PathFInder 2e Core Rule Book only:Normal PC Create Method
【Player Name】Seth 【Create Date】2020/03/29 Monk1 PathFinder 2e Core Rule Book サイコロを振らないPC作成方式 【Latest UpDate】 2021/05/19 Monk2
PC Data ************************************************************** Character Name:Fang Qiniang 方四娘さん LG鶴拳盾流ハーフエルフ娘14歳 Race&Gender:HalfElf Famale Age:14 Height: 185 cm, Weight: 75 kg Alignment:Lawful Good Language:Common,Elf Errata 1.0 1p Deity:Abadar https://pathfinder.fandom.com/wiki/Abadar Class:Monk2 EX:1000xp
STR 10 +2Ansesty Free1+2Backgroud STR+2Free1 = 16 +3 DEX 10 +2Ansesty Free2++2Backgroud Free++2Class+2Free2 = 18 +4 CON 10 ±0 INT 10 ±0 WIS 10 +2Free3 = 12 +1 CHA 10 +2Free4 = 12 +1
Details: Ancestry:Half-Elf 56p Two Free Ability Boosts Race HP:8 Size:Medium Speed:25ft. Human trait,Elf trait,LowLightVison Elf Atavism Half-Orc Ancestry Feat1 58p Cave Elf 39P DarkVIson 60ft. +1 Trained Skill a General Feat:Sheild Block(R) 266p
Background:Bounty Hunter 61p STR or WIS and a free Ability Boost Trained Survival Experienced Tracker skill feat1 261p Trained Survival full speed track chi/h -5
Monk1 features:155p
KeyAbility:SRT or DEX Class HP:10
Perception:Trained
Fort Expert Ref Expert Will Expert
Skills:4+int mod
Trained Simple weapons and UnArmed attacks
Expert UnArmored attacks
Class DC:DEX mod+2Trained
Flurry of Blows◆ 158p
Monk Feats: Crane Stance◆ 158p +1 circumstance bonus to AC but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Monk2 Monk feat2:Stunning Fist 160p 2.0 The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. あなたのFlurryの集中したパワーは、あなたの対戦相手を圧倒する恐れがあります。 あなたがFlurry of Blowsの2つの攻撃で同じクリーチャーをターゲットにしたとき、 あなたはそのクリーチャーをスタンさせることができます。 どちらかのストライクがヒットしてダメージを与えた場合、ターゲットは攻撃者のクラスDCに対する頑健セーヴに成功するか、あるいはスタン1(クリティカル失敗でスタン3)にならなければなりません。 これは無力化の効果です。
Skill feat2:Courtly Graces 260p 2.0 You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary. 貴族の間で育ったあなたは、適切なエチケットや態度を学んでいるので、 貴族のように振る舞うことができ、影響力や政治的なゲームを行うことができます。 貴族の印象を良くするために「社会 Society」を使用したり、貴族でない場合に貴族のふりをするために「なりすましDeception」を使用することができます。 特定の貴族になりすましたい場合は、通常の「なりすまし」に加えて、必要に応じて「嘘」を使用する必要があります。
PC作成時GM裁定 Q 以下のGM裁定をお願い申し上げます。 Monk of the Seven Formsの Endurance (Ex): At 3rd level, a monk of the seven forms gains Endurance as a bonus feat. This ability replaces maneuver training. で要求されている maneuver training.がUCモンクにありません。 代替えとして、UCモンクにある、 Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. を maneuver training.相当して良いでしょうか? A Endurance: 「maneuver training」の「Still Mind」への書き換えはOKとします。ただ、通常Still Mind の獲得は4LVになりますので、Endurance の取得も3LVでなく4LVで発生することにします。 また、ずいぶん先の話ですが「Sirocco Fury」の15LV能力ですが、それまでに「Ki Powers」の「Abundant Step」と「Quivering Palm」を取得(且つ、これらは取得しても利用不可)を要することとします。 「Quivering Palm」は16LVにならないと取得できないため、「Sirocco Fury」の15LV能力も実際には16LVになってから使えることとします。
PC Data ********************* Player Name:Seth Create Date:2020/06/20 Sat. UCMonk1 UpDate: 2020/08/01 UCMonk2 2020/08/09 UCMonk3 2020/11/02 UCMonk4 2021/05/27 UCMonk5
PC Name Xyzee House Janne Exodus From the Darklands city of Zirnakaynin Lawful Nurtural Female Drow UnChainedMonk 4 Seven Forms Languages:Common(+1INT mod.) Elven Undercommon
No Magic&Magic Items AC 17 = 10+3[dexterity]+2WIS+1Dodge[UCMonk1 Bonus Feat]+1[UCMonk4 AC Bonus] Touch AC 17 = = 10+3[dexterity]+2WIS+1Dodge[UCMonk1 Bonus Feat]+1[UCMonk4 AC Bonus] Flat-footedf: 10 = 10
+4[Mage Armor force deflection bonus] AC 21 = 10+3[dexterity]+2WIS+1Dodge[UCMonk1 Bonus Feat]+1[UCMonk4 AC Bonus]+4[Mage Armor] Touch AC 21 = = 10+3[dexterity]+2WIS+1Dodge[UCMonk1 Bonus Feat]+1[UCMonk4 AC Bonus]+4[Mage Armor] Flat-footedf: 14 = 10+4[Mage Armor]
Saving Throws: *********************************
Spell Resistance: SR11 = 6+5UCMonk A drow possesses an amount of spell resistance equal to 6 + her character level.
CMB[Combat Maneuver Defense]: 23 =10+5[BAB]+1 [STR mod.]+3[DEX mod.]+2[UCMonk WIS mod.]+1Dodge[UCMonk1 Bonus Feat]+1[UCMonk4 AC Bonus]
ATTACKs: ********************************* Ancestral Grudge: The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.
UCMonk1:FeatWeapon Finesse Lighting Flash[Monk of the Seven Forms] UCMonk1:Traits1:Axe to Grind UCMonk2:Combat Reflex 4=1+3Dex mod. UCMonk3:Ki pool 3=3UCMonkx1/2Monk level+2WIS mod. Ki Strike(Magic) UCMonk4:Ki pool 4=4UCMonkx1/2Monk level+2WIS mod. Ki Strike(Magic) UCMonk5:Ki pool 4=5UCMonkx1/2Monk level+2WIS mod. Ki Strike(Magic) Monk4 Ki power:Qinggong Power (Su): Burst of Adrenaline Endurance[instead of Still Mind] Monk5 style strike (1/round):Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
UnArmed Strike: +8(+9 vs Dwarf/Elf) = +5[base] + 3[DEX mod.](Monk1:FeatWeapon Finesse) Unarmed Damage: 1d8B +1 [STR mod.](+1[Axe to Grind])
Flurry of Blows: +8/+8 Ki 1point Flurry of Blows: +8/+8/+8 Unarmed Damage: 1d8B +1 [STR mod.](+1[Axe to Grind])
immediate action:UCMonk5回/day and 1/round,after 5ft.step but No 5ft.step at next round. Lightning Finish (Ex): +8 = 5[base] + 3[DEX mod.] Unarmed Damage: 1d8B(+1[Axe to Grind])
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Qinggong Power (Su) A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.
Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a qinggong monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.
Burst of Adrenaline https://aonprd.com/SpellDisplay.aspx?ItemName=burst%20of%20adrenaline School transmutation; Level mesmerist 1, psychic 1, spiritualist 1 Casting Time 1 immediate action Components V, S Range personal Target you Duration instantaneous Saving Throw none; Spell Resistance no Effect Description You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength, Dexterity, or Constitution, you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity, or Constitution for that roll, but you are fatigued for 1 round afterward. 明確化とGM裁定済み https://trpgsession.click/thread-detail.php?c=commu159258896130&t=thre159990659426 No.5 Burst of Adrenaline発動時に以下の判定のみに+4ボーナス 1 Attack rolls that use Str or Dex 2 Saves that use Dex or Con 3 Initiative that uses Dex 4 CMB that uses Str 5 Plus skill checks or straight ability checks that use Str, Dex, or Con.
Fatigued A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Monk5 Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike 1/round Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Spells *********************
Charm Person[Seducer:once per day as a spell-like ability] DC18 = 10+1[Spell Level]+2[CHA mod.]+5[PC Level] Source PRPG Core Rulebook pg. 254 School enchantment (charm) [mind-affecting]; Level arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer 1, witch 1, wizard 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level.
Dancing lights Source PRPG Core Rulebook pg. 263 School evocation [light]; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect up to four lights, all within a 10-ft.-radius area Duration 1 minute (D) Saving Throw none; Spell Resistance no Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Darkness Source PRPG Core Rulebook pg. 263 School evocation [darkness]; Level adept 2, antipaladin 2, arcanist 2, bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, oracle 2, shaman 2, skald 2, sorcerer 2, warpriest 2, wizard 2 Casting Time 1 standard action Components V, M/DF (bat fur and a piece of coal) Range touch Target object touched Duration 1 min./level (D) Saving Throw none; Spell Resistance no This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
Faerie fire Source PRPG Core Rulebook pg. 280 School evocation [light]; Level druid 1, hunter 1, mesmerist 1 Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area creatures and objects within a 5-ft.-radius burst Duration 1 min./level (D) Saving Throw none; Spell Resistance yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Skills *********************
Skill point 30=(6[UCMonk1]=4+1INT mod.+1Favored Class Monk)x5Monk The Monk (Unchained)’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Endurance[Monk4] Source PRPG Core Rulebook pg. 122 Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
ライトクロスボウLight Crossbow PHB p149 ライトクロスボウLight Crossbow PHB p149 Simple weapon, ranged weapon 25 gp, 5 lb.1d8 piercing ammunition (80/320 ft.), loading, two-handed Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
クロスボウ矢筒Crossbow Bolt Case + Crossbow Bolts (20) 一式2.5lb PHB p151 Adventuring gear 1 gp, 1 lb. This wooden case can hold up to twenty crossbow bolts. クロスボウ ボルトCrossbow Bolts (20) PHB p150 Ammunition 1 gp, 1.5lb. Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)
ダガーDagger PHB p149 Simple weapon, melee weapon 2 gp, 1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.) Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
ポーチPouch PHB p153 Adventuring gear 5 sp, 1 lb.〜+6lb. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.
バックパックは背中に背負って装備 V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全82.5lb. バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1 A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
種族 アアシマールAasimar CUSTOM LINEAGE Instead of choosing one of the game's races for your character at lst level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them: CreatureType.You are a humanoid. You determine your appearance and whether you resemble any of yourkin. Size. You are Small or Medium (your choice). Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. Feat. You gain one feat of your choice for which you qualify. VariableTrait.You gain one ofthe following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. カスタム血統 タージャ本8p PC作成時の1レベルのキャラクターは、ゲーム内の種族を選択する代わりに、 以下の特性を用いてキャラクターの血統を表現することができます。 クリチャータイプCreatureType。 人型。あなたの外見などは、ある特定の種族に似ているかどうかを決めるのはあなたです。 サイズ。小」か「中」を選択できます。 スピード。基本歩行速度は30フィートです。 アビリティスコアの増加。あなたが選んだ1つの能力値が2増加する。 特技。取得条件を満たしている特技を1つ獲得する。 色々な特徴:以下のうち好きなものを1つ得る。 (a)60フィートの暗視、または(b)選択した1つのスキルに熟練する。 言語 あなたは共通語と、あなたとあなたのDMが適切であると同意した他の1つの言語を話し、読み、書くことができる。 PC作成時Wizard1 クリチャータイプCreatureType:アアシマールAasimarの外見 プラチナブロンドの髪、コバルトブルーの瞳、フレッシュな色白の肌、クリアなソプラノ(C4〜E6以上) サイズ:中型 アビリティスコアの増加:知力INT+2 特技:テレパシーTELEPATHIC ターシャ本81p 知力INT+1 You awaken the ability to mentally connect with oth- ers, granting you the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that lan- guage. Your communication doesn't give the crea- ture the ability to respond to you telepathically. • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
クラス Wizard1 Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion 1st Spellcasting, Arcane Recovery Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. アルカンリカバリー 呪文書を研究することで、魔法エネルギーの一部を回復することを学んだ。 1日1回、短い休息を終えた時に、消費した呪文のスロットを選んで回復させることができます。 回復出来る呪文スロットのレベルの合計は、あなたのウィザードクラスレベルの半分切り上げ)である。 また、6レベル以上の呪文スロットは回復しない。 ※DM裁定 回復したスロット分の呪文を記憶する時間は小休憩時間に含まれる。 例えば、あなたが4レベルのウィザードであれば、最大で2レベル分の呪文スロットを回復することができます。 回復できるのは、第2レベルの呪文スロット1つか、第1レベルの呪文スロット2つです。 背景Background:有名冒険者推しCelebrity Adventurer's Scion(Acquisitions Incorporated48p) * Skill Proficiencies Perception, Performance * Tool Proficiencies Disguise kit * Languages Two of your choice * Equipment Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp. 有名人推しFeature: Name Dropping You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Suggested Characteristics Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse. GMセス - 今日 18:04 1d8+1d6+1d6+1d6 謎のNPCの背景での特徴決め!www (1D8+1D6+1D6+1D6) > 7[7]+2[2]+4[4]+1[1] > 14 d8 Personality Trait 1 I will never get out of my famous parent's shadow, and no one else will ever understand this burden. 2 I've seen enough of the adventuring life to have realistic expectations and empathy for my peers. 3 Living up to my legacy will be difficult, but I'm going to do it. 4 I'm used to the very best in life, and that's a hard habit to break. 5 My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me. 6 No one can fake a smile, a handshake, or an interested nod like I can. 7 I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you. 8 No risk is too great for the rewards of defeating my enemies... and taking their stuff. 性格的特徴 1d8->7 1 有名な親の影から抜け出すことはできないし、この重荷を理解してくれる人もいないだろう。 2 冒険生活を十分に見てきたので、同世代の人たちに現実的な期待と共感を持っている。 3 自分が残した遺産を守るのは難しいが、やり遂げるつもりだ。 4 私は人生で最高のものに慣れていますが、その習慣を変えるのは難しいです。 5 親から義務感を教わった。どんなに不利な状況でも、それを守ろうと努力しています。 6 笑顔や握手、うなずきなどは、誰にも真似できません。 7 私は、歩けるようになったときから冒険者としての生活を送ってきました。いくつか説明させてください。 8 敵を倒して物を奪うことで得られる報酬を考えれば、どんなリスクも大きすぎることはない。 d6 Ideal 1 Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil) 2 Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful) 3 Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral) 4 Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any) 5 Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any) 6 Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good) 理想 1d6->2 1 パワー。この世界で出世するには、権力を手に入れ、それを全力で保持するしかない。(悪) 2 平和。周りの混沌とした世界の中で平和を見つけたり、作ったりすることができる人は、すべてを手に入れることができる。(Lawful) 3 名声。名声がもたらすものを見てきた。そして、そのすべてを自分のものにするためには何でもする。(Neutral) 4 訓練。努力、犠牲、そして訓練が成功につながり、最終的には完璧になる。(中立) 5.匿名性 私は成功したい。そして一人で。世界の他の人々と私の間には、たくさんの警備員や結界がある。(任意) 6 知恵。物質的な豊かさは幻想です。叡智こそが真の宝である。(良い) d6 Bond 1 While my parent was out adventuring, a servant raised me, and I care about that person more than anyone. 2 I consider every member of my parent's former adventuring party to be family. 3 Despite their absences, my famous parent was kind and generous. I love them and want to make them proud. 4 My parent once brought a cursed magic item home. It is my obsession. 5 My childhood home holds all my best memories, and its upkeep is my primary concern. 6 Growing up, I had an imaginary friend I could always count on. That friend is still with me. 絆 1d61d6->4 1 親が冒険に出ている間、ある使用人に育てられたが、その人を誰よりも大切に思っている。 2 親が冒険に出ていた時のメンバーは全員、家族だと思っている。 3 名の親は不在でも、親切で寛大だった。私は彼らを愛していますし、誇りに思ってもらいたいと思っています。 4 親が呪われたマジックアイテムを持ち帰ったことがある。そういうことに私の執着してます。 5 子供の頃に住んでいた家には最高の思い出が詰まっていて、その維持には一番気を遣っている。 6 子供の頃、いつも頼れる空想の友達がいた。その友達は今でも私と一緒にいる。 d6 Flaw 1 You don't know what I'm going through. You never can. 2 You. Fetch my cloak. And maybe rub my feet for a while. 3 My comrades are brave, but I must defeat this threat alone to prove my worth. 4 Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them. 5 My best days are behind me. Ahead lies only toil, pain, and death. 6 You have to look out for yourself. No one else will. 欠点 1d61d6->4 1 あなたは私が経験していることを知らない。決してできない。 2 あなた。私のマントを持ってきてください。そして、しばらくの間、私の足をさすってください。 3 仲間は勇敢だが、俺の価値を証明するためには、俺一人でこの脅威を倒さなければならない。 4 あら、その呪文は? 両親の親友の名前にちなんで名付けられたのよ。彼らについてお話してあげるわね。 5 最強の時代は終わった。その先にあるのは、苦悩と苦痛と死だけ。 6 自分のことは自分で考えろ。誰もしてくれない。