Vale, lo resumo de manera rápida y dura por si alguien tiene el proceso un poco oxidado
Primero miráis en la tabla de abajo a ver si al llegar al nuevo nivel ganáis dotes o puntos de característica.
Luego en vuestra clase de personaje comparáis la fila del nivel anterior con la del nivel que subís. Modificáis el ataque base, los bonos a las TS y miráis que habilidades especiales os da el nuevo nivel. Mejoráis el ataque con las armas derivadas, así como el BMC y el DMC, que dependen del ataque base.
Por último miráis cuantos puntos de habilidades (x+bono de Int) os da y los repartís, teniendo en cuenta que nunca se pueden tener más rangos en una habilidad que niveles de personaje. Y por último tiráis el dado de puntos de golpe. Si sacáis un 25% o menos en el dado, repetís la tirada.
También es posible reentrenar algún aspecto del personaje que no os convenza. Ver enlace para reentrenamiento de PJs.
Character Level | Experience Point Total | Feats | Ability Score | ||
---|---|---|---|---|---|
Slow | Medium | Fast | |||
1st | — | — | — | 1st | — |
2nd | 3,000 | 2,000 | 1,300 | — | — |
3rd | 7,500 | 5,000 | 3,300 | 2nd | — |
4th | 14,000 | 9,000 | 6,000 | — | 1st |
5th | 23,000 | 15,000 | 10,000 | 3rd | — |
6th | 35,000 | 23,000 | 15,000 | — | — |
7th | 53,000 | 35,000 | 23,000 | 4th | — |
8th | 77,000 | 51,000 | 34,000 | — | 2nd |
9th | 115,000 | 75,000 | 50,000 | 5th | — |
10th | 160,000 | 105,000 | 71,000 | — | — |
11th | 235,000 | 155,000 | 105,000 | 6th | — |
12th | 330,000 | 220,000 | 145,000 | — | 3rd |
13th | 475,000 | 315,000 | 210,000 | 7th | — |
14th | 665,000 | 445,000 | 295,000 | — | — |
15th | 955,000 | 635,000 | 425,000 | 8th | — |
16th | 1,350,000 | 890,000 | 600,000 | — | 4th |
17th | 1,900,000 | 1,300,000 | 850,000 | 9th | — |
18th | 2,700,000 | 1,800,000 | 1,200,000 | — | — |
19th | 3,850,000 | 2,550,000 | 1,700,000 | 10th | — |
20th | 5,350,000 | 3,600,000 | 2,400,000 | — | 5th |
Si podemos perder los cinco días de reentrenar un poder, a mí sí que me gustaría reentrenar uno y dotarme de un ataque secundario de mordisco (1d4+4 +2d6 energético) a cambio de perder el +2 a la CA por esquiva que requiere una acción de movimiento para ser activado.
Por lo demás, subo un nivel de bárbaro: +9 pg, +1 ataque, +1 reflejos y voluntad, +4 puntos de habilidad (esa int 8...), 2 asaltos por furia por subida de nivel (serían 22), y por cada 9 puntos de daño energético qeu reciba subo 3 asaltos de furia al día. Esto último es importante porque está claro que con esta campaña los combates son tan constantes sin tiempo de descanso que no hay asaltos de furia que lleguen a nada. Cada asalto que gane es oro puro.
Motivo: PG
Tirada: 1d12
Resultado: 1 [1]
Motivo: PG
Tirada: 1d12
Resultado: 7 [7]
Me fijo ahora qeu reentrenar un poder implica estar esos días con un barbaro de nivel 10 para que me entrene, y dudo qeu haya muchos por lso alrededores. Si no puede ser no puede ser.
Bueno, dependiendo de los días que tengamos me plantearé hacer algún reentrenamiento o no. Saco pg minimos :(
+1 AB,8 puntos de habilidad, +1 salvaciones de voluntad, un conjuro al día más de nivel 4 y dos de nivel 5. +1 a la reserva arcana.
Motivo: PG
Tirada: 1d6
Resultado: 3 [3]
Gavros se sintió de repente más fuerte y aguantador. (+10 pgs)
Fortaleza y Voluntad las sube en +1.
Su bono de combate sube en 1.
Una plegaria más de nivel 4 y otra de nivel 5.
Sube 4 puntos en habilidades, que se van hacia:
Motivo: PGs
Tirada: 1d8
Resultado: 8(+2)=10 [8]
Todas las subidas parecen correctas sobre el papel. Iré revisando las fichas poco a poco.
Según mis cálculos hay aproximadamente 120 millas de viaje rodeando la Bahía de Avalón desde Illmarsh hasta Califas. Salvo que busquéis medios alternativos de transporte, tardaréis medio día en encontrar alguien que os venda unos caballos ligeros y tres más en recorrer el camino Illmarsh - Thrusmoor - Vauntil - Califas. Llegarías al atardecer del cuarto día si os dais toda la prisa posible.
Por supuesto, también podéis demoraros más e incluso parar por el camino, pero recordad que el Sendero Susurrante seguramente sepa dónde estáis o tenga los medios para averiguarlo. Por no mencionar que a saber qué nefandos planes están llevando a término mientras viajáis...
@Montaña: encontrar un bárbaro de nivel 10 va a ser difícil en esta parte del país, salvo que esperes a llegar a Califas y lo busques allí.
Pues por ahora evidentemente no reentreno nada.
¿Gavros conoce, o ha oido, del templo o feligreses de Farasma en Ustalav?
¿Sabe quién es la obispa/sacerdotiza a cargo?
+12 PG = Total de 119pg - ataque +7/+2 - +1 reflejos.
Habilidades (8+3) - Acrobacia/ Averiguar intenciones // Escapismo/Engañar /Inutilizar mecanismo,/Percepción , /Saber (dungeons) /Saber (local) ,/ Sigilo , /Trepar / Usar objeto mágico/
Talentos avanzados: Sorpresa del cazador (Ex): una vez al día, un pícaro con este talento puede elegir un único enemigo adyacente como su presa. Hasta el final de su próximo turno, puede añadir su daño de ataque furtivo a todos los ataques que haga contra su presa, incluso si no la flanquea o si no está desprevenida.
Talento de picaro: Observador sagaz (+4 a percepción - una conversación o encontrar objetos ocultos o secretos (incluso puertas y trampas).
Desbloqueo de habilidad: saber planos.
Motivo: puntos de golpe
Tirada: 1d8
Resultado: 8 [8]
Subida a nivel 10
+1 AB, subidos BMC y DMC
+1 TS Fortaleza
Bono valentía pasa a +3
Dote extra: por determinar
Habilidades: +1 Intimidar, +1 Percepción, +1 Trepar, +1 Saber (ingeniería)
Resistencia a la magia sube a 15
7+3 pg= +10 pg
Motivo: Puntos de golpe
Tirada: 1d10
Resultado: 1 [1]
Motivo: Puntos de golpe
Tirada: 1d10
Resultado: 7 [7]
Faltaría decidir la dote, pero todo lo demás está listo.
Tiro por aquí los spellcraft para conocer los conjuros extra. A ver si dejo la ficha rematada de una vez. Si después prefieres que tire en la nueva partida o lo haga de otro modo, me dices y repito el proceso.
La dificultar es 15+nivel de conjuro en spellcraft. Tengo 22 en esa habilidad, y el nviel de conjuro más alto que voy a intentar es 5, así que en principio los paso siempre que no saque un 1.
Serían 2 de nivel 2, 2 de nivel 3, y uno de nivel 5. Hago las 5 tiradas.
Vale, las paso todas. ¡Milagro!
El coste total de esos pergaminos sería: 2*150+2*375+1125= 2175 mo. Lo incluyo en la ficha.
Motivo: Spellcraft
Tirada: 5d20
Resultado: 18, 3, 9, 18, 9 (Suma: 57)
Aprobadas las tiradas y los costes.
Tiro una más por un conjuro de nivel 4. 700 mo me cuesta.
Motivo: Spellcraft
Tirada: 1d20
Resultado: 14 [14]
Nombre | Yarro | Clase | Warpriest(arsenal chaplain) | Nivel | 10 | Experiencia Actual | 0 |
---|---|---|---|---|---|---|---|
Alineamiento | N | Raza | Semiorco | Religión | Irori | Siguiente Nivel | |
Sexo | H | Altura | 1.65 | Peso | 75 | Pelo | Castaño, lacio |
Edad | 28 | Ojos | marrones | Piel | Grisacea | Ciudad Natal | Grilletes |
Puntuación | Mod | Temp | Mod. Temp | |
---|---|---|---|---|
FUE | 14 | +2 | ||
DES | 22(16+2raza+2nivel+2 item) | +6 | ||
CON | 12 | +1 | ||
INT | 12 | +1 | ||
SAB | 14 | +2 | ||
CAR | 7 | -2 |
Puntos de Golpe | 61 | DG | 10 | Velocidad | 30 | |
---|---|---|---|---|---|---|
Poder de Clase | RESTAN | |||||
Ataque Base | +7/+2 | |||||
Idiomas | Común, Orco, infernal. | |||||
Iniciativa | +6 | |||||
Dinero |
CA | = | BASE | Armadura | Esc. | Des. | Tamaño | Natural | Mejora | Desvío | Suerte | Misc. | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 | = | 10 | 10 | 2 | 3 | |||||||
Toque | Desprevenido | Resistencias Elementales | RD/ | RC | FCA | |||||||
15 | 22 | |||||||||||
Inmunidades |
Carga Ligera | 58 | Carga Media | 116 | Carga Máxima | 175 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Alzar | Levantar | Empujar |
Total | Base | Característica | Magia | Otros | Temporal | Condicionales | ||
---|---|---|---|---|---|---|---|---|
Fortaleza | +11 | +7 | +1 | +1 | +2 | |||
Reflejos | +12 | +3 | +6 | +1 | +2 | |||
Voluntad | +12 | +7 | +2 | +1 | +2 |
Total | Base | BAB | Fuerza | Destreza | Tamaño | Magia | Otros | Condicionales | |
---|---|---|---|---|---|---|---|---|---|
BMC | +9 | = | 7 | 2 | No | ||||
DMC | 25 | 10 | 7 | 2 | 6 |
Ataque arco: +1 soltura+1soltura mayor+1 arco+6destreza+7ab+4 weapon training +2 brazales-2 Rapid shot-2 Deadly aim
Daño arco: 2d6+2(fue)+2(especialización)+4(weapon training)+1(brazales)+4(deadly aim)=2d6+13
Habilidad | Atributo | TOTAL | Base | Rangos | Clase | Otros | PA | |
---|---|---|---|---|---|---|---|---|
Acrobacias | DES | +2 | 6 | -4 | ||||
Artesanía (Flechas) | INT | +5 | +1 | 1 | x | |||
Averiguar Intenciones | SAB | +15 | +2 | 10 | x | |||
Conoc. Conjuros | INT | +10 | +1 | 6 | x | |||
Concentración | SAB | +12 | +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 | x | ||||||
Nadar | FUE | x | ||||||
Oficio ( ) | SAB | x | ||||||
Percepción | SAB | +16 | +2 | 10 | x | +1 | ||
Sigilo | DEX | +6 | +6 | 1 | x | -4 | ||
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 | 5 | 1 | 1 | x | |||
Sanar | SAB | x | ||||||
Supervivencia | SAB | 6 | 2 | 1 | x | |||
Tasación | INT | |||||||
Trato con Animales | CAR | x | ||||||
Trepar | FUE | x | ||||||
Usar Objeto Mágico | CAR | |||||||
Volar | DES | |||||||
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. |
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. |
Chance Savior
|
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks. |
Seeker |
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. |
Naive: |
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers. |
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. | |
War Blessing (Su) |
An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, an arsenal chaplain gains Quicken Blessing (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level. At 13th level, an arsenal chaplain can use the War blessing on an ally at a range of up to 30 feet by spending an additional use of the blessing ability. At 16th level, an arsenal chaplain can use the War blessing on a second target with a single use of the blessing ability. At 19th level, an arsenal chaplain can use the War blessing on any number of targets at once with a single use of the blessing ability. This ability alters blessing and replaces sacred armor. |
Weapon Training (Ex) |
At 5th level, an arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy. |
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. |
|
Dotes | |
Endurance (raza) |
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 (Gratis) |
+1 ataques con arco largo |
Disparo a bocajarro (1) |
+1 ataque y daño con armas a distancia a 30' o menos. |
Disparo preciso (3) |
Ignora el -4 por disparar a un combate cuerpo a cuerpo. |
Disparo rapido (adicional 3) |
Dispara una flecha adicional con un -2 a todos los disparos. |
(5) Deadly aim | Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
Manyshot(6 adicional) | Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow. |
Especialización en armas(6 adicional) | +2 Daño con arco largo. |
Orc weapon expertise(7) | Defender: Gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon). |
(7 clase)Quicken blessing | Benefit: Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead. |
Clustered shots(9) | Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. |
Greater weapon focus (9 adicional) | +1 adicional al arco largo. |
(9 advanced weapon training) | Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute |
Clase predilecta | |
Gain 1/6 of a new bonus combat feat. (10 Niveles) |
Nivel | CD | Conjuros Base | Conjuros Adicionales |
---|---|---|---|
0 | 12 | 5 | |
1 | 13 | 5 | +1 |
2 | 14 | 4 | +1 |
3 | 15 | 3 | |
4 | 16 | 1 | |
5 | |||
6 | |||
7 | |||
8 | |||
9 |
Equipo: 62000 PO.
Bracers of archery(greater) 25k +2 competence at +1 comp daño.
Completa de mithril +1 11500
Hornbow Adaptative +1 3130
Cinto destreza +2 4000
Gloves of dueling 15000 = +2 a weapon training
Capa de resistencia +1 1000
Efficient quiver 1800
Kit basico de aventurero. 50
200 flechas
100 flechas contundentes
10 flechas hierro frio
10 flechas plata.
300 monedas.
Motivo: PG
Tirada: 9d8
Resultado: 1, 7, 4, 1, 2, 4, 1, 4, 4 (Suma: 28)
Motivo: PG repetir,
Tirada: 4d8
Resultado: 1, 5, 2, 6 (Suma: 14)
Motivo: PG repetir,
Tirada: 2d8
Resultado: 3, 6 (Suma: 9)
Erthe Belisse tuvo una infancia dificil, como la mayoría de gente de raza mixta, su madre era demasiado débil como para luchar, en parte debido a la enfermedad y a sus heridas de guerra anteriores, por lo que se tenía que apañar con lo poco que podía forrajear o lo que encontraba entre las sobras de una partida de guerra que solía seguir.
Empezó a crecer y su madre ya vió que con lo poco que comía, la sangre mezclada y su complexión en general, nunca sería aceptado para la campaña, pero tal vez podía ser aceptado como chamán, pues estos solían apreciar la menor agresividad y mayor inteligencia de la sangre diluida. Por suerte o por desgracia, Erthe fué aceptado como aprendiz de chamán y no volvió a ver a su madre nunca más.
Las pruebas eran cada vez más duras, pero el joven semi-orco no tenía ningún reparo en afrontar el reto. Cuando le tocó elegir arma, eligió el arco más grande que vió, pues otros aprendices eran más grandes y fuertes, pero no podía elegir un arco normal, pues perdería el respeto de sus colegas.
Cuando todavía no había terminado su aprendizaje, el ejercito orco atacó una ciudad pequeña, practicamente un pueblo. Presa facil supuestamente. No contaba con un pequeño monasterio lleno de monjes y sacerdotes dedicados totalmente al perfeccionamiento de la guerra, las batallas y las tacticas.
Apenas tuvieron oportunidad pues fueron atacados desde lugares inesperados, con tacticas y armas desconocidas para los simples orcos. Pero Erthe vió en aquella batalla perdida el objetivo de su vida, y se rindió, pidiendo unirse a la orden de aquellos guerreros sagrados. Algo recelosos en principio, le aceptaron y le ayudaron a completar su entrenamiento, instruyendole también en la fe de Irori, e insistiendo en que si quería mejorar en la orden, debía viajar por el mundo, hacer aliados para la orden, o al menos aliados personales. Experimentar el combate en grupo e individual allá donde pudiera para aprender, y cuando fuera más sabio, volver a explicarles lo visto y vivido para poder añadirlo a la biblioteca de los archivistas.
Erthe ha viajado al norte siempre, buscando cambios en la manera de ser y vivir de la gente, rechazado casi siempre por su aspecto y su manera de ser, llegó a una de las grandes ciudades sin importarle realmente donde estaba, decidió que enfrentarse a varios muertos vivientes sería un buen entrenamiento. El combate no fué demasiado igualado, pues con un buen lugar y su arco, abatió a decenas de ghouls y zombis de bajo poder, pero no tardó mucho, y algún tipo de no muerto más poderoso los organizó, rodeandole y apenas saliendo con vida del lugar.
En el combate había perdido un brazo, devorado seguramente por alguna de aquellas bestias. Aunque sobreviviera a sus heridas, su camino con el arco había acabado. Frustrado por su estupidez se arrastró hasta el templo más cercano para pedir ayuda, y allí fué recibido por varios sacerdotes que tras estabilizarlo le preguntaron cómo había acabado allí en aquel estado. Tras la explicación y comprobar lo que había dicho, el alto sacerdote Pharasmita decidió Regenerar su brazo, como premio por haber destruido a tantos muertos vivientes, supuestamente su trabajo.
Erthe juró allí mismo que les devolvería el favor, y que estaría al servicio del alto sacerdote hasta que este necesitara su ayuda, pues además de salvarle la vida, devolverle el brazo era algo que nunca podría pagar.