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Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Fichas Sáb Ago 28, 2010 3:15 pm | |
| Fichas... né?
Última edição por Valen em Qui Set 02, 2010 1:41 pm, editado 1 vez(es) | |
| | | Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Sáb 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.
| |
| | | Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Sáb 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 (+ - 33 (+11) - 38 (+14) 38(+14) Destreza: 16 (+3) - 18 (+4) - 20 (+5) - 26 (+ 26(+ Constituição: 18 (+4) - 22 (+6) - 27 (+ - 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. | |
| | | Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Sáb 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
------------------------------------------------------------------------------------- ABILITIES ------------------------------------------------------------------------------------- [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)]
------------------------------------------------------------------------------------- SAVES ------------------------------------------------------------------------------------- [+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)
------------------------------------------------------------------------------------- SKILLS: [2 + 13 (Intelligence) + 1 (Human)] x 28 ------------------------------------------------------------------------------------- (+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]
------------------------------------------------------------------------------------- FEATS ------------------------------------------------------------------------------------- (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]
------------------------------------------------------------------------------------- CLASS FEATURES ------------------------------------------------------------------------------------- ~~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: (click to show/hide) 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: (click to show/hide) 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] (click to show/hide) 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] (click to show/hide) 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.
------------------------------------------------------------------------------------- LANGUAGES ------------------------------------------------------------------------------------- - Common - Aglarondan - Alzhedo - Chessentan - Chondathan - Chultan - Damaran - Draconic - Halruaan - Illuskan - Lantanese - Mulhorandi - Mulhorandi (var.) - Nhetherese - Serusan - Sharaan - Tashalan - Tethyrian - Undercommon - Untheric
------------------------------------------------------------------------------------- SPELLS AND SPELL-LIKES ------------------------------------------------------------------------------------- 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:
------------------------------------------------------------------------------------- EQUIPMENT: ------------------------------------------------------------------------------------- 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:
------------------------------------------------------------------------------------- DINHEIRO ------------------------------------------------------------------------------------- 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
| |
| | | Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Sáb 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 (click to show/hide) 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
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Qua 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
| Assunto: Re: Fichas Qui 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 ------------------------------------------------------------------------------------- ABILITIES ------------------------------------------------------------------------------------- [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)] ------------------------------------------------------------------------------------- SAVES ------------------------------------------------------------------------------------- [+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) ------------------------------------------------------------------------------------- SKILLS: 259 pts +18 ------------------------------------------------------------------------------------- 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] ------------------------------------------------------------------------------------- FEATS ------------------------------------------------------------------------------------- (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 Domain Complete 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 ArcanaVulnerable [-1 Armor Class] Pathetic [-2 Dexterity] ------------------------------------------------------------------------------------- RACIAL PROPERTYS -------------------------------------------------------------------------------------
Bonus Feat +30 Skill Points ------------------------------------------------------------------------------------- CLASS FEATURES -------------------------------------------------------------------------------------
Class Variants - Spoiler:
Cloistered ClericUnearthed Arcana The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge). Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning. Hit Die: The cloistered cleric uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier). Base Attack Bonus: The cloistered cleric's lack of martial training means that he uses the poor base attack bonus. Class Skills: The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level). CLASS FEATURES The cloistered cleric has all the standard cleric class features, except as noted below. Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor. Lore (Ex) Deity, Domains, and Domain Spells: Most cloistered clerics worship deities associated with knowledge and learning. In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains. Spellcasting Add the following spells to the cloistered cleric's class spell list: 0 - message; 1st - erase, identify, unseen servant;
Simple VariantUnearthed Arcana The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter. Gain: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger). Lose: Armor and shield proficiency, wild shape (all versions). 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: Arcanists Complete 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. ------------------------------------------------------------------------------------- LANGUAGES ------------------------------------------------------------------------------------- - Common - Sylvan - Druidic - Auran - Aquan - Terran - Ignan ------------------------------------------------------------------------------------- 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 [Eager Magic Item Compendium] Special Ability (23th): Weapon Special Ability [Warning Magic Item Compendium] Special Ability (27th): Weapon Special Ability [Viper Serpent Kingdoms] ------------------------------------------------------------------------------------- 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 32Base Attack/Grapple: +29/+49 Attack: Claw +45 melee (1d6+16) Full Attack: 2 claws +45 melee (1d6+16) and bite +43 melee (1d8+ 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. ------------------------------------------------------------------------------------- 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) ------------------------------------------------------------------------------------- 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:
* = Feitos por ele próprio Starting Money: 2.100.000 Fergus Items 238.770 PO -> 9x Wishes Cast by a 17th Level Wizard214.000 PO -> +5 Adamantine MorphingMagic Item Compendium Spear of Shadow-Striking Tome of Magic, Spellblade (Greater Dispel)Player's Guide to Faerun and ParryingExpanded Psionics Handbook150.000 PO -> 20x NightsticksLibris Mortis137.500 PO -> Ankh of AscensionRaces of Faerun [+ Amulet of Second ChancesMagic Item Compendium and Amulet of Fortune Prevailing[/b] Magic Item Compendium] 121.500 PO -> Metamagic Rod of Maximize, Greater120.000 PO -> Master of The Wilds Clothes [+20 Competence to Listen, Spot and Survival]Custom-Made 112.000 PO -> Vest of Favor of The Martyr (Continuous)Custom-Made, spell from Spell Compendium 110.500 PO* -> Belt of Magnificence +6Miniatures Handbook [+ Belt of BattleMagic Item Compendium] 076.750 PO* -> Third Eye [Conceal, Penetration, Concentration]Magic Item Compendium068.000 PO -> Ring of Freedom of Movement [+ Ring of Greater Counterspells Player's Handbook II] 065.000 PO -> Ring of Protection +5 [+ Fanged Ring Dragon Magic] 051.000 PO -> Gloves of Suffer the Flesh +5 (Continuous) Custom-Made, spell from Magic of Eberron [+ Gloves of Fortunate Striking Magic Item Compendium] 051.000 PO -> Admiral’s Bicorne Stormwrack050.000 PO -> Phoenix Cloak MIC038.600 PO -> Contingencies035.000 PO -> Gemstone of Heavy Fortification Draconomicon032.000 PO* -> Bracers of Armor +8030.000 PO -> Orange Ioun Stone016.000 PO -> Brooch of Neveskitter (Continuous) Custom-Made, spell from Spell Compendium016.000 PO -> Brooch of Wings of Swift Flying (Continuous) Custom-Made, spell from Races of The Dragon015.000 PO* -> Pale Green Ioun Stone010.000 PO* -> Luckstone009.000 PO -> Standard Strand of Prayer Beads [-Bead of Smiting]008.000 PO -> Brooch of Shield (Continuous) Custom-Made003.000 PO -> Otyugh Hole Complete Adventurer002.450 PO -> Sandals of The Vagabond Complete Champion [+ Anklet of TranslocationMagic Item Compendium] 002.000 PO -> Limited Wish cast by a 13th Level Wizard [Gemstone of Heavy Fortification Requeriment] 002.000 PO -> Heward’s Handy Haversack001.500 PO -> Jade Circlet [Focus of Shapechange Spell] 000.025 PO -> Set of Marked SticksSpell Compendium [Focus of Omen of Peril Spell] 000.005 PO -> Spell Component Pouch000.001 PO -> WaterskinRufus Itens 151.800 PO -> NecklaceSavage Species of Earthbond Shadow StrikeTome of Magic +1 Natural Weapons (Claws and Bite)100.000 PO* -> Collar of Magnificence +6 037.000 PO -> Mithril Chain Shirt +5 of NimblenessMagic of Faerun007.070 PO -> Psychic Reformation cast by a 8th Level Psion [Full Exp Cost]Expanded Psionics HandbookTotal Spent: 2.080.471 PO
------------------------------------------------------------------------------------- EXPERIÊNCIA ------------------------------------------------------------------------------------- Atual: 358.446 Próximo: 378.000 - Spoiler:
300.000 -> Base +58.080 -> Batalha Contra Lolth +029.700 -> Item Familiar [Invest Life Energy] -008.840 -> Craft Wondrous Items [Belt of Magnificence +6 (+ Belt of Battle)] -008.000 -> Craft Wondrous Items [Belt of Magnificence +6] -006.140 -> Craft Wondrous Items [Third Eye (Conceal, Penetrate, Concentration)] -002.560 -> Craft Wondrous Items [Bracers of Armor +6] -001.200 -> Craft Wondrous Items [Orange Ioun Stone] -001.544 -> Craft Contingent Spell [All] -000.800 -> Craft Wondrous Items [Luckstone] -000.250 -> Awaken [Rufus]
------------------------------------------------------------------------------------- BACKGROUND ------------------------------------------------------------------------------------- - Spoiler:
Tudo começa na agitada metrópole Arrabar (Chondath), Fergus nasceu um Cousland, uma família de nobres bastante influente na região, e um exemplar modelo de domínio de mercado, controlando toda a rotatividade de tecidos da mesma e até algumas vizinhas, entretanto, era um filho indesejado, visto que seus pais já possuíam um filho homem, Pierre, o fato é que queriam uma mulher, para prometê-la a outra família, de modo a juntar riquesas...
Graças a isso, e ao longo histórico de irmãos se matando na família, seu pai lhe enviou para que fosse cuidado num monastério, ele era descartável, uma reserva, e lá o garoto cresceu, no Refúgio dos Punhos Firmes, um local de formação tanto de clérigos quanto de monges, o primeiro sendo o caminho escolhido para o jovem Fergus... Este, entretanto, teve um mentor bastante não-usual, um homem rancoroso, que tinha muitas idéias e princípios honoráveis, mas não tinha a coragem de colocar em prática e quando saiu do monastério, era um jovem “revolucionário”, com uma carta anônima, descobriu suas origens, e decidiu verificar...
Chegar á casa dos Cousland foi fácil, mas reconhecimento, ele simplesmente não teve, o trataram como um ninguém, e quando ele investigou um pouco sua família, soube que seu irmão Pierre era um homem mau-caráter, subornos, assassinatos, intimidações, ele havia estabelecido um reinado comercial de medo e sob mãos de ferro, mas isso tudo, obviamente, devidamente mascarado. A rejeição somada a seus princípios o fizeram decidir derrubá-lo, mas mesmo sendo sábio, era inexperiente, e fraco, seus métodos foram contra-atacados, e ele foi condenado pela “justiça local” ao exílio.... Conseguira um arquiinimigo, alguém que não fazia a mínima idéia de que estava provavelmente matando seu irmão.
A palavra exílio era um eufemismo, foi enviado para Chondalwood, teletransportado para seu epicentro, restava saber se morreria para sátiros, centauros, tendrículos, parasitas ou druidas selvagens, famosos por atacarem tudo que entra na floresta... Mas não era a hora de tudo acabar, Fergus sabia disso, aproveitando o máximo de sua sabedoria e intelecto, ele sobreviveu por vários dias, até ser encontrado por um druida, para sua sorte, inexperiente como ele, foi uma batalha sangrenta, e no fim Fergus conseguiu a vantagem, quando ia ceifar a vida de seu atacante, notou um ataque por trás, e com muito esforço conseguiu desviar, era o mestre daquele que lhe atacava, estava assumindo a forma de uma águia gigantesca, e quando ele assumiu sua forma humanóide de um elfo de maneira muito rápida e olhou para o clérigo, tudo apagou-se...
Fergus recobrou a consciência numa cabana a pouco mais de 15 metros acima do chão, rapidamente pôde notar que o druida que combatera treinava um pouco distante, e seu mestre preparava ervas, provavelmente para os ferimentos de ambos, e este quando viu que acordara lhe deu duas opções, podia servir-lhe e á sua deusa Mielikki, visto que era um indivíduo de muito potencial, e virar seu aprendiz, ou poderia ir embora, e provavelmente morreria antes de sair daquelas florestas... Ele ficou.
Seu mestre se chamava Berith, um elfo arisco, e um tanto extremista, olhos roxos e cabelos brancos, ele sempre protegeu a comunidade secreta de elfos daquela região, embora isso, Fergus só tenha vindo a descobrir bem depois, seu pupilo também era um elfo, Myrth, um garoto um tanto selvagem e inconseqüente, cujas várias décadas de vida não lhe deram tanta maturidade quanto deveriam... Ele odiou tudo aquilo de inicio, e se tornou um Rival de Fergus por um longo tempo, embora depois tenham se tornado grandes amigos (e continuado rivais).
Com o tempo, Fergus notou que suas ações de quando saiu do monastério foram de um tolo, ele se tornou mais realista, mais experiente, e quando as criaturas daquela floresta não eram mais pareis para a dupla de pupilos, Berith disse que já os havia ensinado tudo que podia, e lhes deu a liberdade para que se aventurassem, conhecessem e desvendassem o mundo, com uma aposta de que um ficaria melhor que o outro, ambos se separaram, e tomaram seus rumos...
Agora como um aventureiro, o druida não tardaria para entrar numa guilda, o Pégaso Azul, e com o tempo formou um grupo, formado por um mago transmutador Alphonsee, uma ladina difícil de lidar e bastante explosiva chamada Rosemary, e o líder, um guerreiro que também era um excelente intimidador, Guilford. O grupo ficou conhecido, com o tempo, como Markab, a principal estrela da constelação de Pégasus, pois realmente eram uma elite, poderosos o suficiente para nunca terem falhado numa missão, nesse meio-tempo, tiveram que retornar para Arrabar, em busca de vestígios de um Lich que colocava em jogo coisas demais para se manter ignorado...
Pierre não estava mais satisfeito em dominar a região local, havia se aliado ao Lich em seu plano, e era agora um de seus generais, foi um encontro impactante, o mesmo ainda não sabia que Fergus se tratava de seu irmão, e o tratou como qualquer outro, acabaram derrotando-o, e conseguiram informações valiosas, mas o general fugiu graças a ação de outro general, que apareceu, teletransportando-o e salvando-o. O plano do Lich Jack era simples, prático, e de certa forma bastante efetivo: poder e dominação.
Precisaram de meses para derrubá-lo, nesse meio tempo, um “disfarçado” romance entre Fergus e Rosemary teve início e a batalha final consistiu no grupo separar-se, o líder, obviamente lotado de Buffs, lidaria com o Lich, e o seguraria até os outros chegarem, os outros tinham que dar cabo dos generais, Fergus obviamente ficou com Pierre, numa batalha sangrenta onde lavaram todas as coisas do passado, graças á hesitação de Fergus em matar seu irmão, o Hexblade teve uma grande vantagem inicial, mas quando soube que Pierre sempre soube de sua existência, e o que mais queria era limpá-la, eliminou-lhe com sua magia mais poderosa...
Ele foi o segundo a chegar na batalha contra o Lich, e último, o guerreiro havia conseguido segurá-lo, embora quase ao custo de sua vida, ao lado de Alphonsee e Guilford, derrotaram-no, imediatamente se separaram novamente, a dupla iria destruir a Filactéria, sabiam onde estava, Fergus teria que saber que destino teve Rosemary, foi triste ver seu corpo ao chão, sem vida, e a general Beatrix, exausta e com o líder derrotado, fugindo sem dar-lhe chances de segui-la. Tudo que ele pôde fazer foi Ressucitá-la, e pedir-lhe desculpas por ter chegado tarde.
Uma explosão ocorre na câmara da Filactéria, e o agora arquimago Alphonsee se teletransporta, bastante ferido, destruir a mesma teve um preço muito alto, a vida do líder havia sido ceifada, e ele não tinha mais intenção de voltar de Celestia... O grupo se desmembrou, finalmente. Fergus e Rosemary se casaram, e se mudaram para um local isolado, agora aposentados daquela vida, o arquimago se tornou o líder da Guilda, eventualmente se cansou, passou a bola para outro e partiu para uma viajem planar da qual nunca mais tiveram notícias
Fergus construiu sua própria casa, era numa floresta, habitada principalmente por fadas, e lá passaram a morar, interagindo com as mesmas a partir de então. Mais de três décadas se passaram, Fergus agora era pai de um pequeno casal: Ruby e Rivaltz, e estes já eram também adultos, sua sabedoria como pai e mentor foi repassada para eles de modo que se tornaram pessoas bastante dignas, embora também com a personalidade agressiva de Rosemary... Ruby seguiu os passos de sua mãe, e se tornou uma ladina, Rivaltz assumiu os negócios da família de seu pai, que ele “assumiu” graças ao pedido de Pierre em suas últimas palavras, embora também saiba lutar, como um Ranger de Mielikki.
Quando Rosemary, que era bem mais velha que ele e sofria os efeitos da idade, morreu de velhice e seus filhos se dispersaram mundo afora, apareceu a sua frente uma figura que ficara num passado bem distante, Myrth, seu rival... Ele o desafiou para um duelo, e perdeu vergonhosamente.... E quando estes pararam para conversar e saber o que aconteceu depois de tantos anos, ouviu o pedido de ajuda do mesmo, Chondalwood estava á Mercê de um Necromante, e ele e Berith não eram páreis para o mesmo e seu gigantesco exército de mortos-vivos que criara... Aparentemente estava de volta á ativa... E todos aqueles anos não lhe fizeram nenhum mal.
Berith caiu antes que pudessem chegar, mas conseguiram neutralizar e banir o necromante daquele plano, Myrth acabou ficando no lugar de seu mestre, protegendo a vila de Elfos, afinal, sua família era de lá. O sentimento há muito não sentido de adrenalina e aventura o despertou novamente, uma das lendas do Pégasus Azul estava de volta á ativa. Sua volta causou grande comoção em todo o continente, ele era uma figura querida, temida, odiada e adorada, com muitos aliados e inimigos, mas depois de tanto tempo, seu nome já tinha caído no esquecimento de muitos, e outras figuras daquela naipe de influencia já haviam se estabelecido...
Ele se tornou um singelo Eremita (Pense em Gandalf), entretanto, como um adepto do Polimorfismo, reconhecê-lo pode ser uma tarefa difícil, ele recebeu muitas alcunhas, uns chamam-no de Sumo-Sacerdote de Mielikki, embora isso esteja longe da verdade, outros de Arquidruida, devido a seu tremendo poder, outros ainda de Senhor das Terras, visto sua peculiar habilidade de manipular a terra como bem quiser – embora isso seja, de fato, fruto de uma magia. Recrutou para si um Tigre que ouviu rumores de seu poder, ele lhe deu intelecto, e o fez de seu companheiro.
Ele não voltou de fato para a Guilda, embora seus filhos sejam membros honorários, se algo toma seu interesse, ele simplesmente verifica – Como fez ao expulsar facilmente todos os Drows da Corte Élfica, muito próxima de Myth Drannor, esta que ele não intenta se aventurar sozinho. Ás vezes procura rever os contatos que fez no passado, reatar laços perdidos com o tempo, e assim ele prossegue. Recentemente, ele reencontrou uma Barda, que aparentemente não envelhecera nada depois de tanto tempo, que lhes ajudou no passado, e agora era dona de uma Academia, Fortaleza e Bilioteca gigantesca. Lhe deixando meios de contatá-lo caso necessário.
| |
| | | Camilo
Mensagens : 219 Data de inscrição : 17/08/2010 Idade : 35 Localização : Rio de Janeiro
| Assunto: Re: Fichas Qui Set 09, 2010 10:32 pm | |
| 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) | |
| | | Valen
Mensagens : 489 Data de inscrição : 17/08/2010 Idade : 37 Localização : Rio
| Assunto: Re: Fichas Qua 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 | |
| | | portuga
Mensagens : 96 Data de inscrição : 24/08/2010 Idade : 35
| Assunto: Re: Fichas Qua 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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Mensagens : 96 Data de inscrição : 24/08/2010 Idade : 35
| Assunto: Re: Fichas Qua 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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Mensagens : 96 Data de inscrição : 24/08/2010 Idade : 35
| Assunto: Re: Fichas Sex 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 ------------------------------------------------------------------------------------- História ------------------------------------------------------------------------------------- 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) | |
| | | portuga
Mensagens : 96 Data de inscrição : 24/08/2010 Idade : 35
| Assunto: Re: Fichas Sáb Set 25, 2010 1:20 am | |
| Uploaded with ImageShack.us | |
| | | Hitoshura
Mensagens : 333 Data de inscrição : 17/08/2010
| Assunto: Re: Fichas Qua Out 20, 2010 12:42 pm | |
| - Spoiler:
(Forma real, raríssimas pessoas a viram... Num passado distante) (Forma mais comum dele assumir -> Redcap com Disguise) 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 ------------------------------------------------------------------------------------- ABILITIES ------------------------------------------------------------------------------------- [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)] ------------------------------------------------------------------------------------- SAVES------------------------------------------------------------------------------------- [+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) ------------------------------------------------------------------------------------- SKILLS: ------------------------------------------------------------------------------------- Cálculos- Spoiler:
Warblade (1st ~ 5th): (4+10)x8 = 112 Warshaper (1st~3th): (2+10)x3 = 36 Shapeshifter (1st): 4+10 = 14 Master of Many Forms (1st ~ 10th): (4+10)x10 = 140 Warshaper (4th ~ 5th) = (2+11)x2: 26 Warblade (6th ~ 10th): (4+11)x5: 75 Apprentice: +2 Total: 405 pts
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] ------------------------------------------------------------------------------------- FEATS ------------------------------------------------------------------------------------- (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] ------------------------------------------------------------------------------------- RACIAL PROPERTYS ------------------------------------------------------------------------------------- HENGEYOKAI Oriental Adventures + Dragon Magazine 318 Update - Spoiler:
• –2 Wisdom. Hengeyokai tend to be flighty and weak-willed. Gains +2 Constitution for it's Hibrid Dog form. • In human form, hengeyokai are Medium-size. • In human form, hengeyokai base speed is 30 feet. • Alternate Form: Hengeyokai can change shape, assuming one of three possible forms. This supernatural ability functions like the polymorph other spell, but a hengeyokai can change form 26 times per day. ____Changing form is a full-round action that does provoke attacks of opportunity, as with the polymorph self spell. A hengeyokai’s animal form is a normal animal of Small or smaller size. His form is a dog. Equipment the hengeyokai is wearing or carrying transforms to become part of the animal form (as with polymorph other), and magic items cease functioning while the hengeyokai remains in animal form. ____In animal form, the hengeyokai has low-light vision and the supernatural ability to communicate with other animals of its kind. This is the same as a familiar’s ability to speak with animals of its type. Hengeyokai have the size, speed, AC, damage rating, and physical ability scores shown on Table 1–3: Hengeyokai Animal Forms. In animal form, a hengeyokai is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form. Hengeyokai in hybrid form retain their low-light vision and the ability to communicate with animals of their type. ____Their physical characteristics are based on their abilities in human form, modified as shown on Table 1–2: Hengeyokai Hybrid Forms. In this form, a hengeyokai can typically wear light or medium armor without modification, but wearing heavy armor is impossible. Equipment worn or carried by a hengeyokai in human form does not transform when the hengeyokai assumes hybrid form. When a hengeyokai in animal form assumes hybrid form, her equipment returns to its normal form and magic items resume functioning. • Humanoid (Shapechanger): Hengeyokai are shapechangers • Automatic Languages: Common, Hengeyokai. Bonus Languages: Giant, Goblin, Nezumi, Spirit Tongue. • Favored Class: Wu jen
PHRENIC Expanded Psionics Handbook - Spoiler:
Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype. Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based. (See Below - Psi-like Abilities) Special Qualities: A phrenic creature has all the special qualities of the base creature, plus the following special qualities. _____Naturally Psionic: A phrenic creature gains 1 bonus power point. _____Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10. Abilities: Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats. Level Adjustment: Same as base creature +2.
------------------------------------------------------------------------------------- CLASS FEATURES ------------------------------------------------------------------------------------- WARBLADE Tome of Battle - Spoiler:
Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves. Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fi ghter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4would also qualify for Weapon Specialization. _____You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way. Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead. Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits. Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list. _____Bonus Feat List: Acrobatic, Agile, Athletic, Blade Meditation*, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart*, Lightning Reflexes, Quick Draw, Run, Stone Power*, Tiger Blooded*, Unnerving Calm*, White Raven Defense*. Battle Cunning (Ex): Your instinct for seizing the moment gives you a signifi cant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
WARSHAPER Complete Warrior - Spoiler:
Morphic Immunities (Ex): A warshaper is adept at distributing her form’s vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits. Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5–1 on page 296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. For example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage. _____If the warshaper’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8. A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation. Morphic Body (Su): At 2nd level and higher, a warshaper can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution. Morphic Reach (Su): A warshaper of 3rd level or higher can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it’s emulating. Unlike most creatures, warshapers don’t appear to have a longer reach until they actually use it. Morphic Healing (Su): At 4th level, a warshaper becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The warshaper gains fast healing 2, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained), it heals 10 points of damage. Flashmorph/Multimorph (Su): A 5th-level warshaper gains one of two class features. If the warshaper has the ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a polymorph spell-like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the polymorph spell, has polymorph as a spell-like ability usable less often than at will, or has the wild shape class feature, it instead gains the multimorph class feature. Multimorph allows a warshaper to change forms multiple times during the duration of the spell, spell-like ability, or class feature that enables her to change form. For example, a wizard/warshaper could polymorph into a troll for 2 minutes, then change into a red dragon for 4 minutes, and then spend the rest of the spell’s duration in the form of a hill giant. Each change requires a standard action, and only the first transformation heals the warshaper. If the warshaper changes into its natural form, the spell, spell-like ability, or use of wild shape ends.
SHAPESHIFTER Oriental Adventures + Dragon Magazine 318 Update - Spoiler:
Wild Shape (Sp): At 1st level, a shapeshifter gains the ability to change form into a Small or Medium animal and back again three times per day. This ability works wxactly like the druid's wild shape ability. ____The Shapeshifter can use wild shape one more time per day at 4th and 8th level, as noted on the table. In assition, the shapeshifter gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 5th level, and a Huge animal at 9th level. The new form's Hit Dice can't exceed the shapeshiftetr's character level. ____At 7th level, a shapeshifter becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A shapeshifter can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.) ____At 10th level, a shapeshifter becomes able to use wild shape to change into a Small, Medium or Large elemental (air, earth, fire or water), or nature spirit once per day. Nature spirit statistics can be found on page 177 of Oriental Adventures. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the shapeshifter gains all the elemental's or nature spirit's extraordinary, supernatural, and spell-like abilities. She also gains the creature's feats for as long as she maintains the Wild Shape, but she retains her own creature type. Extra Shifting (Ex): A shapeshifter with a natural ability to change shape (such as a hengeyokai’s alternate form ability) adds her shapeshifter level to the number of times per day that she can normally change form. Thus, a hengeyokai 7th-level wu jen/3rd-level shapeshifter could change form fourteen times per day, instead of the eleven transformations normally allowed a 10th-level hengeyokai character.
MASTER OF MANY FORMS Complete Adventurer - Spoiler:
Shifter’s Speech (Ex): A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods. Improved Wild Shape (Su): A master of many forms knows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level). _____The size limit of the shapes she can assume also increases as she gains levels. At 2nd level, she can assume the form of a Large creature; at 4th level, a Tiny creature; at 6th level, a Huge creature; at 8th level, a Diminutive creature; and at 10th level, a Gargantuan creature. A master of many forms also gains one additional daily use of her wild shape ability per class level gained. Fast Wild Shape (Ex): Starting at 3rd level, a master of many forms can use her wild shape ability as a move action, rather than as a standard action. Extraordinary Wild Shape (Ex): Starting at 7th level, a master of many forms gains the extraordinary special qualities of any form she assumes with wild shape. Evershifting Form: A 10th-level master of many forms has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it. In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.
------------------------------------------------------------------------------------- LANGUAGES ------------------------------------------------------------------------------------- - Common - Hengeyokai - Giant - Goblin - Orc - Celestial - Infernal - Abyssal - Draconic - Elven ------------------------------------------------------------------------------------- MANOUVERS AND STANCES -------------------------------------------------------------------------------------
Progression: - Spoiler:
Manouvers: (Warblade 01, IL 01) Moment of Perfect Mind [DM] (Warblade 01, IL 01) Sapphire Nightmare Blade [DM] (Warblade 01, IL 01) Douse The Flames [WR] (Warblade 02, IL 02) Leading The Charge [WR] (Warblade 03, IL 03) Emerald Razor [DM] (Warblade 04, IL 04) Douse The Flames -> Tactical Strike [WR] (Warblade 05, IL 06) Ironheart Surge [IH] (Warblade 06, IL 14) Sapphire Nightmare Blade -> Quicksilver Motion [DM] (Warblade 07, IL 15) Diamond Defenses [DM] (Warblade 08, IL 16) Emerald Razor -> Avalanche of Blades [DM] (Warblade 09, IL 17) Time Stands Still [DM] (Crown of White Raven) Clarion Call [WR] (Crown of White Raven) War Master's Charge [WR] (Shadow Hand Gloves) Island of BladesStances: (Warblade 01) Punishing Stance [IH] (Warblade 04) Tactics of The Wolf [WR] (Warblade 10) Swarm Tactics [WR]
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.] ------------------------------------------------------------------------------------- SPELL(PSI)-LIKE ABILITIES ------------------------------------------------------------------------------------- [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.] ------------------------------------------------------------------------------------- ITEM FAMILIAR ------------------------------------------------------------------------------------- - 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 [Eager Magic Item Compendium] ____ Special Ability (23th): Weapon Special Ability [Warning Magic Item Compendium] ------------------------------------------------------------------------------------- EQUIPMENT: -------------------------------------------------------------------------------------
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 ------------------------------------------------------------------------------------- DINHEIRO ------------------------------------------------------------------------------------- Actual Money: 30.448 PO - Spoiler:
769.370 PO -> 29x Wishes cast by a 17th level Wizard 232.500 PO -> Third Eye Conceal + [Mask of True Seeing] Magic Item Compendium & Unnaproachable East 228.500 PO -> Gloves of Sirine's Grace [+Lesser Shadow Hand Gloves]Custom-Made, spell from Spell Compendium & Tome of Battle 218.002 PO -> Spear (3 PO) ____________Adamantine (+3.000 PO) ____________+5 Enhancement ____________Mouthpick (+1) Lords of Madness ____________Morphing (+1) Magic Item Compendium ____________Shadow Striking (+3) Tome of Magic ____________Sizing (+5.000 PO) Magic Item Compendium ____________Parrying (+8.000 PO) Expanded Psionics Handbook ____________Sudden Stunning (+2.000 PO) Player's Handbook II 218.000 PO* -> Belt of Magnificence +6 [+ Belt of Battle] Miniatures Handbook e Magic Item Compendium 195.000 PO -> Mantle of Triple Enhanced Wild Shape [+Mantle of The Beast] Custom-Made, spell from Spell Compendium & Complete Champion 187.000 PO -> Ring of Master Manipulator [+Ring of Evasion] Custom-Made 180.000 PO* -> Boots of Sakkratar's Triple Strike Custom-Made, spell from Lost Empires of Faerun 158.000 PO -> Amulet of Mighty Fists [+Sandals of The Vagabond] 121.000 PO* -> Gauntlet of Divine Power [+Gauntlet of Heartfelt Blows + Gauntlets of War] Custom-Made, Dragon Magazine #314 & Complete Champion 112.500 PO -> Crown of White Ravens [x2] Tome of Battle 105.030 PO -> Tower Shield (30 PO) ____________Mithral (+1000 PO) ____________+3 Enhancement ____________Wild (+3) ____________Soulfire (+4) Book of Exalted Deeds ____________Heraldic Chest: Courage (+4.000) Heroes of Battle 102.950 PO -> Thaalud Stone Armor (2.800 PO) Anauroch: Empire of The Shade ____________Masterwork (+150 PO) ____________+5 Enhancement ____________Wild (+3) ____________Command (+2) Defenders of Faith 065.250 PO -> Clothes of Hustle (Continuous) [+Vestment of Many Styles] Custom-Made, Expanded Psionics Handbook & Races of Eberron 055.000 PO -> Ring of Freedom of Movement [+Fanged Ring]Dragon Magic 050.000 PO -> [b]Phoenix Cloak Magic Item Compendium 022.000 PO* -> 11x Wild Clasps (Todos os Slots**) 016.000 PO -> Brooch of Neveskitter (Continuous) Custom-Made, spell from Spell Compendium 016.000 PO -> Brooch of Wings of Expeditious Retreat (Continuous) Custom-Made, spell from Races of The Dragon 008.000 PO -> Brooch of Lion's Charge (Continuous) Custom-Made, spell from Savage Species 004.000 PO -> Ioun Stone (Clear) 003.000 PO -> Otyugh's Hole (Iron Will) 002.000 PO -> Heward’s Handy Haversack 000.400 PO -> Apprentice Tithe 000.050 PO -> Disguise Kit
*Feitos por ele
------------------------------------------------------------------------------------- EXPERIÊNCIA ------------------------------------------------------------------------------------- Atual: 398.544 - Spoiler:
351.000 -> Base +034.800 -> Item Familiar [Invest Life Energy] +047.520 -> Gained from Lolth's Fight [Item Familiar Considered here] -014.400 -> Craft Wondrous Items [Boots of Sakkratar's Triple Strike] -009.680 -> Craft Wondrous Items [Manteau of Divine Power (+Heartfelt Blows + Gauntlets of War)] -008.720 -> Craft Wondrous Items [Belt of Magnificence +6 (+ Belt of Battle)] -001.760 -> Craft Wondrous Items [11x Wild Clasps] Obs: Eu não peguei os talentos de criação de itens por causa disso: Frostburn Master Smith (Ex): Midgard dwarves gain Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. They are considered to possess the prerequisites necessary to craft any magic item of those types, even if they do not otherwise meet the requirements or have the ability to cast the necessary spells.
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