Ahhhh ahora lo entiendo.
No encuentro donde tengo que poner los bonos de tamaño en ataque, porque en la ficha me viene lo de el arma tal que así
Arma |
Ataque |
Daño |
Crítico |
Rango |
Tipo |
Especial |
---|---|---|---|---|---|---|
Espada corta |
0 |
1d4-2 |
19-20 x2 |
xx |
P/C |
|
Se me olvidó cambiar la dote, pero lo hago en la ficha luego, igual que añadir el idioma que me falta y la ciudad de origen
Iba a tocar la ficha lo que puse mal y me surge duda y matización.
La duda es ¿Puedo llevar un tirachinas o una honda además del cuchillo? Me parece muy adecuado para el concepto de pj
La matización es que un niño no lleva tanto oro, así que o busco forma de gastarlo en equipo o decido voluntariamete reducirlo mucho XD
Me parece que hay hondas y son gratuitas, asi que si, no hay problema. Solo uno, que no hace casi daño.
El equipo si compras algo caro, puede ser un recuerdo de su casa, o cosas que ha ido encontrando por ahi. No es tan raro.
Imagino que hará poco o nada daño, a no ser que, niveles más adelante ponga hechizos a los proyectiles (que por otra parte son fáciles de encontrar xD)
Bueno, la ficha está hecha. Voy buscando equipo para gastar esas cosillas :P
He intentadopensar como un niño recogiendo cosas xD
espejito de ácero: 10
odre: 1
pedernal: 1
Flauta cutre: 5
cuerda de seda: 10
amuleto símbolo desna: 1
trozo de queso 1pp
Bolsa tipo componentes:2 (sí, se que no los necesito, pero ahí llevará la flauta, el amuleto...y además agrega confusión a ¿mago?¿hechicero?)agua bendita de algún muerto queno le diese tiempo a usarla xD 25 po
La espada cuesta 10 y me sobrarían 5 po. Que me parece una cantidad adecuada :P
¿llevar agua bendita sería metajuego? xD S
Teniendo en cueta que esto es el equivalente de Eberron había pensado en otro idioma oscuro como infernal, o en uno tipo silvano o celestial para contrastar el uno con el otro. Sin embargo creo que lo más adecuado en este tipo de partida será aklo
No me parece metajuego. Al fin y al cabo es nivel 2. No debe ser la primera vez que pelea.
Aklo me parece bien, infernal tb, celestial...
¿Lo has terminado? ¿Te meto?
Terminado está.puedes meterme cuando consideres oportuno, ya sea ahora,cuando duerman...eso sí. Si pones la foto que te he pasado como imagen no va a colar como parte del modulo xD
¡¡Ah!! Y añado un libro de cuentos al equipo
Tu sangre teñirá los suelos de este lugar.
La voz venía de una pequeña figura, cubierta con una capa marrón manchando con restos de lo que parecía sangre. Poco a poco, la figura caminó hacia ellos hasta quedarse a unos metros de distancia. Era, parecía, una pequeña niña vestida con una túnica vieja, pero su piel era pálida como la de un cadáver y bajo los ojos había dos profundas sombras negras que le daban un aspecto siniestro. La “niña” llevaba un libro abrazado al pecho y apenas se movía, pero no mostraba signos de tener mido. Aquellas palabras había sido pronunciada mirando al pícaro, con seguridad.
Lo he visto. A todos.
Por si quieres poner el título del libro a Thanos (o parte de él porque lo tape con la mano o la suciedad) pongamos que se llama "En el umbral de los sueños" o algo así. Será una compilación de cuentos a lo "Mil y una noches", con adivinos, dragones, hadas y todo eso. xD
Conociendoles, igual respondes a final de semana... que se lo lean todo de seguido y ya
–Yo...
La niña pareció quedarse pensativa después de la pregunta del mago.Finalmente desvío la mirada antes de responder.
–No–dijo con un hilo de voz mientras lanzaba una mirada al potro de tortura y se alejaba de él, como si aquel cadaver la atemorizase.
–No lo sé...Lo siento. No... no sé si será como lo del señor rubio que iba con vosotros. O como ese señor... –dijo mirando hacia el potro– Lo ví también, se reían de él mientras... bueno...le-le-hacían cosas malas. Lyvar... Pero le va a pasar algo...solo que-quería advertiroslo. No...no sé como será pero sé que será grave
Durante unos momentos, que después de decir aquello, pareció que la niña iba a salir corriendo por donde fuese que había venido, pero se quedó allí mirando al grupo.
–Me llamo Snivat–respondió finalmente a Silas
ok, pues allá va XD
Snivat
Femenino Human sorcerer 3
None Medium humanoid (human)
Init +4, Senses Perception +1
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 21 ((3d6)+7)
Fort +4, Ref +4, Will +3, +2 trait bonus on all saving throws against charm and compulsion effects
=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Lullaby 7/day,
Sorcerer Spells Known (CL 3rd; concentration +7)
1st(6/day)-animate rope, mage armor(DC 15), magic missile, sleep(DC 15)
0th(at will)-dancing lights, detect magic, mage hand, open/close(DC 14), ray of frost
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 18,
Base Atk +1; CMB +0; CMD 13
Feats Combat Casting, Eschew Materials, Great Fortitude, Toughness
Skills Bluff +8, Knowledge (Arcana) +5, Knowledge (Religion) +2, Perception +1, Perform (Wind Instruments) +5, Sense Motive +5, Spellcraft +7, Stealth +4, Use Magic Device +9,
Traits Birthmark, Subject of Study (Xill),
Languages Aklo, Common
SQ bloodline arcana (+1/2 spell level insight bonus for 1 round to AC and saves vs. attacks and spells from a single creature targeted by that spell), bonus feat, cantrips, combat precognition, dreamspun bloodline, humanoid traits, skilled, spells, weapon and armor proficiency,
Combat Gear
Other Gear 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.
Bloodline Powers You reach out into and through the world of dreams to touch the minds and destinies of those around you.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Combat Precognition Your insight into the future grants you an advantage in combat.You gain a +1 insight bonus on initiative checks.
Dreamspun Bloodline Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.
Dreamspun Bloodline ~ Bonus Spells
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Lullaby (Sp) You can use lullaby as a spelllike ability 7 times per day. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.
Subject of Study (Xill) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Lista de compra ma o menos
Belt of Incredible Dexterity
Boots, Daredevil Softpaws: Price 1,400 gp Aura faint enchantment; CL 3rd; Slot feet; Weight 1 lb.
Tourmaline Sphere (Ioun Stone): 1000
Cloak of Resistance: 1,000 (+1) 4000(+2) (Fortitude, Reflex, and Will).
Cloak of Fangs: 2,800 gp
Snivat
Femenino Human (Varisian) sorcerer 3
CG Medium humanoid (human)
Init +3, Senses Perception +1
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 21 ((3d6)+8)
Fort +4, Ref +4, Will +3, +2 trait bonus on all saving throws against charm and compulsion effects
=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Lullaby 6/day,
Sorcerer Spells Known (CL 3rd; concentration +6)
1st(6/day)-animate rope, mage armor(DC 14), magic missile, sleep(DC 14)
0th(at will)-dancing lights, detect magic, mage hand, open/close(DC 13), ray of frost
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 17,
Base Atk +1; CMB +1; CMD 14
Feats Combat Casting, Eschew Materials, Great Fortitude, Toughness
Skills Bluff +7, Knowledge (Arcana) +5, Knowledge (Religion) +2, Perception +1, Perform (Wind Instruments) +4, Sense Motive +5, Spellcraft +7, Stealth +4, Use Magic Device +8,
Traits Birthmark, Subject of Study (Outsider (Xill)),
Languages Aklo, Common, Varisian
SQ bloodline arcana (+1/2 spell level insight bonus for 1 round to AC and saves vs. attacks and spells from a single creature targeted by that spell), bonus feat, cantrips, dreamspun bloodline, skilled, spells, weapon and armor proficiency,
Combat Gear
Other Gear 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.
Bloodline Powers You reach out into and through the world of dreams to touch the minds and destinies of those around you.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Dreamspun Bloodline Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.
Dreamspun Bloodline ~ Bonus Spells
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Lullaby (Sp) You can use lullaby as a spelllike ability 6 times per day. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.
Subject of Study (Outsider (Xill)) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Necesito que me hagas algunas cosas:
- Tirada de vida para subida a nivel 4.
- Elección de punto extra de característica (imagino que a carisma)
- Decirme si quieres usar el punto extra por clase predilecta a subirte 1 PG, subir 1 punto de habilidad o aprender 1 conjuro más de nivel 1.
- Decidir a qué 5 habilidades sumas 1 punto.
- Aprender 1 conjuro de nivel 0 y otro de nivel 2.
-Elijo la opción sin tirada
-CAR
-Conjuro: charm person
-Usar obj mágicos, percepción, averiguar intenciones, Engañar, conoc. Conjuros
- Mending, pit