Haiiro

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Ability rolls: 10, 12, 11, 11, 12, 16.
HP rolls: 1 + 7 + 8 + 5 + 8 + 8 + 3 + 5 + 8 = 53

Base info

Human Natural Wererat/Rogue (poisoner)/Guild Poisoner 1/5/5
N Medium humanoid (human, shapechanger)
Init +2 (+2 Dex)
Senses Low-light vision, Scent; Perception

Defense

AC 17, touch 12, flat-footed 15 (10 base +5 armor, +2 Dex); #Uncanny Dodge
hp 81 (8+2 + 9d8+2*9)
Fort +6 (+2 Con, +1 Rogue, +3 GPsn); +10 total vs. poisons
Ref +8 (+2 Dex, +4 Rogue, +2 GPsn); #Evasion
Will +4 (+1 Wis, +1 Rogue, +2 GPsn)

Offense

Speed 30 ft.
Melee +11/+6 ret. dagger 1d4+3, +10/+5 #Spirit Caller 1d4+3
Ranged +10/+5 ret. dagger 1d4+3
Special Attacks #Sneak Attack 4d6, #Disease Use (rogue trick), #Positioning Attack (rogue trick)

Statistics

Str 17 (+3) = 11 +6 (belt)
Dex 14 (+2) = 12 +2 (Human)
Con 14 (+2) = 12 +1 (4th level) +1 (8th level)
Int 16 (+3) = 16
Wis 13 (+1) = 11 +2 (Lycanthrope)
Cha 8 (-1) = 10 -2 (Lycanthrope)
Base Atk +6/+1 (+3 Rogue +3 GPsn); CMB +9 (+6 BAB, +3 Str); CMD 21 (10 +6 BAB, +3 Str, +2 Dex)
Melee +9/+4; ranged +8/+3

Feats

  • 1st: Combat Expertise
  • 1st bonus: Gang Up
  • 3rd: Weapon Finesse
  • 5th: Master Archemist
  • 7th:
  • 9th:
  • 11th:

Skills (8 +3 Int +1 Human +1 fav. class) x5 for Rogue, (4 +3 Int +1 Human) x5 for Guild Poisoner

  • Acrobatics 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex
  • Craft (alchemy) 16 = 10 ranks +3 class skill +3 Int
  • Craft (traps) 16 = 10 ranks +3 class skill +3 Int
  • Escape Artist 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex
  • Heal 14 = 10 ranks +3 class skill +1 Wis
  • Perception 14 = 10 ranks +3 class skill +1 Wis
  • Sleight of Hand 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex
  • Stealth 15 (14 w/ACP) = 10 ranks +3 class skill +2 Dex
  • Knowledge (local) 11 = 5 ranks + 3 class skill +3 Int
  • Bluff 9 = 7 ranks + 3 class skill -1 Cha
  • Diplomacy 7 = 5 ranks + 3 class skill -1 Cha
  • Disguise 10 = 8 ranks + 3 class skill -1 Cha

Languages Common, Undercommon, ?, ?

SQ

  • Evasion
  • Uncanny dodge

(82 000 gp spent)

Combat Gear:

Other Gear:

  • Alchemical lab (portable): +1 circ. on Craft (alchemy)

Hybrid Form

  • +2 Str, +2 Con in hybrid and animal forms.
  • #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 +12/+7 ret. dagger 1d4+4, +11/+6 #Spirit Caller 1d4+4
Ranged +11/+6 ret. dagger 1d4+4
  • +12/+7 Bite 1d4+4 + disease + curse
  • DR 10/silver
Fort +7; +11 total vs. poisons
hp 91

Animal Form

  • +2 Str, +2 Con in hybrid and animal forms.
  • Speed 40 ft., climb 20 ft., swim 20 ft.
  • #Curse of Lycanthropy
  • Disease: Filth Fever
  • +13/+8 Bite 1d4+4 + disease + curse
Fort +7; +11 total vs. poisons
  • DR 10/silver
hp 91
AC 13, touch 13, flat-footed 11 (10 base, +2 Dex, +1 size); #Uncanny Dodge
  • CMB +9 (+6 BAB, +4 Str -1 small); CMD 21 (10 +6 BAB, +4 Str, +2 Dex -1 small)
  • No Armor Check Penalty
  • Stealth 19 = 10 ranks +3 class skill +2 Dex +4 small

Reference

Natural Wererat

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 =

(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.

Curse of Lycanthropy

(Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy

(Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Rogue

Lvl 5:

  • BAB +3
  • Fort +1, Ref +4, Will +1
  • Sneak Attack 3d6
  • 2 rogue talents: #Disease Use, #Positioning Attack
  • Evasion, Uncanny dodge
  • Poisoner archetype: Poison Use, Master Poisoner

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

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.

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

Lvl 5:

  • BAB +3
  • Fort +3, Ref +2, Will +2
  • Sneak Attack 1d6
  • 1 toxic tricks: #Smoke Bomb
  • Poison resistance +4, Trapster +1, Sneak Attack 1d6
  • Master Poisoner, Quick Poisoning, Toxic Apothecary, Toxic Manufactory, Treacherous Toxin

Master Poisoner

A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined.

Quick Poisoning

(Ex) A Guild poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.

Toxic Apothecary

(Ex and Sp) At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet, caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check she adds this bonus to the save bonus she provides her patient against the treated poison.

Toxic Manufactory

(Ex) At 3rd level, when creating poisons or antitoxins a Guild poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the Guild poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's pp value as its sp value when determining progress with her Craft (alchemy) checks.

Trapster

(Ex) At 3rd level, a Guild poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks made with poisonous traps. A Guild poisoner also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.

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.

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

Mistmail

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

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.

Spirit Caller

Aura moderate necromancy; CL 9th; Weight 2 lbs.; Price 25,302 gp
1d4 dmg, "broken" on nat 1 (-2 atk, destroyed on nat 1)

The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.

Returning

Price +1 bonus
Aura moderate transmutation; CL 7th; Weight —

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 Varies1
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

1 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.

  1. Find the item's price in silver pieces (1 gp = 10 sp).
  2. Find the item's DC from Table: Craft Skills.
  3. Pay 1/3 of the item's price for the raw material cost.
  4. 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.