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> (Персонажи) Я даже не замечал, что рою хляби болот
   Сообщение № 1. 5.6.2012, 14:34, Makshow пишет:
Makshow ( Offline )
Once upon a time with the dragons...

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Классик
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Долина Нентир, Болота Ведьминого Огня. Там, где река Нентир разливается слишком неторопливо, где почва не высыхает от дождей и затоплений, раскинулись мистические и опасные топи. Весь мир - это точки света, где людям приходится бороться за место под солнцем, и они стараются прожить везде, отбрасывая тьму вокруг. Болота Ведьминого Огня - не исключение. Здесь стараются рассеять тьму сразу несколько поселений: Древоводье и Ренефик, маленькие, но все же живущие своей жизнью деревушки. Здесь ходят легенды и об отшельнике, который где-то в глубине болот поставил свою хижину, и в одиночку старается идти против угроз, что наседают со всех сторон.
Главной такой угрозой являются ящеролюди. По воле могучего черного дракона они начинают войну против людей и халфлингов, что стараются обжиться в болотах. Пока еще рассредоточенные и относительно слабые племена, если им удастся получить под свой контроль все болото, легко смогут объединятся в силу серьезнее и опаснее.
Весы покачнулись. С одной стороны - самое могучее племя Бракмарш, с другой стороны - небольшая партия искателей приключений, которые выдвигаются на зов о помощи вглубь болот. Бракмарш наносит первый удар. Кто станет на противоположную сторону?


Пожалуйста, оставьте здесь в первой строке имя вашего персонажа и его класс, а дальше короткий концепт и описание внешности. После этого мастер вставит сюда ваш чарник из материалов плейтеста в открытом виде.

   Сообщение № 2. 5.6.2012, 14:51, Sнежык пишет:
Sнежык
Монстрик Белобрысый

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Магистр
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Хельга Большой Топор, воин

Для дварфийки Хельга была высокая и статная. Большую грудь не мог скрыть ни один панцирь, а длинные, заплетенные в две тугие косы волосы кончиками касались земли.
Хельга обладала неудержимым темпераментом и взрывным характером. Никто не мог сказать, что выведет ее из себя в следующий раз. И никто даже не предполагал, какова будет ее реакция на то или иное событие. Но она была очень преданной. Никогда не бросала друзей в беде. Снискавший ее уважения мог рассчитывать на безоговорочную преданность этой женщины.

1й уровень
Цитата(1й уровень)
Хельга Большой Топор
Hill Dwarf, Fighter 1st level (Slayer)

STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 8 (-1)
WIS 14 (+2)
CHA 10 (+0)

AC 15, HP 20.

Speed: 25 feet
Hit Dice: 1d12
Initiative: +1

ATTACKS
Greataxe (+6) (2d6 + 7 slashing; two-handed)
Lt. crossbow (+4) (1d8 + 5 piercing; range 80/320)

CHECKS
* Intimidate +3
* Perception +3
* Survival +3

RACIAL FEATURES (Hill Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Fighter)
— Weapon and Armor Proficiencies: You can wear all armor, use all shields, and wield all weapons.
— Weapon Focus: You gain a +2 bonus to damage on weapon attacks. This bonus has already been figured into the damage of your attacks.

FEATS
[B] Endurance: You can perform strenuous physical activity, such as forced marching, treading water, or holding your breath, for twice as long as normal. In addition, you can carry twice as much as your Strength would allow without being encumbered.
[1] Reaper: When you miss with an attack, you still deal damage equal to the ability score modifier of the ability you used to make the attack.

EQUIPMENT
Chainmail, light crossbow with 20 bolts, greataxe, adventurer's kit (backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), lucky charm, souvenir of previous campaign (weapon taken from enemy, scar, or similar), bone dice.

2й уровень
Цитата(2й уровень)
Хельга Большой Топор
Hill Dwarf, Fighter 2nd level (Slayer)

STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 8 (-1)
WIS 14 (+2)
CHA 10 (+0)

AC 15, HP 26.

Speed: 25 feet
Hit Dice: 2d12
Initiative: +1

ATTACKS
Greataxe (+6) (2d6 + 7 slashing; two-handed)
Lt. crossbow (+4) (1d8 + 5 piercing; range 80/320)

CHECKS
* Intimidate +3
* Perception +3
* Survival +3

RACIAL FEATURES (Hill Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Fighter)
— Weapon and Armor Proficiencies: You can wear all armor, use all shields, and wield all weapons.
— Weapon Focus: You gain a +2 bonus to damage on weapon attacks. This bonus has already been figured into the damage of your attacks.

FEATS
[B] Endurance: You can perform strenuous physical activity, such as forced marching, treading water, or holding your breath, for twice as long as normal. In addition, you can carry twice as much as your Strength would allow without being encumbered.
[1] Reaper: When you miss with an attack, you still deal damage equal to the ability score modifier of the ability you used to make the attack.
[2] Fighter's Surge: Twice per day, you can take two actions on your turn.

EQUIPMENT
Chainmail, light crossbow with 20 bolts, greataxe, adventurer's kit (backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), lucky charm, souvenir of previous campaign (weapon taken from enemy, scar, or similar), bone dice.

Цитата(3й уровень)
Хельга Большой Топор
Hill Dwarf, Fighter 3rd level (Slayer)

STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 8 (-1)
WIS 14 (+2)
CHA 10 (+0)

AC 16, HP 32.

Speed: 25 feet
Hit Dice: 3d12
Initiative: +1

ATTACKS
Greataxe (+7) (2d6 + 8 slashing; two-handed)
Lt. crossbow (+4) (1d8 + 5 piercing; range 80/320)

CHECKS
* Intimidate +3
* Perception +3
* Survival +3

RACIAL FEATURES (Hill Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Fighter)
— Weapon and Armor Proficiencies: You can wear all armor, use all shields, and wield all weapons.
— Weapon Focus: You gain a +2 bonus to damage on weapon attacks. This bonus has already been figured into the damage of your attacks.

FEATS
[B] Endurance: You can perform strenuous physical activity, such as forced marching, treading water, or holding your breath, for twice as long as normal. In addition, you can carry twice as much as your Strength would allow without being encumbered.
[1] Reaper: When you miss with an attack, you still deal damage equal to the ability score modifier of the ability you used to make the attack.
[2] Fighter's Surge: Twice per day, you can take two actions on your turn.
[3] Cleave: Once on your turn, when you reduce an enemy to 0 hit points or fewer with a melee attack, you can make a single melee attack as part of the same action.

EQUIPMENT
Chainmail +1, light crossbow with 20 bolts, greataxe +1, adventurer's kit (backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), lucky charm, souvenir of previous campaign (weapon taken from enemy, scar, or similar), bone dice.

   Сообщение № 3. 5.6.2012, 15:04, heartreaver пишет:
heartreaver
эстет

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Лорд Хаоса
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Репутация: 83
Милан (мИлан), маг.

Тощий бледный эльф в мантии больше напоминающей балахон библиотекаря со стажем. Мягкие движения и общее поведение скорее напоминает крайне домашнее существо, которому выходить даже в поле не стоит. Но зато длинные уши.
Постоянно ноет по поводу собственного дискомфорта. Жуткий ксенофоб. И не особо задумывается о безопасном использовании магии.
Но вот за то будучи магом библиотечным, Милан очень интересовался всеми неординарными вещами и происшествиями. Вот и Ведьмины огни он никак не смог оставить без внимания, ведь по слухам они могли увеличивать магические силы волшебников, а упустить такую халяву по мнению эльфа было истинным кощунством.

1й уровень
Цитата(1й уровень)
Милан
High Elf, Wizard 1st level (Magic-User)

STR 08 (-1)
DEX 13 (+1)
CON 14 (+2)
INT 17 (+3)
WIS 12 (+1)
CHA 10 (+0)

AC 11, HP 16.

Speed: 30 feet
Hit Dice: 1d4
Initiative: +1

ATTACKS
Quarterstaff (+1) (1d8-1 bludgeoning)
Ray of frost (+6) (special)
Shocking grasp (+6) (1d8+3 lightning)

CHECKS
* Forbidden Lore +3
* Magical Lore +3
* Natural Lore +3
* Religious Lore +3

RACIAL FEATURES (High Elf)
Free Spirit: You are immune to the charmed condition and to effects that put you to sleep.
Keen Senses: You have advantage on checks made to listen, search, or notice something.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Languages: Common, Elven.

CLASS FEATURES (Wizard)
— Weapon Proficiencies: You can use daggers, slings, and quarterstaffs.
— Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability.
Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times.
Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.

SPELLBOOK
Spell Attack: +6. Save DC: 13.
1st Level (3/day): burning hands, comprehend languages, shield, sleep
Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.

FEATS
[B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person.
[1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature.

EQUIPMENT
Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch.

2й уровень
Цитата(2й уровень)
Милан
High Elf, Wizard 2nd level (Magic-User)

STR 08 (-1)
DEX 13 (+1)
CON 14 (+2)
INT 17 (+3)
WIS 12 (+1)
CHA 10 (+0)

AC 11, HP 18.

Speed: 30 feet
Hit Dice: 2d4
Initiative: +1

ATTACKS
Quarterstaff (+1) (1d8-1 bludgeoning)
Ray of frost (+6) (special)
Shocking grasp (+6) (1d8+3 lightning)

CHECKS
* Forbidden Lore +3
* Magical Lore +3
* Natural Lore +3
* Religious Lore +3

RACIAL FEATURES (High Elf)
Free Spirit: You are immune to the charmed condition and to effects that put you to sleep.
Keen Senses: You have advantage on checks made to listen, search, or notice something.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Languages: Common, Elven.

CLASS FEATURES (Wizard)
— Weapon Proficiencies: You can use daggers, slings, and quarterstaffs.
— Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability.
Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times.
Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.

SPELLBOOK
Spell Attack: +6. Save DC: 13.
1st Level (4/day): burning hands, comprehend languages, shield, sleep, alarm, charm person, grease.
Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.

FEATS
[B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person.
[1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature.

EQUIPMENT
Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch.

Цитата(3й уровень)
Милан
High Elf, Wizard 3rd level (Magic-User)

STR 08 (-1)
DEX 13 (+1)
CON 14 (+2)
INT 17 (+3)
WIS 12 (+1)
CHA 10 (+0)

AC 11, HP 20.

Speed: 30 feet
Hit Dice: 3d4
Initiative: +1

ATTACKS
Quarterstaff (+1) (1d8-1 bludgeoning)
Ray of frost (+7) (special)
Shocking grasp (+7) (1d8+3 lightning)

CHECKS
* Forbidden Lore +3
* Magical Lore +3
* Natural Lore +3
* Religious Lore +3

RACIAL FEATURES (High Elf)
Free Spirit: You are immune to the charmed condition and to effects that put you to sleep.
Keen Senses: You have advantage on checks made to listen, search, or notice something.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Languages: Common, Elven.

CLASS FEATURES (Wizard)
— Weapon Proficiencies: You can use daggers, slings, and quarterstaffs.
— Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability.
Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times.
Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.

SPELLBOOK
Spell Attack: +7. Save DC: 14.
2nd level (2/day): arc lightning, hold person, mirror image.
1st Level (4/day): burning hands, comprehend languages, shield, sleep, alarm, charm person, grease.
Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.

FEATS
[B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person.
[1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature.
[3] Find Familiar: You have a cat familiar.

EQUIPMENT
Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch, wand of binding.
— Wand of Binding: As an action, pick a creature within 30 feet of you. That creature must make a Constituion saving throw (DC 13) or be paralyzed until the end of its next turn. This wand has 10 charges. Each use of the wand expends a charge.
In addition, this wand is an implement. You can use one implement at a time. This implement grants a +1 bonus to your magic attacks with arcane spells and the save DCs of your arcane spells.

FAMILIAR
Your familiar appears only when you summon it as an action, and you can dismiss the familiar with another action, causing it to return to an extradimensional space. It acts independently of you, but it always obeys your commands.
While you are within 100 feet of your familiar, you gain additional telepathic benefits. You can communicate telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears for 1 round, and you also gain the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Finally, while within 100 feet of your familiar, you can deliver spells that require you to touch a creature through your familiar, by having your familiar touch the creature.

CAT FAMILIAR; Tiny magical beast
AC 12, HP 9
Str 2 (-4); Dex 12 (+1); Con 6 (-2); Int 2 (-4); Wis 10 (+0); Cha 2 (-4)
Initiative +1;
Space/Reach 2,5 feet / 2,5 feet
Speed 20 feet

Special Traits: familiar traits, +5 bonus to checks made to sneak or hide, ignores the first 20 feet of a fall when determining falling damage
Familiar Traits: When a familiar drops to 0 hit points or fewer, the familiar disappears, leaving behind no physical form. The familiar cannot reappear until its master recalls it by spending 30 minutes performing a minor ritual.

   Сообщение № 4. 5.6.2012, 15:22, Sibhreach пишет:
Sibhreach
Это по-прежнему непроизносимо

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Поэт Слова
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Репутация: 45
Двалин, клирик Морадина

Не сказать цензурно, как сильно раздражали двое сверху клирика Двалина - по крайней мере, от мелкого хулиганства по отношению к эльфу его удерживала только рыцарская гордость и осознание того, что ничего от роняния в болото ушастого не изменится - он или получит новый повод для нытья, или просто потонет, оставив стихийно сформировавшуюся банду без магической поддержки.
Ну да, у Двалина отнюдь не сахарный характер, ну и что? Сахар ведь очень легко растворяется, а дворфы не любят воду. Особенно болотную. Особенно в доспехах.
Впрочем, бессмысленную резню клан Сивобородых не любит тоже....
Сам он был даже для дворфа широкоплечим, зато не очень высоким - этакий "чернобородый бронеквадрат", украшенный латными пластинами.... Особенно его внешность запоминается, когда он в приступе агресси вздыбливает бороду, и без того вздыбленную болотными условиями.

1й уровень
Цитата(1й уровень)
Двалин
Mountain Dwarf, Cleric 1st level (Guardian)
Deity: Moradin

STR  15 (+2)
DEX8(-1)
CON13(+1)
INT10(+0)
WIS16(+3)
CHA 12 (+1)

AC 18, HP 17.

Speed: 25 feet
Hit Dice: 1d8
Initiative: -1

ATTACKS
Warhammer (+4) (1d10 + 2 bludgeoning)

CHECKS
* Animal Handling +3
* Diplomacy +3
* Heraldic Lore +3
* Religious Lore +3

RACIAL FEATURES (Mountain Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Cleric)
- Weapon and Armor Proficiencies: You can wear all armors, and you can use all basic weapons, the warhammer, and simple missile weapons.
- Channel Divinity: You can use any of your Channel Divinity options a total of three times per day.
Turn Undead: You can cast turn undead without needing to have it prepared or using a spell slot.
- Divine Magic: You can cast cleric spells as indicated below. Wisdom is your magic ability.
Spell Preparation: Each day, after a long rest, you prepare the spells crusader's strike, divine favor, and healing word. Preparing these spells takes 1 minute per spell level for each spell you prepare.
Casting a Spell: You can cast one of your prepared spells using a spell slot of its level or higher. After you cast the spell, you lose the use of that slot until after you prepare spells again.

SPELLS
Spell Attack: +5. Save DC: 13.
1st Level (2/day): crusader's strike, divine favor, healing word
Orisons (At-will): death ward

FEATS
[B] Knight's Station: When you are in a location where nobility or other groups could recognize your station as a knight, you can receive accommodations and food for free for yourself and your adventuring companions for the duration of your stay.
[1] Defender: While you are using a shield, when a creature within 5 feet of you is attacked, as a reaction you can give the attacker disadvantage on the attack.

EQUIPMENT
Chainmail, heavy shield, warhammer, holy symbol of Moradin, adventurer's kit (backpack, mess kit, 50 ft. of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), healer's kit, signet ring, sealing wax, traveler's clothes, 10 gp.

2й уровень
Цитата(2й уровень)
Двалин
Mountain Dwarf, Cleric 2nd level (Guardian)
Deity: Moradin

STR  15 (+2)
DEX8(-1)
CON13(+1)
INT10(+0)
WIS16(+3)
CHA 12 (+1)

AC 18, HP 21.

Speed: 25 feet
Hit Dice: 2d8
Initiative: -1

ATTACKS
Warhammer (+4) (1d10 + 2 bludgeoning)

CHECKS
* Animal Handling +3
* Diplomacy +3
* Heraldic Lore +3
* Religious Lore +3

RACIAL FEATURES (Mountain Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Cleric)
- Weapon and Armor Proficiencies: You can wear all armors, and you can use all basic weapons, the warhammer, and simple missile weapons.
- Channel Divinity: You can use any of your Channel Divinity options a total of three times per day.
Turn Undead: You can cast turn undead without needing to have it prepared or using a spell slot.
Divine Smite: Once on your turn, you can expend a use of Channel Divinity when you hit with an attack. You deal an extra 1d10 holy damage with that attack.
- Divine Magic: You can cast cleric spells as indicated below. Wisdom is your magic ability.
Spell Preparation: Each day, after a long rest, you prepare the spells crusader's strike, divine favor, and healing word. Preparing these spells takes 1 minute per spell level for each spell you prepare.
Casting a Spell: You can cast one of your prepared spells using a spell slot of its level or higher. After you cast the spell, you lose the use of that slot until after you prepare spells again.

SPELLS
Spell Attack: +5. Save DC: 13.
1st Level (3/day): crusader's strike, divine favor, healing word, command
Orisons (At-will): death ward

FEATS
[B] Knight's Station: When you are in a location where nobility or other groups could recognize your station as a knight, you can receive accommodations and food for free for yourself and your adventuring companions for the duration of your stay.
[1] Defender: While you are using a shield, when a creature within 5 feet of you is attacked, as a reaction you can give the attacker disadvantage on the attack.

EQUIPMENT
Chainmail, heavy shield, warhammer, holy symbol of Moradin, adventurer's kit (backpack, mess kit, 50 ft. of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), healer's kit, signet ring, sealing wax, traveler's clothes, 10 gp.

Цитата(3й уровень)
Двалин
Mountain Dwarf, Cleric 3rd level (Guardian)
Deity: Moradin

STR  15 (+2)
DEX8(-1)
CON13(+1)
INT10(+0)
WIS16(+3)
CHA 12 (+1)

AC 19, HP 25.

Speed: 25 feet
Hit Dice: 3d8
Initiative: -1

ATTACKS
Warhammer (+5) (1d10 + 3 bludgeoning)

CHECKS
* Animal Handling +3
* Diplomacy +3
* Heraldic Lore +3
* Religious Lore +3

RACIAL FEATURES (Mountain Dwarf)
Dwarven Resilience: You are immune to poison.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Speed: You do not suffer a speed penalty for being encumbered or for wearing heavy armor.
Stonecunning: While underground, you always know your approximate depth and how to retrace your path. You can identify the age of visible stonework and the culture responsible for its construction.
Languages: Common, Dwarven.

CLASS FEATURES (Cleric)
- Weapon and Armor Proficiencies: You can wear all armors, and you can use all basic weapons, the warhammer, and simple missile weapons.
- Channel Divinity: You can use any of your Channel Divinity options a total of three times per day.
Turn Undead: You can cast turn undead without needing to have it prepared or using a spell slot.
Divine Smite: Once on your turn, you can expend a use of Channel Divinity when you hit with an attack. You deal an extra 1d10 holy damage with that attack.
- Divine Magic: You can cast cleric spells as indicated below. Wisdom is your magic ability.
Spell Preparation: Each day, after a long rest, you prepare the spells crusader's strike, divine favor, and healing word. Preparing these spells takes 1 minute per spell level for each spell you prepare.
Casting a Spell: You can cast one of your prepared spells using a spell slot of its level or higher. After you cast the spell, you lose the use of that slot until after you prepare spells again.

SPELLS
Spell Attack: +5. Save DC: 13.
2nd Level (1/day): battle psalm, hold person
1st Level (4/day): crusader's strike, divine favor, healing word, command
Orisons (At-will): death ward

FEATS
[B] Knight's Station: When you are in a location where nobility or other groups could recognize your station as a knight, you can receive accommodations and food for free for yourself and your adventuring companions for the duration of your stay.
[1] Defender: While you are using a shield, when a creature within 5 feet of you is attacked, as a reaction you can give the attacker disadvantage on the attack.
[3] Hold the Line: When a creature of your size or smaller enters your reach, as a reaction you can cause the creature to lose the rest of its movement this turn.

EQUIPMENT
Chainmail +1, heavy shield, Staff of Curing, warhammer +1, holy symbol of Moradin, adventurer's kit (backpack, mess kit, 50 ft. of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin), healer's kit, signet ring, sealing wax, traveler's clothes, 10 gp.
- Staff of Curing: As an action, you can touch a creature with this staff. That creature regains 2d8 hit points. A staff of curing can be used 5 times per day, but no more than once on a specific creature.

   Сообщение № 5. 5.6.2012, 16:00, Shooter__Andy пишет:
Shooter__Andy
(-8)Мастер, (-6)Игрок, (-8)Человек

*
Владыка Тьмы
Сообщений: 9085
профиль

Репутация: 102
Витор 'Странный' Кустоног

Внешность
изображение


Как если бы одного взгляда на него не было достаточно, Витор Кустоног оправдывает свое прозвище (которое, кстати, носит с не вполне объяснимой гордостью) в первую минуту знакомства. Про таких говорят, что у них не все в норе, холм поехал, что он упал с дерева, подскользнулся на тыкве, что его двинули коленом высокорослые, курительная трава задымила мозги... В общем, не совсем в рассудке. Не то чтобы это было что-то серьезное — в своем деле он все еще мастак, на людей (и полуросликов) не кидается ни с того ни с сего, не начинает, как, бывает, кричать, как баньши, посреди разговора, или там бегать без одежды по дорогам, он просто... Странный. Иного слова тут и не подобрать. Ходят слухи, что когда он подрабатывал рыбалкой, лодчонка его перевернулась и по голове его — тюк! Хотя, конечно, может и врут, а может оно никак и не связано, но так уж поговаривают... Сам Витор никогда на это не обижается, он вообще необидчивый и на редкость приятного, пусть и... странного склада характера для обычно мрачных, коварных и недобрых воров, пусть и не отличается особенной мудростью, которую многие из них имеют.

1й уровень
Цитата(1й уровень)
Витор 'Странный' Кустоног
Lightfoot Halfling, Rogue 1st level (Lurker)

STR  12 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 14 (+2)
WIS 8 (-1)
CHA 10 (+0)

AC 15, HP 16.

Speed: 25 feet
Hit Dice: 1d6
Initiative: +3

ATTACKS
Dagger (+5) (1d6 + 3 piercing; range 20)
Sling (+5) (1d8 + 3 bludgeoning; range 30)

CHECKS
* Animal Handling +3
* Commerce +3
* Folklore +3
* Open Locks +3
* Find/Remove Traps +3
* Stealth +3

RACIAL FEATURES (Lightfoot Halfling)
Small size.
Lucky: Twice per day, when you make an attack roll, a check, or a saving throw and get a result you dislike, you can reroll it and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Naturally Stealthy: You can hide behind creatures that are larger than you.
Languages: Common, Halfling, Thieves' Cant.

CLASS FEATURES (Rogue)
— Weapon and Armor Proficiencies: You can wear light armor and use finesse weapons and simple weapons.
— Rogue Scheme: Thief
Thief Hiding: You can attempt to hide when you are lightly obscured, such as if there are shadows deep enough to cover you from bright light, or in a cloud of smoke. You can also hide behind an object that can cover at least a quarter of your body.
— Skill Mastery: When you make a check using a skill in which you have training, your minimum die result is 10.
— Sneak Attack: When you hit a target with an attack that has advantage, the target takes 1d6 extra damage from that attack.
— Tools of the Trade: You can use thieves' tools to pick locks and disarm traps. These tasks are normally impossible without such tools.

FEATS
[B] Trade: You know a trade or you practice a profession befitting a commoner. Choose a common profession (such as blacksmith, boater, brewer, carpenter, cook, farmer, fisher, or lumberjack) as your profession. You can earn wages to support a standard of living fitting for that profession. Additionally, others who share your trade recognize your skill and experience and might be willing to share information with you.
[1] Ambusher: When you start your turn hidden from a creature, you have advantage on your first attack against that creature during that turn.

EQUIPMENT
Commoners' clothing with four hidden pockets, leather armor, 6 daggers, sling with 20 bullets, backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin, thieves' tools, crowbar, bullseye lantern with oil.

2й уровень
Цитата(2й уровень)
Витор 'Странный' Кустоног
Lightfoot Halfling, Rogue 2nd level (Lurker)

STR  12 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 14 (+2)
WIS 8 (-1)
CHA 10 (+0)

AC 15, HP 19.

Speed: 25 feet
Hit Dice: 2d6
Initiative: +3

ATTACKS
Dagger (+5) (1d6 + 3 piercing; range 20)
Sling (+5) (1d8 + 3 bludgeoning; range 30)

CHECKS
* Animal Handling +3
* Commerce +3
* Folklore +3
* Open Locks +3
* Find/Remove Traps +3
* Stealth +3

RACIAL FEATURES (Lightfoot Halfling)
Small size.
Lucky: Twice per day, when you make an attack roll, a check, or a saving throw and get a result you dislike, you can reroll it and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Naturally Stealthy: You can hide behind creatures that are larger than you.
Languages: Common, Halfling, Thieves' Cant.

CLASS FEATURES (Rogue)
— Weapon and Armor Proficiencies: You can wear light armor and use finesse weapons and simple weapons.
— Rogue Scheme: Thief
Thief Hiding: You can attempt to hide when you are lightly obscured, such as if there are shadows deep enough to cover you from bright light, or in a cloud of smoke. You can also hide behind an object that can cover at least a quarter of your body.
— Skill Mastery: When you make a check using a skill in which you have training, your minimum die result is 10.
— Sneak Attack: When you hit a target with an attack that has advantage, the target takes 2d6 extra damage from that attack.
— Tools of the Trade: You can use thieves' tools to pick locks and disarm traps. These tasks are normally impossible without such tools.

FEATS
[B] Trade: You know a trade or you practice a profession befitting a commoner. Choose a common profession (such as blacksmith, boater, brewer, carpenter, cook, farmer, fisher, or lumberjack) as your profession. You can earn wages to support a standard of living fitting for that profession. Additionally, others who share your trade recognize your skill and experience and might be willing to share information with you.
[1] Ambusher: When you start your turn hidden from a creature, you have advantage on your first attack against that creature during that turn.
[2] Knack: When you make a check, you gain advantage on that check. You can use this ability twice per day.
[2] Night Vision: When you spend at least 1 minute in darkness or shadows, you treat darkness as shadows and you treat shadows as normal light.

EQUIPMENT
Commoners' clothing with four hidden pockets, leather armor, 6 daggers, sling with 20 bullets, backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin, thieves' tools, crowbar, bullseye lantern with oil.

Цитата(3й уровень)
Витор 'Странный' Кустоног
Lightfoot Halfling, Rogue 3rd level (Lurker)

STR  12 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 14 (+2)
WIS 8 (-1)
CHA 10 (+0)

AC 16, HP 22.

Speed: 25 feet
Hit Dice: 3d6
Initiative: +3

ATTACKS
Dagger (+6) (1d6 + 4 piercing; range 20)
Sling (+6) (1d8 + 4 bludgeoning; range 30)

CHECKS
* Animal Handling +3
* Commerce +3
* Folklore +3
* Open Locks +3
* Find/Remove Traps +3
* Stealth +3

RACIAL FEATURES (Lightfoot Halfling)
Small size.
Lucky: Twice per day, when you make an attack roll, a check, or a saving throw and get a result you dislike, you can reroll it and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Naturally Stealthy: You can hide behind creatures that are larger than you.
Languages: Common, Halfling, Thieves' Cant.

CLASS FEATURES (Rogue)
— Weapon and Armor Proficiencies: You can wear light armor and use finesse weapons and simple weapons.
— Rogue Scheme: Thief
Thief Hiding: You can attempt to hide when you are lightly obscured, such as if there are shadows deep enough to cover you from bright light, or in a cloud of smoke. You can also hide behind an object that can cover at least a quarter of your body.
— Skill Mastery: When you make a check using a skill in which you have training, your minimum die result is 10.
— Sneak Attack: When you hit a target with an attack that has advantage, the target takes 3d6 extra damage from that attack.
— Tools of the Trade: You can use thieves' tools to pick locks and disarm traps. These tasks are normally impossible without such tools.

FEATS
[B] Trade: You know a trade or you practice a profession befitting a commoner. Choose a common profession (such as blacksmith, boater, brewer, carpenter, cook, farmer, fisher, or lumberjack) as your profession. You can earn wages to support a standard of living fitting for that profession. Additionally, others who share your trade recognize your skill and experience and might be willing to share information with you.
[1] Ambusher: When you start your turn hidden from a creature, you have advantage on your first attack against that creature during that turn.
[2] Knack: When you make a check, you gain advantage on that check. You can use this ability twice per day.
[2] Night Vision: When you spend at least 1 minute in darkness or shadows, you treat darkness as shadows and you treat shadows as normal light.
[3] Skulker: When you are hidden from a creature, if you make a ranged attack against that creature and miss, you can remain hidden from that creature.

EQUIPMENT
Commoners' clothing with four hidden pockets, leather armor +1, 6 daggers, dagger +1, sling +1 with 20 bullets, backpack, mess kit, 50 feet of hempen rope, tinderbox, 10 torches, 7 days of rations, waterskin, thieves' tools, crowbar, bullseye lantern with oil.

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