Jack — различия между версиями

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:'''N Medium humanoid''' (human)
 
:'''N Medium humanoid''' (human)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
:'''Senses''' low-light vision (half-elf); Perception +0
+
:'''Senses''' Perception +0
  
 
=== Defense ===
 
=== Defense ===

Текущая версия на 01:44, 5 апреля 2014

Base info[править]

Human Sorcerer 2
N Medium humanoid (human)
Init +2 (+2 Dex)
Senses Perception +0

Defense[править]

AC 12, touch 12, flat-footed 10 (+2 Dex);
AC w/Mage Armor or Shield 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);
AC w/Mage Armor & Shield 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);
hp 6+? (2d6 +1 fav. class)
Fort +0 (+0 Sor +0 Con)
Ref +2 (+0 Sor +2 Dex)
Will +3 (+3 Sor +0 Wis)

Offense[править]

Speed 30 ft.
Melee +1 quarterstaff 1d6
Ranged +3 light crossbow 1d8 (move action to reload; provokes AoO); or +3 ranged touch with ray spell
Bloodline abilities (Arcane): Arcane bond (staff)

Sorcerers #Spells Known (CL 2nd; DC 13+level; concentration +5)

1st (4, 3 known): Cause Fear [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), Break (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), Vanish (invisibility 1 rnd/lvl, max 5)
0th (at will, 5 known): Disrupt Undead (close ray 1d6 positive damage; ranged touch), Animate Animal (animates touched tiny animal that follows commands; allows only single controlled animal), Ghost Sound (sound illusion; Will disbelieves; 1 rnd/lvl), Irksome Weapon (see below), Pause (immediate action, decreases target's init by 4, close range, Will neg)
  • 1 more spell via staff

Statistics[править]

17 pts

Str 10, Dex 14 (+2 Hum), Con 10, Int 14, Wis 10, Cha 16
Base Atk +0 (+0 Sor); CMB +0 (+0 BAB, +0 Str); CMD 12 (10 +0 BAB, +0 Str, +2 Dex)

Feats

  • 1st: Spell Focus [necromancy] (+1 DC of spells)
  • Bonus human: Magical Aptitude (+2 to Spellcraft & UMD)
  • Bonus Sorc: Eschew Materials (M components for 1gp or less is not required)
  • 1st trait: Classically Schooled (+1 to Spellcraft)
  • 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)

Skills (2 +2 Int) x2 for Sorcerer

  • Knowledge (arcana) +7 (2 rank +3 class +2 Int)
  • Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)
  • Spellcraft +10 (2 rank +3 class +2 Int +1 trait +2 feat)
  • Knowledge (religion) +7 (2 rank +3 bloodline +2 Int)
  • Bluff +7 (+1 rank +3 class +3 Cha)

Languages Common, Draconic, Undercommon

Combat Gear:

Other Gear

  • Bonded arcane staff with spell runes (Mage Armor as in spellbook)
  • Spellbook with typical Wizard spells
  • 5 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr
  • 2 scrolls of Shield: +4 shield bonus AC for 1 min

Reference[править]

Irksome Weapon[править]

School evocation [force]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. +5 ft./2 levels)
Effect a magical weapon of force
Duration 1 round
Saving Throw none; Spell Resistance yes

A melee weapon of pure force springs into existence and attacks a designated opponent when he provokes attacks of opportunity, but no more than once per round, dealing 1d8 points of damage per hit with a critical threat range of 19–20/×2. It also grants any creature attacking this opponent a flanking bonus, though the weapon does not gain this benefit. The weapon is visible and takes the shape of any appropriately-sized simple or martial weapon you desire. It uses your caster level plus your relevant caster ability modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures. The weapon follows the foe you choose as long as he remains within range. Occupying the same area as the foe, it makes attacks of opportunity whenever that particular foe provokes him, but otherwise it takes no actions. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell’s range, the spell ends. Once you’ve designated a foe, you cannot choose a new opponent to target with this spell.

The irksome weapon cannot be attacked or damaged. If an attacked creature has spell resistance, check for resistance the first time the irksome weapon strikes it. Successfully resisting the weapon dispels the spell.