Atributs, tirant 4d6 i treient el mes petit ... recordeu marcar "desglosar".
Sobra una tirada que es de d20 que me etivocat XD
M'ha sortit:
4, 6, 5 = 15
1, 6, 2 = 9
6, 4, 6 = 16
5, 3, 6 = 14
6, 6, 5 = 17
2, 6, 4 = 12
Be be XD
Motivo: Atributs
Tirada: 4d20
Resultado: 1, 16, 20, 12
Motivo: Atributs
Tirada: 4d6
Resultado: 4, 2, 6, 5
Motivo: Atributs
Tirada: 4d6
Resultado: 1, 6, 2, 1
Motivo: Atributs
Tirada: 4d6
Resultado: 6, 4, 2, 6
Motivo: Atributs
Tirada: 4d6
Resultado: 5, 3, 3, 6
Motivo: Atributs
Tirada: 4d6
Resultado: 6, 6, 5, 1
Motivo: Atributs
Tirada: 4d6
Resultado: 2, 6, 1, 4
Tirades:
4+3+3=10
4+5+6=15
5+5+5=15
6+2+5=13
6+6+4=16
4+3+4=11
Motivo: Atributs
Tirada: 4d6
Resultado: 5, 1, 1, 3
Motivo: Atributs
Tirada: 4d6
Resultado: 4, 3, 2, 3
Motivo: Atributs
Tirada: 4d6
Resultado: 4, 5, 6, 3
Motivo: Atributs
Tirada: 4d6
Resultado: 5, 3, 5, 5
Motivo: Atributs
Tirada: 4d6
Resultado: 1, 6, 2, 5
Motivo: Atributs
Tirada: 4d6
Resultado: 6, 6, 4, 1
Motivo: Atributs 2
Tirada: 4d6
Resultado: 4, 2, 3, 4
Provem a fer la retirada que em deixen XD
Motivo: atribut
Tirada: 4d6
Resultado: 16
Motivo: atribut
Tirada: 4d6
Resultado: 1, 6, 1, 5
4, 6, 5 = 15
5, 6, 1 = 12
6, 4, 6 = 16
5, 3, 6 = 14
6, 6, 5 = 17
2, 6, 4 = 12
6+5+6=17
5+6+5=16
4+6+3=13
5+4+2=11
5+3+5=13
6+6+5=17
Motivo: algo
Tirada: 4d6
Resultado: 2, 6, 5, 6
Motivo: algo
Tirada: 4d6
Resultado: 5, 2, 6, 5
Motivo: algo
Tirada: 4d6
Resultado: 3, 4, 6, 1
Motivo: algo
Tirada: 4d6
Resultado: 5, 1, 4, 2
Motivo: algo
Tirada: 4d6
Resultado: 3, 5, 1, 5
Motivo: algo
Tirada: 4d6
Resultado: 6, 6, 5, 2
Be, començo pas a pas la generació del personatge. He mirat si hi havia builders disponibles, però son complicats com ells sols i casi que m´anirà millor si ho faig a ma.
Nom: Chak-Chak
Raça: Tengu (Advanced Race Guide)
Classe: Magus (Ultimate Magic)
Cita:
Atributs (17,16,15,14,12,12):
STR: 16
DEX: 12 +2
CON: 14 -2
INT: 17
WIS: 12 +2
CHA: 15
********************
STR: 16 +3
DEX: 14 +2
CON: 12 +1
INT: 17 +3
WIS: 14 +2
CHA: 15 +2
Inteligencia 17 : Em dona 1 conjur extra de nivell 1 a 3
Traits:
Els traits son opcions de transfons que es seleccionen en la creació de personatges. Tenint en compte que el Kingmaker manual dona opcions per facilitar la entrada a la partida. Suposo que la norma "opcional" està permesa.
Per defecte cada personatge te 2 traits.
Cita:
Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Clase: Magus
Habilitats de clase:
Climb (Str)
Craft (Int)
Fly (Dex)
Intimidate (Cha)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (planes) (Int)
Profession (Wis)
Ride (Dex)
Spellcraft (Int)
Swim (Str)
Use Magic Device (Cha).
+Stealth (Wis) (Trait)
Punts per nivell 2+int(+3) +1pt de habilitat per classe favorita.
Total de rangs per nivell: 6
+6 Fly : 1 + 3(class) + 2(DEX) = +6
+7 Knowledge (Arcana) : 1 + 3(class) + 3(INT) = +7
+7 Spellcraft : 1 + 3(class) + 3(INT) = +7
+3 Survival: 1 +2(WIS) = +3
+3 Diplomacy: 1 +2(CHA) = +3
+12 Stealth: 1 +3(class) +2(DEX) +2(race) +1(trait) +3(dote) = +12
+4 Perception : 0 +2(WIS) +2(race) = +4
Característiques de classe:
Arcane pool, Cantrips, Spell combat, Conjurs (0:3,1:1)
Conjurs coneguts: Tots els de nivell 0, 6 conjurs de nivell 1
Slots de conjurs: 3 de nivell 0, 2 de nivell 1
0-Level Magus Spells—acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark**.
1st-Level Magus Spells—burning hands, chill touch, color spray, corrosive touch*, enlarge person, expeditious retreat, feather fall, flare burst**, floating disk, frostbite*, grease, hydraulic push**, jump, magic missile, magic weapon, mount, obscuring mist, ray of enfeeblement, reduce person, shield, shocking grasp, silent image, stone fist**, true strike, unseen servant, vanish**.
Dotes
1 dote a nivell 1.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Falta triar algu?
Ho veig tot correcte Dimus, amb un dubte: lo de gifted linguist que has ratllat, és per alguna raó específica? També seria interessant que imprimissis (o poguéssim consultar durant la partida) les característiques de la classe de magus.
La meva idea es preparar be la fitxa de personatge per que ho tingui tot explicadet. No tinc ganes de a mitja partida tenir de buscar al PDF que coi significa alguna cosa del meu personatge.
El que està tatxat es per que està anulat. He agafat un trait opcional del llibre mateix de races (Glide, just a sota) que anula lo de lingüista però em permet intentar planejar si caic de un lloc alt.
Diria que ja el tinc llest, copiare el format den dimus que senten prou bé
Nom: Sonlesis
Raça: Half-elf
Classe: Summoner
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Atributs (17, 17, 16, 15, 13, 11):
STR: 16
DEX: 13 +2
CON: 17
INT: 13
WIS: 11
CHA: 17
********************
STR: 16 +3
DEX: 15 +2
CON: 17 +3
INT: 13 +1
WIS: 11
CHA: 17 +3
Cha 17 = 1 conjur extra nivell 1-3
Summon creature SLA 6 = 3 +3(cha)
Traits:
Rostlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Elven reflexes: +2 init.
Habilitats de clase:
Craft (Int)
Fly (Dex)
Handle Animal (Cha)
Knowledge (all) (Int)
Linguistics (Int)
Profession (Wis)
Profession (Wis)
Ride (Dex)
Spellcraft (Int)
Use Magic Device (Cha)
Punts per nivell 2+int(+1)
Total de rangs per nivell: 3
+5 Spellcraft: 1 + 3(class) + 1(INT) = +5
+7 UMD: 1 +3(class) +3(CHA) = +7
+7 Ride: 1 +3(class)+3(CHA) = +7
+2 Perception: 0 +0(WIS) +2(race) = +2
Característiques de classe:
Cantrips, Fused Eidolon, Fused Link
Conjurs coneguts: 4 de nivell 0, 2 de nivell 1
Slots de conjurs: 2 de nivell 1
0-Level Summoner Spells—acid splash, arcane mark, daze, detect magic, guidance , light , mage hand, mending, messa ge, open/close, read magic, resistance.
1st-Level Summoner Spells—alarm, ant haul*, daze monster, endure elements, enlarge person, expeditious retreat, feather fall, grease, identify, jump, mage armor, magic fang, magic mouth, mount, protection from chaos/evil/good/law, reduce person, rejuvenate eidolon (lesser)*, shield, summon monster I, unfetter*, unseen servant, ventriloquism.
Dotes
lvl1 - Improved initiative (+4 init)
STR 17 +3
DEX 14 +2
CON 15 +2
INT 18 +4
WIS 12 +1
CHA 12 +1
Cita:
Class: Wizard
Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Class features: BAB+0 Fort+0 Ref+0 Will+2 Features:Arcane bond, arcane school, cantrips, Scribe Scroll Spells:3,1
Cita:
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 below).
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 Craft Magic Arms and Armor feat). 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.
Cita:
Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Replacement Power: The following school power replaces the telekinetic fist power of the transmutation school.
Battleshaping (Su): As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four wizard levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (see page 302 of the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape (Sp)
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Cita:
Cita:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
Adding spells to a wizard's spellbook (see Magic):
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Gained at a New Level:
Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
Spells Copied from Another’s Spellbook or a Scroll:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Cita:
Spellcraft +1
Knowledge (arcana) +1
Knowledge (planes) +1
Craft (Jewelry) +1
Craft (weapon) +1
Craft (armor) +1
Diplomacy +1
Sense motive +1
Dotes:
Cita:
Cita:
Equipment:
MW Quarterstaff (bonded), Leather armor (+2 CA)
STR 16 +3
DEX 13 +1
CON 15 +2
INT 10 +0
WIS 11 +0
CHA 17 +3
Race: Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class: Oracle
Alignment: Any.
Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Class Features: BAB+0 Fort+0 Ref+0 Will+2 Features: Mystery, Oracle's curse, Orisons, Revelation
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Mystery: Battle
Deities: Cayden Cailean, Gorum, Iomedae, Rovagug.
Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills.
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Revelation:
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
Curse: Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Class Skills:
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.
Skills:
Diplomacy=7
Intimidate=7
Perception=4
Spellcraft=4
Sense Motive=4
Feats:
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.
2 vegades:
Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Traits:
Orlovsky: Your family has a reputation for avoiding
conflicts. You gain a +1 trait bonus on your CMD. In
addition, choose Acrobatics, Diplomacy, or Stealth—you
gain a +1 trait bonus on this skill. Your family motto is
“High Above.”
You really know how to make a good impression when you’re dressed well.
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Spells:
N0:
Stabilize
Light
Read Magic
Detect Magic
Guidance
N1:
Bless
Cure light wounds
Molt bé, molt bé, quins jugadors més macos i més aplicats que tinc!!!! Ara només faltaria que (alguns) canviéssiu la imatge del personatge i ens quedaria ni-quelao!!!
Per cert, pot ser que tinguem un nou jugador a la partida. Es tracta d'un antic soci del Club de Rol, en Guillem Carrera, un nano molt benparit, que me l'he trobat, he estat xerrant amb ell, li he explicat que encara jugàvem i se m'ha emocionat molt, de manera que podria ser que em truqui per apuntar-se a la partida... si us està bé, clar!
Si porta menjar a taula, cap problemo XD
Per mi perfecte, per cert, l'avatar per la meva part millor si te l'imagines, que si esperes que jo en fiqui un ho tens clar.
Si voleu he trobat un fulla d'excel que et genera la fitxa de personatge, no és tant maco com un programa però sembla que va bé. Només he trobat un error però és per una cosa rara de la meva classe.
En principi hi ha tots el mòduls i suplements. Ja em direu.
Joder, ni que costes buscar un coi de imatge al google o posar la basica de oracle XD
Almenys canvia de nom.
Doncs apa Godai, com que no volies canviar el teu avatar, ho he fet jo... això sí, si no t'està bé la imatge megamonyes que t'he posat, la pots canviar quan vulguis, a veure si així hi poses algo decent XDDDDDD
Ah, i com que ja hi estava posat, també he canviat el d'en Muni... és més xulo que el d'en Godai i no està fet expressament, és que és l'única imatge que he trobat de summoner humà (bueno, o semi-elf), la resta eren de races petites.
No puc editar missatges o sigui que enganxo l'eidolon aqui, també fare algun canvi als atributs del personatge:
STR: 16 +2
DEX: 12
CON: 13
INT: 7
WIS: 10
CHA: 11
********************
STR: 18 +4
DEX: 12 +1
CON: 13 +1
INT: -
WIS: -
CHA: -
Les del - no importen perque tampoc les fara servir mai ni poden fer-se objectiu.
Evolucions:
Ability increase Str - 2pt
Natural armor +2 - 1pt
Feats:
Darkvision
He canviat molts cops de idea pero dexeume apuntar l'ultim concepte, que despres a la partida no sem olbidi.
Mag huma (41 anys, edat mitjana).
Universalista, especialitsacio d'escola d'experts en creació de objectes.
Object bond: Quarterstaff, wand o ring.
Traits: Dealer, Noble Medvyed.
Skills a tenir en compte: Diplomacy (per el trait de dealer), Appraise (sent artesa, com sera) i les de craft i com no, spellcraft i knowledge.
Dotes inicials, ves a saber tu. Mirar si hi ha alguna cosa d'artesania.
PD: Mirar que requereix la dote de craft: constructor que igual defineix el cami a dotes i s'ha de fer un homonculus tan rapid com es pugui.
Si "sobra" una dote, canviar de raça.
Poso les tirades pel tema HP
Motivo: HP
Tirada: 1d8
Resultado: 1
Motivo: HP
Tirada: 1d8
Resultado: 1
Motivo: HP
Tirada: 1d8
Resultado: 3
I les del bitxo que invoco. I de pas penjo una imatge per fer-se a la idea.
Motivo: HP
Tirada: 1d10
Resultado: 5
Motivo: HP
Tirada: 1d10
Resultado: 9
Hostia muni...
La imatge del PJ és el d'una nena... i el bitxo és un dimoni... que potser vols que passem a fer una partida d'Urotsukidoji? XDDDD