Hecho, lo que ha costado XD
Vale. Ahora, lo siguiente, es... Ah, no, que ya está todo ;-P
Fuerza 11
Destreza 17
Constitución 13
Inteligencia 15
Sabiduría 12
Carisma 13
Intercambio la Des por la Int. Ahora a reposar hasta el miércoles. Como es de nivel 1 nada más no habrá problema. ;D
Motivo: Fuerza nuevo PJ
Tirada: 4d6
Resultado: 4, 2, 1, 5
Motivo: Destreza nuevo PJ
Tirada: 4d6
Resultado: 5, 6, 4, 4
Motivo: Constitución nuevo PJ
Tirada: 4d6
Resultado: 5, 3, 1, 1
Motivo: Inteligencia nuevo PJ
Tirada: 4d6
Resultado: 6, 5, 6, 2
Motivo: Sabiduría nuevo PJ
Tirada: 4d6
Resultado: 6, 3, 1, 3
Motivo: Carisma nuevo PJ
Tirada: 4d6
Resultado: 5, 2, 1, 6
Motivo: Repetimos Constitución nuevo PJ
Tirada: 4d6
Resultado: 6, 3, 2, 4
Ábreme un nuevo pj cuando puedas, please. ;D
Al final no intercambio la Int y la Des. Me faltan unos pocos flecos.
MERLA
Male Halfling Rogue 1
CG Small Humanoid
Init +3; Senses Listen +7, Spot +5;
Languages Halfling, Common, Gnome, Dwarven & Elven
Age young
Height 90 cm; Weight 13 kg
Eyes black; Hair black
Deity Brandobaris; Region Greyhawk
XP 0
AC 16 (10 base, +3 Dex, +2 armor, +1 size), touch 14, flat-footed 13
hp 7
hp now 7
Fort +2 (+0 base, +1 Con, +1 racial), Ref +6 (+2 base, +3 Dex, +1 racial),Will +x (+2 base, +1 Wis, +1 racial); +2 morale bonus on saving throws against fear.
Speed 20 feet
Melee dagger +0 (1d3-1, 19-20 x2)
Ranged dagger +5 (1d3-1, 19-20 x2, 10 ft) or sling +5 (1d3, x2, 50 ft)
Base Atk +0; Grp -5
Atk Options Sneak Attack
Abilities Str 9, Dex 17, Con 13, Int 17, Wis 12, Cha 13
Feats Nimble Fingers.
Armor penalty check 0
Skills Balance +7 (4 ranks, +3 Dex), Climb +5 (4 ranks, -1 Stre, +2 racial), Disable Device +11 (4 ranks, +3 Int, +2 circumstance, +2 bonus), Hide +11 (4 ranks, +3 Dex, +4 size), Jump +5 (4 ranks, -1 Stre, +2 racial), Listen +7 (4 ranks, +1 Wis, +2 racial), Move Silently +9 (4 ranks, +3 Dex, +2 racial), Open Lock +11 (4 ranks, +3 Dex, +2 circumstance, +2 bonus), Search +7 (4 ranks, +3 Int), Spot +5 (4 ranks, +1 Wis) & Tumble +7 (4 ranks, +3 Dex)
Weapon and armor proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
+1 racial bonus on attack rolls with thrown weapons and slings.
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 any time 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 it 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 sap (blackjack) 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.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 withconcealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Equipo:
* armadura de cuero (10po, 7,5lbs)
* herramientas de ladrón de gran calidad (100po, 2lbs)
* daga (2po, 0,5lbs)
* honda y 10 balas (1pp, 2,5lbs)
* 12po y 9pp (0,42lbs)
Load: 12,92 lbs (0-22, 23-45, 46-67lbs).
EDITADO
Al ser de Falcongrís, algún rango en Saber (local) quedaría bien, pero no es obligatorio.
Ya tienes nuevo personaje asignado.
Dime cómo quieres aparecer y lo arreglo ;-)
Pues, si quieres, ahora mismo cuando terminen el combate. Una mediana escandalizada por la muerte del elfo y echando pestes del violento de Colmillo y sus oscuros negocios, por ejemplo.
Perfecto. Ahora leo que habéis escrito, que estos dos días he tenido un poco abandonada esta partida ;-)
Tenéis PXs para subir a nivel 2. Id poniendo por aquí vuestra subida de nivel.
Nivel 2 de filo
Aaa, no tengo el manual a mano, asi que lo tendré que dejar para otro día, sorry.
Tienes PXs suficientes para subir a nivel 2, así que ve poniendo la subida de nivel por aquí.
Subida de nivel -- Beguiler 2
+1 AB
+1 Will
Cloaked casting (+1 DC), surprise casting
+1 conjuro 0/1 al día
Habilidades: +1 rango a Bluff, Concentration, Decipher Script, Disable device, Knowledge (arcana), Spellcraft, Use magic device, Search, Move silently, Diplomacy
+6 puntos de vida
Creo que está todo
Motivo: Vida
Tirada: 1d6
Resultado: 4
Todo correcto. Puedes actualizar la próxima vez que descanséis.
Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
+1 Ataque base y +1 TS Fort
6 punticos de habilidad
Esquiva asombrosa
1d12 pv
Asumo que son notas tuyas y que quieres que lo revise cuando lo hayas puesto todo ;-)
A ver esa subida de nivel, que va a hacer falta dentro de poco ;-)
Si si, es que tuve acceso al libro y me lo anote para no olvidarme. De esta semana no pasa. Lo único que se me podría quedar hasta el viernes es la maniobra.