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Il mio Pg un Bardo Archivista
Spoiler:
Ossian Oisìn
Male Human (Ulfen) Bard (Archivist) 1
NG Medium humanoid (human)
Init +4; Senses Perception -1
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +4):
1st (2/day)—charm person (DC 14), expeditious retreat
0 (at will)—detect magic, ghost sound (DC 13), open/close (DC 13), prestidigitation (DC 13)
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Statistics
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Str 12, Dex 15, Con 12, Int 14, Wis 9, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits charming, reactionary
Skills Bluff +7 (+8 vs. characters who could be attracted to you), Diplomacy +7 (+8 vs. characters who could be attracted to you), Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Perform (oratory) +7, Perform (string instruments) +7, Sense Motive +3, Spellcraft +6, Use Magic Device +7
Languages Common, Osiriani, Ancient, Skald, Undercommon
SQ bardic knowledge +1
Other Gear studded leather, arrows (20), dagger, shortbow, backpack, bedroll, candle (3), compass, fishhook, flask, magnet, Mandolin, spell component pouch, 69 gp, 2 sp, 6 cp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
La Stregona
Spoiler:
Anubis
Female Half-Elf Sorcerer (Wildblooded) 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d6+4)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +0 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—elemental ray
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
1st (4/day)—burning hands (DC 15), infernal healing
0 (at will)—detect magic, ghost sound (DC 14), message, read magic
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Statistics
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Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Skill Focus (Bluff), Toughness
Traits magical lineage, resilient
Skills Bluff +11, Knowledge (arcana) +5, Perception +2, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Osiriani
SQ elf blood, mutated bloodlines (primal)
Combat Gear oil; Other Gear crossbow bolts (10), dagger, light crossbow, backpack, bedroll, bottle, compass, fishing net, flask, flint and steel, ink, black, inkpen, magnet, rope, 83 gp, 1 sp, 7 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Primal (Air) +1 damage per die for [Electricity] spells.
Lo Swashbuckler
Spoiler:
Athor
Male Aasimar Swashbuckler 1
CG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Ranged composite longbow +4 (1d8/×3)
Special Attacks deed: opportune parry and riposte, panache
Aasimar Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—daylight
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Statistics
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Str 13, Dex 16, Con 12, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 15 (15 vs. disarm, 15 vs. steal, 15 vs. sunder)
Feats Improved Initiative
Traits reactionary; innocent
Skills Acrobatics +6, Bluff +7, Diplomacy +9, Perception +6, Sense Motive +4; Racial Modifiers +2 Diplomacy, +2 Perception, deed: derring-do
Languages Celestial, Common, Elven
SQ deed: dodging panache, swashbuckler finesse
Other Gear studded leather, composite longbow, rapier, backpack, bedroll, flint and steel, torch (4), 1 gp, 8 sp, 9 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +3 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +3 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse 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 Expertise. This ability counts as hav
Il BloodRager
Spoiler:
Capaneo
Male Half-Orc Bloodrager 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
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Offense
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Speed 30 ft.
Melee falchion +5 (2d4+6/18-20) and
. . longsword +5 (1d8+4/19-20)
Special Attacks bloodrage
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Statistics
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Str 18, Dex 13, Con 14, Int 7, Wis 7, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits indomitable faith, reactionary
Skills Acrobatics +1, Intimidate +9; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodlines (destined), destined strike, fast movement, orc blood, weapon familiarity
Other Gear scale mail, falchion, longsword, backpack, bedroll, flint and steel, torch (5), 6 gp, 8 sp, 9 cp
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +1 (3/day) (Sp) Grant one melee attack an insight bonus to attack.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
L'arcanista
Spoiler:
Denubis
Male Human (Chelaxian) Arcanist 1
NG Medium humanoid (human)
Init +7; Senses Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +2
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Offense
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Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcanist Spells Prepared (CL 1st; concentration +5):
1st—mage armor, magic missile
0 (at will)—light, message, open/close (DC 14), read magic
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Statistics
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Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Improved Initiative, Toughness
Traits eastern mysteries, reactionary
Skills Appraise +8 (+10 on items valued by weight when using scales), Knowledge (arcana) +8, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8, Use Magic Device +6
Languages Aboleth, Common, Draconic, Dwarven, Undercommon
SQ arcane reservoir, arcanist exploits (dimensional slide), consume spells
Other Gear crossbow bolts (10), dagger, light crossbow, abacus, backpack, bedroll, compass, flint and steel, ink, black, inkpen, merchant's scale, mirror, paper (10), scroll case, scroll case, soap, spell component pouch, spellbook, torch, twine (50'), vial (2), 44 gp, 7 sp, 7 cp
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Special Abilities
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Arcane Reservoir +1 DC or CL (2/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when prep
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to t
Dimensional Slide (10') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per ar
Eastern Mysteries (1/day) 1/day, add +2 to a spell's DC.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Il Chierico più atipico del mondo.
Spoiler:
Fradicion
Male Dwarf Cleric (Evangelist) of Desna 1
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +5; +1 trait bonus vs. effects that require the Perform skill, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee longspear +3 (1d8+4/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks fascinate, inspire courage +1, +1 on attack rolls against goblinoid and orc humanoids, sermonic performance, countersong
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +4):
1st—bless, protection from evil, true strike [D]
0 (at will)—light, read magic, stabilize
[D] Domain spell; Domain Luck
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Statistics
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Str 16, Dex 12, Con 14, Int 7, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Combat Reflexes
Traits reactionary, trouper
Skills Perform (oratory) +6
Languages Common, Dwarven
SQ aura, domains (luck), public speaker, spontaneous casting
Other Gear lamellar (leather) armor, crossbow bolts (10), light crossbow, longspear, backpack, bedroll, flint and steel, silver holy symbol (Medallion of Desna), wooden holy symbol (Medallion of Desna), spell component pouch, torch (3), 14 gp, 8 sp, 9 cp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets) (DC 11) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric (Evangelist) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Public Speaker (-2 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action) (5 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above.
L'Investigatore
Spoiler:
Raymond
Male Human (Varisian) Investigator 1
N Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +4
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Offense
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Speed 20 ft.
Melee dagger +0 (1d4/19-20)
Ranged shortbow +2 (1d6/×3)
Investigator Spells Prepared (CL 1st; concentration +3):
1st—reduce person (DC 13), shield
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Statistics
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Str 10, Dex 15, Con 12, Int 14, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Defiant Luck, Inexplicable Luck
Traits adopted, resilient, well-informed
Skills Appraise +6, Bluff +6, Craft (alchemy) +6 (+7 to create alchemical items), Diplomacy +6 (+7 to gather information), Disable Device +4, Knowledge (local) +7, Perception +6 (+7 to locate traps), Sense Motive +6, Spellcraft +6, Stealth +3; Racial Modifiers alchemy
Languages Common, Gnome, Halfling, Varisian
SQ inspiration, trapfinding +1
Other Gear studded leather, arrows (20), dagger, shortbow, backpack, bedroll, flint and steel, ink, black, inkpen, parchment, spell component pouch, spellbook, thieves' tools, torch, 39 gp, 8 sp, 9 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Inspiration (+1d6) (2/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
L'alchimista
Spoiler:
Thomas T. Turdspit
Male Human (Taldan) Alchemist (Beastmorph) 1
CN Medium humanoid (human)
Init +8; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee longspear +3 (1d8+4/×3)
Ranged bomb +3 (1d6+3 Fire)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +4):
1st—enlarge person (DC 14), shield
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Statistics
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Str 17, Dex 14, Con 12, Int 16, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes, Extra Bombs, Improved Initiative, Throw Anything
Traits indomitable faith, reactionary
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +4, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +4, Spellcraft +7, Survival +4, Use Magic Device +2; Racial Modifiers alchemy
Languages Common, Osiriani, Ancient, Sasquatch, Undercommon
SQ mutagen
Other Gear lamellar (leather) armor, longspear, alchemy crafting kit, backpack, bedroll, ink, black, inkpen, lamp, rice paper (2), rope, scroll case, spellbook, thieves' tools, vial (3), 3 gp, 6 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
L'Investigatore e il BloodRager non sono iscritti alla PFS e giocano con solo per divertimento.