Редактирование: Haiiro
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== Base info == | == Base info == | ||
− | :'''Human Natural Wererat/Rogue (poisoner)/Guild Poisoner''' 1/ | + | :'''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''' | + | :'''Senses''' low-light vision (half-elf); Perception +11 |
=== Defense === | === Defense === | ||
− | :'''AC''' | + | :'''AC''' 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); [[#Uncanny Dodge]] |
− | :'''hp''' | + | :'''hp''' 81 (8+2 + 9d8+2*9) |
− | :'''Fort''' + | + | :'''Fort''' +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons |
− | :'''Ref''' + | + | :'''Ref''' +8 (+2 Dex, +4 Rogue, +2 GPsn); [[#Evasion]] |
− | :'''Will''' + | + | :'''Will''' +4 (+1 Wis, +1 Rogue, +2 GPsn) |
=== Offense === | === Offense === | ||
:'''Speed''' 30 ft. | :'''Speed''' 30 ft. | ||
− | :'''Melee''' +11/+6 ret. dagger 1d4 | + | :'''Melee''' +11/+6 ret. dagger 1d4, +10/+5 [[#Spirit Caller]] 1d4 |
− | :'''Ranged''' +10/+5 ret. dagger 1d4 | + | :'''Ranged''' +10/+5 ret. dagger 1d4 |
− | :'''Special Attacks''' [[#Sneak Attack]] | + | :'''Special Attacks''' [[#Sneak Attack]] 4d6, [[#Disease Use]] (rogue trick), [[#Positioning Attack]] (rogue trick) |
=== Statistics === | === Statistics === | ||
− | :'''Str''' | + | :'''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''' + | + | :'''Base Atk''' +6/+1 (+3 Rogue +3 GPsn); '''CMB''' +6 (+6 BAB, -? Str); '''CMD''' 18 (10 +6 BAB, -? Str, +? Dex) |
− | :'''Melee''' + | + | :'''Melee''' +9/+4; '''ranged''' +8/+3 |
'''Feats''' | '''Feats''' | ||
* 1st: Combat Expertise | * 1st: Combat Expertise | ||
* 1st bonus: Gang Up | * 1st bonus: Gang Up | ||
− | * | + | * 3rd: Weapon Finesse |
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* 5th: Master Archemist | * 5th: Master Archemist | ||
− | * 7th: | + | * 7th: |
− | * 9th: | + | * 9th: |
− | * 11th: | + | * 11th: |
− | '''Skills''' (8 +3 Int +1 Human +1 fav. class) | + | '''Skills''' (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner |
− | * Acrobatics | + | * Acrobatics = 10 ranks +3 class skill |
− | * Craft (alchemy) | + | * Craft (alchemy) = 10 ranks +3 class skill |
− | * Craft (traps) | + | * Craft (traps) = 10 ranks +3 class skill |
− | * Escape Artist | + | * Escape Artist = 10 ranks +3 class skill |
− | * Heal | + | * Heal = 10 ranks +3 class skill |
− | * Perception | + | * Perception = 10 ranks +3 class skill |
− | * Sleight of Hand | + | * Sleight of Hand = 10 ranks +3 class skill |
− | * Stealth | + | * Stealth = 10 ranks +3 class skill |
− | * Knowledge (local) | + | * Knowledge (local) = 5 ranks + 3 class skill |
− | * Bluff | + | * Bluff = 7 ranks + 3 class skill |
− | * Diplomacy | + | * Diplomacy = 5 ranks + 3 class skill |
− | * Disguise | + | * Disguise = 8 ranks + 3 class skill |
− | '''Languages''' Common, | + | '''Languages''' Common, ?, ?, ? |
'''SQ''' | '''SQ''' | ||
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* Uncanny dodge | * Uncanny dodge | ||
− | + | 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''' |
− | + | ||
== 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]] | ||
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− | == Animal Form | + | == Animal Form == |
* +2 Str, +2 Con in hybrid and animal forms. | * +2 Str, +2 Con in hybrid and animal forms. | ||
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* [[#Curse of Lycanthropy]] | * [[#Curse of Lycanthropy]] | ||
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== 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 | + | * BAB +3 |
− | * | + | * 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. | ||
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=== 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 | + | * 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. | ||
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== Equipment == | == Equipment == | ||
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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. | ||
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