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La Maldición del Trono Carmesí

Creación de PJ

Cargando editor
18/09/2019, 18:06
Director

Notas de juego

Todo bien los dos.

Cargando editor
01/10/2019, 23:56
Director

2068px

Cargando editor
07/10/2019, 09:35
Director

2418px (linchamiento)

Cargando editor
12/12/2019, 09:11
Director

Baldrago and Malder—Renegade Guards CR 1 100xp

Karralo and Parns—Renegade Guards CR 1 100 xp

Verik Vancaskerkin CR 3 200 xp

TOTAL 2818 xp

Cargando editor
08/04/2020, 20:59
Boran Machacador

PG. 9.

Bab: +1.

Salvaciones: Ref+1, Vol +1.

Habilidades: Acrobacias, Intimidar, Percepción, Supervivencia, Nadar.

Dotes: escarificación, poder de nivel. Proeza intimidatoria, dote de nivel. 

Cargando editor
10/05/2020, 03:30

Creo que mi pj anda listo, puedes mirartelo Master(lo que me ha costado encontrar alguna imagen de kitsune que me gustara...)

Cargando editor
28/01/2022, 17:18
Boran Machacador
Sólo para el director

+1 Fue

PG. 9.

Bab: +1.

Salvaciones: For +1.

Habilidades: Acrobacias, Intimidar, Percepción, Supervivencia, Nadar.

Dotes: escarificación, poder de nivel. Proeza intimidatoria, dote de nivel. 

Poder de furia. Totem de la bestia menor.

Cargando editor
29/01/2022, 18:58
Sólo para el director

Vale, no recuerdo que narices pensaba para el pj pero bueno, tiraré por aquí.

+1 nivel: +1AB, +1 salvación de voluntad.

+1 Carisma, +1 mystery spell que cambio por la dote Mystic tail, Aprende el conjuro de curar heridas moderadas y Boneshacker. uno de nivel 0. Crear agua.
Por la revelación aprendo también Searching shadows:

Cargando editor
16/09/2022, 16:20
Sólo para el director
Nombre Yaslo Clase Warpriest(arsenal chaplain) Nivel 4 Experiencia Actual 0
Alineamiento N Raza Semiorco Religión Irori Siguiente Nivel  
Sexo H Altura 1.65 Peso 65 Pelo Castaño, lacio
Edad 19 Ojos marrones Piel Grisacea Ciudad Natal Korvosa

Características

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

 

Valores Básicos

Puntos de Golpe   DG 4 Velocidad 30
Poder de Clase 4 RESTAN 4
Ataque Base +3
Idiomas Común, Orco, infernal.
Iniciativa +4
Dinero 67

Defensas

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

Cargas y Pesos Manejables

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

Salvaciones

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

Maniobras de Combate

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

Ataques

Arma Ataque Daño Crítico Rango Tipo Munición Especial
Orc Hornbow MW +10 2d6+2 x3 80 perf flechas  
Patada +5 1d6+2 19-20 '      
Alfanjón +5 2d4+3 18-20   Cor    
 

Arco +3 AB +4 des+1 soltura con arma +1 Bracers+1 MW.

Habilidades

Habilidad  16 Atributo TOTAL Base Rangos Clase Otros PA
Acrobacias DES            
Artesanía () INT       x    
Averiguar Intenciones SAB +9 2 4 x    
Conoc. Conjuros INT +5 1 1 x    
Concentración SAB +6 2 MAX      
Diplomacia CAR       x    
Disfrazarse CAR            
Engañar CAR            
Escapismo DES            
Interpretar () CAR            
Intimidar CAR       x    
Inutilizar Mecanismo DES            
Juego de Manos DES            
Lingüística INT            
Montar DES 8 4 1 x    
Nadar FUE       x    
Oficio  SAB       x    
Percepción SAB 6 2 4      
Sigilo DEX 8 4 1 x    
Saber (Arcano) INT            
Saber (Geografía) INT            
Saber (Historia) INT            
Saber (Ingeniería) INT       x    
Saber (Local) INT            
Saber (Mazmorras) INT            
Saber (Naturaleza) INT       x    
Saber (Nobleza) INT            
Saber (Planos) INT            
Saber (Religión) INT       x    
Sanar SAB +6 2 1 x    
Supervivencia SAB +9 2 4 x    
Tasación INT            
Trato con Animales CAR       x    
Trepar FUE       x    
Usar Objeto Mágico CAR            
Volar DES            
 

Rasgos y Dotes

Nombre Descripción
Rasgos Raciales Semiorco
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision
 Shaman’s Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin
Rasgos de Trasfondo
Fate's favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Rasgos de Clase

Blessings (Su)

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

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

War Blessing

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

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

Weapon and Armor Proficiencies

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

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

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

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

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

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

Conjuros

Nivel CD Conjuros Base Conjuros Adicionales Conjuros Conocidos Conjuros Memorizados
0 12 4     4
1 13 3 +1   4
2 14 1 +1   2
3          
4          
5          
6          

 

 

 

Cantidad NOMBRE DESCRIPCIÓN UBICACIÓN PESO VALOR
1 orc Hornbow +2 fue MW   Espalda 3 330
40 flechas   carcaj 3

2

20 Flechas contundentes   carcaj 3 2
10 Flechas de hierro frio   Carcaj   1
Flechas de plata   Carcaj   10
1 Pathfinder kit This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures. Mochila 22 12
1 Simbolo sagrado       1
  Camisote de malla       100
  Alfanjón       75
  Brazales de arquero menores  

Brazos

  5000
  Varita de curar heridas leves   25 cargas.     375
  Ioun torch       25
    TOTAL     5933
Cargando editor
21/09/2022, 09:58
Director

Subis de nivel, chicos!

Cargando editor
21/09/2022, 12:23
Boran Machacador
Sólo para el director

Bárbaro 5:

- Bab: +1.

- Salvaciones: igual.

- Pg: 9.

- Habilidades: Acrobacias, Intimidar, Percepción, Supervivencia, Nadar.

- Habilidad de clase, tolerancia mejorada: En el 5º nivel, la aptitud de tolerancia de un rabioso con cicatrices también se aplica a los efectos que harían que se deslumbrara , asustara , estremeciera o aturdiera .Esto reemplaza a esquiva asombrosa mejorada .

- Dote de nivel: hendedura.

Cargando editor
21/09/2022, 12:49
Director

Subida correcta, Candy.