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 Rise of the Witch Lords: NPC party memberi

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Broj postova : 349
Join date : 2012-09-01
Age : 34
Lokacija : Sinarius

Rise of the Witch Lords: NPC party memberi Empty
PostSubject: Rise of the Witch Lords: NPC party memberi   Rise of the Witch Lords: NPC party memberi EmptySat Nov 02, 2013 1:35 pm

Rise of the Witch Lords: NPC party memberi 0160d62cc5c85c928946bef4977ba80f

Venser Zrex
NG infused human wizard 3

Str: 11+0
Dex: 16+3
Con: 12+1
Int: 24+7
Wis: 16+3
Cha: 15+2

HP: 20
AC: 16
Ini: +7

DR: 5/magic
Immunity: Mindeffects
SR: 13

Saves:
Fort 2
Ref 4
Will 6

Feats:
Toughness
Improved Initiative
Spell Penetration

Abilities:
Scribe Scroll
Arcane Surge
Takeover
Evocation School
Intense Spells
Force Missile

Arcane Surge:

An infused character can,up to 3+int modifier times per day,
take 1d6 damage to recall a spell that he had prepared. The
character takes 1d6 damage as a free action. After that he
can cast one previously casted spell of level equal to 1/2
damage taken this way as a standard action.

Takeover

When infused character takes damage that would drop it
below 0, he or she must make a will save DC 10+character level.
If he or she fails, that character is taken over by the arcane
entity living inside of it. The entity attacks the nearest ally.
The entity can cast any arcane spell that its host can cast
without need for spell slots or preparation. After each round
or until he or she dies, a host can make an additional will save
to imprison the entity. If a host dies, the entity leaves.

Intense Spells:

Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile:

As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

1st level:

Shield, Identify, Charm Person, Hypnotism, Sleep, Magic Missile.

2nd level:

Glitterdust, Flaming Sphere, Scorching Ray, Gust of Wind.

Spell DC: 16 17 18

Spells per day: 0 4 3

Rise of the Witch Lords: NPC party memberi Knight_captain_by_eko999-d5msy8k

Rynor Delrak
LN human fighter 5

Str: 18+4
Dex: 16+3
Con: 16+3
Int: 14+2
Wis: 10+0
Cha: 16+3

HP: 47
AC: 19
Ini: +7

Saves:
Fort 7
Ref 4
Will 1

CMB: 10
CMD: 23

Feats:
Improved Initiative
Power Attack
Endurance
Diehard
Cleave
Weapon focus(greatsword)
Weapon Specialization(greatsword)

Attacks:
Greatsword +11 2d6+10 x2

Armor:
Breastplate

Abilities:
Weapon training(greatsword)
Overhand Chop(str x2 to dmg)

Rise of the Witch Lords: NPC party memberi Rogue_resized

Aldler Van Marolo
N human rogue 5

Str: 14+2
Dex: 20+5
Con: 16+3
Int: 14+2
Wis: 13+2
Cha: 16+3

HP: 40
AC: 19
Ini: +9

Saves:
Fort 4
Ref 9
Will 3

CMB: +5
CMD: 18

Feats:
Improved Initiative
Dodge
Pointblank Shot
Weapon finesse

Attacks:
Heavy crossbow +8 1d10 x2
Scimitar +8 1d8+2 18-20/x2

Armor:
Chain shirt

Abilities:
Sneak attack 3d6
Trapfinding
Evasion
Trap sense +1
Uncanny Dodge
Minor Magic(open/close 2/day)
Major Magic(vanish 2/day)
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