KoneV:Mavor

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Versio hetkellä 3. joulukuuta 2013 kello 21.16 – tehnyt KoneV (keskustelu | muokkaukset)
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Tämä sivu sisältää roolipelihahmon. Pelaaja: KoneV. Kampanja: Cormyrin valloitus (Pathfinder).

Mavor

Half-elf druid (urban druid) 3 / wizard (void elementalist / shadowcaster) 3 / mystic theurge 2
Neutral medium humanoid (elf, human)


Initiative +1
Senses Low-light vision, Perception +10
Speed 30 ft.


DEFENSE
AC 14, touch 12, flat-footed 13, flat-footed touch 11 (+1 Dex, +1 armor, +1 natural, +1 deflection) (with spells: +3 armor from mage armor, +4 shield from shield)
HP 47 (3d8+3d6+2d6+8*-1+6+8
Fort +7, Ref +5, Will +12; +2 insight vs. spells and spell-likes; +2 racial vs. enchantment
CMD 15
Special Defenses immune to magic sleep effects


OFFENSE
Melee heavy wooden shield +3, 1d4-1 B, 20×2
Melee dagger +3, 1d4-1 P/S, 19–20×2
Melee sickle +3, 1d6-1 S, 20×2
Melee club +3, 1d6-1 B, 20×2
Melee spear +3, 1d8-1 P, 20×3
Melee scimitar +3, 1d6-1 S, 18–20×2
Ranged dagger +5, 1d4-1 P/S, 19–20×2, 10 ft.
Ranged club +5, 1d6-1 B, 20×2, 10 ft.
Ranged spear +5, 1d8-1 P, 20×3, 20 ft.
Ranged light crossbow +5, 1d8 P, 19–20×2, 80 ft.
Ranged sling +5, 1d4-1, 20×2, 50 ft.
Ranged ray +5
CMB +3
Special Attacks

  • Reveal Weakness (Su): standard action: select a foe within 30 feet; it takes a -3 penalty to its AC and saves for 1 round. 7/day.

DRUID SPELLS (CL 5)
Orisons (4/day) typical selection: detect magic, light, purify food and drink, stabilize
1st level (4/day) typical selection: entangle, faerie fire, keen senses, touch of the sea
2nd level (3/day) typical selection: barkskin, fog cloud, lesser restoration
3rd level (2/day) typical selection: hydraulic torrent, summon nature's ally III


WIZARD SPELLS (CL 7) (School void; opposing school: fire)
Cantrips (4/day + 1 void school) typical selection: acid splash, disrupt undead, message, guidance, prestidigitation (in book: resistance, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, spark, ghost sound, haunted fey aspect, bleed, touch of fatigue, mage hand, mending, open/close, arcane mark)
1st level (4/day + 1 void school) typical selection: disguise self, disguise self, shield, mage armor, feather fall (in book: protection from good, mount, unseen servant, comprehend languages, identify, true strike, charm person, magic missile, expeditious retreat, touch of the sea)
2nd level (3/day + 1 void school) typical selection: web, alter self, rope trick, invisibility (in book: acid arrow, create pit, glitterdust, mirror image, knock)
3rd level (2/day + 1 void school) typical selection: stinking cloud, lightning bolt (in book: )


STATISTICS
Str 9, Dex 12, Con 9, Int 18, Wis 18, Cha 12
Base Attack Bonus +4
Traits Influence, Magical Knack
Feats Scribe Scroll, Great Fortitude, Toughness (8), Eschew Materials, Leadership
Skills Acrobatics +1, Appraise +8, Bluff +1, Climb +3, Craft () +4, Diplomacy +10, Disguise +1, Fly +5, Handle animal +5, Heal +4, Intimidate +1, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +17, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Perception +10, Perform () +1, Ride +5, Sense motive +9, Spellcraft +15, Stealth +1, Survival +10, Swim +3
Languages Common, Elven, Dwarven, Cormanthan, Druidic, Netherese, Shadowtongue, Draconic
Special Qualities elf: low-light vision, elf blood (elf, human), elven immunities, keen senses, multitalented (druid, wizard), sociable; druid: nature sense, wild empathy; urban druid: spontaneous casting, nature bond (nobility domain), lorekeeper; wizard, void elementalist: arcane school (void), void magic, void awareness (Su), reveal weakeness (Su); shadowcaster: shadow spells; mystic theurge: combined spells (Su) 1st


GEAR
On body Handy Haversack (5 lb), Headband of Int and Wis +2 (1 lb), Cloak of Resistance +2 (1 lb), Amulet of natural armor +1, Ring of Protection +1, Sleeves of Many Garments (1 lb), wand of CLW (49 charges), Dagger (1 lb), Bolts, crossbow (10) (2) (2 lb), Sling, Scimitar (4 lb), Haramaki (1 lb), drill (1 lb), alchemical grease (1 lb), Alchemical solvent (vial) (0,5 lb), Alchemist's fire (flask) (2) (2 lb), Alkali flask (2) (2 lb), Smokestick (0,5 lb), Sunrod (1 lb)
In belt pouch Candle (10), Chalk (1 piece) (10), Earplugs, Flint and steel, glass cutter, Ink (1 oz. vial), Inkpen, Magnet (0,5 lb), Vial (ink or potion) (3)
In handy haversack Shield, heavy wooden (10 lb), Sickle (2 lb), Club (3 lb), Spear (6 lb), Crossbow, light (4 lb), Bedroll (5 lb), Blanket, winter (3 lb), Chalkboard (2 lb), filter hood (4 lb), fishing kit (0,5 lb), Flask (empty) (4) (6 lb), folding pole (10 lb), Grappling hook (4 lb), Periscope (4 lb), Rations, trail (per day) (30) (30 lb), Rice paper (sheet) (19), Rope (silk) (50 ft.) (2) (10 lb), saw (2 lb), snorkel, String or twine (50 ft.) (0,5 lb), waterproof bag (3) (1,5 lb), Waterskin (4 lb), wire (0,5 lb), wire for wire saw, wire saw, Map maker's kit (2 lb), Spellbook (wizard's) (blank) (3 lb), umbrella (3 lb)
On horse Saddle (Riding) (25 lb), Saddlebags (8 lb)
In saddlebags Explorer's outfit (8 lb)


SPECIAL ABILITIES

  • Inspiring Word (Sp): standard action, speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 7/day.
  • Sociable: If character attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
  • Wild Empathy (Ex): make a Diplomacy check to improve the attitude of an animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute (varies). Can be used to influence a magical beast with an Intelligence score of 1 or 2, but with a -4 penalty on the check.
  • Spontaneous Casting: An urban druid can lose a prepared spell in order to cast any domain spell (1st: divine favor, 2nd: enthrall) of the same level or lower.
  • Shadow Spells (Su): He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light.
  • Combined Spells (Su): can prepare 1st level druid spells in 2nd level wizard slots or 1st level wizard spells in 2nd level druid slots.

MORE

  • Void bonus slot spells:
    • 0—guidance
    • 1st—gravity bow*, keen senses, shield, true strike
    • 2nd—continual flame, haunting mists, invisibility, masterwork transformation**, see invisibility, share memory**
    • 3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts*, tapestry’s embrace, twilight knife*


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