- Para la creación del personaje se usa el sistema de puntos señalado en el Pathfinder. Los personajes son sensiblemente superiores a la mayor parte de la "gente normal" y tienen 20 puntos para repartirse. Los personajes tienen dos traits iniciales.
- Se crean personajes de nivel 1. (Los personajes que vienen de la partida anterior tienen un nivel distinto y muy superior)
- Existe un atributo adicional: Apariencia. Este atributo tiene una puntuación en principio igual a la puntuación de carisma, a la que se aplica el bono o desbono por edad indicado más adelante, así como posibles dotes. La puntuación de apariencia puede variarse durante la partida al sufrir heridas graves o enfermedades, tal como se detalla en la sección de reglas de la casa para la partida. La apariencia no se usa para ninguna habilidad, con la excepción de para engañar y obtener información, y en ambos casos el uso de apariencia en vez de carisma implica que quien usa la habilidad seduce de alguna manera a su interlocutor. No obstante la apariencia sí se aplica, en ocasiones, como un bono, a las tiradas de reacción. Igualmente varias dotes y traits suponen modificaciones a la puntuación de apariencia.
- No se admiten personajes con el alineamiento "bueno" (en la sociedad nigerthiana hay, por supuesto, personajes buenos, pero por la temática de la partida estos no son personajes jugadores). Del mismo modo los personajes caótico malvados serán examinados cuidadosamente para evitar que puedan perjudicar el tipo de historia que queremos crear.
- Una vez establecida raza, determinados los atributos, elegida la clase, así como traits y dotes, se señalará la categoría social del personaje. Si ella no queda determinada por la suma de datos extraídos de raza, clase, traits y dotes, se tirará al azar el nivel social del personaje lo que puede tener incidencia en la partida dada el clasismo y xenofobia de la sociedad nigerthiana.
Guardián sagrado de la fe (clase básica específica de Nigerthia)
No existen en la jerarquizada y tiránica sociedad nigerthiana sitio para los paladines, aunque es cierto que su "lugar" además de por los caballeros de Hextor (clase de prestigio específica) se ve ocupado por una clase básica llamada Guardianes sagrados de la fe. Estos guardianes son guerreros consagrados a la defensa de Hextor, y de las rígidas, clasistas, xenófobas leyes nigerthianas. Han consagrado su vida a la defensa de la ley, cultura y religión mayoritaria de Nigerthia y tienen un importante peso social, si bien subodinado a la iglesia de Hextor y a la nobleza nigerthiana. La vida de los guardianes está basada en una batalla contra el caos y contra toda forma de debilidad que pudiera destruir la sociedad, estando convencidos de lo necesario de sus esfuerzos. Tienen un estricto código de comportamiento, y se someten a lazos jerárquicos y de disciplina aun mayores que el resto de la sociedad nigerthiana.
Rol: Los guardianes son buenos combatientes, con grandes capacidades de combate, que se muestran sobre todo a la hora de luchar contra el caos. Aunque no son tan buenos apoyando a sus aliados como los paladines, sí son capaces de causar grandes perjuicios a sus enemigos. En niveles altos, su combinación de fuerza física y magia divina aumenta su versatilidad. En la sociedad nigerthiana normalmente sirven como guardias o jueces, complementando a los monjes en tales actividades.
Alineamiento: Legal malvado o legal neutral
Dado de golpe: d10
Dinero incial: 5d6 × 10 gp (average 175 gp.) Además, cada personaje empieza con un vestuario de valor máximo de 10 gp.
Las habilidades cláseas del guardian son Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Rangos de habilidad por nivel: 2 + Int modifier.
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Los guardianes tienen entrenamiento con todas las armas simples y marcuales, con todos los tipos de armadura, y con todos los escudo (excepto los tipo torre)
El poder de este aura de ley (ver el conjuro detectar ley) es igual al nivel de clase del guardián.
A voluntad, un guardián puede usar detectar caos, como el conjuro. Un guardián puede, como acción de movimiento, concentarse en un objeto o individuo concretos, hasta a 60 pues de distancia, y determinar si es caótico, descubriendo también el poder de su aura como si hubiera estudiado el objeto durante 3 asaltos. Mientras esté concentrándose en un singular objeto o individuo, el guardián no detecta el caos en ningún otro objeto o individuo aun cuando estén dentro del rango.
Una vez al día, un guardián puede llamar al poder de Hextor, para que le ayude en su lucha contra el caos. Como una "swift action" el guardián elige un objetivo a la vista para golpearlo. Si dicho objetivo es caótico, añade su bono de carisma, si lo tiene, a la tirada de ataque; así como su nivel como guardián a todas las tiradas de daño contra dicho objetivo. Si el objetivo es además de caótico, un ajeno con el subtipo caótico o un dragón alineado con el caos, el bono al daño del primer golpe que logre acertar se incrementa en 2 puntos de daño por cada nivel de guardián que se tenga. En cualquier caso el ataque automáticamente pasa la RD que la criatura pueda tener.
Además, mientras esté en uso, el guardián gana un bono "deflection" igual a su bono de carisma contra todos los ataques que realice contra él el objetivo del golpear caos. Si el objetivo no es caótico el golpear se pierde sin efecto.
Este poder dura hasta que el objetivo esté muerto o hasta que el combate termine. A cuarto nivel, y cada tres niveles adicionales, se puede usar este poder una vez adicional al día, conforme se señala en la tabla.
En el nivel 2 el guardián gana un bono a todas sus tiradas de salvación igual a su bono de carisma (si lo tiene).
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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 only while the paladin is conscious, not if she is unconscious or dead.
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
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 Charisma 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 Charisma 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: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: 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 Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. 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 equal to her paladin level – 3.
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst,holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, a paladin may magically call her mount to her side. 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. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Un guardián debe ser de alineamiento legal malo o legal neutral y adorador de Hextor. Además debe respetar la totalidad de las leyes nigerthianas y la jerarquía de su orden (salvo que el superior jerárquico actúe contra dichas leyes o contra la lglesia de Hextor de forma evidente para el personaje). Si el guardián conculca las anteriores normas o realiza algún acto caótico pierde todas sus características de clase excepto los entrenamientos en armas, armaduras y escudos.
Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Un guardián que deje de ser legal neutral o legal malo, o viole su código de conducta, o su voto, pierde todos los hechizos, así como las características de clase del guardián (con la excepción de su entrenamiento en armas, armaduras y escudos) No podrá progresar en ningún nuevo nivel como guardián. No podrá seguir avanzando como guardián ni recuperar dichas características cláseas hasta que se arrepiente, y reciba los efectos de un conjuro de Atonement.
Name:
Alignment:
Class/Level:
XP (rápido):
Race: Size: Gender: Age: Height: Weight: Hair: Eyes:
Deity: Homeland: House:
FUE
DEX
CON
INT
WIS
CHA ASP:
Initiative:
Speed:
hp total:
hp actual:
Nonlethal:
DR:
SR:
DEFENSE
AC: (total) = 10 + (armor) + (shield) + (Dex) + (size) + (natural) + (Deflection) + (misc)
Touch: (total) = 10 + (Dex) + (size) + (Deflection) + (misc)
Flat-footed: (total) = 10 + (armor) + (shield) + (size) + (natural) + (Deflection) + (misc)
FORT: (total) = (base) + (Con) + (magic) + (race) + (misc)
REF: (total) = (base) + (Dex) + (magic) + (race) + (misc)
WILL: (total) = (base) + (Wis) + (magic) + (race) + (misc)
OFFENSE
Base Attack Bonus:
CMB: (total) = (BAB) + (Str) + (size) + (misc)
CMD: (total) = 10 + (BAB) + (Str) + (Dex) + (size) + (misc)
Weapon:
Attack Bonus: = (BAB) + (Str) + (size) + (misc)
Damage:
Critical:
Type:
Weapon:
Attack Bonus: = (BAB) + (Des) + (size) + (misc)
Damage:
Critical:
Type:Range:
Ammunition:
Comments:
SKILLS (--- puntos por nivel)
Acrobatics: (total) = (ability) + (ranks) + (misc)
Appraise:
Bluff:
Climb:
Craft (any):
Diplomacy:
Disable Device*:
Disguise:
Escape Artist:
Fly*: -
Handle Animal*: -
Heal:
Intimidate:
Knowledge (Arcana)*: -
Knowledge (Dungeoneering)*: -
Knowledge (Engineering)*: -
Knowledge (Geography)*: -
Knowledge (History)*: -
Knowledge (Local):
Knowledge (Nature)*: -
Knowledge (Nobility)*: -
Knowledge (Planes)*: -
Knowledge (Religion)*: -
Linguistics*: -
Perception:
Perform (any):
Profession (any)*: -
Ride:
Sense Motive:
Sleight of Hand*:
Spellcraft*: -
Stealth:
Survival:
Swim:
Use Magic Device*:
x - class skill * - trained only
FEATS
-
-
-
-
SPECIAL ABILITIES (RACIAL & CLASS)
RACE
-
-
-
CLASS
-
-
-
-
-
-
TRAITS
-
-
- Languages: Nigerthiano
FAVORED CLASS
- L1:
FAME & PRESTIGE
Fame total:
Prestige Points (PP):
PP spent:
-
-
-
-
-
SPELLS
Spells per day: (0)/(0)
Spells Level 0 (Save DC: )
-
Spells Level 1 (Save DC: )
-
DOMAINS
-
-
GEAR
Descripción | Peso | Precio | Cantidad | Localización | Peso total | Precio total | Moneda | Peso total |
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gp | ||||||||
gp | Peso puesto | |||||||
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sp | ||||||||
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Carrying capacity
Light Load: Medium Load: Heavy Load:
Lift over head: Lift off the ground: Push:
Emcumbrance: Max Dex Check penalty Speed Run
Emcumbrance by armor () Max Dex Check penalty Speed Run
Modelo ficha personaje.
Nombre | xxx | Clase | xxx | Nivel | x | Experiencia | xxxx |
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Alineamiento | xxxx | Raza | xxxx | Religión | xxxx | Próximo Nivel | xxxx |
Sexo | xxxx | Altura | xxx | Peso | xxx | Pelo | xxx |
Edad | xx | Ojos | xxx | Piel | xxx | Ciudad Natal | xxx |
Nacimiento | xxxxxxx |
Puntuación | Mod | Temp | Mod. Temp | |
---|---|---|---|---|
FUE | xx | x | ||
DES | xx | x | ||
CON | xx | x | ||
INT | xx | x | ||
SAB | xx | x | ||
CAR | xx | x | ||
ASP |
Reputación | xxx |
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Puntos de influencia | xxx |
Hechos remarcables | xxx |
Puntos de Golpe | xx | DG | xdx | Velocidad | xx' | |
---|---|---|---|---|---|---|
Dinero | xxxx |
CA | = | BASE | Armadura | Esc | Des | Tam | Nat | Mejora | Desvío | Suerte | Misc. | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
x | = | 10 | x | x | x | |||||||
Toque | Desprevenido | B.A.B. | Iniciativa | RD/ | RC | RE | ||||||
xx | xx | x | x | |||||||||
Carga Ligera | xx | Carga Media | xx-xx | Carga Máxima | xx-xx | |||||||
Alzar | xx | Levantar | xxx | Empujar | xxx |
Inmunidades | |
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Idiomas | Nigerthiano, común, |
Tiradas pasivas |
Total | Base | Carac. | Magia | Otros | Temp. | Condicionales | |
---|---|---|---|---|---|---|---|
Fort. | x | x | x | ||||
Ref. | x | x | x | ||||
Vol. | x | x | x |
Total | Base | BAB | Fuerza | Destreza | Tamaño | Magia | Otros | Condicionales | |
---|---|---|---|---|---|---|---|---|---|
BMC | x | = | x | x | NO | - | - | ||
DMC | x | 10 | x | x | x | - | - |
Armadura | CA | Pen. Armadura | Des. max. | Tipo | Fallo Arcano | Especial | |
---|---|---|---|---|---|---|---|
Habilidad | Atributo | TOTAL | Base | Rangos | Clase | Otros | ACP |
---|---|---|---|---|---|---|---|
Acrobacias | DES | ||||||
Artesanía (xxxx) | INT | ||||||
Averiguar Intenciones | SAB | ||||||
Conoc. Conjuros | INT | ||||||
Diplomacia | CAR | ||||||
Disfrazarse | CAR | ||||||
Engañar | CAR | ||||||
Escapismo | DES | ||||||
Interpretar (xxxx) | CAR | ||||||
Interpretar (xxxx) | CAR | ||||||
Intimidar | CAR | ||||||
Inutilizar Mecanismo | DES | ||||||
Juego de Manos | DES | ||||||
Lingüística | INT | ||||||
Montar | DES | ||||||
Nadar | FUE | ||||||
Oficio (xxxx) | SAB | ||||||
Percepción | SAB | ||||||
Saber (Arcano) | INT | ||||||
Saber (Geografía) | INT | ||||||
Saber (Historia) | INT | ||||||
Saber (Ingeniería) | INT | ||||||
Saber (Local) | INT | ||||||
Saber (Mazmorras) | INT | ||||||
Saber (Naturaleza) | INT | ||||||
Saber (Nobleza) | INT | ||||||
Saber (Planos) | INT | ||||||
Saber (Religión) | INT | ||||||
Sanar | SAB | ||||||
Sigilo | DES | ||||||
Supervivencia | SAB | ||||||
Tasación | INT | ||||||
Trato con Animales | CAR | ||||||
Trepar | FUE | ||||||
Usar Objeto Mágico | CAR | ||||||
Volar | DES | ||||||
Nombre | Descripción |
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DOTES | |
Cualidades de raza | |
Traits | |
Nivel | Conjuros diarios | Conjuros adicionales | CD |
0 | -- | Ninguno | |
1 | |||
2 | |||
3 | |||
4 |
Conjuros conocidos:
Nivel 0:
Nivel 1:
Nivel 2:
Nivel 3:
Nivel 4:
Equipo |
Descripción | Peso | Precio | Cantidad | Localización | Peso total | Precio total | Moneda | Peso total |
gp | ||||||||
gp | Peso Petate | |||||||
gp | ||||||||
gp | Peso puesto | |||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
sp | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
gp | ||||||||
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Inmuebles | Localización | Datos |
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Cambio de modelo de ficha de personaje. Durante agosto, y aprovechando la subida de experiencia que ya se acerca, actualizaré vuestras fichas al nuevo modelo. Si alguien tiene dudas, sugerencias, comentarios... off topic por favor.
Editada la ficha de personaje. Agradecimiento a Feynn y a Garrulillo por la ayuda de ambos.