編集する キャラクター一覧 キャラクター一覧(分割ページ表示 ) Pathfinder キャラクターデータベース
タグ
Thralls_of_the_Shattered_God へんくま 名古屋界隈PF5/1
キャラクター名
ソルセク
属性
中立にして善
プレイヤー名
へんくま
最終更新
2016/06/16 11:28
クラス/キャラクターレベル
Medium(Relic Channeler)8
信仰する神
アイオーメディ
故郷
ネロシアン、メンデヴ
種族
アアシマール(Angelkin)
サイズ
中型
性別
年齢
25
身長
5'10" 180cm
体重
187.22lb. 85kg
髪の色
瞳の色
肌の色
メモ欄
常にChampionにチャネリング、外見は人間そのもの(Scion of Humanity)
能力名 能力値 能力
修正値
一時的
能力値
一時的
修正値
筋力
26
+8
 
 
敏捷力
12
+1
 
 
耐久力
14
+2
 
 
知力
7
-2
 
 
判断力
10
 
 
 
魅力
14
+2
 
 
HP
ヒットポント
最大値
75
ダメージ減少
 
負傷/現在のヒットポイント
非致傷ダメージ
 
イニシアチブ修正値
2
=
+1
+
1
合計
【敏】
修正値
その他の
修正値
移動速度
地上
30ft./6sq.
20ft./4sq.
基本移動速度 防具着用時
ft./
ft.
ft.
ft.
飛行/機動性 水泳 登攀 掘り進み
技能
クラス
技能
技能名 技能
修正値
能力
修正値
ランク クラス
技能
鎧による
判定ペナルティ
その他の
修正値
〈威圧〉
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈隠密〉
-4
= 【敏】+1 +
 
+
 
+
-5
+
 
〈軽業〉
-4
= 【敏】+1 +
 
+
 
+
-5
+
 
〈鑑定〉
-2
= 【知】-2 +
 
+
 
+
 
+
 
〈騎乗〉
-4
= 【敏】+1 +
 
+
 
+
-5
+
 
〈芸能〉()
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈芸能〉()
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈言語学〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈交渉〉
6
= 【魅】+2 +
1
+
+3
+
 
+
 
〈呪文学〉*
4
= 【知】-2 +
3
+
+3
+
 
+
 
〈職能〉()*
0
= 【判】0 +
 
+
 
+
 
+
 
〈職能〉()*
0
= 【判】0 +
 
+
 
+
 
+
 
〈真意看破〉
0
= 【判】0 +
 
+
 
+
 
+
 
〈水泳〉
6
= 【筋】+8 +
 
+
 
+
-5
+
3
〈製作〉()
-2
= 【知】-2 +
 
+
 
+
 
+
 
〈製作〉()
-2
= 【知】-2 +
 
+
 
+
 
+
 
〈製作〉()
-2
= 【知】-2 +
 
+
 
+
 
+
 
〈生存〉
0
= 【判】0 +
 
+
 
+
 
+
 
〈装置無力化〉*
 
= 【敏】+1 +
 
+
 
+
-5
+
 
〈脱出術〉
-4
= 【敏】+1 +
 
+
 
+
-5
+
 
〈知覚〉
4
= 【判】0 +
1
+
+3
+
 
+
 
〈知識:貴族〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:工学〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:次元界〉*
4
= 【知】-2 +
1
+
+3
+
 
+
2
〈知識:自然〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:宗教〉*
2
= 【知】-2 +
1
+
+3
+
 
+
 
〈知識:神秘学〉*
2
= 【知】-2 +
1
+
+3
+
 
+
 
〈知識:ダンジョン探検〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:地域〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:地理〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈知識:歴史〉*
 
= 【知】-2 +
 
+
 
+
 
+
 
〈治療〉
2
= 【判】0 +
 
+
 
+
 
+
2
〈手先の早業〉*
 
= 【敏】+1 +
 
+
 
+
-5
+
 
〈登攀〉
6
= 【筋】+8 +
 
+
 
+
-5
+
3
〈動物使い〉*
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈はったり〉
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈飛行〉
-4
= 【敏】+1 +
 
+
 
+
-5
+
 
〈変装〉
2
= 【魅】+2 +
 
+
 
+
 
+
 
〈魔法装置使用〉*
18
= 【魅】+2 +
8
+
+3
+
 
+
5
*習得時のみ。【筋】【敏】鎧による判定ペナルティ適用
AC
アーマークラス
22
=10+
10
+
 
+
+1
+
 
+
 
+
 
+
1
合計
ボーナス

ボーナス
【敏】
修正値
サイズ
修正値
外皮
ボーナス
反発
ボーナス
その他の
ボーナス
接触
アーマークラス
12
立ちすくみ
アーマークラス
22
修正等
セーヴィング・スロー 合計 基本
セーヴ
能力
修正値
魔法による
修正値
その他
修正値
一時的
修正値
頑健【耐久力】
9
=
2
+
+2
+
2
+
3
+
 
反応【敏捷力】
5
=
2
+
+1
+
2
+
 
+
 
意志【判断力】
8
=
6
+
0
+
2
+
 
+
 
     基本攻撃ボーナス     
6
  呪文抵抗  
 
戦技ボーナス
14
=
6
+
+8
+
 
+
 
合計 基本攻撃
ボーナス
【筋】
修正値
サイズ
修正値
その他の
修正値
戦技防御値
25
=
6
+
+8
+
+1
+
 
+
 
+10
合計 基本攻撃
ボーナス
【筋】
修正値
【敏】
修正値
サイズ
修正値
その他の
修正値
攻撃1 攻撃ボーナス クリティカル 重量
グレートソード+1、イーヴルアウトサイダーベイン 8350gp ウェポンコード 0.1gp
+18/+16/+11
19-20/*2
 
タイプ 射程 その他・矢弾等 ダメージ
S
 
Seance Boon、Spirit Bonus、強打、狂乱集中、Sudden Attack
2d6+24

攻撃2 攻撃ボーナス クリティカル 重量
 
 
 
 
タイプ 射程 その他・矢弾等 ダメージ
 
 
 
 

攻撃3 攻撃ボーナス クリティカル 重量
 
 
 
 
タイプ 射程 その他・矢弾等 ダメージ
 
 
 
 

攻撃4 攻撃ボーナス クリティカル 重量
 
 
 
 
タイプ 射程 その他・矢弾等 ダメージ
 
 
 
 

攻撃5 攻撃ボーナス クリティカル 重量
 
 
 
 
タイプ 射程 その他・矢弾等 ダメージ
 
 
 
 

攻撃6 攻撃ボーナス クリティカル 重量
 
 
 
 
タイプ 射程 その他・矢弾等 ダメージ
 
 
 
 

鎧・防御アイテム ACボーナス タイプ ACへの【敏】ボーナス上限 判定ペナルティ 秘術呪文失敗確率 重量 特性・その他
ベルト/筋力+2
 
 
 
 
 
1
4000gp
クローク/抵抗+2
 
 
 
 
 
1
4000gp
クイックランナーズシャツ
 
 
 
 
 
 
1000gp
フルプレート+1
10
重装
1
-5
35
50
2650gp
ヘルム(ジンガサ)オブインヴィンシブルクルセイダー(フォーチュニットソルジャー)
1
 
 
 
 
3
5000gp 1回/日でクリティカル無効(割り込み)
Ioun stone/pink and green sphere, cracked
 
 
 
 
 
 
200gp UMD+1技量
Ioun stone/dusty rose prism, cracked
 
 
 
 
 
 
500gp Init+1技量
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
合計
11
 
1
-5
35
55
 
装備品
アイテム重量
高品質背負い袋 50gp 4
携帯用寝具 0.1gp 5
水袋 1gp *2 8
旅人の服 5
火打ち石と打ち金 1gp
保存食 0.5gp *4 4
呪文構成要素ポーチ 5gp 2
Spring-Loaded Wrist Sheath 5gp *2 2
ワンド/ミラーイメージ 2250gp 25ch WS
ワンド/シールド 375gp 25ch UMD WS
ワンド/ロングアーム 375gp 25ch UMD
ワンド/ロングストライダー 375gp 25ch UMD
巻物/Rags to Riches CL7 Cleric/Oracle 700gp
巻物/フリーダムオブムーヴメント CL7 Cleric/Oracle 700gp
巻物/PfE 25gp *5 Medium
巻物/MCAE CL5 Cleric/Oracle 375gp
ポーション/エンラージパーソン 50gp*2
ポーション/リデュースパーソン 50gp
オイル/ブレスウェポン 50gp*4
ポーション/バークスキン 300gp*2
Elixir of Spirit Sight 1000gp
運搬重量の合計
(硬貨含)
85.24
所持金
銅貨(cp)
 
銀貨(sp)
8
金貨(gp)
4
白金貨(pp)
 
軽荷重
346
頭上に持ち上げる
=最大荷重
1040
中荷重
693
地面から持ち上げる
=最大荷重x2
2080
重荷重
1040
押し引き
=最大荷重x5
5200
特技
[言語]共通語

[特徴](十字軍の子、地域、恐怖セーヴ+2特徴)
[特徴](危険なまでの好奇心、魔法、UMD+1)

[1st]強打
[3rd]狂乱集中
[5th]技能熟練:魔法装置使用
[7th]追加hp

適正クラス(Medium)ボーナス
1st:hp
2nd:hp
3rd:hp
4th:hp
5th:hp
6th:hp
7th:hp
8th:hp

hp:8+5*7+16+8+8
特殊能力
種族特性 アアシマール(angelkin)

+2【筋力】、+2【魅力】
疑似呪文能力を失う代わりに【筋力】にさらに+2

原住の来訪者:アアシマールは(原住)の副種別を持つ来訪者である。
→Scion of Humanityで人型生物(人間)かつ来訪者(原住)


中型:アアシマールは中型クリーチャーであり、サイズによるボーナスもペナルティも受けない。


普通の移動速度:アアシマールは30フィートの基本移動速度を持つ。


暗視:アアシマールは最大60フィートまでの暗闇を見通せる。


得意技能:アアシマールは〈知識:次元界〉および〈治療〉判定に+2の種族ボーナスを得る。

天上の抵抗:アアシマールは[酸]、[電気]、[冷気]に対する抵抗5を持つ。


言語:アアシマールはプレイ開始時に共通語及び天上語の会話能力を持っている。高い【知力】を持つアアシマールは次に挙げる言語を選択することができる:エルフ語、ドワーフ語、ノーム語、ハーフリング語、森語及び竜語。
→Scion of Humanityで天上語失う

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Medium
Weapon and Armor Proficiency: Mediums are proficient with all simple weapons, light armor, and medium armor, but not with shields.

Spells: A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell's level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium's spell is equal to 10 + the spell level + the medium's Charisma modifier.

A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the Medium progression table. In addition, he receives bonus spells per day if he has a high Charisma score.

The medium's selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on the Medium Spells Known table. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on the spells known table are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.

Knacks: Mediums learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume slots and can be used again.

Spirit (Su): A medium serves as a vessel to channel spirits-astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium's concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further here. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend's Favored Locations entry. The medium gains the spirit's listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit's intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

A medium can invite his allies to participate in his seance-shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit's influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.

When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit's consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a -2 penalty on initiative checks as well as a specific additional penalty listed in each spirit's entry. However, the spirit's mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM's control until after he awakens the next day with the spirit gone.

During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

Relics (Su): A relic channeler begins with one relic for each of the six spirit legends. Each relic corresponds to a specific spirit, and could be any type of psychically resonant item-from a runestone with a symbol related to that spirit to a bone remnant from a legendary hero. Once a relic channeler selects a choice for taboos and spirit powers (such as archmage arcana and legendary champion), those choices remain in effect every time she channels that legend; unlike normal mediums, she can't select a different option each time. A relic channeler can't choose to channel a weaker spirit to reduce her influence from spirit surge. She doesn't need to find an appropriate location to channel her spirits, since she can simply use her relics. If she loses one of her relics, she is incapable of channeling that legend until she recovers the relic. If the relic is destroyed, the relic channeler can use her strong bond with the spirit of that relic to forge a new relic for that spirit from her own essence. The process takes 1 week of intense seances and 500 gp per medium level she possesses. This ability alters spirit.

Powerful Bond (Su): Because of habitually channeling the same spirits and possessing physical links to the spirits' former lives and legends, a relic channeler possesses a strong bond with her spirits. She receives the benefit of the Alertness feat whenever she is suffering a spirit's influence penalty. She chooses two spells of each level with the archmage arcana and divine surge spirit powers instead of one, two exotic weapon proficiencies with champion's prowess instead of one, three combat feats with legendary champion instead of two, and three skills with trickster's edge instead of two. This ability alters spirit.

Spirit Bonus (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium's spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check's result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium's spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

Shared Seance (Su): At 2nd level, a medium can share his channeled spirit's aid with his allies. All allies who participate in the medium's seance gain the channeled spirit's seance boon for 24 hours.

Taboo (Ex): At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a -2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn't gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium's body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium's connection to that spirit's legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.

Object Reading (Su): At 3rd level, a relic channeler gains the occultist's object reading ability, substituting her medium level for her occultist level for this ability. This ability replaces haunt channeler.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature's appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn't require a skill check and can be used at will.

Apport Relic (Su): At 5th level, a relic channeler can call one of her relics to her once per day as though she had cast apport object* on it and was mentally completing the spell. Furthermore, if the relic channeler gains the apport object spell, she can use it to receive her relics without casting it on them in advance in the same way. The range at which the relic channeler can apport her relics (both with this ability and the spell) increases by an additional 5 feet for every 2 levels she possesses beyond 5th. This ability replaces location channel.

Connection Channel (Sp): At 7th level, a medium can use his location channel ability at any location, so long as he possesses some connection to the deceased. If another participant in the seance is more familiar with the deceased than the medium, the medium can substitute that participant's familiarity in place of his own to determine the DC of the call spirit effect.

Connection Specialty (Sp):At 7th level, a relic channeler gains connection channel and can use that ability as a normal medium, despite not possessing location channel. She requires familiarity to use this ability, even if she is in an appropriate location.

This ability alters connection channel.


Champion

A champion spirit is a paragon of skill at arms.

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Favored Locations: Arenas, battlefields, places of violence, practice yards.

Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can't benefit from effects that increase your caster level.

Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as "my father's +2 falchion") that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat-if you or an ally breaks the rules of the challenge, you break this taboo.

Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit.

Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.
経験点 次のレベル
 
 
呪文
Influence:1
重装鎧習熟
軍用武器+特殊武器2つ習熟
タブー:レリックのグレートソード以外使わない、Spirit SurgeによるInfluence上昇2回/日免除

CL7th 精神集中+9
DC12+  
SR克服+7
遠隔接触+7

1st:1+1/day
2nd:1+1/day

習得呪文
0(6):
・ガイダンス VS
・ディテクトマジック VS
・detect psychic significance VS
・grave words S
・オープン/クローズ VSF
・シフト VS

1st(4):
・エクスペディシャスリトリート VS
・ハイトンドアウェアネス VM/DF
・ロングアーム VS
・イルオーメン VSM

2nd(3):
・ヒロイズム VS
・ヘイスト VSM
・フォールスライフ VSM

V: Thought Component
S: Emotion Component

ヒロイズム
+20/+18/+13
2d6+24

ヒロイズム+ヘイスト+Rags to Richesで全力攻撃
+22/+20/+20/+15
2d6+25

+ベイン
+24/+22/+22/+17
2d6+27+2d6

エンラージ
3d6+25
3d6+27+2d6 ベイン

設定など
メンデヴはネロシアンに生まれ育ち、第5次メンデヴ十字軍に従軍したパスファインダー。裏切り者のロッジ探索、対デーモン最終兵器発見などの任務をこなし、ネロシアンのヴェンチャーキャプテンの信頼を得た。第2次十字軍時代の十字軍戦士ヴァルカリアンの所有していたグレートソードを持つ(レリック)。このレリックを使い降霊術を行うことで、ヴァルカリアンの霊を呼び、自身に憑依させることで戦う。普段は鎧を着ればふらつき、武器を引きずって歩くほど不器用で温和な男だが、霊を呼びおろせば、着こなしも武器の扱いも巧みになり、ヴァルカリアンの影響を受け、いかにもタフな男といった雰囲気を醸し出す。この時、ソルセク・ヴァルカリアンを名乗る。ヴァルカリアンがグレートソード使いなためか、グレートソード以外の武器を使うことを嫌う。