La pestaña " equipo " no va bien así que lo he pegado todo en la pestaña " notas ".
Si me respondes a esto acabo ya:
Edito: Ya he puesto en la ficha la historia, aunque he tratado de omitir el nombre de ningún lugar. Si me dices de dónde es Sandru me pongo la procedencia del mismo sitio y ya.
Puedes poner o Magnimar o directamente Sandpoint. Lo que prefieras. Lo lógico sería poner Magnimar ya que parece que ahora estas hospedada en la taberna y lo lógico sería que no fueses de sandpoint.
Sandru es de Sandpoint "by the way"
Nombre: Drommbar
Alineamiento: Neutral Bueno
Clase/Nivel: Guerrero (A dos manos)/1
XP: 0
Raza: Enano Tamaño: Mediano Genero: Masculino Edad: 41 Altura: 134cm Peso: 92kg Pelo: Pelirrojo Ojos: Marrones
Deidad: Tierra Natal:
Clase Predilecta: Guerrero
FUE: 16 (+3)
DES: 12 (+1)
CON: 15+2=17 (+3)
INT: 14 (+2)
SAB: 7+2= 9 (-1)
CAR: 14-2=12 (+1)
Iniciativa: +1
Velocidad: 20´
HP total: 13
HP actual: 13
No letal:
RD:
RC:
DEFENSA
CA: 17 = 10 + 5 + 1 + 1 + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (Des) + (tamaño) + (natural) + (Desvío) + (misc)
Toque: 11 = 10 + 1 + 0 + 0 + 0
(total) = 10 + (Des) + (tamaño) + (Desvío) + (misc)
Flat-footed: 16 = 10 + 5 + 1 + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (tamaño) + (natural) + (Desvío) + (misc)
FORT: 5 = 0 + 3 + 0 + 2 + 0
REF: 1 = 0 + 1 + 0 + 0 + 0
VOL: -1 = 0 - 1 + 0 + 0 + 0
(total) = (base) + (Atr) + (magia) + (raza) + (misc)
OFENSIVO
Ataque Base: +1
CMB: 4 = 1 +3 +0 +0
(total) = (AB) + (Fue) + (tamaño) + (misc)
CMD: 15 = 10 +1 +3 +1 +0 +0
(total) = 10 + (AB) + (Fue) + (Des) + (tamaño) + (misc)
Arma: Greataxe
Bono de Ataque: +4
Daño: 1d12+7
Critico: x3
Tipo: S
Arma: Battleaxe
Bono de Ataque:
Daño: 1d8
Critico: x3
Tipo: S
Arma a Distancia: Axe, throwing
Bono de Ataque:
Daño: 1d6
Critico: x2
Tipo: S
Alcance: 10 ft.
Munición: 2
HABILIDADES
- Acrobacias (DES):
- x Artesanía (cualquiera) (INT):
- Averiguar Intenciones (SAB):
- Conocimiento de Conjuros (INT):
- Diplomacia (CAR):
- Disfrazarse (CAR):
- Engañar (CAR):
- Escapismo (DES):
- Interpretar (cualquiera) (CAR):
- x Intimidar (CAR): 5 = 1 + 1 + 3
- Inutilizar Mecanismo (DES):
- Juego de Manos (DES):
- Lingüistica (INT):
- x Montar (DES):
- x Nadar (FUE):
- x Oficio (Cualquiera) (SAB):
- Percepcion (SAB):
- Saber (Arcano) (INT):
- x Saber (Dungeons) (INT): 6 = 2 + 1 + 3
- x Saber (Ingeniería) (INT):
- Saber (Geografía) (INT):
- Saber (Historia) (INT):
- Saber (Local) (INT):
- Saber (Naturaleza) (INT):
- Saber (Nobleza) (INT):
- Saber (Planos) (INT):
- Saber (Religion) (INT):
- Sanar(SAB):
- Sigilo (DES):
- x Supervivencia (SAB): 3 = - 1 + 1 + 3
- Tasar (INT):
- x Trato con Animales (CAR): 5 = 1 + 1 +3
- x Trepar (FUE):
- Usar Objeto Magico (CAR):
- Volar (DES):
(total) = (Atributo) + (rangos) + (misc)
x - Habilidad clásea * - Sólo entrenado
DOTES
Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
HABILIDADES ESPECIALES (RAZA Y CLASE)
2 a Constitución, +2 Sabiduría, -2 Carisma: los enanos son a la vez duros y sabios, pero también un tanto ariscos.
Mediano: como criaturas medianas, los enanos no reciben ningún tipo de bonificador o penalizador debidos a su tamaño.
Lentos pero firmes: los enanos poseen una velocidad base de tan sólo 20 pies, pero su velocidad nunca se ve modificada por llevar armadura o por aguantar elevadas cargas.
Visión en la oscuridad: los enanos pueden ver en la oscuridad a un máximo de 60 pies.
Entrenamiento defensivo: los enanos reciben un bonificador de esquiva de +4 a la CA contra criaturas del subtipo gigante.
Codicia: los enanos reciben un bonificador racial de +2 en sus pruebas de Tasación para determinar el precio de objetos no mágicos que contengan metales preciosos o gemas.
Odio: los enanos reciben un bonificador de +1 en sus tiradas de ataque contra criaturas humanoides del subtipo orco o trasgoide debido a su entrenamiento contra estos enemigos tan sumamente odiados.
Resistentes: los enanos reciben un bonificador racial de +2 en sus TS contra venenos, conjuros y efectos sortílegos.
Estabilidad: los enanos reciben un bonificador racial de +4 en su Defensa contra Maniobras de Combate para resistir el ser embestido o derribado cuando está apoyado en el suelo.
Afinidad con la piedra: los enanos reciben un bonificador racial de +2 en las pruebas de Percepción para percibir la presencia de obras poco comunes de mampostería, como por ejemplo trampas de piedra o puertas secretas ubicadas en paredes o suelos de piedra. Realizan una prueba para darse cuenta de tales construcciones siempre que pasen a menos de 10' de ellas, tanto si las buscan activamente como si no.
Familiaridad con armas: los enanos son competentes con hachas de batalla, picos pesados, y martillos de guerra, y tratan cualquier arma con la palabra “enano” en su nombre como un arma marcial.
Idiomas: los enanos inicialmente hablan Común y Enano. Aquellos que posean elevadas puntuaciones de Inteligencia pueden escoger más idiomas entre los que se encuentran: Gigante, Gnomo, Trasgo, Orco, Térraro e Infracomún.
- Idiomas: Común, enano, gnomo y gigante.
Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.
Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Weapon Training (Ex): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.
Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.
Greater Power Attack (Ex): At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%). This ability replaces armor training 4.
Devastating Blow (Ex): At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. This ability replaces armor mastery.
TRAITS
Best friends (Ameiko): You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
EQUIPAMIENTO
Greataxe |
20 gp |
--- |
1d12 |
×3 |
- |
12 lbs. |
S |
— |
Battleaxe |
10 gp |
--- |
1d8 |
x3 |
- |
1 lb. |
S |
--- |
Lt. Shield (metal) |
9 gp |
--- |
1d2 |
|
- |
3 lb. |
S |
--- |
Axe, throwing (x2) |
8 gp |
--- |
1d6 |
--- |
10 ft. |
4 lb. |
--- |
--- |
Backpack (empty) |
2 gp |
2 lbs.1 |
Bedroll |
1 sp |
5 lbs |
5 Rations |
2,5 gp |
5 lbs |
Waterskin |
1 gp |
4 lbs |
Scale Mail |
50 gp |
- |
Rope, hemp (50 ft.) 1 gp 10 lbs.
Lantern, hooded 7 gp 2 lbs.
Oil, 1 pint flask (x5) 5 sp 5 lbs.
57 gp 0 sp cp
Light weight:
Medium weight:
Heavy weight:
Lift:
Drag:
Total Weight:
COPIA DE SEGURIDAD DE DROMMBAR A NIVEL 1
CAMBIOS A NIVEL 2
- Ataque base de +1 a +2.
- Salvación por Fortaleza +3 por Clase. Hay un +2 adicional en algunas situaciones.
- Combat Feat por Fighter: Weapon Focus (Greataxe).
- Dado de vida (repetido una vez): 10. En total la vida se queda en 26 = 13 (anterior) + 10 (dado) + 3 (mod. Constitución)
- +1 a Bravery (no se aplica por ser Guerrero a Dos Manos).
- 4 Skill Ranks: 2 (Fighter) + 2 (Bono de Inteligencia).
- Skills que se suben:
- A Intimidar (clásea) se le sube 1 rangos. Se queda en 6.
- A Trepar (clásea) se le sube 1 rango. Se queda con 7 (3+1+3), ya que se aplica el +3 misceláneo por ser el primer rango.
- A Saber (Ingeniería) (clásea) se le sube 1 rango. Se queda con 6 (2+1+3), ya que se aplica el +3 misceláneo por ser el primer rango.
- A Saber (Dungeons) (clásea) se le sube 1 rango. Se queda en 7.
- +1 HP por Clase predilecta Fighter.
- Shattering Strike por Fighter a nivel 2.
Motivo: Tirada de HP
Tirada: 1d10
Resultado: 5
Motivo: Tirada de HP (2)
Tirada: 1d10
Resultado: 10
Nombre: Kevan Deverin
Alineamiento: NB
Clase/Nivel: Magus / 1
XP: 0
Raza: Humana Tamaño: Mediano Género: Masculino Edad: 30 años Altura: 1, 85 m Peso: 85 kg. Pelo: moreno
Deidad: ¡Desna!. Tierra Natal: Varisia (Sandpoint). Clase Predilecta: Magus
FUE: 12 (+1)
DES: 16 (+3)
CON: 11 (-)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 10 (-)
Iniciativa: +3 (Des)
Velocidad: 30'
hp total: 9 (8 +1 clase predilecta N1)
hp actual:
No letal:
RD:
RC:
DEFENSA
CA: 16 = 10 + 3 (armor) + 0 + 3 (Des) + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (Des) + (tamaño) + (natural) + (Desvío) + (misc)
Toque: 13 = 10 + 3 (Des) + 0 + 0 + 0
(total) = 10 + (Des) + (tamaño) + (Desvío) + (misc)
Flat-footed: 13 = 13 + 3 (armor) + 0 + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (tamaño) + (natural) + (Desvío) + (misc)
FORT: 2 = 2+ 0 + 0 + 0 + 0
REF: 3 = 0 + 3 +0 + 0 + 0
WILL: 3 = 2 + 1 + 0 + 0 + 0
(total) = (base) + (Atr) + (magia) + (raza) + (misc)
OFENSIVO
Ataque Base: +0
CMB: 1 = 0 +1 +0 +0
(total) = (AB) + (Fue) + (tamaño) + (misc)
CMD: 14 = 10 +0 +1 +3 +0 +0
(total) = 10 + (AB) + (Fue) + (Des) + (tamaño) + (misc)
Arma: Estoque (Rapier)
Bono de Ataque: +3 //+4 con arcane pool
Daño: 1d6+1 // 1d6+2 con arcane pool.
Critico: 18-20/x3
Tipo: piercing
Arma a Distancia: Arco corto
Bono de Ataque: +3 // +4 con arcane pool
Daño: 1d6+1 //1d6+2 con arcane pool
Critico: 20 x3
Tipo: piercing
Alcance: 70'
Munición: 20
HABILIDADES
2+ 3 (int) +1 (human) = 6
- Acrobacias (DES):
- xArtesanía (cualquiera) (INT):
- Averiguar Intenciones (SAB):
- x Conocimiento de Conjuros* (INT): +7 1 (rank) +3 (class) + 3 (int)
- Diplomacia (CAR):
- Disfrazarse (CAR):
- Engañar (CAR):
- Escapismo (DES):
- Interpretar (cualquiera) (CAR):
-x Intimidar (CAR):
- Inutilizar Mecanismo*(DES):
- Juego de Manos* (DES):
- Lingüistica* (INT):
- xMontar (DES): +7 1 (rank) +3 (class) + 3 (des)
- xNadar (FUE):
- xOficio (Au Au! - Cualquiera)* (SAB):
-x Percepcion (SAB): +6 1 (rank) +3 (class) + 1 (sab) + 1 (trait)
-x Saber (Arcano)* (INT): +7 1 (rank) +3 (class) + 3 (int)
- xSaber (Dungeons)* (INT):
- Saber (Ingeniería)* (INT):
- Saber (Geografía)* (INT):
- Saber (Historia)* (INT):
- Saber (Local)* (INT):
- Saber (Naturaleza)* (INT):
- Saber (Nobleza)* (INT):
- xSaber (Planos)* (INT): +7 1 (rank) +3 (class) + 3 (int)
- Saber (Religion)* (INT):
- Sanar(SAB):
- Sigilo (DES):
- Supervivencia (SAB):
- Tasar (INT):
- Trato con Animales* (CAR):
- xTrepar (FUE):
- xUsar Objeto Magico* (CAR): +4 1 (rank) +3 (class) + 0 (car)
- xVolar (DES):
(total) = (Atributo) + (rangos) + (misc)
x - Habilidad clásea * - Sólo entrenado
- Idiomas: Varisiano, Común (Taldane), Skald, Tien.
DOTES
Weapon Finesse (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.
Combat Casting
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
HABILIDADES ESPECIALES (RAZA Y CLASE)
Humano: +1 dote +1 skill point/level
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
TRAITS
Friend of the Family: Your family has been close friends with the Mvashtis for as long as you’ve been alive. Old Niska Mvashti’s recent death wasn’t all that unexpected—she must have been over a hundred years old, as far as you know—but it was a sobering moment nonetheless. What no one else in your family knows, though, is that in the weeks before her death, Niska must have known that her days were numbered, because she called you to her house one day and made you make a promise: If her daughter Koya ever went on a long trip, you would go with her to ensure her safety. Although the chances of Koya going on a long trip seem remote (she must be at least 60 years old, after all), you’ve made a promise to Niska to accompany her daughter if such an event comes to pass. Ever since you made this promise, you’ve felt a strange sense of destiny looming in your future—you might even think that Niska is now watching over your shoulder, just as she asked you to watch over her daughter. As a result of this eerie sense of being watched over, you’ve been able to react to dangerous situations more quickly than ever. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
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.
SPELLS
Concentración: +6 =1 (nivel) + 3 (Int) + 2 (Focused Mind) Concentración a la defensiva = +10
Spells known: (En el libro de conjuros) 21 paginas utilizadas.
(N0 All) --> 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.
(N1) --> Magic Missile, Color Spray, Shield, expeditius retreat, grease, True Strike.
Spells per day: (N0-->3 )/(N1--> 1+1 int)
Spells Level 0 (Save DC: 13 )
- Daze
- Detect Magic
- Mage Hand
Spells Level 1 (Save DC: 14)
- Color Spray
- Shield
EQUIPAMIENTO
- (item) [(cost in gp)]
Rapier 20 gp --- 1d8 18-20×2 - 2 lbs. P —
Dagger 2 gp --- 1d4 19–20/×2 10 ft. 1 lb. P or S ---
Shortbow 30 gp --- 1d6 x3 60ft. 2 lb. P ---
Arrows (20) 1 gp --- --- --- --- 3 lb. --- ---
Mochila (empty) 2 gp 2 lbs
Cuero Tachonado 25 gp 20 lbs
Bolsa componentes conjuro 5 gp 2 lbs
50' de cuerda de seda 10 gp 5 lbs
Frasco de fuego de alquimista 20 mo 1 lb
Mula 8 gp
Saco de dormir (petate) 1 sp 5 lbs (Mula)
10 Rations 5 gp 10 lbs (Mula)
Odre 1 gp 4 lbs (mula)
gastados 129.1 mo
-
Light weight: 43 lbs
Medium weight:86 lbs
Heavy weight:
Lift:
Drag:
Total Weight: 38 lb
A ver para subir de nivel ...
- los pg
- clase predilecta (+1 skill o +1 pg)
- skills
- dote (por ser humano)
- Conjuros (y lo que de ser Magus de 2º)
- Tiradas de salvacion, ataques
¿Me dejo algo?
HECHIZOS
Añado dos hechizos de 1º al libro: Shocking Grasp y Detect Undead.
Memorizo:
0 Acid Splash Detect Magic Disrupt Undead y Light
1 Shocking Grasp Magic Missile y Detect Undead
Motivo: pg
Tirada: 1d8
Resultado: 3
MODIFICADORES
Gano +1 a Ataque base (y paso a +3 en Voluntd y Fort), además de Spellstrike.
PG 13 (9 + 3 +1 por clase predilecta).
HABILIDADES (6 = +2 +3 int +1 humano)
- Acrobacias (DES):
- xArtesanía (cualquiera) (INT):
- Averiguar Intenciones (SAB):
- x Conocimiento de Conjuros* (INT): +8 2 (rank) +3 (class) + 3 (int)
- Diplomacia (CAR):
- Disfrazarse (CAR):
- Engañar (CAR):
- Escapismo (DES):
- Interpretar (cualquiera) (CAR):
-x Intimidar (CAR):
- Inutilizar Mecanismo*(DES):
- Juego de Manos* (DES):
- Lingüistica* (INT):
- xMontar (DES): +7 1 (rank) +3 (class) + 3 (des)
- xNadar (FUE):
- xOficio (Au Au! - Cualquiera)* (SAB):
-x Percepcion (SAB): +6 1 (rank) +3 (class) + 1 (sab) + 1 (trait)
-x Saber (Arcano)* (INT): +8 2 (rank) +3 (class) + 3 (int)
- xSaber (Dungeons)* (INT): +7 1 (rank) +3 (class) + 3 (int)
- Saber (Ingeniería)* (INT):
- Saber (Geografía)* (INT):
- Saber (Historia)* (INT): +4 1 (rank) + 3 (int)
- Saber (Local)* (INT): +4 1 (rank) + 3 (int)
- Saber (Naturaleza)* (INT):
- Saber (Nobleza)* (INT): +4 1 (rank) + 3 (int)
- xSaber (Planos)* (INT): +7 1 (rank) +3 (class) + 3 (int)
- Saber (Religion)* (INT):
- Sanar(SAB):
- Sigilo (DES):
- Supervivencia (SAB):
- Tasar (INT):
- Trato con Animales* (CAR):
- xTrepar (FUE):
- xUsar Objeto Magico* (CAR): +4 1 (rank) +3 (class) + 0 (car)
- xVolar (DES):
DOTES: Hasta tercero nada
Cuando lo revises actualizo la ficha. Sobre equipo comento en oftopic. Y a Koya la doy el punto, pero de regalos creo que andamos algo justos (si veo alguna joya y no estropeo la esconomia del grupo si se lo doy) :D
No hace falta que le des un regalo ahora, ya se lo darás a nivel dos. Conviene tambien que sepas qué regalo dar, ya que solo puedes darle uno ;)
Vuelve a tirar vida hasta que te salga 5 o mas. :D
Voy a revisar la ficha
Motivo: pg
Tirada: 1d8
Resultado: 5
ok.
Pero no subiamos ahora a nivel 2 ¿?
pg ... pues 5, serían 15 en total
Si, pero puedes darselo a lo largo de todo el nivel. No ahora, que ni siquiera estas con ella xD
Nombre: Grongar el salaz
Alineamiento:Caótico bueno
Clase/Nivel: Clérigo/1
Raza: Enano Tamaño: Mediano Genero: Masculino Edad: Altura: 1.20m Peso:109kg Pelo: Negro Ojos: Marrones
Deidad: Cayden Cailean Tierra Natal: Janderhoff
Clase Predilecta: Clérigo
FUE: 12(+1)
DES: 10(+0)
CON: 14(+2)
INT: 11(+0)
SAB: 16(+3)
CAR: 14(+2)
Iniciativa:
Velocidad: 30
Vida total: 11/11
Vida actual:
No letal:
Reduccion de daño:
Reduccion conjuros:
DEFENSA
CA: 17 = 10 + 5 + 1 + 0 + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (Des) + (tamaño) + (natural) + (Desvío) + (misc)
Toque: 10 = 10 + 0 + 0 + 0 + 0
(total) = 10 + (Des) + (tamaño) + (Desvío) + (misc)
Desprevenido: 17 = 10 + 5 + 1 + 0 + 0 + 0 + 0
(total) = 10 + (armadura) + (escudo) + (tamaño) + (natural) + (Desvío) + (misc)
FORT: 4 = 3 + 1 + 0 + 0 + 0
REF: 0 = 0 + 0 +0 + 0 + 0
VOL: 5 = 3 +2 + 0 + 0 + 0
(total) = (base) + (Atr) + (magia) + (raza) + (misc)
OFENSIVO
Ataque Base: +1
Modificador de ataque: 2 = 1 +1 +0 +0
(total) = (AB) + (Fue) + (tamaño) + (misc)
Modificador de defensa: 11 = 10 +0 +1 +0 +0 +0
(total) = 10 + (AB) + (Fue) + (Des) + (tamaño) + (misc)
Arma: Hacha de guerra enana
Bono de Ataque:
Daño:1d10
Critico: x3
Tipo: S
Arma: Martillo de guerra
Bono de Ataque:
Daño:1d8
Critico: x3
Tipo: B
Arma a Distancia: Ballesta ligera
Bono de Ataque:
Daño: 1d8
Critico:19/20 x2
Tipo: P
Alcance: 80ft
Munición: 30 virotes
HABILIDADES
- Acrobacias (DES):
- Artesanía (cualquiera) (INT):
- Averiguar Intenciones (SAB): 4=3+0+1
- Conocimiento de Conjuros* (INT): 5=1+1+3
- Diplomacia (CAR):
- Disfrazarse (CAR):
- Engañar (CAR):
- Escapismo (DES):
- Interpretar (cualquiera) (CAR):
- Intimidar (CAR):
- Inutilizar Mecanismo*(DES):
- Juego de Manos* (DES):
- Lingüistica* (INT):
- Montar (DES):
- Nadar (FUE):
- Oficio (Au Au! - Cualquiera)* (SAB):
- Percepcion (SAB): 4=3+0+1
- Saber (Arcano)* (INT):
- Saber (Dungeons)* (INT):
- Saber (Ingeniería)* (INT):
- Saber (Geografía)* (INT):
- Saber (Historia)* (INT):5=1+1+3
- Saber (Local)* (INT):
- Saber (Naturaleza)* (INT):
- Saber (Nobleza)* (INT):
- Saber (Planos)* (INT):
- Saber (Religion)* (INT):5=1+1+3
- Sanar(SAB): 7=3+1+3
- Sigilo (DES):
- Supervivencia (SAB):
- Tasar (INT): 3*=1+0+2*
- Trato con Animales* (CAR):
- Trepar (FUE):
- Usar Objeto Magico* (CAR): 3=2+1+0
- Volar (DES):
(total) = (Atributo) + (rangos) + (misc)
* - Habilidad clásea
DOTES
-Canalización Selectiva: Eliges los objetivos a los que afecta el canal de energía.
-
Conjuros al día
Nivel 0 Nivel 1
3 2+1
-Zancada prodigiosa
-Quitar miedo
Te he copiado la hoja revirtiendo los cambios. Vamos,que lo que te pongo aquí está a nivel 1. Luego volveré a sumar todo...
10 puntos de vida (8+2).
+1 de ataque base
+2 en salvaciones de fortaleza y voluntad(la 1ª y a 3ª)
+1 punto en Saber historia
+1 punto en saber conocimiento de conjuros
+1 conjuro diario de nivel 0
Gracias Galthor.
Te falta, en la subida de nivel indicarme en que gastas tu punto extra por clase predilecta. Si en +1 punto de vida o te coges una skill mas.
Una skill más, si esto ya lo hablamos ><
Ya, pero que no esta ahi apuntado, indica en que, y subelo xD
Ademas, a nivel 1, tendrías que tener 2 skills no 4 :S
Historia y conocimiento de conjuros. Eso son 2 y no 4.
No, a ver.
A nivel 2 subes uno de conocimiento de conjuros y uno de saber historia. Eso esta bien. Pero..
A nivel 1 tienes: uno en conocimiento de conjuros. Uno en saber historia, Uno en saber religion, uno en sanar y uno en usar objeto magico. Eso hacen 5, que sumado a los dos que te has subido despues hacen que tengas... 6 en la ficha de nivel 2, porque no te has apuntado 2 de saber historia sino uno.
Asi que esta mal, tendrías que tener 2 rangos a nivel 1, no 5.
Claro, es que no lo he borrado. El que sobra es el del objeto magico que me dijiste que lo quitara.
Vale, entonces digamos que tenias saber (religion) y conocimiento de conjuros a nivel 1. Y que te has cogido Conocimiento de conjuros , Saber (historia) y sanar (con el punto extra de clase predilecta) a nivel 2. Ok? Te lo subo todo ahora a la ficha.
La ficha está cambiada, no lo subas de nuevo que me la lias. Voy a revisar que no esté lo de usar objeto magico pero lo demás debería estar aplicado. Simplemente compara, si lo quieres asegurar.
Tranqui, las fichas no las toco a no ser que lo quiera el jugador y se haya hablado. Lo apunto en la parte de director :D