Гемлин Мягкий Молот
Мудрый, мягкий в речах и твердый в поступках дипломат из Гор пяти королей.
Гемлин Мягкий Молот
Dwarf Male Oracle 6
Init +0; Perception +4, Darkvision 60 ft
AC 21, touch 10, flat-footed 21 (12)
Fort +4, Ref +2, Will +9
Armor: Mithral Breastplate +2, Light
Shield: Light Steel Shield +2
Defensive Abilities: Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
Speed: 20 ft/x4
Melee: Cold Iron Melee Dagger 4) 19-20/x2 One-handed, CM +2
Special Attacks: Hatred (PFCR 21)
Str 15, Dex 11, Con 14, Int 16, Wis 19, Cha 20*
BAB +4, CMB +6, CMD +16
Armor Proficiency (LIGHT / MEDIUM) (PFCR 118),
Craft Construct (PFBty 314),
Craft Magic Arms and Armor (PFCR 120),
Craft Wondrous Item (PFCR 120),
Shield Proficiency (PFCR 133)
Appraise 15 для изделий частично состоящих из металла или дерева)
Sense Motive 17 для проверок при зачаровывании предметов)
Languages: Aklo, Celestial, Common, Dwarven, Elven, Giant, Gnome, Ignan, Skald, Terran, Undercommon, Varisian
DWARVEN RACIAL TRAITS
• DARKVISION 60 FT: Dwarves can see in the dark up to 60 ft.
• DEFENSIVE TRAINING: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• HATRED: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
• WEAPON FAMILIARITY: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• HARDY: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• SLOW AND STEADY: Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance.
• STABILITY: Dwarves receive a +4 bonus to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.
• STONECUNNING: Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 ft of them, regardless of whether or not they are actively looking.
• CRAFTSMAN: Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
- You have selected the following Archetypes:
Possessed Oracle (Oracle)
- FAVORED CLASS (Oracle) : You’ve gain the following bonuses: +6 Skill Point.
- ORACLE CURSE: Each oracle is cursed, but this curse comes with a benefit as well as a hindrance.
- Tongues (Ex):* In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand Ignan, and Celestial. This does not interfere with spellcasting, but it does apply to spells that are language dependent. (PFAPG 44). (PFAPG 43 – 44).
- MYSTERY: You draws upon a divine mystery, Metal, to grant your spells and powers. This mystery also grants Appraise, Bluff, Disable Device, Intimidate as class skills. (PFAPG 43).
- REVELATION: You have uncovered the following secrets about you mystery: Riddle of Steel, Two Minds.
Riddle of Steel (Su): Your sacred bond with metal gives you insight into its form and function. Once per day, you may spend 10 minutes meditating on the structure of a piece of unworked metal or ore to gain a +5 insight bonus on your next Craft check to make something using that metal. (PFUM).
Two Minds (Su): You gain a +2 bonus on Will saves against enchantment spells or effects. (PFUM). (PFAPG 45).
- POSSESSED CURSE: A possessed oracle must choose the haunted or tongues curse. (PFUM 59).
- MYSTERY SPELL: These bonus spells replace the oracle’s normal mystery bonus spells at these levels: ventriloquism (1st), spider climb (4th), screech (6th), sleepwalk (8th), telekinesis (10th), animate objects (12th), divine vessel (16th). (PFUM 59).
• POSSESSED REVELATION: A possessed oracle must take the Two Minds revelation at 1st level. (PFUM 59).
ITEM CREATION FEATS
- CRAFT CONSTRUCT: You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. A newly created construct has average hit points for its Hit Dice. (PFBty 314)
- CRAFT MAGIC ARMS AND ARMOR: Enchant masterwork weapons and armor by spending half the price of the enchantment cost (see PFCR 550-551) and spending 1 day/1,000 gp of enchantment cost. You can repair an item at half this cost and time. (PFCR 120)
- CRAFT WONDROUS ITEM: Create wondrous items by spending half the price of the enchantment cost (see PFCR 553) and spending 1 day/1,000 gp of enchantment cost. You can repair an item at half this cost and time. (PFCR 120)
- HEADBAND OF ALLURING CHARISMA +4: This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma. [CL: 8th] [Headband] (PFCR 516)
- Книга старых мастеров: +5 на проверку Spellcraft при создании магических предметов.
- AMBASSADOR (Religion: NG): +2 trait bonus to Diplomacy checks. (PFCo: TEoG 14)
- ELDRITCH SMITH (Magic): You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-handed weapons with nonmetal parts, such as axes and spears. (PFCo: DoG 11)
Весьма ухоженный и обаятельный дварф дипломат из Гор Пяти Королей. Гемлин мягок в формулировках, но тверд в решениях. Ему удалось разорвать, начавший складываться союз между культом Дроскара и Лесовией. Во исполнение данных им обещаний остался жить в Дубровнике.