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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.

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