Difference between revisions of "CharsheetTemplate"
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m (Protected "CharsheetTemplate" [edit=sysop:move=sysop]) |
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---{ ABILITIES / PB XX }--- | ---{ ABILITIES / PB XX }--- | ||
− | STR XX(+X) | + | STR XX(+X) + X(HD) + X(ench) = YY(+Y) /одинаковые типы бонуса стоят в одной колонке, на тип бонуса 4 буквы |
− | DEX XX(+X) + X(race) | + | DEX XX(+X) + X(race) + X(ench) = YY(+Y) |
− | CON XX(+X) + X(inhr) + X(ench) = YY(+Y) | + | CON XX(+X) + X(inhr) + X(ench) = YY(+Y) |
− | INT XX(+X) - X(race) | + | INT XX(+X) - X(race) = YY(+Y) |
− | WIS XX(+X) | + | WIS XX(+X) + X(ench) = YY(+Y) |
− | CHA XX(-X) - X(race) | + | CHA XX(-X) - X(race) = YY(-Y) |
Init : +X (+X dex, +X feat1, +X feat2, ...); number of rerolls if any | Init : +X (+X dex, +X feat1, +X feat2, ...); number of rerolls if any | ||
− | Speed: XXft. (XXft in armor); fly XXft | + | Speed: XXft. (XXft in armor); fly XXft, (maneurability); swim XXft... |
HP : XdX+YdY+ZdZ+XX=XXX | HP : XdX+YdY+ZdZ+XX=XXX | ||
AP : XX | AP : XX | ||
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Refl: X(class1) + Y(class2) + Z(resistance) = +XX | Refl: X(class1) + Y(class2) + Z(resistance) = +XX | ||
Will: X(class1) + Y(class2) + Z(resistance) = +XX | Will: X(class1) + Y(class2) + Z(resistance) = +XX | ||
− | *+X racial bonus as immediate action against teh horror /сюда вписываем всякие бонусы которые | + | *+X racial bonus as immediate action against teh horror /сюда вписываем всякие бонусы которые ситуационно работают |
*number of rerolls if any | *number of rerolls if any | ||
− | ---{ SKILLS / XX (число скиллпоинтов)}--- | + | ---{ SKILLS / XX (число скиллпоинтов) / XY (потрачено на скиллтрики)}--- |
− | ZZ Skill1 XX+Y(wis)+X(racial) | + | x ZZ Skill1 XX+Y(wis)+X(racial) / ставим x если на скиллчек действует армор пенальти |
− | ZZ Skill2 XX+Y(con)+X(racial) | + | * ZZ Skill2 XX+Y(con)+X(racial) / ставим * если не действует |
*+X racial bonus on skill3, skill4, and skill5 checks /сюда вписываем всякие бонуса, которые у нас есть на скиллы без ранков | *+X racial bonus on skill3, skill4, and skill5 checks /сюда вписываем всякие бонуса, которые у нас есть на скиллы без ранков | ||
*armor penalty = X(armor) + Y(shield) = Z | *armor penalty = X(armor) + Y(shield) = Z | ||
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/[d] и [s] как несложно догадаться - слоты доменные и специалиста | /[d] и [s] как несложно догадаться - слоты доменные и специалиста | ||
− | Save DC = XX + | + | Save DC = XX + Spell Level (YY if guano is used, ZZ for enchantments) |
CL YY (ZZ for acid evocations) | CL YY (ZZ for acid evocations) | ||
ASP if any | ASP if any | ||
+ | ---{ POWERS }--- | ||
+ | 1(X): power1, power2, ..., powern [b] | ||
+ | 2(Y): power1, power2, ... | ||
+ | /[b] - бонусный, скажем от EK | ||
+ | |||
+ | Power Points: X (class) + Y (race) + Z (crystal) = XX | ||
+ | Save DC = XX + Power Level (YY if guano is used, ZZ for enchantments) | ||
+ | ML YY | ||
+ | |||
+ | ---{ MANEUVERS }--- | ||
+ | * Swordsage initiator level = 8.5 | ||
+ | * Swordsage maneuvers known/readied = 13/7 | ||
+ | ** 1. Burning Blade (DW1, boost) (1d6+IL fire) | ||
+ | ** 2. Zephyr Dance (DW3, counter) <=== relearn at lvl4 from Distracting Ember | ||
+ | ** 3. Moment of Pefect Mind (DM1, counter) | ||
+ | ** 4. Counter Charge (SS1, counter) | ||
+ | ** 5. Shadow Blade Technique (SH1, strike) | ||
+ | .... | ||
+ | ** Readied by default: 1, 2, 3, 5 | ||
+ | |||
+ | * Swordsage stances known = 3 | ||
+ | ** 1. Child of Shadow (SH1) | ||
+ | ** 2. Island of Blades (SH1) | ||
+ | ** 3. Assassin's Stance (SH3) | ||
+ | |||
+ | --- | ||
+ | |||
+ | * Warblade initiator level = 3 | ||
+ | * Warblade maneuvers known/readied = 4/3 | ||
+ | ** 1. Leading the Attack (WR1, strike) | ||
+ | ** 2. Steely Strike (IH1, strike) | ||
+ | ** 3. Sapphire Nightmare Blade (DM1, strike) | ||
+ | ... | ||
+ | ** Readied by default: 1, 2, 3 | ||
+ | |||
+ | * Warblade stances known = 1 | ||
+ | ** 1. Bolstering Voice (WR1) | ||
---{ GEAR }--- | ---{ GEAR }--- |
Revision as of 10:56, 14 February 2008
Name: Name Alignment Race (subrace) Gender (age category) Size Type (subtype) (template 1, template 2) Class1 X/Class2 Y/Class3 Z Deity: Deity ---{ ABILITIES / PB XX }--- STR XX(+X) + X(HD) + X(ench) = YY(+Y) /одинаковые типы бонуса стоят в одной колонке, на тип бонуса 4 буквы DEX XX(+X) + X(race) + X(ench) = YY(+Y) CON XX(+X) + X(inhr) + X(ench) = YY(+Y) INT XX(+X) - X(race) = YY(+Y) WIS XX(+X) + X(ench) = YY(+Y) CHA XX(-X) - X(race) = YY(-Y) Init : +X (+X dex, +X feat1, +X feat2, ...); number of rerolls if any Speed: XXft. (XXft in armor); fly XXft, (maneurability); swim XXft... HP : XdX+YdY+ZdZ+XX=XXX AP : XX ---{ ATTACK OPTIONS }--- BAB: +X Grp: X(BAB) + Y(str) + ... = ZZZ Trp: X(str) + Y(size) + ... = ZZZ Bull: X(str) + Y(size) + ... = ZZZ [weapon1 +XX\+Y melee (XdY+Z\xY)] Attack Bonus: +X(BAB) + Y(str) + ... Damage: XdY + X(str) + Y(feat1) + ... [weapon1 +XX\+Y ranged (XdY+Z\xY)] Attack Bonus: +X(BAB) + Y(dex) + ... Damage: XdY + X(str) + Y(feat1) + ... ---{ DEFENSE OPTIONS }--- AC : 10 + X(dex) + Y(size) + Z(armor) + ... = XX *Touch: XX *FlatF: YY Fort: X(class1) + Y(class2) + Z(resistance) = +XX Refl: X(class1) + Y(class2) + Z(resistance) = +XX Will: X(class1) + Y(class2) + Z(resistance) = +XX *+X racial bonus as immediate action against teh horror /сюда вписываем всякие бонусы которые ситуационно работают *number of rerolls if any ---{ SKILLS / XX (число скиллпоинтов) / XY (потрачено на скиллтрики)}--- x ZZ Skill1 XX+Y(wis)+X(racial) / ставим x если на скиллчек действует армор пенальти * ZZ Skill2 XX+Y(con)+X(racial) / ставим * если не действует *+X racial bonus on skill3, skill4, and skill5 checks /сюда вписываем всякие бонуса, которые у нас есть на скиллы без ранков *armor penalty = X(armor) + Y(shield) = Z Speaks: Language1, Language2, ... Skill Tricks: Trick1, Trick2, ... Teamwork Benefits: Maneuver1 (leader), Maneuver2 (member), ... ---{ FEATS }--- 01[SRC1]: Feat1 [b] 01[SRC2]: Feat2 01[SRC3]: Feat3 /на сорц отводится три символа, типа [CHR], [FLW], [FTR]. если фита бонусная - рядом ставим пометку [b] Flaws: Flaw1, Flaw2 ---{ RACIAL & TEMPLATE FEATURES }--- [Race] [Ex] Feature1 [Su] Feature2 [Template1] [Ex] Feature1 [Sp] Feature2 ---{ CLASS FEATURES }--- [Class1] [Ex] Feature1 [Su] Feature2 [Class2] [Ex] Feature1 [Sp] Feature2 ---{ SPELLS PREPARED }--- 1(X): spell1, spell2 (metamagic1), ... spelln [d] 2(Y): spell1, spell2, ... spelln [s] /[d] и [s] как несложно догадаться - слоты доменные и специалиста Save DC = XX + Spell Level (YY if guano is used, ZZ for enchantments) CL YY (ZZ for acid evocations) ASP if any ---{ POWERS }--- 1(X): power1, power2, ..., powern [b] 2(Y): power1, power2, ... /[b] - бонусный, скажем от EK Power Points: X (class) + Y (race) + Z (crystal) = XX Save DC = XX + Power Level (YY if guano is used, ZZ for enchantments) ML YY ---{ MANEUVERS }--- * Swordsage initiator level = 8.5 * Swordsage maneuvers known/readied = 13/7 ** 1. Burning Blade (DW1, boost) (1d6+IL fire) ** 2. Zephyr Dance (DW3, counter) <=== relearn at lvl4 from Distracting Ember ** 3. Moment of Pefect Mind (DM1, counter) ** 4. Counter Charge (SS1, counter) ** 5. Shadow Blade Technique (SH1, strike) .... ** Readied by default: 1, 2, 3, 5 * Swordsage stances known = 3 ** 1. Child of Shadow (SH1) ** 2. Island of Blades (SH1) ** 3. Assassin's Stance (SH3) --- * Warblade initiator level = 3 * Warblade maneuvers known/readied = 4/3 ** 1. Leading the Attack (WR1, strike) ** 2. Steely Strike (IH1, strike) ** 3. Sapphire Nightmare Blade (DM1, strike) ... ** Readied by default: 1, 2, 3 * Warblade stances known = 1 ** 1. Bolstering Voice (WR1) ---{ GEAR }--- BODY SLOT ITEM Arms ржавые наручи болезненного ужаса Body троллиная шкура Face маска человека Feet говнодавы НЕНАВИСТИ Hands латексные перчатки Head шапка шыза Ring (right) аварийное кольцо Ring (left) непонятная хуйня Shoulders шыпастыя наплечники оф стил Throat эмошарфик Torso футболка расового геноцида Waist рэмень ***NONMAGICAL ITEMS*** [Clothing] ... [Tools] ... [Alchemical Items] ... ***WEAPONS*** ... ***ARMOR*** ... ***CLOTHING*** ... ***TOOLS*** ... ***POTIONS*** ... ***POWERSTONES*** ... Carrying Capacity \ Total Weight: Money: XXXXXXXgp. ---{ COMBAT MODES }--- [precasted] /спеллы и эффекты с дюрешеном 8> часов [combat mode1] ... [combat mode2] ... ---{ SOURCE INDEX }--- КБ = Книга Кровавого Безумия КТ = Кодекс ТОПОРА КУТ = Книга Убийцы Троллей ...