享楽的実践主義

Easy Go! Easy Come!! The Show Must Go On!!! 百聞は一見に如かず! 百見は一遊に如かず!!

王冠は堕ちた AP:War for the Crown 1/6 myPC Xzyee 3レベル

f:id:Seth:20200801225042p:plain

 どうも、セスです。

 今夜のキャンペーンセッション中に、

「2レベルから3レベルへレベルアップ予定!」

なので、先に補完と保管も兼ねてキャラクターデータ一式を

上げておきます!

 
 およそ2千年前、The Darklands city of Zirnakaynin
からの離脱したHouse Janneの末枝。
 UnderDarkの長い脱出行の末、Taldor帝国の南、
the World’s Edge Mountains
にあるThe Monastery of the Seven Forms
へ難民として受け入られ移住する。
 それからほぼ二千年後、最初の移住Drowから三世代目にして、やっと光当たる地表への
適応を終えたPC Xyzee達、若きDrow次世代は、地表での生存をかけ、Talder帝国内での
地位確立=貴族への道を目指すのであった。
 さて、その野望の果てにあるものは?
 
 
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 Xyzee[PL Seth]の小部屋[小百合]
 
Paizo社公式「王冠は堕ちた(AP:War for the Crown)」url
 
War for the Crown Players’ Guide 日本語抄訳版
元版
 
PC種族
Drow
 
PCクラス
UnChained Monk
 
Monk of the Seven Forms
 
Pathfinder 1e Character Advancement
 
PC Data
*********************
Player Name:Seth
Create Date:2020/06/20 Sat. Monk1
UpDate:
2020/08/01 Monk2
2020/08/09 Monk3

 

PC Name Xyzee House Janne Exodus From the Darklands city of Zirnakaynin

Lawful Nurtural Female Drow Monk 3 Seven Forms 
Languages:Common(+1INT mod.) Elven Undercommon
 
Size:Medium
Height:6’ 7” Weight:125 lb
Eyes:Red
Hair:White Wavy
Skin:Pale
 
High fantasy = 20 Points Buy
Strength 13(+1)=13
Dexterity16(+3)=14+2Drow
Constitution10(+0)=12-2Dorw
Intelligence12(+1)=12
Wisdom14(+2)=14
Charisma15(+2)=13+2Drow
 
Perception +11 = +2[WIS]+3[Monk1/2/3:3SkillPoint]+3 [class skill]+ 2 [drow:Keen Senses] +1[Lost Legacy (Story Feat)] 
low-light vision[Drow:Surface Infiltrator]
 
Initiative modifier:+ 3 = + 3[dexterity] 
Speed: 40 feet =30+10[Monk4leve Fast Movement]
 
STR13
Light load:50 lb. or less
Medium load:51-100 lb.
Heavy load:101-150 lb.
Lift over head:150 lb.
Lift off ground:300 lb.
Push or drag:750 lb.
 
HP: 22 = 10monk1+6x2monk2/3+0CON mod.(MAX22)
 
 
AC:
*********************
 
No Magic&Magic Items
AC 16 = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Touch AC 16 = = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]
Flat-footedf: 10 = = 10
 
+4[Mage Armor force deflection bonus]
AC 20 = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Touch AC 20 = = 10+3[dexterity]+2WIS+1Dodge[Monk1 Bonus Feat]+0[Monk1level AC Bonus]+4[Mage Armor]
Flat-footedf: 14 = = 10+4[Mage Armor]
 
AC19=16+3[Fighting Defensively as a Standard/Full Action]
AC23=16++4[Mage Armor]+3[Fighting Defensively as a Standard/Full Action]
・Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2(+3 Acrobatics skill Rank3+) to AC for the same round.
・Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2(+3 Acrobatics skill Rank3+) dodge bonus to AC for the same round.
 
Saving Throws:
*********************
 
Spell Resistance: SR9 = 6+3Monk
A drow possesses an amount of spell resistance equal to 6 + her character level.
 
Fortitude save: +3(+4) = +3[base]+0[CON](+1[Seducer]))
Reflex save: +6(+7)= +3[base]+3[dexterity](+1[Seducer])) Monk2:Evasion
Will save: +4(+5)= +1[base]+2[wisdom]+1[Lost Legacy (Story Feat)](+1[Seducer])
 
CMB[Combat Maneuver Defense]: 20 = 10 + 3[BAB] + 1 [strength] + 3 [dexterity]+ 2 [monk wisdom]+1Dodge[Monk1 Bonus Feat]+
 
 
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.
 

Monk1:FeatWeapon Finesse(1st feat)
Monk1:Traits1:Axe to Grind
Monk2:Combat Reflex 4=1+3Dex mod.(Monk bonus Feat)
Monk3:Ki pool 3=3monkx1/2Monk level+2WIS mod. Ki Strike(Magic)
Weapon Focus(fists)(2nd Feat)

UnArmed Strike: + 7 = +3[base] + 3[DEX mod.](Monk1:FeatWeapon Finesse)+1Weapon Focus(fists)(2nd Feat)
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])

Flurry of Blows:+7/+7
Ki 1point Flurry of Blows: +7/+7/+7
Unarmed Damage: 1d6B +1 [STR mod.](+1[Axe to Grind])

 

immediate action:3UCMonk回/day and 1/round,after 5ft.step but No 5ft.step at next round.
Lightning Finish (Ex):+ 7 = 3[base] + 3[DEX mod.]+1Weapon Focus(fists)(2nd Feat)
Unarmed Damage: 1d6B(+1[Axe to Grind])

 
CMB[Combat Maneuver Bonus]:+4= +3MonkLevel(3[base] )+1 [STR mod.]
 
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.
 
 
 
 
 
Spells
*********************
 
Charm Person[Seducer:once per day as a spell-like ability] DC16 = 10+1[Spell Level]+2[CHA mod.]+3[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 18=(6:Monk1 4+1INT mod.+1Favored Class Monk)x3Monk
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).
 
Acrobatics* +9 = +3Rank[Monk1/2/3:3SkillPoint]+3[class skill]+3DEX mod.
Appraise +1 = +0Rank[Monk1:0SkillPoint]+1INT Mod.
Bluff +2 = +0Rank+2CHA Mod.         
Climb* +5 = +1Rank[Monk2:1SkillPoint]+3[class skill]+1STR mod.
Craft +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.            
Diplomacy +8 = +3Rank[Monk1/2/3:3SkillPoint]+3[class skill:Athletic Champion]+2CHA Mod.              
Disguise +2 = +0Rank[Monk1:0SkillPoint]+2CHA Mod.              
Escape Artist* +7 = +1Rank[Monk1:1SkillPoint]+3[class skill]+3DEX mod.  
Fly +3 = +0Rank[Monk1:0SkillPoint]+0[class skill]+3DEX mod.           
Heal +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)         
Intimidate +2 = +0Rank[Monk1:0SkillPoint]+0[class skill]+2CHA Mod.
Perception +11 = +2[WIS]+3[Monk1/2/3:3SkillPoint]+3 [class skill]+ 2 [drow:Keen Senses] +1[Lost Legacy (Story Feat)] 
low-light vision[Drow:Surface Infiltrator] 
Perform  +2 = +0Rank[Monk1:0SkillPoint]++0[class skill]+2CHA Mod.
  
Ride* +3 = +0Rank[Monk1:0SkillPoint]+0[class skill]+3DEX mod.           
Sense Motive +9 = +3Rank[Monk1/2/3:3SkillPoint]+3[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat)  
Stealth +9 = 3Rank[Monk1/2/3:2SkillPoint]+3 [class skill]+3DEX mod.
Survival +3 = +0Rank[Monk1:0SkillPoint]+2WIS Mod.+1[Lost Legacy (Story Feat)            
Swim** +5 = +1Rank[Monk3:1SkillPoint]+3[class skill]+1STR mod.  
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
 
(T) Trained ONLY
Disable Device*(T) +3 = +0Rank[Monk1:0SkillPoint]+3DEX Mod.
Handle Animal(T)
Knowledge (history)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Knowledge (religion)(T) +1 = +0Rank[Monk1:0SkillPoint]+0[class skill]+1INT Mod.
Linguistics(T)
Profession(T) +3 = +0Rank[Monk1:0SkillPoint]++0[class skill]+2WIS Mod.+1[Lost Legacy (Story Feat) 
Sleight of Hand(T)
Spellcraft(T)
Use Magic Device(T)
 
 
Equipments:
*********************
第1回前
NPCマーテラ様より廷臣の服諸費として30gp(廷臣服一式購入済み)
Courtier’s outfit 30gp 6 lbs.*
NPCマーテラ様より貸与。
の2。
ヴォリタス家「セネイト・エイド・バッジ」
「バッチ同士のテレパシー通信(10/day)、大体の方角と距離も分かる」
 
Magic Items Slots
Armor: -
Belts: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Ring (up to two):
Shield: -
Shoulders: -
Wrist: -
 
------Gears-------
PCsパーティー共有品用
 

廷臣活動時
6 lbs Courtier's outfit 30gp

 

冒険者用装備一式

Clothing
8 lbs Explorer’s outfit 10 gp 
2 lbs Poncho Price 5 sp
 
Etc.
2 lb  Backpack, common 2 gp 2cubic feet of material.
5 lb  Bedroll 1sp
1 lb  Flint and steel 1gp
1 lb  Mirror 10gp
1 lb  Mug/tankard  2cp
1/2 lb  Soap 1 cp
8 lb Waterskins x2 1gpx2
_____
28.5 lb Total      25gp=10+2+1+10+2   6sp=5+1  3cp=2+1
 

第1回 2020/07/23(木)海の日
ヴォリタス家「セネイト・エイド・バッジ」
「バッチ同士のテレパシー通信(10/day)、大体の方角と距離も分かる」
2020/08/01 第2回セッション
ユニヴァーサル・ソルヴェントとアングウェント・オヴ・タイムレスネスを一瓶ずつ
2020/08/08 第3回セッション
CLWポーション一瓶

 

 
 以上