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</spoiler> | </spoiler> | ||
+ | |||
+ | <box|Kult> | ||
+ | Kultister: Survival15 to track, or Know:Geography20, Know:Nature25 to guess. \\ | ||
+ | 4 [[https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/bison/|Vagtbisonner (CR4)]] \\ | ||
+ | \\ | ||
+ | Stealth25 for surprise \\ | ||
+ | 11 kultister 6 ude. \\ | ||
+ | <sup>(Blood Blaze + Copycat)</sup> | ||
+ | <spoiler|Kultist><code>Name | ||
+ | Human CR 3 | ||
+ | XP 800 | ||
+ | Any Medium Humanoid | ||
+ | Cleric level 4 (skill points 16) Cleric | ||
+ | (Domains Fire and Trickery) | ||
+ | Init -1; Senses ; Perception +4 | ||
+ | DEFENSE | ||
+ | AC 11, Touch 9, flat footed 11 ( Leather, Shield, none) | ||
+ | (-1 Dex, +2 armour) | ||
+ | hp 25 (0d8+4d8+4); | ||
+ | Fort +4, Ref +0, Will +7 | ||
+ | OFFENSE | ||
+ | Speed 30 | ||
+ | Melee | ||
+ | Single Attack Sickle +4 (1d6+1) | ||
+ | Full Attack | ||
+ | Sickle +4 (1d6+1) | ||
+ | Space 5ft.; Reach 5 | ||
+ | Special Attacks | ||
+ | Channel Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + CHA mod, number of d6 = 2 | ||
+ | Fire Bolt (Sp) Standard Action 30ft ranged touch 1d6 + 1/2 level. Per day = 3 + WIS mod | ||
+ | Spells Known: | ||
+ | |||
+ | Cleric Spells | ||
+ | CL 4 Concentration 7 | ||
+ | Level 0 (4) DC 13 | ||
+ | Mending(Transmutation)[ ] X 1 | ||
+ | V,S rng: 10ft CT:1 SA Dur: Instantaneous | ||
+ | SV Will negates (harmless, object) Area: One object of up to 1 lb. Book: CRB | ||
+ | Description: Makes minor repairs on an object. | ||
+ | |||
+ | Resistance(Abjuration)[ ] X 1 | ||
+ | V,S,M/DF rng: Touch CT:1 SA Dur: 1 minute | ||
+ | SV Will negates (harmless) Area: Creature touched, or up to eight willing creatures joining hands Book: CRB | ||
+ | Description: Subject gains +1 bonus on saving throws. | ||
+ | |||
+ | Stabilize(Conjuration)[Healing ] X 1 | ||
+ | V,S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous | ||
+ | SV None Area: One living creature Book: | ||
+ | Description: Cause a dying creature to stabilize. | ||
+ | |||
+ | Vigor(Psionic)[ ] X 1 | ||
+ | Ma, Ol rng: Personal CT: Dur: 1 min/level (D) | ||
+ | SV None Area: You Book: | ||
+ | Description: Gain 5 temp hp, +1 PP +5hps | ||
+ | |||
+ | Level 1 (5) DC 14 | ||
+ | Bleeding Strike(Necromancy)[Emotion fear mind-affecting fire] X 1 | ||
+ | V, S rng: touch CT:1 standard action Dur: 1 round/level or until discharged | ||
+ | SV Will negates (harmless, object) Area: one slashing melee weapon touched, Book: AP 77 | ||
+ | Description: You imbue a slashing melee weapon with the ability to create a bleeding wound. As a free action when the weapon hits a living creature, the wielder can discharge this spell to add 1 point of bleed damage to the weapons base damage. This bleeding is difficult to stop; add your spellcasting ability modifier (Wisdom for clerics, and so on) to the DC to stop the bleeding. | ||
+ | |||
+ | Burning Disarm(Transmutation)[Fire ] X 1 | ||
+ | V, S rng: Short (25 ft. + 5 ft./2 levels CT:1 standard action Dur: Instantaneous | ||
+ | SV Reflex negates (object, see text) Area: Held metal item of one creature or 15 lbs. of unattended metal Book: Cheliax Empire Of De | ||
+ | Description: This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water. | ||
+ | |||
+ | Burning Hands(Evocation)[Fire ] X 1 | ||
+ | V,S rng: 15ft CT:1 SA Dur: Instantaneous | ||
+ | SV Reflex half Area: Cone-shaped burst Book: CRB | ||
+ | Description: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. | ||
+ | |||
+ | Forbid Action(Enchantment)[Compulsion Language-dependent mind-affecting mind-affecting] X 1 | ||
+ | V rng: Close 25ft + 5ft/2 levels CT:1 standard action Dur: 1 round | ||
+ | SV Will negates Area: one creature Book: Ultimate Magic | ||
+ | Description: You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options. Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe. Cast: Target cannot cast spells or use spell-like abilities. Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting. Draw: Target cannot ready or prepare any item, weapon, component, or equipment. Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move). The target is free to take any actions not forbidden by the caster. For example, a target affected by this spells demand to not move is still free to cast spells, make attacks, or shout for help. | ||
+ | |||
+ | Inflict Light Wounds(Necromancy)[ ] X 1 | ||
+ | V,S rng: Touch CT:1 SA Dur: Instantaneous | ||
+ | SV Will half Area: Creature touched Book: CRB | ||
+ | Description: Touch deals 1d8 damage +1/level (max +5). | ||
+ | |||
+ | Level 2 (4) DC 15 | ||
+ | Abeyance(Abjuration)[Calling Mind-affecting mind-affecting fire] X 1 | ||
+ | V, S, M (a flask of holy water worth 25 gp), DF rng: touch CT:1 minute Dur: 24 hours | ||
+ | SV Will negates (harmless) Area: creature touched Book: AP 82 | ||
+ | Description: Abeyance suppresses the effects of a single curse on a creature. It does not restore any damage or drain that might have been caused by the curse. Abeyance cannot suppress curses that cannot be removed by remove curse, but it can suppress curses such as lycanthropy that require remove curse along with additional measures. An individual curse can be suppressed only once by abeyance, even if cast by a different caster. Abeyance does not allow a creature to divest itself of cursed objects, though it can suppress a curse contracted from an object. | ||
+ | |||
+ | Blood Blaze(Transmutation)[Fire fire fire ] X 1 | ||
+ | V, S rng: touch CT:1 standard action Dur: 1 round/level (D) | ||
+ | SV Fortitude negates (harmless) Area: creature touched Book: Advanced Race Guide | ||
+ | Description: The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Any creature (including the spells target) within the aura that takes at least 5 points of piercing, slashing, or bleed damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any creature in that square, and 1 point of splash damage to all creatures within 5 feet of the sprays target, including the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not have blood (including oozes and most constructs and undead) do not create blood sprays when attacked. | ||
+ | |||
+ | Blood Of The Martyr(Necromancy)[Good Good mind-affecting ] X 1 | ||
+ | V, S rng: Long 400ft + 40ft / level CT:1 standard action Dur: 1 round/level | ||
+ | SV Fortitude negates Area: one living creature Book: Chronicle Of The Rig | ||
+ | Description: You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her Fortitude save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes a full-round action to sup the blood of the bleeding subject heals a number of hit points equal to twice as many as the subject lost that round due to the bleed effect. The subject must be willing or helpless to sup her blood, which provokes attacks of opportunity. Only one creature can be healed in this way per round. The subject can lick her own wounds in this way to regain half as many hit points as she lost that round. If the bleeding effect is stopped or the spells duration ends, the subjects blood no longer heals those who drink it, though in the latter case the subject continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check. | ||
+ | |||
+ | Invisibility(Illusion)[Glamer ] X 1 | ||
+ | V,S,M/DF rng: Touch CT:1 standard action Dur: 1 min./level (D) | ||
+ | SV Will negates (harmless) or Will negates (harmless, object) Area: You or a creature or object weighing no more than 100 lb./level Book: CRB | ||
+ | Description: Subject is invisible for 1 min./level or until it attacks. | ||
+ | |||
+ | |||
+ | STATISTICS | ||
+ | Str 13, Dex 8, Con 11, Int 13, Wis 16, Cha 14 | ||
+ | Base Attack 3 CMB 4 ; CMD 13 | ||
+ | Feats | ||
+ | Armour Prof Light, | ||
+ | Armour Prof Medium, | ||
+ | Combat Casting: +4 Concentration checks for Defensive casting, | ||
+ | Extra Channel: Channel energy 2 additional times a day, | ||
+ | Selective Channeling: Can choose number of targets = CHA mod who are not effected, | ||
+ | Shield Proficiency: Can use shields, | ||
+ | Simple Weapon Proficiency | ||
+ | Skills Appraise 1, Diplomacy 8, Heal 9, Know Arcana 7, Know History 1, Know Nobility 1, Know Religion 6, Know the Planes 1, Linguistics 5, Perception 4, Sense Motive 8, Spellcraft 5 | ||
+ | Languages Common | ||
+ | ECOLOGY | ||
+ | Environment Any | ||
+ | Organization Company 10-20, Band 30-100, Squad 4-8 | ||
+ | Treasure Standard | ||
+ | SPECIAL ABILITIES | ||
+ | Aura of deity | ||
+ | Copy Cat (Sp) Cast mirror image (Single image) last cleric level rounds, move action. Per day = 3+WIS mod | ||
+ | MAGIC ITEMS (max value 1650)</code></spoiler> | ||
+ | Manthitor Thrax + Baffy \\ | ||
+ | |||
+ | Know:Arcane / Know:Nature for at finde ud af hvad de gør med Leylinen | ||
+ | |||
+ | |||
+ | |||
<spoiler|Thrax> | <spoiler|Thrax> | ||
<code> | <code> | ||
Line 148: | Line 278: | ||
</code> | </code> | ||
</spoiler> | </spoiler> | ||
+ | </box> | ||
+ | |||
+ | |||
+ | |||
+ | <box|Redning> | ||
+ | Survival21 for at finde overfaldssted \\ | ||
+ | Stealth25 for Surprise round \\ | ||
+ | 1 Kusk. \\ | ||
+ | 4 "fanger" \\ | ||
+ | 4 reserve-ryttere 3 runder efter signal \\ | ||
+ | <spoiler|Hellknight Armiger Lv8><code> | ||
+ | Hellknight Armiger Lv8 | ||
+ | |||
+ | Name | ||
+ | Human CR 3 | ||
+ | XP 800 | ||
+ | Any Medium Humanoid | ||
+ | Warrior level 8 (skill points 32) Light Foot | ||
+ | Init +2; Senses ; Perception +5 | ||
+ | |||
+ | DEFENSE | ||
+ | AC 20, Touch 11, flat footed 19 (+1 Half-plate, Shield, none) | ||
+ | (+9 armour, +1 feats) | ||
+ | hp 52 (0d8+8d10+8); | ||
+ | Fort +6, Ref +4, Will +1 | ||
+ | OFFENSE | ||
+ | Speed 20 | ||
+ | Melee | ||
+ | Single Attack Trident +9 (1d8+1) | ||
+ | or Axe, Throwing (thrown) +11 (1d6+1) +1 to hit and +1 damage if within 30ft | ||
+ | Full Attack | ||
+ | Trident +9/4 (1d8+1) | ||
+ | or Axe, Throwing (thrown) +11 (1d6+1) range 10 +1 to hit and +1 damage if within 30ft | ||
+ | Space 5ft.; Reach 5 | ||
+ | Special Attacks | ||
+ | |||
+ | STATISTICS | ||
+ | Str 12, Dex 15, Con 11, Int 12, Wis 8, Cha 9 | ||
+ | Base Attack 8 CMB 9 ; CMD 22 | ||
+ | Feats | ||
+ | Armour Prof Heavy, | ||
+ | Armour Prof Light, | ||
+ | Armour Prof Medium, | ||
+ | Dodge: Add 1 to AC , | ||
+ | Martial Weap Prof, | ||
+ | Point Blank Shot: +1 to hit +1 damage if within 30 ft, | ||
+ | Precise Shot: Can shoot into melee without -4 penalty, | ||
+ | Shield Proficiency: Can use shields, | ||
+ | Shot on the Run: Can split move action, | ||
+ | Simple Weapon Proficiency, | ||
+ | Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, | ||
+ | Weapon Focus(Ranged): +1 attack rolls | ||
+ | Skills Climb 6, Craft 1, Handle Animal 3, Intimidate 10, Perception 5, Profession -1, Ride 6, Swim 0 | ||
+ | Languages Common | ||
+ | |||
+ | ECOLOGY | ||
+ | Environment Any | ||
+ | Organization Company 10-20, Band 30-100, Squad 4-8 | ||
+ | Treasure Standard | ||
+ | |||
+ | MAGIC ITEMS (max value 1650) | ||
+ | +1 Half-plate (1150gp) | ||
+ | </code></spoiler> | ||
+ | </box> | ||
+ | |||
+ | <box|Blodige skibsæsler> | ||
+ | Hyres af Ipius Agast \\ | ||
+ | Hent bogen "Aetherisk hidkaldelse og dig" cirka værdi 5000 GP \\ | ||
+ | Prof:Sailor20 for at navigere stormende vand / swim20 \\ | ||
+ | Climb for at klate om bord \\ | ||
+ | Skibet bevogtes af 4 Æsler + Barde \\ | ||
+ | Under skibet er der 4 Æsler + Cleric \\ | ||
+ | I kaptajnens kahyt er LEDEREN \\ | ||
+ | Bevogtning af fangerne sker fra 4 Æsler + Wizard \\ | ||
+ | <spoiler|Æsel><code> | ||
+ | Name Human Warrior level 5 (skill points 20) Light Foot | ||
+ | hp 47 (0d8+5d10+10+5), CR 2 XP 600, Any Medium Humanoid | ||
+ | Init +3 Speed 30 AC 17, Touch 14, flat footed 13 ( Studded Leather, Shield, none) | ||
+ | (+3 Dex, +3 armour, +1 feats) | ||
+ | Melee Base Attack 5 CMB 6; CMD 21, Single Attack Sword, short +9 (1d6+1/19-20) Full Attack 2x Sword, short +7 (1d6+1/19-20) | ||
+ | ; Space 5ft.; Reach 5 | ||
+ | SA Fort +6, Ref +4, Will +0, | ||
+ | Str 13, Dex 16, Con 14, Int 13, Wis 8, Cha 11 | ||
+ | Skills Climb 8, Craft 1, Handle Animal 4, Intimidate 8, Perception 3, Profession -1, Ride 3, Swim 7 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Dodge, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus; Languages Common | ||
+ | ITEMS: | ||
+ | |||
+ | </code></spoiler> | ||
+ | <spoiler|Barde><code> | ||
+ | Name Gnome Bard level 5 (skill points 25) Bard | ||
+ | ( Bard ) | ||
+ | hp 46 (0d8+5d8+10+5+5), CR 4 XP 1200, Neutral Good Small Humanoid | ||
+ | Init 0 Speed 20 AC 16, Touch 12, flat footed 15 ( Chain Shirt, Shield, none) | ||
+ | (+1 size, +4 armour, +1 feats) | ||
+ | Melee Base Attack 3 CMB 2; CMD 15, Single Attack Pick, heavy +4 (1d4 X4) or Crossbow, light +4 (1d6 /19-20 X2) | ||
+ | Full Attack Pick, heavy +4 (1d4 X4) | ||
+ | or Crossbow, light +4 (1d6 /19-20 X2) range 80 ; Space 5ft.; Reach 5 | ||
+ | SA Hatred +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes., Other +1 difficuly DC with illusionary spells Spell-like Abilities 1/day speak with animals(burrowing only), DC(12) 1/day dancing lights, ghost sound, prestigation, SQ Defensive Training +4 dodge to AC against giant type, Low-light Vision, Resistance (Su) +2 racial saving throw bonus against illusion spells or effects., Bardic Knowledge (Ex), Bardic Performance, Countersong, Distraction, Inspire Competence 2, Inspire Courage 2, Lore Master 1, Versatile Performance 1, Well Versed | ||
+ | Fort +3, Ref +4, Will +3, | ||
+ | Str 10, Dex 11, Con 14, Int 9, Wis 8, Cha 15 | ||
+ | Skills Acrobatics 5, Appraise -1, Bluff 2, Climb -2, Craft 1, Diplomacy 9, Disguise 2, Escape Artist 2, Intimidate 2, Know History 3, Know Local 3, Know Nobility 3, Linguistics 3, Perception 8, Perform 9, Sense Motive -1, Sleight of Hand -2, Spellcraft -1, Stealth 11, Swim 1, Use Magic Device 2 Feats: Armour Prof Light, Dodge, Lingering Performance, Shield Proficiency, Simple Weapon Proficiency, Toughness; Languages Common, Gnome | ||
+ | Spells Known: Bard Spells: CL 5 Concentration 7 Level 0 (4) DC 12: Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation, Spark, ; Level 1 (5) DC 13: Cure Light Wounds, Grease, Hideous Laughter, Silent Image, ; Level 2 (3) DC 14: Glitterdust, Sound Burst, ; | ||
+ | ITEMS: | ||
+ | </code></spoiler> | ||
+ | |||
+ | <spoiler|Cleric><code>Name Halfling Cleric level 5 (skill points 5) Cleric | ||
+ | (Domains Chaos and Water) | ||
+ | hp 41 (0d8+5d8+5+5+5), CR 4 XP 1200, Neutral Small Humanoid | ||
+ | Init +1 Speed 20 AC 15, Touch 12, flat footed 14 ( Leather, Shield, buckler) | ||
+ | (+1 Dex, +1 size, +2 armour, +1 shield) | ||
+ | Melee Base Attack 3 CMB 1; CMD 13, Single Attack Sword, short +3 (1d4-1/19-20) or Sling +5 (1d3) | ||
+ | Full Attack Sword, short +3 (1d4-1/19-20) | ||
+ | or Sling +5 (1d3) range 50 ; Space 5ft.; Reach 5 | ||
+ | SA , SQ Fearless +2 save vrs fear, Weapon Familiarity +1 to hit with thrown weapons, Aura | ||
+ | Fort +5, Ref +2, Will +5, | ||
+ | Str 9, Dex 12, Con 13, Int 8, Wis 13, Cha 13 | ||
+ | Skills Acrobatics 2, Appraise -1, Climb 0, Diplomacy 1, Heal 1, Know Arcana -1, Know History -1, Know Local -1, Know Nobility -1, Know Religion -1, Know the Planes -1, Linguistics -1, Perception 3, Sense Motive 1, Spellcraft -1, Stealth 4, Swim 4 Feats: Armour Prof Light, Armour Prof Medium, Combat Casting, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Toughness; Languages Common, Halfling | ||
+ | Spells Known: Cleric Spells: CL 5 Concentration 6 Level 0 (4) DC 11: Guidance, Light, Mending, Vigor, ; Level 1 (5) DC 12: Bless, Cure Light Wounds, Entropic Shield, Protection from Law, Shield of Faith, ; Level 2 (3) DC 13: Fog Cloud, Spiritual Weapon X 2, ; Level 3 (2) DC 14: Prayer, Water Breathing, ; | ||
+ | </code></spoiler> | ||
+ | |||
+ | <spoiler|Wizard><code> | ||
+ | Name | ||
+ | Half-Orc CR 4 | ||
+ | XP 1200 | ||
+ | Any Medium Humanoid | ||
+ | Wizard level 5 (skill points 25) Wizard | ||
+ | (School Evocation Prohibited Illusion , Abjuration) | ||
+ | Init +1; Senses Darkvision 60; Perception +5 | ||
+ | DEFENSE | ||
+ | AC 11, Touch 11, flat footed 10 ( No Armour, Shield, none) | ||
+ | (+1 Dex) | ||
+ | hp 35 (0d8+5d6+10+5); | ||
+ | Fort +3, Ref +2, Will +4 | ||
+ | Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | ||
+ | OFFENSE | ||
+ | Speed 30 | ||
+ | Melee | ||
+ | Single Attack Battle axe +2 (1d8 X3) | ||
+ | Full Attack | ||
+ | Battle axe +2 (1d8 X3) | ||
+ | Space 5ft.; Reach 5 | ||
+ | Special Attacks | ||
+ | Force Missile (Sp) Standard action magic missile 1d4 + 1/2 level damage. 3+INT mod/day | ||
+ | Intense Spells (Su) When cast evocation spells that damage add 1/2 wizard level to damage | ||
+ | Spells Known: | ||
+ | |||
+ | Wizard Spells | ||
+ | CL 5 Concentration 8 | ||
+ | Level 0 (4) DC 13 | ||
+ | Acid Splash(Conjuration)[Creation Acid ] X 4 | ||
+ | V,S rng: Close 25ft + 5ft/2 levels CT:1SA Dur: Instantaneous | ||
+ | SV None Area: One missile of acid Book: CRB | ||
+ | Description: Orb deals 1d3 acid damage. | ||
+ | |||
+ | Breeze(Evocation)[Air Emotion mind-affecting mind-affecting] X 1 | ||
+ | V, S, M (a miniature fan) rng: Close 25ft + 5ft/2 levels CT:1 standard action Dur: 1 hour (D) | ||
+ | SV Will negates (harmless) Area: one creature or object Book: Paizo Blog | ||
+ | Description: You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. | ||
+ | |||
+ | Level 1 (5) DC 14 | ||
+ | Mage Armor(Conjuration)[Creation Force ] X 1 | ||
+ | V,S,F rng: Touch CT:1 standard action Dur: 1 hour/level (D) | ||
+ | SV Will negates (harmless) Area: Creature touched Book: CRB | ||
+ | Description: Gives subject +4 armor bonus. | ||
+ | |||
+ | Magic Missile(Evocation)[Force ] X 1 | ||
+ | V,S,M,D/F rng: Medium 100ft + 10ft / level CT:1 standard action Dur: Instantaneous | ||
+ | SV None Area: Up to five creatures, no two of which can be more than 15 ft. apart Book: CRB | ||
+ | Description: 1d4+1 damage; +1 missile per two levels above 1st (max 5). | ||
+ | |||
+ | Snowball(Conjuration)[Creation Cold water ] X 2 | ||
+ | V, S rng: Close 25ft + 5ft/2 levels CT:1 standard action Dur: instantaneous | ||
+ | SV Fortitude partial (see text) Area: one ball of ice and snow, Book: AP 67 | ||
+ | Description: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. On a successful hit, the snowball deals 1d6 points of cold damage per caster level (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round. | ||
+ | |||
+ | Level 2 (4) DC 15 | ||
+ | Acid Arrow(Conjuration)[Creation Acid ] X 1 | ||
+ | V, S, M (rhubarb leaf and an a rng: Long 400ft + 40ft / level CT: Dur: 1 round + 1 round per three levels | ||
+ | SV None Area: one arrow of acid Book: | ||
+ | Description: You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, | ||
+ | |||
+ | Aggressive Thundercloud(Evocation)[Electricity Electricity mind-affecting fire] X 1 | ||
+ | V, S, M/DF (a piece of a tree struck by lightning) rng: Long 400ft + 40ft / level CT:1 standard action Dur: 1 round/level | ||
+ | SV Reflex negates Area: 5-ft.-diameter sphere, Book: Advanced Class Guide | ||
+ | Description: A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would. The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spells range. | ||
+ | |||
+ | [Reach] Chill Touch(Necromancy)[ ] X 2 | ||
+ | V,S rng: Touch CT:1 SA Dur: Instantaneous | ||
+ | SV Fortitude partial or Will negates; see text Area: Creature or creatures touched (up to one/level) Book: CRB | ||
+ | Description: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. | ||
+ | |||
+ | Level 3 (3) DC 16 | ||
+ | Fly(Transmutation)[ ] X 1 | ||
+ | V,S,F/DF rng: Touch CT:1 standard action Dur: 1 minute/level | ||
+ | SV Will negates (harmless) Area: Creature touched Book: CRB | ||
+ | Description: Subject flies at speed of 60 ft. | ||
+ | |||
+ | Haste(Transmutation)[ ] X 1 | ||
+ | V,S,M rng: Close 25ft + 5ft/2 levels CT:1 standard action Dur: 1 round/level | ||
+ | SV Fortitude negates (harmless) Area: One creature/level, no two of which can be more than 30 ft. apart Book: CRB | ||
+ | Description: Gain extra attack, +1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves. +30ft move | ||
+ | |||
+ | Lightning Bolt(Evocation)[Electricity ] X 1 | ||
+ | V,S,M rng: 10ft CT:1 SA Dur: Instantaneous | ||
+ | SV Reflex half Area: 120-ft. line Book: CRB | ||
+ | Description: You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does. | ||
+ | |||
+ | |||
+ | STATISTICS | ||
+ | Str 9, Dex 12, Con 11, Int 15, Wis 10, Cha 8 | ||
+ | Base Attack 2 CMB 2 ; CMD 13 | ||
+ | Feats | ||
+ | Brew Potion, | ||
+ | Combat Casting: +4 Concentration checks for Defensive casting, | ||
+ | Scribe Scroll, | ||
+ | Simple Weapon Proficiency, | ||
+ | Spell Focus: +1 to DC for save against 1 school of magic, | ||
+ | Spell Penetration: +2 caster level checks to defeat spell resistance | ||
+ | Skills Appraise 3, Fly 9, Intimidate 2, Know Arcana 11, Know Arch & Eng 8, Know Dungeon 3, Know Geography 3, Know History 7, Know Local 3, Know Nature 3, Know Nobility 7, Know Religion 3, Know the Planes 7, Perception 5, Spellcraft 11 | ||
+ | Languages Common, Orc | ||
+ | ECOLOGY | ||
+ | Environment Any | ||
+ | Organization Group 2-5 | ||
+ | Treasure Standard | ||
+ | SPECIAL ABILITIES | ||
+ | Arcane Bond (Ex or Sp) Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. | ||
+ | Scribe Scroll | ||
+ | Ferocity:A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. | ||
+ | MAGIC ITEMS (max value 2400) | ||
+ | </code></spoiler> | ||
+ | |||
+ | <spoiler|Reeve><code>Name | ||
+ | Orc, Greenskin CR 9 | ||
+ | This creature looks like an ugly orc with green slime colored skin, small tusks, and canine-like eyes. | ||
+ | XP 6400 | ||
+ | Chaotic Evil Medium Humanoid | ||
+ | Swashbuckler level 10 (skill points 20) Swashbuckler | ||
+ | Init +7; Senses Darkvision 60, Scent Blood orcs can detect enemies and other creatures by scent; Perception +7 | ||
+ | DEFENSE | ||
+ | AC 20, Touch 18, flat footed 12 ( Leather, Shield, none) | ||
+ | (+5 Dex, +2 armour, +3 feats) | ||
+ | hp 89 (0d8+10d10+10+10+10); | ||
+ | Fort +4, Ref +12, Will +3 | ||
+ | Ferocity Can continue to fight when below 0 hps, staggered dies at -ve Con, Sensitivity to Light dazzled in bright sunlight | ||
+ | OFFENSE | ||
+ | Speed 30 | ||
+ | Melee | ||
+ | Single Attack Rapier +18 (1d6+8/15-20) | ||
+ | or Longbow ,Composite +15 (1d8+3 X3) | ||
+ | Full Attack | ||
+ | Rapier +18/13 (1d6+8/15-20) | ||
+ | or Longbow ,Composite +15/10 (1d8+3 X3) range 110 | ||
+ | Space 5ft.; Reach 5 | ||
+ | Special Attacks | ||
+ | Menacing Swordplay (Ex) At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action. | ||
+ | Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. | ||
+ | Superior Feint (Ex) At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn. | ||
+ | Swashbuckler Initiative (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check. | ||
+ | |||
+ | Swashbuckler Weapon Training (Ex) At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).Bonus =+ 2 | ||
+ | Targeted Strike (Ex) At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes. | ||
+ | |||
+ | Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen. | ||
+ | Head: The target is confused for 1 round. This is a mind-affecting effect. | ||
+ | Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect. | ||
+ | Torso or Wings: The target is staggered for 1 round. | ||
+ | |||
+ | STATISTICS | ||
+ | Str 17, Dex 21, Con 13, Int 7, Wis 6, Cha 12 | ||
+ | Base Attack 10 CMB 13 ; CMD 31 | ||
+ | Feats | ||
+ | Mobility: +4 AC to attacks of opportunity, | ||
+ | Weapon Specialization: +2 to damage rolls, | ||
+ | Armour Prof Light, | ||
+ | Critical Focus: +4 bonus on attacks to confirm critical hits, | ||
+ | Dodge: Add 1 to AC , | ||
+ | Improved Critical: Doubles critical chance of weapon, | ||
+ | Iron Will: +2 on will saves, | ||
+ | Toughness: +3 Hit points or +1 per hit dice, | ||
+ | Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit, | ||
+ | Weapon Focus: +1 to attack rolls | ||
+ | Skills Acrobatics 12, Bluff 8, Climb 7, Craft -2, Diplomacy 5, Escape Artist 9, Intimidate 8, Know Local -2, Know Nobility -2, Perception 7, Perform 5, Profession -2, Ride 5, Sense Motive -2, Sleight of Hand 5, Swim 3 | ||
+ | Languages Common, Orc | ||
+ | ECOLOGY | ||
+ | Environment Temperate hills | ||
+ | Organization Squad 11-20, Gang 2-4, Band 30-100 | ||
+ | Treasure Standard | ||
+ | SPECIAL ABILITIES | ||
+ | Armour Proficiency Buckler Can use a Buckler | ||
+ | Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). 5 | ||
+ | Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. | ||
+ | Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). | ||
+ | Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. | ||
+ | Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. | ||
+ | Nimble (Ex) Gains a dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. Bonus = + 2 | ||
+ | Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. | ||
+ | |||
+ | Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache. | ||
+ | |||
+ | Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache. | ||
+ | |||
+ | Swashbuckler Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. | ||
+ | Swashbucklers Grace (Ex) At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space. | ||
+ | Ferocity:A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. | ||
+ | Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. | ||
+ | |||
+ | The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. | ||
+ | |||
+ | When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location. | ||
+ | |||
+ | A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. | ||
+ | MAGIC ITEMS (max value 10050)</code></spoiler> | ||
+ | </box> |