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Calaveras y Grilletes

Yarro

Cargando editor
20/11/2019, 09:15
.:Rey Pirata:.

Hola.

Creo esta escena para que podamos comunicarnos más fácilmente en cosas relativas a tu personaje, y luego al buscar la infomación podamos encontrar lo que haga falta.

Ahora viene un poco de roleo, así que puedes entrar aunque la ficha no esté. Y aunque te meto como un personaje que ya existía (Marinero Rahadoumi) no te preocupes: tu historia seguro encajará

Ibas en un barco de nacionalidad Rahadoumi -Tus razones para ir en el, las que quieras- cuando fuisteis asaltados por unos piratas (Bastante poderosos, por cierto). La mitad de la tripulación murió en el ataque. A los prisioneros se os informó de que habíais sido capturados por el Temible capitán Barnabas Harrigan. Y podíais uniros a su tripulación o morir.... Muchos escogieron morir, pero tu no.

El capitán, como ahora poseía 2 barcos dividió la tripulación entre ambos, y puso de capitán del tuyo a un tipo bastante despreciable, llamado Plugg. No te caía especialmente bien, pero temías a las represalias de Harrigan. Su segundo al mando gustaba de llamarse Maestro Azotes. Por que era el que se encargaba de la disciplina del barco. Y disfrutaba demasiado otorgando la disciplina.... en los pocos días que pasaste en el barco llegaste a odiar a esos 2 personajes.

Tras varios días, una tormenta azotó el barco, que acabó encallado en un arrecife. Al parecer las reservas de agua y comida se perdieron en la tormenta, y Plugg envió a un grupo a por provisiones....

Al volver los de la isla acusaron al capitán de deslealtad. Plugg, hastiado ordenó acabar con ellos, y el barco se levantó en armas, la mitad en un bando, y la otra en el otro ... Luchaste sin ganas por Plugg, hasta que no hizo falta hacerlo.... y ahí comienza la historia

Cargando editor
20/11/2019, 18:57
Yarro "el marcado"

Yarro "el Marcado" es un semiorco que lo ha tenido dificil para sobrevivir, nunca conoció a su madre, y su padre intentó entrenarlo para que fuera chamán como él, pero los clanes orcos no són pacificos, ni civilizados, así que cuando no era más que un crío, otra tribu los arrasó, por suerte o desgracia, Yarro fué seleccionado para hacer de sacrificio para el dios de la nueva tribu, una tripulación de los grilletes seguidora de Ovonovo, un señor demoniaco y de los tiburones. Fué lanzado al mar como sacrificio después de marcarlo ritualmente en la cara y le atacaron un grupo de tiburones, aún no sabe como sobrevivió, pues lo recogieron de otro barco y pese a casi muerto, solo le faltaba una pierna.

Desde pequeño se ha esforzado mucho en no ser una carga, ese esfuerzo en la mejora personal le llevó a la fe de Irori, no por los conocimientos, que una persona como él, sin educación, podía conseguir, si no lo que podía hacer: Practicar, practicar y practicar para superarse a sí mismo.

El semiorco ha intentado hacer desaparecer el simbolo de su cara con tatuajes sín mucho exito, lo que ha hecho que odie todavía más a los tiburones y cualquier seguidor de Ovonovo.

- Tiradas (1)

Notas de juego

Nombre Mick Tanner Clase Warpriest(arsenal chaplain) Nivel 1 Experiencia Actual 0
Alineamiento LN Raza Humano Religión Erastil Siguiente Nivel  
Sexo H Altura 1.65 Peso 65 Pelo Castaño, lacio
Edad 19 Ojos marrones Piel Blanca Ciudad Natal  

Características

  Puntuación Mod Temp Mod. Temp
FUE 14 +2    
DES 19 +4    
CON 12 +1    
INT 12 +1    
SAB 14 +2    
CAR 7 -2    

 

Valores Básicos

Puntos de Golpe 32 DG 4 Velocidad 30
Poder de Clase 3 RESTAN 3
Ataque Base +3
Idiomas Común, Orco, infernal.
Iniciativa +4
Dinero 7 MO

Defensas

CA = BASE Armadura Esc. Des. Tamaño Natural Mejora Desvío Suerte Misc.
18 = 10 4   4            
 
Toque  Desprevenido  Resistencias Elementales RD/  RC FCA
14 14        
Inmunidades  

Cargas y Pesos Manejables

Carga Ligera 58 Carga Media 116 Carga Máxima 175
Alzar   Levantar   Empujar  

Salvaciones

  Total Base Característica Magia Otros Temporal   Condicionales
Fortaleza 8 4 1   +2+1      
Reflejos 7 1 4   +2    
Voluntad 8 4 2   +2    

Maniobras de Combate

  Total Base BAB Fuerza Destreza Tamaño Magia Otros Condicionales
BMC +5 = 3 2 No        
DMC 19 10 3 2 4      

Ataques

Arma Ataque Daño Crítico Rango Tipo Munición Especial
Orc Hornbow +8 2d6+2 x3 80 perf flechas  
Patada +5 1d8+2 19-20 '      
  +2 1d4+2 19-20   Con    
 

Habilidades

Habilidad  13 Atributo TOTAL Base Rangos Clase Otros PA
Acrobacias DES            
Artesanía (Carpintero) INT   1 1 x +1  
Averiguar Intenciones SAB   2   x    
Conoc. Conjuros INT   1   x    
Concentración SAB   2 MAX      
Diplomacia CAR       x    
Disfrazarse CAR            
Engañar CAR            
Escapismo DES   4        
Interpretar () CAR            
Intimidar CAR       x    
Inutilizar Mecanismo DES            
Juego de Manos DES            
Lingüística INT            
Montar DES   4   x    
Nadar FUE 6 2 1 x    
Oficio ( Marinero) SAB 11 2 4 x +2  
Percepción SAB 10 2 4 x +1  
Sigilo DEX 8 4 1 x    
Saber (Arcano) INT            
Saber (Geografía) INT            
Saber (Historia) INT            
Saber (Ingeniería) INT       x    
Saber (Local) INT            
Saber (Mazmorras) INT            
Saber (Naturaleza) INT       x    
Saber (Nobleza) INT            
Saber (Planos) INT            
Saber (Religión) INT       x    
Sanar SAB 6 2 1 x    
Supervivencia SAB       x    
Tasación INT            
Trato con Animales CAR       x    
Trepar FUE 6 2 1 x    
Usar Objeto Mágico CAR            
Volar DES            
 

Rasgos y Dotes

Nombre Descripción
Rasgos Raciales Semiorco
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Sea Raider In the Lands of the Linnorm Kings and the Shackles, half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession (sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision.
 Shaman’s Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin
Rasgos de Trasfondo
Fate's favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Foul brand(drawback)

You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.

Peg Leg 

One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
Seeker(social) You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
   
Rasgos de Clase

Blessings (Su)

A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

War Blessing

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Weapon and Armor Proficiencies

A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
  At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
 

  As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
   
Dotes
Endurance

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Soltura con arco largo +1 ataques con arco largo
Disparo a bocajarro +1 ataque y daño con armas a distancia a 30' o menos.
Disparo preciso Ignora el -4 por disparar a un combate cuerpo a cuerpo.
Disparo rapido Dispara una flecha adicional con un -2 a todos los disparos.
Clase predilecta
Gain 1/6 of a new bonus combat feat. (4 Niveles)

Conjuros

Nivel CD Conjuros Base Conjuros Adicionales Conjuros Conocidos Conjuros Memorizados
0 12 4     4
1 13 3 +1   4
2 14 1 +1   2
3          
4          
5          
6          
7          
8          
9          
Cantidad NOMBRE DESCRIPCIÓN UBICACIÓN PESO VALOR
1 orc Hornbow +2 fue   Espalda 3 330
40 flechas   carcaj 3

2

20 Flechas contundentes   carcaj 3 2
10 Flechas de hierro frio   Carcaj   1
Flechas de plata   Carcaj   10
1 Pathfinder kit This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures. Mochila 22 12
1 Simbolo sagrado       1
  Armadura de pieles       15
  Ioun torch       25
    TOTAL     397

 

Cargando editor
21/11/2019, 09:31
.:Rey Pirata:.

Me gusta el toque de la pata de palo.

La historia me parece bien, la ficha -Por encima, que conocemos el sistema y supongo que estará bien- también me parece bien.

Cuando quieras ya tienes permisos para escribir en el hilo principal