Редактирование: Ardor

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== Base info ==
 
== Base info ==
  
:'''Human Primalist Wizard''' 10
+
:'''Human Primalist Wizard''' 9
 
:'''N Medium humanoid'''
 
:'''N Medium humanoid'''
:'''Init''' +2
+
:'''Init''' ???
:'''Senses''': Perception +2
+
:'''Senses''': Perception +11
  
 
=== Defense ===
 
=== Defense ===
  
:'''AC''' 14, touch 14, flat-footed 12 (+2 ring +2 Dex)
+
:'''AC''' 21, touch 14, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
:'''hp''' 66 (10d6[36] + 3*10)
+
:'''hp''' 47 (8d8+8); acid resistance 10 ([[#Earth Domain]])
:'''Fort''' +6 (+3 Con, +3 Wiz)
+
:'''Fort''' +8 (+1 Con, +5 Druid, +1 Seeker, +1 equip)
:'''Ref''' +5 (+2 Dex, +3 Wiz)
+
:'''Ref''' +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
:'''Will''' +9 (+2 Wis, +7 Wiz)
+
:'''Will''' +13 (+4 Wis, +5 Druid, +1 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 30 ft.
 
:'''Speed''' 30 ft.
:'''Melee''' quarterstaff +3 (1d6–2)  
+
:'''Melee''' quarterstaff +4 (1d6–1) or sickle +4 (1d6–1)
:'''Ranged''' mwk sling +7 (1d4–2)
+
:'''Ranged''' mwk sling +8 (1d4–1)
 
+
:'''Special Attacks''' [[#Wild Shape]] 2/day
'''Wizards [[#Spells]] Prepared''' (CL 10th; concentration +13)
+
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 +
: 7/day — acid dart (from [[#Earth domain]]).
  
 +
'''Wizards [[#Spells]] Prepared''' (CL 6th; concentration +10)
 +
:'''3rd''': [[#Spike Growth]] (DC 17), [[#Daylight]], [[#Stone Shape]] D
 +
:'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Summon Swarm]], [[#Soften Earth and Stone]] D
 +
:'''1st''': [[#Cure Light Wounds]], [[#Obscuring Mist]], [[#Faery Fire]], [[#Speak with Animals]], [[#Magic Stone]] D
 +
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]]
 +
:''D'': Domain spell; [[#Earth domain]]
  
 
=== Statistics ===
 
=== Statistics ===
  
:'''Str''' 6 (-2), '''Dex''' 15 (+2), '''Con''' 17 (+3), '''Int''' 23 (+6), '''Wis''' 14 (+2), '''Cha''' 10 (+0)
+
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
:'''Base Atk''' +5; '''CMB''' +3 (+5 BAB, -2 Str); '''CMD''' 15 (10 +5 BAB, -2 Str, +2 Dex)
+
:'''Base Atk''' +5; '''CMB''' +4 (+5 BAB, -1 Str); '''CMD''' 16 (10 +5 BAB, -1 Str, +2 Dex)
  
 
'''Feats'''
 
'''Feats'''
* 1st level: [[#Spell Penetration]]
+
* ''Dodge'': +1 dodge to AC
* Bonus: [[#Scibe Scroll]]
+
* ''Lightning Reflexes'': +2 to Ref
* 3rd level: Greater Spell Penetration
+
* ''Natural Spell'': Allows to cast spells while wild shaped
* 5th level: [[#Spell Focus]]: Evocation
+
* ''Skill Focus'' (Survival): +3 bonus to skill
* 7th level: Greater Spell Focus: Evocation
+
* ''Iron Will'': Will save +2
* 9th level: [[#Golem Constructor]]
 
  
'''Skills''' (2+3 Int) x3 for Wizard & (2+4 Int) x7 for Wizard = 57
+
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker
* Spellcraft +17 (10 ranks +3 class + 4 Int)
+
* Climb +3 (1 rank, -1 Str, +3 default)
* Knowledge (arcana) +17 (10 ranks +3 class +4 Int)
+
* [[#Fly]] +9 (4 rank, +2 Dex, +3 default)
* Craft (sculptures) +17 (10 ranks +3 class +4 Int)
+
* [[#Swim]] +4 (2 rank, -1 Str, +3 default)
* Knowledge (engineer) +10 (3 ranks +3 class +4 Int)
+
* Handle Animal +6 (3 rank, +3 default, +0 Cha)
* Knowledge (planes) +10 (3 ranks +3 class +4 Int)
+
* Heal +10 (3 ranks, +3 default, +4 Wis)
* Knowledge (dungeon) +10 (3 ranks +3 class +4 Int)
+
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
* Knowledge (history) +10 (3 ranks +3 class +4 Int)
+
* Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)
* Knowledge (geography) +10 (3 ranks +3 class +4 Int)
+
* Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)
* Knowledge (nobility) +10 (3 ranks +3 class +4 Int)
+
* Knowledge (the planes) +6 (5 ranks, +1 Int)
* Knowledge (nature) +10 (3 ranks +3 class +4 Int)
+
* Perception +11 (4 ranks, +3 default, +4 Wis)
* Fly +8 (3 ranks +3 class +2 Dex)
+
* Spellcraft +7 (3 ranks, +3 default, +1 Int)
* Appraise +10 (3 ranks +3 class +4 Int)
+
* Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)
  
'''Languages''' Common, Tien, Varisian, Skald
+
'''Languages''' Common, Druidic, Elven, Undercommon, Skald
  
 
'''SQ'''
 
'''SQ'''
 
+
* Elf blood: Counts as elf for purpose of effects working on elves.
 +
* Nature bond ([[#Earth domain]])
 +
* [[#Nature sense]]: +2 to Know (nature) and Survival.
 +
* [[#Trackless Step]]: leaves no trail in natural surroundings and cannot be tracked.
 +
* [[#Wild Empathy]] +6 (Druid level + Cha mod)
 +
* [[#Woodland Stride]]: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
 +
* [[#Discover Omen]]: Meditate to grant insight bonus (+1).
 +
* [[#Favored Pilgrim]]: Improves elves' attitude.
 +
* [[#Tranquility]]: +10 to saves vs. fear
  
 
'''Combat Gear''':
 
'''Combat Gear''':
* [[#Mask Golem]]
+
* Wand of [[#Cure Light Wounds]] (47 charges)
* Mask of Intelligence +4
+
* Potions of Cure Medium Woulds x2
* Ring of Protection +2
+
* Potion of Levitate
 +
* [[#Alchemist's Fire]] (3)
 +
* Ring of Protection +1
  
 
'''Other Gear'''
 
'''Other Gear'''
 +
*  +1 hide armor
 +
* Heavy wooden shield
 
* Masterwork sling with 20 bullets
 
* Masterwork sling with 20 bullets
 
* Quarterstaff
 
* Quarterstaff
 +
* Sickle
 +
* Cloak of resistance +1
 
* Backpack
 
* Backpack
 
* Healer's kit
 
* Healer's kit
 +
* Holly and mistletoe: used as divine focus
 
* Silk rope (50 ft.)
 
* Silk rope (50 ft.)
* Spell component pouch
+
* Spell component pouc
 
+
* 91 gp
3000 gp
 
  
 
== Reference ==
 
== Reference ==
Строка 119: Строка 139:
 
! 7th  
 
! 7th  
 
| +3 || +2 || +2 || +5 ||  
 
| +3 || +2 || +2 || +5 ||  
| 4 || 4 || 3 || 2 || 1 || — || — || — || — || —
+
| 4 || 3 || 3 || 2 || || — || — || — || — || —
 
|-
 
|-
 
! 8th  
 
! 8th  
 
| +4 || +2 || +2 || +6 ||  
 
| +4 || +2 || +2 || +6 ||  
| 4 || 4 || 3 || 3 || 2 || — || — || — || — || —
+
| 4 || 3 || 3 || 2 || || — || — || — || — || —
 
|-
 
|-
 
! 9th  
 
! 9th  
 
| +4 || +3 || +3 || +6 ||  
 
| +4 || +3 || +3 || +6 ||  
| 4 || 4 || 4 || 3 || 2 || 1 || — || — || — || —
+
| 4 || 3 || 3 || 2 || — || — || — || — || — || —
|-
 
! 9th
 
| +5 || +3 || +3 || +7 ||
 
| 4 || 4+2+E || 4+2+E || 3+1+E || 3+1+E || 2+E || — || — || — || —
 
 
|}
 
|}
 
Bonus spells from high Int and Evocation school spec.
 
  
 
==== Spells ====
 
==== Spells ====
Строка 214: Строка 228:
 
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event.  
 
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event.  
  
==== Primal Surge  ====
+
=== Spells list ===
Primal Surge (Su): At 10th level, whenever a primalist triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her wizard level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply.
 
 
 
=== Feats ===
 
==== Spell Penetration ====
 
You get a +4 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
 
 
 
==== Spell Focus ====
 
Greater Spell Focus - Evocation: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.
 
 
 
==== Golem Constructor ====
 
'''Benefit''': You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.
 
 
 
'''Special''': You may select this discovery multiple times. Each time you select this discovery, it applies to a different kind of golem.
 
 
 
;Craft Construct
 
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
 
 
 
===== Mask Golem =====
 
See. p. XXX
 
 
 
=== Spellbook ===
 
 
 
Starting:
 
* 0: all /div, ill
 
# 3 + 3
 
* +2/level
 
 
 
  
#
 
# See Invisibility
 
#
 
#
 
# Dominate Person, Telekinesis
 
  
 
=== Primal Magic rules ===
 
=== Primal Magic rules ===

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