Toiminnot
Sivusto
LN Medium Outsider (Native)
Player Tomahawk (39485-6)
Xp 29
Faction Cheliax
Prestige/Fame 46/48
Init +1
Senses Perception +14
AC 29, touch 14, flat-footed 28; (+12 armor, +1 Dex, +3 natural armor, +1 deflection, +1 insight, +1 luck)
hp 94
Fort +14, Ref +9, Will +12
Special Defenses
Speed 20 ft
Melee +3 Nodachi +19/+12, 1d10+21 15-20/x2, S
Melee Cold Iron Katana +16/+9, 1d8+18 18-20/x2, S
Melee Silver Earth Breaker +16/+9, 1d8+18 x3, B
Melee Maw +16/+9, 1d6+18 x3, B
Melee Secondary Maw +9, 1d6+6 x2, B/S/P
Melee Naginata +16/+9, 1d8+18 x2, B/S/P
Melee Lance +16/+9, 1d8+18 x3, P
Ranged Chakram +11, 1d8+6 x2, S
Special Attacks Challenge +10 to damage
Str 22, Dex 12, Con 14, Int 12, Wis 13, Cha 8
Base Atk +10; CMB +16; CMD 30
Feats Power Attack, Furious Focus, Armor of the Pit, Cornugon Smash, Intimidating Prowess
Skills Skill +x (ranks)
Traits Armor Expert, Indomitable Faith
Languages Common, Infernal, Abyssal, Tien
SQ
On person
In backpack
Wealth
Encumbrance x lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)
Notes
Notes
Male Human Gunslinger (Musket Master) 9
Lawful Neutral Medium Humanoid
Init +6
Senses Perception +15
AC 25, touch 14, flat-footed 22; (+10 armor, +3 Dex, +1 Deflection, +1 natural armor)
hp 103
Fort +12, Ref +12, Will +7
Special Defenses
Speed 20 ft
Melee Short Sword +11 (1d6+2/19-20 x2, P)
Melee +1 Reliable Musket +14 (1d12+3/x2, B) Costs 1 grit
Ranged +1 Reliable Musket +16/+11 (1d12+7/x4, P&B) (Range less than 30 ft)
Ranged +1 Reliable Musket +14/+14/+11 (1d12+7/x4, P&B) (Range less than 30 ft) Rapid Shot
Ranged +1 Reliable Musket +13/+9 (1d12+13/x4, P&B) (Range less than 30 ft) Deadly Aim
Ranged +1 Reliable Musket +11/+11/+7 (1d12+13/x4, P&B) (Range less than 30 ft) Deadly Aim & Rapid Shot
Ranged +1 Reliable Musket +15/+10 (1d12+6/x4, P&B) (Range more than 30 ft)
Ranged +1 Reliable Musket +13/+13/+10 (1d12+6/x4, P&B) (Range more than 30 ft) Rapid Shot
Ranged +1 Reliable Musket +12/+8 (1d12+12/x4, P&B) (Range more than 30 ft) Deadly Aim
Ranged +1 Reliable Musket +10/+10/+6 (1d12+12/x4, P&B) (Range more than 30 ft) Deadly Aim & Rapid Shot
Str 14, Dex 18, Con 18, Int 12, Wis 16, Cha 12
Base Atk +9; CMB +11; CMD 26
Feats Point-Blank Shot, Precise Shot, Rapid Reload (Musket), Gunsmithing, Deadly Aim, Rapid Shot, Weapon Focus (Musket), Snap Shot, Combat Reflexes, Improved Snap Shot
Skills Climb +3 (1) Diplomacy +11 (9) Intimidate +14 (9) Knowledge Local +12 (7) Perception +15 (9) Sense Motive +12 (9), Survival +15 (9) Swim +3 (1)
Traits Guard Training
Languages Common
SQ
On person Master Ball of Gryfann, +1 Reliable Musket, +1 Mithral Fullplate, +1 Ring of Protection, 100 bullets + black powder (require move action to reload), 100 alchemical paper cartridge (require free action to load), belt of constitution +4, headband of wisdom +2, 3x Potion of Cure Critical Wounds (3d8+5), Bless Weapon Oil, Potion of Darkvision, Potion of Cat's Grace (+4 to dexterity (+2 to hit and damage rolls)), Oil of Magic Weapon
In backpack
Wealth 1000 gp
Notes
Grit (3/Day) Used for Deeds.
Gained by:
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Misfire: If the natural result of your attack roll falls within 1 with normal bullets or 1-2 with alchemical cartridges, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.
Deeds:
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefit. First, she gains a +2 bonus on initiative checks.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Male Human Aclhemist (Grenadier) 9
Lawful Evil Medium Humanoid
Init +3
Senses Perception +13
AC 24, touch 14, flat-footed 21; (+10 armor, +3 Dex, Deflection +1)
Buffed AC 30, touch 14, flat-footed 27; (+10 armor, +3 Dex, Deflection +1, Natural Armor +6)
hp75
Fort +10, Ref +12, Will +6
Special Defenses
Speed 20 ft
Melee Short Sword +7 (1d6+1/19-20x2, P)
Ranged Bomb +12/+7 (5d6+6/x2, Fire)
Ranged Buffed: +14/+14/+9 (5d6+6, Fire)
Ranged Aasen Mortar: +14 (6d6/x3, B,P and S)
Special Attacks Force Bombs (d4, Force)
Spells known
3rd (4/day) — spells Displacement, Heroism, Resinous Skin, Tongues, Fly
2nd (5/day) — spells Alchemical Allocation, Barkskin, Darkvision, See Invisibility, Lesser Restoration, False Life
1st (7/day) — spells Shield, Enlarge Person, Reduce Person, Comprehend Language, Identify, True Strike
Str 12, Dex 18, Con 14, Int 22, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 20
Feats Point Blank Shot, Brew Potions, Throw Anything, Precise Shot, Splash Weapon Mastery, Rapid Shot, Extra Discovery: Force Bombs, Extra Bombs
Discoveries Precise Bombs, Frost Bombs, Infusion, Fast Bombs, Force Bombs
Skills Disable Device +13 (9), Fly +13 (9), Heal +13 (9), Knowledge (Arcana) +18 (9), Knowledge (nature) +18 (9), Knowledge (History) +15 (9), Knowledge (Religion) +15 (9), Perception +13 (9), Spellcraft +18 (9), Survival +13 (9), Use Magic Device +10 (9)
Traits Guard Training
Languages Common
SQ
On person Ball of Gryfann, +1 Mithral Fullplate, +1 Ring of Protection, Aasen Mortar, Headband of Intelligence +4, Belt of Dexterity +2, 3x Potion of Cure Critical Wounds (3d8+5), Cure Light Wounds Wand
In backpack
Wealth 100 gp
Notes
Male Half-Orc Fighter 9
Lawful Neutral Large Humanoid
Init +1
Senses Perception +10
AC 24, touch 11, flat-footed 23; (+12 armor, +1 Dex, +1 Deflection, +1 Natural Armor, -1 size)
hp112
Fort +13, Ref +6, Will +6
Special Defenses
Speed 20 ft
Melee +3 Falchion +19/+11 (2d6+23/15-20 x2, S)
Special Attacks
Str 22, Dex 12, Con 20, Int 14, Wis 12, Cha 12
Base Atk +9; CMB +15 (+19 to trip, +22 with falchion); CMD 27
Feats Power Attack, Furious Focus, Cornugon Smash, Combat Expertise, Improved Trip, Greater Trip, Weapon Focus, Weapon Specialization, Improved Critical Falchion
Skills Climb +13 (9), Intimidate +13 (9), Knowledge Engineering +14 (9), Perception +10 (9), Swim +13 (9)
Traits Enlarged Guard Member
Languages Common
SQ
On personBall of Gryfann, +3 Falchion, +3 Fullplate, +1 Ring of Protection, belt of Strenght/Constitution +2/+2, headband of intelligence +2, 3x Potion of Cure Critical Wounds (3d8+5), Bless Weapon Oil, Potion of Darkvision, Potion of Cat's Grace (+4 to dexterity (+2 to hit and damage rolls)), Oil of Magic Weapon
In backpack
Wealth 1000 gp
Notes
Cornugon Smash: When hitting enemy with power attack you may roll free intimidate check to shaken enemy.
Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Female Human Arcanist (White Mage) 6/Guard Mage 3
Lawful Neutral Medium Humanoid
Init +5
Senses Perception +10
AC 23, touch 12, flat-footed 22; (+10 armor, +1 Dex, +1 Deflection, +1 natural armor)
hp 92
Fort +7, Ref +6, Will +9
Special Defenses
Speed 20 ft
Melee Short Sword +6 (1d6+1/19-20 x2, P)
Special Attacks
Spells known
4th (4/day) — spells Enervation, Phantasmal Killer
3rd (5/day) — spells Haste, Heroism, Fireball
2nd (5/day) — spells Glitterdust, Resist Energy, False Life, Web
1st (6/day) — spells Burning Hands, Shield, Grease, Identify, Comprehend Languages
Cantrips/Orisons (at will) — spells
Str 12, Dex 12, Con 16, Int 22, Wis 12, Cha 14
Base Atk +4; CMB +6; CMD 18
Feats Arcane Armor Training, Improved Initiative, Arcane Armor Mastery, Combat Casting, Toughness, Spell Focus (Evocation)
Skills Diplomacy +14 (9), Intimidate +14 (9), Linguistics +18 (9), Perception +10 (9), Fly +10 (9), Knowledge (Arcane) +18 (9), Knowledge Planes +18 (9), Knowledge Nature +18 (9)
Traits Guard Training
Languages
SQ Potent Magic, Quick Study, Spontaneous Healing Arcane Reservoir (At start of the day 6 max 12)
On personBall of Gryfann, +1 Mithral Fullplate, +1 Ring of Protection, Headband of Intelligence +4, Belt of Constitution +2, 3x Potion of Cure Critical Wounds (3d8+5), Cure Light Wounds Wand, Staff of Minor Arcana
In backpack
Wealth 1000gp
Notes
Male Human ‘’Slayer’’ 9
Neutral Large Humanoid
Init +5
Senses Perception +14
AC 24, touch 11, flat-footed 23; (+12 armor, +1 Dex, +1 Deflection, +1 Natural Armor, -1 size)
AC with shield’’’ 27, touch 11, flat-footed 23; (+12 armor, +3 shield, +1 Dex, +1 Deflection, +1 Natural Armor, -1 size)
hp 121
Fort +13, Ref +9, Will +9
Special Defenses'''
Speed 20 ft
Melee +3 Halberd +19/+11 (2d6+23/ 19-20 x3, P or S)
Melee Short Sword +15/+7 (1d8+12/ 19-20 x2, P)
Special Attacks Sneak Attack +3d6, Studied target +2 to hit +2 to damage
Str 22, Dex 12, Con 20, Int 12, Wis 14, Cha 12
Base Atk +9; CMB +15; CMD 27
Feats Power Attack, Furious Focus, Toughness, Heavy Armor Profiency, Weapon Focus (halberd), Iron Will, Improved Initiative, Improved Critical (Halberd)
Skills Climb +13 (9), Diplomacy +13 (9), Disable Device +10 (9), Intimidate +13 (9) (+17 against smaller targets), Perception +14 (9) (+18 for traps), Sense Motive +14 (9), Survival +14 (9) (+18 for tracking), Swim +13 (9)
Traits Enlarged Guard Member
Languages Common
SQ Slayer Talents: (Combat Style (two handed weapon), Trapfinding, Trap Spotting, Bloodreader)
On personBall of Gryfann, +3 Halberd, +3 Fullplate, +1 Ring of Protection, belt of Strenght/Constitution +2/+2, headband of intelligence +2, 3x Potion of Cure Critical Wounds (3d8+5), Bless Weapon Oil, Potion of Darkvision, Oil of Magic Weapon
In backpack
Wealth 1000 gp
Notes
Studied Target (Ex): A slayer can study an opponent he can see as a swift action. The slayer then gains a +2 bonus on Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against two opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Bloodreader: While able to see a studied target, a slayer with this talent knows exactly how many hit points his opponent has remaining. This only works against living targets.
Trap Spotter: Whenever a slayer with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Female Half-Elf ‘’Magus’’ (Eldritch Scion) 9
Lawful Neutral Medium Humanoid
Init +5
Senses Perception +10
AC 21, touch 12, flat-footed 20; (+8 armor, +1 Dex, +1 Deflection, +1 natural armor)
hp 100
Fort +9, Ref +4, Will +7
Special Defenses
Speed 20 ft
Melee +2 Keen Katana +12/+5 (1d8+10/15-20 x2, S)
Melee +1 Keen Kukri +11/+4 (1d4+9/15-20 x2, S)
Special Attacks
Spells known
3rd (4/day) — spells Lightning bolt, Heroism, Fly, Dispel Magic
2nd (5/day) — spells Invisibility, Glitterdust, Mirror Image, Spider Climb, Frigid Touch
1st (6/day) — spells Shocking Grasp, Shield, Grease, Enlarge Person, Feather Fall, Magic Missile
Cantrips/Orisons (at will) — spells
Str 18, Dex 12, Con 16, Int 14, Wis 12, Cha 20
Base Atk +6; CMB +10; CMD 21
Feats Improved Initiative, Power Attack, Furious Focus, Spell Focus (Evocation), Intensify Spell, Toughness
Skills Diplomacy +17 (9), Knowledge (Arcana) +14 (9), Perception +10 (9), Sense Motive +10 (9), Spellcraft +14 (9)
Traits Guard Training
Languages
SQ Bloodline (Arcane), Eldritch Pool 9 charges
On personBall of Gryfann, +1 Mithral Breastplate, +1 Ring of Protection, Headband of Charisma +4, Belt of Constitution +2, 3x Potion of Cure Critical Wounds (3d8+5), Cure Light Wounds Wand
In backpack
Wealth 1000gp
Notes
Eldritch Pool (Su): An eldritch scion gains an eldritch pool of personal magical energy, equal to 9. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.
Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
At 1st level, a magus can expend 1 point from his Eldritch Pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
When Mystic Focus is activated:
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
End of Mystic focus goodness.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Arcanas:
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus (+5) on all attack rolls until the end of his turn.
Empowered Magic (Su): The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
Accurate Strike (Ex): The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.
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