梵
中立善良 人类 术士11 (变体:刺青术士,血脉:元素-气)
年龄:27岁 类型:类人生物(人类)
先攻 +9,速度 30尺,感官 察觉+14
防御能力
防御 21,接触 15,措手不及 18 (+2 deflection, +3 Dex, +2 natural, +4 mage armor)
生命值 66(11d6+25)
强韧+7(3 基础 + 1ABILITY+2 专长+1披风 )
反射+7(3 基础 + 3ABILITY + 1披风 )
意志+8(7 基础 + 0 ABILITY+1披风 )
Resist electricity 20
攻击能力
速度 30尺
近战 dagger of venom +6 (1d4+1/19-20) 挥砍/穿刺
远程 dagger of venom (thrown) +9 (1d4+1/19-20) 挥砍/穿刺,10尺
Spell-like ability(1/day): fire snake (DC 22) CL+2
Spell Tattoo: MaxEmpwer fireball (electricity) CL12
法术 CL11 (塑能 CL12) 专注+17
5th (5/day)—fire snake (DC 22), elemental body ii
4th (7/day)—black tentacles, invisibility (greater), stoneskin, elemental body i
3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), magic circle against evil, protection from energy
2nd (14/day)—cat's grace, eagle's splendor, fox's cunning, Bear's Endurance, Bull's Strength, Owl's Wisdom, glitterdust (DC 18), invisibility, scorching ray,see invisibility
1st (8/day)—crafter's fortune, mage armor, magic missile, obscuring mist, shield, touch of the sea, Detect Secret Doors, burning hands (DC 18)
0 (at will)—dancing lights, detect magic, mage hand, message, prestidigitation (DC 16), ray of frost, read magic, resistance, spark (DC 17)
属性
Str 10(0), Dex 16(+3), Con 12(+1), Int 14(+2), Wis 10(0), Cha 23(+6)
Base Atk +5; CMB +5; CMD 20
技能
Acrobatics +4 , Appraise +6 , Bluff +13 , Diplomacy +23 , Disable Device +4 , Disguise +10 , Escape Artist +4 , Fly +9 , Intimidate +15 , Knowledge (Arcana) +20 , Knowledge (Dungeoneering) +3 , Knowledge (Engineering) +3 , Knowledge (Geography) +3 , Knowledge (History) +3 , Knowledge (Local) +3 , Knowledge (Nature) +3 , Knowledge (Nobility) +3 , Knowledge (Planes) +16 , Knowledge (Religion) +3 , Perception +14 , Perform (Dance) +13 , Ride +4 , Sense Motive +3 , Sleight of Hand +4 , Spellcraft +16 , Stealth +4 , Use Magic Device +23
装备
头: circlet of persuasion, headband of alluring charisma +4,
颈: amulet of natural armor +2
身:outfit (scholar's),cloak of resistance +1
腰:belt of incredible dexterity +2
手:glove of storing 收纳:rod (maximize/lesser)
指环:ring of protection +2, ring of wizardry ii
无部位:handy haversack(类似背包) (收纳: dagger of venom, rod (quicken/lesser) compass, healer's kit, rope, spider silk (50 ft.), waterskin (filled), Tattoo Kit, 法术材料包(stoneskin x4) )
准备出售:backpack masterwork (350g), efficient quiver (1800g)
现金:12,025g
魔宠: 果果
Male Faerie drago
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
防御能力
AC 28, touch 16, flat-footed 25 (+3 Dex, +1 dodge, +8 natural, +2 size,+4 mage armor,)
hp 30 (helf of master, 10d3)
Fort +4, Ref +6, Will +8
Immune paralysis, sleep; SR 16
攻击能力
speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
肉搏太弱,请无视
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
技能
Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +16, Fly +23, Perception +9, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +16
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su) 请无视
A faerie dragon casts spells as a 3rd-level sorcerer. (可用魔杖,卷轴)
装备: NECKLACE OF FIREBALLS V
Handy Haversack (收纳: wand of true strike(45), wand of magic missile CL7 (45),
Scroll:
lv1 Identify x2, Comprehend Languages x2, Grease x2
lv2 Protection from Arrows x2, Darkness x1, Web x2, Fog Cloud x2
劇透 - :
梵
Male human sorcerer(Tattooed Sorcerer) 10
NG Medium humanoid (human)
Init +9; Senses Perception +10
$$:3025g
DEFENSE
AC 22, touch 14, flat-footed 19 (+1 deflection, +3 Dex, +2 natural, +2 shield, +4 mage armor)
hp 60 (10d6+23)
Fort +7, Ref +7, Will +8
Resist electricity 20
OFFENSE
Speed 30 ft.
Melee dagger of venom +6 (1d4+1/19-20)
Ranged dagger of venom (thrown) +9 (1d4+1/19-20)
Spell-like ability(1/day): fire snake (DC 22) Cl+2
Spell Tattoo: MaxEmpwer scorching ray (electricity) CL11
Known Sorcerer Spells (CL 10th, concentration +16):
5th (4/day)—fire snake (DC 22)
4th (6/day)—black tentacles, invisibility (greater), stoneskin, elemental body i
3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), magic circle against evil, protection from energy
2nd (8/day)—cat's grace, darkvision, eagle's splendor, fox's cunning, Bear's Endurance, Bull's Strength, Owl's Wisdom, glitterdust (DC 18), invisibility, scorching ray
1st (8/day)—crafter's fortune, mage armor, magic missile, obscuring mist, shield, touch of the sea, Detect Secret Doors, burning hands (DC 18)
0 (at will)—dancing lights, detect magic, mage hand, message, prestidigitation (DC 16), ray of frost, read magic, resistance, spark (DC 17)
STATISTICS
Str 10(0), Dex 16(+3), Con 12(+1), Int 14(+2), Wis 10(0), Cha 23(+6)
Base Atk +5; CMB +5; CMD 19
Feats: Create Spell Tattoo (1/day), Mage's Tattoo (Evocation CL+1),Empower Spell, Great Fortitude, Improved Familiar, Improved Initiative, Craft Wondrous Item; Alertness (with Familiar)
Persuasive, Spell Focus (Evocation), Toughness, Elemental Boost (electricity +1 damage/die)
Skills Acrobatics +4 , Appraise +6 , Bluff +13 , Diplomacy +23 , Disable Device +4 , Disguise +10 , Escape Artist +4 , Fly +9 , Intimidate +15 , Knowledge (Arcana) +19 ,
Knowledge (Dungeoneering) +3 , Knowledge (Engineering) +3 , Knowledge (Geography) +3 , Knowledge (History) +3 , Knowledge (Local) +3 , Knowledge (Nature) +3 , Knowledge
(Nobility) +3 , Knowledge (Planes) +15 , Knowledge (Religion) +3 , Perception +10 , Perform (Dance) +13 , Ride +4 , Sense Motive +3 , Sleight of Hand +4 , Spellcraft +15 ,
Stealth +4 , Use Magic Device +22
Languages Common, Daemon, Elven
SQ bloodline arcana, bonus feat, bonus sorcerer spell (7x), cantrips, elemental bloodline (air), resistance to electricity 20, skilled
Combat Gear: potion of eagle's splendor, wand of magic missile(40),
Other Gear: dagger of venom, amulet of natural armor +2, circlet of persuasion, headband of alluring charisma +4, ring of protection +1, ring of force shield, glove of
storing, rod (maximize/lesser), cloak of resistance +1, belt of incredible dexterity +2, handy haversack, efficient quiver, rod (quicken/lesser), outfit (scholar's), compass, healer's kit, rope, spider silk (50 ft.), waterskin (filled), backpack, masterwork, Tattoo Kit, 法术材料包
TRAITS
Pattern Seeker:You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion
(pattern) spell you cast by 1, and you gain +1 trait bonus on all saving throws against illusion effects.
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive
parent's race. (Elf: Warrior of Old, You gain a +2 trait bonus on Initiative checks.)
SPECIAL ABILITIES
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell (7x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your
family history or a time when you or your relatives were exposed to a powerful elemental force.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. This ability replaces his 1st-level bloodline power.
Enhanced Magical Tattoo (Su) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage's Tattoo feat. This spell must be one that lacks
focus components and costly material components. He can now use that spell as a spell-like ability once per day (at 17 2/day, at 20 3/day). This spell-like ability is not
enhanced by his Mage's Tattoo, but it functions at +2 caster levels above his sorcerer caster level. Whenever he gains a bloodline power at a later date, she may change this
spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.
Resistance to Electricity (Ex) You may ignore 20 points of Electricity damage each time you take electricity damage.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sorcerer Spell Level 1 (2x)
Sorcerer Spell Level 2 (2x)
Sorcerer Spell Level 3 (2x)
Sorcerer Spell Level 4
NOTES:
School
honor+4 (test+2. finish semester+1. adiition class +1)
First semester: knowledge(Arcana) +5 rank, +4 background; Knowledge (Planes) +4 rank; Spellcraft +5 rank; Use Magic Device +5rank
Free spell x3: lvl 2 Bear's Endurance, Bull's Strength, Owl's Wisdom
Rebel
Feats: Persuasive, Great Fortitude, Improved Initiative
skill pt: +3
劇透 - :
FAMILIAR 果果,
Male Faerie drago
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 27, touch 16, flat-footed 24 (+3 Dex, +1 dodge, +7 natural, +2 size,+4 mage armor)
hp 30 (helf of master, 10d3)
Fort +4, Ref +6, Will +8
Immune paralysis, sleep; SR 13
OFFENSE
speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +6 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
STATISTICS
Str 9(-1), Dex 17(+3), Con 13(+1), Int 16(+3), Wis 14(+2), Cha 16(+3)
Base Atk +5; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge, improved evasion
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +16, Fly +23, Perception +9, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +16
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon
can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells
A faerie dragon casts spells as a 3rd-level sorcerer.
Gear: NECKLACE OF FIREBALLS V
Handy Haversack: wand of true strike(45), wand of magic missile CL7 (45),
Scroll:
lv1 Identify x2, Comprehend Languages x2, Grease x2
lv2 Protection from Arrows x2, Darkness x1, Web x2, Fog Cloud x2
NOTE: Familiar
Familiar Basics
Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.