Los hermanos

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Los hermanos

Mensaje por Dominus el Dom Ago 14, 2016 2:22 pm

Name: Vivi Bane
Nick: --
Race: Human
Language: Common
Age: 20
Class: Rogue lv1, Fighter lv2, Rogue lv4, Swordsage lv2, Avenger lv2
Alignment: Neutral good
God: --
Size: Medium
 
Parameters:
Strength: 16/+3
Dexterity: 22/+6
Constitution: 14/+2
Intelligence: 18/+4
Wisdom: 16/+3
Charisma: 14/+3
 
 
Saves:
Fort: 1/0/0/2/
Will: 1/3/0/3/
Ref: 4/3/3/6/
 
HP: 69
Attack: 
Full attack:
Grapple:
AC:
Initiative:
Movement:
 
Special:
 
 
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.


Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by aninvisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
 
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
  
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1—2. You must meet a maneuver's prerequisite to learn it. See Table 3—1, page 39, to determine the highest-level maneuvers you can learn.


Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.


Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.


AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.


Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.


Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.


Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an avenger gets a sneak attack bonus from another source the bonuses on damage stack.
 
 
Death Attack: If an avenger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (avenger's choice). While studying the victim, the avenger can undertake other actions so long as his attention stays focused on the target and the target does not detect the avenger or recognize the avenger as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the avenger's class level + the avenger's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the avenger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the avenger has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the avenger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
 
 
Poison Use: Avengers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
 
 
Spells: Beginning at 1st level, an avenger gains the ability to cast a number of arcane spells. To cast a spell, an avenger must have an Intelligence score of at least 10 + the spell's level, so an avenger with an Intelligence of 10 or lower cannot cast these spells. Avenger bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the avenger's Intelligence bonus. When the avenger gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The avenger's spell list appears below. An avenger casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an avenger can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level avenger spell the avenger can cast. An avenger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Save Bonus against Poison: The avenger gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the avenger gains.
 
 Improved uncanny dodge (Ex): At 5th level, an avenger can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the avenger. The exception to this defense is that a rogue at least four levels higher than the avenger can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
 
Skills: 158
-Balance: 5
-Bluff: 10
-Climb: 6
-Decipher script: 5
-Diplomacy: 14
-Disable device: 10
-Disguise: 5
-Forgery: 4
-Gather information: 5
-Jump: 5
-Intimidation: 6
-Heal: 5
-Hide: 14
-Move silently: 14
-Search: 5
-Sense motive: 10
-Spot: 8
-Listen: 8
-Swim: 5
-Tumble: 10
-Use magic device: 10
 
Flaw:
-
-
-
 
Feats:
Human Feat: Able learner
Feat Level 1: Two weapon fighting
Flaw bonus feat: Power attack
Flaw bonus feat: Improved trip
Flaw bonus feat: Knock-down
Fighter bonus feat level 1: Weapon finesse 
Fighter bonus feat level 2: Combat reflexes
Feat Level 3: Craven
Feat Level 6: Darkstalker
Feat level 9: Shadow blade

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Re: Los hermanos

Mensaje por Dominus el Dom Ago 14, 2016 2:34 pm

Name: Dan Bane
Nick: --
Race: Human
Language: Common
Age: 23
Class: Fighter lv5, Swordsage lv1, Iajutsu master lv5
Alignment: Lawful good
God: --
Size: Medium
 
Parameters:
Strength: 16/+3
Dexterity: 20/+5
Constitution: 12/+1
Intelligence: 16/+3
Wisdom: 16/+3
Charisma: 20/+5
 
 
Saves:
Fort:
Will:
Ref:
 
HP:
Attack:
Full attack:  
Grapple:
AC:
Initiative:
Movement:
 
Special:
 
 
Skills:
-Jump: 
-Diplomacy:
-Intimidation: 
-Heal: 
-Hide: 
-Handle animal: 
-Move silently:
-Search: 
-Spot:
-Survival:
-Ride: 
-Listen: 
 
Flaw:
-
-
-
 
Feats:
Human Feat: Able learner
Feat Level 1: Two weapon fighting
Flaw bonus feat: Power attack
Flaw bonus feat: Improved bull-rush
Flaw bonus feat: Quick draw
Fighter bonus feat level 1: Exotic weapon proficiency (katana)
Fighter bonus feat level 2: Weapon focus (katana)
Feat Level 3: Shadow blade
Fighter bonus feat level 4: Improved initiative
Feat Level 6:  Shock trooper
Iajutsu master bonus feat: Improved trip

Feat level 9:  Leap attack 

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