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Council of Thieves

Off Topic

Cargando editor
21/08/2019, 16:03
javierrivera2

Me apetece, pero todo depende de la hora y de la duración de las partidas.
 

Cargando editor
21/08/2019, 16:32
Tersoal

Guay, te apunto. Seguramente haré un grupo de Hangouts para concretar los detalles. Dame tu email por si acaso no lo encuentro.

Cargando editor
11/12/2019, 16:37
oca_de_kerme

Acecha el peligro

Cargando editor
12/12/2019, 11:49
Modron

Notas de juego

Esta tarde posteo normal 

Cargando editor
05/04/2020, 18:14
Modron

Buenas.

Le he ofrecido a un amigo (rorro), a quien varios conocéis, el personaje de Samite.

Bienvenido, Rodri.

Cargando editor
05/04/2020, 18:28
rorro

Hola a todos,

¡Vaya offtopic más silencioso!

Espero ser digno ;)

Cargando editor
05/04/2020, 18:33
Tersoal

Welcome rorro!!!!!

Cargando editor
05/04/2020, 18:50
oca_de_kerme

Muy buenas Rorro. A ver si le damos un pco de vida a a esto. Vamos a tener que quemar el cole del jefe jejeje

Cargando editor
05/04/2020, 19:28
Vadania

¡Hombre! Viejo conocido de la Trilogía del Telar. ¡Bienvenido!

Cargando editor
06/04/2020, 13:58
javierrivera2

A ver si logramos completar, al menos este modulo.

Cargando editor
22/04/2020, 21:30
Tersoal

El anterior combate fue durísimo y tuvimos que huir. Este lo ha sido también, y hemos gastado muchísimos recursos. No sé si es que no lo hacemos bien o es que vamos por debajo del nivel neceario. Y eso que tenemos todos unas características del copón.

Cargando editor
22/04/2020, 21:58
Modron

Notas de juego

Habéis acabo con el osyluth, que yo no contaba con ello. ;-) (CR 9 tenía el bichardo)

Cargando editor
22/04/2020, 22:43
Tersoal

Joder...

Cargando editor
23/04/2020, 08:45
oca_de_kerme

que yo no contaba con ello.

Joder Modrón, estás que te sales..........entre este bicho y el de los gusanos, vaya dos figuras que han salido jajajajaa.

Jarl es una bestia y hace mucho daño masivo. Creo que esa es la clave. Luego con unos buenos apoyos, es dificil que se resistan..............salvo los voladores jajajaja 

Cargando editor
23/04/2020, 11:12
Vadania

Ha estado cerca, sí.

Cargando editor
23/04/2020, 16:29
javierrivera2

Jarl es una bestia y hace mucho daño masivo.

Gracias al bless y que he sacado la salvación de veneno... le ha ido el canto de un duro.

Cargando editor
11/06/2020, 23:17
rorro

Name: Adriel Naur
Alignment: Neutral
Class/Level: Maga (Evocadora) nivel 6. Escuelas prohibidas: necromancia y adivinación.

Race: Elfa
Size: Medio
Gender: Mujer
Age: 110 años
Height: 6' 3" (1.87 metros)
Weight: 123 lbs (59 kg)
Hair: Castaño
Eyes: Verdes
Deity: Nethys (God of Magic)
Homeland: Kyonin > Kerse > Westcrown

STR: 14 (+2)
DEX: 18 (+4)
CON: 15 (+2)
INT: 20/22 (+5/+6) [+1 lvl 4 + Tiara INT +2]
WIS: 15 (+2)
CHA: 15 (+2)

Initiative: +9 = +4 (DEX) +1 (trait) +4 (feat)
Speed: 30 ft

HP: 31/56 (6d6 x Wiz Lvl) + 6 (favored class) + 12 (CON) + 6 (feat)
HP Tmp:
Nonlethal:
DR:
SR:

DEFENSE

AC: 14* = 10 + 0 (armor) + 0 (shield) + 4 (Dex) + 0 (size) + 0 (natural) + 0 (Deflection) + 0 (misc)
Touch: 14 = 10 + 4 (Dex) + 0 (size) + 0 (Deflection) + 0 (misc)
Flat-footed: 10* = 10 + 0 (armor) + 0 (shield) + 0 (Dex) + 0 (size) + 0 (natural) + 0 (Deflection) + 0 (misc)
* +4 con armadura de mago y otro +4 con escudo.

FORT: +4 = +2 (base) + 2 (Con) + (magic) + (race) + (misc)
REF: +6 = +2 (base) + 4 (Dex) + (magic) + (race) + (misc)
WILL: +7 = +5 (base) + 2 (Wis) + (magic) + (race) + (misc)

* Inmunity to sleep, +2 vs charms

OFFENSE

Base Attack Bonus: +3
CMB: +5 = 3 (BAB) + 2 (Str) + 0 (size) + 0 (misc)
CMD: 19 = 10 + 3 (BAB) + 2 (Str) + 4 (Dex) +0(Deflection)+ 0 (size) + 0 (misc)

* +1 trait to all attacks in surprise round.

Weapon: short bow / ranged touch attack
Attack Bonus: +7 = +3 (BAB) + 4 (DEX) + 0 (feats)
Damage: 1d6
Critical: x3
Type: P
Range: 60 ft
Ammunition: arrows(13)/silver arrows(10)

Weapon: touch attack
Attack Bonus: +5 = +3 (BAB) + 2 (STR) + 0 (feats)

Weapon: ranged touch attack
Attack Bonus: +7 = +3 (BAB) + 4 (DEX) + 0 (feats)

SKILLS (Skill Points: 2+INT)

- Acrobatics: +4 = +4 (DEX) +0 (ranks)
x Appraise: +13 = +6 (INT) +4 (ranks) +3 (class)
- Bluff: +2 = +2 (CHA) +0 (ranks)
- Climb: +2 = +2 (STR) +0 (ranks)
x Craft (any): +6 = +6 (INT) +0 (ranks)
- Diplomacy: +2 = +2 (CHA) +0 (ranks)
- Disable Device*: +4 = +4 (DEX) +0 (ranks)
- Disguise: +2 = +2 (CHA) +0 (ranks)
- Escape Artist: +4 = +4 (DEX) +0 (ranks)
x Fly: +4 = +4 (DEX) +0 (ranks)
- Handle Animal*: +2 = +2 (CHA) +0 (ranks)
- Heal: +2 = +2 (WIS) +0 (ranks)
- Intimidate: +2 = +2 (CHA) +0 (ranks)
x Knowledge (Arcana): +13 = +6 (INT) +4 (ranks) +3 (class)
x Knowledge (Dungeoneering): +11 = +6 (INT) +2 (ranks) +3 (class)
x Knowledge (Engineering): +10 = +6 (INT) +1 (ranks) +3(class)
x Knowledge (Geography): +10 = +6 (INT) +1 (ranks) +3(class)
x Knowledge (History): +11 = +6 (INT) +2 (ranks) +3 (class)
x Knowledge (Local): +12 = +6 (INT) +3 (ranks) +3 (class)
x Knowledge (Nature): +11/16 = +6 (INT) +1/6 (ranks/tiara) +3 (class)
x Knowledge (Nobility): +10 = +6(INT) +1 (ranks) +3 (class)
x Knowledge (Planes): +14 = +6 (INT) +5 (ranks) +3 (class)
x Knowledge (Religion): +11 = +6 (INT) +2 (ranks) +3 (class)
x Linguistics*: +6 = +6 (INT) +0 (ranks)
- Perception: +10 = +2 (WIS) +6 (ranks) +2 (elf)
x Perform (Act): +6 = +2 (CHA) +1 (ranks) +3(class)
x Profession (any)*: +2 = +2 (WIS) +0 (ranks)
- Ride: (total) +4 = +4 (DEX) +0 (ranks)
- Sense Motive: +2 = +2 (WIS) +0 (ranks)
- Sleight of Hand*: +4 = +4 (DEX) +0 (ranks)
x Spellcraft*: +15 = +6 (INT) +6 (ranks) +3 (class)
- Stealth: +7 = +4 (DEX) +3 (ranks)
- Survival: +2 = +2 (WIS) +0 (ranks)
- Swim: +2 = +2 (STR) +0 (ranks)
- Use Magic Device*: +2 = +2 (CHA) +0 (ranks)

x - class skill * - trained only

Concentration Check: +14 = +6 (CL) +6 (INT) +2 (trait)
Caster Level vs SR +8 = +6 (CL) +2 (elven magic)

FEATS

- L1: Toughness
- L3: Improved Initiative
- L5: Spell Focus(Evocation)
- M5: Craft Wondrous Items

SPECIAL ABILITIES (RACIAL & CLASS & TRAITS)

- Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc

RACE:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

CLASS:

Bonded Object: Ring.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times (9) per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

TRAITS:

Focused Mind: your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Westcrown Firebrand: There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day afer day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have sufered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting afer the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swif action that many conficts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.

SPELLS

Cantrips known (Level 0 Spells): todos salvo necromancia y adivinación. (Master dixit).
Spells per day: 4/Level 0 + 3/Level 1 + 3/Level 2 + 1/Level 3
Bonus Spells per day: +1 Level 1, 2, 3, 4, 5
Evoker: +1 spell slot from 1st on up.

Bonded Object: Ring (1/1).
Pearl of Power: Level 1 (1/1).
Pearl of Power: Level 2 (1/1). Esfera flamigera
Versatile Evocation: 9/9 (cambiar el elemento de un conjuro de evocación)

Spells Level 0 (Save DC: 15/16 evocación): 4 slots
(1/1) - Detect Magic [Div: 2 slots]
(1/1)- Read Magic [Div 2 slots]
Daze [Ench] "zade"
Light [Evoc]
Open/Close [Trans]
Ghost Sound [Illus]
Ray of Frost [Evoc] "ary fo trofs"

Spells Level 1 (Save DC: 16/17 evocación): 3 slot + 2 bonus + 1 evoker
Identify [Div 2 slots]
(0/2) - Magic Missile [Evoc] agcim essimil
Floating Disk [Evoc]
(1/1) - Mage Armor [Conj] 1h x CL "agme omrar"
Shield [Abj] 1 min x CL
Sleep [Ench] "eleps" 1 min x CL
Vanish [AdvPlayer] [Illus] "shinav" 1 round x CL (max 5)
Color Spray [Illus]
Disguise Self [Illus] 10 min x CL
Block the Seed [Open Game Content: es como un anticonceptivo] [Abj]
Comprehend Languages [Div: 2 slots]
(1/1) - Grease [Conj]
(1/1) - Protection from evil [Abj]
(1/1) - Shocking grasp [Evo] > 5d6 (+3 toque si tiene arma/armadura metálica).
- Cause fear
- Magic weapon
- Chill touch
- True strike
- Summon monster I
- Hypnotism
- Identify

Spells Level 2 (Save DC: 17/18 evocacion): 3 slot + 2 bonus + 1 evoker
(1/1) - Flaming Sphere [Evoc] "ginflam preshe"
(1/1) - Glitterdust [Conj] "duttir gelst"
(1/1) - Web [Conj]
(0/1) - Scorching Ray[Evoc]
(2/2) - Mirror Image [Illus]
- Blur
- Blindness-deafness
- Whispering wind
- Resist energy
- Misdirection
- Bear's endurance
- Spider climb
- Bull's strength
- Darkness
- False life [Necr]

Spells Level 3 (Save DC: 18/19 evocación): 2 slot + 1 bonus + 1 evoker
(1/1) - Fire Ball [Evoc] "naur llab"
(0/1) - Haste [Trans] "shaet"
Secret page [Trans]
(1/1) - Day Light [Evoc] > Yad Ghilt
(0/1) - Magic Circle against Evil
- Secret page [Ilus]
- Slow [Trans]
- Summon monter III [Conj]
- Lightning bolt [Evo]
- Suggestion [Ench]
- Vampiric touch [Necr]
- Clariaudiencia/clarividencia [Div]
- Ray of exhaustion [Necr]
- Dispel Magic

GEAR

- Dagger [2 gp, 1 lb]
- Spell Book, Wizard [15 gp, 3 lb gratis] (pag usadas: 20+10?/100).
- Spell Component Pouch [5 gp, 2 lb]
- Traveler's Outfit [1 gp, 5 lb gratis]
- Torch [1cp, 1lb 20+20ft 1h]
- Backpack [2 gp, 2 lb]
--- Flint and Steel [1 gp, - lb]
--- Bedroll [2 gp, 5 lb]
--- Waterskin [1 gp, 4 lb]
--- Rations, Trail x 5 [2.5 gp = 5 x 5 sp, 5 lb = 5 x 1 lb]
--- Rope, Silk 50 ft [10 gp, 5 lb]
--- Soap [5 sp, 1 lb]
--- Sunrod [2 gp, 1 lb 30+30 ft 6h]
- Pouch, Belt [1 gp, 1/2 lb]
--- 225 gp 13 sp 6 cp
--- Sack x 4 [4 sp = 4 x 1 sp, 2 lb = 4 x 1/2 lb]

Potions:
- 0 x poción curar heridas serias (3d8+5)
- 1 x poción curar heridas moderadas (2d8+3)
- 3 x pocion restoration, lesser
- 1 x poción forma gaseosa.

- Scrolls:
1. disguise self (nivel 1)
1. shield (nivel 1)
1. sleep (nivel 1)
1. Chill touch (nivel 1)

Pergaminos encontrados en "La puerta de las olas"

1/3. disipar magia (CL 10) > Dispel Magic, Elemental y Sala posesión Durzo, Seltius
3. Borrar (CL 10)
1. Estallido solar > Sunburst
1. visión verdadera. > True Seeing
1. Pergamino de contagio arcano (NL 9) (450 po)

Parte del botín de la mansión:

Handy Haversack - Morral práctico
libro de conjuros 985 gp

Vestidos (en casa):
- Vestido de 30 gp
- Vestido noble rojo bordado de oro 100 gp

Peso = 44.5 lbs + peso monedas.

STR 14: Light Load 58 lbs; Medium Load 116 lbs; Heavy Load 175 lbs

Cargando editor
30/06/2020, 23:15
rorro

Una duda, ¿dónde se describe el poder/objeto ese que permite a Adriel lanzar hechizos que no tiene memorizados? ¿Cuántas veces puede hacerlo y en qué condiciones?

Cargando editor
01/07/2020, 00:07
Tersoal

Es el bonded item. En tu caso el anillo.

http://legacy.aonprd.com/coreRulebook/classes/wiza...

Cargando editor
01/07/2020, 09:47
rorro

Entendido, gracias. Y el uso 1vez/día independientemente del nivel (del lanzador o del hechizo)