Dragonheart The Second Born

O Grupo Dragonheart é a segunda geração de herois de Forgotten Realms, que tem agora a missão de ajudar e zelar pelo reino de Damara no coração das Bloodstone Lands, lutando contra a infiltração do maléfico Iron Throne, com as ameaças da volta do Witch King of Vaasa ou simplesmento esbarrando em problemas nossos bravos aventureiros vao seguindo com suas vidas ...

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Local: Curitiba, Paraná, Brazil

6/12/2006

Ira Battlecry II

Ira BattleCry II “Ordreth Lamyle Blood Feather” male human Rog2/Frt6/Brb1: CR 9; Size M (6 ft., 6 in. tall; 214 lbs ); Age: 21; HD 2d6+6d10+1d12+27; hp 100; Init +3 (+3 Dex); Spd 40 ft.; AC 21 (+3 Dex, +4 Mw Chain Shirt, +3 Shape-shifter Bracers of Natural Armor, +1 Magic Ring of Protection); Attack +13/+8 (+8/+3 Base, +4 Str, +1 Jotunsverd) melee, or +12/+7 (+8/+3 Base, +3 Dex, +1 Mw Composite Longbow) ranged; SV Fort +10 (+7 Base, +3 Con), Ref +8 (+5 Base, +3 Dex), Will +2 (+2 Base); AL N (50) G (100).

Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 10 (+0), Cha 12 (+1).

Languages Spoken/Written: Trade Tongue, Chondathan, Espruar, Damaran, Illuskan; Languages Spoken: Utgarth

Lifestyle: Extravagant (200gps/month)

Piety Points: 8 Tymora

Conviction Points: 9

Virtue: Gregarious

Vice: Dandy

Traits: HIGH BORN (WELL EDUCATED) [BACKGROUND]

You were born into the nobility and enjoyed a life of simple leisure. However, for some reason you have been denied the true fruits of your birthright. Perhaps you were the second or third born and thus have no claim to an inheritance, or maybe your realm was overrun by invaders. Despite this setback, you still enjoy many of the advantages of your station. Mechanics: You gain a +2 bonus on all Diplomacy checks when dealing with nobles and officials. Your bearing shines through in formal circumstances. You also start with double the normal amount of gold to purchase equipment (see Chapter Seven). In addition, select one of the following trait abilities: Title: You bear an official title in a nation or domain chosen by the DM. While in this land, you can access the upper levels of the nobility or government. You might not gain an audience with the king, but you can speak with an official or minor noble, if you wish. Well Educated: You studied a wide range of topics in your youth. You gain 4 bonus skill ranks at 1st level and 1 bonus rank at each subsequent level. These ranks are in addition to the normal ranks you gain. Add them to your total ranks after accounting for your Intelligence bonus or penalty, not before.

TALL [PHYSICAL]

Your long arms and legs let you tower over others. In battle, your height grants you improved reach; a key advantage. Mechanics: You gain a +2 size bonus when making grapple checks. If you already have a size bonus, increase it by 2 points. In combat, you threaten one additional square beyond your normal threatened area. This square must be adjacent to a square you threaten, but it cannot be adjacent to you. You do not threaten this square if you do not threaten any other space. You must decide which extra square you threaten on your action. Until you designate a square, you do not threaten an extra space. You can change the square you threaten to a different one on your next action.

Cohort: Quillathe Quickfeet

Contacts: Haraldur Arnadottir in Heliogabalos

Skills and feats: Appraise +2 (+2 Int), Balance +4 (+2 Rank, +3 Dex, -1 Mw Chain Shirt), Bluff +6 (+5 Rank, +1 Cha), Climb +10 (+7 Rank, +4 Str, -1 Mw Chain Shirt), Concentration +3 (+3 Con), Craft +2 (+2 Int), Craft (Calligraphy) +4 (+2 Rank, +2 Int), Diplomacy +8 (+5 Rank, +1 Cha +2 Bluff), Disable Devices +7 (+3 Rank, +2 Int, +2 Mw Thief’s Tools), Disguise +3 (+1 Cha, +2 Bluff), Escape Artist +2 (+3Dex, -1 Mw Chain Shirt), Forgery +2 (+2 Int), Gather Information +6 (+5 Rank, +1 Cha), Handle Animal +2 (+1 Rank, +1 Cha), Heal +0, Hide +7 (+5 Rank, +3 Dex, -1 Mw Chain Shirt), Intimidate +15 (+12 Rank, +1 Cha, +2 Bluff), Jump +12 (+7 Rank, +4 Str, +2 Tumble, -1 Mw Chain Shirt), Knowledge (Local Waterdeep) +3 (+1 Rank, +2 Int), Knowledge (Religion) +4 (+2 Rank, +2 Int), Knowledge (Nobility & Royalty) +3 (+1 Rank, +2 Int), Knowledge (Geography) +3 (+1 Rank, +2 Int), Listen +4 (+4 Rank), Move Silently +7 (+5 Rank, +3 Dex, -1 Mw Chain Shirt), Open Locks +8 (+3 Rank, +3 Dex, +2 Mw Thief’s Tools), Perform (Oratory) +2 (+1 Rank, +1 Cha), Ride +8 (+5 Rank, +3 Dex), Search +6 (+4 Rank, +2 Int), Sense Motive +5 (+5 Rank), Spot +4 (+4 Rank), Surivival +2 (+2 Rank), Swim +2 (+4 Str, -2 Mw Chain Shirt), Tumble +10 (+6 Rank, +3 Dex, +2 Jump, -1 Mw Chain Shirt), Use Rope +3 (+3 Dex); Combat Expertise, Dodge, Mobility, Spring Attack, Combat Reflexes, Leadership, Whirlwind Attack, Power Attack and Elusive Target.

Feats: COMBAT EXPERTISE [GENERAL]: Prerequisite: Int 13. Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

DODGE [GENERAL]: Prerequisite: Dex 13. Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

MOBILITY [GENERAL]: Prerequisites: Dex 13, Dodge. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

SPRING ATTACK [GENERAL]: Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4. Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

COMBAT REFLEXES [GENERAL]: Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

LEADERSHIP [GENERAL]: Prerequisite: Character level 6th. Benefit: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit. Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader’s Reputation

Modifier

Great renown

+2

Fairness and generosity

+1

Special power

+1

Failure

–1

Aloofness

–1

Cruelty

–2

Other modifiers may apply when the character tries to attract a cohort:

The Leader . . .

Modifier

Has a familiar, special mount, or animal companion

–2

Recruits a cohort of a different alignment

–1

Caused the death of a cohort

–2*

* Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

The Leader . . .

Modifier

Has a stronghold, base of operations, guild house, or the like

+2

Moves around a lot

–1

Caused the death of other followers

–1.

Leadership Score

Cohort Level

—— Number of Followers by Level ——

1st

2nd

3rd

4th

5th

6th

1 or lower

2

1st

3

2nd

4

3rd

5

3rd

6

4th

7

5th

8

5th

9

6th

10

7th

5

11

7th

6

12

8th

8

13

9th

10

1

14

10th

15

1

15

10th

20

2

1

16

11th

25

2

1

17

12th

30

3

1

1

18

12th

35

3

1

1

19

13th

40

4

2

1

1

20

14th

50

5

3

2

1

21

15th

60

6

3

2

1

1

22

15th

75

7

4

2

2

1

23

16th

90

9

5

3

2

1

24

17th

110

11

6

3

2

1

25 or higher

17th

135

13

7

4

2

2

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above. Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohorts earn XP as follows: The cohort does not count as a party member when determining the party’s XP. Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total. If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat. Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

WHIRLWIND ATTACK [GENERAL]: Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

POWER ATTACK [GENERAL]: Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

ELUSIVE TARGET [TACTICAL]: Prerequisites: Dodge, Mobility, base attack bonus +6. Benefit: 1. Negate Power Attack: If the target of your Dodge feat uses Power Attack against you, that target gains no bonus to damage, but still takes an attack penalty. 2. Diverting Defense: Target 1 enemy flanking you with your Dodge feat. The first attack of that round from that attacker instead targets the other flanking enemy, who is considered flat-footed for this attack. Any other attacks that round are as normal. 3. Cause Overreach: If an attack of opportunity caused by your movement misses you, make a free trip attack on that enemy. The enemy may not try to trip you if you fail.

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Classes Features:

Weapon and Armor Proficiency: A rogue, fighter, barbarian is proficient with all simple and martial weapons, plus the hand crossbow and with all armor (heavy, medium, and light) and shields (including tower shields)

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 extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

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.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

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Worn Possessions: Jotunsverd (Blood Feather’s inherited full-blade), Ira’s Dragonheart Pin, Bracers of Shape-shifter Natural Armor +3, Ring of Protection +1, Bag of Holding, Continual light Stone, 5m Invisible Rope, x4 Cure Light Potions, Invisibility Potion, Oil of Bless, Mw Chain Shirt, Mw Amcathra Long Sword, Mw Amcathra Heavy Metal Shield, Mw Composite Longbow, Mw Thief’s Tools, Dagger, Potion Belt, Acid Flask, x2 Alchemist Fires, x2 Anti-toxin, Explorer’s Outfit, Whetstone, Flint & Steal, Thunderstone, Smoke Stick, Sun-rod, 20x Longbow’s arrows, Belt pouch, 35 pps, 77 gps, 10 sps and 4 cps (100 lb, light load).

Carried Possessions: Backpack, Noble’s Outfit, Bedroll, Scroll Case, x2 Vials of Ink, x2 Ink-pens, x50 Paper Sheets, Bull’s-eye Lantern, x5 Oil Flasks, x2 50’ Silk Rope, Grappling Hook, x3 Sacks, Water-skin, Wine-skin (formidable wine), x2 Torches, Incensory, x2 Incenses, Manacle, Tangle-foot Bag, x2 Candles, x2 Chalk, Small Steal Mirror, x2 Piton, Crowbar, Impitur’s Documents, 10 Days Trail Ration, 1144 gps, 5 sps ( 100 gps, 4 gems); (+ 98 lb, medium load).

Other Possessions: Blood Feather’s Crown, Nax’s Dragon Heart Pin, Stone Rain Breastplate, Cormyrean War Medal, Noble Outfit, Sewer’s Documents.

JOTUNSVERD: A giant dwarven made full-blade that gives the bearer (Who has to belong to the direct bloodline of Feldrin Blood Feather I, First King of Damara) the Exotic Weapon (Full-blade) feat. It’s made of adamantine and imbedded with an Ever-bright treatment (Considered as an Minor Artifact). Everbright: These weapons are as bright and shiny as polished silver. They never tarnish and are immune to corrosive attacks. The weapon flashes with a brilliance up two twice per day upon the command of the wielder. All within 20 feet except the wielder must make a Reflex saving throw (DC 14) or be blinded for 1d4 rounds.

IRA’S DRAGON HEART PIN: A cloak pin carved out o blood stone in form of a dragon placed in a position that resembles the form of a heart. The pin protects the wearer from all normal missiles providing a DR 10/magic against ranged weapon attacks, once the pin takes 100 points of damage it becomes discharged and may only be used again after a whole week. Once a day the wearer may receive a +2 insight bonus to one of his attack rolls or combat maneuvers, the decision must be made before the die is rolled. May only be used by NG characters.

BLOODFEATHER’S CROWN:

NAX’S DRAGON HEART PIN: A cloak pin carved out of blood stone in form of a dragon placed in a position that resembles the form of a heart. The pin provides the wearer with the ability of draining power from an extra domain chosen from the following list: Renewal, Strength or Sun. Once a day the wearer may receive a +2 insight bonus to his attack rolls or combat maneuver against undead, including turning ability. May only be used by NG characters.