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- Personajes de Arcadia: Zitirio, el destinado
Posted by : LeonDelgado
martes, 22 de octubre de 2013
Zitirio, el
destinado, es un Visgan de las tierras de Corinto (Esparta), ha crecido
viviendo en las calles de la capital durante los últimos cinco años, en ese
tiempo se dedico a vivir de su astucia, robando a los mercaderes de
Corinto y explorando las catacumbas de la ciudad. Hace poco un grupo de ladrones
rivales intentaron matar a Zitirio, pero este en un momento de necesidad
expulso de su mano una poderosa energía que le protegió. Desde entonces ha
estado estudiando este extraño poder, descubriendo en el habilidades arcanas
que nunca había imaginado.
Recientemente consiguió
robar un libro de magia para magos principiantes y con este ha estado tratando
de educarse en como usar sus poderes, poco a poco su potencial ha logrado
surgir.
Zitrio
Visgan Rouge
2/ Sorcerer (Destined) 1
CN Small Humanoid
(Visgan)
Int: +3; Senses: Perception +0 Speed: 20 ft/ 20 ft with Armor.
Defences
DF: 18, Touch 16, Flat- footed 13 (+3
Dex);
DR (from Armor): 2/-
CMD: 15
Hp: 10 (3d6+0)
Resistances: +2 morale bonus on saving throws
against fear.
For: +2, Ref: +8, Will: +1.
Offence
Melee: Masterwork Sickle +5 (1d4/ 19-20 x2).
Ranged: Masterwork light crossbow +5 (1d6/
19-20 x2).
Base Atk: +1.
CMB: +1
Attack Options: If his target is in 30 ft or less
he gets +1 to attack and damage with range attacks and he can use the sneak
attack ability with his crossbow in that range.
Special Actions: Combat casting: if you pass a
Concentration check of DC 15 +spell level you can cast a spell in melee combat.
Combat gear (use in combat): 2 Potions of Cure lights wounds
(1d8+2 Hp), 2 potion of Cats grace (+4 to Dex).
Spells Known/ Prepared (2 MP total):
0 level (at will,
DC 13)- Magic Missile (1d4+1 always hit).
1st level
(1 MP, DC 14)- Mage Armor (+4 Armor Bonus to DF), Shield (+4 Shield Bonus to
DF), Color Spray (Cone-shaped burst, Will negates DC 14, Creatures of 2 HD or
less are unconscious, blinded, and stunned for 2d4 rounds, then blinded and
stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures
are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned
for 1d4 rounds, then stunned for 1 round.5 or more HD: The creature is
stunned for 1 round.)
Statistics
Str: 10 (+0), Dex: 16 (+3), Con: 12 (+1),
Int: 12 (+1), Wis: 10 (+0), Cha: 16 (+3),
Feast: Weapon finesse, Point blank shot.
Trained Skills (LB +1): Bluff +12, Jump +7, Sense Motive
+7, Stealth +12, Disable Devise +6, Knowledge (Arcana) +4, Knowledge (Local -
Sparta) +6, Search +6.
Lenguages: Visgan, Cores.
Racial Traits (already applied): +1 size bonus to Defense, a +1 size
bonus on attack rolls, +4 size bonus on Hide checks, base land speed is 20
feet; +2 racial bonus on Bluff, Climb, Jump, Sense motive and Move Silently
checks; +1 racial bonus on all saving throws; +1 racial bonus on attack rolls
with thrown weapons and slings.
SQ: Foretelling:
Once per day a Visgan can cast the spell Augury, as if he was a cleric of his
character level, to use this power a Visgan needs some king of divination
method like a Torath Cards or the famous Vistoreth Coins (a set of 3 small
coins that the Visgan use to “read” the future).
-Visgan Blood: All Visgan has many magical
aptitudes. When a Visgan cast a spell of the Divination School his caster level
and spell DC increase in +2 (this bonus stack with the spellcasting benefits of
the Diviner path of the wizard class).
Gear: Masterwork Chain Shirt (20% spell
failure), Masterwork Sickle, Masterwork light crossbow with 21 bolts, Silk Rope
50 ft, grapping hook, Backpack, Bedroll, Adventurers clothes, 2 PP, 58 GP and
123 SP.
Class Abilities
Sneak Attack: If a rogue can catch an opponent when he is unable to
defend himself effectively from her attack, she can strike a vital spot for 1d6
of extra damage.
The rogue’s attack deals extra damage any time her target
would be denied a Dexterity bonus to Defense (whether the target actually has a
Dexterity bonus or not), or when the rogue flanks her target.
Trapfinding: Rogues (and only rogues) 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 it. Rogues (and
only rogues) can use the Disable Device skill to disarm magic traps. A magic
trap generally has a DC of 25 + the level of the spell used to create it. A
rogue 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 her party) without
disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and
unusual attacks with great agility. If she makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save,
she instead takes no damage. Evasion can be used only if the rogue is wearing
light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rouge talent -Bleeding Attack* (Ex): A rogue
with this ability can cause living opponents to bleed by hitting them with a
sneak attack. This attack causes the target to take 1 additional point of
damage each round for each die of the rogue’s sneak attack.
Touch of Destiny (Sp) (6/day): You can
touch a creature as a standard action, giving it an insight bonus on attack
rolls, skill checks, ability checks, and saving throws equal to 1/2 your
sorcerer level (minimum 1) [at this level is 1] for 1 round. You can use this
ability a number of times per day equal to 3 + your Charisma modifier.