Lethice Amnell

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Lethice Amnell

Mensaje por Squalo el Sáb Nov 07, 2015 7:30 am

Lethice Amnell | 10.000 | F | Squalo
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Duskblade Lv2 | Elfo Avariel | Neutral Caótico | Corellon
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HP16/16\0
Velocidad Fly(50)\Land(30) | Iniciativa 6
AC 20 Toque 16 Desprevenido 14
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STR 16 | 3 | 3
DEX 20 | 5 | 5
CON 14 | 2 | 2
INT 12 | 1 | 1
WIS 12 | 1 | 1
CHA 10 | 0 | 0
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FORT 5 | 3 | 5
REF 6 | 0 | 6
VOL 5 | 3 | 5
Ataque Base 2 | Presa 5
Resistencia a Conjuros N/A | Reducción de Daño N/A
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Ataque
Scythe | 6 | 2d4 | x4
5 | Sl o Pr | N/A
Ataque
Arco Compuesto +3 | 9 | 1d8+3 | x3
110 | Pr | N/A
Municion: Flecha | 60
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Re: Lethice Amnell

Mensaje por Squalo el Sáb Nov 07, 2015 7:57 am

HABILIDADES x=Habilidad Clasea
Abrir Cerraduras(DEX) 5 | 5 | 0 | 0
xArte <Detalle>(INT) 2 | 2 | 0 | 0
xAveriguar Intenciones(WIS) 5 | 2 | 3 | 0
Avistar(WIS) 7 | 2 | 1 | 4
Buscar(INT) 4 | 2 | 0 | 2
xConcentración(CON) 5 | 2 | 3 | 0
xConocimiento de Conjuros(INT) 5 | 2 | 3 | 0
xDescifrar Escritura(INT) 2 | 2 | 0 | 0
Diplomacia(CHA) 0 | 0 | 0 | 0
Disfrazarse(CHA) 0 | 0 | 0 | 0
Engañar(CHA) 0 | 0 | 0 | 0
Equilibrio(DEX) 5 | 5 | 0 | 0
Escapismo(DEX)  5 | 5 | 0 | 0
Esconderse(DEX) 5 | 5 | 0 | 0
Escuchar(WIS) 5 | 2 | 1 | 2
Falsificar(INT) 2 | 2 | 0 | 0
Interpretar <Detalle>(CHA) 0 | 0 | 0 | 0
Intimidar(INT) 2 | 2 | 0 | 0
Inutilizar Mecanismo(INT) 2 | 2 | 0 | 0
Juego de Manos(DEX) 5 | 5 | 0 | 0
xMontar(Caballo)(DEX) 7 | 5 | 2 | 0
Moverse Sigilosamente(DEX) 5 | 5 | 0 | 0
xNadar(STR) 3 | 3 | 0 | 0
Oficio <Detalle>(WIS) 2 | 2 | 0 | 0
Piruetas(DEX) 5 | 5 | 0 | 0
Reunir Información(CHA) 0 | 0 | 0 | 0
xSaber (Arcano)(INT) 3 | 2 | 1 | 0
xSaber (Arquitectura e Ingeniería)(INT) 2 | 2 | 0 | 0
xSaber (Dungeon)(INT) 2 | 2 | 0 | 0
xSaber (Geografía)(INT) 2 | 2 | 0 | 0
xSaber (Historia)(INT) 2 | 2 | 0 | 0
xSaber (Local)(INT) 2 | 2 | 0 | 0
xSaber (Los Planos)(INT) 2 | 2 | 0 | 0
xSaber (Naturaleza)(INT) 2 | 2 | 0 | 0
xSaber (Nobleza)(INT) 2 | 2 | 0 | 0
xSaber (Religion)(INT) 2 | 2 | 0 | 0
xSaltar(STR) 7 | 3 | 0 | 4
Sanar(WIS) 2 | 2 | 0 | 0
Supervivencia(WIS) 2 | 2 | 0 | 0
Tasación(INT) 2 | 2 | 0 | 0
Trato con Animales(CHA) 0 | 0 | 0 | 0
xTrepar(STR) 3 | 3 | 0 | 0
Usar Objeto Magico(CHA) 0 | 0 | 0 | 0
Uso de Cuerdas(DEX) 5 | 5 | 0 | 0
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Dinero
CP 0 | SP 0 | GP 104 | PP 0
Armadura
Masterwork Studded Leather +1 | Light | 4 | 5
0 | 0 | N/A | N/A
Otros Objetos
Bedroll
Backpack
Waterskin
Rations x7
Belt Pouch
Flint & Steel
Lantern.Hooded x3 Oil
Sack
Whetstone
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Idiomas
Common, Elven, Draconic, Goblin.
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Re: Lethice Amnell

Mensaje por Squalo el Sáb Nov 07, 2015 8:30 am

Dotes
Wedded to History - Throwack
You possess strange quirks of mentality and physiology that affect both mundane and magical attempts to disrupt your body. Attacks and effects normally geared toward your creature type have no effect; this includes a Ranger's favored enemy bonus, bane weapons, and spell effects geared to creature types (such as charm person). On the other hand, you are also immune to beneficial effects that affect such types as well, should you run into any.

Endless(Ex)
A creature with this special quality ceases to age once it achieves a certain point in its life cycle, most often sometime after reaching adulthood but prior to its equivalent of middle age. These creatures exist in a special kind of physiological stasis, counteracting all the consequences of advancing years that usually lead to frailty and eventually death. While they must still perform all the necessary sustaining actions (eating, sleeping, breathing, and so on) normally demanded of their type, they never suffer from any sort of physical deterioration or consequent reduction in Strength, Dexterity, and Constitution. Lacking this special insight into their own mortality, and the incentive to find new, less taxing ways to deal with challenges, they also never gain any improvements to their Intelligence, Wisdom, or Charisma due to advancing age.

Weapon Focus (Scythe)
+1 bonus on all attack rolls with Scythe.

Weapon and Armor Proficiency
Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).

Spells
A duskblade casts arcane spells, which are drawn from the duskblade spell list.

Arcane Attunement (Sp)
You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex)
Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

Combat Casting
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Flyby Attack
When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Hover
While hovering, the creature can attack with all its natural weapons, except for wing attacks. Some creatures may be able to make additional attacks while hovering, as noted in the creatures descriptive text. If the creature has a breath weapon, it can use the breath weapon instead of making physical attacks.

If a creature hovers close to the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius specified in the creatures descriptive text. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The cloud obscures vision, and creatures caught within it are blinded while inside and for 1 round after emerging. Each creature caught in the cloud must succeed at a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.

Improved Flight
Your maneuverability while flying improves by one category

Habilidades Raciales
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+2 racial bonus on Listen, Search, and +4 Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf's senses are so keen that she practically has a sixth sense about hidden portals.

Flight (Ex): Avariels have a flying speed of 50 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing Heavy armor, and are not fatigued or exhausted. Avariel wings have a span of 12 feet on average; they cannot fly in an area that does not allow them to fully extend their wings. An avariel may make a dive attack. A dive attack works just like a charge, but the avariel must descend a minimum of 30 feet and attack with a piercing weapon; if she hits, she deals double damage. An avariel can use the run action while flying, provided she flies in a straight line.

Proficient with either rapier or longsword; proficient with lasso and bolas. This replaces the standard elven weapon proficiency with longswords or rapiers and proficiency with shortbow, longbow, composite longbow, and composite shortbows.

Keen Sight (Ex): Avariels gain a +4 racial bonus on all Spot checks; this replaces the standard +2 racial bonus that most elves gain.

Avariels gain a +4 racial bonus on Jump checks. They are strong for their weight.


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Conjuros
Acid Splash | L0
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Disrupt Undead | L0
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Ray of Frost | L0
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Touch of Fatigue | L0
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Blade of Blood | L1
Casting Time: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: No

Red blood erupts along the weapon's blade, bludgeon, or point. The blood drips to spatter in thick, viscous drops upon the ground.

This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).

Shocking Grasp | L1
Range: 15 ft.
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
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 made out of metal, carrying a lot of metal, or the like).

True Strike | L1
Range: Personal
Target: You
Duration: See text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

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Conjuros Conocidos
4 | 12 L0 4 | 0
3 | 13 L1 3 | 1
0 | 0 L2 0 | 0
0 | 0 L3 0 | 0
0 | 0 L4 0 | 0
0 | 0 L5 0 | 0
0 | 0 L6 0 | 0
0 | 0 L7 0 | 0
0 | 0 L8 0 | 0
0 | 0 L9 0 | 0
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Re: Lethice Amnell

Mensaje por Squalo el Sáb Nov 07, 2015 3:59 pm

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Re: Lethice Amnell

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