Редактирование: Haiiro

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== Base info ==
 
== Base info ==
  
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/7/5
+
:'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/5/5
 
:'''N Medium humanoid''' (human, shapechanger)
 
:'''N Medium humanoid''' (human, shapechanger)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
:'''Senses''' Low-light vision, Scent; Perception
+
:'''Senses''' low-light vision (half-elf); Perception +11
  
 
=== Defense ===
 
=== Defense ===
  
:'''AC''' 18, touch 13, flat-footed 15 (10 base +5 armor, +2 Dex +1 Dodge); [[#Uncanny Dodge]], 18/13/17 vs. traps
+
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
:'''hp''' 96 (8+2 + 11d8+2*11)
+
:'''hp''' 81 (8+2 + 9d8+2*9)
:'''Fort''' +7 (+2 Con, +2 Rogue, +3 GPsn); +12 total vs. poisons
+
:'''Fort''' + (+? Con, +1 Rogue, +3 GPsn); +4 vs. poisons
:'''Ref''' +9 (+2 Dex, +5 Rogue, +2 GPsn); [[#Evasion]], +11 total vs. traps
+
:'''Ref''' + (+? Dex, +4 Rogue, +2 GPsn); [[#Evasion]]
:'''Will''' +5 (+1 Wis, +2 Rogue, +2 GPsn)
+
:'''Will''' + (+? Wis, +1 Rogue, +2 GPsn)
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 30 ft.
 
:'''Speed''' 30 ft.
:'''Melee''' +11/+6 ret. dagger 1d4+3, +10/+5 [[#Spirit Caller]] 1d4+3
+
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)
:'''Ranged''' +10/+5 ret. dagger 1d4+3
+
:'''Ranged''' mwk sling +9 (1d4–1)
:'''Special Attacks''' [[#Sneak Attack]] 5d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)
+
:'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]]  (rogue trick)
  
 
=== Statistics ===
 
=== Statistics ===
  
:'''Str''' 18 (+3) = 11 +6 (belt) +1 (12th level)
+
:'''Str''' 17 (+3) = 11 +6 (belt)
 
:'''Dex''' 14 (+2) = 12 +2 (Human)
 
:'''Dex''' 14 (+2) = 12 +2 (Human)
 
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)
 
:'''Con''' 14 (+2) = 12 +1 (4th level) +1 (8th level)
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:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)
 
:'''Wis''' 13 (+1) = 11 +2 (Lycanthrope)
 
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)
 
:'''Cha''' 8 (-1) = 10 -2 (Lycanthrope)
:'''Base Atk''' +8/+3 (+5 Rogue +3 GPsn); '''CMB''' +11 (+8 BAB, +3 Str); '''CMD''' 23 (10 +8 BAB, +3 Str, +2 Dex)
+
:'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex)
:'''Melee''' +11/+6; '''ranged''' +10/+5
 
  
 
'''Feats'''
 
'''Feats'''
 
* 1st: Combat Expertise
 
* 1st: Combat Expertise
 
* 1st bonus: Gang Up
 
* 1st bonus: Gang Up
* Wererat bonus: Weapon Finesse
+
* 3rd: Weapon Finesse
* 3rd: Dodge
 
 
* 5th: Master Archemist
 
* 5th: Master Archemist
* 7th: Filth Eater
+
* 7th:  
* 9th: Plague Bearer
+
* 9th:  
* 11th: Rat Form
+
* 11th:
  
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x7 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner
+
'''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner
* Acrobatics 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex
+
* Acrobatics = 10 ranks +3 class skill
* Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int
+
* Craft (alchemy) = 10 ranks +3 class skill
* Craft (traps) 16 = 10 ranks +3 class skill +3 Int
+
* Craft (traps) = 10 ranks +3 class skill
* Escape Artist 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex
+
* Escape Artist = 10 ranks +3 class skill
* Heal 15 = 11 ranks +3 class skill +1 Wis
+
* Heal = 10 ranks +3 class skill
* Perception 17 = 13 ranks +3 class skill +1 Wis
+
* Perception = 10 ranks +3 class skill
* Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex
+
* Sleight of Hand = 10 ranks +3 class skill
* Stealth 18 (17 w/ACP) = 13 ranks +3 class skill +2 Dex
+
* Stealth = 10 ranks +3 class skill
* Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int
+
* Knowledge (local) = 5 ranks + 3 class skill
* Bluff 9 = 7 ranks + 3 class skill -1 Cha
+
* Bluff = 7 ranks + 3 class skill
* Diplomacy 7 = 5 ranks + 3 class skill -1 Cha
+
* Diplomacy = 5 ranks + 3 class skill
* Disguise 10 = 8 ranks + 3 class skill -1 Cha
+
* Disguise = 8 ranks + 3 class skill
  
'''Languages''' Common, Undercommon, ?, ?
+
'''Languages''' Common, ?, ?, ?
  
 
'''SQ'''
 
'''SQ'''
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* Uncanny dodge
 
* Uncanny dodge
  
(82 000 gp spent)
+
82 000 gp
  
 
'''Combat Gear''':
 
'''Combat Gear''':
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* Belt of Giant Strength +6 (18,000 gp)
 
* Belt of Giant Strength +6 (18,000 gp)
  
'''Other Gear''':
+
'''Other Gear'''
* Alchemical lab (portable): +1 circ. on Craft (alchemy)
+
 
  
 
== Hybrid Form ==
 
== Hybrid Form ==
 
* +2 Str, +2 Con in hybrid and animal forms.
 
* +2 Str, +2 Con in hybrid and animal forms.
 
* [[#Curse of Lycanthropy]]
 
* [[#Curse of Lycanthropy]]
* Disease (Ex):
 
*: Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
 
:'''Melee''' +14/+9 ret. dagger 1d4+5, +13/+8 [[#Spirit Caller]] 1d4+5
 
:'''Ranged''' +13/+8 ret. dagger 1d4+5
 
* +14/+9 Bite 1d4+5 + disease + curse
 
* DR 10/silver
 
:'''Fort''' +10; +14 total vs. poisons
 
:'''hp''' 120
 
  
== Animal Form (Dire Rat) ==
+
== Animal Form ==
 
* +2 Str, +2 Con in hybrid and animal forms.
 
* +2 Str, +2 Con in hybrid and animal forms.
* Speed 40 ft., climb 20 ft., swim 20 ft.
 
* [[#Curse of Lycanthropy]]
 
* Disease: Filth Fever
 
* +15/+10 Bite 1d4+4 + disease + curse
 
:'''Fort''' +7; +11 total vs. poisons
 
* DR 10/silver
 
:'''hp''' 120
 
:'''AC''' 14, touch 14, flat-footed 11 (10 base, +2 Dex, +1 size +1 dodge); [[#Uncanny Dodge]]
 
* '''CMB''' +12 (+8 BAB, +5 Str -1 small); '''CMD''' 24 (10 +8 BAB, +5 Str, +2 Dex -1 small +1 dodge)
 
* No Armor Check Penalty
 
* Stealth 22 = 13 ranks +3 class skill +2 Dex +4 small
 
 
== Rat Form ==
 
* -4 Str, +4 Dex
 
* Speed 15 feet, climb 15 ft., swim 15 ft.
 
 
* [[#Curse of Lycanthropy]]
 
* [[#Curse of Lycanthropy]]
* Disease: Filth Fever
 
* +9/+4 Bite 1d4+2 + disease + curse
 
* DR 10/silver
 
:'''hp''' 96
 
:'''AC''' 17, touch 17, flat-footed 12 (10 base, +4 Dex, +2 size +1 dodge); [[#Uncanny Dodge]]
 
* '''CMB''' +9 (+6 BAB, +5 Str -2 tiny); '''CMD''' 19 (10 +6 BAB, +2 Str, +2 Dex -2 tiny +1 dodge)
 
* No Armor Check Penalty
 
* Stealth 28 = 13 ranks +3 class skill +4 Dex +8 tiny)
 
  
 
== Reference ==
 
== Reference ==
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A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:
 
A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:
  
==== Change Shape ====
+
==== Change Shape =====
 
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
 
(Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
  
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=== Rogue ===
 
=== Rogue ===
 
Lvl 5:
 
Lvl 5:
* Sneak Attack 4d6
+
* BAB +3
* 3 rogue talents: [[#Disease Use]], [[#Positioning Attack]], Assault Leader: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
+
* Fort +1, Ref +4, Will +1
 +
* Sneak Attack 3d6
 +
* 2 rogue talents
 
* Evasion, Uncanny dodge
 
* Evasion, Uncanny dodge
 
* Poisoner archetype: Poison Use, Master Poisoner
 
* Poisoner archetype: Poison Use, Master Poisoner
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==== Poison Use ====
 
==== Poison Use ====
 
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.  
 
At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.  
 
==== Disease Use ====
 
Benefit: A rogue with this talent can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The rogue does not risk exposure to this disease unless she is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied.
 
 
==== Positioning Attack ====
 
 
Benefit: Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.
 
  
 
=== Guild Poisoner ===
 
=== Guild Poisoner ===
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* Fort +3, Ref +2, Will +2
 
* Fort +3, Ref +2, Will +2
 
* Sneak Attack 1d6
 
* Sneak Attack 1d6
* 1 toxic tricks: [[#Smoke Bomb]]
+
* 1 toxic tricks
 
* Poison resistance +4, Trapster +1, Sneak Attack 1d6
 
* Poison resistance +4, Trapster +1, Sneak Attack 1d6
 
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin
 
* Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin
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==== Treacherous Toxin ====
 
==== Treacherous Toxin ====
 
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.
 
(Ex) At 5th level, when a Guild poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes.
 
==== Smoke Bomb ====
 
Toxic trick; As the ninja trick, but no ki points are required.
 
 
At 2nd level and every two levels thereafter, a Guild poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Guild poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.
 
 
This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.
 
 
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
 
 
== Feats ==
 
=== Combat Expertise ===
 
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
 
 
=== Gang Up ===
 
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
 
 
=== Weapon Finesse ===
 
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
 
 
=== Master Alchemist ===
 
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.
 
 
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).
 
  
 
== Equipment ==
 
== Equipment ==
 
=== Mistmail ===
 
=== Mistmail ===
 
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp
 
:Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp
: Mwk Chain Shirt: +4 AC, +4 max Dex bonus, -1 Armor check penalty
+
: +4 AC, +4 max Dex bonus, -1 Armor check penalty
  
 
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
 
The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.
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This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
 
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
 
== Skills ==
 
=== Craft===
 
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
 
 
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
 
 
{|
 
|+ Table: Craft Skills
 
|-
 
! Item !! Craft Skill  !! Craft DC
 
|-
 
| Acid || Alchemy || 15
 
|-
 
| Alchemist's fire, smokestick, or tindertwig || Alchemy || 20
 
|-
 
| Antitoxin, sunrod, tanglefoot bag, or thunderstone || Alchemy || 25
 
|-
 
| Mechanical trap || Traps || Varies<sup>1</sup>
 
|-
 
| Very simple item (wooden spoon) ||Varies ||5
 
|-
 
| Typical item (iron pot) || Varies || 10
 
|-
 
| High-quality item (bell) || Varies || 15
 
|-
 
| Complex or superior item (lock) || Varies ||20
 
|-
 
|}
 
<sup>1</sup> Traps have their own rules for construction.
 
Check
 
 
You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
 
 
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.
 
 
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
 
 
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
 
 
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
 
 
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.
 
 
To determine how much time and money it takes to make an item, follow these steps.
 
 
# Find the item's price in silver pieces (1 gp = 10 sp).
 
# Find the item's DC from Table: Craft Skills.
 
# Pay 1/3 of the item's price for the raw material cost.
 
# Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
 
 
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
 
 
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.
 

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