@Groetus:
da ich den Thread lösche:
Henric ZstelianGrundlegendes (Anzeigen)Volk: Human (Varisian)
Klasse: OracleGeschlecht: male
Gesinnung: Neutral
Religion: Battle-Pantheon (Siehe Battle-Mystery vom Oracle. Main Deity: Gorum)
Stufe: 11
Traits: Armor Expert (-1 ACP bei Armor), Focused Mind (+2 concentration).
-----------------------------------------------------------------------------------------------------------
Alter: 30
Größe: 1,80 Meter
Gewicht: 70 kg
Augenfarbe: Braun
Haarfarbe: Schwarz
-----------------------------------------------------------------------------------------------------------
Initiative: +4
Sinne: Perception +0
-----------------------------------------------------------------------------------------------------------
Verteidigungswerte (Anzeigen)TP: 97/97
RK: 26 (touch: 13, flat-footed: 26)
Rettungswürfe: Zähigkeitswurf: +8, Reflexwurf: +5, Willenswurf +9.
Spezialfähigkeiten: Battlecry, Immunity to fatigued Skill at Arms, Weapon Master.
Concentration: +20 (11+7+2); Defensiv Zaubern: +24 (20+4 Combat Casting).
CMD: +25 (10+8 (BAB)+4 (Str)+2 (Deflection)+1 (Insight) )
-----------------------------------------------------------------------------------------------------------
Offensivwerte (Anzeigen)Geschwindigkeit: 20 ft. (4 squares; Oracle's Curse (Ex): Lame.)
Raum und Reichweite: 5 ft. / 5 ft.
Grundangriff: +7
CMB: +12
Nahkampf: Greatsword +2: +15/+10, Schaden: 2d6+8, 17-20, x2.
Fernkampf: Ray +8.
Spezialangriffe: Power Attack -2 AW, +6 dmg with Greatsword.
-----------------------------------------------------------------------------------------------------------
Magie (Anzeigen)Bekannte Zauber:
Orisons (Sp) at will: Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize.
1. Grad: Cure Light Wounds, Divine Favor, Endure Elements, Enlarge Person, Protection from Evil, Shield of Faith.
2. Grad: Align Weapon Cure Moderate Wounds, Fog Cloud, Lesser Restoration, Resist Energy, Silence.
3. Grad: Bestow Curse, Cure Serious Wounds, Invisibility Purge, Magic Vestment, Searing Light.
4. Grad: Cure Critical Wounds, Divine Power, Freedom of Movement, Wall of Fire.
5. Grad: Breath of Life, Flame Strike, Righteous Might.
Zauber pro Tag:
1. Grad: 8x
2. Grad: 8x
3. Grad: 8x
4. Grad: 7x
5. Grad: 5x
-----------------------------------------------------------------------------------------------------------
Attribute (Anzeigen)STR 18 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 10 (+0)
CHA 24 (+7)
(mit Magic Items und Stufenaufstieg)
-----------------------------------------------------------------------------------------------------------
Fertigkeiten (Anzeigen)Climb +13
Knowledge (History) +14
Knowledge (Religion) +14
Knowledge (the Planes) +14
Linguistics +11
Spellcraft +14
-----------------------------------------------------------------------------------------------------------
Talente (Anzeigen)1. Toughness, Improved Initiative
3. Combat Casting
3. Bonus-Feat (Battle-Focus): Weapon Focus (Greatsword)
5. Power Attack
7. Spell Penetration
8. Bonus-Feat (Battle-Focus): Improved Critical (Greatsword)
9. Greater Spell Penetration
11. Spell Focus (Evocation)
-----------------------------------------------------------------------------------------------------------
Sprachen (Anzeigen)Automatic Languages: Common (Taldane), Varisian
Bonus Languages: Ancient Osiriani, Draconic, Dwarven, Elven, Giant, Orc, Hallit, Kelish, Osiriani, Shoanti, Thassilionian.
-----------------------------------------------------------------------------------------------------------
Rasse und Klasse (Anzeigen)Volksmerkmale [Name des Volks]:
Human
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Cha: +2)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Oracle (+1 Skill Point per Level)
Klassenfertigkeiten [Oracle]:
Weapon and Armor Proficiency: Oracles are
proficient with all simple weapons, light armor, and
shields (except tower shields). Some oracle revelations
grant additional proficiencies.
Skill at Arms (Ex): You gain proficiency in all martial
weapons, medium armor, and heavy armor.
Spells: An oracle casts divine spells drawn from the
cleric spell lists (see page 226 of the Pathfinder RPG
Core Rulebook). She can cast any spell she knows without
preparing it ahead of time. To learn or cast a spell, an
oracle must have a Charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw
against an oracle’s spell is 10 + the spell’s level + the
oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a
certain number of spells per day of each spell level.
Her base daily spell allotment is given on Table 1–2. In
addition, she receives bonus spells per day if she has
a high Charisma score (see Table 1–3 of the Pathf inder
RPG Core Rulebook).
An oracle’s selection of spells is extremely limited. An
oracle begins splay knowing four 0-level spells and two
1st-level spells of her choice. At each new oracle level,
she gains one or more new spells, as indicated on Table
1–3. Unlike spells per day, the number of spells an oracle
knows is not affected by her Charisma score; the numbers
on Table 1–3 are fixed.
Upon reaching 4th level, and at every even-numbered
oracle level after that (6th, 8th, and so on), an oracle can
choose to learn a new spell in place of one she already
knows. In effect, the oracle loses the old spell in exchange
for the new one. The new spell’s level must be the same
as that of the spell being exchanged. An oracle may swap
only a single spell at any given level, and
must choose whether or not to swap the
spell at the same time that she gains new
spells known for the level.
Unlike a cleric, an oracle need not prepare her
spells in advance. She can cast any spell she knows at any
time, assuming she has not yet used up her spells per day
for that spell level.
Mystery: Each oracle draws upon a divine focus to grant
her spells and powers. This focus also grants additional
class skills and other special abilities. This focus can
represent a devotion to one ideal, prayers to deities that
support the concept, or a natural calling to champion a
cause. For example, an oracle with a waves focus might
have been born at sea and found a natural calling to
worship the gods of the oceans, rivers, and lakes, be they
benign or malevolent. Regardless of the source, a focus
manifests in a number of ways as the oracle gains levels.
An oracle must pick one focus upon taking her first level
of oracle. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, an oracle
learns an additional spell, derived from her focus. These
spells are in addition to the number of spells given on
Table 1–3. These spells cannot be exchanged for different
spells at higher levels.
Battle:
Deities: Cayden Cailean, Gorum, Iomedae, Rovagug
Class Skills: An oracle with the battle focus adds
Intimidate, Knowledge (engineering), Perception, and
Ride to her list of class skills.
Bonus Spells: enlarge person (3rd), fog cloud (5th), magic
vestment (7th), wall of fire (9th), righteous might (11th), mass
bull’s strength (13th), control weather (15th), earthquake (17th),
storm of vengeance (19th).
Revelation: At 1st level, 3rd level, and every four levels
thereafter (7th, 11th, and so on), an oracle uncovers a
new secret about her focus that grants her powers and
abilities. An oracle must select a revelation from the list of
revelations available to her focus. If a revelation is chosen
at a later level, the oracle gains all of the abilities and
bonuses granted by that revelation based on her current
level. Unless otherwise noted, activating the power of a
revelation is a standard action.
1. Stufe:
Skill at Arms (Ex): You gain proficiency in all martial
weapons, medium armor, and heavy armor.
3. Stufe:
Weapon Mastery (Ex): Select one weapon with which you are
proficient (Greatsword). You gain Weapon Focus (Greatsword) with that weapon. At 8th
level, you gain Improved Critical with that weapon. At 12th
level, you gain Greater Weapon Focus (Greatsword) with that weapon. You
do not need to meet the prerequisites to receive these feats.
7. Stufe:
Battlecry (Ex): As a standard action, you can unleash an
inspiring battlecry. All allies within 100 feet that hear
your cry gain a +1 morale bonus on attack rolls, skill
checks, and saving throws for a number of rounds equal
to your Charisma modifier. At 10th level, this bonus
increases to +2. You can use this ability once per day, plus
one additional time per day at 5th level and for every five
levels thereafter.
11. Stufe:
Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you Damage Reduction 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level before selecting this revelation.
Oracle’s Curse (Ex): Each oracle is cursed, but this
curse comes with a benefit as well as a hindrance. This
choice is made at 1st level, and once made, it cannot
be changed. The oracle’s curse cannot be removed or
dispelled without the aid of a deity. Each oracle must
choose one of the following curses.
Lame: One of your legs is permanently wounded,
reducing your base land speed by 10 feet (5 feet if you are
Small). Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition
(but not exhaustion). At 10th level, your speed is never
reduced by armor. At 15th level, you are immune to the
exhausted condition.
Orisons: Oracles learn a number of orisons, or 0-level
spells, as noted on Table 1–3 under “Spells Known.”
These spells are cast like any other spell, but they do not
consume any slots and may be used again.
-----------------------------------------------------------------------------------------------------------
Ausrüstung (Anzeigen)Belt of Physical Might +2 (Str, Con) 10.000 gp
Greatsword +2 8350 gp
Ring of Protection +2 8.000 gp
Amulett of Natural Armor +2 8.000 gp
Full Plate +2 5.600
Ionenstein Insight +1 5000 gp
Headband of Charisma +2 4.000 gp
Cloak of Resistance +2 4.000 gp
Ring of Sustenance 2.500 gp
Handy Haversack 2.000 gp
2x Wand of Cure Light Wounds 1500 gp
4x Darkvision Potion 1200 gp
3x Spider Climb 900 gp
1x Fly 750 gp
Climber's Kit 80 gp
Heiliges Symbol, welches aus Dunkelholz geschnitzt ist und das einen Zweihänder und Langschwert zeigt, die sich vor einem Bierkurg kreuzen, von ein paar spinnenartige Beine abzweigen. 25 gp
Seidenseil (50 ft.) 10 gp
Kurzschwert 10 gp
Spell component pouch 5 gp
Heiliges Symbol von Gorum 1 gp
Flint and Steel 1 gp
Pouch, Belt 1 gp
Waterskin 1 gp
Bedroll 1 sp
Vermögen: 65 gp 9 sp
-----------------------------------------------------------------------------------------------------------
Beschreibung (Anzeigen)Henric ist mittelgroß und recht kräftig. Die meiste Zeit sieht man ihn in einer magisch verzauberten Ritterrüstung. Auch wenn es enorm unbequem ist, ist er als Kriegsorakel gewohnt in dieser schweren Rüstung zu schlafen, ohne dass er am nächsten Morgen völlig erschöpft ist. Auch einen Zweihänder trägt Henrich die meiste Zeit auf seinem Rücken neben einem magischen Rucksack. An seinem Gürtel hängt als Reservewaffe ein Kurzschwert. Ansonsten hat Henric noch einige magische Gegenstände bei sich, die nur den Zweck haben sollen seine Kampf- und Zauberkraft zu erhöhen; wobei Henric das Aussehen der Gegenstände selber völlig egal ist, solange sie für ihn in der Schlacht nützlich sind.
-----------------------------------------------------------------------------------------------------------
Hintergrund (Anzeigen)Henric ist in einem kleinen Dorf in Varisia aufgewachsen. Er hat seit seiner Geburt schon eine seltsame, unheilbare Narbe an seinem rechten Bein gehabt, die dafür gesorgt hat, dass er langsamer ging als die meisten anderen Jugendlichen in seinem Alter. Auch hat er so manches mal seltsame magische Kräfte gezeigt. Doch Henric hatte schon seit je her einen unbändigen Kampfgeist und hat sich von all dem nicht unterkriegen lassen. Er war schon seit je her sehr gut mit Waffen aller Art vertraut und als junger Mann konnte er sich schnell Rüstungen aller Art anpassen. Henric fokusierte sich sehr darauf, den Waffenkampf- so gut es ging- zu meistern und prägte sich viele Schwünge und Hiebe in seinem Kopf ein und konzentrierte seinen Geist sehr stark darauf.
Schon früh zog Henric durch die Gegend, um als Abenteurer gegen die Gefahren für seine Heimat Varisia anzutreten und gegen sie in wilde Kämpfe mit anderen zu ziehen. Doch es sollte sich herausstellen, dass es nicht der Ruf des Abenteuers war, der ihn zu diesen Taten trieb, sondern etwas tief in seinem Inneren, was es noch zu ergründen galt. Als Henric als junger Erwachsener in Magnimar einst vorbeikam, wurde ein wie aus dem Nichts auftauchender Mann auf ihn dort aufmerksam, der ihn als einen 'von den Schlachten Gesegneter' bezeichnet hat. Der Mann hatte einen seltsamen weißen Nebel um seine Augen herum und war schon etwas älter, doch er hatte irgendetwas anziehendes auf Henric und eine Aura des Mystischen. Letztlich ist es er gewesen, der ihm noch mehr Kampfkraft, die Geschichte- vorallem von Kriegen- auch einige Sprachen, in denen Kriege erzählt wurden oder schriftlich festgehalten wurden, und der ihm auch dabei half seine Zauberkraft endgültig zu meistern. Er offenbarte ihm seine Bestimmung als Orakel des Krieges. Als er letztlich verstarb, hatte er Henric alles gelernt, was er wusste über Zauber- und Kampfkunst. Henric wusste nun, was seine Bestimmung gewesen ist und wollte Ihr so gut es ging folgen. Er selbst verehrt ein Pantheon des Kampfes und glaubt daran, dass der Krieg verschiedene Gesichter, für welche die anderen Götter Sinnbilder sind.