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 |
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, |
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 |
Total | Base | AB | STR | DEX | Size | Magic | Other | Conditionals | |
---|---|---|---|---|---|---|---|---|---|
CMB | 22 | = | 9 | 12 | NO | 1 | - | ||
CMD | 32 | 10 | 9 | 12 | -1 | 1 | 1(deflection) |
Armor | AC Bonus | Max. Dex | ACP | Spell Failure | Speed | Special | |
---|---|---|---|---|---|---|---|
Haramaki | 1 | - | 0 | 0% | 30' | ||
Darkwood Buckler | 1 | - | 0 | 0% |
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 Strength, Dexterity, 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. |
Discovery |
|
Additional Skill |
|
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.
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 |
|
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. |
Great Power, Greater Expense(Ex) |
|
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 |
|
Mythic Path Abilities |
|
Mythic Feats |
|
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 |
Deberías ver de cambiar 2 de los rasgos pertinentes.
La ficha no está aún completa, vamos a ir viendo estas cosas de momento.
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
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.
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.
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.
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 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).
Road to 13
Monje, Menhir Guardian of Many Styles 1- Shifter, Bestia sagrada 1 Guerrero, Mutante 2 -
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.
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 |
|
Base |
Racial |
Nivel |
Objeto |
Otros |
Total |
modificador |
FUE |
15 |
+10 |
+4 (nivel 3, 6, 9,12) |
+2 |
+1regalo |
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 | Size | Natural | Enhancement | Dodge | Deflection | Other | Circusntancial | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
= | 10 | +6 (mithral breastplate) |
+2 (pesado) |
+7 | -1 |
+3 "improve" |
+3 armadura | +1 |
|
+6CombatExpertiseMitic +1Artfulldodge |
|||
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, |
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 |
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) |
|
base de ataque |
modificador |
condicional** |
TOTAL |
c/c |
+13/+6/+1 |
+13 (str) -1tamaño grande |
+26/+19/+14 +24/+17/+13* |
|
a/d |
+13/+6/+1 |
-2 (rasgo Corredor diurno) -1 (Des) -1tamaño grande |
+9/+2/-3 +7/+0/-5 |
2D6+23
(+1magia+19STRx3/2+4Training)
Total -1
(-5Secundaria+4WeapT)
General:1d8+10(+6STR1/2+4WeapT)
Gore: 1d6+ ""
Todos: Bane Undead
MordiscoGrum:primario
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 |
|
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 |
|
|
|
|
Skill adicional lvl1 (ex) |
Diplomacia |
INT (rasgo) |
23 |
7 |
13 |
3 |
|
|
|
Disfrazarse |
CAR |
-1 |
-2 |
1 |
|
|
|
|
Engañar |
INT (rasgo) |
20 |
7 |
13 |
|
|
|
|
Escapismo |
DES* |
-1 |
-1 |
|
|
|
|
|
Interpretar () |
CAR |
-1 |
-2 |
1 |
|
|
|
Guerrero/ |
Intimidar |
|
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 -2tamaño |
|
"*" |
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: |
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 Training: Warrior 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 Strength, Dexterity, 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. |
Discovery |
|
Additional Skill |
|
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.
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 |
|
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. |
Great Power, Greater Expense(Ex) |
|
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 Bluff, Knowledge, Perception, Sense 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 |
|
Mythic Path Abilities |
|
Mythic Feats |
|
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
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)
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+
1000gtrata 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 pendienteConsumable 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 375750 Aether x5x4droga 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
Motivo: 4 niveles fighter
Tirada: 4d10
Resultado: 27 [2, 9, 9, 7]
Motivo: 4 niveles wizard (1 solo dado para ver si reemplazo al 2 de fighter)
Tirada: 1d6
Resultado: 1 [1]