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''' |
=== 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 |
− | |||
* 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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* Disease (Ex): | * 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. | *: 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''' + | + | :'''Melee''' +12/+7 ret. dagger 1d4, +11/+6 [[#Spirit Caller]] 1d4 |
− | :'''Ranged''' + | + | :'''Ranged''' +11/+6 ret. dagger 1d4 |
− | * + | + | * +12/+7 Bite 1d4 + disease + curse |
* DR 10/silver | * DR 10/silver | ||
− | :'''Fort''' + | + | :'''Fort''' +7; +11 total vs. poisons |
− | :'''hp''' | + | :'''hp''' 91 |
− | == Animal Form | + | == Animal 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: Filth Fever | * Disease: Filth Fever | ||
− | * + | + | * +12/+7 Bite 1d4 + disease + curse |
:'''Fort''' +7; +11 total vs. poisons | :'''Fort''' +7; +11 total vs. poisons | ||
* DR 10/silver | * DR 10/silver | ||
− | :'''hp''' | + | :'''hp''' 91 |
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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: [[#Disease Use]], [[#Positioning Attack]] | ||
* Evasion, Uncanny dodge | * Evasion, Uncanny dodge | ||
* Poisoner archetype: Poison Use, Master Poisoner | * Poisoner archetype: Poison Use, Master Poisoner | ||
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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. | 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. | + | 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 == | == Feats == |