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Nombre Velithrae Azrinae Clase Mesmerist Nivel 7 PX actuales 800
Alineamiento NM Raza Drow Fe Abraxas    
Sexo Mujer Altura 1,80m Peso 70 Kg Pelo Blanco Plateado
Edad 117 Ojos Amatista Piel Morada Ciudad Natal  

Caracteristicas

  Total  Mod 
FUE 11 0
DES 23 6
CON  12 1
INT 16 3
SAB 13 1
CAR 19 4

 

Hit Points 10 HD 7d8+14 Velocidad  30'
Tricks  7/7
Touch Treatment 7/7

 

AC  = Base  Armor Shield Dex  Size  Natural  Mejora Dodge Deflection Other
22 = 10 5   6 0 0     1  
Toque Desprevenido  BA Iniciativa  RD/  RC RE
20 16 5 6   13  
Carga Ligera 38 lb Carga Media 39-76 lb Carga Máxima 77-115 lb
Alzar 115 lb Levantar 230 lb Empujar 575 lb

 

Inmunidades  
Idiomas Infracomún, Drow, Aklo, Dracónico, Abisal

Tiradas de Salvación

  Total  Base  Stat  Resist.  Otros  Temp.  Condicionales 
Fort 5 2 1 2      
Ref. 13 5 6 2    
Vol. 12 5 1+4 2    

 

Maniobras de Combate

  Total  Base  BA  FUE  DES  Tamaño  Magia  Otros  Condicionales 
CMB 5 = 5 0 NO   -    
CMD  22 10 5 0 6   1(desvío)  

Ataque

Arma Ataque Daño Crit Rango Tipo Especial
Agile Whip +1 12 1d3+7 x2 15' slashing disarm, trip, reach, nonlethal
MWK Hand Crossbow 12 1d4 19-20x2 30' piercing  

 

Armor AC Bonus Dex. máx. AP Speed Special
Spider-silk bodysuit +2 5 8 0 30'  
 

Habilidades

Habilidad Atributo TOTAL Base Rangos Clase Otros ACP
Acrobacias DES 6 6        
Artesanía INT 3 3        
Averiguar Intenciones SAB 11 1 7 3    
Buscar INT 12 3 7   2(drow)  
Concentración CON 11 1 7 3    
Conocimiento de Conjuros INT 13 3 7 3    
Curar SAB 1 1        
Diplomacia CAR 14 4 7 3    
Disfrazarse CAR 10 4 1 3 2(circunstancia)  
Engañar CAR 17 4 7 3 3(mesmerist)  
Escapismo DES 16 6 7 3    
Interpretar(danza) CAR 11 4 4 3    
Interpretar(canto) CAR 10 4 3 3    
Intimidar INT 13 3 7 3    
Montar DES 6 6        
Nadar DES 6 6        
Percepción SAB 13 1 7 3 2(drow)  
Saber (arcano) INT 7 3 1 3    
Saber(cultura general) INT 7 3 1 3    
Saber (mazmorras) INT 7 3 1 3    
Saber (local) INT 7 3 1 3    
Saber(nobleza) INT 7 3 1 3    
Saber (Religión) INT 7 3 1 3    
Sigilo DES 16 6 7 3 5(competence)  
Supervivencia SAB 1 1        
Tasación INT 7 3 1 3    
Trepar DES 6 6        
Usar Objeto Mágico CAR 14 4 7 3    
Volar DES 6 6        
 

 

Rasgos raciales
Spell Resistance Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword.
Keen Senses (Ex) Drow gain a +2 racial bonus on Perception and Search checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
Elven Agility(Ex) elves (including dark elves) tend to be exceptionally agile in all their movements, and they rely on agility to perform athletic feats, rather than brute strength. Benefit: Use the Dexterity modifier instead of the Strength modifier on Climb and Swim checks.
Spell-Like Abilities (Su) Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Inherently Magical Race 1 spell point/HD
Poison Use Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Seducer Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level).
Light Blindness As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Dotes

Whip Mastery

You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
Improved Whip Mastery While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
Manifold Stare I You can trigger your painful stare one additional time per round.
Combat Reflexes A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Características de Clase
Weapon and Armor Proficiency A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields.
Spellcasting

A mesmerist casts psychic spells drawn from the mesmerist spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a mesmerist must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a mesmerist’s spell is 10 + the spell’s level + the mesmerist’s Charisma modifier.

Like other spellcasters, a mesmerist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mesmerist. In addition, he receives bonus spells per day if he has a high Charisma score.

The mesmerist’s selection of spells is limited. A mesmerist begins play knowing four 0-level spells and two 1st-level spells of the mesmerist’s choice. At each new mesmerist level, he learns one or more new spells, as indicated on Table: Mesmerist Spells Known.

Unlike a mesmerist’s spells per day, the number of spells a mesmerist knows isn’t affected by his Charisma score; The numbers on the table are fixed.

At 5th level and every 3 levels thereafter, a mesmerist can choose to learn a new spell in place of one he already knows.

In effect, the mesmerist 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, and it must be at least 1 level lower than the highest-level mesmerist spell the mesmerist can cast. A mesmerist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A mesmerist need not prepare his spells in advance. He can cast any mesmerist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.

Consumate Liar A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare(Su) A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.
Mesmerist Tricks(Su)

A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.

The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

  • Astounding Avoidance:  The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the mesmerist is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this trick don’t stack with those of the evasion or stalwart class features.
  • Compel Alacrity:  A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round
  • Mesmeric Mirror:  An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.
  • Slip Bonds:  While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.
Painful Stare(Su)

When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Towering Ego(Su) a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.
Bold Stare(Su)

a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.

  • Psychic Inception:  The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
  • Disorientation:  The hypnotic stare penalty also applies on attack rolls.
Touch Treatment (Su)

the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Moderate Conditions: Confused, dazed, frightened, sickened.

Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment.

This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Manifold Tricks (Su) the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).
Mental Potency (Ex) the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.
 

CONJUROS:

Nivel de lanzador: 7

Puntos: 33 = 7 (drow) + 17 (bardo) + 9 (carisma)

Condicionales: +1 CD encantamiento, +1 DG afectado, +1 objetivo, hechizos de encantamiento/ilusión.

SLA (CD 17):

1/day: dancing lights, darkness, faerie fire, charm person.

 

CONJUROS CONOCIDOS:

Nivel 0 [0]: detect magic, light, mage hand, message, prestidigitation, open/close.

Nivel 1 [1]: hermean potential, ill omen, silent image, heightened awareness, vanish, illusion of calm.

Nivel 2 [3]: mirror image, animus mine, anticipate thoughts, inflict pain.

Nivel 3 [5]: conditional curse, charm monster

 
Equipo
Objeto Posición Peso Valor Especial
  Cabeza      
  Frente      
  Ojos      
Piwafwi Hombros     es una capa color oscuro tejida con seda de araña, y encantada por magos drows. Es una versión evolucionada de la capa élfica (o sea, potencia el sigilo del personaje al ayudarle a camuflarse con el ambiente), aunque la magia drow se deteriora al ser expuesta a la luz del sol, perdiendo sus propiedades mágicas después de una hora de exposición continuada a la luz solar. Las propiedades mágicas relacionadas con el sigilo se activan al echarse la capucha sobre la cabeza (estas propiedades pueden ser mejoradas posteriormente). Cada piwafwi puede tener tejidas una o más runas mágicas que se activan tocándolas como acción estándar y energizándolas con puntos de conjuro del portador o de perlas de poder (el número de puntos de conjuro depende de la potencia de la runa). +2 resistencia a TS, +5 competencia a Sigilo, Runa (1 pc): illusion of calm
  Cuello      
  Pecho      
  Cuerpo      
Glamered Spider-silk bodysuit +2 Armadura     Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised.
  Cintura      
  Brazos      
  Manos      
Sello Personal Anillo 1     Es un anillo que Vel usa como sello para firmar documentos. Además, tiene los siguientes encantamientos: +1 protección, y dureza (+1 hp/nivel). El anillo contiene un espacio extradiomensional para guardar una sola poción, daga, pergamino o varita, u otro objeto de similar tamaño; extraer el objeto es una acción de movimiento.
  Anillo 2      
  Pies      
Agile Whip +1 Arma 1      
Hand, Crossbow Arma 2      
  Arma 3      
  Arma 4      
  Escudo      
 
Insigna Casa Azrinae Sin Hueco     Son medallones forjados en metal o hueso de demonio, que normalmente se usan en una cadena o en una bolsa atada al cuello. Cada uno lleva un símbolo de una casa noble de una ciudad drow en particular y requiere una palabra de comando secreta para activarse. Cada insignia es ligeramente diferente, incluso las de la misma casa noble, por lo que es posible que alguien consciente de la forma única de la insignia de un drow pueda localizar mágicamente a esa persona, y además a más rango dentro de la Casa, más encantamientos mágicos tiene la insignia. La insignia está sintonizada con las protecciones de la casa drow, de forma que permite el paso de su portador a determinados recintos y partes de la fortaleza no accesibles de forma general. La insignia no ocupa lugar de espacio mágico, pero hay que sintonizarse con ella durante 24 horas antes de que funcione mágicamente (una medida para ponérselo difícil a los espías), y solo una insignia puede estar activar a la vez para una persona dada. Una palabra de poder y el imbuirla con 3 puntos de poder (propios o procedentes de un objeto) activa la runa situada en la parte posterior del medallón, creando el conjuro Reflective disguise. Este efecto es mágico, no psiónico.
Varita Eterna (Minor Image) Sin Hueco     Una varita eterna tiene 2 cargas/día y funciona al NL y CD del portador. Las varitas psionicas suelen estar hechas de cristal.
Varita Eterna (Esplendor de Águila) Sin Hueco     Una varita eterna tiene 2 cargas/día y funciona al NL y CD del portador. Las varitas psionicas suelen estar hechas de cristal.
Cristal de Poder 3 Sin Hueco     engarzado en joyería.
  Sin Hueco      
 
Consumibles
Objeto Tipo Cantidad Peso Valor Especial
Kit de Disfraz Kit 10     +2 (circunstancia) a disfrazarse
  Munición        
 
Miscelánea
Objeto Localización Cantidad Peso Valor Especial
Handy Haversack Puesta 1 4 2000  
Joyería Pija Puesta 1   500  
  Mochila 1      
  Mochila 1      
  Cintura 1      
  Mochila 1      
 
Dinero y riqueza
Objeto Tipo Cantidad Peso Valor Especial
Monedas de platino Dinero 0 0    
Monedas de oro Dinero 0 0    
Monedas de plata Dinero 0 0    
Monedas de cobre Dinero 0 0    
  Gemas        
  Arte        
  Inmueble        
 
Peso y valor totales      
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