Кармак Ларета (джуниор)
Автор:
Valkeru
Раса: Человек, Класс: Swashbuckler 3 /Artificer 4
Сила: 12
[+1]Ловкость: 17
[+3]Выносливость: 12
[+1]Интеллект: 16
[+3]Мудрость: 8
[-1]Обаяние: 10
[+0]Нейтральный добрый
Навыки:Имя: Кармак Ларета
Раса: Человек
Класс и уровень: Swashbuckler 3 (
ссылка)/Artificer 4 (
ссылка)
Exp: 21 000/28 000
Атрибуты:
STR 12 [+1] 12
DEX 17 [+3] 16 + 1
CON 12 [+1] 12
INT 16 [+3] 16 (бонусные заклинания -/1/1/1/0/0/0; спасбросок 13+уровень)
WIS 8 [-1] 8
CHA 10 [0] 10
HD: 3d10 + 4d6 + 7 Con
HP: 43 = 6 + 3 * (5 + 1) + 3 * (3 + 1) + 7
Initiative: +3 (+3 Dex)
Speed: 30 ft
Защита:
AC: 17[without twf 18] = 10 base +4 armor [+ 1 shield] +3 Dex
Touch: 14
Flatfooted: 13
Атака:
BAB: +6/+1 (+3 swashbucker + 3 artificier)
Base melee: +7/+2 = +6 base +1 Str
Base melee finesse : +9/+4 = +6 base +3 Dex
Base ranged: +9/+4 = = +6 base +3 Dex
IS = Insightful Strike
Short sword:
Melee finesse :
+11/+6 = +6 base +3 Dex + 1Wf + 1Mw;
1d6+4 (+1Str + 3Int[IS]) Piercing
Melee finesse two weapon fight:
+9/+4 && +9 = +6 base +3 Dex + 1Wf + 1Mw
1d6+4 (+1Str + 3Int[IS]) /
1d6+3 (+0Str + 3Int[IS]) Piercing
Darts:
Throwing :
+9/+4 = +6 base +3 Dex
Throwing two weapon fight:
+7/+2 && +7 = +6 base +3 Dex
Longbow [composite]
+9/+4 = +6 base +3 Dex 1d8 ×3 110 ft.
Languages:
Common, Drakonic, Gnomes, Elven
Saves:
Fort: +5 = +3 swashbuckler + 1 artificier +1 Con
Ref: +6 = +1 swashbuckler + 1 artificier +3 Dex + 1 Grace
Will: +4 = +1 swashbuckler + 4 artificier -1 Wis
Навыки:
Всего пунктов: 80 =
4 (1 lvl) * (4 artificier + 3 Int + 1 human) +
3 * (4 swashbuclker + 3 Int + 1 human) +
3 * (4 artificier + 3 Int + 1 human)
Jump +8 = +5[rank] + 1[STR] + 2[tumble_synergy]
Balance +5 = 0[rank] + 3[DEX] + 2[tumble_synergy]
Tumble +14 = +9[sw_rank] + 3[DEX] + 2[jump_synergy]
Open Lock +9 = +4[af_rank] + 3[DEX] +2 [Thieves’ tools]
Concentration +11 = +10[af_rank] + 1[CON]
Appraise +6(+8) = +1[af_rank] + 3[INT] +2[Magnifying glass] +2 [Scale, merchant’s]
Craft(armor) +4 = +1[af_rank] + 3[INT]
Disable Device +7 = +4[af_rank] + 3[INT]
Knowledge (arcana) +8 = +5[af_rank] + 3[INT]
Knowledge (arch & eng) +4 = +1[af_rank] + 3[INT]
Knowledge (planes) +4 = +1[af_rank] + 3[INT]
Search +12 = +9[af_rank] + 3[INT]
Spellcraft +15 [+17 scrolls] = +10[af_rank] + 3[INT] + 2 scrolls [umd_synergy] + 2 [arcana_synergy]
Sense Motive +4 = +5[sw_rank] + -1[WIS]
Use Magic Device +10 [+14 scrolls] = +10[rank] + 0[CHA] + 2 scrolls [artisan_bonus] + 2 scrolls [spellcraft_synergy]
Diplomacy +7 = +5[sw_rank] + 0[CHA] + 2 [sense_motive_synergy]
Расовые особенности:
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Оружейные умения:
- All simple weapons, light and medium armor, shields (except tower shields)
- All simple and martial weapons, and with light armor.
Feats:
- Two-Weapon Fighting (human)
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite
DEX 15,
Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38).
Normal
See Two-Weapon Fighting, page 160, and Table 8-10: Two-Weapon Fighting Penalties, page 160.
- Practiced Spellcaster (hd1)
Inaccurate?
Practiced Spellcaster
( Complete Arcane, p. 82)
[General]
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite
Spellcraft 4 ranks,
Benefit
Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Special
You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
- Scribe Scroll (artificer 1)
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the Dungeon Master's Guide for rules on scrolls.
Prerequisite
Caster level 1st,
Benefit
You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
- Weapon Finesse [Short sword] (swashbackler 1)
All social disabled (faster)
(Rank this page)
Inaccurate?
Weapon Finesse
( Player's Handbook v.3.5, p. 102)
[Fighter Bonus Feat, General]
You are especially skilled at using weapons that can BENEFIT: as much from Dexterity as from Strength.
Prerequisite
Base attack bonus +1,
Required for
Aleval School (DrU) , Inlindl School (DrU) ,
Benefit
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special
A fighter may select Weapon Finesse as one of his fighter bonus feats (see page 38). Natural weapons are always considered light weapons.
- Brew Potion (artificer 2)
You can create potions, which carry spells within themselves. See the Dungeon Master's Guide for rules on potions.
Prerequisite
Caster level 3rd,
Benefit
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
- Weapon Focus[Short sword] (hd3)
Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.)
Prerequisite
base attack bonus +1, Proficiency with selected weapon,
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats (see page 38). He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
- Craft Wondrous Item (artificer 3)
You can create a wide variety of magic items, such as a crystal ball or a flying carpet.
Prerequisite
Caster level 3rd,
Required for
Create Portal (FRCS) , Craft Construct (MM) , Craft Construct (MM3) ,
Benefit
You can create any wondrous item whose prerequisites you meet (see the Dungeon Master's Guide for prerequisites and other information on wondrous items). Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
- Quick Draw (hd6)
You can draw weapons with startling speed.
Prerequisite
Base attack bonus +1,
Benefit
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Special
A fighter may select Quick Draw as one of his fighter bonus feats (see page 38).
Normal
Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement (see page 142). Without this feat, you can draw a hidden weapon as a standard action.
- Extraordinary Artisan (artificer 4)
You are an expert at creating magic items at a lower cost than usual.
Prerequisite
Any item creation feat,
Benefit
When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.
Классовые способности:
Artificer:Artificer knowledge
An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
Artisan bonus
An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
Disable trap
An artificer 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 the trap.
An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.
An artificer 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 his party) without disarming it.
Item creation
An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Magic items created by an artificer are considered neither arcane nor divine.
Bonus Feats:
An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Bonus Feat:
An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Craft Homunculus (Ex):
At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.
Note: An artificer is not limited to the the basic homunculus described in the Monster Manual. He can use this ability to construct other types of homunculi (such as the ones found on pages 284—287 of the Eberron Campaign Setting). The same rules apply.
Swashbuckler:Weapon Finesse (Ex):
A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex):
A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (Ex):
At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Infusions:
Per day:
1 lvl 4 = 3+1
2 lvl 3 = 2+1
Known:
1st Level
Ablative Armor: reduce damage from next attack by 5+castre level (max. 15).
Energy Alteration: Item using one kind of energy uses another instead.
Enhancement Alteration: Magic shield's enhancement bonus applies to shield bash attacks, or magic weapon's enhancement bonus applies to Two-Weapon Defense.
Identify: Determines properties of magic item.
Indisputable Possession: Call an item back to your hand if it leaves your possession.
Inflict Light Damage: Deals 1d8 + 1/level damage (maximum +5) to a construct.
Lesser Armor Enhancement: Armor or shield gains special ability with +1 bonus market price modifier.
Light: Object shines like a torch.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6 + 1 damage.
Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus.
Metamagic Scroll: Imbue spell completion item with metamagic feat.
Personal Natural Weapon Augmentation: One of your natural weapons gains special ability with +1 bonus market price modifier.
Pending Potion: Target potion or oil takes effect at a later time.
Repair Light Damage: "Cures" 1d8 + 1/level damage (max +5) to a construct.
Resistance Item*: Item bestows +1 or better resistance bonus on saving throws.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Skill Enhancement: Item bestows circumstance bonus on skill checks.
Spell Storing Item: Store one spell in an item.
Personal Weapon Augmentation: Your weapon gains special ability with +1 bonus market price modifier.
2st Level
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market price modifier.
Bear's Endurance: Subject gains + 4 to Constitution for 1 min./level.
Bull's Strength: Subject gains + 4 to Strength for 1 min./level.
Cat's Grace: Subject gains +4 to Dexterity for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Lesser Construct Essence: Grants a living construct qualities of the construct type.
Eagle's Splendor: Subject gains +4 to Charisma for 1 min. /level.
Elemental Prod: Move an elemental creature a short distance.
Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Damage: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Lucky Blade: Weapon grants single reroll of an attack.
Lesser Natural Weapon Augmentation: Natural weapon gains special ability with +1 bonus market price modifier.
Owl's Wisdom: Subject gains +4 to Wisdom for 1 min./level.
Reinforce Construct: Construct gains 1d6+1/Level temporary hit points.
Repair Moderate Damage: "Cures" 2d8 + I/level damage (maximum +10) to a construct.
Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.
Lesser Weapon Augmentation: Weapon gains special ability with +1 bonus market price modifier.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Прочие навыки:
Craft Reserve (80XP)
An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Внешность:Среднего роста, стройный черноволосый мужчина лет тридцати. Выходец из Каламана. Аристократическая осанка, проницательный взгляд и весьма располагающее к себе лицо с правильными чертами, а также галантные манеры, ухоженный внешний вид (в меру обстоятельств и образа жизни, конечно) правильно поставленная речь и еще множество мелких признаков выдают в мужчине аристократическую породу, хотя и порядочно запыленную дорожной пылью долгих скитаний. Его одежа зачастую эксцентрична, при обязательной утилитарности, элементы подобраны так, чтобы сочетаться друг с другом. Скорее всего это сделано не намеренно, лишь в силу воспитания и привитых понятий. Кармак их той категории людей, которые даже мешок с отверстиями для рук на торцах, подпоясанный бечевкой, пожалуй сможет носить с достоинством.
Характер:Кармак всегда сугубо вежлив. Особенно в непонятных для себя ситуациях. Кто-то достаточно проницательный, может усмотреть в этом признаки неуверенности в себе, еще более понимающий человек скажет, что мужчина просто не воспитан для открытых конфликтов и не всегда точно знает когда можно перегибать палку а когде не стоит. Поэтому мужчина всегда завернут в броню непоколебимой невозмутительности, и нарочитой учтивости.
Отношения с людьми вполне определенные. Всем, кого он не впустил в ближний круг, он не доверяет. Тех же, кому доверился, доверяет беззаговорочно, хранит и оберегает как реликвию. Этим пользовались, и зачастую болезненно, благо что не летально. Поэтому попасть в ближний круг становилось делом не легким. С другой стороны, такое разграничение не означало, что Кармак избегает взаимодействия с окружающими. Отнюдь, просто ни о какой откровенности и доверии речи идти не могло, вот и все.
Тем не менее за последние годы, проведенные в неволе, он сошелся с несколькими людьми. Они то и знали, что Кармак попал в рабство за преступление. В прошлом ученик мага-ренегата, что подтверждал его двемеритовый ошейник, хотя магом так и не ставший, что утверждал сам Кармак, он с целью проведения своих исследований и банального поиска средств к существованию, в часто меняющейся компании в основном из неблагонадежных эелементов, обносил древние развалины и храмы. В следствии предательство одного из подельников, которого по словам мужчины крепко прижали, был пойман на горячем, при попытке продать не слишком дорогую но все же древнюю реликвию. Дальше все просто - не слишком гуманный и не слишком длительный суд, лишенный излишних по мнению судий и дознавателей в одном лице формальностей, конвой, каменоломни.. А дальше два года уныния, тяжелой выматывающей работы, грязи и противной баланды. Но в отличии от остальных у мужчины оказалось занятное развлечение. И висело оно у него на шее. Кармак никак не мог понять, как магам Рыцарей Нераки удалось с помощью этого ошейника заблокировать его талант, ведь он не был изначальной магией. В голове роились различные теории, а все таланты и свободное время были направлены на то, чтобы разобраться как работает игрушка.. ну и чего греха таить.. сломать ее.. а там может и кандалы..