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Feldküche an der Front [SC]

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Thorgrimm:
Zweiter. Freue mich schon auf den AP. Hoffentlich kommt der wenigstens pünktlich raus.

Sensemann:
Paizo ist da echt zuverlässig - vorallem im Vergleich zu Gary :wink:

Cayden Cailean:

--- Zitat von: Sensemann am 30.07.2013, 09:29:48 ---Gespräche der heiligen Wächter

Ich hätte es eher "Feldküche an der Front" genannt^^

--- Ende Zitat ---

Klingt auch nicht schlecht  :wink:  werde dies anpassen.

Cayden Cailean:
.

Sensemann:

--- Zitat von: Evrohnox Rasivrein am 26.04.2013, 19:19:07 ---Evrohnox

Spoiler (Anzeigen)
[/center]Männlicher Drow
Sorcerer 1 (Arkane Blutlinie)
CE, mittelgroßer Humanoide
Alter:
Größe:  m  Gewicht:  kgBaustelle!
Initiative X, Wahrnehmung X
Heldenpunkte: [_]

Verteidigung (Anzeigen)RK: 13*, Berührung: 13, Auf dem falschen Fuß 11     (*Grundwert 10 + 2 Dex + 1 Natural Armor Bonus (Natural Armor))
TP: 11*     (*1. Stufe 6 + 1 Con + 3 Familiar +1 Favored Class)

KMV: 12*    (*Grundwert 10 + 2 Dex)

Rettungswürfe: Zähigkeit +1, Reflex +2, Willen +3*     * +2 Luicid Dreamer Angriff (Anzeigen)Geschwindigkeit: 6m

KMB: +0 GAB: +0
Nahkampf: Zwei Klauen +0 (1d4/1d4)
Fernkampf: Kurzbogen +2 (1d6 / x3 / 60 ft.) Zauber (Anzeigen)Cantrips Known (4):

Stufe 1 Known (2):

Attribute, Talente, Fertigkeiten und Ausrüstung (Anzeigen)Str: 7, Dex: 12, Con: 10, Int: 14, Wis: 10, Cha: 20
Modifikatoren: -3 Str, -3 Dex, -3 Con (Hohes Alter), +1 Int, +1 Wis, +1 Cha (Hohes Alter), +2 Dex, +2 Cha, -2 Con (Drow)

Talente:
Accursed Hex:
When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Alertness
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Fertigkeiten:

NameAbilitySkill ModAbility ModRanksMisc ModAcrobaticsDEX2200BluffCHA0000DiplomacyCHA0000Escape ArtistDEX2200FlyDEX2200IntimidateCHA0000Knowledge ArcanaINT841+3Knowledge HistoryINT4400Knowledge NatureINT841+3Knowledge PlanesINT941+4PerceptionWIS711+5ProfessionWIS1100Sense MotiveWIS310+2SpellcraftINT841+3StealthDEX2200SurvivalWIS611+4Use Magic DeviceCHA0000Sprachen: Aklo, Common, Draconic, Dwarven, Goblin

Traits:
Luicid Dreamer
Poverty Stricken

Ausrüstung:

G = Getragen / BK = Bogenköcher / R = Rucksack / ST = Satteltaschen / GP = Getragen von Pony
BezeichnungAnzahlBeschreibungGewichtPreisOrtKurzbogen11d6 x3 60ft.230 GGPfeil20Normale Pfeile31 GBKKöcher1Kann 20 Pfeile fassen22 GGPony1Ein schwarzes Pony80030 GReitsattel1Reitsattel aus Leder2510 GGPTierfutter5Futter für das Pony502,5 SSTKleidung1Reisekleidung810 GGPathfinder's Kit1Alles was zum Reisen benötigt wird2212 GG / ST / RMess Kit1Geschirr zum mitnehmen12 SSTKleines Zelt1Kleines einfaches Zelt2010 GSTWurfhaken1Wurfhaken zum befestigen an ein Seil41 GRSeife11/20RVermögen:
8 Goldmünzen
4 Silbermünzen
Fähigkeiten (Anzeigen)Rassen Fähigkeiten:

Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Ambitious Schemer: Seduction and treachery are tools for advancement in drow society, even for the martially inclined. drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks. This racial trait replaces keen senses.

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.


Klassen Fähigkeiten:

Bloodline: (Anzeigen)
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
 
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
 
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
 
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Blutlinien Besonderheiten (Anzeigen)Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skill: Knowledge (any one).

Bonus Spells: Auf Level 1 keine.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
 
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
 
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Aussehen und Charakter (Anzeigen)Hintergrund (Anzeigen)

--- Ende Zitat ---
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