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Inviata

Per vostro uso e consumo, vi metto qui sotto le statistiche della Maga Invocatrice che ho appena cominciato ad usare nella Saga: Alba dei Re

Spero di fare cosa gradita.

Velvet

Female peri-blooded aasimar (emberkin) evoker 1 (Pathfinder RPG Advanced Race Guide 84)

LN Medium outsider (human, native)

Init +9; Senses darkvision 60 ft.; Perception +7

--------------------

Defense

--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 8 (1d6+2)

Fort +2, Ref +1, Will +2; +2 vs. death

Resist acid 5, cold 5, electricity 5

--------------------

Offense

--------------------

Speed 30 ft.

Melee dagger -1 (1d4-1/19-20) or

. . quarterstaff -1 (1d6-1) or

. . unarmed strike -1 (1d3-1 nonlethal)

Ranged light crossbow +1 (1d8/19-20)

Special Attacks intense spells (+1 damage)

Spell-Like Abilities (CL 1st; concentration +3)

. . 1/day lesser age resistance

Arcane School Spell-Like Abilities (CL 1st; concentration +3)

. . 8/day force missile (1d4+1)

Evoker Spells Prepared (CL 1st; concentration +6)

. . 1st color spray (2, DC 16), ear-piercing scream[uM] (DC 16), mage armor

. . 0 (at will) acid splash, detect magic, message

. . Opposition Schools Enchantment, Necromancy

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Statistics

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Str 8, Dex 12, Con 13, Int 21, Wis 10, Cha 14

Base Atk +0; CMB -1; CMD 10

Feats Alertness, Improved Initiative, Scribe Scroll

Traits hedge magician, rostlander, seeker

Skills Diplomacy +2 (+0 vs. creatures of a different race or culture), Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (nature) +9, Knowledge (planes) +9, Perception +7, Sense Motive +2 (+0 vs. creatures of a different race or culture), Spellcraft +9

Languages Common, Draconic, Dwarven, Elven, Halfling, Sylvan

SQ arcane bond (Ciccio, scorpion, greensting), immortal spark, scion of humanity, xenophobic

Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, bandolier, belt pouch, canteen, chalk, flint and steel, ink, black, inkpen, journal, masterwork backpack, spell component pouch, spellbook, light horse, bedroll, bit and bridle, blanket, military saddle, saddlebags, soap, trail rations, 40 gp, 2 sp, 8 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).

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

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.

Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.

Hedge Magician Magic item gp costs -5%.

Immortal Spark You gain +2 to saves vs death.

Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture


  • Risposte 7
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  • 3 settimane dopo...
Inviato

Siamo arrivati al secondo livello.

Continuero' a postare i vari passaggi per farvi vedere come si evolve il personaggio in un contesto di gioco autentico e con molto background.

Giusto per la cronaca ho come compagni d'avventura un Cavaliere, una Swashbuckler, una Ranger, un Chierico e un Fattucchiere.

Velvet

Female peri-blooded aasimar (emberkin) evoker 2 (Pathfinder RPG Advanced Race Guide 84)

LN Medium outsider (human, native)

Init +9; Senses darkvision 60 ft.; Perception +8

--------------------

Defense

--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 13 (2d6+3)

Fort +2, Ref +1, Will +3; +2 vs. death

Resist acid 5, cold 5, electricity 5

--------------------

Offense

--------------------

Speed 30 ft.

Melee dagger +0 (1d4-1/19-20) or

. . quarterstaff +0 (1d6-1) or

. . unarmed strike +0 (1d3-1 nonlethal)

Ranged light crossbow +2 (1d8/19-20)

Special Attacks intense spells (+1 damage)

Spell-Like Abilities (CL 2nd; concentration +4)

. . 1/day lesser age resistance

Arcane School Spell-Like Abilities (CL 2nd; concentration +4)

. . 8/day force missile (1d4+1)

Evoker Spells Prepared (CL 2nd; concentration +7)

. . 1st burning hands (DC 16), color spray (2, DC 16), mage armor, serren's swift girding

. . 0 (at will) acid splash, detect magic, light, message

. . Opposition Schools Enchantment, Necromancy

--------------------

Statistics

--------------------

Str 8, Dex 12, Con 13, Int 21, Wis 10, Cha 14

Base Atk +1; CMB +0; CMD 11

Feats Alertness, Improved Initiative, Scribe Scroll

Traits hedge magician, rostlander, seeker

Skills Appraise +9, Diplomacy +2 (+0 vs. creatures of a different race or culture), Knowledge (arcana) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (nature) +10, Knowledge (planes) +10, Perception +8, Profession (cook) +4, Sense Motive +2 (+0 vs. creatures of a different race or culture), Spellcraft +10

Languages Common, Draconic, Dwarven, Elven, Halfling, Sylvan

SQ arcane bond (ciccio, scorpion, greensting), immortal spark, scion of humanity, xenophobic

Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, bandolier, belt pouch, canteen, chalk, flint and steel, ink, black, inkpen, journal, masterwork backpack, spell component pouch, spellbook, light horse, bedroll, bit and bridle, blanket, military saddle, saddlebags, soap, trail rations, 408 gp, 62 sp, 8 cp

--------------------

Special Abilities

--------------------

Darkvision (60 feet) You can see in the dark (black and white vision only).

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

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.

Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.

Hedge Magician Magic item gp costs -5%.

Immortal Spark You gain +2 to saves vs death.

Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture

--------------------

Inviato

Bell'idea :) vorrei però chiederti due cose

1) Un dubbio: Come fai ad avere Int 21? il massimo non dovrebbe essere 20 (18 di base + un eventuale +2 razziale)?

2) Potresti postare ad ogni passaggio di livello anche il libro degli incantesimi? Così oltre all'evoluzione del PG possiamo anche vedere come viene modificato il suo arsenale di incantesimi.

Inviato

1) Abbiamo fatto i PG usando 20 punti e questo mi ha permesso di avere una caratteristica a 18. L'Aasimar emberkin ha +2 a intelligenza invece che a saggezza. E fino a qui era tutto facilmente intuibile, il trucco e' stato farlo di mezza eta' (+1 alle caratteristiche mentali e -1 a quelle fisiche) e usare il Tratto Alternativo Immortal Spark in sostituzione di Luce Diurna e Abile. Questo tratto da un +2 ai TS contro effetti di morte e un +2 a conoscenze storia, ma sopratutto sostituisce luce diurna con resistere all'invecchiamento inferiore. Questo incantesimo innato mi permette di annullare gli effetti fisici dell'eta' avanzata mantenendo quelli mentali. Ecco spiegato il 21 ad intelligenza.

2) Buona idea!

Qui sotto riporto il Libro degli Incantesimi attuale. Da notare che Servitore Inosservato, Immagine Silenziosa e Ridurre Persone, sono stati trascritti da un libro trovato durante l'avventura. Mentre Scudo e Serren's Swift Girding (KIS) sono i due che ho preso con il passaggio al secondo livello.

Livello 0

Fiotto Acido, Sigillo Arcano, Luci Danzanti, Individuazione del Magico, Individuazione del Veleno, Lampo, Suono Fantasma, Aspetto del Folletto Stregato (UC), Luce, Mano Magica, Riparare, Messaggio, Aprire/Chiudere, Prestidigitazione, Raggio di Gelo, Lettura del Magico, Resistenza, Scrivener's Chant (SoS), Scintilla (APG).

Livello 1

Mani Brucianti, Spruzzo Colorato, Urlo Spacca Timpani (UM), Identificare, Armatura Magica, Dardo Incantato, Protezione dal Male, Ridurre Persone, Serren's Swift Girding (KIS), Scudo, Immagine Silenziosa, Thunderstomp (ACG), Servitore Inosservato.

Fonti:

(APG) Guida del Giocatore, (UM) Guida alla Magia, (UC) Guida al Combattimento, (SoS) Seekers of Secrets, (KIS) Knights of the Inner Sea, (ACG) Advanced Class Guide

  • 1 mese dopo...
Inviato

Arrivato il Terzo Livello

Velvet

Female peri-blooded aasimar (emberkin) evoker 3 (Pathfinder RPG Advanced Race Guide 84)

LN Medium outsider (human, native)

Init +9; Senses darkvision 60 ft.; Perception +9

--------------------

Defense

--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 19 (3d6+4)

Fort +4, Ref +3, Will +4; +2 vs. death

Resist acid 5, cold 5, electricity 5

--------------------

Offense

--------------------

Speed 30 ft.

Melee dagger +0 (1d4-1/19-20) or

. . quarterstaff +0 (1d6-1) or

. . unarmed strike +0 (1d3-1 nonlethal)

Ranged light crossbow +2 (1d8/19-20)

Special Attacks intense spells (+1 damage)

Spell-Like Abilities (CL 3rd; concentration +5)

. . 1/day—lesser age resistance

Arcane School Spell-Like Abilities (CL 3rd; concentration +5)

. . 8/day—force missile (1d4+1)

Evoker Spells Prepared (CL 3rd; concentration +8)

. . 2nd—molten orb[ACG], spontaneous immolation[uC] (DC 17), spontaneous immolation[uC] (DC 17)

. . 1st—burning hands (DC 16), mage armor, magic missile (2), serren's swift girding

. . 0 (at will)—acid splash, detect magic, light, message

. . Opposition Schools Enchantment, Necromancy

--------------------

Statistics

--------------------

Str 8, Dex 12, Con 13, Int 21, Wis 10, Cha 14

Base Atk +1; CMB +0; CMD 11

Feats Alertness, Craft Wondrous Item, Improved Initiative, Scribe Scroll

Traits hedge magician, rostlander, seeker

Skills Diplomacy +2 (+0 vs. creatures of a different race or culture), Knowledge (arcana) +11, Knowledge (geography) +11, Knowledge (history) +13, Knowledge (nature) +11, Knowledge (planes) +11, Perception +9, Profession (cook) +5, Sense Motive +2 (+0 vs. creatures of a different race or culture), Spellcraft +11

Languages Common, Draconic, Dwarven, Elven, Halfling, Sylvan

SQ arcane bond (ciccio, scorpion, greensting), immortal spark, scion of humanity, xenophobic

Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, cloak of resistance +1, bandolier, belt pouch, canteen, chalk, flint and steel, ink, black, inkpen, journal, masterwork backpack, spell component pouch, spellbook, light horse, bedroll, bit and bridle, blanket, military saddle, saddlebags, soap, trail rations,

--------------------

Special Abilities

--------------------

Darkvision (60 feet) You can see in the dark (black and white vision only).

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

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.

Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.

Hedge Magician Magic item gp costs -5%.

Immortal Spark You gain +2 to saves vs death.

Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture

Libro degli Incantesimi

Livello 0

Fiotto Acido, Sigillo Arcano, Luci Danzanti, Individuazione del Magico, Individuazione del Veleno, Lampo, Suono Fantasma, Aspetto del Folletto Stregato (UC), Luce, Mano Magica, Riparare, Messaggio, Aprire/Chiudere, Prestidigitazione, Raggio di Gelo, Lettura del Magico, Resistenza, Scrivener's Chant (SoS), Scintilla (APG).

Livello 1

Mani Brucianti, Spruzzo Colorato, Urlo Spacca Timpani (UM), Identificare, Armatura Magica, Dardo Incantato, Protezione dal Male, Ridurre Persone, Serren's Swift Girding (KIS), Scudo, Immagine Silenziosa, Thunderstomp (ACG), Servitore Inosservato.

Livello 2

Molten Orb (ACG), Immolazione Spontanea (UC)

Fonti:

(APG) Guida del Giocatore, (UM) Guida alla Magia, (UC) Guida al Combattimento, (SoS) Seekers of Secrets, (KIS) Knights of the Inner Sea, (ACG) Advanced Class Guide

Inviato

Spruzzo colorato invece di Unto?

Con spruzzo devi essere sempre molto vicino e il nemico fà solo un TS (Che nega senza nessun effetto secondario)

Con Unto puoi fare moltissime cose, e il tiro bisogna farlo tecnicamente 2 volte e male che và rallenti il nemico e lo rendi impreparato, inoltre blocchi la carica ed eventuali fughe, disarmi ... insomma molta roba, tutta ad a distanza di sicurezza (sei pieno di dardi)

Stesso discorso per cono, ma li è diverso, mi sembra che altre alternative non ci sono.

Inviato

Ora che siamo di terzo non uso piu' spruzzo colorato ma ti posso garantire che durante i primi due livelli ho fatto degli sfaceli. Non c'erano molti avversari che potevano passare un TS su volonta' a CD 16.

Anche riguardo alla distanza ravvicinata per fare gli incantesimi non ho mai avuto problemi, c'e' sempre stato lo Swashbuckler che mi parava le chiappe oppure il Ranger arciere se stavo piu' indietro.

In tre livelli ho preso solo una volta 7 PF di danno (giusto nell'ultima sessione) perche' il gruppo e' stato colto di sorpresa in una specie di imboscata.

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