Ero sivun ”EKOSS:DD:Diamondshaden hahmo” versioiden välillä
Rivi 512: | Rivi 512: | ||
==Stats== | ==Stats== | ||
+ | ===General=== | ||
+ | '''Size:''' Medium | ||
+ | '''HP:''' 4d8+8 | ||
+ | '''Move:''' 30 | ||
+ | '''Initiative:''' +3 | ||
+ | '''Senses:''' Darkvision 60 ft. | ||
===Defense=== | ===Defense=== | ||
+ | '''AC: 20''' [10(base)+7(armor)+3(dex)] | ||
+ | '''Touch AC: 13''' [10(base)+3(dex)] | ||
+ | '''Flat-footed AC: 17''' [10(base)+7(armor)] | ||
+ | '''CMD: 14''' [10(base)+3(bab)-2(str)+3(dex)] | ||
+ | '''Flat-footed CMD: 11''' [10(base)+3(bab)-2(str)] | ||
+ | '''Fortitude Save: 9''' [1(base)+0(ability)+2(domain)+6(cha/divine protection)] | ||
+ | '''Reflex Save: 12''' [1(base)+3(ability)+2(domain)+6(cha/divine protection)] | ||
+ | '''Will Save: 10''' [4(base)-2(ability)+2(domain)+6(cha/divine protection)] | ||
+ | '''Acid resistance: 5''' [Celestial Resistance] | ||
+ | '''Cold resistance: 5''' [Celestial Resistance] | ||
+ | '''Electricity resistance: 5''' [Celestial Resistance] |
Versio 12. marraskuuta 2014 kello 12.27
Sisällysluettelo
General
Name: Alexander
Gender: Male
Alignment: Neutral Good
Deity: Lathander
Race: Aasimar (Azata-Blooded)
Class: Summoner (Celestial Commander) Level 5
Domain: Defense
Languages: Common, Celestial, Draconic, Elven, Sylvan
Abilities
Ability | Total | Base | Racial Bonus | Enhancement Bonus | Level-up Bonus | Other Bonus | Modifier |
Strength | 7 | 7 | +0 | +0 | +0 | +0 | -2 |
Dexterity | 16 | 14 | +2 | +0 | +0 | +0 | +3 |
Constitution | 11 | 11 | +0 | +0 | +0 | +0 | +0 |
Intelligence | 14 | 14 | +0 | +0 | +0 | +0 | +2 |
Wisdom | 7 | 7 | +0 | +0 | +0 | +0 | -2 |
Charisma | 23 | 18 | +2 | +2 | +1 | +0 | +6 |
Skills
Skill | Total | Ranks | Racial Bonus | Class Bonus | Ability Bonus | Other Bonus/Penalty | Other Bonus/Penalty |
Acrobatics | 3 | 0 | +0 | +0(No) | +3(DEX) | +0 | +0 |
Appraise | 2 | 0 | +0 | +0(No) | +2(INT) | +0 | +0 |
Bluff | 6 | 0 | +0 | +0(No) | +6(CHA) | +0 | +0 |
Climb | -2 | 0 | +0 | +0(No) | -2(STR) | +0 | +0 |
Craft | 2 | 0 | +0 | +0(Yes) | +2(INT) | +0 | +0 |
Diplomacy | 16 | 5 | +2 | +3 | +6(CHA) | +0 | +0 |
Disguise | 6 | 0 | +0 | +0(No) | +6(CHA) | +0 | +0 |
Escape Artist | 3 | 0 | +0 | +0(No) | +3(DEX) | +0 | +0 |
Fly | 3 | 0 | +0 | +0(Yes) | +3(DEX) | +0 | +0 |
Handle Animal | 10 | 1 | +0 | +3 | +6(CHA) | +0 | +0 |
Heal | -2 | 0 | +0 | +0(No) | -2(WIS) | +0 | +0 |
Intimidate | 6 | 0 | +0 | +0(No) | +6(CHA) | +0 | +0 |
Knowledge(Arcana) | 6 | 1 | +0 | +3(Yes) | +2(Int) | +0 | +0 |
Knowledge(Dungeoneering) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Engineering) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Geography) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(History) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Local) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Nature) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Nobility) | 2 | 0 | +0 | +0(Yes) | +2(Int) | +0 | +0 |
Knowledge(Planes) | 6 | 1 | +0 | +3 | +2(Int) | +0 | +0 |
Knowledge(Religion) | 10 | 5 | +0 | +3 | +2(Int) | +0 | +0 |
Linguistics | 6 | 1 | +0 | +3 | +2(INT) | +0 | +0 |
Perception | -2 | 0 | +0 | +0(No) | -2(WIS) | +0 | +0 |
Perform(Oratory) | 9 | 1 | +2 | +0(No) | +6(CHA) | +0 | +0 |
Profession | -2 | 0 | +0 | +0(Yes) | -2(WIS) | +0 | +0 |
Ride | 3 | 0 | +0 | +0(Yes) | +3(DEX) | +0 | +0 |
Sense Motive | -2 | 0 | +0 | +0(No) | -2(WIS) | +0 | +0 |
Spellcraft | 10 | 5 | +0 | +3 | +2(INT) | +0 | +0 |
Stealth | 8 | 5 | +0 | +0 | +3(DEX) | +0 | +0 |
Survival | -2 | 0 | +0 | +0(No) | -2(WIS) | +0 | +0 |
Swim | -2 | 0 | +0 | +0(No) | -1(STR) | +0 | +0 |
Use Magic Device | 14 | 5 | +0 | +3 | +6(CHA) | +0 | +0 |
Feats
Class: Augment Summoning [Summoned creatures get +4 enhancement bonus to STR and CON]
Class: Superior Summoning [+1 to the number of summoned creatures when summoning more than one creature]
Level 1: Skill Focus(Diplomacy) [Diplomacy becomes a class skill and gets free ranks equal to level]
Level 3: Divine Protection [Add Charisma modifier to all saving throws]
Level 5: Summon Good Monster [Additional summon options for Summon Monster, the creatures available through this feat gain Diehard feat]
Racial Characteristics
Aasimar
Type: Outsider (Native) and Humanoid (Human)
Size: Medium
Speed: 30 ft.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Azata-Blooded
Ability Modifiers: +2 Dex, +2 Cha
Alternate Skill Modifiers: +2 Diplomacy, +2 Perform
Alternate Spell-Like Ability: 1/day Glitterdust as a spell-like ability.
Class Characteristics
Class Skills: Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Simple weapons, Light and Medium armor.
Spells: Spontaneous Divine spellcaster, Summoner spell list, save DC is 10+spell level+charisma modifier, Extra spells per day based on charisma.
Cantrips: 0-level spells from the Summoner spell list that may be cast any number of times each day,
Modified Spell List: The celestial commander's spell list is modified. Remove lesser planar binding, planar binding, and greater planar binding. Remove all spells that affect Eidolons. Add the following spells at the listed spell level: 1st—rally point ; 2nd—spiritual weapon, tactical acumen ; 3rd—spiritual ally ; 4th—hallow, lesser planar ally ; 5th—bestow grace of the champion, planar ally ; 6th—greater planar ally, miracle
The celestial commander does not gain these as spells known unless he selects them.
Divine Tongue (Ex): At first level, a celestial commander learns the celestial language. In addition, every creature they summon can understand, but not necessarily speak, Celestial.
Domain: Defense - The celestial commander gains the spells given by the domain as spells known. These spells do not count against his limit of spells known.
Any effect of a domain power that uses Wisdom modifier instead uses your Charisma modifier.
Each domain grants a number of domain powers, depending on the level of the celestial commander. A celestial commander uses his level as his effective cleric level when determining the power and effect of his domain powers.
Summoning Mastery (Sp): Use Summon Monster of level classlevel/2 rounded up + charisma modifier times per day. The summons last classlevel minutes. At level 19 may use Gate or SM IX. May only summon creatures of own alignment.
Focused Divine Energy (Su): When only 1 Summon Monster SLA is active, creatures summoned through it gain +(1+(level/3)) rounded down Luck bonus to their Attack and Weapon damage rolls.
Augment Summons (Ex): Gain Augment Summoning feat.
Superior Summons (Ex): Gain Superior Summoning feat.
Soldiers of the Gods (Su): Summoned creatures get a Teamwork feat, may change once per day.
Domain Features
Domain: Defense
Associated Domain: Protection
Granted Powers: +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field
Equipment
Mithral Agile Breastplate +1 5,000 g
Headband of Alluring Charisma 4,000 g
Lesser Extend Metamagic Rod 1,500 g
Spells
Level 0
Detect Magic: Detects all spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
Level 1
Shield: (Domain) Invisible disc gives +4 to AC, blocks magic missiles
Feather Fall: Objects or creatures fall slowly.
Glue Seal: Makes one 5-ft.-square or one object sticky.
Grease: Makes 10-ft. square or one object slippery.
Unseen Servant: Invisible force obeys your commands.
Level 2
Barkskin: (Domain) Grants +2 (or higher) enhancement to natural armor.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stats
General
Size: Medium HP: 4d8+8 Move: 30 Initiative: +3 Senses: Darkvision 60 ft.
Defense
AC: 20 [10(base)+7(armor)+3(dex)] Touch AC: 13 [10(base)+3(dex)] Flat-footed AC: 17 [10(base)+7(armor)] CMD: 14 [10(base)+3(bab)-2(str)+3(dex)] Flat-footed CMD: 11 [10(base)+3(bab)-2(str)] Fortitude Save: 9 [1(base)+0(ability)+2(domain)+6(cha/divine protection)] Reflex Save: 12 [1(base)+3(ability)+2(domain)+6(cha/divine protection)] Will Save: 10 [4(base)-2(ability)+2(domain)+6(cha/divine protection)] Acid resistance: 5 [Celestial Resistance] Cold resistance: 5 [Celestial Resistance] Electricity resistance: 5 [Celestial Resistance]