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Valen

Valen


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MensagemAssunto: Fichas   Fichas Icon_minitimeSáb Ago 28, 2010 3:15 pm

Fichas... né? Very Happy


Última edição por Valen em Qui Set 02, 2010 1:41 pm, editado 1 vez(es)
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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSáb Ago 28, 2010 3:15 pm

Kendrack Arnor
Leal / Bom
3m
250kg
Ogro 4 HDs(+2)/ Meio-Dragao(+3)/Criatura da Lenda(+7)/Monk 11 (Raça efetiva: ExtraPlanar
NEP: 27
(nativo)


//Ogro Livro dos monstros Pagina:
//Meio-Dragao Livro Dos Monstros pagina:
//Criatura da Lenda Livro dos monstros II Pagina: E errata que te passei.

30m solo
60m Voando(manobra média)
___________________ ___________________ ___________________ ____


base/ogro/MD/CL/Tomos/Magico/Total
FOR|19|+10|+8|+10|+5|+6|58(+24)
DES|15|+04|+2|+06|+5|+6|38(+14)
CON|19|+04|+0|+10|+5|+6|44(+17)
INT|13|-04|+2|+02|+5|+0|18(+04)
SAB|17|+00|+0|+02|+5|+6|30(+10)
CAR|10|-04|+2|+02|+5|+6|21(+05)

+3 por level em FOR/CON/SAB
___________________ ___________________ ___________________ ____

PV's 333 =4d10+4x17+9d8+9x17( 40+68+72+153)
Iniciativa= +18
___________________ ___________________ ___________________ ____

CA 69 (70 contra alvo)
Toque 43 (44 contra alvo)



10 BASE
+05 Nat. Ogro
+04 Nat. DG
+05 Nat. CL
+05 Nat. Mag.
+03 Monge
+14 Destreza
+10 Sabedoria
+08 Braçadeiras
+05 Deflexão
-01 Grande
+01 Haste
___________________ ___________________ ___________________ ____

racial/ML/monge/bonus/magico/sorte/competencia/talento/total
FOR |+4|+3|+7|+17|+5|+1|+1|+2|=40
REF |+1|+3|+7|+14|+6|+1|+1|+0|=33
VON|+1|+3|+7|+17|+5|+1|+1|+0|=34

___________________ ___________________ ___________________ ____
bba +10/+5(9/4 -1 de tamanho)8/3 monge 2/2 ogro

Agarrar +40 =+1 de sorte+1 de competencia+24(força)+8(bba)+4(tamanho)

+33 Garra 2d6+12

+35 Mordida 3d6+24


CC +42/+37/+42(Haste)
+1 de Competencia
+5 Ehancement
+10 de bba/+5
+1 de foco
+24 de Força
+1 Haste

6d8+34+1d6(fogo) se mal +2d6(sagrado)
+24 de força
+5 Ehancement
+5 Impacto

Rajada +42/+42/+42/+37/+42(Haste)

6d8+34+1d6(fogo) se mal +2d6(sagrado)
___________________ ___________________ ___________________ ____
Talentos Raciais
-Multi-Attack
-Improved Initiative
-Grande Fortitude
-Ataque Poderoso
-Rastrear

Talentos
1-Arma Natural Aprimorada
3-Foco em Arma(desarmado)
6-Thoughness
9-SteadFast Determination
12-Dodge

Talentos de Classe
-Rajada de Golpes
-Ataque Desarmado
-Ataque Atordoante(CD 24) 10x por dia
-Reflexos em Combate
-Evasao
-Mente Tranquila(+2 contra magias de ação mental)
-Ataque chi(magico)
-Queda suave 6m
-Pureza Corporal(imunidade a doenças)
-Queda Suave 15m
-Evasão Aprimorada
-Ataque Chi (Ordem)
-Corpo de Diamante
-Rajada Maior
___________________ ___________________ ___________________ ____
Caracteristicas Raciais/Gerais
Sopro Cone de Fogo 9m 6d8 CD 29 (10+2+17)
Visao no Escuro 18m
Visao na Penumbra
Imune a Sono
Imune a Paralisia
Imune a Fogo
Imune a Gelo
Cast Spells Like a lvl 5 Cleric(Protection, War, Strenght Domains)
Greater Damage(aumenta arma naturais em 1 categoria)
Regrow limbs(Imune a vorpal)
intimidar +3, Ouvir +8, procurar +3, Observar +8
RD 10/magico
Subtipo Gelo
Haste Spell(Always on)
Poison: Bite does 1d6 Str / 1d6 Str poison damage.
Constitution-based DC= 29 (10+2+17)

Caracteristicas dadas por itens

Res 30/ eletricidade,Acido,Sonico
Imune a sucessos Decisivos
Imune a Acido.
RM 25 Contra magias com Descritor mal ou conjurada por casters Maus
Imune a Possessão.
Se acertado corpo a corpo por um ser mal ele tem de fazer um teste de fortitude cd 25 ou

ficara cego

___________________ ___________________ ___________________ ____
Magias(nivel de conjurador 5)

0(5)-Ler Magias, Purificar Alimento, Consertar, Curar Fer Min(2)
1(3+1)-Proteção contra Mal,Remover Medo, Visao da Morte(Santuário)
2(2+1)-Curar Ferimentos Moderados(2d8+5), Zona da Verdade(Proteger o Outro)
3(1+1)- Circulo Magico contra o Mal(proteção Contra elementos)



___________________ ___________________ ___________________ ____



Pericias(Ogro meio dragao)6+int x(dv+3) (10x7)(70)(Nivel 4 max 7)


3-Blefar
3-Cavalgar
3-Diplomacia
3-Cura
3-Equilibrio
3-Intimidação
3-Sentir Motivação
3-Sobrevivencia
7-Escalar
7-Ouvir
7-Observar



pericias como monge (4+int)x9 (72)(Nivel 13 max 16)



16-Acrobacia (Des)
00-Arte da Fuga (Des)
00-Atuação (Car)
00-Concentração (Con)
04-Conhecimento(arcano) (Int)
05-Conhecimento (religião) (Int)
13-Diplomacia (Car)
13-Equilíbrio(Des)
00-Escalar (For)
00-Esconder-se (Des)
02-Furtividade (Des)
00-Natação (For)
00-Observar(Sab)
00-Ouvir (Sab)
06-Saltar (For)
13-Sentir Motivação(Sab).

[PERICIA FINAL] Nivel de monstro 15 max 18

level 10 de monk-8 gastos 1 acrobacia/ 1 equilibrio/ 1 Diplomacia/5 sentir Mot/
level 11 de monk-8 gastos 1 acrobacia/1 equilibrio/ 1 Diplomacia/3 saltar/1 ouvir/1 observar

TOTAL/GRAD/RACIAL/MAGICO/COMPETENCIA/SORTE/SINERG/MOD
DES +14/FOR +24/ INT +4/ CON+17/SAB+10/CAR+5

|56|=|18|0|20|1|1|2|14|Acrobacias
|16|=|00|0|00|1|1|-|14|Arte da Fuga
|07|=|00|0|00|1|1|-|05|Atuação
|06|=|00|0|00|1|1|-|04|Avaliação
|10|=|03|0|00|1|1|-|05|Blefar
|19|=|03|0|00|1|1|-|14|Cavalgar
|19|=|00|0|00|1|1|-|17|Concentração
|10|=|04|0|00|1|1|-|04|Conhecimento (arcano)
|11|=|05|0|00|1|1|-|04|Conhecimento (religião)
|15|=|03|0|00|1|1|-|10|Cura
|25|=|18|0|00|1|1|-|05|Diplomacia
|07|=|00|0|00|1|1|-|05|Disfarces
|34|=|16|0|00|1|1|2|14|Equilíbrio
|53|=|07|0|20|1|1|-|24|Escalar
|16|=|00|0|00|1|1|-|14|Esconder-se
|06|=|00|0|00|1|1|-|04|Falsificação
|16|=|00|0|00|1|1|-|14|Furtividade
|13|=|03|3|00|1|1|-|05|Intimidação
|26|=|00|0|00|1|1|-|24|Natação
|38|=|08|8|10|1|1|-|10|Observar
|07|=|00|0|00|1|1|-|05|Obter Informação
|28|=|08|8|00|1|1|-|10|Ouvir
|09|=|00|3|00|1|1|-|04|Procurar
|57|=|09|0|20|1|1|2|24|Saltar
|30|=|18|0|00|1|1|-|10|Sentir Motivação
|12|=|00|0|00|1|1|-|10|Sobrevivência
|16|=|00|0|00|1|1|-|14|Usar Cordas
___________________ ___________________ ___________________ ____

[Tomos(765k)]
Força
Destreza
Sabedoria
Constituição
Inteligencia
Carisma
___________________ ___________________ ___________________ ____

[Itens(1613) 1129.1]

Cabeça-
Face- Lentes da Visao Draconica(draconomiconpg: 120) (46k)
Pescoço-Periapto da Sabedoria e Armadura Natural(86k)
Costas-Capa da Resistencia+5, Carisma+6 e Deflexão+5(111k)
Torso-Camisa da Constituição+6(36k)
Cintura-Cinto do Monge e da Força+6(49k)
braços- Braçadeiras da Armadura+8(64k)
Anel1- Anel do Bem Virtuoso(250k)
Anel2- Anel da Imunidade(Ácido)[Livro dos Niveis épicos] (240k)
Pés-Sandalhas da Rapidez(botas da rapidez niveis epicos)(256k)

Luvas +5 Sagrada(+2)Collisao(+2)Flamejante(+1)(200k) Aurorum(4k)




Dobok(kimono de taekwondoXD)- 01-08 Robe Universal energy resistance, greater
308,000 gp(231)


___________________ ___________________ ___________________ ____


[Outros-(98k)]

Mochila de Carga IV (10k)
Pedra Ionica do Sustento(18k)Sustenta mesmo sem Ar, comida ou agua
Prisma Verde Pálido(30k)+1 de competencia em ataques/res/percicia/Hab
Buraco Portatil( 20k)
Pedra da Sorte(20k) +1 de sorte em testes de Habilidade/Pericia/Saves
Gema da Fortificação (35k +25k Desejo=60)
___________________ ___________________ ___________________ ____
Gastos 1872.6k
Sobram 559.3k


Cria de duas Criaturas Malignas Kendrack foi poupado de sua morte quando um Celestial de

Illmater descendeu dos Céus afirmando que aquela criança fora escolhida por Illmater

para seu propósito sagrado.Ele foi levado a um Monasterio em montanhas secretas onde ele

foi criado e doutrinado a servir Illmater e o bem. A medida que os Anos passaram e

Kendrack foi adquirindo experiencia e poder, se tornando cada vez mais forte, a aparente

benção de Illmater se tornava cada vez mais latente e o poder de sua descendencia

também. Ao saber da existencia de tal escolhido os Deuses Malignos despacharam ataques

continuos contra o Monastério em que Kendrack e os outros viviam. Ele, os monges e

clerigos tiveram sucesso em proteger o monasterio por 5 anos. Ao completar 25 anos o

Celestial(Caliel) descendeu novamente, falando que Kendrack estava pronto para sair no

mundo e cumprir sua missão divina, consigo Caliel trouxera os itens e armas com a benção

de seu Deus que havia vigiado e ansiado por esse momento em que poderia abençoar seu

escolhido e protegê-lo de tal forma. Caliel disse a Kendrack que no momento em que ele

pisasse fora do Monastério eles levariam o mesmo para outro lugar, ja que sem ele o

ataque ao monasterio provavelmente seria destruidor e que se o destino quisesse um dia

ele reencontraria denovo seus amigos e seus mestres.Kendrack então sai pelo mundo

tentando buscar a sua verdadeira missão e salvar seu Deus.
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Valen

Valen


Mensagens : 489
Data de inscrição : 17/08/2010
Idade : 37
Localização : Rio

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSáb Ago 28, 2010 3:16 pm

Nome: Kodas Axeager
Jogador: Bane
Classe: Meio Celestial (4)/Guerreiro 18/ Mestre das Armas Exóticas
Raça: Meio Celestial Humano
Tendência: Caótico e Bom
Divindade: Lathander
Tamanho: Médio
Idade: 31 anos
Sexo: Masculino
Altura: 2,03m
Peso: 96 kg
Olhos: Dourados
Cabelos: Ruivos
Pele: Branca



ATRIBUTOS:
Inicial Racial IN Equip. Nível Total
Força: 18 (+4) - 22 (+6) - 27 (+Cool - 33 (+11) - 38 (+14) 38(+14)
Destreza: 16 (+3) - 18 (+4) - 20 (+5) - 26 (+Cool 26(+Cool
Constituição: 18 (+4) - 22 (+6) - 27 (+Cool - 33 (+12) - 34 (+13) 34(+12)
Inteligência: 13 (+1) - 15 (+2) - 20 (+5) 20(+4)
Sabedoria: 10 (+0) - 14 (+2) - 18 (+4) 18(+4)
Carisma: 15 (+2) - 19 (+4) - 24 (+7) - 30 (+10) 30(+10)

PVs: 21d10+252 = 462
CA: 46 (1 A.N. + 10 arm. +5 anel + 7 esc. + 8 Des + 1 Weapon supremacy + 1 Cinto do Monge + 4 Sabedoria)
Toque: 30
Surpresa: 33
Iniciativa: 8
Deslocamento: 9m (18m – Vôo)

TESTES DE RESISTÊNCIA:
Total = Base + Hab. + Equip. + Outros
Fortitude: 31(35)= 14 + 12 + 5 (+4 x veneno)
Reflexos: 20 = 7 + 8 + 5
Vontade: 22 = 7 + 10 + 5

BBA: +21
Resistência a Magia: 31
Agarrar:

ATAQUES:
Machado Longo de Aurorum +6 Sagrado da Velocidade ( +5 de encantamento) (774.335) – +45/+50/+40/+35/+30 (velocidade + weapon supremacy no ataque adicional de velocidade) – 1d12+40+2d6(vs maus), 19~20/x3.
ou
+45/+45/+45/+35/+30
+40/+40/+40/+35/+30/+25
Obs: Destruir o mau +10 p/ acerto e +40 de dano, geralmente usado no ataque de velocidade, ficando +60 p/ acerto.

Espada Longa de Ferro Frio Sagrada (10.310 PO) – +40/+35/+30/+25 - 1d8+23+2d6(vs maus)/ 19~20/x2

Adaga OP (302)
Maça Pesada +1 (2.308 PO) - +36/+31/+26/+21 – 1d8+22, x2.
10 Machados de Arremesso

PERÍCIAS:

ADESTRAR ANIMAIS 31 = 21+10
CAVALGAR 20 = 12+8
*CONHECIMENTO (RELIGIÃO) 16 (21 p/ criaturas) = 11+5(+5 p/ identificar criaturas – collector of stories)
ESCALAR 34 = 20+14
INTIMIDAR 34 = 24+10
NATAÇÃO 35 = 21+14
OFÍCIOS (ARMEIRO) 29 = 24+5
OFÍCIOS (ESCRITOR) 28 = 23+5
SALTAR 35 = 21+14

TALENTOS:
Humano – Ataque Poderoso
1º Nível – Usar arma exótica (Machado Longo)
1º Bônus – Foco em Arma (Machado Longo)
2º Bônus – Especialização em escuro (+1 de bônus na CA - Player Handbook 2)
3º Nível – Esquiva
4º Bônus – Especialização em arma (Machado Longo – Completo do Aventureiro)
6º Nível – Força da Personalidade (Car nos testes de resistência de vontade – Completo do Aventureiro)
6º Bônus – Defesa Aprimorada com Broquel (Usa arma sem perder bônus de escudo na CA – Completo do Guerreiro)
8º Bônus – Combater Engajado (Desfere um AdO quando estiver sendo agarrado, se soltando ou somando o dano na jogada resistida de agarrar – Completo do Aventureiro)
9º Nível – Land Lord (Strongholb Building)
10º Bônus – Foco em arma Maior (Machado Longo)
12º Nível – Especialização em Arma Maior (Machado Longo)
12º Bônus – Melee Weapon Mastery (+2 ataque e dano com armas de corte – Player Handbook 2)
14º Bônus – Slashing Flurry
15º Nível – Shield Ward (Bônus de escudo na CA de toque e contra encontrão, desarmar, agarrar, atropelar e imobilização)
16º Bônus – Destruição Adicional (+2 ativações)
18º Nível – Sucesso Decisivo Aprimorado
18º Bônus – Weapon Supremacy
21º Nível – Destruição Maior (Livro dos Níveis Épicos)

Skill Trick (Complete Scoundrel)
Never Outnumbered (desmoralizar múltiplos oponentes em combate)
Collector of Stories (+5 p/ identificar monstros em testes de conhecimento)

ATAQUES ESPECIAIS:

Luz do Dia – Sem limite
Destruir o mau – 3/dia (+10 p/ jogadas de ataque, +40 de dano – Destruição Aprimorada e Destruição Maior)

Habilidade Similares a magia:

Proteção contra o mau 3/dia, Benção, Ajuda, Detectar o mau, Curar ferimentos graves,
Neutralizar veneno, Destruição sagrada, Remover doença, Dissipar o mau, Palavra sagrada, Aura sagrada 3/dia, Santificar, Enfeitiçar monstros em massa, Invocar criaturas IX (apenas celestiais), Ressurreição

HABILIDADES ESPECIAIS:

Visão no escuro – 18m
Imunidade a doenças
Resistência a ácido, gelo e eletricidade – 10
Redução de dano – 10/mágico
RM – 31

Truques de Arma Exótica:
Golpe Poderoso
Exibição
Separar

IDIOMAS:
Comum
Chondathan (regional?)
Elfo
Dracônico
Celestial
Abissal
Infernal

MAGIAS:

EQUIPAMENTOS:
Broquel de Aurorum +5 (54.000)
Armadura Celestial +5 da Fortificação Total (+5 de encantamento) (88.400)

Manuais da Força +5, Destreza +2, Constituição +5 e Tomos da Inteligência +5, da Sabedoria +4 e Carisma +5 já lidos (715.000 Pos)

5 Varinhas de Curar Ferimentos Graves (56.250 Pos)
1 Varinha de Neutralizar Venenos (21.000)
Anel da Proteção +5 (50.000)
10 pergaminhos de invocar criaturas IX (38.250)
Anel da Evasão – (25.000)
Amuleto da Saúde +6 (32.000)
Cinto da Força dos Gigantes e do Monge +6 (32.000+13.000)
Luvas da Destreza +6 (32.000)
Manto do Carisma +6 e da Resistência (32.000+27.000)
Mochila de Carga IV (10.000)
Garrafa da Água Infinita (9.000)
A fortaleza instantânea de Daern (55.000)
A colher de Murlynd (5.400 PO)
Coroa dos Disfarces (1.800 PO)

DINHEIRO: 17.645 PO


História:

O norte sempre foi uma região muito pouco conhecida pela maior parte de Faêrun. Entretanto, aquela região era o lar de Kodas Axeager.

No extremo Noroeste, depois da Floresta da Lua e de Limite do Inverno, havia um reino, solitário e esquecido pelos outros, Aldorham. Aquela região era de constante inverno e o povo adorava Talos em sua tentativa de sobreviver mais alguns invernos. Mas as fortes nevascas e as interpéries do clima nunca melhoraram.

Então, um grupo de anjos apareceram diante do regente, Thomas. Eles eram enviados de Lathander, o Senhor do Amanhecer.

O Deus estava apreensivo com a situação daquela região e enviou o grupo para tentar melhorar a situação daquele reino. Os celestiais implantaram o culto do Deus na cidade e começaram um trabalho de conversão daquele povo, oferecendo o calor de Lathander aquelas pessoas.

Rapidamente o deus foi adorado, e as súplicas aquele novo deus realmente melhoraram a situação de Aldhoram. A nevasca se tornava mais fraca, até que havia sumido por completo.

Houveram festividades, e naquele clima de alegria, o Rei Thomas e a celestial Rhyvea se apaixonaram, e tiveram uma única noite de amor. Na manhã seguinte os anjos foram embora, mas haviam deixado toda a ordem de Lathander muito bem estruturada para trás. A cidade sobreviveria sozinha.

Meses depois, Rhyvea retornou a cidade com um bebê. E Thomas se assustou um pouco com a notícia de que tinha um filho com a celestial, mas aceitou a criança.

Entratanto, Aldhoram havia se tornando grande outra vez, e o Rei havia escolhido uma Rainha de um reino ainda mais afastado, mas que daria a Thomas imensa vantagem territorial. Então, ouvindo seus conselheiros, resolveu esconder a criança. Ele foi enviado para Lua Argentea, ainda jovem e lá viveu até os quinze anos.

Ele vivia com um casal de nobres, mas eu seu íntimo sabia que eles não eram seus verdadeiros pais. Eram nobres, e o jovem era forte e viril, como poucos adultos eram. E aquelas asas? Ele não era tolo, mas não sabia onde procurar por informações.

Então o jovem recebeu a visita de um anjo, era Rhyvea, sua mãe. O jovem se emocionou, assim como sua mãe, que se desculpou por tê-lo abandonado, e o levou consigo.

O deus havia observado o jovem e concedeu a Rhyvea algum tempo para cuidar do filho, pois via um futuro brilhante para o jovem. E Kodas viveu com Rhyvea por quatro anos no reino de Lathander. Onde se tornou mais forte e aprendeu a manusear armas, mas, infelizmente, ele não havia conseguido se tornar um paladino. Seu coração era turbulento demais, ele era passional demais, e não pode realizar essa tarefa. Mas se tornou um devoto fiel ainda assim.

Passados quatro anos ele retornou para Lua Argentea, e de lá, seguiu em direção a Aldhoram. Queria conhecer o pai. Entretanto, quando chegou na cidade foi recebido com espadas em punho, sem entender o por que daquela recepção. Lutou e matou homens. Ele implorou para que não tentassem enfrentá-lo, e tentou poupar alguns, mas eles continuavam a atacar. Ele se escondeu em bairros da periferia, sendo acolhido por uma viúva com dois filhos.

Ela lhe explicou que a benção de Lathander parecia ter sumido da região, e o inverno retornou, e que os conselheiros acreditaram que isso era uma forma de Lathander se vingar por Thomas ter abandonado Kodas. Assim, o rei, que já era velho, foi envenenado por seus conselheiros e ordenou que qualquer celestial naquela cidade deveria ser destruído, e que o culto de Lathander erradicado.

Kodas achou aquilo uma barbaridade, e uma ignorância sem tamanho. Abandonou seu refúgio e seguia para o palácio, pelos ares. Entrou por uma janela e passou pelos corredores sem ser notado, até chegar ao salão do trono. Haviam dúzias de nobres e o rei, um homem velho e fraco. E uma rainha gorda.

Todos tremeram ao ver Kodas, que se apresentou como o filho renegado pelo pai. Ele confrontou o rei com palavras, e depois confrontou soldados com seu machado, deixando aqueles reis e nobres com medo.

Kodas partiu de Aldhoram, e em menos de dois meses o rei faleceu, assim como sua rainha.

Em seus sonhos, Kodas viu Lathander e Rhyvea, e eles lhe falaram que Thomas fora enganado. Seus conselheiros eram seguidores de Talos, que estava descontente com a ação de Lathander, e afastaram Kodas, que eles viam como a influência de Lathander.

Depois buscaram força novamente no povo para reabrir as igrejas de Talos. Mas não contavam com o retorno do filho bastardo, e resolveram eliminar o rei, temendo que este pudesse ser influenciado, e novamente o culto de Talos perdido.

Kodas despertou irado e seguiu para Aldhoram novamente, erradicando o culto de Talos, e demolindo suas igrejas com as mãos nuas.

Então a ruína recaiu sobre Aldhoram, na forma da maior tempestade já vista. A cidade e seus habitantes foram mortos, o frio era implacável, e apenas Kodas, que por sua origem celestial, sobreviveu. Era a maio punição que ele poderia sofrer, ver inocentes serem mortos sem nada poder fazer.

Ressentido pelo acontecimento, e por sua parcela de culpa, o príncipe Kodas deixou as fronteiras prateadas, seguindo para o sul, deixando o continente selvagem para trás.

Ele demorou meses para superar aquela tragédia, encontrando conforto apenas em sua mãe e na fé que tinha em Lathander, que nunca o viu como pecador. Lathander dizia para Kodas que o responsável pelo ocorrido era Talos, para que o jovem levantasse a cabeça e seguisse em frente.

Kodas viajou por toda Faêrun, fazendo aliados poderosos, e ajudando na formação de uma fortaleza magnífica. No sul, Kodas havia se tornado um herói, e a tragédia de Aldhoram não o atingia mais da mesma forma. Hoje, tudo que Kodas quer, é encontrar Talos, e fazê-lo pagar por seus crimes.
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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSáb Ago 28, 2010 3:16 pm

Name of Character: Maldanius
Player: bitenco
Class and Level: Cleric 3/ Necromancer 3/ True Necromancer 14/ Mystic Theurge 5
Race: Human
Type: Medium Humanoid
Alignment: Lawful Neutral
Deity: Velsharoon

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ABILITIES
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[13 (+01)] Strength = [08 – 1 (middle age) + 6 (enhancement)]
[26 (+08)] Dexterity = [16 – 1 (middle age) + 5 (inherent) + 6 (enhancement)]
[28 (+09)] Constitution = [18 – 1 (middle age) + 5 (inherent) + 6 (enhancement)]
[36 (+13)] Intelligence = [18 + 6 (levels) + 1 (middle age) + 5 (inherent) + 6 (enhancement)]
[26 (+08)] Wisdom = [14 + 1 (middle age) + 5 (inherent) + 6 (enhancement)]
[28 (+09)] Charisma = [16 + 1 (middle age) + 5 (inherent) + 6 (enhancement)]

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SAVES
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[+27] Fortitude = 3 (Cleric) + 1 (Wizard) + 4 (True Necromancer) + 9 (Constitution) + 2 (Epic) +5 (Magic) + 2 (Morale) + 1 (insight)
[+24] Reflex = 1 (Cleric) + 1 (Wizard) + 4 (True Necromancer) + 8 (Dexterity) + 2 (Epic) +5 (Magic) +2 (Morale) + 1 (insight)
[+30] Will = 3 (Cleric) + 3 (Wizard) + 9 (True Necromancer) + 5 (Wisdom) + 2 (Epic) +5 (Magic) +2 (Morale) + 1 (insight)

Armor Class: 51 = [10 + (Size) + 8 (Dexterity) + 2 (Shield Class) + 8 (Armor Class) + 5 (Deflection) + 5 (Natural Armor) + 5 (enhancement) + 2 (Morale) + 5 (Quarterstaff) + 1 (insight)] (Touch 36, Surprise 43)

[365] PVs = 3d8+27 plus 8d4+72 plus 14d6+126
Base Attack: + 13 = 2 (Cleric) + 1 (Wizard) + 7 (True Necromancer) + 3 (Epic)
__Melee: + 14/+ 9 = 13 (Base Attack) + 1 (Strength)
__Long-Ranged: + 21/+ 16 = 13 (Base Attack) + 8 (Dexterity)
[+14] Grapple = 13 (Base Attack) + 1 (Strength)
[+13] Initiative = + 5 (insight) + 8 (Dexterity)

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SKILLS: [2 + 13 (Intelligence) + 1 (Human)] x 28
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(+13) Appraise = [13 (Intelligence)]
(+10) Balance = [08 (Dexterity) + 2 (Synergy)]
(+34) Bluff = [5 (10 Skill Ranks) + 09 (Charisma) + 20 (Competence)]
(+01) Climb = [01 (Strength)]
(+57) Concentration = [28 (Skill Ranks) + 09 (Constitution) + 20 (Competence)]
(+13) Craft = [13 (Intelligence)]
(+41) Decipher Script = [28 (45 Skill Ranks) + 13 (Intelligence)]
(+63) Diplomacy = [28 (50 (Skill Ranks) + 09 (Charisma) + 6 (Synergy) + 20 (Competence)]
(+09) Disguise = [09 (Charisma)]
(+08) Escape Artist = [08 (Dexterity)]
(+13) Forgery= [13 (Intelligence)]
(+09) Gather Information = [09 (Charisma)]
(+08) Heal = [08 (Wisdom)]
(+08) Hide = [08 (Dexterity)]
(+11) Intimidate = [09 (Charisma) + 2 (Synergy)]
(+03) Jump = [01 (Strength) + 2 (Synergy)]
(+41) Knowledge (arcana) = [28 (Skill Ranks) + 13 (Intelligence)]
(+41) Knowledge (dungeoneering) = [28 (47 Skill Ranks) + 13 (Intelligence)]
(+41) Knowledge (nature) = [28 (47 Skill Ranks) + 13 (Intelligence)]
(+18) Knowledge (nobility and royalty) = [5 (Skill Ranks) + 13 (Intelligence)]
(+41) Knowledge (religion) = [28 (Skill Ranks) + 13 (Intelligence)]
(+41) Knowledge (the planes) = [28 (47 Skill Ranks) + 13 (Intelligence)]
(+08) Listen = [08 (Wisdom)]
(+08) Move Silently = [08 (Dexterity)]
(+09) Perform = [09 (Charisma)]
(+08) Ride = [08 (Dexterity)]
(+41) Search = [28 (33 (Skill Ranks) + 13 (Intelligence)]
(+56) Sense Motive = [28 (Skill Ranks) + 08 (Wisdom) + 20 (Competence)]
(+05) Speak Language = [5 (10 (Skill Ranks)]
(+63) Spellcraft = [28 (Skill Ranks) + 13 (Intelligence) + 2 (Synergy) + 20 (Competence)]
(+08) Spot = [08 (Wisdom)]
(+08) Survival = [08 (Wisdom)]
(+01) Swim = [01 (Strength)]
(+13) Tumble= [+5 (10 Skill Ranks) + 08 (Dexterity)]
(+08) Use Rope = [08 (Dexterity)]

SKILL TRICKS/OTHERS: (4 Skill Points used)

Collector of Stories [Gain +5 bonus on Knowledge checks to identify monsters]
Swift Concentration [Maintain concentration on spell as swift action]

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FEATS
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(Flaw) Extend Spell [Double spell’s duration. Spell slot one level higher]
(Flaw) Persistent Spell [Fixed or personal range spells last 24 hours]
(Human) Spell Focus: Necromancy [+1 bonus on save DCs against specific school of magic]
(Level 01) Academic Priest [Primary spellcasting ability is Intelligence]
(Level 03) Spell Penetration [+2 bonus on caster level checks to defeat spell resistance]
(Wizard 01) Scribe Scroll
(Level 06) Divine Metamagic: Persistent Spell [Spend rebuke attempts to enhance spells]
(Level 09) Arcane Mastery [May “Take 10” on caster level checks]
(Level 12) Reserves of Strength [Can increase its effective caster level at the cost of exhausting yourself]
(Level 15) Spell Mastery [Can prepare some spells without spellbook]
(Level 18) Uncanny Forethought [You cunningly prepare your spells for any exigency]
(Level 21) Automatic Quicken Spell [Can cast any of your lesser spells with a moment’s thought (0, 1, 2 e 3)]
(Level 25) Enhance Spell [You can increase the power limit of your damage-dealing spells (5 or 10)]

[Flaws]

[Description]
[Description]

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CLASS FEATURES
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~~Cleric~~
Rebuke Undead (Su): [52/52]
(click to show/hide)
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 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.

~~Necromancer~~
Familiar

~~True Necromancer~~
Create Undead (Sp): [2/2]
(click to show/hide)
A true Necromancer can cast create undead as the spell of the same name. The True Necromancer’s caster level equals her character level plus the bonus from her necromantic prowess ability, once it is gained.

Necromantic Prowess:
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When rebuke undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, her effective caster level increases +4.

Zone of Desecration:
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This aura is identical to the effects of the desecrate spell, except that it effects only allied undead.

Major Desecration (Su):
(click to show/hide)
The supernatural aura of negative energy surrounding her now extends to a radius of 140 feet.

Create Greater Undead (Sp): [2/2]
(click to show/hide)
A true Necromancer can cast create greater undead as the spell of the same name. The True Necromancer’s caster level equals her character level plus the bonus from her necromantic prowess ability, once it is gained.

Horrid Wilting (Sp): [1/1]
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A true Necromancer can use horrid wilting with a caster level equal to her character level plus the bonus from her necromantic prowess ability.

Energy Drain (Sp): [1/1]
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A true Necromancer can use energy drain with a caster level equal to her character level plus the bonus from her necromantic prowess ability.

Wail of the Banshee (Sp): [1/1]
(click to show/hide)
A true Necromancer can use wail of the banshee with a caster level equal to her character level plus the bonus from her necromantic prowess ability.

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LANGUAGES
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- Common
- Aglarondan
- Alzhedo
- Chessentan
- Chondathan
- Chultan
- Damaran
- Draconic
- Halruaan
- Illuskan
- Lantanese
- Mulhorandi
- Mulhorandi (var.)
- Nhetherese
- Serusan
- Sharaan
- Tashalan
- Tethyrian
- Undercommon
- Untheric

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SPELLS AND SPELL-LIKES
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SPELLS PER DAY: WIZARD
[0] 4
[1] 8+1 = 4 + 4 (Attribute) + 1 (Necromancy)
[2] 7+1 = 4 + 3 (Attribute) + 1 (Necromancy)
[3] 7+1 = 4 + 3 (Attribute) + 1 (Necromancy)
[4] 7+1 = 4 + 3 (Attribute) + 1 (Necromancy)
[5] 7+1 = 4 + 3 (Attribute) + 1 (Necromancy)
[6] 6+1 = 4 + 2 (Attribute) + 1 (Necromancy)
[7] 6+1 = 4 + 2 (Attribute) + 1 (Necromancy)
[8] 6+1 = 4 + 2 (Attribute) + 1 (Necromancy)
[9] 6+1 = 4 + 2 (Attribute) + 1 (Necromancy)

RESISTANCE CD
[0] 23 = 10 + 0 (Spell Level) + 13 (Ability)
[1] 24 = 10 + 1 (Spell Level) + 13 (Ability)
[2] 25 = 10 + 2 (Spell Level) + 13 (Ability)
[3] 26 = 10 + 3 (Spell Level) + 13 (Ability)
[4] 27 = 10 + 4 (Spell Level) + 13 (Ability)
[5] 28 = 10 + 5 (Spell Level) + 13 (Ability)
[6] 29 = 10 + 6 (Spell Level) + 13 (Ability)
[7] 30 = 10 + 7 (Spell Level) + 13 (Ability)
[8] 31 = 10 + 8 (Spell Level) + 13 (Ability)
[9] 32 = 10 + 9 (Spell Level) + 13 (Ability)

PREPARED SPELLS:
[0]
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]

SPELLS PER DAY: CLERIC
[0] 6
[1] 9+1 = 5 + 1 (Domains) + 4 (Attribute)
[2] 8+1 = 5 + 1 (Domains) + 3 (Attribute)
[3] 8+1 = 5 + 1 (Domains) + 3 (Attribute)
[4] 8+1 = 5 + 1 (Domains) + 3 (Attribute)
[5] 8+1 = 5 + 1 (Domains) + 3 (Attribute)
[6] 6+1 = 4 + 1 (Domains) + 2 (Attribute)
[7] 6+1 = 4 + 1 (Domains) + 2 (Attribute)
[8] 6+1 = 4 + 1 (Domains) + 2 (Attribute)
[9] 6+1 = 4 + 1 (Domains) + 2 (Attribute)

RESISTANCE CD
[0] 18 = 10 + 0 (Spell Level) + 8 (Ability)
[1] 19 = 10 + 1 (Spell Level) + 8 (Ability)
[2] 20 = 10 + 2 (Spell Level) + 8 (Ability)
[3] 21 = 10 + 3 (Spell Level) + 8 (Ability)
[4] 22 = 10 + 4 (Spell Level) + 8 (Ability)
[5] 23 = 10 + 5 (Spell Level) + 8 (Ability)
[6] 24 = 10 + 6 (Spell Level) + 8 (Ability)
[7] 25 = 10 + 7 (Spell Level) + 8 (Ability)
[8] 26 = 10 + 8 (Spell Level) + 8 (Ability)
[9] 27 = 10 + 9 (Spell Level) + 8 (Ability)

PREPARED SPELLS:
[0]
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]

SPELLS IN EFFECT:

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EQUIPMENT:
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WEAPONS

[Quarterstaff +5]
Attack: +14/+9
Damage: 1d6+1/1d6+1
Critical: 20/x2
Type: Bludgeoning

ARMOR/SHIELD

[Padded +5]
Armor Bonus: +1
Maximum Dex. Bonus: +8
Armor Check Penalty: 0
Arcane Spell Failure Chance: 0%
Speed: Full
Others: Ignore the effects of intense natural heat or cold.

MAGIC ITEMS:

Head:
Face: Third Eye Penetrate
Throat: Amulet of Natural Armor plus Periapt of Valor
Torso: Vest of Resistance plus Skill Bonus (Competence)
Body: Comfort Padded Twilight
Waist: Belt of Magnificence
Shoulders: Wings of Flying
Arms: Bracers of Armor
Hands:
Feet: Boots of Teleportation
Ring 1: Ring of Protection plus Ring of Freedom of Movement
Ring 2: Ring of Universal Energy Resistance, greater
Ring 3: Ring of Force Shield
Ring 4: Ring of Arcane Might
Ring 5: Ring of Arcane Supremacy


No Body Slot: Metamagic Rod, Maximize, greater; Parrying Warning Defending Quarterstaff with Crystal of Illumination, greater; Ring of Arcane Supremacy; Ring of Arcane Might; Ring of Force Shield; Nightstick x10; Rod of Undead Mastery; Rod of Absorption

Common Items:

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DINHEIRO
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Starting Money: 2.100.000
(click to show/hide)
200.000 --> Belt of Magnificence +6
180.000 --> Ring of Universal Energy Resistance, greater
163.000 --> Parrying Warning Defending Quarterstaff with Crystal of Illumination, greater +5
137.500 --> Manual of Bodily Health +5
137.500 --> Manual of Quickness in Action +5
137.500 --> Tome of Clear Thought +5
137.500 --> Tome of Leadership and Influence +5
137.500 --> Tome of understanding +5
121.500 --> Metamagic Rod, Maximize, greater
075.000 --> Nightstick x10
075.000 --> Ring of Protection +5
075.000 --> Amulet of Natural Armor +5
064.000 --> Bracers of Armor +8
054.000 --> Wings of Flying
050.000 --> Rod of Absorption
049.000 --> Boots of Teleportation
041.000 --> Comfort Padded Twilight +5
040.000 --> Ring of Arcane Might
040.000 --> Ring of Freedom of Movement
037.500 --> Vest of Resistance +5
024.000 --> Ring of Arcane Supremacy
017.000 --> Ring of Force Shield +2
010.000 --> Rod of Undead Mastery
010.000 --> Bluff, Sense Motive, Diplomacy, Spellcraft and Concentration Skill Bonus (Competence) +20
008.000 --> Third Eye Penetrate
004.000 --> Periapt of Valor +2

Actual Money: 68.500
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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSáb Ago 28, 2010 3:17 pm

Nome: Thales Wrundagore
Jogador: Rhygar
Classe: Paladino 6/ Grey Guard 4
Raça: Ninfa Santo (6 Dv's/+9 LA)
Tendência: Leal Bom
Divindade:
Tamanho: M
Idade: 40
Sexo: M
Altura: 1,70 cm
Peso: 70 kg
Olhos: Azuis
Cabelos: Castanho Avermelhados
Pele: Moreno Claro

ATRIBUTOS:
Força: 15 + 5 + 6 = 26(
Destreza: 18 + 6 + 5 + 6 = 35(12)
Constituição: 14 + 2 + 2 + 5 + 6 = 29(9)
Inteligência: 8 + 6 + 5 + 6 = 25(7)
Sabedoria: 17 + 6 + 2 + 5 + 6 = 36(13)
Carisma: 18 + 8 + 4 + 4 + 5 + 6 = 45(17)

PVs: (6d6+ 54) + (6d10+54) + (4d10+36) =

CA: 73 = 10 + 12 (Des) + (13*2) (Sabedoria (Santo+Cinto do Monge)) + 17 (Carisma (Nymph)) + 8 (Braçadeiras da Armadura)
Toque: 65
Surpresa:
Iniciativa: +12
Deslocamento: 9

BBA: +3 + 10 = 14
Agarrar: +19 (BBA+ Mod. Força+ Mod. Tamanho+Bônus)

TESTES DE RESISTÊNCIA:
Fortitude: 54 = + 11 (2 + 5 + 4) + 9 + (17*2)
Reflexos: 54 = + 8 (5 + 2 + 1) + 12 + (17*2)
Vontade: 58 = + 11 (5 + 2 + 4) + 13 + (17*2)

Perícias: (4+1)*4 = 20 +4 / 5+1 / 5+1


TALENTOS:

[1º Nível] Nymph's Kiss - +2 bonus on Cha-related checks, +1 bonus on saving throws against spells, 1 extra skill point per level
[3° Nível] Nimbus of Light - +2 bonus on Diplomacy and Sense Motive checks with good creatures
[6° Nível] Sanctify Martial Strike - +1 or +1d4 bonus on weapon damage rolls against evil creature
[9° Nível] Ataque Poderoso
[12° Nível] Divine Might
[15° Nível] Battle Blessing


HABILIDADES ESPECIAIS:
(click to show/hide)
Paladino: Detect evil, smite evil 2/day, Expulsar Mortos-Vivos, Divine grace, Lay on hands, special mount, Aura of courage, divine health, Curse Breaker
Grey Guard: Sacrament of Trust, Lay on Hands, Debilitating Touch, Smite Evil, Justice blade (chaos).

Paladin
Weapon and Armor Proficiency
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Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Grey Guard
(click to show/hide)
Sacrament of Trust: Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear ofretribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin. Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard’s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom brawl.

Lay on Hands (Su): This ability is identical to the paladin class feature of the same name (PH 44). Levels of gray guard stack with other class levels that grant lay on hands to determine the ability’s total healing capacity.

Debilitating Touch (Su): At 2nd level, you learn to channel your lay on hands ability into a painful touch attack. Many gray guards use debilitating touch during interrogation, since it reduces the target’s ability to successfully bluff or resist magical effects. Using debilitating touch does not provoke attacks of opportunity. An opponent hit by this attack is sickened for 5 rounds. Using this ability costs 5 points of your daily healing allotment. A successful Fortitude save (DC 10 + your gray guard level + your Cha modifier) negates the effect.


Smite Evil (Su): Beginning at 3rd level, you can smite evil once per day. See the paladin class feature (PH 44). At 8th level, you can smite evil one additional time per day. Levels of other classes that grant the smite evil class feature stack for the purpose of determining the extra damage dealt. For example, a 5th-level paladin/5th-level gray guard delivering a smite evil attack adds 10 points of damage to the attack.


Justice Blade (Su): By 4th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of chaotic alignment. Using this ability expends one daily use of your smite evil class feature and works identically in all other ways, but its effect applies only to chaotic targets. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or chaos. If you accidentally smite a creature of an alignment other than that declared, the smite has no effect but the ability is still used up.

CARACTERÍSTICAS RACIAIS:
(click to show/hide)
A fey possesses the following traits (unless otherwise noted in a creature’s entry).

* Low-light vision.
* Proficient with all simple weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
* Fey eat, sleep, and breathe.
* Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Nymph:
(click to show/hide)
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 38 (10 + 1/2 DV + Car) Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

Spell-Like Abilities: 1/day—dimension door. Caster level 7th.

Spells: A nymph casts divine spells as a 7th-level druid.

Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunnedfor 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Saint:
(click to show/hide)
Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus.

Special Attacks: A saint retains all the character’s special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack.

Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character’s special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). If the base creature already has damage reduction, use the better
value.

Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Items Mágicos:

Head: Circlet of Telepathy of Blindsight (30.000 PO + (27.000 PO * 1,75 = 47.250 PO)
Face: Third Eye Conceal (120.000PO)
Throat: Amulet of Natural Armor (50.000 PO)
Torso: Vest of Monk Resistance +5 (25.000 PO + (13.000 PO * 1,75 = 22.750 PO))
Body: Robe of Thunder (38,000 PO)
Waist: Belt of Magnificence of Battle of Great Fortitude (+6 em todos os Atributos (200.000 PO) + Belt of Battle (12.000 PO*1,75 = 21.000) + Great Fortitude (6.000 PO * 1.5 = 9.000))
Shoulders: Winged Cloak (54.000 PO)
Arms: Bracers of StrongArm Armor +8 (64.000 PO + (6.000 PO *1,75 = 10.500 PO))
Hands: Gloves of The Titan's Grip( 14,000 PO)
Feet: Boots of striding and springing of Powerfull Charge (7.500 PO + (5.000 PO* 1.75 = 8.750 PO) = 16.250 PO)
Ring 1: Ring of Evasion (Ring of Evasion (25.000 PO))
Ring 2: Ring of Energy Immunity Fire (240.000 PO)

No Body Slot: Ioun Stones (Pale Green, Orange & Dark Blue Rhomboid(Alertness)), Mochila de Carga IV

Arma: Clava Grande +8 (Improved Disarm (10.000 PO), Improved Sunder (+1 Bonus), Aquatic (2.000 PO), Changeling (2.000 PO), Hideaway (2.000 PO), Illuminating (500 PO), Prismatic Burst (30.000 PO), Sizing (5.000 PO), Vanishing (8.000 PO), Stunning Surge (+1 Bonus), Impact (+1 Bonus), +5 Bonus = 1.280.000 PO + 78 508.5) (Item só Funciona nas mãos de alguém Leal Bom. Preço Final do Item: 950.955.95 PO)

Item da Montaria: Horseshoes of the Peerless Steed (217,000 PO),Battle Bridle (9,000 PO)
(click to show/hide)
Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the –5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles.

Battle Bridle
Price (Item Level): 9,000 gp (12th)
Body Slot: Face; see text
Caster Level: 7th
Au ra: Moderate; (DC 18)
enchantment
Activation: —
Weight: 1 lb.
A stampede of horses is depicted charging across this surprisingly light leather saddle.
A battle bridle occupies a mount’s face body slot.
While you are mounted upon a creature that is wearing a battle bridle, you gain a +5 competence bonus on Ride checks and the benefi t of the Mounted Combat feat.
If you already have Mounted Combat, you instead gain the benefit of Ride-By Attack.


Common Items:

Total Gasto: 2.067.447.45 PO
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Valen

Valen


Mensagens : 489
Data de inscrição : 17/08/2010
Idade : 37
Localização : Rio

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQua Set 01, 2010 2:22 am

Nome: Mira Rosencrantz
Jogadora: Serenity
Classe e Nível: Ranger 5° / Iniciada da Ordem do Arco 10° / Franco-Atiradora 10°
Divindade: Corellon Larethian
Raça: Elfa
Tamanho: Médio
Idade: 267 anos
Sexo: Feminino
Altura: 1,64 m
Peso: 55 kg
Olhos: Verdes
Cabelos: Castanhos
Pele: Branca

For: 18 ( +4 )
Des: 32 ( +11 ) | 38 ( +14 )
Con: 17 ( +3 ) | 23 ( +6 )
Int: 21 ( +5 ) | 27 ( +8 )
Sab: 21 ( +5 ) | 27 ( +8 )
Car: 17 ( +3 ) | 23 ( +6 ) | 27 ( +8 )

CA: 42 = 10 + 8 armadura + 14 destreza + 5 natural + 5 deflexão
PVs: 325
Iniciativa: +14
Deslocamento: 12m

B.B.A.: +23

Fortitude +21 = 10 base + 6 con + 5 mágico
Reflexos +36 = 17 base + 14 des + 5 mágico
Vontade +24 = 11 base + 8 sab + 5 mágico


ATAQUES

Arco Longo Composto (For+4) +5 = +35/+35/+35/+35/+35 (mirando, +2 em cada ataque) dano: 6d8+1d6+24 dec. 18-20 x4
Afiado, Adamante, Caçador, Congelante, Anárquico (+2d6 contra criaturas leais)

Em caso de Decisivo, dano: 9d8+1d6+80


PERÍCIAS

Acrobacia +21 = 5 grad + 14 des + 2 sinergia
Adestrar Animais +13 = 5 grad + 8 car
Cavalgar +21 = 5 grad + 14 des + 2 sinergia
Conhecimento (Geografia) +23 = 15 grad + 8 int
Conhecimento (Natureza) +27 = 17 grad + 8 int + 2 sinergia
Conhecimento (Religião) +18 = 10 grad + 8 int
Cura +20 = 12 grad + 8 sab
Equilíbrio +26 = 10 grad + 14 des + 2 sinergia
Escalar +19 = 15 grad + 4 for
Esconder-se +72 = 28 grad + 14 des + 30 bônus
Furtividade +72 = 28 grad + 14 des + 30 bônus
Natação +9 = 5 grad + 4 for
Observar +38 = 28 grad + 8 sab + 2 racial
Ofícios (Arquearia) +18 = 10 grad + 8 int
Ouvir +38 = 28 grad + 8 sab + 2 racial
Procurar +38 = 28 grad + 8 int + 2 racial
Saltar +21 = 10 grad + 4 for + 5 bônus + 2 sinergia
Sentir Motivação +18 = 10 grad + 8 sab
Sobrevivência +70 = 28 grad + 8 sab + 30 bônus + 4 sinergia


TALENTOS

Saque Rápido
Rastrear
Foco em Arma: Arco Longo Composto
Tiro Certeiro
Tiro Preciso
Tolerância
Tiro Rápido
Mira Apurada
Foco em Arma Maior: Arco Longo Composto
Tiro Múltiplo
Pontaria Aguçada
Tiro Múltiplo Maior
Na Mosca
Sucesso Decisivo Aprimorado
Tiro Múltiplo Aprimorado
Tiro Longínquo


FLAWS

Frail: -1 PV por nível
Noncombatant: -2 em ataques corpo-a-corpo


ATAQUES E QUALIDADES ESPECIAIS

Características de Elfo
1° Inimigo Predileto: Drows
Empatia com a Natureza
Companheiro Animal: Tintallë (Falcão)
2° Inimigo Predileto: Zentharim
Disparo Preciso +5d8
Disparo Adjacente
Precisão Estendida
Um Tiro, Uma Morte
"O Olho"
Tiro na Cabeça
Ataque Furtivo +2d6
Fura-Couraça
Mira Rápida
Balas Dum-Dum
Um Tiro, Duas Mortes
Tiro Infalível
Evasão


EQUIPAMENTO

Manuais (For, Des, Con, Int, Sab, Car)
Luvas da Destreza +6
Manto da Resistência +5 e Carisma +6
Arco Longo Composto +10
Anel Evasão
Anel Proteção +5
Bastão Esplendor
Aljava de Ehlonna
Amuleto da Saúde e Sabedoria +6 armadura natural +5
Botas do Teletransporte, Caminhar e Saltar
Braçadeiras de Armadura +8
Tiara do Intelecto +6
Roupa Encantada +6 (Fortificação Pesada)
Brincos: Furtividade, Esconder-se e Sobrevivência +30


DINHEIRO

31.860 PO

Spoiler:
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Hitoshura




Mensagens : 333
Data de inscrição : 17/08/2010

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQui Set 02, 2010 1:40 pm

Spoiler:

Name of Character: Fergus, o Arquidruida
Player: Hitoshura
Class and Level: Cloistered Cleric 1
Class and Level: Druid 26
Race: Human
Type: Humanoid [Human]
Alignment: True Neutral
Deity: Mielikki

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ABILITIES
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[16(+03)] Strength = [10 +6 (Enhancement)]
[16(+03)] Dexterity = [12 -2 (Pathetic) +6 (Enhancement)]
[28(+09)] Constitution = [18 +6 (Enhancement) +4 (Inherent)]
[24(+07)] Intelligence = [16 +2 (Old) +6 (Enhancement)]
[37(+13)] Wisdom = [18 +2 (Old) +7 (Level) +5 (Inherent) +6 (Enhancement)]
[22(+06)] Charisma = [16 +2 (Old) +6 (Enhancement)]

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SAVES
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[+30] Fortitude = 2 (Cleric) +11 (Druid) +3 (Epic) +9 (Constitution) +1 (Insight) +1 (Luck) +1 (Competence) +2 (Morale)
[+17] Reflex = 0 (Cleric) +6 (Druid) +3 (Epic) +3 (Dexterity) +1 (Insight) +1 (Luck) +1 (Competence) +2 (Morale)
[+37] Will = 2 (Cleric) +11 (Druid) +3 (Epic) +13 (Wisdom) +1 (Insight) +1 (Luck) +1 (Competence) +2 (Morale) +3 (Iron Will)

Armor Class: 49 = [10 +3 (Dexterity) +8 (Armor Class) +4 (Shield Class) +5 (Deflection) +5 (Bonus AC) +13 (Unnamed) +1 (Insight) +1 (Luck) -1 (Vulnerable)] (Touch 37, Surprise 41)

[457] PVs = 6 + 26d8 + 27x9
Base Attack Bonus: +18/+13/+8/+3 = 0 (Cleric) +14 (Druid) +4 (Epic)
__Melee: +21/+16/+11/+6 = 18 (BAB) +3 (Strength)
__Long-Ranged: +19/+14/+9/+4 = 18 (BAB) +3 (Dexterity) -2 (Shaky)
[+21] Grapple = 18 (BAB) +3 (Strength) +0 (Size)
[+27] Initiative = 3 (Dexterity) +4 (Improved Initiative) +5 (Insight) +2 (Unnamed) +4 (Draconic Aura: Senses [Rufus]) +5 (Neveskitter) +2 (Competence) +2 (Luck)

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SKILLS: 259 pts +18
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Cloistered Cleric: 4x(6+3)
Druid: 15x(4+3) + 11x(4+4)
Human: +30

(+24 ) AutohypnosisExpanded Psionics Handbook = [5 (10 Skill Ranks/2) +13 (Wisdom) +2 (Synergy) +2 (Morale) +1 (Luck) +1 (Competence)]
(+52 ) Concentration = [30 (Skill Ranks) +9 (Constitution) +2 (Morale) +1 (Luck) +10 (Competence)]
(+45 ) Diplomacy = [30 (Skill Ranks) +6 (Charisma) +5 (Unnamed) +2 (Morale) +1 (Luck) +1 (Competence)]
(+17 ) Heal = [1 (Skill Rank) +13 (Wisdom) +2 (Morale) +1 (Luck)]
(+45 ) Knowledge (Nature) = [30 (Skill Ranks) +7 (Intelligence) +2 (Nature Sense) +2 (Synergy) +2 (Morale) +1 (Luck) +1 (Competence)]
(+41 ) Spellcraft = [30 (Skill Ranks) +7 (Intelligence) +2 (Morale) +1 (Luck) +1 (Competence)]
(+72 ) Listen = [30 (Skill Ranks) +13 (Wisdom) +2 (Alertness) +4 (Draconic Aura: Senses [Rufus] +2 (Morale) +1 (Luck) +20 (Competence)]
(+72 ) Spot = [30 (Skill Ranks) +13 (Wisdom) +2 (Alertness) +20 (Competence) +4 (Draconic Aura: Senses [Rufus] +2 (Morale) +1 (Luck)]
(+68 ) Survival (+70 when made in aboveground natural environments) = [30 (Skill Ranks) +13 (Wisdom) +2 (Nature Sense) +2 (Synergy) +2 (Morale) +1 (Luck) +20 (Competence)]
(+37 ) Tumble= [30 (Skill Ranks) +3 (Dexterity) +2 (Morale) +1 (Luck) +1 (Competence)]

SKILL TRICKS/OTHERSComplete Scoundrel: (8 Skill Points used)

Listen to This [Perfectly repeat what you’ve recently heard]
Point it Out [Grant ally a free Spot check to see something you’ve spotted]
Back on Your Feet [React immediately to stand up from prone]
Swift Concentration [Maintain concentration on spell as swift action]

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FEATS
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(Flaw) Divine Metamagic (Persistent Spell)Complete Divine [Spend 7 turn attempts to enhance spells]
(Flaw) Divine Metamagic (Quicken Spell)Complete Divine [Spend 5 turn attempts to enhance spells]
(Human) Quicken Spell [Cast spells as free action]
(Planning DomainComplete Warrior) Extend Spell [Double spell’s duration]
(Time Domain) Improved Initiative [+4 bonus on initiative checks]
(Level 01 ) Persistent SpellComplete Arcane [Fixed or personal range spells last 24 hours]
(Druid 01) Track [Use Survival skill to track]
(Level 03 ) Item FamiliarUnearthed Arcana [Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.]
(Level 06 ) Craft Wondrous Items [Create magic wondrous items]
(Level 09 ) Natural BondComplete Adventurer [Add +3 to effective druid level when determining animal companion’s abilities]
(Level 12 ) Craft Contingent SpellComplete Arcane [Attach semi-permanent spells to a creature and set activation conditions]
(Level 15 ) Companion SpellboundPlayer's Handbook II [Share spells with companion at greater range]
(Level 18 ) Reserves of StrengthDragonlance Champaign Setting [Can increase caster level and uncap spells]
(Level 21 ) BonusDomain (Community)Epic Level Handbook [You have access to one additional domain of spells.]
(Level 24 ) MultispellEpic Level Handbook [You can cast an additional quickened spell in a round.]
(Druid 24) MultispellEpic Level Handbook [You can cast an additional quickened spell in a round.]
(Level 27) Automatic QuickenEpic Level Handbook [Automatically quicken 0-, 1st-, 2nd-, and 3rd-level spells]

(Otyugh Hole) Iron Will [+2 bonus on Will saves]
(Item Familiar) Alertness [+2 Listen and Spot]
(Fanged Ring) Improved Unarmed Strike [Considered armed even when unarmed]
(Fanged Ring) Improved Natural Weapon (Unarmed Strike) [The creature’s natural attacks are more dangerous than its size and type would otherwise dictate.]

[Flaws]Unearthed Arcana

Vulnerable [-1 Armor Class]
Pathetic [-2 Dexterity]

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RACIAL PROPERTYS
-------------------------------------------------------------------------------------

Bonus Feat
+30 Skill Points

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CLASS FEATURES
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Class Variants
Spoiler:

A Thousand Faces (Su): Fergus has the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects his body but not his possessions. It is not an illusory effect, but a minor physical alteration of the Fergus’s appearance, within the limits described for the spell.
AC Bonus (Ex): When unarmored and unencumbered, Fergus adds his Wisdom bonus to his AC. In addition, he gains a +5 bonus to AC.
These bonuses to AC apply even against touch attacks or when he is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when she carries a shield, or when he carries a medium or heavy load.
Animal Companion (Ex): See Below
Bonus Language: Druidic
Deity, Domains, and Domain Spells Fergus was not devoted to a particular deity as Cleric, Knowledge, Planning and Travel are his Chosen Domains
Fast Movement (Ex): Fergus gains an enhancement bonus to his speed of 80 feet (24m).
Favored Enemy (Ex): Fergus may select four types of creatures from among those given on Table: Ranger Favored Enemies. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
1st: ArcanistsComplete Mage +10
2nd: Outsider (Evil) +2
3rd: Undead +2
4th: Dragon +2
4th: Constructs +2
Lore (Ex) Thanks to long hours of study, Fergus 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. [Bonus +8]
Nature Sense (Ex): Fergus gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature’s Lure (Ex): Fergus gains a +4 bonus on saving throws against the spell-like abilities of fey.
Spells: See Below
Spontaneous Casting: Fergus can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. He can also channel sotred spell energy into healing spells, he can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same level or lower.
Swift Tracker (Ex): Fergus can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Timeless Body (Ex): Fergus no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Trackless Step (Ex): Fergus leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Turn Undead (Su): Fergus has the power to affect undead creatures by channeling the power of his faith through his holy symbol [1d20+6 to How Powerful (Max 5 HD), 2d6+7 Damage, 89/day]
Venom Immunity (Ex): Fergus has immunity to all poisons.
Weapon and Armor Proficiency: Druids of Mielikki are proficient with all weapons Rangers are.
Wild Empathy (Ex): Fergus can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Fergus rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Fergus may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

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LANGUAGES
-------------------------------------------------------------------------------------
- Common
- Sylvan
- Druidic
- Auran
- Aquan
- Terran
- Ignan
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ITEM FAMILIAR
-------------------------------------------------------------------------------------

Spoiler:
Item: +5 Adamantine Morphing Spear of Shadow-Striking, Spellblade (Greater Dispel) and Parrying
Nickname: Galadiir
Invest Life Energy: All Invested since Level 3
Invest Skill Points: None Invested
Invest Spell Slots: None Invested
Sapience: Int 16, Wis 12, Cha 12
Senses: Fergus receives Alertness
Communication
Special Ability (10th): Improved Sapience
Special Ability (14th): Weapon Special Ability [Defending]
Special Ability (18th): Weapon Special Ability [EagerMagic Item Compendium]
Special Ability (23th): Weapon Special Ability [WarningMagic Item Compendium]
Special Ability (27th): Weapon Special Ability [ViperSerpent Kingdoms]

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ANIMAL COMPANION
-------------------------------------------------------------------------------------

Spoiler:
Nickname: Rufus
WARBEAST DIRE TIGER
Large Magical Beast [Augmented Animal, Dragonblood]
Hit Dice: 29d10+232 (522 hp)
Initiative: +12
Speed: 50 ft. (10 squares)
Armor Class: 40 (–1 size, +8 Dex, +9 Armor, +14 natural), touch 17, flat-footed 32
Base Attack/Grapple: +29/+49
Attack: Claw +45 melee (1d6+16)
Full Attack: 2 claws +45 melee (1d6+16) and bite +43 melee (1d8+Cool
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+8
Special Qualities: Low-light vision, scent
Saves: Fort +24, Ref +24, Will +21
Abilities: Str 43, Dex 27, Con 26, Int 24, Wis 20, Cha 19
Skills: Hide +44*, Jump +56, Listen +41, Move Silently +44, Spot +41, Swim +48, Survival +11
Feats: Dragontouched, Draconic Aura [Senses], Draconic Aura [Power], Double Draconic Aura, Martial Study [Foehammer] , Martial Study [Divine Surge], Martial Study [Shadow Stride], Spellcasting Harrier, Martial Stance [Aura of Perfect Order], Multiattack.

Combative Mount (Ex): A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor.
Improved Grab (Ex): To use this ability, Rufus must hit with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can rake.
Pounce (Ex): If a Rufus charges, he can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +43 melee, damage 2d4+8.
Skills: Rufus have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Link (Ex): Fergus can handle Rufus as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding Rufus.
Share Spells (Ex): At the Fergus’s option, he may have any spell he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 30 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the Fergus may cast a spell with a target of “You” on his animal companion instead of on himself. Fergus and Rufus can share spells even if the spells normally do not affect creatures of the companion’s type.
Devotion (Ex): Rufus gains a +4 morale bonus on Will saves against enchantment spells and effects.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Rufus takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

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SPELLS
-------------------------------------------------------------------------------------

CLERIC SPELLCASTING

Caster Level: 11 (15 with Prayer Bead) [1 +1 (Ioun Stone) +5 (Suffer the Flesh) +4 (Ankh of Ascension)]
Caster Level for Piercing Spell Resistance: 13 (17 with Prayer Bead)[/b] [1 +1 (Ioun Stone) +5 (Suffer the Flesh) +4 (Draconic Aura: Power) +2 (Third Eye: Penetrate)]

Spells per Day
[Prayers] 6 = [6 +0 (Wisdom)]
[1] 5+1 = [1 +4 (Wisdom) +1 (Domain)]

Difficulty Class
[Prayers] 23 = 10 +0 (Level) +5 (Wisdom)
[1] 24 = [10 +1 (Level) +13 (Wisdom)

DRUID SPELLCASTING

Caster Level: 36 (40 with Prayer Bead) [26 +1 (Ioun Stone) +5 (Suffer the Flesh) +4 (Ankh of Ascension)]
Caster Level for Piercing Spell Resistance: 38 (42 with Prayer Bead) [26 +1 (Ioun Stone) +5 (Suffer the Flesh) +4 (Draconic Aura: Power) +2 (Third Eye: Penetrate)]

Spells per Day
[Prayers] 6 = [6 +0 (Wisdom)]
[1] 9 = [5 +4 (Wisdom)]
[2] 8 = [5 +3 (Wisdom)]
[3] 8 = [5 +3 (Wisdom)]
[4] 8 = [5 +3 (Wisdom)]
[5] 8 = [5 +3 (Wisdom)]
[6] 6 = [4 +2 (Wisdom)]
[7] 6 = [4 +2 (Wisdom)]
[8] 6 = [4 +2 (Wisdom)]
[8] 6 = [4 +2 (Wisdom)]

Difficulty Class
[Prayers] 23 = 10 +0 (Level) +5 (Wisdom)]
[1] 24 = [10 +1 (Level) +13 (Wisdom)]
[2] 25 = [10 +2 (Level) +13 (Wisdom)]
[3] 26 = [10 +0 (Level) +13 (Wisdom)]
[4] 27 = [10 +0 (Level) +13 (Wisdom)]
[5] 28 = [10 +0 (Level) +13 (Wisdom)]
[6] 29 = [10 +0 (Level) +13 (Wisdom)]
[7] 30 = [10 +0 (Level) +13 (Wisdom)]
[8] 31 = [10 +0 (Level) +13 (Wisdom)]
[8] 32 = [10 +0 (Level) +13 (Wisdom)]

Contingent Spells

[4] Last Breath (Trigger -> Status: Dead)
[4] Panacea (Trigger -> Status: Paralyzed)
[4] Panacea (Trigger -> Status: Deafened)
[7] Heal (Trigger -> Last Breath on Himself)
[7] Heal (Trigger -> Health < 40%)
[8] Word of Recall (Trigger -> Antimagic Field Spell)

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EQUIPMENT:
-------------------------------------------------------------------------------------

WEAPONS

[Adamantine Spear +5]
Attack: +26 = [18 (BAB) +5 (Enhancement) +3 (Strength) +1 (Competence)]
Damage: 1d8+9 = [4 (Strengthx1.5) +5 (Enhancement)]
Critical: x3
Type: Piercing
Others: Shadow-Striking, Morphing, Defending, Warning, Eager, Viper

MAGIC ITEMS:

Head: Admiral’s Bicorne
Face: Third Eye [Conceal, Penetration, Concentration]
Throat: Ankh of Ascension [+Amulet of Second Chances and Amulet of Fortune Prevailing]
Torso: Vest of Favor of The Martyr
Body: Master of The Wilds Clothes
Waist: Belt of Magnificence +6 [+ Belt of Battle]
Shoulders: Phoenix Cloak
Arms: Bracers of Armor +8
Hands: Gloves of Suffer the Flesh +5 [+Gloves of Fortunate Striking]
Feet: Sandals of The Vagabond [+Anklet of Translocation]
Ring 1: Ring of Protection +5 [+Fanged Ring]
Ring 2: Ring of Freedom of Movement [+Greater Counterspelling]

No Body Slot: 20x Nightsticks, Greater Metamagic Rod of Maximize,
Common Items: Spell Component Pouch, Waterskin

-------------------------------------------------------------------------------------
DINHEIRO
-------------------------------------------------------------------------------------

Actual Money: 19.529 PO

Spoiler:

-------------------------------------------------------------------------------------
EXPERIÊNCIA
-------------------------------------------------------------------------------------

Atual: 358.446
Próximo: 378.000

Spoiler:

-------------------------------------------------------------------------------------
BACKGROUND
-------------------------------------------------------------------------------------

Spoiler:
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Camilo

Camilo


Mensagens : 219
Data de inscrição : 17/08/2010
Idade : 35
Localização : Rio de Janeiro

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQui Set 09, 2010 10:32 pm

Fichas 816_large

Nome: Lars Wolfclan
Jogador: Camilo
Classe: Guerreiro 5, Monta-Dragão 5, Cavaleiro 10
Raça: Licantropo Leopardo
Tendência: Leal e Bom
Tamanho: Médio
Idade: 25
Sexo: Masculino
Altura: 1,80m
Peso: 100kg

ATRIBUTOS:
Força: 35 / +12 [ 41 / +15 ]
Destreza: 29 / +9 [ 37 / +13 ]
Constituição: 29 / +9 [ 33 / +11 ]
Inteligência: 15 / +2
Sabedoria: 23 / +6
Carisma: 21 / +5

PVs: 316
CA: 58 = 10 + 8 arm + 9 esc + 13 des + 6 sab + 6 nat + 5 defle + 1 monge
Toque: 25
Surpresa: 20
Iniciativa: +13
Deslocamento: 18m

TESTES DE RESISTÊNCIA:
[total = base + hab + mágico]
Fortitude: 32 = 16 + 11 + 5
Reflexos: 24 = 6 + 13 + 5
Vontade: 26 = 13 + 6 + 5

BBA: +22
Agarrar: +41 = 22 bba + 15 for + 4 talento

ATAQUES:
Lança Montada Grande | +46 | 2d6+19 | 19-20/x3 | obs: +5, sagrada, sangramento, afiada
Espada Longa Grande | +44 | 3d6+15 | 17-20/x2 | obs: +5, arremeço, retorno, afiada, sangramento
Mordida | +38 | 1d6+15 | x2
Garras | +33 | 1d3+7 | x2

DEFESA:
Escudo de COrpo | +9 CA | obs: +5, animado, reflexão, toque espectral

PERÍCIAS:
[total = hab + grad + out]
Acrobacia 33 = 13 + + 20
Adestrar Animais 31 = 5 + 26 +
Cavalgar 59 = 13 + 26 + 20
Conhec (Nob.Real) 28 = 2 + 26 +
Diplomacia 33 = 5 + 26 + 2
Equilíbrio 33 = 13 + + 20
Escalar 35 = 15 + + 20
Esconder-se 17 = 13 + + 4
Furtividade 17 = 13 + + 4
Observar 8 = 6 + + 2
Ouvir 8 = 6 + + 2
Saltar 41 = 13 + + 28
Falar Idiomas 1 = + 2 +
Controlar Forma 30 = 6 + 24 +

TALENTOS:
Combate Montado
Foco em Perícia (Cavalgar)
Foco em Arma (Lança Montada)
Investida Montada
Investida Implacável
Ataque Poderoso
Trespassar
Trespassar Maior
Empunhadura Primata
Espacialização em Arma (Lança Montada)
Foco em Perícia Maior (Cavalgar)
Foco em Arma Maior (Lança Montada)
Espacialização em Arma Maior (Lança Montada)

+ 1 talento em aberto

HABILIDADES ESPECIAIS:
ALterar Forma
Empatia Licantrópica
Maldição Licantrópica
Visão na Penumbra
Faro
Bote
Agarrar Aprimorado
Cavalgar Dragões
Imunidade a Presença Aterradora
Investida Aérea
Esporear Montaria
Bônus Montado (Lança Montada) +3
Bônus Montado (Espada Longa) +3
Bônus em Cavalgar +8
Cultura da Corte
Investida Suprema 5/dia
Cavalgada Acelerada
Ataque Total Montado

IDIOMAS: Comum, Silvestre e Dracônico

EQUIPAMENTOS:
Cinto do Monge, e da Força +6
Botas da Rapidez (Épico)
Braçadeiras da Armadura +8
Anel da Deflexão +5
Periapto da Armadura Natural +5
Camisa da Constituição +6
Anel de Queda Suave
Elmo da Sabedoria +6
Manto da Resistência +5 e do Carisma +6
Pedra Ionica do Sustento

-------
Gema da Fortificação Pesada
Desejo (para usar a gema no corpo)
Todos os Tomos +5 (for, des, cons, int, sab, car))
-------

Mochila com:
Bodes de Marfim
Cantil
1 dia de Ração de Viagem
Pederneira e Isqueiro
Algibeira
Saco
Poção de Curar Ferimentos Graves

DINHEIRO:
PL: 6880
PO: 90
PP: 100
PC:

HISTÓRIA:
Lars é príncipe de um reino do norte. Região muito conhecida pelos seus guerreiros gigantescos e aterradores no combate, que são chamados de bárbaros. Ele não era muito diferente deles em fisionomia, porém era em se tratar de suas virtudes.

Sua honra e sinceridade eram vistas como pontos fracos entre alguns membros do reino, e até mesmo seu pai disse que isso o mataria. Mas Lars não mudou, cresceu daquele geito e te tornou um exímio cavaleiro. Superou muitos guerreiros poderosos e experientes de seu reino.

Cançado de conviver com os senhores de terras e guerreiros mesquinhos, ele preferiu deixar o reino para viajar por outras terras, com o insentivo de seu pai.

Em uma de suas viagens, que seguia em pequenos grupos, ajudou uma dama que parecia ser perseguida. Quando surgiu seu perseguidor veio a surpresa, que foi descobrir que se tratava de um dragão. Ele era vermelho e soltava fogo pela boca furiosamente. Seu grupo teria sido desimado se não houvesse surgido um dragão dourado para auxiliá-los. Tendo o cavalo morto pelo dragão vermelho, Lars foi incitado a montar o dragão dourado, pelo próprio. E assim seu grupo espantou o dragão para longe.

Ao se recomporem foi descoberto que a moça se tratava de uma dragoa dourada. Ela agradeceu o auxílio e indagou se poderia viajar com os heróis. Encabulados por tal humilde pedido de um sábio dragão eles aceitaram. Com o tempo eles se aliaram, e Lars tornaram-se parceiros inseparaveis nas batalhas, sempre insentivados pela honra e bondade.


Última edição por Camilo em Qua Out 06, 2010 7:55 pm, editado 1 vez(es) (Motivo da edição : história)
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Valen

Valen


Mensagens : 489
Data de inscrição : 17/08/2010
Idade : 37
Localização : Rio

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQua Set 15, 2010 1:04 am

Nome: Hagen Darten
Jogador: Hagen
Classe e Nível: Bárbaro 3° / Guerreiro 4° / Dervixe 10° / Vendaval 5°
Divindade: Bahamut
Raça: Humano Meio-Dragão de Prata
Tamanho: Médio
Idade: 27 anos
Sexo: Masculino
Altura: 1,90 m
Peso: 90 kg
Olhos: Azuis
Cabelos: Loiros
Pele: Branca

For: 36 ( +13 ) | 42 ( +16 )
Des: 23 ( +6 ) | 29 ( +9 )
Con: 25 ( +7 ) | 31 ( +10 )
Int: 18 ( +4 ) | 20 ( +5 )
Sab: 21 ( +5 )
Car: 12 ( +1 ) | 16 ( +3 )

CA: 43 = 10 + 8 armadura + 9 destreza + 4 natural + 5 deflexão + 7 variado
PVs: 446
Iniciativa: +11
Deslocamento: 19,5m

B.B.A.: +21

Fortitude +28 = 13 base + 10 con + 5 mágico
Reflexos +23 = 9 base + 9 des + 5 mágico
Vontade +19 = 9 base + 5 sab + 5 mágico


ATAQUES

Cimitarra Grande +5 (x2) = +43/+43/+38/+38/+33/+33/+28/+28/+23/+23
dano: 2d6+23 dec. 12-20 x2
Afiadas, Adamante, Defensoras, Velozes

Em caso de Decisivo, dano: 4d6+41


PERÍCIAS

Acrobacia +31 = 20 grad + 9 des + 2 sinergia
Atuação (Dança) +13 = 10 grad + 3 car
Cavalgar +24 = 15 grad + 9 des
Escalar +31 = 15 grad + 16 for
Furtividade +19 = 10 grad + 9 des
Intimidar +28 = 25 grad + 3 car
Natação +26 = 10 grad + 16 for
Observar +15 = 10 grad + 5 sab
Obter Informação +13 = 10 grad + 3 car
Ouvir +15 = 10 grad + 5 sab
Procurar +15 = 10 grad + 5 int
Saltar +33 = 15 grad + 16 for + 2 sinergia
Sentir Motivação +18 = 10 grad + 8 sab
Sobrevivência +12 = 7 grad + 5 sab
Usar Cordas +16 = 7 grad + 9 des


TALENTOS

Esquiva
Mobilidade
Foco em Arma: Cimitarra
Especialização em Combate
Combater com 2 Armas
Combater com 2 Armas Desproporcionais
Empunhadura Primata
Combater com 2 Armas Aprimorado
Especialização em Arma: Cimitarra
Fúria Destrutiva
Ataque em Movimento
Combater com 2 Armas Maior
Sucesso Decisivo Aprimorado
Ataque Poderoso
Combater com 2 Armas Perfeito


ATAQUES E QUALIDADES ESPECIAIS

Movimento Rápido +7,5m
Fúria 1x/dia
Esquiva Sobrenatural
Sentir Armadilhas +1
Dança Dervixe 5x/dia
Maestria do Movimento
Lâminas Cortantes
Dança da Morte
Reação Aprimorada
Aparar Complexo
Dança Incansável
Milhares de Cortes
Defesa Vendaval +3
Ambidestria (+0)
Versatilidade com 2 Armas
Ataque em Movimento com 2 Armas


EQUIPAMENTO

Braçadeiras de Armadura +8
Anel de Proteção +5
Anel da Evasão
Tomos
Cinturão da Força do Gigante +6
Luvas da Destreza +6
Amuleto da Saúde +6
Tiara do Intelecto +2
Manto do Carisma +4 e Resistência +5
Gema de Fortificação Total
Botas de Caminhar e Teletransportar
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Mensagens : 96
Data de inscrição : 24/08/2010
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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQua Set 15, 2010 12:25 pm

Name of Character: Lokta Volterra
Player: Portuga
Class and Level: monk2/wizard 5/exemplar1/wyrm wizard 10/wizard5/ wyrm wizard 2= monk 2/wizard 7/exemplar 1/wyrm wizard 12
Race: Gray Elves
Type: humanoid
Subtype: Dragonblood
Alignment: true neutro
Deity:
-------------------------------------------------------------------------------------
ABILITIES
-------------------------------------------------------------------------------------


[14(+02)] Strength = [16-2(race)]
[23(+06)] Dexterity = [18+5(inerente**) ]
[23(+06)] Constitution = [18 +5 inerente**)]
[156(+73)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+125(melhoria)]
[10(+0)] Wisdom = [10]
[10(+0)] Charisma = [10]
* tomo
Obs: para cálculos:
[43(+16)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+12(encantamento)]
**tiara
[510] PVs = 2D8+22D4+D6+16X25(ANTIGO)
-------------------------------------------------------------------------------------
SAVES
-------------------------------------------------------------------------------------

[+16] Fortitude = 3 (Monk) + 2 (Wizard)+ 0 (Exemplar) + 3 (wyrm wizard) +2 (Epic)+6(Con)
[+83] Reflex = 3 (Monk) + 2 (Wizard)+ 0 (Exemplar) + 3 (wyrm wizard) +2 (Epic) +73(INT)
[+102] Will = 3 (Monk) + 5 (Wizard)+ 2 (Exemplar) + 7 (wyrm wizard) +2 (Epic) +73(INT)

Armor Class:89 = [10 +6 (Dexterity) +0 (Armor Class) +0 (Shield Class) +0 (Deflection) +73 (Inteligence)] (Touch 89, Surprise 89)


[1935] PVs = 2D8+22D4+D6+73X25(NOVO)

[+12]Base Attack Bonus: = 1 (Monk) +3 (Wizard) + 0 (Exemplar) + 5 (wyrm wizard) +3 (Epic)

[+10] Initiative = 6 (Dexterity) +4 (Improved Initiative) +0 (Insight) +0 (Unnamed)
-------------------------------------------------------------------------------------
SKILLS:
-------------------------------------------------------------------------------------
Monk: (4+16)x4=80
(16+4)=20
Wizard: (2+16)x10=180
Wyrm Wizard: (4+16)x12=240
Exempar: (8+16)=24
Total =544

Class Key Skill Ability Class Misc
Skill Ability Mod Mod Trained Ranks Synergy Mod

[ ] .Appraise Int = +73 [ ] 0 +0 +0
[ ] .Balance Dex* = +6 [x] 5M +0 +5
[ ] .Bluff Cha = +0 [x] 4E+6 +0 +10
[ ] .Climb Str* = +2 [ ] 0 +0 +0
[ ] .Concentration Con = +6 [x] 13W+15WY +0 +28
[ ] .Craft: Int = +73 [ ] 0 +0 +0
[ ] Decipher Script Int = +73 [x] 13W+15WY +0 +28
[ ] .Diplomacy Cha = +0 [x] 5M+23 +4+2 +28
[ ] Disable Device Dex = +6 [x] 4E +0 +4
[ ] .Disguise Cha = +0 [ ] 0 +2 +0
[ ] .Escape Artist Dex* = +6 [ ] 0 +0 +0
[ ] .Forcery Int = +73 [x] 4E +0 +4
[ ] .Gather Information Cha = +0 [ ] 0 +0 +0
[ ] Handle Animal Cha = +0 [ ] 0 +0 +0
[ ] .Heal Wis/Int = +73 [x] 4E +0 +4
[ ] .Hide Dex* = +6 [x] 5M+23 +0 +30+28
[ ] .Intimidate Cha = +0 [ ] 0 +0 +0
[ ] .Jump Str* = +2 [x] 5M +0 +5
[ ] Knowledge[Arcana]: Int = +73 [x] 13W+15WY +0 +28
[ ] Knowledge[Religion]: Int = +73 [x] 5M +0 +5
[ ] Knowledge: Int = +0 [ ] 0 +0 +0
[ ] Knowledge: Int = +0 [ ] 0 +0 +0
[ ] .Listen Wis = +0 [x] 5M+23 +0 +30+28
[ ] .Move Silently Dex* = +6 [x] 5M+23 +0 +30+28
[ ] Open Lock Dex = +6 [x] 4E +0 +4
[ ] Perform Cha = +0 [ ] 0 +0 +0
[ ] Profession: Wis = +0 [ ] 0 +0 +0
[ ] .Ride Dex = +6 [ ] 0 +0 +0
[ ] .Search Int = +73 [ ] 0 +0 +0
[ ] .Sense Motive Wis/Int = +73 [x] 5M+23 +0 +30+28
[ ] Sleight of Hand Dex* = +6 [ ] 0 +0 +0
[ ] Spellcraft Int 177 = +73 [x] 13W+15WY +4 *
[ ] .Spot Wis/Int = +73 [x] 5M+23 +0 +30+28
[ ] .Survival Wis/Int = +73 [ ] 0 +0 +0
[ ] .Swim Str* = +2 [x] 5M +0 +5
[ ] Trumble Dex* = +6 [ ] 0 +0 +0
[ ] Use Magic Device Cha = +0 [ ] 0 +4 +0
[ ] .Use Rope Dex = +6 [ ] 0 +0 +0
[ ] Autohypnosis Wis = +0 [x] 4E+24 +4 +28

Autohypnosis - Expanded Psionics Handbook

M-40/falta 50 | M* = 50/2 =25
W-52/falta 128 | W* = (128 -50)/2 = 78
WY-60/falta 180 | WY* =(180-50)/2 = 65
E-24/falta 0 |
-100

*(+10+28+4)unnamed + 30 competence

FEATS
-------------------------------------------------------------------------------------


(Flaw) Keen IntellectOriental Advetures, Clan: dragon [You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.]
(Flaw) Insigthful ReflexesComplete Adventure,pag:110 [Adds your Intelligence modifier to Reflex Saves instead of your Dexterity modifier]
(Level 01 ) Carmendine MonkChampions of Valoromplete,pag:28 [You can use your Intelligence bonus instead of your Wisdom bonus for determining your monk AC bonus and for determining the save DC against your stunning fist and quivering palm attacks.
You can study your thesis notes for 1 hour to treat your monk level as two higher for determining one of the following monk abilities: unarmed damage, AC bonus, or unarmored speed bonus. This benefit lasts for 24 hours, at which point you can study your notes again to gain the same or a different effect. You can't study your notes more than once in any 24-hour period.]

(Level 03 ) Item FamiliarUnearthed Arcana [Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.]
(Level 06 ) Faerie Mysteries Initiate Type: General, Source: Dragon #319 [Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.]
(Level 09 ) Practiced SpellcasterComplete Arcana [Increase caster level +4]
(Level 12 ) Craft Contingent SpellComplete Arcane [Attach semi-permanent spells to a creature and set activation conditions]
(Level 15 ) Maximizar Magia
(Level 18 ) Persistent Spell
(Level 21 ) Magia Épica Epic Level Handbook
(Level 24 ) Focus Épico (identificar magia) Epic Level Handbook
(wizard 10, lvl:25) Capacidade Mágica AmpliadaEpic Level Handbook
(wizard 5, lvl: 7) Extend Spell
(Monk 1, lvl1) Improved Initiative
(Monk 2, lvl2) Esquiva

[Flaws]Unearthed Arcana

-2 em melee
-2 em range

-------------------------------------------------------------------------------------
RACIAL PROPERTYS
-------------------------------------------------------------------------------------

Grau Elves: -2 força, -2 constituição,+2 destreza, + 2 inteligência
Dragonborn of Bahamut(races of dragon, pag:5): +2 constituição, -2 destreza
+ 2 dodge bônus armor class against dragon type
Immunity to Frigtful Presence
Draconic Aspet: mind(ex)
- Darkvision 120 feet, low-ligth vision four times as far as a human
- Blindsense out to 30 feet
-------------------------------------------------------------------------------------
CLASS FEATURES
-------------------------------------------------------------------------------------
Martial Monk (alternate base class), choose monk bonus feats from the fighter bonus feat list. Monk bonus feats don't need to meet prerequisites. Grab Weapon Supremacy and Shock Trooper in 2 levels of monk. [DR #310 p45]
Rajada de golpes
Ataque Desarmado
Evasão
Wizard
Familiar
Escrever Pergaminho
Wyrm Wizard
Knowledge of the Wyrm
Spell Research: Divine Power
Arcane Fusion
Heal
Greater Harm
Greater Arcane Fusion
Greater Consuptive Field
Draconic Discovery: vendo ainda
Convet Counterspell
Break Spell Resistance
Exemplar
Skill Artist: spellcraft
Skill Mastery: 17 skills (todas as que possuo – forcery e swim)
-------------------------------------------------------------------------------------
LANGUAGES
-------------------------------------------------------------------------------------

- Common -
- Elve -
-
- Draconic -
- Gnoll -
- Gnone -
- Orc -
- Sylvan -
- Duarven
- Giant
- Abyssal
-------------------------------------------------------------------------------------
ITEM FAMILIAR
-------------------------------------------------------------------------------------

Item: ring
Nickname: Anel dos Pensamentos
Invest Life Energy: All Invested since Level 3
Invest Skill Points: Invested 100 skill points (33)
Invest Spell Slots: None Invested
Sapience: Int 22, Wis 32, Cha 22
Senses: receives Alertness
Communication
Special Ability (10th): Improved Sapience
Special Ability (14th): Improved Sapience
Special Ability (18th): Improved Sapience
Special Ability (21th): Improved Sapience
Special Ability (24th): Improved Sapience


-------------------------------------------------------------------------------------
SPELLS
-------------------------------------------------------------------------------------
WIZARD SPELLCASTING


Caster Level: 23
Spells per Day

[Prayers]
[1] MUITOS
[2] MUITOS
[3] MUITOS
[4] MUITOS
[5] MUITOS
[6] MUITOS
[7] MUITOS
[8] MUITOS
[9] MUITOS
[73] 1 SPELL
Difficulty Class

[Prayers] 23 = 10 +0 (Level) +73 (Intelligence)]
[1] 24 = [10 +1 (Level) +73 (Intelligence)]
[2] 25 = [10 +2 (Level) +73 (Intelligence)]
[3] 26 = [10 +0 (Level) +73 (Intelligence)]
[4] 27 = [10 +0 (Level) +73 (Intelligence)]
[5] 28 = [10 +0 (Level) +73 (Intelligence)]
[6] 29 = [10 +0 (Level) +73 (Intelligence)]
[7] 30 = [10 +0 (Level) +73 (Intelligence)]
[8] 31 = [10 +0 (Level) +73 (Intelligence)]
[8] 32 = [10 +0 (Level) +73 (Intelligence)]
Contingent Spells


[5]Teleport(Trigger ->agarrado)
[7] Heal (Trigger ->poisoned)
[7] Heal (Trigger -> Health < 40%)
[7] Heal (Trigger -> confused)
[7] Heal (Trigger -> dazed)
[7] Heal (Trigger -> dazzled)
[7] Heal (Trigger -> deafened)
[7] Heal (Trigger ->diseased)
[7] Heal (Trigger -> sickned)
[7] Heal (Trigger -> stuned)
-------------------------------------------------------------------------------------
EQUIPMENT:
-------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------
DINHEIRO
-------------------------------------------------------------------------------------
Actual Money: 2.100.000
Tiara do Intelecto +12 – 1.440.000
Ring – Hide,Listen, Move Silenty, Sense Motive, Spellcraft, Spot + 30 (competence) – 540.000
Simulacrum – 4000

GASTO: 1.984.000
FALTA: 116.000


-------------------------------------------------------------------------------------
EXPERIÊNCIA
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------
PERSISTENT SPELL
-------------------------------------------------------------------------------------
Depois eu posto
-------------------------------------------------------------------------------------
SIMULACRUM
-------------------------------------------------------------------------------------
Caster level: 23+12+5 = 40 (greater consuptive Field + Suffer the Flesh)
Dragão Prismático Antigo – HD:40
GOLD: 4000
XP:4000
-------------------------------------------------------------------------------------
EPIC SPELL
-------------------------------------------------------------------------------------
Obs: para cálculos:
[43(+16)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+12(encantamento)]
**tiara
[ ] Spellcraft Int 120 = +16 [x] 13W+15WY +4 *
*(+10+28+4)unnamed + 30 competence

Selo dos 10 Dragões:

Seed: fortify (DC:17)
Ritual: 2 participantes doam magia 8 sloat(-30)
10min (-20)
Personal (-2)
Duração: + 200% (+4)
Choque de retorno (50d6-média:175) (-50)

INT +1+124(+248)=+125

DC final: 167

120 spellcraft
+10 na jogada do dado (take)
+23 insigth – spell (momento f precience)
+15 lucky – spell (sadism ou masoquism, book of vile darkness)
=168

Inteligencia final: 31+125=156(+73)

--------------------------------------------------------------------------------------------------------

Proteção:

Seed: proteger (DC: 14)
Ritual: 2 participantes doam magia 8 sloat(-30)
10min (-20)
Personal (-2)
Duração: + 200% (+4)
Choque de retorno (50d6-média:175) (-50)

Anula as magias específicas:
MordenKainen’s Disjuncction (ou Mage’s Disjunction) – lvl:9
Greater Dispel Magic – lvl:6
Dispel Magic – lvl: 3
14
+18
+12
+6
=50
Proteção contra dano: concussão, perfurante, cortante (+4DC)
A cada rodada absorve os primeiros x de dano que a criatura sofreria:

X de dano = 5+129(+258) = 134

DC final: 14-30-20-2+4-50+50+258 = 224

177 spellcraft
+10 take
+23
+15
=225



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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQua Set 15, 2010 11:09 pm

Name of Character: Lokta Volterra
Player: Portuga
Class and Level: monk2/wizard 5 /wyrm wizard 3/exemplar1/ wyrm wizard 5/wizard5/ wyrm wizard 2= monk 2/wizard 10/exemplar 1/wyrm wizard 12
Race: Gray Elves
Type: humanoid
Subtype: Dragonblood
Alignment: true neutro
Deity:
-------------------------------------------------------------------------------------
ABILITIES
-------------------------------------------------------------------------------------


[14(+02)] Strength = [16-2(race)]
[23(+06)] Dexterity = [18+5(inerente**) ]
[23(+06)] Constitution = [18 +5 inerente**)]
[156(+73)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+125(melhoria)]
[10(+0)] Wisdom = [10]
[10(+0)] Charisma = [10]
* tomo
Obs: para cálculos:
[43(+16)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+12(encantamento)]
**tiara
[510] PVs = 2D8+22D4+D6+16X25(ANTIGO)
-------------------------------------------------------------------------------------
SAVES
-------------------------------------------------------------------------------------

[+16] Fortitude = 3 (Monk) + 2 (Wizard)+ 0 (Exemplar) + 3 (wyrm wizard) +2 (Epic)+6(Con)
[+82] Reflex = 3 (Monk) + 2 (Wizard)+ 0 (Exemplar) + 3 (wyrm wizard) +2 (Epic) +72(INT)
[+101] Will = 3 (Monk) + 5 (Wizard)+ 2 (Exemplar) + 7 (wyrm wizard) +2 (Epic) +72(INT)

Armor Class:88 = [10 +6 (Dexterity) +0 (Armor Class) +0 (Shield Class) +0 (Deflection) +72 (Inteligence)] (Touch 88, Surprise 88)


[1915] PVs = 2D8+22D4+D6+72X25(NOVO)

[+12]Base Attack Bonus: = 1 (Monk) +3 (Wizard) + 0 (Exemplar) + 5 (wyrm wizard) +3 (Epic)

[+10] Initiative = 6 (Dexterity) +4 (Improved Initiative) +0 (Insight) +0 (Unnamed)
-------------------------------------------------------------------------------------
SKILLS:
-------------------------------------------------------------------------------------
Monk: (4+16)x4=80
(16+4)=20
Wizard: (2+16)x10=180
Wyrm Wizard: (4+16)x12=240
Exempar: (8+16)=24
Total =544

Class Key Skill Ability Class Misc
Skill Ability Mod Mod Trained Ranks Synergy Mod

[ ] .Appraise Int +72 = +72 [ ] 0 +0 +0
[ ] .Balance Dex* +16 = +6 [x] 5M +0 +5
[ ] .Bluff Cha +20 = +0 [x] 4E+6 +0 +10
[ ] .Climb Str* +2 = +2 [ ] 0 +0 +0
[ ] .Concentration Con +62 = +6 [x] 13W+15WY +0 +28
[ ] .Craft: Int +72 = +72 [ ] 0 +0 +0
[ ] Decipher Script Int +128 = +72 [x] 13W+15WY +0 +28
[ ] .Diplomacy Cha +62 = +0 [x] 5M+23 +4+2 +28
[ ] Disable Device Dex +14 = +6 [x] 4E +0 +4
[ ] .Disguise Cha = +0 [ ] 0 +2 +0
[ ] .Escape Artist Dex* +6 = +6 [ ] 0 +0 +0
[ ] .Forcery Int +80 = +72 [x] 4E +0 +4
[ ] .Gather Information Cha = +0 [ ] 0 +0 +0
[ ] Handle Animal Cha = +0 [ ] 0 +0 +0
[ ] .Heal Wis/Int +80 = +72 [x] 4E +0 +4
[ ] .Hide Dex* +92 = +6 [x] 5M+23 +0 +30+28
[ ] .Intimidate Cha = +0 [ ] 0 +0 +0
[ ] .Jump Str* +12 = +2 [x] 5M +0 +5
[ ] Knowledge[Arcana]: Int +128 = +72 [x] 13W+15WY +0 +28
[ ] Knowledge[Religion]: Int +80 = +72 [x] 5M +0 +5
[ ] Knowledge: Int = +0 [ ] 0 +0 +0
[ ] Knowledge: Int = +0 [ ] 0 +0 +0
[ ] .Listen Wis +106 = +0 [x] 5M+23 +0 +30+28
[ ] .Move Silently Dex* +112 = +6 [x] 5M+23 +0 +30+28
[ ] Open Lock Dex +14 = +6 [x] 4E +0 +4
[ ] Perform Cha = +0 [ ] 0 +0 +0
[ ] Profession: Wis = +0 [ ] 0 +0 +0
[ ] .Ride Dex +6 = +6 [ ] 0 +0 +0
[ ] .Search Int +72 = +72 [ ] 0 +0 +0
[ ] .Sense Motive Wis/Int +158= +72 [x] 5M+23 +0 +30+28
[ ] Sleight of Hand Dex* = +6 [ ] 0 +0 +0
[ ] Spellcraft Int +172 = +72 [x] 13W+15WY +4 *
[ ] .Spot Wis/Int +158= +72 [x] 5M+23 +0 +30+28
[ ] .Survival Wis/Int +72 = +72 [ ] 0 +0 +0
[ ] .Swim Str* +12= +2 [x] 5M +0 +5
[ ] Trumble Dex* = +6 [ ] 0 +0 +0
[ ] Use Magic Device Cha = +0 [ ] 0 +4 +0
[ ] .Use Rope Dex = +6 [ ] 0 +0 +0
[ ] Autohypnosis Wis +60 = +0 [x] 4E+24 +4 +28

Autohypnosis - Expanded Psionics Handbook

M-40/falta 50 | M* = 50/2 =25
W-52/falta 128 | W* = (128 -50)/2 = 78
WY-60/falta 180 | WY* =(180-50)/2 = 65
E-24/falta 0 |
-100

*(+10+28+4)unnamed + 30 competence

FEATS
-------------------------------------------------------------------------------------


(Flaw) Keen IntellectOriental Advetures, Clan: dragon [You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.]
(Flaw) Insigthful ReflexesComplete Adventure,pag:110 [Adds your Intelligence modifier to Reflex Saves instead of your Dexterity modifier]
(Level 01 ) Carmendine MonkChampions of Valoromplete,pag:28 [You can use your Intelligence bonus instead of your Wisdom bonus for determining your monk AC bonus and for determining the save DC against your stunning fist and quivering palm attacks.
You can study your thesis notes for 1 hour to treat your monk level as two higher for determining one of the following monk abilities: unarmed damage, AC bonus, or unarmored speed bonus. This benefit lasts for 24 hours, at which point you can study your notes again to gain the same or a different effect. You can't study your notes more than once in any 24-hour period.]

(Level 03 ) Item FamiliarUnearthed Arcana [Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.]
(Level 06 ) Faerie Mysteries Initiate Type: General, Source: Dragon #319 [Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.]
(Level 09 ) Practiced SpellcasterComplete Arcana [Increase caster level +4]
(Level 12 ) Craft Contingent SpellComplete Arcane [Attach semi-permanent spells to a creature and set activation conditions]
(Level 15 ) Maximizar Magia
(Level 18 ) Persistent Spell
(Level 21 ) Magia Épica Epic Level Handbook
(Level 24 ) Focus Épico (identificar magia) Epic Level Handbook
(wizard 10, lvl:25) Capacidade Mágica AmpliadaEpic Level Handbook
(wizard 5, lvl: 7) Extend Spell
(Monk 1, lvl1) Improved Initiative
(Monk 2, lvl2) Esquiva

[Flaws]Unearthed Arcana

-2 em melee
-2 em range

-------------------------------------------------------------------------------------
RACIAL PROPERTYS
-------------------------------------------------------------------------------------

Gray Elves: -2 força, -2 constituição,+2 destreza, + 2 inteligência
Dragonborn of Bahamut(races of dragon, pag:5): +2 constituição, -2 destreza
+ 2 dodge bônus armor class against dragon type
Immunity to Frigtful Presence
Draconic Aspet: mind(ex)
- Darkvision 120 feet, low-ligth vision four times as far as a human
- Blindsense out to 30 feet
-------------------------------------------------------------------------------------
CLASS FEATURES
-------------------------------------------------------------------------------------
Martial Monk (alternate base class), choose monk bonus feats from the fighter bonus feat list. Monk bonus feats don't need to meet prerequisites. Grab Weapon Supremacy and Shock Trooper in 2 levels of monk. [DR #310 p45]
Rajada de golpes
Ataque Desarmado
Evasão
Wizard
Familiar
Escrever Pergaminho
Wyrm Wizard
Knowledge of the Wyrm
Spell Research: Divine Power
Arcane Fusion
Heal
Greater Harm
Greater Arcane Fusion
Greater Consuptive Field
Draconic Discovery: vendo ainda
Convet Counterspell
Break Spell Resistance
Exemplar
Skill Artist: spellcraft
Skill Mastery: 17 skills (todas as que possuo – forcery e swim)
-------------------------------------------------------------------------------------
LANGUAGES
-------------------------------------------------------------------------------------

- Common -Undercommon
- Elve -Auran
-Aquan
- Draconic -Terran
- Gnoll -Ignan
- Gnone - outra
- Orc - outra
- Sylvan - outra
- Duarven
- Giant
- Abyssal
-------------------------------------------------------------------------------------
ITEM FAMILIAR
-------------------------------------------------------------------------------------

Item: ring
Nickname: Anel dos Pensamentos
Invest Life Energy: All Invested since Level 3
Invest Skill Points: Invested 100 skill points (33)
Invest Spell Slots: None Invested
Sapience: Int 22, Wis 32, Cha 22
Senses: receives Alertness
Communication
Special Ability (10th): Improved Sapience
Special Ability (14th): Improved Sapience
Special Ability (18th): Improved Sapience
Special Ability (21th): Improved Sapience
Special Ability (24th): Improved Sapience


-------------------------------------------------------------------------------------
SPELLS
-------------------------------------------------------------------------------------
WIZARD SPELLCASTING


Caster Level: 23
Spells per Day

[Prayers]
[1] MUITOS
[2] MUITOS
[3] MUITOS
[4] MUITOS
[5] MUITOS
[6] MUITOS
[7] MUITOS
[8] MUITOS
[9] MUITOS
[72] 1 SPELL
Difficulty Class

[Prayers] 83 = 10 +0 (Level) +73 (Intelligence)]
[1] 84 = [10 +1 (Level) +73 (Intelligence)]
[2] 85 = [10 +2 (Level) +73 (Intelligence)]
[3] 86 = [10 +3 (Level) +73 (Intelligence)]
[4] 87 = [10 +4 (Level) +73 (Intelligence)]
[5] 88 = [10 +5 (Level) +73 (Intelligence)]
[6] 89 = [10 +6 (Level) +73 (Intelligence)]
[7] 90 = [10 +7 (Level) +73 (Intelligence)]
[8] 91 = [10 +8 (Level) +73 (Intelligence)]
[9] 92 = [10 +9 (Level) +73 (Intelligence)]
Contingent Spells


[5]Teleport(Trigger ->agarrado)
[7] Heal (Trigger ->poisoned)
[7] Heal (Trigger -> Health < 40%)
[7] Heal (Trigger -> confused)
[7] Heal (Trigger -> dazed)
[7] Heal (Trigger -> dazzled)
[7] Heal (Trigger -> deafened)
[7] Heal (Trigger ->diseased)
[7] Heal (Trigger -> sickned)
[7] Heal (Trigger -> stuned)
-------------------------------------------------------------------------------------
EQUIPMENT:
-------------------------------------------------------------------------------------

-------------------------------------------------------------------------------------
DINHEIRO
-------------------------------------------------------------------------------------
Actual Money: 2.100.000
Tiara do Intelecto +12 – 1.440.000
Ring – Hide,Listen, Move Silenty, Sense Motive, Spellcraft, Spot + 30 (competence) – 540.000
Simulacrum – 4.000
3 tomos -18.750

GASTO: 2.002.750
FALTA: 97.250


-------------------------------------------------------------------------------------
EXPERIÊNCIA
-------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------
PERSISTENT SPELL
-------------------------------------------------------------------------------------
Depois eu posto
-------------------------------------------------------------------------------------
SIMULACRUM
-------------------------------------------------------------------------------------
Caster level: 23+12+5 = 40 (greater consuptive Field + Suffer the Flesh)
Dragão Prismático Antigo – HD:40
GOLD: 4000
XP:4000
-------------------------------------------------------------------------------------
EPIC SPELL
-------------------------------------------------------------------------------------
Obs: para cálculos:
[43(+16)] Intelligence = [18 +2 (race) +6 (Level) +5(inerente*)+12(encantamento)]
**tiara
[ ] Spellcraft Int 116 = +16 [x] 13W+15WY +4 *
*(+10+28)unnamed +4competence+ 30 competence

Selo dos 10 Dragões:

Seed: fortify (DC:17)
Ritual: 2 participantes doam magia 8 sloat(-30)
10min (-20)
Personal (-2)
Duração: + 200% (+4)
Choque de retorno (50d6-média:175) (-50)

INT +1+123(+246)=+124

DC final: 167

116 spellcraft
+10 na jogada do dado (take)
+25 insigth – spell (momento f precience + Suffer the Flesh)
+15 lucky – spell (sadism ou masoquism, book of vile darkness)
=166

Inteligencia final: 31+124=155(+72)

--------------------------------------------------------------------------------------------------------

Proteção:

Seed: proteger (DC: 14)
Ritual: 2 participantes doam magia 8 sloat(-30)
10min (-20)
Personal (-2)
Duração: + 200% (+4)
Choque de retorno (50d6-média:175) (-50)

Anula as magias específicas:
MordenKainen’s Disjuncction (ou Mage’s Disjunction) – lvl:9
Greater Dispel Magic – lvl:6
Dispel Magic – lvl: 3
14
+18
+12
+6
=50
Proteção contra dano: concussão, perfurante, cortante (+4DC)
A cada rodada absorve os primeiros x de dano que a criatura sofreria:

X de dano = 5+128(+256) = 133

DC final: 14-30-20-2+4-50+50+256 = 222

172 spellcraft
+10 take
+25
+15
=222



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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSex Set 24, 2010 1:42 pm

Name of Character: Lokta Volterra
Player: Portuga
Class and Level: Warblade 20/monge2/ladino2/Warrior1
Race: Humano
Type: humanoid
Subtype: -
Alignment: true neutro
Deity: -
-------------------------------------------------------------------------------------
ABILITIES
-------------------------------------------------------------------------------------


[35(+12)]Strength = [18+5(tomo)+6(nivel)+6(encantamento)]
[29(+9)]Dexterity = [18+5+6]
[29(+9)]Constitution = [18+5+6]
[29(+9)]Intelligence = [18+5+6]
[16(+4)]Wisdom = [10+6]
[14(+2)]Charisma = [8+6]

-------------------------------------------------------------------------------------
SAVES
-------------------------------------------------------------------------------------

[+] Fortitude 31 =12+12(STR)+5(item)+2(Epic)
[+] Reflex 31= 6+9(DEX)+9(INT)5(item)+2(Epic)
[+] Will 22= 6+9(INT)+5(item)+2(Epic)

Armor Class: = 42 [10 +9 (DEX) +9 (INT) +8 (Armor) +0 (Shield) +0 (Size) +0 (Natural) +5 (Defl) + 0 (Misc)+1(Weapon Supremacy)]


[503] PVs = 20D12+2D8+2D6+1D10+9X25
[+]Base Attack Bonus: 35 = [20(BBA)+12(STR)+3(Epic)]

[+9] Initiative = +9(DEX)

Ataques:

20 (BAB)+12 (STR)+5 (Weapon)+3 (Epic)]+4 (Feats)-2 (Two Weapons)+5 (Knoledge Devotion)=47

=> Attack Mainhand: 47/42/37/32 Offhand: 47/42/37 +5 em um dos ataques, exceto o primeiro
Com velocidade:
=> Attack Mainhand: 47/47/42/37/32 Offhand: 47/47/42/37 +5 em um dos ataques, exceto o primeiro

ADO:
=> Attack Mainhand: 47+4+9=60 Offhand: 47+4+9=60
=>dano + 9


Dano:
=> Mainhand: D8+12(STR)+5(Weapon)+6(Feat)+5(Knoledge Devotion) =D8+28+?
=>Offhand: D8+06(STR)+5(Weapon)+6(Feat)+5(Knoledge Devotion) =D8+22+?
? = depende da arma

-------------------------------------------------------------------------------------
SKILLS:
-------------------------------------------------------------------------------------

Class Key Skill Ability Class Misc
Skill Ability Mod Mod Trained Ranks Synergy Mod


[ ] .Appraise Int +09 = +9 [x] 00 +00 +00
[ ] .Balance Dex* +38 = +9 [x] 25 +04 +00
[ ] .Bluff Cha +02 = +2 [x] 00 +00 +00
[ ] .Climb Str* +12 = +12 [x] 00 +00 +00
[ ] .Concentration Con +34 = +9 [x] 25 +00 +00
[ ] .Craft Int +09 = +9 [x] 00 +00 +00
[ ] Decipher Script Int +00 = +0 [x] 00 +00 +00
[ ] .Diplomacy Cha +02 = +2 [x] 00 +00 +00
[ ] Disable Device Dex +12 = +9 [x] 03 +00 +00
[ ] .Disguise Cha +37 = +2 [x] 25 +00 +10(item-magia)
[ ] .Escape Artist Dex* +13 = +9 [x] 00 +04 +00
[ ] .Forcery Int +09 = +9 [x] 00 +00 +00
[ ] .Gather Information Cha +02 = +2 [x] 00 +00 +00
[ ] Handle Animal Cha +00 = +0 [x] 00 +00 +00
[ ] .Heal Wis/Int +09 = +9 [x] 00 +00 +00
[ ] .Hide Dex* +34 = +9 [x] 25 +00 +00
[ ] .Intimidate Cha +02 = +2 [x] 00 +00 +00
[ ] .Jump Str* +16 = +12 [x] 00 +04 +00
[ ] Knowledge[Arcano]: Int 29/+34 = +9 [x] 20 +00 +05
[ ] Knowledge[Religião]: Int 29/+34 = +9 [x] 20 +00 +05
[ ] Knowledge[Masmoras]:Int 29/+34 = +9 [x] 20 +00 +05
[ ] Knowledge[Natureza]: Int 29 /+34 = +9 [x] 20 +00 +05
[ ] Knowledge[Planos]: Int 29/+34 = +9 [x] 20 +00 +05
[ ] Knowledge[Local]: Int 29/+34 = +9 [x] 20 +00 +05
[ ] .Listen Wis +29 = +4 [x] 25 +00 +00
[ ] .Move Silently Dex* +34 = +9 [x] 25 +00 +00
[ ] Open Lock Dex +00 = +0 [x] 00 +00 +00
[ ] Perform Cha +00 = +0 [x] 00 +00 +00
[ ] Profession: Wis +00 = +0 [x] 00 +00 +00
[ ] .Ride Dex +09 = +9 [x] 00 +00 +00
[ ] .Search Int +32 = +9 [x] 23 +00 +00
[ ] .Sense Motive Wis/Int +34 = +9 [x] 25 +00 +00
[ ] Sleight of Hand Dex* +34 = +9 [x] 25 +00 +00
[ ] Spellcraft Int +00 = +0 [x] 00 +04 +00
[ ] .Spot Wis/Int +34 = +9 [x] 25 +00 +00
[ ] .Survival Wis/Int +13 = +9 [x] 00 +04 +00
[ ] .Swim Str* +12 = +12 [x] 00 +00 +00
[ ] Trumble Dex* +34 = +9 [x] 25 +00 +00
[ ] Use Magic Device Cha +00 = +0 [x] 00 +00 +00
[ ] .Use Rope Dex +09 = +9 [x] 00 +00 +00
[ ] Autohypnosis Wis +00 = +0 [x] 00 +00 +00


Skill Trick: collector of stories, livro: Complete Scoundrel pag:85 ->teste de conhecimento relacionados a criaturas + (5)

Autohypnosis - Expanded Psionics Handbook

WB=(4+9 ) x 4+4=56
[(9+1+4 )=14] x 19=266
M= [(9+1+4 )=14] x 2 = 28
L = [(9+1+8 )=18] x2 = 36
F = (9+1+2 ) = 12
Total = 398

-------------------------------------------------------------------------------------
LANGUAGES
-------------------------------------------------------------------------------------

- Common

- Elve
- Draconic
- Celestial
- Orc
- Sylvan
- Duarven
- Giant
- Abyssal
- Infernal

-------------------------------------------------------------------------------------
FEATS
-------------------------------------------------------------------------------------
(Flaw) Keen IntellectOriental Advetures, Clan: dragon [You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.]
(Flaw) Able Learne Races of Destiny, type: Racial [You have a great aptitude for learning.Prerequisite: Human or doppelganger.Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Special: This feat may only be taken at 1st level.]
(Level 01) Two Weapon Fighting
(Level 01, Humano) Unerring Strike Kingdoms of Kalamar Player’s Guide, pag: 92
(Level 03) Weapon Focus
(Level 05, Warblade) Oversized Two Weapon Figtting
(Level 06) Knoledge Devotion Complete Champion pag: 60
(Level 09) Weapon Specialisation
(Level 09, Warblade) Improved Two Weapon Fighting
(Level 12) Weapon Swap[With an acrobatic twist, you can swap your weapons from one hand to another.Prerequisites: Dex 17, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.Benefit: After making all of your attacks with your primary hand, you can swap your primary weapon to your off hand and make attacks using that weapon in your off hand. You take an additional –2 penalty on all attack rolls made with your off hand this round.]
(Level 13, Warblade) Greater Weapon Focus
(Level 15) Greater Two Weapon Fighting
(Level 17, Warblade) Greater Weapon Specialization
(Level 18) Melee Weapon Mastery
(Level 21) Carmendine MonkChampions of Valor,pag:28 [You can use your Intelligence bonus instead of your Wisdom bonus for determining your monk AC bonus and for determining the save DC against your stunning fist and quivering palm attacks.
You can study your thesis notes for 1 hour to treat your monk level as two higher for determining one of the following monk abilities: unarmed damage, AC bonus, or unarmored speed bonus. This benefit lasts for 24 hours, at which point you can study your notes again to gain the same or a different effect. You can't study your notes more than once in any 24-hour period.]

(Level 24) PENETRATE DAMAGE REDUCTION Epic Level Handbook(Update) [Select a special material, such as adamantine.
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character’s melee weapons.
Special: A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character’s melee attacks are treated as being crafted of all chosen materials for the purposes of by passing damage reduction.]

Monk
(level 21) Double Hit [You can react with your off hand to make an additional attack along with an attack of opportunity.]
(level 22) Robilar Gambit [At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.]

Rogue
(level 23) Combat Reflexes
(level 24) Deft Opportunity [You get a +4 bonus on attack rolls when making attacks of opportunity]

Figther
(level 25) Weapon Supremacy [When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. You can wield your weapon against a foe who grapples you without penalty and without fi rst making a grapple check. In this situation, you can take a standard action or a full attack action as normal. When you take a full attack action, you can apply a +5 bonus to any single attack after your fi rst strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 bonus to AC.]

-------------------------------------------------------------------------------------
CLASS FEATURES
-------------------------------------------------------------------------------------
Martial Monk (alternate base class), choose monk bonus feats from the fighter bonus feat list. Monk bonus feats don't need to meet prerequisites. [DR #310 p45]

Rogue variant o Unearth Arcana, gain bonus feat as figther, lose: sneak atack

Warrior (Generic Classes, Unearth Arcana, pag: 78) Skills: Ofícios,Knolege: “planos, natureza e masmorra”, Saltar, Intimidar, Montar

-------------------------------------------------------------------------------------
Itens
-------------------------------------------------------------------------------------

Head: Chapéu do disfarce – 1800
Face: lente da visão da morte, verdade, Blindsigth = 222k
Throat: Amuleto da Deflexão +5 (50K)
Torso: Vest of Resistance+5 (12,5k), Magic Item Compeiun, pag:147
Body:
Waist: Belt of Magnificence+6(200K), Miniature Hanbook, pag:42
Shoulders: Wings of Flying (54k) (vôo,manobra boa 18m)
Arms: Braçadeiras da Armadura+8(64k)
Hands:
Feet: Botas do Teletransporte + Botas da Velocidade=61K
Ring 1:
Ring 2: Ring of Universal Energy Resistance, greater (180k)

Tomos =137500x4=550k
Pedra Ionica do Sustento(18k)Sustenta mesmo sem Ar, comida ou agua

Dinheiro Inicial:2100k
Dinheiro Final:2,365k

Manto do deslocamento maior, 50k, 50% of concealment, pag: 258

Blindsight (the spell from MaoF), Fet/Mag 3 - 9m
Visão da Morte, clr 1 – 9m
Visão da Verdade, clr 5 - 36m

Sorvedoura de almas, Livro dos níveis épicos, pag:134, 478.335 po + 3000po adamantiun
Espada longa+5, impõem 24 nivéis negativos, cada nível negatico consede 5 pontos de vida temporário

Negative Levels
An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses 5 hit points and one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. If she has more than one spell at her highest level, she chooses which she loses. A psionic character loses access to one power per negative level from the highest level of power he can manifest; he also loses a number of power points equal to the cost of that power. If two or more powers fit these criteria, the manifester decides which one becomes inaccessible. This loss persists until the negative level is removed.

Espada Longa +5, +2Colisão, +2 colisão, + 1 toque espectral, 200.000 po+3000po adamantiun
Dano +5(Weapon)+10 colisão, ataca criaturas incorpóreas

-------------------------------------------------------------------------------------
Habilidades de Classe
-------------------------------------------------------------------------------------
Monk
Spell Reflection (variant de evasão, Complete Mage, pag:35)
Ladino
Evasão (não toma dano se passar no teste de reflexos)
Warblade
(level 01) Clareza de Batalha = INT em testes de Reflexos
(level 01) Aptidão com Arma
(level 02) Esquiva Sobrenatural
(level 03) Ardor de Batalha (confirmação de sucesso decisivo) = bônus de INT
(level 06) Esquiva Sobrenatural Aprimorada
(level 07) Astucia de Batalha (dano) = bônus de INT contra inimigos surpresos ou falnqueados
(level 11) Perícia de Batalha (teste resistido) = bônus de INT para resistir encontrão, desarmar,fintar,atropelar,separar ou imobilizar
(level 15) Maestria de Batalha (ataques de oportunidade) = bônus de INT ataque e dano em ADO
(level 20) Maestria de Postura = possuir 2 posturas ativas ao mesmo tempo

Manobras Conhecias: 13
Manobras Preparadas: 7
Posturas Conhecidas: 4

Mente Diamantina:
Contra Ataque Rápido-contra ataque-lvl5
Golpe Criterioso Maior-golpe-lvl6
Impulso Merurial-incremento-lvl7
Defesa Diamantina-contra ataque-lvl8
Tempo Permanece Parado –lvl9
Posturas:
Postura da Vivacidade-lvl8
Ouvindo o Ar –lvl5
Garra de Tigre:
Investida de Garras –golpe-lvl5
Mangusto Furioso –incremento-lvl8
Posturas:
Sentido do caçador –lvl1
Coração de Ferro:
Golpe desarmado –golpe-lvl2
Recuperação Relampago-contra ataque-lvl4
Rebate da Mánticora-contra ataque-lvl6
Vigor do Coração de Ferro-incremento-lvl6
Arremesso Relâmpago-golpe-lvl8
Furacão de Adamante-golpe-lvl8
Posturas:
Forma da Lâmina Dançante –lvl5


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História
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Lokta fora treinado por seu pai, num monastério distante, na arte da guerra, bem como algumas de suas manobras marcias que vêem sendo passadas secretamente de geração em geração pelo honrado nome de sua família Volterra. E assim continuaria seu caminho, estudando e treinando.
Em algum momento de sua infância, Lokta já tinha se tornado um mestre entre os seus, e com isso, começava a desafiar seus colegas mais fortes em torneios entre diferentes famílias e estilos, nem sempre levava a melhor, mais isso o permitiu testar seu corpo e técnica frente aos desafios e assim controlar ambos com mais eficiência, lhe garantiu também o respeito dentre os seus e assim honrar seu nome e família.
Com o passar dos anos Lokta já tinha se tornado um dos mais poderosos mestres das artes secretas, e assim como todos os outros anteriores a ele, tinha que continuar sua caminhada fora dos muros do monastério, havia coisas que nem poderosas técnicas e estudos davam a ser nenhum, havia coisas que somente a vivência lhe daria, e assim havia chegado sua hora, tinha que a abandonar a todos, seus entes queridos e continuar o caminho do aperfeiçoamento no mundo de verdade, no mundo lá fora. Essa era a lei, e tinha que ser comprida, reprimir um ser de seu aprendizado era o mesmo que matar sua alma, sua gana, suas aspirações.
E assim Lokta andou por esse mundo, enfrentando vários perigos, participando de incursões e tropas em guerras e missões.



“O homem que tenta ser bondoso todo tempo está fadado à ruína entre os inúmeros outros que não são bons."
Inimigo do meu inimigo é meu amigo!



Última edição por portuga em Dom Out 17, 2010 3:07 pm, editado 12 vez(es)
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portuga




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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeSáb Set 25, 2010 1:20 am

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Hitoshura




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Data de inscrição : 17/08/2010

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MensagemAssunto: Re: Fichas   Fichas Icon_minitimeQua Out 20, 2010 12:42 pm

Spoiler:

Name of Character: Joshua Ashford [Ninguém o conhece por esse nome, entretanto]
Player: Hitoshura
Class and Level: Warblade 10
Class and Level: Warshaper 5
Class and Level: Shapeshifter 1
Class and Level: Master of Many Forms 10
Class and Level: Level Adjustment +2
Progression: Warblade 4 / Warshaper 3 / Shapeshifter 1 / Warblade +1 / Master of Many Forms 10 / Warshaper +2 / Warblade +5
Race: Phrenic Hengeyokai
Type: Monstrous Humanoid [Shapechanger, Psionic]
Alignment: True Neutral

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ABILITIES
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[21(+05)] Strength = [10 +5 (Inherent) +6 (Enhancement)]
[19(+04)] Dexterity = [8 +5 (Inherent) +6 (Enhancement)]
[31(+10)] Constitution = [18 +2 (Hangeyokai)+5 (Inherent) +6 (Enhancement)]
[32(+11)] Intelligence = [18 +2 (Old Age) +2 (Phrenic) +4 (Inherent) +6 (Enhancement)]
[31(+10)] Wisdom = [18 +2 (Old Age) -2 (Hangeyokai) +2 (Phrenic) +5 (Inherent) +6 (Enhancement)]
[45(+17)] Charisma = [18 +2 (Old Age) +4 (Phrenic) +6 (Level) +5 (Inherent) +6 (Enhancement) +4 (Competence)]

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SAVES
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[+32] Fortitude = 4 (Warblade) +4 (Warshaper) +2 (Shapeshifter) +7 (Master of Many Forms) +3 (Epic) +10 (Constitution) +5 (Resistance) +1 (Insight) -3 (Meager Fortitude) -1 (Plucky)
[+33] Reflex = 1 (Warblade) +1 (Warshaper) +2 (Shapeshifter) +7 (Master of Many Forms) +3 (Epic) +4 (Dexterity) +9 (Insight) +5 (Resistance)
[+29] Will = 1 (Warblade) +1 (Warshaper) +2 (Shapeshifter) +3 (Master of Many Forms) +3 (Epic) +10 (Wisdom) +5 (Resistance) +1 (Insight) +2 (Iron Will) +1 (Plucky)

Armor Class: 54 = [10 +4 (Dexterity) +17 (Armor Class) +7 (Shield Class) +17 (Deflection) +1 (Insight) -1 (Vulnerable) -1 (Aggresive)] (Touch 30, Surprise 50)

[517] PVs = 10x12+8x16+10x26 (Constituion) +7 (Temporary, Divine Power)
Base Attack Bonus: +26 = 26 (Character Level, Divine Power)
__Melee: +31 = 26 (BAB) +5 (Strength)
__Long-Ranged: +30 = 26 (BAB) +4 (Dexterity)
[+31] Grapple = 26 (BAB) +5 (Strength) +0 (Size)
[+27] Initiative = 4 (Dexterity) +2 (Aggresive) +4 (Improved Initiative) +5 (Insight) +2 (Unnamed) +5 (Neveskitter) +2 (Competence) +2 (Luck) +1 (Morale)

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SKILLS:
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Cálculos
Spoiler:

Skills with Ranks


(+20 ) Balance = [14 (Skill Ranks) +4 (Dexterity) +4 (Synergy)]
(+66 ) Bluff = [29 (Skill Ranks) +17 (Charisma) +20 (Competence)]
(+59 ) Concentration = [29 (Skill Ranks) +10 (Constitution) +20 (Competence)]
(+52 ) Diplomacy = [29 (Skill Ranks) +17 (Charisma) +6 (Synergy)]
(+63 ) Disguise = [24 (Skill Ranks) +17 (Charisma) +20 (Competence) +2 (Circunstance) +10 (Shapechange)]
(+64 ) Gather Information = [29 (Skill Ranks) +17 (Charisma) +18 (Synergy)]
(+25 ) Hide = [21 (Skill Ranks) +4 (Dexterity)]
(+33 ) Intimidate = [29 (Skill Ranks) +17 (Charisma) +4 (Synergy)]
(+14 ) Jump = [5 (Skill Ranks) +5 (Strength) +4 (Synergy)]
(+25 ) Knowledge (History) = [14 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Lua Argântea) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Thay) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Encontro Eterno) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Batalha dos Ossos) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Cidade Obscura) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Ilhas Moonshae) = [5 (Skill Ranks) +11 (Intelligence)]
(+16 ) Knowledge (Local - Vaasa) = [5 (Skill Ranks) +11 (Intelligence)]
(+33 ) Listen = [21 (Skill Ranks) +10 (Wisdom) +2 (Alertness)]
(+38 ) Martial Lore (ToB) = [27 (Skill Ranks) +11 (Intelligence)]
(+44 ) Sense Motive = [28 (Skill Ranks/2) +10 (Wisdom) +20 (Competence)]
(+33 ) Spot = [21 (Skill Ranks) +10 (Wisdom) +2 (Alertness)]
(+55 ) Tumble= [29 (Skill Ranks) +4 (Dexterity) +2 (Synergy) +20 (Competence)]

SKILL TRICKS/OTHERS:
(18 Skill Ranks used)

Swift Concentration [Maintain concentration on spell as swift action]
Assume Quirk [Familiar viewers get no bonus to see through your disguise]
Never Outnumbered [Demoralize multiple foes in combat simultaneously]
Second Impression [Make Bluff check to reestablish blown disguise]
Social Recovery [Make Bluff check to replace a failed Diplomacy check]
Timely Misdirection [Successful feint allows you to avoid attacks of opportunity]
Back on Your Feet [React immediately to stand up from prone]
Nimble Stand [Stand from prone safely]
Twisted Charge [Make one direction change during a charge]

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FEATS
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(Flaw) Magic in The BloodPlayer's Guide to Faerun [Use spell-like abilities 3/day instead of 1/day]
(Flaw) Apprentice: CriminalDungeon Master's Guide II [When you select this feat, you gain all the benefits described in this section for being an apprentice.]
(Level 01 ) Adaptive StyleTome of Battle [Change readied maneuvers with a full-round action]
(Level 03 ) Item Familiar [Choose a permanent magic item that you possess. You establish a link to that magic item, and the item improves in capability as you gain levels.]
(Level 06 ) Power Attack [Trade attack bonus for damage (up to base attack bonus)]
(Level 09 ) Ironheart AuraTome of Battle [Adjacent allies gain +2 bonus on saves while you are in an Iron Heart stance]
(Warblade 5) Endurance [+4 bonus on checks or saves to resist nonlethal damage]
(Level 12 ) Assume Supernatural AbilitySavage Species [You learn to use a supernatural ability of another kind of creature while assuming its form through a polymorph self spell or a similar effect. Has side-effects]
(Level 15 ) Improved Assume Supernatural AbilitySavage Species [One more SU, removes side-effects from both]
(Level 18 ) Stormguard WarriorTome of Battle [a number of the more advanced tactics and techniques you would use as a student of the Iron Heart school.]
(Level 21 ) Colossal Wild Shape [The character can use his or her wild shape to take the shape of a Colossal creature.]
(Level 24 ) Magical Beast Wild Shape [The character can use his or her normal wild shape ability to take the form of a magical beast and gains all supernatural abilities of the magical beast whose form he or she takes.]
(Warblade 9) Improved Initiative [+4 Initiative]

(Item Familiar) Alertness [+2 bonus on Listen and Spot checks]
(Otyugh Hole) Iron Will [+2 bonus on Will saves]
(Fanged Ring) Improved Unarmed Strike [Considered armed even when unarmed]
(Fanged Ring) Improved Natural Weapon (Unarmed Strike) [The creature’s natural attacks are more dangerous than its size and type would otherwise dictate.]

[Flaws]

Meager Fortitude [You take a -3 penalty on Fortitude saves.]
Vulnerable [You take a -1 penalty to Armor Class.]

[Traits]

Plucky [-1 Fortitude, +1 Will]
Aggresive [+2 Initiative, -1 AC]

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RACIAL PROPERTYS
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HENGEYOKAI
Oriental Adventures + Dragon Magazine 318 Update

Spoiler:

PHRENIC
Expanded Psionics Handbook

Spoiler:

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CLASS FEATURES
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WARBLADE
Tome of Battle
Spoiler:

WARSHAPER
Complete Warrior
Spoiler:

SHAPESHIFTER
Oriental Adventures + Dragon Magazine 318 Update
Spoiler:

MASTER OF MANY FORMS
Complete Adventurer
Spoiler:

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LANGUAGES
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- Common
- Hengeyokai
- Giant
- Goblin
- Orc
- Celestial
- Infernal
- Abyssal
- Draconic
- Elven
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MANOUVERS AND STANCES
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Progression:
Spoiler:

Manouvers


Manouvers Readied: 5
Initiator Level: 18
[1] Moment of Perfect Mind [Counter—Use Concentration check in place of Will save.]
[1] Leading The Attack [Allies gain +4 bonus on attacks against foe you strike.]
[2] Tactical Strike [Strike—Deal +2d6 damage, adjacent allies move 5 feet.]
[3] Ironheart Surge [Remove effect, gain +2 morale bonus on attacks.]
[7] Avalanche of Blades [Strike—With each attack that hits, make another attack with increasing penalty.]
[7] Clarion Call [Boost—If you drop a foe, allies within 60 ft. can make free attack or take move action.]
[7] Quicksilver Motion [Boost—Use swift action to complete move action.]
[8] Diamond Defenses [Counter — Gain save bonus equal to level.]
[9] Time Stands Still [Strike — Take full attack action two times.]
[9] War Master's Charge [Strike—You and allies charge, no attacks of opportunity, deal extra damage, stun.]

Stances

[1] Punishing Stance [Attacks deal +1d6 damage, but you have –2 to AC.]
[1] Island of Blades [You and allies flank all adjacent foes.]
[3] Tactics of The Wolf [You and allies deal +1 damage/2 initiator levels against flanked target.]
[8] Swarm Tactics [Allies gain +5 on attacks against enemy adjacent to you.]

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SPELL(PSI)-LIKE ABILITIES
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[1] Defensive Precognition 3/day [Swift Action, +9 de Bonus Insight na CA e em todos os Saves por 26 minutos]
[1] Force Screen 3/day [+11 Shield Bonus na CA por 25 minutos]
[1] Empty Mind 3/day [Como ação imediata, +15 em Vontade até o proximo turno]
[1] Mind Thrust 3/day [26d10 de dano, Will DC 54 (10 +1 (Nivel) +13 (Augmentation) +13 (HD/2) +17 (Carisma) nega]
[2] Aversion 3/day [Dá uma aversão ao inimigo, Will DC 55 pra negar, dura 51 horas]
[2] Brain Lock 3/day [Causa Daze a qualquer criatura que não seja imune a efeitos mentais enquanto voce continuar se concentrando (Swift Concentration do CS por favor) Vontade DC 42 (10 +2 (Nivel) +13 (HD/2) +17 (Carisma)]
[3] Body Adjustment 3/day [Cura 14d10 PVs]
[3] Psionic Blast 3/day [Stun por 14 turnos num enorme cone, Vontade DC 43 anula]
[4] Intellect Fortress 3/day [Ação Imediata, corta metade do dano de qualquer poder psionico num pequeno raio por 27 turnos]
[4] Psionic Dominate 3/day [Afeta até 13 criaturas que não sejam imunes a efeitos mentais, Vontade DC 56 anula, Duração 26 dias]
[5] Energy Current 3/day [35d6 de dano no elemento que voce quiser afetando até 7 criaturas, Vontade/Fortitude DC 57]
[5] Tower of Iron Will 3/day [45 Power Resistance contra ações mentais por 27 turnos para todo o grupo, magia de ação imediata]
[5] Psychic Crush 3/day [Vontade ND 45 ou cai inconsciente com -1 PVs, caso contrário 16d6 de dano]
[5] Psionic Teleport 3/day [Teletansporte de até 2600 milhas]
[7] Fission 3/day [Cria uma cópia dele que dura 26 turnos, não possui seus itens mágicos]
[7] Ultrablast 3/day [39d6 de dano num raio de 1,5 metros, Will DC 47 pra levar metade]

FROM ITEMS

[1] Lion's Charge [Subject can charge, then make full attack in same round.]
[1] Expeditious Retreat [Your speed increases by 30 ft.]
[1] Nerveskitter [Subject gains +5 bonus on initiative checks]
[2] Hustle [Instantly gain a move action. 1/round]
[3] Divine Power [You gain attack bonus, +6 to Str, and 1 hp/level.]
[4] Freedom of Movement [Subject moves normally despite impediments.]
[4] Sirine's Grace [You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.]
[5] True Seeing [Lets you see all things as they really are.]
[5] Sakkratar's Triple Strike [Grants subject two extra attacks with a held melee weapon at its highest base attack bonus; grants the keen and flaming burst abilities to melee weapons held by subject.]

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ITEM FAMILIAR
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Spoiler:
Item: +5 Adamantine Mouthpick Morphing Spear of Shadow-Striking, Sizing, Spellblade (Mage's Disjunction) and Parrying
Nickname: Gae Bulga, Lâmina Maldita
Invest Life Energy: All Invested since Level 3
Invest Skill Points: None Invested
Invest Spell Slots: None Invested
Sapience: Int 12, Wis 10, Cha 10
Senses: Receives Alertness
Communication
____Special Ability (10th): Weapon Special Ability [Martial Discipline (White Raven)Tome of Battle]
____Special Ability (14th): Weapon Special Ability [Martial Discipline (Diamond Mind)Tome of Battle]
____Special Ability (18th): Weapon Special Ability [EagerMagic Item Compendium]
____Special Ability (23th): Weapon Special Ability [WarningMagic Item Compendium]

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EQUIPMENT:
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WEAPONS

[Spear +5]
Attack: +39 = [26 (BAB) +5 (Strength) +5 (Enhancement) +3 (Martial Discipline Weapon)]
Full Attack: +39/+39/+39/+34/+29/+24 = [26 (BAB) +5 (Strength) +5 (Enhancement) +3 (Martial Discipline Weapon)]
Damage: 1d8+32+1d6 = [7 (Strength) +5 (Enhancement) +1d6 (Fire) +17 (Gauntlets of Heartfelt Blows, Fire) +3 (Gauntlets of War, Unnamed)]
Critical: 19-20/x3
Type: Piercing
Others: Keen, Flaming, Martial Discipline (White Raven and Diamond Mind), Eager, Warning, Mouthpick, Morphing, Shadow Striking, Sizing, Parrying, Sudden Stunning

ARMOR/SHIELD

[Thaalud Stone Armor +5]
Armor Bonus: +17
Maximum Dex. Bonus: (Não Importa, se mescla graças ao Wild)
Armor Check Penalty: (Não Importa, se mescla graças ao Wild)
Arcane Spell Failure Chance: (Não Importa, se mescla graças ao Wild)
Speed: (Não Importa, se mescla graças ao Wild)
Others: Wild, Command, Mirror Image

[Tower Shield]
Shield Bonus: +8
Armor Check Penalty: (Não Importa, se mescla graças ao Wild)
Arcane Spell Failure Chance: (Não Importa, se mescla graças ao Wild)
Others: Wild, Soulfire, Heraldic Chest: Courage

MAGIC ITEMS:

Head: Crown of White Ravens [x2]
Face: Third Eye Conceal [+Mask of True Seeing]
Throat: Amulet of Mighty Fists [+Boots of The Vagabond]
Torso: Mantle of The Beast
Body: Clothes of Hustle [+Vestment of Many Styles]
Waist: Belt of Magnificence +6 [+ Belt of Battle]
Shoulders: Phoenix Cloak
Arms: Gauntlet of Divine Power [+Heartfelt Blows + Gauntlets of War]
Hands: Gloves of Sirine's Grace
Feet: Boots of Sakkratar's Triple Strike [+Sandals of The Vagabond]
Ring 1: Ring of Master Manipulator
Ring 2: Ring of Freedom of Movement [+Fanged Ring]

No Body Slot: Heward’s Handy Haversack, Brooch of Neveskitter, Brooch of Wings of Swift Flying, Brooch of Lion's Charge
Common Items: Disguise Kit

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DINHEIRO
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Actual Money: 30.448 PO

Spoiler:

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EXPERIÊNCIA
-------------------------------------------------------------------------------------

Atual: 398.544

Spoiler:
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