User:Askewnotion/PCs/Agron: Difference between revisions
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'''Quick links'''<br /> | '''Quick links'''<br /> | ||
- [[User:Askewnotion/PCs/Agron/Logsheet|Logsheet]] - | - [[User:Askewnotion/PCs/Agron/Logsheet|Logsheet]] - | ||
[[User:Askewnotion/PCs/Agron/Personality_Profile|Personality Profile]] -<br /> | [[User:Askewnotion/PCs/Agron/Personality_Profile|Personality Profile]] -<br /> - [[User:Askewnotion/PCs/Agron/Build|Build]] - | ||
[[User:Askewnotion/PCs/Agron/Build|Build]] - | |||
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== Defense == | == Defense == | ||
'''AC:''' | '''AC:''' 17 / Touch: 11, Flatfooted: 16<br /> | ||
(+1 Dex)<br /> | (+1 Dex; +6 armor)<br /> | ||
'''HP: | '''HP: 11''' / HD: 1d8+3 | ||
'''Initiative:''' +1 / '''Speed:''' 30' | '''Initiative:''' +1 / '''Speed:''' 30' | ||
'''Fort:''' 4 / '''Reflex:''' 1 / '''Will:''' 1 | '''Fort:''' 4 / '''Reflex:''' 1 / '''Will:''' 1 | ||
::+1 vs paralysis and sleep | |||
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* Human: '''Comabt Expertise''' (PHB, p92)<br />When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. | * Human: '''Comabt Expertise''' (PHB, p92)<br />When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. | ||
* M1: '''Skill Focus: Diplomacy''' (PHB, p100)<br /> You get a +3 bonus on all checks involving diplomacy. | * M1: '''Skill Focus: Diplomacy''' (PHB, p100)<br /> You get a +3 bonus on all checks involving diplomacy. | ||
* 1st: ''' | * 1st: '''Dragontouched''' (DrM, p18)<br />You gain the dragonblooded subtype. You gain +1 HP, to the search, spot and listen skill, and to saves against paralysis and sleep. | ||
| valign="top" | | | valign="top" | | ||
== Skills== | == Skills== | ||
* [[srd:skills/bluff.htm | Bluff]] + | * [[srd:skills/bluff.htm | Bluff]] +3 (1 ranks) | ||
* [[srd:skills/diplomacy.htm | Diplomacy]] +9 (4 ranks; +3 feat) | * [[srd:skills/diplomacy.htm | Diplomacy]] +9 (4 ranks; +3 feat) | ||
* [[srd:skills/handleAnimal.htm | Handle Animal]] + | * [[srd:skills/handleAnimal.htm | Handle Animal]] +3 (1 ranks) | ||
* [[srd:skills/intimidate.htm | Intimidate]] +4 | * [[srd:skills/intimidate.htm | Intimidate]] +6 (4 ranks) | ||
* [[srd:skills/knowledge.htm | Knowledge: Engineering]] +2 (1 ranks) | * [[srd:skills/knowledge.htm | Knowledge: Engineering]] +2 (1 ranks) | ||
* [[srd:skills/knowledge.htm | Knowledge: History]] +2 (1 ranks) | * [[srd:skills/knowledge.htm | Knowledge: History]] +2 (1 ranks) | ||
* [[srd:skills/knowledge.htm | Knowledge: Nobility]] +2 (1 ranks) | * [[srd:skills/knowledge.htm | Knowledge: Nobility]] +2 (1 ranks) | ||
* [[srd:skills/listen.htm | Listen]] + | * [[srd:skills/listen.htm | Listen]] +2 (2 ranks; +1 feat) | ||
* [[srd:skills/ride.htm | Ride]] +3 (2 rank) | * [[srd:skills/ride.htm | Ride]] +3 (2 rank) | ||
* [[srd:skills/search.htm | Search]] +2 (0 ranks; +1 feat) | |||
* [[srd:skills/senseMotive.htm | Sense Motive]] +1 (2 ranks) | * [[srd:skills/senseMotive.htm | Sense Motive]] +1 (2 ranks) | ||
* [[srd:skills/spot.htm | Spot]] + | * [[srd:skills/spot.htm | Spot]] +3 (3 ranks; +1 feat) | ||
* [[srd:skills/survival.htm | Survival]] +0 (1 ranks) | * [[srd:skills/survival.htm | Survival]] +0 (1 ranks) | ||
* [[srd:skills/swim.htm | Swim]] +3 (1 ranks) | * [[srd:skills/swim.htm | Swim]] +3 (1 ranks) | ||
'''Languages:''' Common <br> | '''Languages:''' Common, _____ <br> | ||
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== Special Abilities == | == Special Abilities == | ||
=== Marshal === | === Marshal === | ||
*'''Dragonscale Husk:''' When you gain this ability you lose your armor proficiencies. Your scaled hide grants you a bonus to your Armor Class equal to 6 + 1/3 your class level in the class that granted you heavy armor proficiency (+7 bonus to AC at 3rd level, +8 bonus to AC at 6th level, and so on, up to a maximum +12 bonus to AC at 18th level). Multiple classes that grant this proficiency stack for determining the dragonscale husk's total bonus. This bonus doesn't stack with any feat, racial trait, or other special ability that would grant you a bonus to Armor Class. | |||
In addition, as you attain higher levels, your husk grants you increasing resistance to acid, cold, electricity- and fire. You gain resistance 5 at 5th level, resistance 10 at 10th level, resistance 15 at 15th level, and resistance 20 at 20th level. | |||
Your dragonscale husk is treated as medium armor for the purpose of determining your speed and whether you can use class features or other special abilities. It allows a maximum Dexterity bonus to Armor Class of +2 and has an armor check penalty of –4. You can sleep in your husk without penalty. You cannot wear any other armor while your husk is present. | |||
Your husk isn't treated as armor for the purpose of being affected by spells or other abilities. You can't grant it an enhancement bonus with magic vestment, nor can you imbue it with special properties, as you could a normal suit of armor. | |||
You can't take off your dragonscale husk, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in your sloughing off a pile of scales that crumble to dust if handled. | |||
*'''Auras (Ex):''' The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. | *'''Auras (Ex):''' The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. | ||
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Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. | Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. | ||
Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. | Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus. | ||
A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. | A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. |
Latest revision as of 06:35, 20 December 2008
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Marshal 1 (ECL 1)
Race:Human
Alignment: LN | Size: M
Patron Deity:
Abilities Assumes 32 point buy
Str 15 +2 |
Dex 13 +1 |
Con 14 +2 |
Int 13 +1 |
Wis 8 -1 |
Cha 15 +2
Defense
AC: 17 / Touch: 11, Flatfooted: 16
(+1 Dex; +6 armor)
HP: 11 / HD: 1d8+3
Initiative: +1 / Speed: 30'
Fort: 4 / Reflex: 1 / Will: 1
- +1 vs paralysis and sleep
Attacks
- Unarmed +2 / 1d3+2 / 20x2 / b
- Touch +2 / Ranged Touch +1
Space/Reach: 5 ft./5 ft. Base Attack: +0
Feats
|
Skills
Languages: Common, _____ |
Special Abilities
Marshal
- Dragonscale Husk: When you gain this ability you lose your armor proficiencies. Your scaled hide grants you a bonus to your Armor Class equal to 6 + 1/3 your class level in the class that granted you heavy armor proficiency (+7 bonus to AC at 3rd level, +8 bonus to AC at 6th level, and so on, up to a maximum +12 bonus to AC at 18th level). Multiple classes that grant this proficiency stack for determining the dragonscale husk's total bonus. This bonus doesn't stack with any feat, racial trait, or other special ability that would grant you a bonus to Armor Class.
In addition, as you attain higher levels, your husk grants you increasing resistance to acid, cold, electricity- and fire. You gain resistance 5 at 5th level, resistance 10 at 10th level, resistance 15 at 15th level, and resistance 20 at 20th level.
Your dragonscale husk is treated as medium armor for the purpose of determining your speed and whether you can use class features or other special abilities. It allows a maximum Dexterity bonus to Armor Class of +2 and has an armor check penalty of –4. You can sleep in your husk without penalty. You cannot wear any other armor while your husk is present.
Your husk isn't treated as armor for the purpose of being affected by spells or other abilities. You can't grant it an enhancement bonus with magic vestment, nor can you imbue it with special properties, as you could a normal suit of armor.
You can't take off your dragonscale husk, but you can choose to shed it. Doing this requires 10 minutes of concentration and results in your sloughing off a pile of scales that crumble to dust if handled.
- Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus.
A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.
- Minor Auras: A minor aura lets allies add the marshal’s Charisma bonus (+2) to certain rolls.
- Motivate Strength: Bonus on Strength checks and Strength-based skill checks.