A ver.
Abro esto para tener un lugar donde colgaros la informaciçon y si quereis guardeis copia de la ficha del pj.
No vamos a jugar online salvo que estemos todos de acuerdo y veamos que hay un parçon de al menos un mes o similar.
Os dejo material por si quereis escoger un pj pregenerado o modificarlo. Tambien la guia del jugador con ideas utiles para la campaña de Rise of the Runelords. Hoja de personaje en español.
https://dl.dropboxusercontent.com/u/37799547/partida%20umbria/pathfinder/pathfinder.zip
Esto os puedo ayudar a crear vuestros pjs, ya que el proceso de crear personajes para la society es compatible con el habitual pero olvidandonos de facciones
http://ethelnir.wordpress.com/2011/05/31/personajes-de-pathfinder-society/
Que apañao el master ;)
Lo más seguro es que use la ficha de Galen para jugar con él... o con un pj similar... aunque me hubiera molado hacerme un enano guerrero o un humano guerrero... o un paladín (sin taza) ;ppp
Tengo que ponerme con la ficha pero soy muy vago y me da pereza
Y eso que te he dado un pj hecho (a falta de CA y equipo)
hombre Dehe ... piensa que puedo yo llevarme un clerigo si quereis. Lezort quiere un picaro al final (creo) y Arkuras si se lleva un paladin (igual mejor humano, por la dote extra ... habría que mirarlo) a niveles altos (vamos 3º) ya tiene channel para curar ... vamos que si te llevas clérigo me llevo un mago de pnj. llevate lo que te apetezca ... o no lleveis clérigo ... vamos clérigo si o sí. Creo que la primera parte de la campaña sin mago se puede hacer. Las demás, no sé.
Arkuras alguna recomendación para picaros?
Pregenerados a cascoporro (muuuchas clases y razas). En inglés
Pues estoy por hacerme un mago...
¿me puedes pasar tu mago Zeraphas, de la partida de Sopa: Carrion Crown 1: The Haunting of Harrowstone, porfaplissss??
De todas formas le echo un vistazo a los pregen... pero suelen ser muy aburridos. Cuando los crea alguien suele escoger las cosas con criterio y cabeza.
Para vuestro disfrute:
Class: Wizard (Evocacion) (escuelas opuestas Ilusion y encantamiento)
Nivel: 1 XP:
Race: Human Size: M Gender: Male Age: 35 Height: 1,78 Weight: 77 Hair: oscuro con vetas grises Eyes: oscuros
Deity: Sunrae Homeland: Ustalav Campaign Carrion Crown Jugador Mario / elfmgp
STRENGTH
10 (+0)
DEXTERITY
16 (+3)
CONSTITUTION
14 (+2)
INTELLIGENCE
18 (+4)
WISDOM
10 (+0)
CHARISMA
10 (+0)
Initiative: +3 (DES) Speed: [ 30 (6 sq.) ]
hp total: 9 (+1 pg clase predilecta) hp actual: 9
Nonlethal: DR: SR:
DEFENSE
AC: (13) = 10 + (armor) + (shield) + (Dex: +3) + (size) + (natural) + (Deflection) + (misc)
Touch: (13) = 10 + (Dex: +3) + (size) + (Deflection) + (misc)
Flat-footed: (10) = 10 + (armor) + (shield) + + (size) + (natural) + (Deflection)+ (misc)
FORT: (+2) = (base) + (Con: +2) + (magic) + (race) + (misc)
REF: (+3) = (base) + (Dex: +3) + (magic) + (race) + (misc)
WILL: (+2) = (base +2) + (Wis) + (magic) + (race) + (misc)
OFFENSE
Base Attack Bonus:
CMB: (+0) = (BAB +0) + (Str) + (size) + (misc)
CMD: (13) = 10 + (BAB) + (Str) + (Dex +3) + (size) + (misc)
Weapon: BASTON Attack Bonus: +0 Damage: 1d6 O 1d6/1d6 Critical:20 x2 Type: B
Weapon: BALLESTA LIGERA Attack Bonus: +3 (DES)
Damage: 1d8 Critical: 19-20 x2 Type: P Range: 80 ft. Ammunition: 10
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +3 = DEX 3+0+0
Appraise** +4 = INT 4+0+0
Bluff +0 = CHA 0+0+0
Climb* +0 = STR 0+0+0
Craft** +4 = INT 4+0+0
Craft** +4 = INT 4+0+0
Craft** +4 = INT 4+0+0
Diplomacy +0 = CHA 0+0+0
Disable Device*† +3 = DEX 3+0+0
Disguise +0 = CHA 0+0+0
Escape Artist* +3 = DEX 3+0+0
Fly* ** +3 = DEX 3+0+0
Handle Animal† +0 = CHA 0+0+0
Heal +0 = WIS 0+0+0
Intimidate +0 = CHA 0+0+0
K (Arcana)† ** +8 = INT 4+1+3
K (Dungeoneering)† ** +4 = INT 4+0+0
K (Engineering)† ** +4 = INT 4+0+0
K (Geography)† ** +4 = INT 4+0+0
K (History)† ** +8 = INT 4+1+3
K (Local)† ** +4 = INT 4+0+0
K (Nature)† ** +4 = INT 4+0+0
K (Nobility)† ** +4 = INT 4+0+0
K (Planes)† ** +8 = INT 4+1+3
K (Religion)† ** +8 = INT 4+1+3
Linguistics† ** +8 = INT 4+1+3
Perception +4 = WIS 0+1+3
Perform +0 = CHA 0+0+0
Perform +0 = CHA 0+0+0
Profession† ** +0 = WIS 0+0+0
Profession† +0 = WIS 0+0+0
Ride +3 = DEX 3+0+0
Sense Motive +0 = WIS 0+0+0
Sleight of Hand*† +3 = DEX 3+0+0
Spellcraft† ** +8 = INT 4+1+3
Stealth* +3 = DEX 3+0+0
Survival +0 = WIS 0+0+0
Swim* +0 = STR 0+0+0
Use Magic Device† +0 = CHA 0+0+0
* Armor Check Penalty 0
† Trained Only
** Habilidad clasea
FEATS
- Combat Casting: +4 bonus on concentration checks for defensive casting
- Eschew Materials: Cast spells without material components (material de menos de 1 mo)
- SCRIBE SCROLL
TRAITS
Gifted Adept * -Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level: MAGIC MISSILE
INSPIRADO POR LA GRANDEZA * Choose one spell you can cast. From now on, you always cast this spell at +1 caster level: BURNING HANDS
SPECIAL ABILITIES (RACIAL & CLASS)
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)
Wizard
Arcane Bond [anillo]
Arcane School [Evocation]
Cantrips
Scribe Scroll
(Ver hechizos)
- Languages:
Common, Draconic, Abisal, Infernal, Celestial, Azlanti
SPELLS
Spells known: (7)/(1)
Spells per day: (2+1)/(1)
Spells Level 0 (Save DC: )
- FLARE Dazzles one creature (–1 on attack rolls).
- DISRUPT DEAD Deals 1d6 damage to one undead (rayo / ranged touch attack)
- Acid Splash: Orb deals 1d3 acid damage.
Spells Level 1 (Save DC: )
NIVEL 1 (2+1) Wizard Spells Per Day Level 1 1 + 1 [Int] + 1 []
Summon Monster I: Summons extraplanar creature to fight for you.
Detectar Puertas secretas
Detectar Muertos vivientes
HECHIZO de ANILLO (uno del libro)
ESCUELA: EVOCATION:
Intense Spells (Su): +1/2 niveles al daño de hechizos de evocacion (minimo 1). (Misil mágico, Burning hands)
Force Missile (Sp): standard action, force missile that automatically strikes a foe, as magic missile. The fornce missile deals 1d4 points of damage plus the damage from your intense spells evocation power. Number of times per day equal to 3 + your Intelligence modifier (7).
ESCUELAS OPUESTAS: ILUSION Y ENCANTAMIENTO
HECHIZOS EN SPELLBOOK:
Mage Armor: Gives subject +4 armor bonus.
True Strike: +20 on your next attack roll.
Summon Monster I: Summons extraplanar creature to fight for you.
Detect Undead: Reveals undead within 60 ft.
Magic Missile: 1d4+1 damage; +1 missile cada 2 niveles x encima 1st (max 5).(slot de evocation)*
Burning Hands: 1d4/level fire damage (max 5d4).*
Detect Secret Doors: Reveals hidden doors within 60 ft.
GEAR
(item) [(cost in gp)]
ANILLO VINCULADO
10 VIROTES (1)
BASTON
SPELLBOOK Y BOLSA DE COMPONENTES (20)
CUERDA SEDA (10)
MOCHILA (2)
SUNROD (2)
Ballesta ligera (35)
- x gp x sp x cp
CARRYING CAPACITY
Light Load: 33lbs. Medium Load: 66lbs. Heavy Load: 100lbs. Lift Over Head: 100lbs. Lift Off Ground: 200lbs. Push or Drag: 500lbs.
ANEXO: MAGO
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
Este es Griam por si lo quieres para PNJ
Notas de juego
Name: Gríam Maturim
Alignment: Caotico bueno
Class/Level: Rogue 1
XP:
Race: Humano Size: Mediano Gender: Varon Age: 26 Height: 60 Weight: 1,75 Hair: Negro Eyes: Verdes
Deity: Cayden.Cailean Homeland: Ustalav
Clase Predilecta: Picaro: 1º +1HP.
STR: 12 (+1)
DEX: 18 (+4)
CON: 12 (+1)
INT: 15 (+2)
WIS: 12 (+1)
CHA: 12 (+1)
Initiative: +4
Speed: 30 pies
hp total: 9
hp actual:
Nonlethal:
DR:
SR:
DEFENSE
AC: 17 = 10 + 3 + 0 + 4 + 0 + 0 + 0 + 0
Touch: 14 = 10 + 4 + 0 + 0 + 0
Flat-footed: 17 = 10 + 3 + 0 + 4 + 0 + 0 + 0 + 0
FORT: 1 = 0 + 1 + 0 + 0 + 0
REF: 6 = 2 + 4 + 0 + 0 + 0
WILL: 1 = 0 + 1 + 0 + 0 + 0
OFFENSE
Base Attack Bonus: +0
CMB: 4 = 0 + 4 + 0 + 0
CMD: 15 = 10 +0 + 1 + 4 + 0 + 0
Weapon: Rapier
Attack Bonus: +4
Damage: 1d6 +1
Critical: 18-20 x2
Type: P
Range:
Ammunition:
Comments:
Weapon: Shortbow
Attack Bonus: +4
Damage: 1d6
Critical: x3
Type: P
Range:60ft
Ammunition:20 arrows
SKILLS (total) = (ability) + (ranks) + (misc)
Armor Check Penalty: -1
Acrobatics: 8 = 4 + 1 + 3
Appraise: 2 = 2 + 0 + 0
Bluff: 5 = 1 + 1 + 3
Climb: 5 = 1 + 1 + 3
Craft (any):
Diplomacy: 1 = 1 + 0 + 0
Disable Device*: 8 = 4 + 1 + 3 (+1 contra trampas)
Disguise: 5 = 1 + 1 + 3
Escape Artist: 8 = 4 + 1 + 3
Fly:
Handle Animal*:
Heal: 1 = 1 + 0 + 0
Intimidate: 1 = 1 + 0 + 0
Knowledge (Arcana):
Knowledge (Dungeoneering):
Knowledge (Engineering):
Knowledge (Geography):
Knowledge (History):
Knowledge (Local): 6 = 2 + 1 + 3
Knowledge (Nature):
Knowledge (Nobility):
Knowledge (Planes):
Knowledge (Religion):
Linguistics*:
Perception: 5 = 1 + 1 + 3 (+1 a Buscar trampas)
Perform (any): 1 = 1 + 0 + 0
Profession (any)*:
Ride: 1 = 1 + 0 + 0
Sense Motive: 5 = 1 + 1 + 3
Sleight of Hand*: 8 = 4 + 1 + 3
Spellcraft*:
Stealth: 8 = 4 + 1 + 3
Survival: 1 = 1 + 0 + 0
Swim: 1 = 1 + 0 + 0
Use Magic Device*:
x - class skill * - trained only
FEATS
- Combat Expertise
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
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.
- Weapon Finese Combat
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, 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.
Special: Natural weapons are considered light weapons
SPECIAL ABILITIES (RACIAL & CLASS)
- Sneak Attack +1d6
- Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Traits-
En nomina: Your years of hard work have paid off, granting you an additional 150 gp in starting wealth
Superstitious Ward: You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
- Languages: Común, Skald, Varsian
GEAR
- (item) [(cost in gp)]
- Backpack 2gp
- Bed rol 1sp
- Blanket winter 5sp
- 4 sack (empty) 4sp
- Crowbar 2gp
- 2 x Rope 50 ft 2gp
- 10 raciones 5 gp
- Flint and Steel 1gp
- Thieve´s Tools 30gp
- Oil x10 - 1gp
- Explore´s outfit 10gp
-Tindertwigx2 -2gp
-Acid (flask)10gp
-Alchemist´s fire(flask)20gp
-Everyburning torch 110gp
Studden Leather 25gp
Armor Bonus +3 Dex Max +5 Check Pen –1 Arcane Fail 15% Speed 30 ft. Weight 20 lbs.
- Rapier 20gp
- Shortbow 30gp + 20 arrows 1gp
- 2x Dagger -4gp
- 2x sunrod- 4gp
- 10 gp 0 sp 0 cp
Fons ya la he visto. (Pacific Rim)
No me he puesto a analizarla, topicazos, cosas previsibles ... si, pero muy entretenida.
Una de aventuras con buenos efectos.
Me ha gustado
La aventura tiene lugar en Sandpoint (Cala Arenosa, probable traducción Punta Arena), una ciudad que conoceis (lo normal es que seais de allí o hayais viajado hasta allí y la conozcais más o menos bien).
Os describiré algunas cosillas para que os suenen.
Gente importante de Sandpoint
Una acogedora comunidad de vecinos en gran parte libre de prejuicios y de todos los colores, llaman a Sandpoint su hogar. A continuación se presentan solo los residentes mas notables de la ciudad.
NOTA: Quería empezar por aventuras suaves ... pero para jugar Burnt Offerings (Ofrendas Ardientes), primera parte de Rise of the Runelords y contar con Fons hay que jugar del 18 al 4 de noviembre. En teoría estaremos justos, se supone que son 5 escenarios, cinco sesiones. Propongo jugar el 18, 25, 30 (hasta 12:00) y 1 de noviembre. Como veis casi siempre viernes.
Si le ponemos ganas podemos, o si queda solo una sesión se termina por umbria (Fons esta out hasta marzo). ¿Como lo veis?
Necesito que los presenciales me echeis una mano para que aprovechemos el tiempo y Ruben vea (video o fotos) las escenas que asi lo requieran.
Cuento con que Ruben y Sergio dirijais partidas en noviembre / diciembre (ese ZCorps lo pide a gritos ....)
Tsuto Kaikitsu: Hermanastro de Ameiko.
Das Korvut: Herrero local.
Retratos de PNJs
Lo de los días si son viernes no creo que haya problema... si no es viernes, los miércoles puedo... los demás son una incógnita.
En cuanto a dirigir... yo os propongo terminar la del señor. Pero hay un problema y es que estaba jugando Sandra (la maga) Si decide no jugar, la pnjotizo y punto. Pero si decide jugar hay que terminarla por Umbria.
En cuanto a mi PJ, aun no le he metido mano... a ver si esta semana lo acabo.
De momento los viernes y el miércoles que os señalo puedo. Desde finales de febrero, sólo los miercoles y media mañana me temo.
Por mi la del señor y zcorps, perfecto.
NOTA: Quería empezar por aventuras suaves ... pero para jugar Burnt Offerings (Ofrendas Ardientes), primera parte de Rise of the Runelords y contar con Fons hay que jugar del 18 al 4 de noviembre. En teoría estaremos justos, se supone que son 5 escenarios, cinco sesiones. Propongo jugar el 18, 25, 30 (hasta 12:00) y 1 de noviembre. Como veis casi siempre viernes.
Donde dije digo digo Diego... vamos que me ha surgido un imprevisto para el viernes 18. Pero puedo cambiarlo por el miércoles 23... si podéis, claro.
Sigo sin haber tocado nada del PJ... soy un desastre.
SANDPOINT
El miercoles 23 no puedo. (Para el 18, Fons, Sergio id pensando lo que os apetece: Pathfinder rol -modulo sencillo para un dia-, pathfinder cartas, o lo que sea ...).
Como veais, por mi lo intentamos ... pero con tres sesiones (25, 30 y 1/11) vamos justos. Depende de la leña que le demos. A ojo yo le calculo al módulo 12 horas (pero es relativo).