Partida Rol por web

Insaciable voracidad

Ficha Mok'Doth & Mok'Grum

Cargando editor
17/02/2024, 19:40
Director
Name Mok Class Fighter(Mutant Warrior)-Student of War/Wizard (Pact Wizard, Exploiter) Level 7-2/9 Experience  
Alignment N(CB/LM) Race Orc(Ogrekin) Faith   To next level Demasiado ;_;
Sex Male Height   Weight   Hair  
Age   Eyes   Skin   Native city  

Ability Scores

  Score Mod Temp Temp. mod
STR 35 12    
DEX 8 -1    
CON 16 3    
INT 18 4    
WIS 6 -2    
CHA 6 -2    

 

Hit Points 100 HD 10d8-12+XX Speed 30'

 

AC = Base Armor Shield Dex Size Natural Enhancement Dodge Deflection Other
  = 10     -1 -1 4 2   1  
Touch Flat Footed AB  Initiative RD/  RC RE
    9        
Light Load 2128 lb Medium Load 2129 -4264 lb Heavy Load 4269-6400 lb
Lift over head 6400 lb Lift from ground 12800 lb Push/Drag 32000 lb

 

Inmunities  
Languages Taldane, orc,

Save throws

  Total Base Score Resistance Other Temp. Conditionals
Fort.   6 3 2      
Ref.   3 -1 2      
Will.   6 -2 2 -2(racial)   +8(resistance) vs mind-affecting
+2 vs fear

 

Combat Manoveurs

  Total Base AB STR DEX Size Magic Other Conditionals
CMB 22 = 9 12 NO 1 -    
CMD 32 10 9 12 -1 1 1(deflection)  

Attacks

Weapon Attack Dmg Crit Range Type Special
Sickle 1 1d6 x2   S trip
Crossbow, light 4 1d8 19-20x2 80' P  

Armour

Armor AC Bonus Max. Dex ACP Spell Failure Speed Special
Haramaki 1 - 0 0% 30'  
Darkwood Buckler 1 - 0 0%    

Skills

Habilidad Atributo TOTAL Base Rangos Clase Otros ACP
Acrobatics DEX            
Appraise INT            
Bluff CHA            
Climb STR            
Craft() INT            
Diplomacy CHA            
Disable Device DEX            
Disguise CHA            
Escape Artist DEX            
Fly DEX            
Handle Animal CHA            
Heal WIS            
Intimidate CHA            
Knowledge(arcana) INT            
Knowledge(dungeoneering) INT            
Knowledge(engineering) INT            
Knowledge(geography) INT            
Knowledge(history) INT            
Knowledge(local) INT            
Knowledge(nature) INT            
Knowledge(nobility) INT            
Knowledge(planes) INT            
Knowledge(religion) INT         3(feat)  
Linguistics INT            
Perception WIS            
Perform() CHA            
Profession WIS            
Ride DEX            
Sense Motive WIS            
Sleight of Hand DEX            
Spellcraft INT            
Stealth DEX            
Survival WIS            
Swim STR            
Use Magic Device CHA            
 

 

Racial traits
Ferocity Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision Orcs can see perfectly in the dark up to 60 feet.
Dayrunner Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls
Vestigial Twin A malformed twin’s head juts out from the ogrekin, providing the ogrekin with all-around vision.
Weak Mind The ogrekin’s head is huge and misshapen. It gains a –2 penalty on Will saving throws.
Feats
Additional Traits

You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Artful Dodge

If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.

Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

Skill Focus(Knowledge[Arcana]) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Combat Stamina You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Skill Focus(Fly) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Advanced Weapon Training(Versatile Training[Intimidate, Bluff]) Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Extra Discovery You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Improved Critical (Falchion) When using the weapon you selected, your threat range is doubled.
Powerful Wings  You gain two wing attacks. These are secondary natural attacks that each deal damage appropriate to a creature one size category larger than yourself. You are also considered one size category larger for the purposes of any feats or abilities related to your wings, such as the Hover feat.
Class Features

Bravery(Ex)

A fighter gains a +2 bonus on Will saves against fear.
Mutagen(Su)

A mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. A mutation warrior can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. A mutagen that is not in a mutation warrior possession becomes inert until a mutation warrior picks it up again.

When a mutation warrior brews a mutagen, he selects one physical ability score—either StrengthDexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the mutation warrior to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per mutation warrior level. In addition, while the mutagen is in effect, the mutation warrior takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the mutation warrior level + the mutation warrior  Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a mutation warrior drinks a mutagen, the effects of any previous mutagen immediately end.

Weapon Training(Ex) [Heavy Blades]

Whenever the mutation warrior attacks with a weapon from his selected group, he gains a +2 bonus on attack and damage rolls.
A mutation warrior also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the mutation warrior Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Discovery

  • Wings(Ex): The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
  • Vestigial Arm(Ex): The alchemist gains a new arm on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Additional Skill
  • Diplomacy

Know Your Enemy(Ex)

As a move action, a student of war can study a foe she can see and attempt a Knowledge check appropriate to the creature’s type (DC = 10 + the target’s HD). Success grants her a +1 insight bonus against her enemy, which can be applied via one of the following stances (chosen when the check is attempted) to the indicated statistics and rolls.

  • Defensive Stance: The bonus applies to Armor Class and on saving throws against the target’s attacks.
  • Martial Stance: The bonus applies on attack and damage rolls against the target.
  • Tactical Stance: The bonus applies on combat maneuver checks and to CMD when initiating or defending against bull rushdisarmgrappleoverrun, and trip combat maneuvers.

A student of war can change her stance as a move action. The bonus lasts for 1 minute per class level or until the character uses this ability on another target. 

Mind Over Metal(Ex) When a student of war is using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor’s normal maximum Dexterity bonus still applies (limiting how much of the character’s Intelligence bonus she can apply to her AC).
Cantrips Wizards can prepare a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Arcane Reservoir(Su)

An exploiter wizard has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The wizard's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the wizard's level. Each day, when preparing spells, the wizard's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some wizard's exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the wizard reservoir are used to fuel many of the wizard powers. In addition, the wizard can expend 1 point from her arcane reservoir as a free action whenever she casts a wizard spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploiter Exploit
  • Quick Study(Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
  • Fiendish Proboscis (Su): The arcanist can spend 1 point from his arcane reservoir as a standard action to grow a long, articulated proboscis covered with small spiky hairs. The appendage grows from the arcanist’s face and houses a highly flexible, muscular tongue tipped with a cartilaginous barbed quill. The proboscis lasts for 1 round per arcanist level, during which time the arcanist cannot speak or use verbal components.

    The arcanist can end this exploit’s effects early as a swift action. As a standard action, the arcanist can attack a target with the proboscis’s tongue. This is a primary natural weapon with a 10-foot reach. Attacks with the tongue resolve as a touch attack. If the arcanist uses his tongue and hits a creature capable of casting spells or using spell-like abilities, he drains a portion of the target’s magical ability and adds 1 point to his arcane reservoir (points gained in excess of the reservoir’s maximum are lost). If the arcanist hits a creature that cannot cast spells or use spell-like abilities, the tongue instead drains a portion of the target’s life force and heals the arcanist of 1d6 points of damage. Regardless of the target’s ability to use magic, the tongue’s unnerving siphoning of magical or life energy causes the struck creature to become sickened for 1 round.

  • Familiar(Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities.
Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

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

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Effortless Magic(Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
Patron Spells(Spirits)

A pact wizard must select a patron and the pact wizard automatically adds his patron’s spells to his spellbook.

In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

  1. ghostbane dirge
  2. invisibility
  3. speak with dead
  4. spiritual ally
  5. mass ghostbane dirge
  6. shadow walk
  7. ethereal jaunt
  8. planar ally
  9. etherealness
Great Power, Greater Expense(Ex)
  • Oracle Curse: Hunger
    Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as goodberryheroes’ feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack.
  • You gain the grab monster special ability on bite attacks against creatures smaller than yourself.
Traits
Student of Philosophy [Social] You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Tusked [Race] Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Childhood Crush[Campaign] You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.
Mythic Power
Mythic Path Guardian 2
Mythic Abilities
  • Hard to Kill(Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
  • Surge(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
  • Amazing Initiative(Ex): you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
  • Ability Score: 
Mythic Path Abilities
  • Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
  • Armor Master I (Ex): You don’t take an armor check penalty or incur an arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you.
  • Sacrifical Shield (Ex): Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield’s hardness and hit points from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it’s destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled.
Mythic Feats

Spells

Level Spells per day DC
0 -  
1    
2    
3    
4    
5    
6    
7    
8    
9    
 

KNOWN SPELLS:
Nivel 0: detect magic, enhanced diplomacy, grasp, create water, stabilize, read magic

Nivel 1: murderous command, cure light wounds, shadow trap, obscuring mist, ill omen

Equipment Location Weight Value Special
  Head      
  Headband      
  Eyes      
Cape of the Free Will Shoulders   1500 If the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can’t use this ability again for 24 hours.
Amulet of Mighty Fists Neck   4000 Undead Bane
Shirt, Quick Runner's Chest    

This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.

Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions.

A character must wear this shirt continuously for 24 hours before he can activate this ability.

  Body      
Mithral Breastplate Armor   4350  
  Belt      
Sleeves of Many Garments Wrists   200  
  Hands      
  Ring 1      
  Ring 2      
  Feet      
Adamantine Falchion Weapon 1   3376 Weapon Cord
  Weapon 2      
  Weapon 3      
  Weapon 4      
Dusty Rose Prism, Cracked (Ioun Stone) Slotless     This stone grants a +1 competence bonus on initiative checks.
Handy Haversack Slotless   2000  
  Slotless      
  Slotless      
  Slotless      
Spring-loaded wrist sheath Wrists - Mundane      
         
   
Consumable Type Weight Value Special Uses
           
           
           
           
           
           
           
           
   
Miscellaneous Items Location Weight Value Special
         
         
Total    

 

Notas de juego

  • ¿Qué nivel de lanzador tiene el enlarge person permanente?
  • Entiendo que tras la compra de atributos y el +1 de regalo tu inteligencia inicial era 14. Eso te otorga 2 idiomas extra. Añadimos 3 de lingüistica, el taldane y el orco para 7 idiomas totales. Hay que quitar 3 idiomas.
  • Ajustada la capacidad de carga a tu fuerza y tamaño.
  • Ajustado tu CMB (no aplica el bono de deflection).
  • Ajustado tu DMC (añadido el -1 Des).
  • Tema rasgos:
    • Tienes 2 rasgos sociales y no puedes tener 2 rasgos del mismo tipo.
    • Magical Knack solo aplica si tu nivel de lanzador es inferior a tus DG, pero ya tienes NL 9 de mago sin el rasgo.

      Deberías ver de cambiar 2 de los rasgos pertinentes.

  • Veo que has reentrenado improved familiar. Entiendo que si haces eso Nyss acabaría yéndose y volverías a tener un familiar normal.

La ficha no está aún completa, vamos a ir viendo estas cosas de momento. 

Cargando editor
21/02/2024, 07:52
Mok'Doth & Mok'Grum
  • ¿Qué nivel de lanzador tiene el enlarge person permanente?
     

9, en uno de los cierres de escena con cambio de día reciente estaba todo detallado junto a otras cosas que hicieron cada personaje, ej: Cylina lanzó sowthoughts antidispel, las preguntas de adivinaciones, etc, pero creo que para emprolijar la escena Ora fue borrando o cambiando destinatarios, y solo puedo ver lo narrativo. No sé si lo puedes ver como master, sino luego dejo todo plasmado bien en la ficha nueva cuando la haga. También por ej. se había puesto detect magic permanente, tendría que haberlo puesto todo en el sector de buffos


  • Entiendo que tras la compra de atributos y el +1 de regalo tu inteligencia inicial era 14. Eso te otorga 2 idiomas extra. Añadimos 3 de lingüistica, el taldane y el orco para 7 idiomas totales. Hay que quitar 3 idiomas.
     

Todos los bonos/regalos que otorgan las características aplican retroactivamente desde el momento en el que éstas aumentan de forma permanente, es decir, aunque la int inicial haya sido de 14 luego ganó otros bonos gratis a medida que le subió la inteligencia. Sé que los desarrolladores han aclarado esto de la retroactividad varias veces en relación a todos los bonos en general, y tras buscar un poco en la web recién parece que también lo han tocado en relación a los lenguajes y también aparece en el manual como bono de inteligencia = lenguajes bono sin distinguir el momento de creación del pj o cualquier otro.

Igual le tendría que quitar alguno de seguro porque el sistema de items nuevos me hará bajar la inteligencia.


  • Ajustado tu CMB (no aplica el bono de deflection).
     

No tenía bono de deflection aplicado, el +1 en la columna de "Magia" era por weapon enhacement mágico (quizás igual debería señalarlo a parte como en la ficha de cylina porque hay un par de maniobras a las que no aplica, aunque sí a las que me interesan bah), con el cambio de sistema igual cambiará. La dex a la cmd seguro se me pasó cuando metí el enlarge, bien visto.


  • Tema rasgos:
    • Tienes 2 rasgos sociales y no puedes tener 2 rasgos del mismo tipo.
    • Magical Knack solo aplica si tu nivel de lanzador es inferior a tus DG, pero ya tienes NL 9 de mago sin el rasgo.

      Deberías ver de cambiar 2 de los rasgos pertinentes.
       

¿Cuándo son por bono de partida tampoco se pueden de tipo repetido? Creo que lo estaban haciendo así en la campaña, o así me aprece haberlo visto, pero vamos lo cambio sin problema. Lo del magical knack es porque antes tenía la multiclase del lado mágico y quedó, lo iba a reentrenar esta noche con Sindel por tema de penalizaciones pero si lo puedo sanear por aquí mucho mejor.


  • Veo que has reentrenado improved familiar. Entiendo que si haces eso Nyss acabaría yéndose y volverías a tener un familiar normal.
     

Esto surge del reclutamiento de las azatas en Elysium por parte de Nyss. Ora dijo en notas que mecánicamente se traducía a la no necesidad de tener esta dote para ser asistido por una azata como familiar. Cuando Nyss comentó ello on-roll también se habló por el grupo. Cylina igual se quedó con el Sr. Cangrejo, y Balthor o Talnera sí que lo aprovechó, Pyss creo que se llama.


  • La ficha no está aún completa, vamos a ir viendo estas cosas de momento. 
     

La verdad voy a esperar a que revises las tres fichas y ya luego te respondo lo que puedas encontrar mal todo junto del tirón y lo acomodo yo, que ha venido mi madre y hermana a veranear a mi casa por unos cuantos días y esto de la ficha me agobia a nivel humor. Lo mismo te aconsejo que no pierdas tiempo convirtiendo la ficha a las nuevas reglas porque habrá varias cosas que cambiaré. Itemizado desde ya y ello tocará otros valores, dotes, rasgos, y en este caso en particular, como tendré unos nuevos -2 int por el sistema ABP (a lo que le sumo -4int racial y -2int mutágeno), no quiero saber nada con los dos niveles de Estudiante de Guerra, demasiado gasto de recursos para conseguir solo un +2/+3 AC (igual seguirá siendo mago, uno aún menos inteligente e.e).

Cargando editor
05/03/2024, 18:00
Mok'Doth & Mok'Grum

Road to 13

Monje, Menhir Guardian of Many Styles 1- Shifter, Bestia sagrada 1 Guerrero, Mutante 2 -

-Mago, del Pacto Exploiter) 4

Ideas:
-Dote descubrimiento extra: tentáculo por envidia a la cola de Frizza, no da ataque natural extra. Reemplaza en rutina? Investigar.
-4 brazos con constructo... ¿Armas dos manos TWF posible? Investigar. 
-Capa de tentáculos, La Cosa Definitiva.
-¿Mitico? Item legantario: unyielding, Escudo hardness x2, hp x3, broken. Wild arcana? Preguntar grupo si queda alguien más que la tenga.

 

Cargando editor
03/05/2024, 06:50
Mok'Doth & Mok'Grum

PG:47  ( 5+9+9+7    +5 tier3º guardian) + 12CON

Mok tiene varios cambios porque le metí physic reformation a algunas feats y skills, y le corregí lo del rasgo de tipo repetido.

Lo de Moktopus de 8 brazos quedó en la nada, tenía arms of the marilith pero se las termine sacando cuando meti combat reflexes mítico (la dex va con por artfull dodge). 
Tema a tratar: ¿Con dos falchions usa Two Weapon Fighting o Multiattack Fighting? ¿Cómo toman el daño de str de la falchion de las off-hands? ¿Hacen 0.75str de daño o hacen 1str completo? Varía si el +1/2 de str que tienen usualmente las 2H se aplica como 1.5 x el 0,5 str de daño que metería lucha con dos armas en la off hand, subiendo hasta 0,75 o si se toma ese 1/2 de las 2H como un +0,5 plano por usar una off hand y entonces 0,5 + 0,5= 1   Estuve viendo en los foros y no encontré nada oficial, lo mejor era una ingeniería invertida que le hicieron a un bicho del bestiario que usa 2 armas a 2 manos, pero tampoco se podía sacar algo claro porque se podía estar aplicando redondeo a la baja y es un tema que por lo visto decide gm.

 

 

 

 

Name Mok'Doth 
&
Mok'Grum
Class Guerrero Mutante 11 Student of war 2
Mago (del Pacto Exploiter) 9 
Level 11-2/13 Experience 13
Alignment N(CB/LM) Race Orc(Ogrekin) Faith Desna To next level 0.9
Sex Male Height 7'6/2,28cm Weight 260kg Hair  
Age 38 Eyes visión en la oscuridad de 60 pies, visión all-round, visión con poca luz, detect magic permanente Skin   Native city Pantano Blanco

 

Ability Scores

 

Base

Racial

Nivel

Objeto

Otros

Total

modificador

FUE

15

+10

 

+4 (nivel 3, 6, 9,12)

+2 

+1regalo
+2mitico
+2EnlargeP
Permanent

36

13

DES

10

 

 

 

-2EnlargePerson

8

-1

CON

12

+4

 

 

 

16

3

INT

17

-4

+4 (nivel 4, 7,10 y 13)

+6

+1 Regalo

24

7

SAB

8

-2

 

 

 

6

-2

CAR

10

-4

 

 

 

6

-2

 

 

Hit Points 158 PG HD 13 Speed 30fts pies terrestres, volando 60fts

 

AC = Base Armor Shield DEX INT Size Natural Enhancement Dodge Deflection Other Circusntancial
  = 10 +6 (mithral breastplate)
 
+2 (pesado)
 
+7 -1

+3 "improve"
+2 base mutageno

+3 armadura   +1

 

+6CombatExpertiseMitic

+1Artfulldodge
+2armor defiant undead

Touch Flat Footed AB  Initiative RD/  RC RE
    9 1 (+1ioun)        
Light Load 2128 lb Medium Load 2129 -4264 lb Heavy Load 4269-6400 lb  
Lift over head 6400 lb Lift from ground 12800 lb Push/Drag 32000 lb  

 

Inmunities All-round vision (flanqueos)
Languages Común y Orco.  INT:  Enano, Gigante,  Gnoll  Draconic (mago), Goblin, Undercommon, necril. Lingüística:  Celestial, Abisal, Élfico.

Save throws

  Total Base Score Resistance Other Temp. Conditionals
Fort. 15 8(Marcial) 3 +4(resistence)     -2Hunger
Ref. 7 4(Marcial) -1 +4(resistence)     -2Hunger
Will. 8 8(Mago) -2 +4(resistence) -2(racial)
 
  +8(resistance) vs mind-affecting
+3 vs fear bravery
-2Hunger

 

Combat Manoveurs

  Total Base AB STR DEX Size Magic  Other Conditionals
CMB 28 = 13 13 NO 1 1(enhacement)    
CMD 37 10 13 13 -1 1 1(deflection)  

 

Attacks 

 

base de ataque

modificador

condicional**

TOTAL

c/c

+13/+6/+1

+13 (str)

-1tamaño grande

-2 Sickened hasta hacer ataque de mordida*

+26/+19/+14

+24/+17/+13*

a/d

+13/+6/+1

-2 (rasgo Corredor diurno)

-1 (Des)

-1tamaño grande

-2 Sickened hasta hacer ataque de mordida*

+9/+2/-3

+7/+0/-5

 

Weapon Attack Dmg Crit Range Type Special
-Adamantine Falchion, bane undead+1
 
Total +6
(+1magia +4weapon training+1weapon focus)

2D6+23
(+1magia+19STRx3/2+4Training)

15-20 / x2 10fts Cortante 2H
Adamantine con Bane
Modificadas
-Silver Falchion Total +5
(+4weapon training+1weapon focus)
2D6+22
(+19STRx3/2+4Training)
       
Naturales Secundarios en FullAttack

-MordiscoDoth(Curse)
MordiscoGrum(Rasgo)
-Alas x2(Dote)
 

Total -1
(-5Secundaria+4WeapT)

General:1d8+10(+6STR1/2+4WeapT)

Gore: 1d6+ ""

20x2 10fts MordiscoDoth:P
MordiscoGrum:B,P,S
Alas x2:B

Todos: Bane Undead

MordiscoGrum:primario
 

Base de todos:            
             

Armour

Armor AC Bonus Max. Dex ACP Spell Failure Speed Special
mithral breastplate +2 defiant 9 - - - 30'  
escudo pesado pipo  2 - - -    

Maestro de armaduras (Ex), mítico.

 

Skills

Claseada

W2x11lvl+EoW6x2lvl+7intx13lvl+2x13 camapaña= 153/153

atributo

Total

Atributo

Rangos

Clasea

Otros

Armor

 

acrobacias

DES*

5

-1

6

 

 

 

Guerrero/ w 

Artesanía (alquimia)

INT

11

7

1

3

 

 

Guerrero/ W

(Armadura y escudos)

INT

11

7

1

3

   

EoW

Averiguar Intenciones

SAB

6

-2

5

3

 

 

mago

-Conocimiento de Conjuros

INT

20

7

10

3

 

 

 

Curar

SAB

-2

-2

 

 

 

 

 EoW

Skill adicional lvl1 (ex)

Diplomacia

CAR

INT (rasgo)

23

7

13

 3

 

 

 

Disfrazarse

CAR

-1

-2

1

 

 

 

 

Engañar

CAR

INT (rasgo)

20

7

13

 

 

 

 

Escapismo

DES*

-1

-1

 

 

 

 

 

Interpretar ()

CAR

-1

-2

1

 

 

 

  Guerrero/

Intimidar

CAR

2

-2

1

3

 

 

Est.deGuerra

-Inutilizar mecanismo

DES*

3

-1

1

3

 

 

 

-Juego de Manos

DES*

-1

-1

 

 

 

 

mago

-Lingüística

INT

13

7

3

3

 

 

  Guerrero/

Montar

DES*

3

-1

1

3

 

 

  Guerrero/

Nadar

FUE*

16

13

1

3

 

 

Est deGuerra

Percepción

SAB

19

-2

13

3

+5 competencia item ojos

 

  Guerrero/

-Profesión (guerra)

SAB

2

-2

1

3

 

 

mago

-Saber (Arcano)

INT

26

7

10

3

6 dote

 

  Guerrero/

-Saber (Mazmorras)

INT

11

7

1

3

 

 

mago

-Saber (Geografía)

INT

11

7

1

3

 

 

mago

-Saber (Historia)

INT

11

7

1

3

 

 

  Guerrero/

mago

-Saber (Ingeniería)

INT

20

7

10

3

 

 

mago

-Saber (Local)

INT

11

7

1

3

 

 

mago

-Saber (Los Planos)

INT

11

7

1

3

 

 

mago

-Saber (Naturaleza)

INT

15

7

5

3

 

 

mago

-Saber (Nobleza)

INT

11

7

1

3

 

 

mago

-Saber (Religión)

INT

20

7

10

3

 

 

 

Sigilo

DEX*

8

-1

13

 

-4tamaño

 

Guerrero

Supervivencia

SAB

2/4*

-2

1

3

+2 * compass

 

mago

Tasación

INT

10

7

1

3

 

 

  Guerrero

-Trato con Animales

CAR

2

-2

1

3

 

 

Guerrero 

Trepar

FUE*

17

13

1

3

 

 

 

-Usar Objeto Mágico

CAR

11

-2

13

 

 

 

mago

volar

DES*

20

-1

10

3

+6 dote

+4
maniobra
buena

-2tamaño

 

"*" Penalizador de armadura | "-" Habilidades no entrenadas y sin rangos

 

 


 

Racial traits
Ferocity Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision Orcs can see perfectly in the dark up to 60 feet.
Dayrunner Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls
Vestigial Twin A malformed twin’s head juts out from the ogrekin, providing the ogrekin with all-around vision.
Weak Mind The ogrekin’s head is huge and misshapen. It gains a –2 penalty on Will saving throws.
Feats

1-General: Combat Reflexes

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

 A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

1-Fighter:  esquiva ingeniosa  

+1AC dodge cuando sos el único amenazando a un enemigo en melé

2-General:  Habilidad Foco 

 Saber Arcana +3 o +6 con 10 rangos

2-Fighter:  Combat Stamina 

Pool de Stamina (13BaB+3CON). Recupera 1 por minuto fuera de combate, c/u puede ser usado para conseguir bono de competencia en ataque (hasta 5 puntos a la vez). Habilita trucos en otros feats de combate que se tengan.

4-General:
 WoundrousMultiattack
Sacred Geometry 

quicken y empower

4-Fighter:  combat expertise 

-4 en ataque, +4AC. Truco de resistencia: cuando se usa, se anula la penalización en igual medida. Mitico pasa a +6 y anula penalización con un pm

6-General:  Enfoque de habilidad :

 Volar +3, o +6 con 10 rangos

6-Fighter:  Weapon Advance TrainingWarrior Spirit

Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.

8-General: Descubrimiento Extra :  Brazo Vestigial 

brazo extra que puede atacar, sostener y cargar cosas (no otorga ningún ataque o acción extra por ronda)

-Estudiante de Guerra2:  Crítico Mejorado :Falchion

 aumenta el rango de amenaza de crítico a 15-20. Truco de resistencia: gastando 5 puntos de stamina extiende el rango de amenaza a 12-20, pide tirada de confirmación (no es un crítico propiamente dicho, solo duplica el resultado del daño)
Regalo: Powerfull Wings   gana dos ataques alados naturales con los dados de una creatura una catergoria más grande 
10- General Descubrimiento Extra : Brazo Vestigial  brazo extra que puede atacar, sostener y cargar cosas (no otorga ningún ataque o acción extra por ronda)
10- Guerrero8 
TWF (o MWF, la que aplique)
 Resta -2 a la mano primaria y -6 a las off hands cuando se ataca usando dos armas
12-General 
Pin Down Combat
Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
12- Guerrero10 
Improved TWF
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Resonancia Ioun Stone
Weapon Focus
+1 ataque con las falchions
Class Features

Bravery(Ex)

A fighter gains a +3 bonus on Will saves against fear.
Mutagen(Su)

A mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. A mutation warrior can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. A mutagen that is not in a mutation warrior possession becomes inert until a mutation warrior picks it up again.

When a mutation warrior brews a mutagen, he selects one physical ability score—either StrengthDexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the mutation warrior to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per mutation warrior level. In addition, while the mutagen is in effect, the mutation warrior takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the mutation warrior level + the mutation warrior  Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever a mutation warrior drinks a mutagen, the effects of any previous mutagen immediately end.

Weapon Training(Ex) [Natural]

Whenever the mutation warrior attacks with a weapon from his selected group, he gains a +2 bonus on attack and damage rolls.
A mutation warrior also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the mutation warrior Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Discovery

  • Wings(Ex): The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
  • Vestigial Arm(Ex): The alchemist gains a new arm on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). (dote)
  • Vestigial Arm(Ex)x2: (dote)
  • Tentacle (ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Additional Skill
  • Diplomacy

Know Your Enemy(Ex)

As a move action, a student of war can study a foe she can see and attempt a Knowledge check appropriate to the creature’s type (DC = 10 + the target’s HD). Success grants her a +1 insight bonus against her enemy, which can be applied via one of the following stances (chosen when the check is attempted) to the indicated statistics and rolls.

  • Defensive Stance: The bonus applies to Armor Class and on saving throws against the target’s attacks.
  • Martial Stance: The bonus applies on attack and damage rolls against the target.
  • Tactical Stance: The bonus applies on combat maneuver checks and to CMD when initiating or defending against bull rushdisarmgrappleoverrun, and trip combat maneuvers.

A student of war can change her stance as a move action. The bonus lasts for 1 minute per class level or until the character uses this ability on another target. 

Mind Over Metal(Ex) When a student of war is using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor’s normal maximum Dexterity bonus still applies (limiting how much of the character’s Intelligence bonus she can apply to her AC).
Cantrips Wizards can prepare a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Arcane Reservoir(Su)

An exploiter wizard has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The wizard's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the wizard's level. Each day, when preparing spells, the wizard's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some wizard's exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the wizard reservoir are used to fuel many of the wizard powers. In addition, the wizard can expend 1 point from her arcane reservoir as a free action whenever she casts a wizard spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploiter Exploit
  • Quick Study(Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
  • Fiendish Proboscis (Su): The arcanist can spend 1 point from his arcane reservoir as a standard action to grow a long, articulated proboscis covered with small spiky hairs. The appendage grows from the arcanist’s face and houses a highly flexible, muscular tongue tipped with a cartilaginous barbed quill. The proboscis lasts for 1 round per arcanist level, during which time the arcanist cannot speak or use verbal components.

    The arcanist can end this exploit’s effects early as a swift action. As a standard action, the arcanist can attack a target with the proboscis’s tongue. This is a primary natural weapon with a 10-foot reach. Attacks with the tongue resolve as a touch attack. If the arcanist uses his tongue and hits a creature capable of casting spells or using spell-like abilities, he drains a portion of the target’s magical ability and adds 1 point to his arcane reservoir (points gained in excess of the reservoir’s maximum are lost). If the arcanist hits a creature that cannot cast spells or use spell-like abilities, the tongue instead drains a portion of the target’s life force and heals the arcanist of 1d6 points of damage. Regardless of the target’s ability to use magic, the tongue’s unnerving siphoning of magical or life energy causes the struck creature to become sickened for 1 round.

  • Familiar(Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities.
  • Dimensional Slide (su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

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

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Effortless Magic(Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
Patron Spells(Spirits)

A pact wizard must select a patron and the pact wizard automatically adds his patron’s spells to his spellbook.

In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

  1. ghostbane dirge
  2. invisibility
  3. speak with dead
  4. spiritual ally
  5. mass ghostbane dirge
  6. shadow walk
  7. ethereal jaunt
  8. planar ally
  9. etherealness
Great Power, Greater Expense(Ex)
  • As a pact wizard grows in power, his choice of patron begins to affect his physical body.

    At 5th level, the pact wizard chooses one oracle curse, using 1/2 his character level as his effective oracle level when determining the effects of this curse.

    If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook.

    Oracle Curse: Hunger
    Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as goodberryheroes’ feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack.Lvl 10: You gain the grab monster special ability on bite attacks against creatures smaller than yourself.

  • At 10th level, the pact wizard can invoke his patron’s power to roll twice and take the better result when attempting any caster level check, concentration check, initiative check, or saving throw. He can activate this ability as a free action before attempting the check, even if it isn’t his turn. He can use this ability a number of times per day equal to 3 + 1/2 his Intelligence modifier. 
Traits
Student of Philosophy [Social] You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Tusked [Race] Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Regalo Childhood Crush[Campaign] You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.
Lectura Libro de los Condenados +2 bonus on BluffKnowledgePerceptionSense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Mythic Power
Mythic Path Guardian 3
Mythic Abilities
  • Hard to Kill(Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
  • Surge(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
  • Amazing Initiative(Ex): you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
  • Ability Score: 2str
  • Recuperation(Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Path Abilities
  • Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
  • Armor Master I (Ex): You don’t take an armor check penalty or incur an arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you.
  • Sacrifical Shield (Ex): Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield’s hardness and hit points from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it’s destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled.
  • Extra Mythic Feat (Ex) : Dual Path: Archmage, Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Mythic Feats

Spells

Level Spells per day+INT DC
0 -  
1 4+2  
2 4+2  
3 4+2  
4 4+1  
5 3+1  
6 2+1  
7 1+1  
8    
9    
 

 

Spells permanentes:
1xpermanent enlarge person cl9
2xsow thoughtcl10 "tengo una protección contra dispels"
1xRune of durabilitycl20 en escudo
1xHarderingcl20 en escudo

KNOWN SPELLS:
Nivel 0: todos los de mago

Nivel 1

Conocidos: 11 = [+3 de Base +5 de INT base + 2 por nivel + 1 del Patrón Brujo(Canto Fantasmal) +4comprado +2 int retroactiva]
1- Burbuja de aire
2- Alarm
3- Escudo 
4- Heightened Awareness  
5- Escudo de piedra 
6- Siervo invisible 
7- Crafter Fortune  
8- Obscuring mist 
9- Enlarge Person
10-Blood Money
11- Canto fúnebre fantasma
12-Harden (comprado)
13-Protection from evil (comprado)
14-True-strike (comprado)
15- Memorice page (comprado)
16- Long arm
17-

Nivel 2.

Conocidos: 5=  +4LVL +1 Patrón (invisibilidad)
1- Uncanny reach
2- Ashen Path 
3- Imagen de espejo
4- Reinforce Armaments, greater
5- Patron: Invisibilidad 
6- Blur(comprado)

Nivel 3.

Conocidos: 5  (+4LVL +1 patron  hablar con muertos  )
1- Greater Magic Weapon 
2- DispelMagic 
3- Magic-circle-against-evil
4- Haste 
5- Patrón: hablar con muertos 

6-Invisibility-sphere (comprado)

 

Nivel 4: 4 (+4lvl+1patronspiritual ally)
1-Calcific Touch 
2-Emergency Force Sphere
3-Dimension Door  
4-Spiritual ally (patron)
5-Glove of invulnerability

6-Greater Invisibility (comprado)
Conjuros diarios: 4  (Clase:2 + INT:1)
CD Salvación:  19  Nivel de lanzador:  9  Preparados: 

Nivel 5: 5(+4lvl+1patron)
Conocidos: 2 
1-StoneSkin Comunal
2-Permanency  
3-Patrón:mass ghostbane dirge
4-Summon Monster V
5-Wall of force
Conjuros diarios: 4  (Clase:1 + INT:1 )
CD Salvación:  20  Nivel de lanzador:  9  Preparados:

Nivel 6: 5(+4lvl+1patron shadow walk)

1:shadow walk(patron)
2:Borrowed time
3:Planar Binding
4:Greater Dispellmagic
5:Contingency

Nivel 7: 2(+2lvl )

1-Limited Wish
2-Legendary Proportions

Equipment Location Weight Value Special
Gingasa of the fortunate soldier  Head   2.500(creado) +1ac deflection, 1/día anula critico o sneak
Headband of vast inteligence +6 Headband   18.000
(creado)
 
Eyes of the eagle Eyes   1.250(creado) +5 competencia en percepción
Cloak of Resistence+4 Shoulders  

16000

 
Amulet of Mighty Fists  Neck   2.000(creado) Undead Bane
Camisa, Quick Runner's corset of delicated moves
1000

 

Chest   2500 (1000(creado)+ 1.000x1.5) 1/dia acción de movimiento extra
  Body      
Mithral Breastplate  Defiant Undead +3 Armor   0 regalo de Cylina create armaments +16000 magico  
Cinturón de Fuerza Gigante +2 Belt   2000(creado) FUE +2
Sleeves of Many Garments Wrists   100(creado)  
Gloves of Dueling Hands   7500(creado)  
  Ring 1      
  Ring 2      
Boots of the cat  Feet   500(creado)  
Adamantine Falchion modificada, Bane+1 & Efforlesss Lace  Weapon 1   11075 + 2500 lazo + 750 mod  Versatile design (natural weapons)
Silver Falchion, bane +1 modificada & Cuerda  Weapon 2   75+180
+8000 magic
+500 mod +1 cuerda + 
Versatile design (natural weapons)
-Stingx2 + x50 amunition sling bullets (en muñequera) Weapon 3   gratis + 5sp  
Rod extend, lesser Weapon 4   3000  
Estacas madera. ¿Huesos de vampiro?        
Dusty Rose Prism, Cracked (Ioun Stone) Slotless   500 This stone grants a +1 competence bonus on initiative checks.
-Wayfinder + Clear Spindle, Cracked  Opalescent White Pyramid Slotless   500g+
1000g 
trata las falchion como marciales y la resonancia da weapon focus
  Slotless      
Handy HaverSack  Slotless   1000(creado)  
Perla De Poder lvl1x6 lvl2x1 Slotless   3000(creado) +
2000(creado)
 
Four Leaf Clover Slotless   3750 +2 luck bonus saves, skills yability 3/dia
Karma beads Slotless   4800(creado)  
Bolsa de componente de hechizo  Slotless   5  
-Blood Reservoir of Physical Prowess Slotless   1000(creado)  
1Scroll Case Spring Loaded, cinturón: cargado con sleep
2Scroll Case Spring Loaded, mochila: cargado con Truco de cuerda 
3Wrist Sheath, Spring Loaded, brazo izquierdo: cargado con Sling   
4Wrist Sheath, Spring Loaded, brazo derecho: cargado con Scroll of Grease
5Wrist Sheath, Spring Loaded, tercer brazo: cargado con Scroll True Strike
 
Wrists - Mundane   15g +25g
25g + nada, ya poseía este scroll
35g + gratis
45g+25g
5g+25g pendiente
 
         
   
Consumable Type Weight Value Special Uses
curar heridas leves  varita   750 las lleva Nyss  
ill omen     750    
Pergaminos:  Restauración, Menor  (150 mo),  Truco de cuerda  (150 mo),  soportar elementos  (25 mo)  Montura (C) (25 mo) Scroll of harden x2x1 25g Scroll of greater magic fangx1 375     750    
Aetherx5x4 droga   100    
MetamagicRod extend, lesser     3000    
Nectar of the gods     5000    
RukTarx4 Zerkx4Flayleafx4DesertCoffex8 Opiumx4 HarlotSeedsx5     900    
           
   
Miscellaneous Items Location Weight Value Special

"Escudo Cuna de Pipos", coste total 3100g, 36 hardness 242hp.
-Escudo pesado adamantino 20 hardness 26hp 3020po.
-Shield Boss Mw: 80gold +15hp  (total hasta ahora: 20H 41HP)
-Rune of durability hpx2, selfcast (total hasta ahora 20H 82HP)
-Hardering +10Hardness, self cast (total hasta ahora 30H 82HP)
-Tamaño Large hpx2= 30 164hp
-Harden +50% hardness= 45hardness 164hp
-Reinforce Armaments hardness x2= 90 hardness 164hp
-¿Enhacement?

       
         

Kit personal***:  Wandermealx20  (2sp,10lbs),  Cantimplora x2 (4gp,2lbs),  Velas x10 (1sp),  Sedal y Anzuelos (5sp,3lbs),  MessKit (para el señorito Grum)  (2sp),   Bellsx5  ( 5gp),  Manaclesx3 (45gp, 6lbs)  llaves maestras (85gp)  Imán  (5sp, 0,5lbs),  Brújula  (10gp, 0,5lbs),  Espejo  (10gp, 0,5lbs),  Cinta adhesiva x2 (10gp),  Manta de invierno  (5sp 3lbs)  Saco de dormir (5sp, 3lbs),  Cuerda de seda de 100 pies  (10gp, 10lbs),  Polvo x2(2cp),  Tizax2 (2cp), Tapones para los  oídos x3 (9cp), Libro de hechizos,  Tinta / bolígrafo  (8g1s) Papel x20 (2sp),  Carbón (5sp),  Flint & Steel  (1gp),  Oil x3 (3sp), Soul Soap (100gp, creado)  Jabón  (3cp 1,5lbs),  Flecha de agarre (o gancho) x2(2gp), Silbato de señales (8cp),  Honda ,  Tienda  (10gp, 20lbs),  Bandolera (5sp),  Bolsa de cinturón (1gp),  Cualquier herramienta del viajero  ( 250 mo),  Laboratorio de alquimista  (200 mo 40 libras),  Agua bendita x2 (50 mo),  Fuego de alquimistax3 (60gp),  AlchemicalSilver Battle Aspergillum  (25gp) total: 67Lbs Costo: 

Cartera familiar  (25 mo 6 libras):

    915 mo, 3 mp, 2 mc  
Total gastado   139,051

 

- Tiradas (2)