит жениха, рожает детей... А про Джона никто и не думает: его феи утащили. Всё-таки обман...
Мужчина просит Джонатана уйти, чтобы не заставлять жену переживать всё это снова. А уж если отец проснётся и увидит, кто вернётся... Не миновать беды.
И Джон уходит, молча кивнув. Всё равно он уже привык к той жизни. Где надо убивать или быть убитым. Следить, что творится вокруг. И за языком тоже следить...
Когда-нибудь он взыщет должок. Главное - терпение.
Навыки
Джонатан Эванс Человек Мужчина ECL 4 Hexblade 4 (ACF Dark companion) Экспа Поклоняется: Мэб Возраст: 29
---{ Stats }--- +2 STR 14 (6) +2 DEX 14 (6) +2 CON 14 (6) 0 INT 10 (2) +1 WIS 12 (4) +3 CHA 16 (8) - +1 за 4 левел
---{ Secondary stats and defences }--- Хиты 39 Скорость 30 футов Инициатива +2 Грузоподъёмность 58/116/175
АС 16 Touch 12 FF 14
Есть опция набафать АС на 3 единицы девоушеном.
Fort +6 Ref +3 Will +5
Ещё +3 против спеллов и спелл лайк абил за аркан резист. Ещё +1 против спеллов и спелл лайк абил за Нимфс кисс.
---{ Attacks }--- BAB +4 Grapple +6
Атака мечом +7 / 2д6+3 Атака из лука +7 / 1д8+2
---{ Skills (28 шт) }--- 5 Hide 4 7 Ride 4 6 Concentration 4 2 K (summer court) 2 2 K (winter court) 2 7 Bluff 5 11 Intimidate 7
---{ Feats }--- (Хуман) Nymph's kiss. +1 скиллпоинт и +2 на все хар-чеки. (1 Лвл) Dreadful wrath. Когда я кащу спелл, чарджу или делаю полную атаку, враги в радиусе 20 футов от меня роляют Виллу против УС 15 или пугаются (shaken) на 1 минуту. (3 Лвл) Law devotion. Активируется свифтом на минуту. Даёт мне профан бонус +3 на броски атаки или АС до начала моего следующего хода. Прямо перед началом хода я могу переназначить бонус куда мне хочется. Если у меня есть способность пугать или изгонять нежить, за три поюза я могу активировать этот фит ещё раз.
---{ Class features }--- Weapon and armor prof: простое оружие, военное оружие, лёгкие доспехи. Может кастовать в лёгких или средних доспехах, с лёгким щитом или с баклером без шанса провалить арканный спелл. Hexblade curse. До 4 раз в день могу свифтом наложить проклятье на цель в пределах 60 футов от себя. Цель роляет Виллу против УС 15. В случае провала в течение часа имеет штраф -2 на атаки, спасброски, абилити чеки, скилл чеки и броски урона. Если цель откидалась, заряд проклятья не тратится, но я не могу применить проклятье к этой цели повторно в течение 24 часов. Arcane resistance. Против спеллов и заклинательных способностей получаю бонус на спасброски, равный модификатору харизмы. Mettle. Если на меня применяется негативный эффект, предполагающий частичное воздействие при успешном спасброске, я полностью игнорирую эффект, если откидываюсь. Dark companion. Компаньон, сотканный из тени, помогает мне в бою, давая врагам, находящимся рядом с ним, штраф -2 на спасброски и АС. Он имеет мою скорость и может действовать в моём ходу. У него полный иммунитет к урону и негативным эффектам, хотя его могут рассеять. Если это происходит, он автоматически восстанавливается через 24 часа. Если он оказывается на расстоянии более 120 футов от меня в начале моего хода, то немедленно переносится ко мне. Спеллкастинг. Спонтанный. Половинчатый кастер левел. Знаю два спелла 1 круга. Имею один бонусный слот за харизму.
Известные спеллы: Charm person Protection from good
Инвентарь
Предположительно: Мвк двуручка Мвк длинный компот на +2 силы Мвк кольчужная рубаха
Лошадь, лёгкая боевая Седло, боевое
Пища для себя и для коня, всякие бурдюки с водой и прочая дичь
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Лысая Бошка
Автор: |
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Legios |
Раса: |
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Illumian |
Класс: |
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Wizard/Cleric |
Мировоззрение: |
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Хаотичный добрый |
Сила: | | 8 [-1] |
Внешность
Характер
Флегматичный пессимист, иногда склонный к впадениям в меланхолию. В прочем, не смотря на то, что Бошка любит и умеет пожаловаться на жизнь и практически никогда не упускает возможностей заявить окружающим, что оная у него хуже чем и них, границу между позволяющим справится с регулярным стрессом ворчанием и впадением в депрессию тот обычно вполне осознает. Даже не смотря на то, что для этого самого ворчания наличествует уйма причин, начиная с попытки родить страну из старой железки и необходимости ради этого тащится в неизвестно какую даль.
История
Ржавый Мечтатель Олег, на самом деле с двумя "О" в оригинале, но местному произношению на столько удобнее с одной, что уже надоело поправлять, более известный в фейских кругах как Лысая Бошка, что, в прочем, тоже является отдельной темой для воздыханий, личность достаточно неординарная. Будучи родом из кабалы, на столько секретной, что он даже сам, как внешний агент влияния, не должен знать где она находится, дабы не проболтаться вдруг на возможном допросе, но скорее всего расположенной где-то в настолько отдаленной жопе мира, что даже фейри туда заглядывают редко, он является членом общества в некоторой мере обремененным ожиданиями и обязанностями, и проживая на просторох Авалона, является не только его уже практически постоянным обитателем, но также и, в некотором роде, "официальным шпионом". Возможно, даже претендующим на пост директора в дальнейшем, как минимум, за отсутствием иных реальных альтернатив.
Нельзя, в прочем, сказать, чтобы у фейри такая ситуация вызывала особое недовольство, или даже раздражала. А в некоторых случаях даже и вовсе наоборот, находится некоторыми из них довольно забавной, а посему, Бошка в фейских кругах находится на довольно таки хорошем счету, занимая почетную позицию интересной игрушки, которую, по крайней мере в ближайшее время, не собираются ломать. По поводу чего, он, конечно, тоже испытывает очень смешанные чувства, но при этом является достаточно здравомыслящим человеком, чтобы понимать, что, по сравнению с возможными альтернативами, его ситуация еще не так уж и плоха.
Навыки
Exp 5700|6000 CharlistName: Rustdreamer Ooleg Chaotic Good Illumian Male Age: 32 Height: 6'1'' (1.85 m) Weight: 152 lb. (69 kg) Medium Humanoid Cloistered Cleric 1 | Combat Transmutator 2 Languages: Common, Illumian, Summer, Winter, Latin, Dwarven, Elven.
---{ ABILITIES | Ptb32 }---
STR _8[+0] = _8 [00 pts] DEX 10[+0] = 10 [04 pts] CON 14[+2] = 14 [06 pts] INT 18[+4] = 16 [16 pts] WIS 14[+1] = 10 [04 pts] CHA 10[+0] = 10 [02 pts]
Initiative : +4 Speed: 30ft. HP : 18/18 6+4+2+2x3(CON)
---{ ATTACK OPTIONS }---
BAB : +1 Grapple : 0 = 1(BAB) - 1(str) Trip : -01 = -1(str) Bull rush : -01 = -1(str)
[Melee_ -1 to hit, Weapon damage] [Ranged +0 to hit, Weapon damage]
---{ DEFENSE OPTIONS }---
Armor Class: (NA) Full : 10 = 10 Touch: 10 = 10 FlatF: 10 = 10
Fort: +4 = 2(Cleric) + 2(CON) +1 vs Spel(Nymph's Kiss) +2 vs Divine|Outsider Spell(Theologist) Refl: +0 = 0(Cleric) +1 vs Spel(Nymph's Kiss) +2 vs Divine|Outsider Spell(Theologist) Will: +7 = 2(Cleric) + 3(Wizard) + 2(WIS) +1 vs Spel(Nymph's Kiss) +2 vs Divine|Outsider Spell(Theologist)
---{ SKILLS | 11x4(Lvl 1) + 7 (Wizard) =51 }---
12 = 4+1+1 (+4 INT +2 Naen) Craft (Weaving) 12 = 4+1+1 (+4 INT +2 Naen) Craft (Alchemy) 12 = 4+1+1 (+4 INT +2 Naen) Knowledge (Arcana) +2 Spellcraft 14 = 4+1+1 (+4 INT +2 Theologist +2 Naen) Knowledge (Summer Court) +2 Spellcraft for summer spells. _7 = 1 (+4 INT +2 Naen) Knowledge (Winter Court) _7 = 1 (+4 INT +2 Naen) Knowledge (Local) _7 = 1 (+4 INT +2 Naen) Knowledge (Religion) _7 = 1 (+4 INT +2 Naen) Knowledge (Dungeoneering) _7 = 1 (+4 INT +2 Naen) Knowledge (Architecture) _7 = 1 (+4 INT +2 Naen) Knowledge (Nature) _7 = 1 (+4 INT +2 Naen) Knowledge (Geography) _7 = 1 (+4 INT +2 Naen) Knowledge (History) 14 = 4+1+1 (+4 INT + 2 Knowledge +2 Naen) Spellcraft _8 = 4+1+1 (+2 CON) Concentration _8 = 4+1+1 (+2 Feat) Use Magic Device _6 = 4 (+2 Feat) Diplomacy _6 = 4 (+2 WIZ) Heal
---{ FEATS }---
1:[HD 1 feat] Nymph's Kiss 2:[Combat Wizard bonus feat] Improved Initiative 3:[Wizard ACF feat] Eidetic Spellcaster 4:[Homerule Trait] Decipher Script => Use Magic Device 5:[HD 3 feat] Improved Sigil (Krau) Wall of Smoke[A] Cause Fear[D]
---{ ARCANE SPELLS }---
[Spells Known] Level 0: All Level 1: Mage Armor, Grease, Wall of Smoke, Mordenkainen's Buzzing Bee, Nerveskitter, Magecraft, Launch Item, Enlarge Person, Death's Call
[Spell Slots] Level 0: [ ] [ ] [ ] [ ] [T] Level 1: [ ] [ ] [ ] [T]
---{ DIVINE SPELLS }---
[Spell Slots] Level 0: [ ] [ ] [ ] Level 1: [ ] [ ] [D]
---{ RACIAL & TEMPLATE FEATURES }--- Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don't receive the sigils' benefits and can't use any special abilities granted by illumian words (see below) while they're doused. Restoring the sigils to visibility is a free action. Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumian's sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. An illumian wizard who casts a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them.
Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player's Handbook include explosive runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian encounters such magic, one of two things happens: Either the illumian's resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. Illumians have a —4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an illumian's level equals or exceeds the spell's caster level, she is immune to the effect.
Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain bonuses (see below). A power sigil can be discerned from other sigils surrounding an illumian with a DC 10 Spot check, and identified with a DC 15 Knowledge (arcana) check. On attaining 2nd level in any class, an illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. Depending on the combination of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words, below). The benefit of each power sigil is given below, along with the Common translation of each sigil's Illumian name.
Krau ("magic"): +2 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the illumian's character level).
Naen ("mind"): +2 bonus on Intelligence checks andIntelligence-based skill checks.
Naenkrau: During the time when the illumian prepares spells, she can choose to leave up to two spell slots unfilled to add +1 to the save DCs of all her other spells of that level (including spells from different classes). If she leaves two spell slots unfilled, they must be at different spell levels. This effect lasts until the next time the illumian prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells.
Illumian Words (Su): Each combination of two power sigils' names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. The benefit of each word of power is described below.
Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables—usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian's enemies. The illumian's body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a disintegrate spell, her disembodied voice still utters strange gibberish for several rounds.
+2 racial bonus on saves against spells with the shadow descriptor: The illumians' magical heritage is tied to the Plane of Shadow.
Superior Literacy: Illumians are always literate, regardless of their character class. Speak Language is always a class skill for illumians, regardless of class.
Automatic Languages: Common and Illumian. Bonus Languages: Any except for secret languages (such as Druidic). Illumians love languages and travel far and wide to learn new languages from other races.
Favored Class: Any. ---{ CLASS FEATURES }---[Cloistered Cleric] Hit die: d6 Skill points: 6 + Int
Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Deity, Domains, and Domain Spells: Choose a deity for your cleric. Sample deities are listed on Table 3—7: Deities and described on page 106—108. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your cleric to have no deity.
If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)
When you have chosen an alignment and a deity for your cleric, choose two domains from among those given on Table 3—7 for the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.
If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list (page 183), a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Cleric Domains, pages 185—189.
Most cloistered clerics worship deities associated with knowledge and learning, including (but not necessarily limited to) Boccob, Vecna, and Wee Jas. Other deities who might have cloistered clerics among their clergy include Corellon Larethian, Moradin, Pelor, and Yondalla.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains Knowledge as a bonus domain (even if Knowledge is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Neverland Domain
Сила домена: раз в день можно активировать свифтом, в течение минуты доступен свифт экшном телепорт на Close дальность.
1 Benign Transposition 2 Blur 3 Displacement
Knowledge Domain
Granted Power
Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors: Reveals hidden doors within 60 ft. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Luck Domain
Granted Power
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance. 2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10). 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3—7: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8). A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list (page 183), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Add the following spells to the cloistered cleric's class spell list:
0—message;
1st— erase, identify, unseen servant;
2nd—fox's cunning;
3rd—illusory script, secret page, tongues (reduced from 4th level);
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.
ACF: Spontaneous Domain Casting, Neverland.
After a while, clerics can start looking very similar. Even with a variety of domains to choose from, domain spells take up such a small portion of the average cleric's repertoire that they don't have much effect on the overall feel of the character. With spontaneous domain casting, though, your domain choice becomes a more important element of your character. You won't be able to provide as much healing to your party as a typical cleric, but the ability to prepare cure or inflict spells in your domain spell slots keeps you from falling too far behind in that area.
Level: 1st.
Replaces: If you select this class feature, you do not gain the ability to spontaneously convert prepared spells into cure or inflict spells.
Benefit: You can convert stored spell energy into the spells of one of your domains. Pick one of your two domains. You can "lose" any prepared spell (other than a domain spell) to cast any spell of the same level or lower on that domain list. Your choice is permanent unless an alignment change, deity change, or other dramatic event leaves you incapable of accessing the domain.
In addition, when preparing spells you can choose to fill any or all of your domain spell slots with either cure or inflict spells (depending on whether you would normally convert prepared spells to cure or inflict spells) of the same level.
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures., forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn of destroy undead. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
ACF: THEOLOGIAN
You are a wise and respected philosopher, frequently meditating to comprehend the nature of the divine.
Level: 1st.
Replaces: Turn or rebuke undead.
Benefit: You gain a +2 bonus on Knowledge (religion Summer Court) checks. As long as you conspicuously wear or carry your deity's holy symbol you gain a +2 bonus on saving throws made to resist divine spells, as well as the spells and spell-like abilities of outsiders.
Base Attack Bonus: The cloistered cleric's lack of martial training means that he uses the poor base attack bonus (like wizard).
Class Skills: The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain). [Combat Transmutator] Hit die: d4 Skill points: 2 + Int
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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the wizard spell list (see bottom of page). A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the Advancement table below. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8).
Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the accompanying Familiars sidebar for details.
ACF: Eidetic Spellcaster
Unlike other wizards, you can see within your mind the intricate arcane symbols, words, and gestures that define your spells. Your photographic memory acts as your spellbook, inscribing the spells you know within your mind.
Level: 1st.
Replaces: If you select this class feature you do not gain a familiar or the Scribe Scroll bonus feat.
Benefit: You do not need a spellbook, either to record spells you know or to prepare known spells. You can learn spells normally, either through gaining levels in wizard or learning from other spellbooks, and you must pay all the normal costs for learning new spells (used instead in special incenses rather than inks), but you do not need to put them into a spellbook.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).
Class Variant: Combat Wizard
Some wizards trade their knowledge of magic and craft to improve their combat prowess.
This variant simply swaps one or more of a class's features for one or more class features of another class. A class feature gained works just as it did for its original class, including the level at which it is gained and any other effects, except as noted below.
Lose: Scribe Scroll, wizard bonus feat list.
Gain: Bonus feat list (as fighter; bonus feats gained at 1st level and every five levels as wizard).
Spellbooks: A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells, page 177). She cannot prepare any spell not recorded in her 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 her prohibited school or schools, if any; see School Specialization, page 57) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has (see Table 1—1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own (see Adding Spells to a Wizard's Spellbook, page 178).
SCHOOL SPECIALIZATION
A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. Essentially, the wizard gains exceptional mastery over a single school by neglecting the study of other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school (see Adding Spells to a Wizard's Spellbook, page 178).
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. For instance, if she chooses to specialize in conjuration, she might decide to give up enchantment and necromancy, or evocation and transmutation. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
BANNED SCHOOLS
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. ProgressionGeneral Build: 1 - (C1) Cloistered Cleric 1 Feat: Nymph's Kiss 2 - (W1 C1) Wizard 1 Wizard: Eidetic Spellcaster, Improved Initiative 3 - (W2 C1) Wizard 2 Sigil: Naen World: NaenKrau Feat: Improved Sigil (Krau) 4 - (W3 C2) Mystic Theurge 1 5 - (W4 C3) Mystic Theurge 2 Feat: Enlarge Spell 6 - (W4 C3) War Weaver 1 7 - (W5 C3) War Weaver 2 Feat: Theurgic Specialist (Transmutation) 8 - (W6 C3) War Weaver 3 9 - (W7 C3) War Weaver 4 Feat: Practiced Spellcaster (Divine) 10 -(W8 C3) War Weaver 5 11 -(W9 C4) Mystic Theurge 3 Feat: 12 -(W10 C5) Mystic Theurge 4 13 -(W11 C6) Mystic Theurge 5 Feat:
6 lvl arcane 5 lvl weave 3 lvl divine.
Cloistered Cleric 1 Domain: Knowledge(Free), Luck, Netherland.
Combat Transmutator (Wizzard) 1
Evocation
Enchantment
Scribe Scrool => Improved Initiative + ACF: Familiar => Eidetic Spellcaster
Инвентарь
16 gp 1 sp 5 cp
25 gp 4 lb — Crossbow, Light. 22 gp 1 lb — Bolts, Crossbow. Silver, Alchemical 10 2 gp 1 lb — Bolts, Crossbow. Iron, Cold 10 4 gp 1 lb — Dagger. Iron, Cold. 10 gp 4 lb — Cane. (Mace, Light ). Iron, Cold 16 gp 4 lb — Tanglefoot bag. 10 gp 6 lb — Courtier’s outfit 5 gp 2 lb — Spell component pouch 1 3 gp 0 lb — Holy symbol, wooden 3 50 gp 1 lb — Healer kit. 25 gp 0 lb — Scroll, Feather fall. 25 gp 0 lb — Scroll, Lesser Vigor. 25 gp 0 lb — Scroll, Endure Elements 25 gp 0 lb — Scroll, Expeditious Retreat 25 gp 0 lb — Scroll, Disguise Self 0.8 gp 0 lb — Signal whistle 10 gp 0.5 lb — Mirror 6 gp 1 lb — Sealing wax + Signet ring 9 gp 0 lb — Ink + Pen 4 gp 0 lb — Paper 10
8 gp 0 lb — Mule 10 gp 25 lb — Saddle, Riding. 4 gp 8 lb — Saddlebags 5 gp 2 lb — Spell component pouch 1 gp 0 lb — Holy symbol, wooden 16 gp 25 lb — Standard Adventurer's Kit 0.5 gp 5 lb — Oil 5 10 gp 4 lb — Spell component pouch 1 gp 0 lb — Holy symbol, wooden 10 gp 6 lb — Courtier’s outfit 32 gp 8 lb — Tanglefoot bag. 2 2 gp 1 lb — Bolts, Crossbow. Iron, Cold 10 10 gp 12 lb — Scholar’s outfit, Cleric’s vestments 5 gp 5 lb — Artisan’s tools(weaving) 10 gp 20 lb — Tent 1 gp 4 lb — Grappling hook 0.5 gp 2 lb — Hammer 0.05 gp 20 lb — Ladder, 10-foot 3 gp 10 lb — Pick, miner’s 0.5 gp 10 lb — Pot, iron 1 gp 10 lb — Rope, hempen (50 ft.) 2 gp 8 lb — Shovel 0.1 gp 10 lb — Torch 10 0.5 gp 1 lb — Soap 6 gp 1 lb — Sealing wax + Signet ring 2 gp 5 lb — Crowbar 0.1 gp 0 lb — Fishhook 0.3 gp 15 lb — Flask 10 0.9 gp 4.5 lb — Sack 9 1 gp 10 lb — Sledge 30 gp 60 lb — Rations, trail 60 0.5 gp 100 lb — Mule Feed 10
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Ниа
Автор: |
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Maskelpas |
Раса: |
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Фейская |
Класс: |
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Wizard/Psion |
Мировоззрение: |
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Принципиальный злой |
Сила: | | 0 [-5] |
Внешность
Характер
История
Навыки
Exp 6000/10000 Progression:1 - Wizard (Diviner) [W1 CL1] - Spell Level 1 Feat: Precocious Apprentice Wizard: Improved Initiative 2 - Psion (Telepath) [W1 CL1 P1 ML1] - Power Level 1 Psion Bonus Feat: Psicrystal Affinity 3 - Psion [W1 CL1 P2 ML2] Feat: Expanded Knowledge (Astral Construct) 4 - Psion [W1 CL1 P3 ML3] - Power Level 2 5 - Cerebremancer [W2 CL2 P4 ML4] Feat: Spell Focus (Enchantment) 6 - Cerebremancer [W3 CL3 P5 ML5] - Power Level 3 Spell Level 2 7 - Cerebremancer [W4 CL4 P6 ML6] Feat: Psiotheurgist (Enchantment/Telepathy) 8 - Cerebremancer [W5 CL5 P7 ML7] Power Level 4 Spell Level 3 9 - Cerebremancer [W6 CL6 P8 ML8] Feat: ??? 10 - Cerebremancer [W7 CL7 P9 ML9] Power Level 5 Spell Level 4 11 - Cerebremancer [W8 CL8 P10 ML10] Feat: ??? 12 - Cerebremancer [W9 CL9 P11 ML11] Power Level 6 Spell Level 5 13 - Cerebremancer [W10 CL10 P12 ML12] Feat: ??? //Practiced Spellcaster, Spell Focus (Enchantment), Psiotheurgist (Enchantment/Telepathy) Psionic Mastery, Linked Power,
Name: Nia Drezen Lawful Evil Elan female Medium Aberration (Psionic) Combat Diviner 1/Psion 3 (Telepath) Languages: Common, Elven, Summer, Winter, Latin
---{ ABILITIES / Ptb32 }--- STR 8[+0] = 8 [00 pts] DEX 12[+1] = 12 [04 pts] CON 14[+2] = 14 [06 pts] INT 18[+4] = 18 [16 pts] WIS 13[+1] = 10 [04 pts] +1[4 HD] CHA 8[-1] = 10 [02 pts] - 2 [Elan]
Initiative : +7 Speed: 30ft. HP : 21/21 4+4+3+2+2x3(CON)
---{ ATTACK OPTIONS }--- BAB : +1 grapple : 00 = 1(BAB) - 1(str) trip : 00 = 1(BAB) - 1(str) bull rush : 00 = 1(BAB) - 1(str)
[Melee 0 to hit, Weapon damage] [Ranged +2 to hit, Weapon damage]
---{ DEFENSE OPTIONS }--- Armor Class: (NA) Full : 11 = 10 + 1(DEX) Touch: 11 = 10 +1 (DEX)) FlatF: 10 = 10
Fort: +02 = 0(Wizard) + 2(CON) Refl: +01 = 0(Wizard) + 1(DEX) Will: +06 = 2(Wizard)+3(Psion) + 1(WIS)
---{ SKILLS / 6*4 (Lvl 1) + 6+6+6 (Psion) = 42 }--- Wizard Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int). Psion (Telepath) Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis). //Psion: Swap Profession skill for Autohypnosis
12 = 4+1+1+0(+4)+2(Autohypnosis) Knowledge (Psionics) 10 = 4+1+1+0(+4) Knowledge (Arcana) 11 = 4+0+2+1(+4) Knowledge (Winter Court) 06 = 2+0+0+0(+4) Knowledge (Dungeoneering) 06 = 2+0+0+0(+4) Knowledge (Nature) 12 = 4+0+0+0(+4)+2(feat)+2(Arcana) Spellcraft *14 for Winter Court spells 10 = 0+4+0+0(+4)+2(Psionics) Psicraft *12 for Winter Court powers 09 = 4+1+1+1(+2) Concentration 08 = 0+0+1+4(+1) +2(Concentration) Autohypnosis
02 = 0+2(Psicrystal) Listen 02 = 0+2(Psicrystal) Spot
---{ FEATS }--- 1:[HD 1 feat] Precocious Apprentice 1:[Combat Wizard ACF bonus feat] Improved Initiative 1:[Wizard ACF feat] Eidetic Spellcaster 2:[Psion bonus feat] Psicrystal Affinity (Nimble) 3:[HD 3 feat] Practiced Spellcaster (Wizard)
---{ RACIAL & TEMPLATE FEATURES }--- Elan: *–2 Charisma *Aberration (Psionic): Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. *Medium: As Medium creatures, elans have no special bonuses or penalties due to their size. *Elan base land speed is 30 feet. *Elans (unlike most aberrations) do not have darkvision. *Weapon and Armor Proficiency: An elan is automatically proficient with the longbow, the warhammer, all simple weapons, light armor, and shields. *Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. *Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. *Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. *Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours. *Favored Class: Psion.
---{ CLASS FEATURES }--- [Wizard 1 - Transmutation Domain] 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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the wizard spell list (see bottom of page). A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the Advancement table below. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8). Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races). Many ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. (See Chapter 5 for descriptions of feats and their prerequisites.) These bonus feats are in addition to the feat that a character of any class gets every three levels (as given on Table 3—2: Experience and Level-Dependent Benefits, page 22). The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A wizard must study her spellbook each day to prepare her spells (see Preparing Wizard Spells, page 177). She cannot prepare any spell not recorded in her 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 her prohibited school or schools, if any; see School Specialization, page 57) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has (see Table 1—1: Ability Modifiers and Bonus Spells, page 8), the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own (see Adding Spells to a Wizard's Spellbook, page 178).
School Specialization: Divination/Give Up: Necromancy A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
---{ SPELLS }--- [Spells Known] Level 0: All Level 1: Color Spray, Benign Transposition, Friendly Face, Grease, Nerveskitter, Guided Shot, Targeting Ray, Wall of Smoke Level 2: Alter Self
[Spell Slots] Level 0: [Detect Magic] [Launch Item] [Light] [SD: Detect Magic] Level 1: [Wall of Smoke] [Grease] [SD: Targeting Ray] Level 2: [PA: Alter Self]
---{ POWERS }--- [Power Points]: 19 [Powers Known] Level 1: Matter Agitation, Vigor, Inertial Armor, Entangling Ectoplasm, Energy Ray Level 2: Amethyst Burst, Share Pain
Инвентарь
https://docs.google.com/spreadsheets/d/1Klv0yAUQgOvi5gNmgTdvADssoNVOhQANcK5uqMGIz34/edit#gid=0
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Тин Гремайн
Автор: |
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voidman |
Раса: |
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Гном |
Класс: |
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Артифайсер |
Мировоззрение: |
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Принципиальный злой |
Сила: | | 0 [-5] |
Внешность
Большеносый, остроухий маленький человечек с хитрым взглядом карих глаз и постоянной ухмылкой на губах. Всем своим видом излучает уверенность. Носит килт и колпак.
Характер
Весёлый, любит выпивку, шумные компании и золото. А ещё, наверное, ему бы понравилось видеть врагов распростёртыми у его ног и молящими о пощаде, он не знает, он этого пока не испытывал.
История
Семья Гремайн была известна с давних пор в Британии, как среди людей, так и среди фей. На юге и в Уэльсе многие шахты принадлежали (а некоторые и до сих пор принадлежат) нокерам, Гремайны были среди них одними из самых влиятельных. Менялись с людьми, добывали металлы и делали из них произведения искусства для фей обоих дворов, строили козни против конкурентов-нокеров, вместе с ними выживали копателей-людей. Драгоценный камень на фибуле мантии Леаннесидхе был добыт и огранён патриархом семейства, Гольдом Гремайном. Влияние Семьи, впрочем, пошатнулось с приходом на Альбион римлян, и но падать стало лишь с приходом христианства, когда к нокерам-шахтерам стали относиться совсем уж нетерпимо. Столетие назад, когда родился Тин, в этой борьбе вышла передышка - в Европе свирепствовали Тёмные Века, Церкви было не до борьбы с феями. Тин не перенял семейного ремесла - не стал ни шахтером, ни гранильщиком, потому что не любил работать с камнем. Зато к работе с металлом проявлял должное усердие, а ещё был достаточно умён, чтобы стать подмастерьем зачарователя Лида Гремайна, его троюродного дяди. Гремайны копались в шахтах, времена менялись. Тёмные Времена пошли на спад с приходом Каролуса Магнуса, Церковь снова обратила внимание на Альбион. Можно было понять это уже по тому, что многие золотые изделия, выменянные народу близлежащих провинций, были изъяты и переплавлены на крест, который поставили в церкви. Гремайны, впрочем, восприняли это как оскорбление и попрание их гордости - как, изделия их рук и переплавили, да ещё и в церковь выставили? И нынешний глава семьи, Тангстен Гремайн, когда люди пришли меняться в следующий раз, вместо руд и изделий дал им только письмо, в котором явно указал, что, пока крест из церкви не вынесут, не видать им металлов, как своих ушей. Никаких. Люда Гремайны не боялись, у них, несмотря на малый рост, было намного больше оружия, да и те, кто владел силой, данной им Дворами, имелись, и вообще в случае чего им многие должны были услуги, и окрестный люд поплатился бы за любую попытку нападения. Это было ошибкой. Вместо люда для переговоров к шахтам пришли священники и потребовали, чтобы гномы убирались, под страхом смерти, а после попытки запугать их иллюзиями пошли внутрь, чтобы воплотить свои угрозы. Битва была кровопролитной, и итогом её было почти полное истребление ветки семьи (из двадцати гномов осталось четверо, успевшие уйти через скрытые лазы) и обрушение шахты. Оставшиеся сбежали кто куда, Тин вот например в Регед, где зарабатывал себе на жизнь своим зачарованием.
Навыки
5 AP Craft exp 45/60 Exp 5800/6000 Раса: Rock Gnome+2 Constitution, –2 Strength. Humanoid (Gnome). Small: As a Small creature, a rock gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Rock gnome base land speed is 20 feet. Low-Light Vision: A rock gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Familiarity: Rock gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by rock gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a rock gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to rock gnomes. See the speak with animals spell description. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A rock gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + rock gnome’s Cha modifier + spell level. Favored Class: Bard. A multiclass rock gnome’s bard class does not count when determining whether he takes an experience point penalty. Level Adjustment: +0. Параметры:Сила 8+0-2=6 (0) Ловкость 8+6=14 Выносливость 8+6+2=16 Интеллект 8+10=18 Мудрость 8+0=8 Харизма 8+4=12 Итого 32 очка пойнтбая. Вторичные параметрыHP 25=2*(6+3(CON)) + (4+3(CON)) AC 13=10 + 2(DEX) + 1(Small) Speed 20 ft (small) BAB +2 Fort 4=1+3(CON) Ref 3=1+2(DEX) Will 2=3-1(WIS) Craft Reserve 60/60 Фиты: Nymph's Kiss Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level. Shape Soulmeld: Mages Spectacles You gain the ability to shape a single soulmeld. Prerequisite: Con 13. Benefit: When this feat is selected, choose a soulmeld from any class's soulmeld list. You can shape that soulmeld using the normal meldshaping rules (see page 49, Magic of Incarnum). Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level. If you have essentia, you can invest essentia in the soulmeld as normal. See Table 2-1: Essentia Capacity on page 19, Magic of Incarnum to determine the soulmeld's essentia capacity. If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra). Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld. Mages Spectacles Descriptors: None Chakra: Brow Saving Throw: None You shape incarnum into pair of blue-lensed spectacles. While perched on your nose, these spectacles give you a peculiar visual acuity, heightening your sensitivity to arcane details while granting you insight into the meaning and significance behind those details. With this soulmeld, you summon forth soul energy from generations of wizards to grant you powers of acuity and magical aptitude.
While you wear the mage’s spectacles, you gain a +4 insight bonus on Decipher Script, Spellcraft, and Use Magic Device checks. The mage’s spectacles also allow you to make these checks untrained. Essentia: Every point of essentia you invest in your mage’s spectacles increases the insight bonus granted to the listed skill checks by 2.
Chakra Bind (Brow) Instead of spectacles perched on your nose, your mage’s spectacles manifest as a third eye embedded in your forehead, its iris a rich azure. Through this eye, magical inscriptions open their secrets.
You can decipher magical inscriptions as if you were constantly under the effect of a read magic spell. Навыки: (4+4+1)*4+(4+4+1)*2=54 Appraise 7 = 3 + 4 (INT) (+2 на оценку кованых изделий) Concentration 5 = 2 + 3 (CON) Craft (Smithing) 9 = 5 + 4 (INT) Craft (Alchemy) 9 = 3 + 4 (INT) + 2(gnome) Disable Device 8=4+4(INT) Knowledge (arcana) 9 = 5 + 4(INT) Knowledge (architecture and engineering) INT Knowledge (the planes) INT Knowledge (Unseelie Court) 9=5 + 4(INT) Decipher Script 9 =5 + 4(INT) (+4, пока активен соулмелд) Profession WIS Search 8 = 4 + 4(INT) Spellcraft 12 = 6 + 4 (INT) + 2(Arcana 5 ranks) (+4, пока активен соулмелд) Use Magic Device 11 = 6 + 1 (CHA) + 2 (Feat) + 2(Item)*(Для свитков ещё +6 от синергии со спеллкрафтом и десайфером и от артистик бонуса, на Wondrous Items +2 от артистик бонуса, на всё +4, пока активен соулмелд) Неклассовые: Ride DEX 3 = 1(x2) + 2 (DEX) Handle Animal 5 = 2(x2) + 1(CHA) + 2(Feat) Классовые фишки:Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use. It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based. Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters. Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast). Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster. An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list. Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit. An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus. Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP. Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object. Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand. Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage. An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list. Magic items created by an artificer are considered neither arcane nor divine. Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Инвентарь
Шмотка на +2 к UMD - металлическая палочка для письма с продетым через неё шнуром, обычно висит на шее - 400 голды Сторожевая собака (по типу мастифа) 25 монет - на ней Pack Saddle (5 gp, 15 lb), 12 рационов (6 gp, 12 lb), Sling (невесомый и без цены) + 50 cold iron bullets (1 gp) и намордник из цепочек. Собачку зовут Скраффи Свитки 2xSummon Ice Beast 1xIce Slick 1xLesser Vigor 1xMageArmor 2xBenign Transposition 1xWeb 1xArrow Protection Scroll of CLW 1 12,5 2 Scroll of Magic Weapon 1 12,5 1 Scroll of Mage Armor 1 12,5 2 Scroll of Mount 1 12,5 2 Scroll of Obscuring Mist 1 12,5 1 Small Dagger (2 gp) Chain Shirt (+4AC, max DEX 4, 10 pd) Light Crossbow (d6 dmg, 2 pd) Quiver (1.5 pd, 20 bolts) Kilt (5 sp)
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Зигфрид
Автор: |
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Zerg |
Раса: |
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Человек |
Класс: |
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Жрец |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 0 [-5] |
Внешность
Характер
Мрачный тип - там можно в двух словах охарактеризовать Зигфрида. Не злой, но флегмантично-равнодушный, равнодушный, как феи - чью магию он со своеобразной гордостью носил. Присягнув двору Зимы, клирик в свои относительно молодые годы уже столько повидал крови, боли и смертей, что стал относится ко всему этому не только спокойно, но даже с каким то черным юмором. Если не попросить о помощи, то вполне можно истечь кровью при таком лекаре.
История
Навыки
Lawfull Evil / Human / male Medium humanoid Cleric 2 Languages: Common
---{ ABILITIES / Ptb32 }--- STR 14 [+2] DEX 10 [0] CON 14[+2] INT 10 [0] WIS 16 [+3] CHA 14 [+2]
Initiative : 0 Speed: 20ft (heavy armor). HP : 20/20 (8+8+2x2 CON)
Domains: War, Undead.
Spells per Day: 0 - 4 1 - 2+1(Wis)+1(Domain)
---{ ATTACK OPTIONS }--- BAB : +1 grapple : +3 = 1 BAB + 2 STR
[Melee +3 to hit, Weapon damage] [Ranged +1 to hit, Weapon damage]
greatsword +4 AB, 2d6+3 slashing 19-20/x2 crossbow light +1 AB, 1d8 80' 19-20x2 Gauntlet, spiked +3 AB, 1d3+2 Piercing, x2
---{ DEFENSE OPTIONS }--- Armor Class: Full : 16 = 10 + 6 (Banded mail) Touch: 10 FlatF: 16
Fort: +5 = 3(Cleric) + 2(CON) Refl: +0 = 0(Cleric) Will: +6 = 3(Cleric)+ 3(WIS)
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
UNDEATH DOMAIN Granted Power: You gain Extra Turning as a bonus feat. Undeath Domain Spells 1 Detect Undead*: Reveals undead within 60 ft. 2 Desecrate* M: Fills area with negative energy, making undead stronger. 3 Animate Dead* M: Creates undead skeletons and zombies. 4 Death Ward*: Grants immunity to death spells and negative energy effects. 5 Circle of Death* M: Kills 1d4/level HD of creatures. 6 Create Undead*: Creates ghouls, ghasts, mummies, or mohrgs. 7 Control Undead*: Undead don’t attack you while under your command. 8 Create Greater Undead* M: Create shadows, wraiths, specters, or devourers. 9 Energy Drain*: Subject gains 2d4 negative levels.
WAR DOMAIN Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. War Domain Spells Spell Name Brief Description 1 Magic Weapon: Weapon gains +1 bonus. 2 Spiritual Weapon: Magical weapon attacks on its own. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Power Word Blind: Blinds creature with 200 hp or less. 8 Power Word Stun: Stuns creature with 150 hp or less. 9 Power Word Kill: Kills creature with 100 hp or less.
9 (3+ 2(cha) + 4(feat)) /day Rebuke Fey
Skills: 15 = 3(2 +1(human bonus)) * 4 + 3 Concentration 5 3 + 2(CON) Heal 7 4+3(WIS) Spellcraft 5 Knowledge(Winter fey) 1 Knowledge(Religion) 2
Feats: 1 - level 1 - human bonus 1 - domain granted (war) 1 - domain granted (war) 1 - domain granted (undeath)
QUICKEN SPELL [METAMAGIC] Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity. Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
DIVINE METAMAGIC (QUICKEN SPELL)[DIVINE] You can channel energy into some of your divine spells to make them more powerful. Prerequisite: Ability to turn undead or rebuke undead. Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifi ce three turn attempts to empower a holy smite he’s casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it.
EXTRA TURNING [GENERAL] (UNDEATH DOMAIN) Prerequisite: Ability to turn or rebuke creatures. Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier. Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Weapon Proficiency (greatsword) (WAR DOMAIN) Weapon Focus (great sword) (WAR DOMAIN)
Инвентарь
Greatsword - 50 gp Healer’s kit - 50 gp Gauntlet, spiked - 5 gp Banded mail - 250 gp Crossbow light - 35 gp Bolt's crossbow(10) - 1 gp Holy symbol, wooden - 1 gp Комплект путешественника - 50 gp Rations, trail (per day) - 0.5 gp - 10 - 5 gp Oil (1-pint flask) - 10 - 1 gp Spell component pouch - 5 gp
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Эрни Транквилитатин
Автор: |
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Tpayp |
Раса: |
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Человек |
Класс: |
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Beguiler |
Мировоззрение: |
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Нейтральный злой |
Сила: | | 0 [-5] |
Внешность
Характер
История
Навыки
Name: Erny Tranquilitatin Neutral Evil / Human / male Medium humanoid Beguiler 2 Languages: Common, Gnome, Dwarven, Elven, Orc ---{ ABILITIES / Ptb32 }--- STR 8 [–1] DEX 10 [0] CON 12[+1] INT 18 [+4] WIS 12 [+1] CHA 14 [+1] Initiative : 0 Speed: 30ft. HP : 14/14 (6+6+1x2 CON) ---{ ATTACK OPTIONS }--- BAB : +1 grapple : 0 = 1 BAB – 1 STR trip : 0 bull rush : 0 [Melee 0 to hit, Weapon damage] [Ranged +2 to hit, Weapon damage] ---{ DEFENSE OPTIONS }--- Armor Class: (14) Full : 14 = 10 + 4(Armor) Touch: 10 FlatF: 14 = 10 + 4(Armor) Fort: +1 = 0(Beguiler) + 1(CON) Refl: +0 = 0(Beguiler) Will: +4 = 3(Beguiler)+ 1(WIS) / +2 against illusions ---{ SKILLS / 6*4 (Lvl 1) + 10 (Lvl 2) = 50 }--- Bluff +9 = (5 rank + 2 CHA + 2 Fey) Concentration +3 (1 rank + 2 CON) Craft Alchemy +6 (0 rank + 2 Race) Decipher Script +5 (1 rank + 5 INT) Diplomacy +13 (5 rank + 2 CHA + 4 Synergy + 2 Fey) Disable Device +6 (2 rank + 4 INT) Disguise +5 (1 rank + 2 CHA + 2 Fey) / +2 to act in character Forgery +5 (1 rank + 4 INT) Gather Info +5 (3 rank + 2 CHA + 2 Fey) Hide +2 (3 rank –1 Armor) Intimidate 0 (–2 STR +2 Synergy) Knowledge Arcana +9 (5 rank + 4 INT) Knowledge Local +5 (1 rank + 4 INT) Knowledge Religion +6 (2 rank + 4 INT) Knowledge Летний двор +5 (1 rank + 4 INT) Knowledge Зимний двор +5 (1 rank + 4 INT) Listen +4 (3 rank + 1 WIS) Move Silently 0 (1 rank –1 Armor) Open Lock +1 (1 rank) Search +9 (5 rank + 4 INT) Sense Motive +6 (5 rank + 1 WIS) Sleight of Hand +6 (5 rank + 2 Synergy –1 Armor) Spellcraft +9 (2 rank + 4 INT +2 Synergy) Spot +4 (3 rank + 1 WIS) Survival +1 (+1 WIS) / +2 when following tracks Use Magiс Device +7 (1 rank + 2 CHA + 2 Fey) Conceal Spellcasting skill trick You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.
---{ FEATS }--- 1:[HD 1 feat] Nymph's Kiss By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey. Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level. 1:[Race] Mind Blank Effects that detect alignment reveal that you are neutral, and detect magic and detect psionics reveal you to be nonmagical and nonpsionic, regardless of your true nature. You also get a +1 bonus on saving throws against mind-affecting spells, power, and abilities. If you wish, you can suppress the benefit of this feat to reveal your actual characteristics and forgo the save bonus. This feat does not mask the aura of effects you create or items in you possession, including ongoing spells and powers, as well as imbedded magic or psionic items. ---{ RACIAL & TEMPLATE FEATURES }--- [Human:] * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. * 1 extra feat at 1st level. * 4 extra skill points at 1st level and 1 extra skill point at each additional level. * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. ---{ CLASS FEATURES }--- [Beguiler 2] * Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. * Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list on page 11. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. * To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8). * A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. * Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes. * Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. * Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. * A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it. * Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). ---{ SPELLS }--- [Spells Known] Level 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic Level 1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse*, Silent Image, Sleep, Undetectable Alignment, Whelm* [Spell Slots] Level 0: 6 Level 1: 5 [Spell Descriptions] LEVEL 0 Dancing Lights Evocation [Light] Components: V, S, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10-ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. Dancing lights can be made permanent with a permanency spell.
Daze Enchantment (Compulsion) [Mind-Affecting] Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component: A pinch of wool or similar substance. Detect Magic Divination Components: V, S, Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Ghost Sound Illusion (Figment) Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. Material Component: A bit of wool or a small lump of wax. Message Transmutation [Language-Dependent] Components: V, S, AF, Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/level Duration: 10 min./level Saving Throw: None Spell Resistance: No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Focus: A short piece of copper wire. Open/close Transmutation Components: V, S, AF, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Object weighing up to 30 lb. or portal that can be opened or closed Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect. Focus: A brass key.
Read Magic Divination Components: V, S, AF, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraftcheck, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism. LEVEL 1 Charm Person Enchantment (Charm) [Mind-Affecting] Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds". Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. Color Spray Illusion (Pattern) [Mind-Affecting] Components: V, S, M, Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious). 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.
Comprehend Languages Divination Components: V, S, M, DF, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt. Detect Secret Doors Divination Components: V, S, Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell—an ordinary trapdoor underneath a pile of crates would not be detected. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Disguise Self Illusion (Glamer) Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature such as a mole or a beard, or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. Expeditious Retreat Transmutation Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus). There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill, page 77). This spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard's attitude towards combat. Hypnotism Enchantment (Compulsion) [Mind-Affecting] Components: V, S, Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: Several living creatures, no two of which may be more than 30 ft. apart Duration: 2d4 rounds (D) Saving Throw: Will negates Spell Resistance: Yes Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude (see Influencing NPCAttitudes, page 72). This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. Mage Armor Conjuration (Creation) [Force] Components: V, S, AF, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. Focus: A piece of cured leather. Obscuring Mist Conjuration (Creation) Components: V, S, Casting Time: 1 standard action Range: 20 ft. Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Rouse Enchantment (Compulsion) [Mind-Affecting] Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell awakens creatures from magical and nonmagical sleep. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points. Silent Image Illusion (Figment) Components: V, S, AF, Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration: Concentration Saving Throw: Will disbelief (if interacted with) Spell Resistance: No This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. Focus: A bit of fleece. Sleep Enchantment (Compulsion) [Mind-Affecting] Components: V, S, M, Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One or more living creatures within a 10-ft.-radius burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. For example, Mialee casts sleep at one rat (1/4 HD), one kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD). The rat, the kobold, and one gnoll are affected (1/4 + 1 + 2 = 3-1/4 HD). The remaining 3/4 HD is not enough to affect the last gnoll or the ogre. Mialee can't choose to have sleep affect the ogre or the two gnolls. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Material Component: A pinch of fine sand, rose petals, or a live cricket. Undetectable Alignment Abjuration Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: 24 hours Saving Throw: Will negates (object) Spell Resistance: Yes (object) An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. Whelm Enchantment (Compulsion) [Mind-Affecting] Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You thrust one arm forward toward your foe, palm open and fingers splayed.
The creature reels as an invisible surge of power invades its mind.
You launch a magical assault that wears at the target's mind, dealing 1d6 points of nonlethal damage if it fails its saving throw.
For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.
Инвентарь
Masterwork Chain shirt - 250 gp, 25 lb, +4 AC, –1 ACP Longspoon Masterwork Thieves' Tools (CAd, 150 gp) Blessed bandage x3 (HB, MIC, 10 gp)
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Фредерик
Автор: |
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Mordodrukow |
Раса: |
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Человек |
Класс: |
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Зажигалка |
Мировоззрение: |
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Нейтральный |
Сила: | | 0 [-5] |
Внешность
Молодой и подающий надежды король, готовый сразиться со всеми несогласными и привести всех сочувствующих к процветанию. Довольно таки статен, хотя на вид и не признаешь в нём силача или великого воителя. Все эти качества Фредерик заменяет природным магнетизмом и смекалкой.
Держится уверенно и, кажется, всегда знает, что делать. Хотя иногда склонен "залипать" и уходить в себя.
Высок, светловолос и приятен лицом. Предпочитает одежду багровых тонов, просторную, но удобную и не волочащуюся по полу. Носит плащ без капюшона, побитый жизнью, но всегда чистый, поскольку псионик старается держать его в надлежащем виде.
В бою одет в кольчугу и прячется за щитом, постреливая из арбалета.
Характер
Сильный и независимый мужчина. Не любит прогибаться и терпеть. Но при этом не вспыльчив, готов выслушать чужое мнение и постараться взглянуть на ситуацию глазами собеседника.
Как и любой здоровый человек любит отдохнуть и поесть. В какой-то момент решил, что для того, чтобы много отдыхать, надо сперва много поработать, и потому принял решение стать королём. И если уж он что-то решил - будет двигаться к этой цели не смотря ни на что.
Не очень любит врать. В общении делает упор на честность.
Также уважает справедливость, добро и открытость. Тяжело заводит друзей, но если завёл, то стоит за них горой.
История
Навыки
Фредерик Мужчина 24 года Сторона: фейский двор, лето ECL: 3 Classes: Вайлдер 3 Exp: 1690/3000
---{ Stats }--- 0 STR 11 (3) 0 DEX 10 (2) +2 CON 14 (6) +2 INT 14 (6) 0 WIS 10 (2) +3 CHA 17 (13)
---{ Secondary stats and defences }--- Хиты 22 Скорость 30 футов Инициатива +2 Грузоподъёмность 38/76/115
АС 16 Touch 13 FF 15
Fort +3 Ref +1 Will +3
Еще +1 против спеллов и спелл лайк абил за Нимфс кисс
---{ Attacks }--- BAB +2 Grapple +2
Атака мечом -2 / 2д6 Атака арбалетом +2 / 1д8
---{ Skills (48 шт) }--- 0 Climb (Сил) 2 Jump (Сил) 1 Swim (Сил) 1 7 Balance (Лвк) 5 1 Escape artist (Лвк) 1 5 Tumble (Лвк) 5 4 Concentration (Тел) 2 3 K (псионика) (Инт) 1 3 K (фейский двор лета) (Инт) 1 3 K (фейский двор зимы) (Инт) 1 3 Psicraft (Инт) 1 6 Autohypnosis (Мдр) 6 2 Listen (Мдр) 5 Sense motive (Мдр) 5 8 Spot (Мдр) 6 10 Bluff (Хар) 5 15 Diplomacy (Хар) 6 7 Intimidate (Хар) 6 Handle animal (Хар) 1
---{ Feats }--- {За псикристалл} Алертнесс. +2 на спот и лисн. (Хуман) Nymph's kiss. +1 скиллпоинт и +2 на все хар-чеки. (1 Лвл) Enervation endurance. Словив энервацию, теряю в два раза меньше пп, чем обычно. (3 Лвл) Psicrystal affinity. Даёт псикристалл. Взял Nimble.
---{ Class features }--- Weapon and armor prof: простое оружие, лёгкая броня, щиты. Wild surge +2. Можно накачать павер на +1 манифестер левел (автоматически оплачивает этот лишний павер поинт) Psychic enervation. 5% шанс задейзиться до конца своего следующего хода при сурже. Плюс теряется павер поинтов в размере, равном моему уровню. Elude touch. Харизма кладётся в АС против тач атак.
---{ Psionics }--- Powers known (2 шт): Vigor, psionic Mind thrust
PP pool: 15
Инвентарь
АС 16 Хиты 22 Временные хиты 0 Павер поинты 15/15
Crossbow, light 35 gp 4 lb Bolt, crossbow (20) 2 gp 2 lb Chain shirt 100 gp 25 lb Тяжёлый стальной щит 20 гп Царский меч 8 lb Псикристалл Pouch, belt 1 gp 0.5 lb Signet ring 5 gp
Это на мулах: Факелы (7 шт) Backpack 2 gp 2 lb Bedroll 1 sp 5 lb Mirror, small steel 10 gp 0.5 lb Rations (5) 2.5 gp 5 lb Rope, silk (100 ft) 20 gp 10 lb Waterskin 1 gp 4 lb Buckler 15 gp 5 lb - передал Валерии
Осталось голды 6, серебра 4
Общак в таблице
Плюс сова охотничья, два ослика и мул
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