Nos ponemos roleros. En noviembre os presenté mi versión de Cyberman para el sistema d20. Lo de hoy no tiene que ver con Doctor Who pero sí con la iteración más exitosa del sistema de reglas abiertas de D&D, el Pathfinder de la compañía Paizo.
¡Qué grande, Paizo! Estaréis conmigo en que hay algo de genial en un sistema que, mediante la combinación de unas pocas reglas básicas (a saber, la guía Animal Archive, el clásico conjuro de druida Despertar y las clases core de Monje y alternativa de Ninja) te permite crear algo como lo que hoy os traigo.
El mayor defensor del Área de los Tres Estados. El agente más condecorado de la OSAC (OWCA en inglés, pero sigue sin ser chulo). Pico y cola de castor, su gruñido las hace a todas enloquecer.
Con todos ustedes... Perry, el Ornitorrinco. ¡Grrrrrl!
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Init +4; Senses Electrolocation
30ft (underwater), Perception +10/+14 underwater
DEFENSE
AC 23, touch 18, flat-footed 19 (+4 Dex, +5 natural armor, +2 insight, +2 size)
hp 50 (10d8-5)
Fort +6, Ref +14, Will +7
Special Defenses No Trace +2, Uncanny Dodge
Drawbacks Nemesis (Doofenshmirtz)
AC 23, touch 18, flat-footed 19 (+4 Dex, +5 natural armor, +2 insight, +2 size)
hp 50 (10d8-5)
Fort +6, Ref +14, Will +7
Special Defenses No Trace +2, Uncanny Dodge
Drawbacks Nemesis (Doofenshmirtz)
OFFENSE
Speed 10 ft, swim 40 ft
Melee unarmed strike +12/+7 or +11/+11/+6 (1d3-2) or spur +12 (1d3-2 plus poison)
Melee unarmed strike +12/+7 (1d3-2) and spur +7 (1d3-2 plus poison)
Missile hat +12 (1d2-2, 10’)
Special Attacks Flurry of Blows, Ki Pool (7), Poison Use, Sneak Attack 3d6, Stunning Fist (2/d, DC 17)
Space 2 ½ ft Reach 0 ft
Speed 10 ft, swim 40 ft
Melee unarmed strike +12/+7 or +11/+11/+6 (1d3-2) or spur +12 (1d3-2 plus poison)
Melee unarmed strike +12/+7 (1d3-2) and spur +7 (1d3-2 plus poison)
Missile hat +12 (1d2-2, 10’)
Special Attacks Flurry of Blows, Ki Pool (7), Poison Use, Sneak Attack 3d6, Stunning Fist (2/d, DC 17)
Space 2 ½ ft Reach 0 ft
STATISTICS
Str 6 (-2), Dex 18 (+4), Con 8 (-1), Int 13 (+1), Wis 15 (+2), Cha 18 (+4)
Base Atk +6 CMB +8 CMD 18
Str 6 (-2), Dex 18 (+4), Con 8 (-1), Int 13 (+1), Wis 15 (+2), Cha 18 (+4)
Base Atk +6 CMB +8 CMD 18
Feats
Catch Off-Guard, Combat Expertise (-2/+2), Deflect Arrows, Improved Feint,
Improved Unarmed Strike, Throw Anything, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Climb +7, Craft
(Clockwork) +5, Diplomacy +10, Disable Device +10, Disguise +12, Escape Artist
+12, Fly +6, Intimidate +8/+4 on targets larger, Knowledge (local) +6,
Knowledge (geography) +3, Perception +10/+14 underwater, Perform (string) +8, Profession
(driver) +8, Sleight of Hand +11, Stealth +18/+20 stationary, +24 to hide
sabotage, Survival +4, Swim +18 Racial +4 Perception underwater, +8
Swim (Dex)
Languages English, French (can’t talk), Platypus,
Sylvan
SPECIAL ABILITIES
Racial
Electrolocation (Ex) Blindsight 30’, only on living creatures, while underwater.
Racial
Electrolocation (Ex) Blindsight 30’, only on living creatures, while underwater.
Poison (Ex) Spur – Injury; save Fort DC 9; frequency
1/round for 4 rounds; effect 1
nonlethal damage; cure 1 save
Semiaquatic (Ex) Platypuses can hold their breath underwater
for up to 5 minutes before they must start attempting Constitution checks to
avoid suffocation.
Class
Feather Fall (Ex) As an immediate action, by opening his
parachute, Perry can slow his descent as if using feather fall. This ability uses his ninja level as the caster
level. Each use of this ability uses up 1 ki
point.
Follow Clues (Ex) Perry can use Perception to follow tracks as per the Survival skill.
Ki Pool (Su) As long as he has at least 1 ki point, Perry treats any Acrobatics skill check made to jump as if he had a running start.
By spending 1 point from his ki pool,
Perry can make an additional attack at his highest attack bonus, while on a
full attack; or to increase his
speed by 20 feet for 1 round; or to
give himself a +4 insight bonus on Stealth checks for 1 round. Each of these
powers is activated as a swift action. The ki
pool is replenished each morning after 8 hours of rest or meditation; these
hours do not need to be consecutive.
Light Steps (Ex) As a full-round action, Perry can move up to
twice his speed ignoring difficult terrain. While moving in this way, any
surface will support him, no matter how much he weights, but he can’t go across
air or up walls. He must end his move on a surface that can support him
normally. When moving his way, he doesn’t take damage from surfaces or hazard
that react to being touched, such as lava or caltrops, nor does he need to make
Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when
using light steps, Perry ignores any mechanical traps that use a location-based
trigger.
No Trace (Ex) Perry has learnt to cover his tracks, remaining
hidden, and conceal his presence. The DC to track him using the Survival skill
increases by +2. In addition, his training gives him a +2 insight bonus on
Disguise skill checks and on opposed Stealth checks whenever he is stationary
and does not take any action for at least 1 round.
Poison Use (Ex) Perry doesn’t risk to
poison himself while applying poison.
Undetected Sabotage (Ex) Whenever Perry uses Disable Device
to sabotage a device (like, say, an –inator), he can make a Stealth check with
a bonus equal to his level. Anyone (Doof) who inspects the device does not
notice the sabotage and (Doof) assumes the object works unless he beats Perry’s
check with an opposed Perception skill check.
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