Arrak

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Arrak, Tengu, Warpriest 1/ Kensai 3, LN; For 16 +3 AB +2 Ini:+6 CMD 19 Agi 18 +4 Fort +6 +5+1 Con 12 +1 Refl +5 +1+4 Int 16 +3 Will +7 +5+2 Sab 14 +2 AC 21 [Kensai +3,Armor+4, Agi+4] Car 8 -1 HP: 31 Ataque - Katana +7 1D8+1D6+4[18/x2] Languages: Comum, Tengu, Abyssal, Tsien, Tessilonian, Celestial, Infernal, Sylvan, Giant. Feats: Scent, all simple and martial weapons, Armor (heavy, light, and medium), shields, Extra Arcana[Flamboyant Spells.] Class: Blessings [Darkness (3x day), Lore Keeper], Focus Weapon[Katana], Sacred Weapon[1D6], Orisons [Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.], Great Weapon Focus[Katana], Arcane Poll[3], Cantrips[Ghost Sound, Prestigitation, Disrupt Undead ], Spellcombat, Canny Defense [+1 de int por nivel como bonus no AC], Bonus de NPC[+1 dano, +1 Iniciativa, Concentration +2, Dif de DC para efeitos de charm+1]; Magus Arcana [SpellScar.(Até 18 lvls em spell.)] Skills: Survival 6[10] (1+2+3+4); Perception 8[12](3+2+3+4); Acrobatics 8 (1+4+3); Stealth 9 (3+4+2); Fly 10 (1VB+4+2+3); Spellcraft 7(1+3+3), Craft[Alchemy] 9(3+3+3), Craft[Armorsmith] 7(1+3+3), Climb 9(3+3+3), Knowledge Arcana 11 (3+3+3+2), Knowledge Nature 9(1+3+3+2),Profession Herbalist 9(3+3+3), Linguistic 11(1+3+3+4) Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment. Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier. Derring-Do (Ex): At 1st level, a magus 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). Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus 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 magus 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 magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. Racial Features: Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks; Carrion Sense Many tengus have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to

description

Pathfinder Character

Transcript of Arrak

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Arrak, Tengu, Warpriest 1/ Kensai 3, LN;

For 16 +3 AB +2 Ini:+6 CMD 19

Agi 18 +4 Fort +6 +5+1

Con 12 +1 Refl +5 +1+4

Int 16 +3 Will +7 +5+2

Sab 14 +2 AC 21 [Kensai +3,Armor+4, Agi+4]

Car 8 -1 HP: 31

Ataque - Katana +7 1D8+1D6+4[18/x2]

Languages: Comum, Tengu, Abyssal, Tsien, Tessilonian, Celestial, Infernal, Sylvan, Giant.

Feats: Scent, all simple and martial weapons, Armor (heavy, light, and medium), shields, Extra Arcana[Flamboyant Spells.]

Class: Blessings [Darkness (3x day), Lore Keeper], Focus Weapon[Katana], Sacred Weapon[1D6], Orisons [Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.], Great Weapon Focus[Katana], Arcane Poll[3], Cantrips[Ghost Sound, Prestigitation, Disrupt Undead ], Spellcombat, Canny Defense [+1 de int por nivel como bonus no AC], Bonus de NPC[+1 dano, +1 Iniciativa, Concentration +2, Dif de DC para efeitos de charm+1]; Magus Arcana [SpellScar.(Até 18 lvls em spell.)]

Skills: Survival 6[10] (1+2+3+4); Perception 8[12](3+2+3+4); Acrobatics 8 (1+4+3); Stealth 9 (3+4+2); Fly 10 (1VB+4+2+3); Spellcraft 7(1+3+3), Craft[Alchemy] 9(3+3+3), Craft[Armorsmith] 7(1+3+3), Climb 9(3+3+3), Knowledge Arcana 11 (3+3+3+2), Knowledge Nature 9(1+3+3+2),Profession Herbalist 9(3+3+3), Linguistic 11(1+3+3+4)

Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.

Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.

Derring-Do (Ex): At 1st level, a magus 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).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus 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 magus 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 magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Racial Features: Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks; Carrion Sense Many tengus have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points); Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons; Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls; Scent; This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's 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 in regards to tracking. Creatures tracking by

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scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Equipamentos: Belt Pouch, Chainshirt [Gryphon Mane], Potions [3 cure light wounds[5 no alforje], 1 cure moderate wounds, 4 lesser, 1 remove disease, 1 water breathing, 1 water walking.], Crowbar, Quadro[Antigo, 50PO], Relógio[ 500PO], Recompensa de 1000 PO a ser recolhida em Eledor ou Bloodcove, Demonio de latão da proa, Grappling Hook, Lanterna Bulleyes, conhaque de boa qualidade. Ração individual para 24 dias. 13 PPL, 149 PO.

Magias Warpriest:

Orions [4, DC 13]

-Mending

-Create Water

-Purify Food and Drink

-Stabilize

1ºCirculo [3, DC 14]

-Shield of Faith

-Comprehend Languages

-Commune With Birds

Magias Kensai:

Cantrips[Ghost Sound, Prestigitation, Disrupt Undead ]

1ºCirculo[3, DC 14]

- Shield

- Chill Touch

- Burning Hands

- Grease

Grimoire:

Shield, Burning Hands, Mirror Strike, Chill Touch, Vanish, Grease, Silent Image, Keep Watch.

Chill Touch; Necromancy; standard; V, S; Range touch; Targets creature or creatures touched (up to one/level); Saving Throw Fortitude partial or Will negates; SR; 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.

Shield; abjuration [force]; standard; V, S; 1 min./level (D); Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Vanish; illusion (glamer); standard; V, S; 1 round/level (up to 5 rounds) (D); This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Shocking Grasp; Evocation [electricity]; standard action; V, S; Range touch; Target creature or object touched; Saving Throw none; Spell Resistance yes; Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

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Burning Hands; evocation [fire]; standard; V, S; Range 15 ft; Area cone-shaped burst; Reflex half; Spell Resistance yes; A cone of searing flame shoots from your fingertips. 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.

Warding Weapon; Abjuration; standard; V, S, F (one melee weapon you are proficient in and you are holding); 1 round/level; The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of opportunity for casting spells against these creatures even when subject to this spell, though you can still choose to cast defensively.

Clerical Spell:

Commune with Birds; School divination; standard; V, S; 10 minutes; This spell was originally created for Tengus. Characters or creatures of other races can learn to cast it with GM permission. You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability. If there are no birds in range, the spell has no effect and you do not get a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.

Hunter’s Lore; divination; 1 round; V, S; Personal; 1 hour/level; While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.

Enhance Water; Transmutation; 1 round; V, S, Target 1 pint of water/level; This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage's alcohol content is not affected by the presence or absence of contaminants. This spell does not work on unholy water, potions, or other liquids with magical power.

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Progressão do personagem:

4º Magus, AB +0, Fort+2, Refl+0, Will+2, Feat: Scent; Class: Aura, Sacred Weapon, Focus Weapon, Orisons, Blessings.

5º Yojimbo, AB +1, Fort+2, Refl+2, Will+2, Class: Arcane Poll, Cantrip, Spellcombat; Fly +1, Spellcraft +1, Stealth +1, Climb +2. 0ºCirculo 3[Todas] / 1ºCirculo 2[Grease, Mirror Strike, Shield.]

6º Yojimbo, AB+1, Fort+1, Refl+0, Will+1, Class: Spellstrike; Fly +1, Spellcraft +1, Stealth+1, Acrobacy +1, Swin +1, Use Magic Device +1.1ºCirculo[ Chill touch, Corrosive Touch, Shocking Grasp], Feat: Warblessing[Good/Weather].

Spellstrike (Su); At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Kensai; Canny Defense (Ex)- At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex); At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1,This ability replaces spell recall.

Fighter Training (Ex); Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This ability replaces knowledge pool.

Superior Reflexes (Ex) At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. This ability replaces improved spell recall.

Iaijutsu Focus (Ex) At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0). This ability replaces heavy armor.

Iaijutsu Master (Ex) At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised. This ability replaces greater spell access.

Weapon Mastery (Ex) At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. This ability replaces true magus.

Magus Arcana: The following magus arcana complement the kensai archetype: concentrate, critical strike, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield.

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Leroy Hatamashi, Human, Samurai [Order of Flame] 2, LN;

For 16 +3 AB +2

Agi 16 +3 Fort +6 +3+4

Con 18 +4 Refl +3 +0+3

Int 11 +0 Will +1 +0+1

Sab 12 +1 AC 19 [Armor+6, Agi+3]

Car 16 +3 HP: 30

Ataque - Katana+5 1D8+4[18/x2]

Languages: Comum, Lingua inicial.

Feats: Mounted Combat, Ride-By-Attack.

Class: Resolute[Roll 2 on Fort and Will saves.], Challenge 1/Dia[1 Alvo, Bonus em dano contra o alvo igual ao nivel, o samurai recebe -2 no AC contra outros alvos. Todos os aliados recebem bônus. Depois de vencer um challenge ele pode fazer um glorious challenge, recebendo um bônus de moral igual a 2x o numero de desafios que ele já fez. Cada vitória diminui no AC -1. O desafio pode ser cancelado com uma immediate reaction.], Foolhardy Rush[Se tirar 11 na iniciativa pode fazer uma carga como immediate reaction.]

Skills: Cavalgar 8 (2+3+3); Cuidar de animais 6 (2+3+1); Sentir Motivação 8 (2+3+3); Intimidação 6(2+3+1); Escalada 5 (1+1+3); Conhecimento Nobreza 4 (1+0+3), Craft[Armor] 7(1+3+3), Craft [Weapon] 7 (1+3+3).

Class advance: Foolhardy Rush; At 2nd level, the cavalier can charge across the battlefield at a moment's notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed.If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement.Daunting Success; At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat. Blaze of Glory; At 15th level, the cavalier can declare a blaze of glory as a standard action. For a number of rounds equal to his Charisma modifier, the cavalier increases his base speed by 10 feet, can ignore difficult terrain while charging, and gains a +4 bonus on his attack rolls (instead of +2). A cavalier can use this ability only once per combat.

Ramasta [Raio de sol], HD+3; BA+1, Fort+5, Refl+5, Will+2, Natural Armor +0, Defense, Feat: Charge Through, Combat Trained[Light and Medium Armor], Starting Statistics: Size Large; Speed 30 ft.; AC 15(+3 natural armor, Agi +2); Attack claw (1d6); Ability Scores Str 17, Dex 15, Con 15, Int 2, Wis 12, Cha 7; Intimidate (7)1+3+3, Endurance (6)1+2+3, Swin (7)1+3+3.

Ataque +5 Garra 1D6+3; Crit x3.

HP 28

Charger (Companion Archetype); The mighty charger is a boon to heavily armored and armed champions, bearing them and their ironmongery into battle without hesitation; Chargers treat Intimidate as a class skill; Mounted Challenge (Ex) When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature. This ability replaces share spells*.Barding Training (Ex) At 3rd level, a charger's armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger's armor by an additional 1 for every 6 levels after 3rd. In addition, the charger's speed does not decrease when wearing medium armor or carrying a medium load. Indefatigable (Ex)At 6th level, a charger becomes immune to fatigue. This ability replaces devotion. Stalwart Steed (Ex) At 15th level, the charger gains the ability to withstand great punishment and stress. Whenever the charger succeeds at a Fortitude or Will save that would normally result in a reduced or partial effect, the charger is unaffected. This ability replaces improved evasion.

Charge Through (Combat); You can overrun enemies when charging. Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.