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Viers

 テーマ

・LGっぽいロールプレイをする
・LGとして葛藤する
・アライメントを変えない

 設定


Vigil近郊部でOrcとHumanの間に生まれたHalf-Orcだったが、10年前のTwisted Nailの襲撃のどさくさで家庭が崩壊。

具体的には、両親の内一人が傭兵としてTwisted Nailの防衛に参加(シナリオの都合で夫婦どちらでも良く、またオーク、人間どちらでも良いです)、オーク食品、雑貨輸入業をしていたもう一方の親も商売の仕入れ先と需要が消滅、さらに難民が流入、極度に治安が悪化し一家離散してしまった。

孤児として路上で生活していたが(Resilent)、自然の善性を主張するIomedaeの神官に引き取られ神殿で育った。
色々差別されてきたが、楽天的だったので何とか生き残り、Paladin (Ghost hunter) となり、Roslar’s CofferのGuard任務のため派遣された。

 データ

Name:  Viers Tokesna
Paladin (Ghost Hunter) Iomedae
Character Level: 8
Option

HP: DR2を忘れずに 68
Initiative:+ 1
AC: 19 Touch AC: 12 Flat-Footed AC: 18

CMB: 12 CMD: 23

Fort: 14 Ref:9 Will: 12 Will (vs mind-effect, Optimist): 13
immune to fear, charm
immune to all diseases, including supernatural and magical diseases, including mummy rot.
Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear, charm effects.

move:30ft→20ft
Vision: Darkvision 60ft
Concentration (Defensive Casting): 9
Concentration: 9
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Attack_Result
Great sword, to Hit+12, Damage:dice(6)+dice(6)+6 S
Great sword, to Hit+7, Damage:dice(6)+dice(6)+6 S
Scythe+1, to Hit+13, Damage:dice(4)+dice(4)+7 P or S
Scythe+1, to Hit+8, Damage:dice(4)+dice(4)+7 P or S
Longsword+1defending longsword, to Hit+13, Damage:dice(8)+5 S
Longsword+1defending longsword, to Hit+8, Damage:dice(8)+5 S
Warhammer+2, to Hit+14, Damage:dice(8)+6 B
Warhammer+2, to Hit+9, Damage:dice(8)+6 B
Great club, to Hit+12, Damage:dice(10)+6 B
Great club, to Hit+7, Damage:dice(10)+6 B
Alc-Silver Naginata, to Hit+12, Damage:dice(8)+5 S
Alc-Silver Naginata, to Hit+7, Damage:dice(8)+5 S
Bashing Heavy Steel Shield+1, to Hit+13, Damage:dice(8)+5 B
Bashing Heavy Steel Shield+1, to Hit+8, Damage:dice(8)+5 B
composite_longbow_+1_(str+3), to Hit+10, Damage:dice(8)+4 P
composite_longbow_+1_(str+3), to Hit+5, Damage:dice(8)+4 P
touch attack, to Hit+12, Damage:0+0
touch attack, to Hit+7, Damage:0+0
ranged touch attack, to Hit+9, Damage:0+0
ranged touch attack, to Hit+4, Damage:0+0


-------------------------------------
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Special ability
proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Orc Ferocity:Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Ghostly Smite (Su)(ルール補正済み):(1+((lv-1)/3) /day)Swift Action、1体のターゲットを選ぶ、Evilに対してAttack rollにChaボーナス、Damage rollにPaladin Lv (1/turn). 対象がUndeadの場合、初めて成功したdamage +3/pal lv (1/round).DRを自動で抜かないがGhost touchがつく。Targetからの攻撃に対する AC、+Chaボーナス(deflaction).(ルール補正済)
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su):
回数:1/2*pal Lv+Cha mod /day +2 (Extra Lay on Hands)
回数: 10

回復量:1d6/2 pal lv
回復量 4 *d6

自分:swift, free hand, 他人standard
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
3lv:fatigued
Exorcise Possession (Su): At 6th level, a ghost hunter can try to end any possession spells or effects, or effects that directly exercise mental control over a creature. She must touch the affected creature (this requires a melee touch attack if the target is neither willing nor helpless) and expend a use of her lay on hands ability. The target can immediately attempt a Will save against the original save DC of the controlling effect. If the save is successful, the effect immediately ends, as if the target had succeeded at its original saving throw. This ability replaces the 6th-level mercy.


Channel Positive Energy (Su): she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.


Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Divine Bond (Sp):
回数:(pal Lv-1)/4
回数: 1.75

enhancement bonus:(pal lv-2)/3
enhancement bonus: 2
Spell
Spell DC: 14 +Spell Lv
1lv:1+1回 普段 Divine Favor, Restoration, Lesser
2lv:1+1回 普段 Bull's Strength, Effortless Armor

謎バフ:
1ラウンド中にキャラレベルの2倍の負エナダメージを吸収
Necromancyに対しSR=11+HD これはStdを使って下げることができない
肉体武器および白兵武器はMagic/Silver/ColdIronとして扱う (アンデッドに対してのみ)
Trait
Campaign Trait:
Trait:
Resilent:Fort+1
The Optimist:+1 trait bonus mind-affecting effect, swift action Cha mod/day, 10feet ally 1min Feat

1lv:Power Attack
3lv:Extra Lay on Hands
5lv:Quick Channel (move でChannel energy, 2倍消費する)
7lv:Reacative Healing:When reduced to 0 hp or fewer, use channel energy or lay on hands to heal yourself as immediate action
Ability
STR: 18 , DEX: 12 , CON: 12 , INT: 8 , WIS: 10 , CHA: 19
Skill
Actobatics:-3 Appraise:-2 Bluff:4 Climb:0 Craft:-2 Diplomacy:8 Disable_Device:Untrained Disguise:4 Escape_Artist:-3 Fly:-3 Handle_Animal:Untrained Heal:4 Intimidate:6 Knowledge_arcana:Untrained Knowledge_dungeoneering:Untrained Knowledge_enginnering:Untrained Knowledge_geography:Untrained Knowledge_history:Untrained Knowledge_local:Untrained Knowledge_nature:Untrained Knowledge_nobility:3 Knowledge_planes:Untrained Knowledge_religion:6 Linguistics:Untrained Perception:0 Perform:4 Profession:Untrained Ride:-3 Sense_Motive:5 Sleight_of_Hand:Untrained Spellcraft:2 Stealth (Size):-3 Survival:0 Swim:0 Use_Magic_Device:Untrained
Language:Common and Orc
Light Load:100lbs Medium Load:
44gp
Great Sword 50gp 8lbs

  1. 1 Scythe
  2. 1 defending longsword:free actionで切り替えてAC the weapon’s enhancement bonus to his AC as a bonus that stacks

composite longbow +1 (str+3)

  1. 2 Warhammer Sarenraeのマークがある

Scale mail 50gp 30lbs
Scale mail+1
Dagger 2gp 1lbs
Daggar +1
Great club 5gp 8lbs
Holy symbol(Iron)5gp 1lbs
Holy symbol(wood)1gp
Sunrod *4 10gp 5lbs
bag 2gp 2lbs
blanket毛布 5sp 3lbs
waterskin 1gp 4lbs
ration*5 2.5gp 5lbs
ロープ50ft 1gp 10lbs
ロープ50ft 1gp 10lbs
belt pouch 1gp 0.5lbs
アルケミカルシルバーのNAGINATA
Ring of Protection +1
Ring of Feather fall
Cloak of resistance+2
Amulet of natural armor+1
Paladin Spellのワンド(1lv Bed of Iron, 中装、重装鎧を着て快適に(Fatigueせずに)眠ることができる) 50 chrg 〇〇〇
ロングボウ
矢 無限
Chain mail
Oil of Magic Weapon*2
Potion of Invisibility
Potion of Spider Climb*1

  1. 1 Bashing Heavy Steel Shield (DR2がある)

Antioxin*2
ダイヤモンド砕くためのうす