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* '''[https://2e.aonprd.com/Feats.aspx?ID=787 Glad-Hand]''' When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. | * '''[https://2e.aonprd.com/Feats.aspx?ID=787 Glad-Hand]''' When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. | ||
* '''[https://2e.aonprd.com/Feats.aspx?ID=838 Shameless Request]''' When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. | * '''[https://2e.aonprd.com/Feats.aspx?ID=838 Shameless Request]''' When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. | ||
+ | |||
+ | <!-- | ||
+ | * Rogue | ||
+ | ** Ability: Human 2 + Background 2 + Class 1 + NPC 3 + Lvl5th 3 + Lvl10th 3 + Lvl15th 3 | ||
+ | ** HP (1+Lvl)*8 | ||
+ | ** Other: Class: T (11: E), Per: E (7: M, 13: L), AC: T (13:E), Weap: T (5:E, 7:Spec, 13: M, 15:GSpec) | ||
+ | ** Saves: Fort T (9: E), Ref E (7: M, 13: L, CFtF), Will E | ||
+ | ** Skills: Background+Stealth+Racket+7+Int+Lvl | ||
+ | *** Acr , Arc , Ath , Craft , Dec , Dipl , Intm , Med , Nat , Occ , Perf , Rel , Soc , Stl , Surv , Thv ; Lore | ||
+ | ** Skill feats: Lvl | ||
+ | ** Rogue Feats: 1+Even lvl | ||
+ | ** Sneak attack 1: 1d6, 5+: 2d6, 11+: 3d6 | ||
+ | --> | ||
Versio 29. elokuuta 2021 kello 09.37
Hiiva
Os 10, Tapp/Sos (-4)
- HP: 108
- Background: Cook, Racket: Mastermind
- Feats:
- Background, Ancestry & General: Seasoned (+2 Craft edibles & potions), General Training -> Root Magic (+2 save vs. first spell), Clever Improviser, Incredible Improvisation (1/day +4 in untrained), Specialty Crafting (Alchemy -> Poisons, +2 circ.), Confabulator (Reduce bonuses from detectin repeated lies)
- Skill Streetwise, Criminal Connections, Underground Network, Discreet Inquiry (Use Soc to Recall / Gather Info, do criminal stuff, quick & unnoticed Gather Info), Sow Rumor, Shadow Mark (Per DC-3 to Avoid Notice when following), Slippery Secrets (Dec check to avoid mind reading & other magics), Doublespeak (pass covert message in speech), Biographical Eye (Sherlock read), Foil Senses (avoid tracking by other senses)
- Rogue: Nimble Dodge, Minor Magic (Bard, 2 cantrips), Poisoner Dedication & Expert Poisoner (-> Alchemical Crafting & Advanced Alchemy lvl 7, poisons only), Predictive Purchase (happen to have useful stuff), Sneak Savant (Sneak fail->succ)
Eve
Sos 8, Tapp/Os (-3)
- Background: Street Urchin; Racket: Scoundrel; Lores: Kassburg
- Rogue Feats: 1st Nimble Dodge, 2nd Mobility, 4th Sabotage, 6th Light Step;
- Skill Feats: Charming Liar, Confabulator, Read Lips, Group Impression
Elias
Tapp/Os 8, Sos (-4)
- Background: Farmhand; Racket: Thief; Lores: Farming, Assassins
- Rogue feats: 1st Nimble Dodge, 2nd Assassin Dedication, 4th Poison Weapon, 6th Twist the Knife;
- Skill feats: Lengthy Diversion, Alchemical Crafting, Quick Disguise, Steady Balance, Impressive Performance
- Pakokeinona Musta Tulen kultin Tulihyppyjen sormus sekä useampi pullo Alkemistin tulta
- Erot normaaliin: Sormukselle kelpaa pienempikin tuli jos se savuttaa ainakin jonkun verran. Käyttäjä ottaa normaalisti vaurion tulesta, mutta tuli myös muuttuu mustaksi eikä valaise. Lisäksi se roihahtaa, palaen suurella liekillä ja katoaa pian ellei sillä ole paljon materiaalia johon levitä. Mitä enemmän sormusta käyttää, sitä enemmän Mustan Tulen piruhenget rupeavat seuraamaan käyttäjää.
Jussi
Tapp 10, Sos/Os (-4)
- Speed: 30
- AC: 26 = 10 + lvl + Dex (2) + Hide, +1 resil (4)
- HP 8+Lvl*(12+Con) = 178, rage +15
- Feats:
- Skill: 2: Streetwise, 4: Lasting Coercion, 6: Snare Crafting (Caltrop, Spike, Biting, Trip), 8: Battle Cry, 10: Intimidating Prowess
- Barbarian: 1: Sudden Charge , 2: Furious Finish , 4: Second Wind, 6: Attack of Opportunity , 8: No Escape , 10: Silencing Strike
- Ancestry: B: Experienced Tracker, 1: Unconventional Weaponry (Valitus), 5: Natural Skill -> Craft, Nature; 9: Natural Ambition -> Raging Intimidation (-> Intimidating Glare)
- General: 3: Fleet (+5 ft move), 7: Group Coercion
- Weapons: E. Valitus, Large "Poleaxe" (Damage 1d10 S, Hands 2, Bulk 4, Polearm; Deadly d8, Forceful, Reach; Relic: +1 Striking (+d10), Wounding (d6/d12 pers bleed))
- Attack +20 (=10(lvl)+5(str)+4(Expert)+1(striking))
- Damage: 2d10+7, +17 if rage (+5 Str, +2 Weapon Specialization, +10 in Rage)
- Rage: Weap Crit Specialization, Raging Resistance 8 Bludgeoning or Poison (3+Con), +15 Hp (lvl+Con)
- -1 AC & Clumsy 1 (AC, Reflex & other Dex)
- Anathema: Code of Honor
- Specials: Deny Advantage (no flat-foot from lower-level hidden / undetected / flanking), 5 fire res from armor
Minkki
Pathfinder 2
Medium Human Humanoid
- Source Nethys Rogue DC 32
- Perception +24;
- Languages Gaarmanni, Vanha Zesshi, Soome, Etelän kauppakieli
- Skills Acrobatics +21, Arcana +18, Athletics +15*, Crafting +18, Deception +24, Diplomacy +24, Intimidation +22, Heraldry Lore +18, Espionage Lore +22, Underworld Lore +18, Medicine +18, Occultism +18, Performance +24, Religion +18, Society +22, Stealth +23, Thievery +21
- Str +0, Dex +4, Con +1, Int +3, Wis +3, Cha +5
- Items
- AC 31 (Unarmored), Fort +18, Ref +25, Will +20;
- HP 125
- Nimble Dodge Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. - Nimble Roll You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. - Reactive Interference Trigger An adjacent enemy begins to use a reaction.
You can reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction. - Keep Up Appearances Trigger You are affected by an emotion effect.
Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect
- Speed 30 feet (Fleet)
- Melee Dagger +23 (tags), Damage 1d4+3 ;
- Melee Sap +19 (Agile, Nonlethal), Damage 1d6+3 bashing ;
- Ranged Dagger + (tags), Damage XdY+Z
- Weapon Specialization: You deal 3 additional damage with weapons and unarmed attacks in which you are an master.
- Special_action (tags) The monster does...
- Scoundrel: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
- Sneak attack: If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 3d6 precision damage.
- Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
- Deny Advantage You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
- Weapon Tricks When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the "Rogue" weapons, you apply the critical specialization effect for the weapon you’re wielding.
- Debilitating Strike Trigger Your Strike hits a flat-footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Evasion & Improved Evasion When you roll a success on a Reflex save, you get a critical success instead. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
- Assurance (Athletics) You can forgo rolling a skill check for Athletics to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
- Spy Dedication You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size.
- Lost in the Crowd You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.
- Sabotage (Incapacitation) Requirements You have a free hand.
Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold.- Critical Success You deal damage equal to four times your Thievery proficiency bonus.
- Success You deal damage equal to double your Thievery proficiency bonus.
- Critical Failure Temporarily immune to your Sabotage for 1 day.
- Experienced Smuggler When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 15—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.
- Pickpocket You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). You can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
- Foil Senses Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465).
- Trick Magic Item Activate a magic item you normally can't activate. (from General Training)
- Courteous Comeback Trigger You critically fail a Diplomacy check. Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.
Reroll the triggering Diplomacy check, using the second result. - Courtly Graces You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
- Charming Liar When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
- Confabulator Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +1.
- Haughty Obstinacy If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
- Spy's Countermeasures Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn’t notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell’s caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.
- Oddity Identification You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
- Fascinating Performance When you Perform, compare your result to the Will DC of up to 10 observers. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
- Group Impression When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of 10 targets instead of one.
- Hobnobber The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
- Read Lips You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
- Connections You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence.
- Glad-Hand When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
- Shameless Request When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
Mäyrä
Medium Human Humanoid
- Source Nethys
- Perception +;
- Languages Gaarmanni, _
- Skills Acrobatics +, Arcana +, Athletics +, Crafting +, Deception +, Diplomacy +, Intimidation +, Lore +, Medicine +, Nature +, Occultism +, Performance +, Religion +, Society +, Stealth +, Survival +, Thievery +
- Str +, Dex +, Con +, Int +, Wis +, Cha +
- Items
- AC , Fort +, Ref +, Will +;
- HP 8+;
- Special_effects
- Speed 25 feet
- Melee Weapon + (tags), Damage XdY+Z
- Ranged Weapon + (tags), Damage XdY+Z
- Special_action (tags) The monster does...
- feats
- Mobility When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.