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Pathfinder: Pitax Vices (+18)

Creación de Personaje

Cargando editor
24/01/2018, 12:36
Grili Romber

Yo voy a tener mi armadura y arma basica, algo que podria fabricar en la herreria de mi padre y ya veremos si mas adelante consigo equipo mejorado y cosas asi ....

Si acaso, el mismo equipo pero de gran calidad o algo asi, pero no se si eso es como D&D 3.5, porque despues el resto seria vivencias y veremos como surge claro :P

Cargando editor
24/01/2018, 12:45
Agatha

Señores, hablando de objetos mágicos:

http://www.pfsdb.com/magicitems

Aquí una base de datos que encontré que imagino los tiene todos, o casi todos. Está en inglés, claro, pero se puede ordenar por precio y todo.

GRACIAS GRACIAS GRACIAS

Cargando editor
24/01/2018, 12:46
Signe Dulceinvierno

Lo encuentro mucho mas ordenado en su pagina oficial.

Equipo no magico
https://www.d20pfsrd.com/equipment/

Equipo Magico
https://www.d20pfsrd.com/magic-items/

Cargando editor
24/01/2018, 12:58
Director

Dado que no he visto nada similar en Pathfinder, que no sean los propios doppelganger, te ofrezco un pequeño trato, dado que esta no va a ser una partida de demasiada pelea, sino mas social y buscando que tanto los jugadores como los directores disfruten de la partida, te ofrezco lo siguiente.

-Tu fuiste la hija de una bruja y un doppelganger que se estaba haciendo pasar por un humano normal, si bien puedes cambiar de aspecto de cualquier forma que quieras, esas transformaciones solo duran un total de 20 min/nivel. Sin embargo a cada nivel puedes tomar un aspecto físico que puedes mantener de forma permanente.

El único punto negativo es tu aspecto real, si te ven sin tu disfraz, van a saber que no eres humana, tus ojos no tienen pupila, son completamente blancos y opacos con una sombra oscura alrededor de tus ojos, asi como tu rostro, el cual tambien es blanco como la leche al igual que tu cabello.

Por otro lado, tus otras apariencias son plenamente funcionales.


Por otro lado en tu ficha faltan algunas cosas por rellenar, aunque dado tus problemas de tiempo, ya lo iras mirando con tiempo, de momento, si te parece bien dejaremos tu aparición en la ciudad para cuando estes mas tranquilo de exámenes.

-Por el momento tienes que mirarte tus embrujos:

Embrujo: Las brujas aprenden una serie de trucos mágicos, llamados embrujos, que les conceden poderes o debilitan a enemigos. A 1º nivel, una bruja obtiene un embrujo a su elección. Obtiene un embrujo adicional a 2º nivel y por cada 2 niveles conseguidos después del 2º nivel, como figura en la tabla a continuación. Una bruja no puede seleccionar un embrujo individual más de una vez.

A no ser que se indique otra cosa, emplear un embrujo es una acción estándar no que no provoca un ataque de oportunidad. La salvación para resistir un embrujo es igual a 10 + 1/2 el nivel de la bruja + el modificador de Inteligencia de la bruja.

Puedes consultar una lista completa de embrujos aquí.

Y tambien elegír un familiar, Aqui tienes todo lo referente a las brujas.  

Cargando editor
24/01/2018, 13:43
Agatha
Sólo para el director
Nombre Agatha Harkness Clase Bardo (Geisha del loto) Nivel 2 Experiencia 1000
Alineamiento C. Neutral Raza Mediana Deidad Calistra Proximo Nivel 3000
Sexo Femenino Altura 1,10m Peso 30 Kg. Pelo Negro ensortijado

Atributos

  Puntuación Mod Temp Mod. Temp
FUE 12 -2= 10 0    
DES 14+2=16 +3    
CON 12 +1    
INT 15 +2    
SAB 10 0    
CAR 16 +2 = 18 +4    

 

Puntos de Golpe 15 DG 2d8+1 Velocidad 20'
Inhibición (Fort + Vol) 8 Iniciativa +2
Dinero 1746

 

CA = BASE Armadura Esc Des Tam Nat Mejora Desvío Suerte Misc.
14 = 10     3 1          
Toque  Desprevenido  A.B.  Iniciativa  RD/  RC RE
14 11 1 3      
Carga Ligera 33 Carga Media 34-66 Carga Maxima 67-100
Alzar   Levantar   Empujar  

 

Inmunidades  
Idiomas comun, trasgo, enano

Salvaciones

  Total Base Caracteristica Magia Otros Temporal Condicionales
Fortaleza 4 1 2   1   VOl +4 vs charm y compulsion
Reflejos 7 4 2   1  
Voluntad 4 3 0   1  

Maniobras de Combate

  Total Base AB Fuerza Destreza Tamaño Magia Otros Condicionales
BMC   = 1   No -1      
DMC 12 10     3 -1    

Ataques

Arma Ataque Daño Crítico Rango Tipo Especial
Combate Desarmado +1 1d3 20/x2 C/C C Daño atenuado, Genera ataque de oportunidad
Sai +1 1d3 20/x2 C/C perf +2  a desarmar
Arco corto +4 1d4 20/x3 60' perf  
4x Shuriken +4 1 x2      
 

Habilidades

Habilidad Atributo TOTAL Base Rangos Clase Otros PA
Acrobacias DES +7 3 1 3    
Artesanía () INT            
Artesanía () INT            
Averiguar Intenciones SAB +4   1 3    
Concentración INT +5   2 3    
Conoc. Conjuros INT +6 2 1 3    
Curar SAB            
Diplomacia CAR +9 4 2 3    
Disfrazarse CAR            
Engañar CAR +9 4 2 3    
Escapismo DES            
Interpretar (tecnica sexual) CAR +11 4 2 3 +2(Practicality)  
Interpretar (danza erótica) CAR +9 4 2 3    
Intimidar CAR            
Inutilizar Mecanismo DES            
Juego de Manos DES +8 3 2 3    
Lingüística INT            
Montar DES            
Nadar FUE            
Percepción SAB +6   2 3 2 (racial)+1 trait  
Profesión (prostituta) SAB +4   1 3    
Profesión () SAB            
Saber (Arcano) INT            
Saber (Dungeons) INT            
Saber (Geografía) INT            
Saber (Historia) INT            
Saber (Ingeniería) INT            
Saber (Local) INT            
Saber (Los Planos) INT            
Saber (Naturaleza) INT            
Saber (Nobleza) INT            
Saber (Religión) INT            
Sigilo DES +7 3     +4 (racial)  
Supervivencia SAB            
Tasación INT            
Trato con Animales CAR            
Trepar FUE            
Usar Objeto Mágico CAR            
Volar DES            
 

Rasgos, Dotes y Traits

Nombre Descripción

Practicality: 
(racial)

Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.
Small:
(racial)
 Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Keen Senses:
(racial)
 Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity:
(racial)
 Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Bardic Performance:
(clase)

 A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Lotus Geisha
(Clase)

A lotus geisha is proficient with all simple weapons, plus the butterfly sword, fighting fan, iron brush, sai, shortbow, and shuriken.This replaces the normal bard weapon proficiencies.

Enrapturing Performance
(Clase)

At 2nd level, a lotus geisha gains the ability to execute an enrapturing performance in addition to her bardic performance ability. An enrapturing performance is exactly like a bardic performance with the following exceptions.

A lotus geisha can use an enrapturing performance to recreate the effects of any of her known bardic performances, but she focuses the performance on only a single target within range. While other creatures see and hear a lotus geisha’s enrapturing performance, only the target of this ability is affected by it. A lotus geisha cannot have a bardic performance and an enrapturing performance in effect at the same time. Every round spent engaged in an enrapturing performance counts against the total number of rounds per day she can use her bardic performance, and she cannot use this ability if she does not have any more rounds of bardic performance left for that day. Starting an enrapturing performance is a standard action; at 7th level, it becomes a move action, and at 13th level, it becomes a swift action.

A lotus geisha adds a +2 bonus to the DC of Will saves made to resist the effects of her fascinate, frightening tune, and suggestion enrapturing performances. When a lotus geisha uses her enrapturing performance ability to emulate inspire competence, inspire courage, inspire greatness, or inspire heroics, any bonuses to AC or on ability checks, attack rolls, damage rolls, saving throws, and skill checks increase by +1. For example, a lotus geisha using inspire heroics as an enrapturing performance would grant her target a +5 morale bonus on saving throws and a +5 dodge bonus to AC, instead of the usual +4 bonuses.

This ability replaces well-versed.

Bonus Feats
(Clase)

At 1st level, a lotus geisha gains Spell Focus (enchantment) as a bonus feat. At 5th level, she gains Greater Spell Focus (enchantment) as a bonus feat. 

These bonus feats replace bardic knowledge and lore master.

Eyes and ears of the city  (trait)

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Irrepressible
(trait)

 You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Inner beauty
(trait)
Once per day when you manifest your faith in your deity, you gain a + 4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM.
Charming
(trait)

Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependentspell you cast on such characters or creatures.

Increases cup size by one step in addition to its normal benefits

 

Casteo Excitado [Metamagico]

(dote)

Cambia todos los componentes del hechizo por sexo.

Prerrequisito: Abstención de materiales

Beneficio: Usted ya no necesita hacer pruebas de concentración para castear mientras tiene relaciones sexuales. Además, los giros realizados durante el sexo cuentan para cualquier componente somático mientras que los lamentos cuentan como componentes verbales. Esto no elimina técnicamente la necesidad de esos componentes, así que Conjurar sin Moverse y Conjurar en Silencio no son apropiados.

Cualquier costo de material que exceda el costo normal asociado con Abstención de Materiales sigue siendo necesario para lanzar el hechizo.

Normal: Castear un hechizo durante el sexo ligero es movimiento vigoroso (CD 10+Nivel de Hechizo contra Nivel de Lanzador + atributo) mientras que el sexo duro es movimiento violento (CD 15+Nivel de Hechizo contra Nivel de Lanzador + atributo) y el daño no letal (como el que se toma mientras se permite el fetiche sádico de la pareja) se considera un daño normal para propósitos de concentración. 

Energía Sexual [Metamagica]

 

Pillar a LVL 3

Xenophilia
(Filias)

sexual attraction to monstrous humanoids, constructs, or outsiders

Zoophillia
(Filias)

sexual attraction to creatures of the Animal or Magical Beast type.

Clase predilecta:  +1 pto de habilidad

 

Nivel CD Conjuros Base Conjuros Adicionales Conjuros Conocidos
0 14     (5) , detectar magia, Eyaculación retardada*, Alterar Pechos, Potenciador de Fluidos Personales, Mano de mago
1 15 2 1 (3) dormir, hechizar persona, grasa
2        
3        
4        
5        
6        
7        
8        
9        
EQUIPO
NOMBRE

DESCRIPCION

COSTE PESO
Shuriken GC x10 shuriken +1 ataque 60 3lb
Sai arma 1 1lb
Pergamino alterar aspecto   25   
Kit de Maquillaje

By taking up to three hours to prepare, apply cosmetics, fashion hair, wash and otherwiseprimp and preen the character agent can add up to three points to her Charisma score, one perhour of preparation (5 points in 5 hours for a masterwork version). The slightest strain orexertion, such as combat, removes this bonus immediately as hair gets mussed, makeupsmeared and fine clothes rumpled. This includes sexual activity so, much like real life, one cango to bed with a fox and wake up with someone altogether different – it need not be just to dowith the cider either.

5 5lb
Camisote de mallas (guardado)  +4CA, -2 pen 60 (25)

Quilted cloth 

+1 CA , DR3 (arrows, bolts, darts, shuriken, thrown daggers, and other small ranged piercing weapons) 100 15
Sosten de cuero 

+1 on Intimidate rolls made to indulge a masochism fetish.

3 1
Mochila   2 2
Cuerda de seda 50'   10 5
Cantimplora   1 4
Bolsa de componentes de conjuro   5 2
Protector a sueldo   0,3 al dia -
Scroll Box

This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has hardness 5, 5 hit points, a break DC of 20. A scroll box is water-tight.

5 1
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. 75 -

Mask Of Stony Demeanor

(kabuki) 

When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a -5 penalty on Bluff checks made to pass a hidden message. 500 4
pergamino de municion abundante When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell. 1min 25  
pergamino alterar aspecto   25  
pergamino comprender idiomas   25  
Varita CHL   750  
Muda de cortesanax3 (guardada) 90 18
TOTAL   1743 23 (66)
- Tiradas (1)

Notas de juego

Ficha actualizada con el equipo y los PG. Tambien he cambiado DES por CON, alterandolo todo, sry.

Cargando editor
24/01/2018, 15:39
Eleanor Lafontaine
Sólo para el director

De acuerdo, lo miraré.

Cargando editor
24/01/2018, 16:59
Eleanor Lafontaine

Como mascota, tendré un zorro con el patrón: Sabiduría: 2º-escudo de la fe, 4º-Sabiduría del bujo, 6º-vestidura mágica, 8º-globo de invulnerabilidad (menor), 10º-mensaje onírico, 12º-globo de invulnerabilidad (mayor), 14º-retorno de conjuros, 16º-protección contra los conjuros, 18º-disyunción del mago.

Luego tomo 2 embrujos por mi nivel 2:

- Cabello prensil (Sb): la bruja puede hacer que su pelo (o incluso sus cejas) crezca instantáneamente hasta 10 pies de largo o se encoja a su longitud normal y puede manipular su pelo como si fuera una extremidad con una puntuación de Fuerza igual a su puntuación de Inteligencia. Su cabello tiene alcance 10 pies y puede usarlo como ataque natural secundario que causa 1d3 puntos de daño (1d2 para una bruja Pequeña). Su cabello puede manipular objetos (pero no armas) con tanta destreza como una mano humana. El cabello no puede ser golpeado o atacado como una criatura separada. Las partes cortadas del pelo alargado de la bruja se reducen hasta la nada. Usar su cabello no daña la cabeza o el cuello de la bruja, incluso si levanta algo pesado con él. La bruja puede manipular su cabello durante un número de minutos al día igual a su nivel. Estos minutos no tienen que ser consecutivos, pero deben consumirse en incrementos de 1 minuto. Un hombre típico con este embrujo también puede manipular su barba, mostacho o cejas.

- Idiomas (Sb): una bruja con este embrujo puede comprender cualquier idioma hablado durante una cantidad de minutos por día igual a su nivel, como comprensión idiomática . Esta duración no necesita ser consecutiva, pero debe ser gastada en tramos de 1 minuto. A 5º nivel, una bruja puede emplear esta aptitud para hablar cualquier idioma, como don de lenguas .

Notas de juego

¿Requiero algo más?.