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Convocador Semielfo Mediana Edad
Convocador Semielfo Mediana Edad
Fue: 6 (7), Des 12 (13), Con: 12 (13), Int: 16 (15), Sab 12 (11), Car 17 (16)
con Eidolon
Fue: 18, Des 12, Con 13, Int 7, Sab 10, Car 11
Conocimiento de conjuros +6, Diplomacia +8, Saber Arcano +6, Usar Objeto Mágico +8
Armas Ancestrales: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial
Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. <-- ADAPTABILITY
Dotes: Soltura con una Habilidad (Sigilo), Noble Scion: Scion of war (Car en vez de Des en
Iniciativa),
Equipo 100 gp
Equipo mágico posible: Iron grips guantlet, Sun Blade (antinomuertos), dorje of
metamorphosis pathfinder fortuitous weapon
Arioch VD 1
Semielfo Convocador 1
CN Mediano humanoide (semielfo)
Inic +7; Sentidos Percepción +4
DEFENSA
CA 13, toque 11, desprevenido 11 (+1 Des, +2 armadura)
hp 9 (1d8+1)
Fort +1, Ref +1, Vol +3; +5 contra encantamiento, inmune a sueño
OFENSIVA
Velocidad 30 pies
Melé lanza larga -2 (1d8-2, alcance, apuntalar)
A distancia piedro +1 (1d4-2)
Conjuros preparados de Convocador (NL 1; concentración +5)
1º— armadura de mago, revitalizar eidolón menor
0 (a voluntad)— guía, detectar magia, leer magia, resistencia
Convocar Monstruo I aptitud sortílega (7 veces/día, duración 1 min/niv)
Eidolón ver más abajo
Unión vital (Sb) (sacrifica pgs para evitarle el mismo daño al eidolón, si va a ser reducido a 0 pgs)
TÁCTICAS
Durante el Combate Potencia a su Eidolón o convoca monstruos, si el Eidolón ha sido desterrado
ESTADÍSTICAS
Fue 6, Des 12, Con 12, Int 16, Sab 12, Car 19 (mediana edad)
Atq. Base +0; BMC -2; CMD 9
Dotes Soltura con una habilidad (Sigilo), Familiar Abeja (Wasp Familiar, gana un familiar abeja)
Rasgos Salvador fortuito (campaña, +2 Ini), OTRO, ¿desventaja?
Habilidades Averiguar Intenciones +1 (+3 alerta), Conocimiento de conjuros +7, Diplomacia +8,
Percepción +3 (+5 alerta), Saber Arcano +7, Sigilo +8, Usar objeto mágico +8
Idiomas Común, tres más
Objetos especiales nope;
Otro equipo armadura de seda ceremonial (30 po, +1 CA), kilt blindado (20 po, +1 CA, accesorio), lanza
larga (5 po), maza de armas (8 po), rodela (5po), bolsa de componentes de conjuro (5po), cuerda de
cáñamo (1po), garfio de escalada (1po), muda de montaraz (gratis), mochila (2 po), frascos vacíos varios,
23 gp
TRASFONDO
Nacido fruto de una mala noche en el asentamiento de Oroverde (Kyonin) entre un elfo demasiado bebido
y la hija de un mercader humano, Arioch no tuvo una infancia muy al uso. Creció en Oroverde con su
padre, que era un bala perdida y ligón irredento, sin embargo Arioch procuró no verse arrastrado por los
negocios turbios de su padre y dejó pronto las calles de Oroverde. Ya que siempre se le había dado mejor
lo mental que lo físico, viajó a Iadara (capital de Kyonin) y de los elfos de allí aprendió el arte de la
convocación. Tenía un futuro prometedor como aventurero, pero entonces, conoció a Nemyie, una dama
élfica que se convirtió en el amor de su vida. Hermosísima y benevolente, Arioch dejó su incipiente
carrera de aventurero sin dudar para casarse con ella. No tardaron en tener una niña elfa, Tidi. Sus
proyectos de viajar a tal o cual ruina en busca de artefactos mágicos acabaron ahí. Se trasladaron de
Iadara a las fértiles tierras en torno a Oroverde y Arioch se dedicó a trabajos menores: animar fiestas,
apoyo al forjar objetos mágicos, identificación, lanzar conjuros... Nemyie resultó ser una gran
administradora y pronto forjó una modesta pero productiva red comercial, eso la llevaba a viajar a distintas
ciudades portuarias y Arioch, por supuesto la acompañaba a veces con Tidi, y aprovechaba para trabajar
en alguna feria cercana. En un viaje a Caliphas, Tidi fue asesinada
El Hombre del Rey (Eidolón)
Ajeno Mediano 1 (Forma Bípeda)
CN Mediano
Inic +3; Sentidos Percepción +4
DEFENSA
CA 13, toque 11, desprevenido 12 (+1 Des, +2 armadura natural)
hp 11 (1d10+1)
Fort +3, Ref +1, Vol +2
OFENSIVA
Velocidad 30 pies
Melé 2 garras +5 (1d4+4) o fauchard heredado +5 (1d10+6)
A distancia piedro +2 (1d4+2)
Reserva de evolución: 3 (fuerza +2, alcance [fauchard])
Compartir conjuros (Ex), vínculo (Ex), visión en la oscuridad 60’ (Ex)
ESTADÍSTICAS
Fue 18, Des 12, Con 13, Int 7, Sab 10, Car 11
Atq. Base +1; BMC +5; CMD 16
Dotes Rasgos adicionales (Arma heredada (Fauchard), Reaccionador)
Habilidades Acrobacias +5, Percepción +4, Sigilo +5, otra
Idiomas Común
Objetos especiales nope;
Otro equipo Fauchard heredado
DESCRIPCIÓN
Colocar la descripción del semielfo
Though its pincers seem too small to harm anything larger than an insect, this scorpion’s stinger still appears dangerous.
Greensting ScorpionCR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse B
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless
trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
ECOLOGY
30 Alcance 1 (armas) =1
Armadura mejorada x3 = 3
28
8+10+2 = 19+2 heroísmo +1 acelerar = +23 <-- arma mágica mayor merecería la pena?
Eidolon
3º Combat reflexes
6º Power Attack
9º Lunge, otra (reconvirtiendo Multiataque?) <-- una o dos dotes adicionales por Training
11º ¿?
Shield Brace?
Arioch
9º
11º
Conjuro de Montar + Conjuro Convocar Eidolón = Eidolón 2xnivel + convocación aumentada
GUANTELETES DE
DUELING
Source Ultimate Equipment pg. 141, Advanced Player's Guide pg. 287
Aura faint transmutation CL 5th
Slot weapon quality; Price +14,000 gp; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement
bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist
disarm attempts, and a +2 to the DC to perform a feint against the wielder.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cat’s grace; Price +7,000 gp
TRAINING
Source Inner Sea Intrigue pg. 52
Aura faint transmutation CL 3rd
Slot none; Price +1 bonus; Weight —
DESCRIPTION
Popular among those who seek to impersonate skilled warriors, a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when
this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat
stored in the weapon cannot be changed.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, magic weapon, creator must have the chosen combat feat and its prerequisites; Price —
FOUR-LEAF CLOVER
Source Occult Adventures pg. 258
Aura faint evocation; CL 5th
Slot none; Price 3,750 gp; Weight —
DESCRIPTION
This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through
other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck
bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn.
Although it appears to be a simple horseshoe, a lucky horseshoe focuses and channels the mystical energies of good fortune. As long as a lucky horseshoe’s owner carries it
on her person, she gains a +1 luck bonus on saving throws. Once per day, she can invoke the lucky horseshoe’s power to gain a +4 luck bonus on a single saving throw. She
must declare that she is using this ability before the roll is made.
CONSTRUCTION REQUIREMENTS
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston
Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve
Townshend.
You must remove the buckler to reload the gun. Each barrel of a buckler gun uses a bullet and 1 dose of black powder
or single alchemical cartridge as ammunition. Because of its awkward construction, a buckler gun is always considered
an off-handed weapon.
Price 24,000 gp; Slot none; CL 12th; Weight —; Aura strong evocation
DESCRIPTION
This stone grants you the ability to use a 1st level spell from the cleric, druid, or sorcerer/ wizard spell list as a spell-like ability three times per day, using your character level
as your caster level. The spell keyed to the ioun stone is selected by the stone’s creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or
higher.
The save DCs of the chosen spell are Charisma-based, if any.
Cracked: This stone functions as a normal silver spindle ioun stone, but instead grants a 0-level spell. Price: 12,000 gp.
Flawed: This stone functions as a normal silver spindle ioun stone, but it deals 1d3 Charisma damage to you each time you use the spell-like ability. Price: 16,000 gp.
CONSTRUCTION REQUIREMENTS
Cost 12,000 gp; Feats Craft Wondrous Item; Spells imbue with spell ability; Special creator must be 12th level