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Los Colmillos de Set

[CREACIÓN DE PJ] Fortuna y Gloria

Cargando editor
21/09/2022, 22:25
Shem-su-namun

Ah, hostia puta, ahora que leo mejor el Clérigo de Clausura es que ganan el Dominio de Saber de forma adicional y automática a cualquier otro Dominio que pueda tener el Clérigo.

Vale, vale, entonces completamente cierto y de acuerdo contigo: ¡a la mierda la dote! porque además, me va a proporcionar como mucho +3 o +2 en el mejor de los casos y para eso mejor me lanzo un conjuro que me de bonificadores (vamos, lo veo cómo algo más de clérigo, no sé).

Respecto al Curar heridas graves, tienes toda la razón. No me acordaba de la regla del Lanzamiento Espontáneo (algo que yo mismo tenía que recordar a algún jugador Clérigo ^^'... ay, quién me ha visto y quien me ve).

Vale, pues mañana vuelvo a los valores originales de las habilidades, y te digo como queda la cosa ok?

Gracias por ayudarme a resolver el berenjenal XD.

Cargando editor
21/09/2022, 22:29
Narrador

Cargando editor
22/09/2022, 11:25
Shem-su-namun

Vale, finalmente he puesto todos los valores de Conocimientos como estaban, he quitado la dote de la discordia, poniendo las habilidades del Dominio de Conocimiento que había perdido y he procedido a repartir las habilidades:

+3 Persuasión
+4 Saber Los Planos

Siempre me ha parecido que siendo Shem un Aasimar, debería conocer más sobre los ajenos. También por eso mismo he decidido que los conjuros de nivel 3 (si es que algún dia los preparo) sean:

Clariaudiencia/Clarividencia (D), Convocar Monstruo III y Círculo Mágico contra el Mal.

De momento los he dejado tachados.

Asi que creo que está todo ya (lo he pasado a la ficha ;-))

Si ves cualquier cosa mal, me lo dices.
 

 

Cargando editor
24/09/2022, 21:59
Kéfera
Sólo para el director

Bueno, aprovechando que vuelvo a tener el control (minimo) sobre mi vida te propongo una digievolucion de Kefera.

Con un arco seria unas mil millones de veces mejor, asi que tiro de tres profesiones para mantenerme minimamente competitivo.

Raza Humana:

Fuerza (FUE):  18(+4) [10 Puntos Gastados + 2 Racial]
Destreza (DES): 16 (+3) [8 Puntos Gastados, ±1 Aumento nivel 4]
Constitución (CON): 12 (+1) [4 Puntos Gastados, ±0 Racial]
Inteligencia (INT): 14 (+2) [6 Puntos Gastados, ±0 Racial]
Sabiduría (SAB): 12 (+1) [4 Puntos Gastados, ±0 Racial]
Carisma (CAR): 8 (-1) [0 Puntos Gastados, ±0 Racial]

Defectos:

- Temblorosa, sufro un -2 a las tiradas de ataque a distancia

- Ojos Turbios, tiro 2 veces contra los objetivos con ocultacion y puedo fallar cualquiera de ellas

Nivel 1:
Scout 1: Skirmish 1d6
Dotes: L1 Ataque Poderoso, Humano: Travel Devotion, Defecto 1: Combat Reflexes Defecto2: Strengh Devotion
Nivel 2:
Ranger 1: Track
Nivel 3:
Ranger 2: TWF
Dote: Travel Devotion
Nivel 4:
Barbaro del Totem del Espiritu del Leon: Pounce
Aumento de Caracteristica: +1 DEX
Nivel 5:
Scout 2

 

Cargando editor
26/09/2022, 20:18
Narrador

Silencio administrativo es OK, por cierto.

Oh, y rellena el alineamiento.

Cargando editor
26/09/2022, 22:15
Kéfera
Sólo para el director

Mañana actualizo todo, aliniamiento incluido, que se me ha hecho tarde

Cargando editor
30/09/2022, 21:28
Kéfera

Raza Humana:

Fuerza (FUE):  18(+4) [10 Puntos Gastados + 2 Racial]
Destreza (DES): 16 (+3) [8 Puntos Gastados, ±1 Aumento nivel 4]
Constitución (CON): 12 (+1) [4 Puntos Gastados, ±0 Racial]
Inteligencia (INT): 14 (+2) [6 Puntos Gastados, ±0 Racial]
Sabiduría (SAB): 12 (+1) [4 Puntos Gastados, ±0 Racial]
Carisma (CAR): 8 (-1) [0 Puntos Gastados, ±0 Racial]

Defectos:

- Temblorosa, sufro un -2 a las tiradas de ataque a distancia

- Ojos Turbios, tiro 2 veces contra los objetivos con ocultacion y puedo fallar cualquiera de ellas

Nivel 1:
Scout 1:
+0 BAB +2 Reflejos

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Puntos de vida: 8
Puntos de habilidad: 8 + 2 Int +1 Humano => 44

Acrobacias 4x
Averiguar Intenciones 4x
Artesania
Buscar 4x
Conocimeinto de Conjuros
Disfrazarse
Escapismo 4x
Intimidar
Inutilizar Mecanismo 4x
Linguistica
Interpretar
Juego de Manos
Montar
Nadar 4x
Oficio
Percepcion 4x
Persuasion
Saber X
Saltar 4x
Sanar
Sigilo 4x
Supervivencia 4x
Tasacion
Trato con Animales
Trepar 4x
Usar Objeto M

Dotes:
L1 Ataque Poderoso
Humano: Travel Devotion
Defecto 1: Combat Reflexes
Defecto2: Strengh Devotion

Benefit

Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction. As a natural weapon, your slam attack does not provoke attacks of opportunity. It deals damage based on your size and character level, as given on the following table.

Nivel 2:
Ranger 1

+1 B.AB +2 Fort + 2 Ref

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (exce0.pt tower shields).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table 3—14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Elijo Humano
 

Track: A ranger gains Track (see page 101) as a bonus feat.

 

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check re

.sult. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a —4 penalty on the check.

Puntos de vida: d8
Puntos de habilidad: 6 + 2 Int +1 Humano = 9

Acrobacias 4x 1x(pago doble)
Averiguar Intenciones 4x
Artesania
Buscar 4x 1x
Conocimeinto de Conjuros
Disfrazarse
Escapismo 4x
Intimidar
Inutilizar Mecanismo 4x
Linguistica
Interpretar
Juego de Manos
Montar 1x
Nadar 4x
Oficio
Percepcion 4x 1x
Persuasion
Saber Dungeons 1x
Saber Naturaleza 1x

Saltar 4x
Sanar
Sigilo 4x 1x
Supervivencia 4x 1x
Tasacion
Trato con Animales
Trepar 4x
Usar Objeto M

Nivel 3:
Ranger 2:
1+ BAB +1 Fort +1 Refx

 

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Puntos de vida: d8
Puntos de habilidad: 6 + 2 Int +1 Humano = 9

Acrobacias 4x 1x(pago doble) 1x(pago doble)
Averiguar Intenciones 4x
Artesania
Buscar 4x 1x 1x
Conocimeinto de Conjuros
Disfrazarse
Escapismo 4x
Intimidar
Inutilizar Mecanismo 4x
Linguistica
Interpretar
Juego de Manos
Montar 1x
Nadar 4x
Oficio
Percepcion 4x 1x 1x
Persuasion
Saber Dungeons 1x 1x
Saber Naturaleza 1x 1x

Saltar 4x
Sanar
Sigilo 4x 1x 1x
Supervivencia 4x 1x 1x
Tasacion
Trato con Animales 1x
Trepar 4x
Usar Objeto M

Dote: Travel Devotion
Nivel 4:
Barbaro del Totem del Espiritu del Leon: Pounce
Aumento de Caracteristica: +1 DEX
Vida: d12
BAB +1 +2 Fort

Fast movemente se sustituye por la dote Pounce.

Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a —2 penalty to Armor Class.

The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (—2 penalty to Strength, —2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action (see Initiative, page 136), not in response to someone else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

Habilidades: 4 +2 INT +1 Humano = 7

Acrobacias 4x 1x(pago doble) 1x(pago doble) 1x(pago doble)
Averiguar Intenciones 4x
Artesania
Buscar 4x 1x 1x
Conocimeinto de Conjuros
Disfrazarse
Escapismo 4x
Intimidar
Inutilizar Mecanismo 4x
Linguistica
Interpretar
Juego de Manos
Montar 1x
Nadar 4x
Oficio
Percepcion 4x 1x 1x 1x
Persuasion
Saber Dungeons 1x 1x
Saber Naturaleza 1x 1x
Saltar 4x
Sanar
Sigilo 4x 1x 1x
Supervivencia 4x 1x 1x
Tasacion
Trato con Animales 1x 2x
Trepar 4x 2x
Usar Objeto M

Nivel 5:
Scout 2
+1 BAB +1 Ref
d8 vida

 

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.

Puntos de habilidad: 8 + 2 Int +1 Humano  => 11

Acrobacias 4x 1x(pago doble) 1x(pago doble) 1x(pago doble) 1x
Averiguar Intenciones 4x 2x
Artesania
Buscar 4x 1x 1x 2x
Conocimeinto de Conjuros
Disfrazarse
Escapismo 4x 1x
Intimidar
Inutilizar Mecanismo 4x 4x
Linguistica
Interpretar
Juego de Manos
Montar 1x
Nadar 4x
Oficio
Percepcion 4x 1x 1x 1x 1x
Persuasion
Saber Dungeons 1x 1x
Saber Naturaleza 1x 1x
Saltar 4x
Sanar
Sigilo 4x 1x 1x 2x
Supervivencia 4x 1x 1x
Tasacion
Trato con Animales 1x 2x
Trepar 4x 2x
Usar Objeto M

 

-----------------

Totales:

BAB +1 Fort +5 Ref +6 Vol +0
Vida: 8 +1d12 + 3d8

Notas de juego

Dame tu bendicion para plasmarlo en la ficha

Cargando editor
05/10/2022, 18:14
Amuir

PG nivel 5

29+4+2 CON = 35

- Tiradas (1)