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Offline _Zinou_  
#1 Envoyé le : vendredi 14 octobre 2016 16:57:54(UTC)
_Zinou_
Rang : Habitué
Inscrit le : 28/02/2016(UTC)
Messages : 144
Localisation : Gryon
Balises pour le MJ


INITIATIVE
Initiative dans la prison

[ hrp]Initiative![/hrp]
[ spoiler]
[ de]Milla: 1d20+5+1 ; Fangar: 1d20+1+1 ; Nyna: 1d20+4+1 ; Lorcan: 1d20+2+1 ; Samaël: 1d20+6+1 ; Elizabel: 1d20+1 ; monstre: 1d20+2[/de]
[/spoiler]

[ qr=ROUND UN - combat - Fight! - Carte mise à jour]
[ b]Fangar [24/24, spooked]: ?
Milla [26/26, spooked]: ?
Nyna [18/18, spooked]: ?
Samaël [15/15, spooked]: ?
Lorcan [21/21, spooked]: ?
Elizabel [19/19, spooked]: ?[/b]



Monstres [Rouge@ ; Vert@ ; Bleu@]: ?



Monstre [@]: ?
[ /qr]

[ hrp]La [ url=https://docs.google.com/presentation/d/1CqvMMf_S25QOzG_U5VBqa5D3Ms5Z6wiHy-aa6TYmyew/edit?usp=sharing]carte du combat est ici![/url][/hrp]



[ hrp]Rappel: Vous êtes tous "spooked" tant que vous êtes dans l'enceinte de la prison! Cf. [ url=http://www.pathfinder-fr.org/Wiki/Parties.P178%20reglesmaison.ashx#D_La_peur:_4]nouvelles règles sur la peur[/url].[/hrp]



Initiative Générale

[ hrp]Initiative![/hrp]
[ spoiler]
[ de]Milla: 1d20+5 ; Fangar: 1d20+1 ; Nyna: 1d20+4 ; Lorcan: 1d20+2 ; Samaël: 1d20+6 ; Elizabel: 1d20 ; monstre: 1d20+2[/de]
[/spoiler]

[ qr=ROUND UN - combat - Fight! - Carte mise à jour]
[ b]Fangar [24/24]: ?
Milla [26/26]: ?
Nyna [18/18]: ?
Samaël [15/15]: ?
Lorcan [21/21]: ?
Elizabel [19/19][/b]
MONSTRE [@]: ?
[ /qr]

[ hrp]La [ url=https://docs.google.com/presentation/d/1CqvMMf_S25QOzG_U5VBqa5D3Ms5Z6wiHy-aa6TYmyew/edit?usp=sharing]carte du combat est ici![/url][/hrp]



PERCEPTION
[ de]Perception Lorcan: 1d20+6 ; Perception Milla: 1d20+5 ; Perception Fangar: 1d20+2 ; Perception Nyna: 1d20+5 ; Perception Samaël: 1d20+7 ; Elizabel: 1d20+3 ; ?: 1d20+1[/de]

ou

_____________________________________

[ spoiler]
Merci de ne pas guigner ;)
Samaël = Detect undead
[ de]Perception Lorcan: 1d20+6 ; Perception Milla: 1d20+5 ; Perception Fangar: 1d20+2 ; Perception Nyna: 1d20+5 ; Perception Samaël: 1d20+7 ; Perception Elizabel: 1d20+3 ; wut?: 1d20+15[/de]
[/spoiler]





Characters features - Notes


ARMOR CLASS
Lorcan: AC: 16 ; TOUCH: 12 ; FLAT-FOOTED: 14 ; CMD: 17

Samaël: AC: 17 ; TOUCH: 14 ; FLAT-FOOTED: 13 ; CMD: 17

Fangar: AC: 16 ; TOUCH: 11 ; FLAT-FOOTED: 15 ; CMD: 15

Milla: AC: 17 ; TOUCH: 13 ; FLAT-FOOTED: 14 ; CMD: 18 [Rage: -2 à l'AC, +2 en CMD]

Nyna: AC: 13 ; TOUCH: 13 ; FLAT-FOOTED: 10 ; CMD: 13

Elizabel: AC: 18 ; TOUCH: 14 ; FLAT-FOOTED: 14 ; CMD: 8



SAVES
Lorcan: Fort: +5 ; Ref: +5 ; Will: +3 (+2 vs disease ; +4 vs mind-affecting ; -1 vs sonic)

Samaël: Fort: +4 ; Ref: +5 ; Will: +5 (+1 vs Comte Van Hohenheim and his minions ; +2 vs disease and mind-affecting)

Fangar: Fort: +9 ; Ref: +4 ; Will: +6 (+1 vs Comte Van Hohenheim and his minions)

Milla: Fort: +7 ; Ref: +3 ; Will: +3 [Totaux en rage: +9 Fort et +5 Will]

Nyna: Fort: +3 ; Ref: +4 ; Will: +4 (+2 vs enchantments ; immune to ghoul paralysis and sleep)

Elizabel: Fort: +3 ; Ref: +6 ; Will: +6 (+1 vs charm and corruption)



DRAWBACKS
Lorcan: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.

Samaël: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.

Fangar: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Milla: You cannot attempt untrained Knowledge checks with any other Knowledge skills than "Knowledge Nature", even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Elizabel: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.



STORY FEATS
Lorcan: Vengeance (Story): Compte Van Hohenheim
The need to avenge those you loved drives you to great deeds.

Prerequisite: You must have a close family member or other loved one slain by a specific challenging foe or that foe's minions, or have the Raiders or Vengeance background.

Benefit: You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.

Goal: Thwart your chosen foe.

Completion Benefit: You gain a +1 bonus on all saving throws. This bonus stacks with this feat's bonus against your foe and its minions, should they survive.

_________________________________________________________

Samaël: Vengeance (Story): Compte Van Hohenheim
The need to avenge those you loved drives you to great deeds.

Prerequisite: You must have a close family member or other loved one slain by a specific challenging foe or that foe's minions, or have the Raiders or Vengeance background.

Benefit: You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.

Goal: Thwart your chosen foe.

Completion Benefit: You gain a +1 bonus on all saving throws. This bonus stacks with this feat's bonus against your foe and its minions, should they survive.

_________________________________________________________

Fangar: Vengeance (Story): Compte Van Hohenheim
The need to avenge those you loved drives you to great deeds.

Prerequisite: You must have a close family member or other loved one slain by a specific challenging foe or that foe's minions, or have the Raiders or Vengeance background.

Benefit: You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.

Goal: Thwart your chosen foe.

Completion Benefit: You gain a +1 bonus on all saving throws. This bonus stacks with this feat's bonus against your foe and its minions, should they survive.

_________________________________________________________

Milla: Feral Heart (Story)
In your chest beasts the heart of a wild beast.

Prerequisite: You must have reverted to savage behavior through a traumatic event or extended period in the wilderness, or have the Raised by Beasts background.

Benefit: Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a +2 bonus on Dexterity- and Strength-based ability and skill checks and a +1 bonus on Reflex saves until the morale bonus effect ends.

Goal: Woo and then marry or otherwise enter into a committed relationship with a person from a civilized culture. This relationship must be forged in love, not bought or coerced.

Completion Benefit: Delay the penalties for the exhausted, fatigued, shaken, and sickened conditions for 1 round after first receiving them. If you already have the condition in question and it is applied again, this feat provides no benefit. Despite ignoring the penalties you do still have the condition. For example, if you become shaken again while benefiting from this feat, you become frightened as normal.

_________________________________________________________

Elizabel: Enemy Cult (Story)

You have crossed paths with a cult opposed to everything in which you believe.

Prerequisite(s): You must have encountered a cult whose general alignment is opposite to yours on at least one axis or who threatened your beliefs or way of life, or you must have the Angelic Encounter, the False Witness, The Omen, or the Terrible Secret background.

Benefit(s): Choose an appropriate detect chaos/evil/good/law spell that would aid you in opposing your chosen enemy cult.

You can cast this spell twice per day as a spell-like ability with a caster level equal to your character level.

Goal: Thwart the enemy cult, whose leader must be a challenging foe. You must deal that cult leader a decisive defeat, and additionally eradicate the cult or drive the cult from the area.

Completion Benefit(s): You gain a +2 resistance bonus on saving throws against evil creatures and a +2 deflection bonus to AC against evil creatures’ attacks. These bonuses double against evil summoned creatures.

Modifié par un utilisateur vendredi 2 février 2018 15:19:03(UTC)  | Raison: Non indiquée

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