Hier mal zwei schnell zusammengeklickte Regelkonzepte:
NG Half-Elf Ranger of Selûne 5 / Bonded Witch (Moon Patron) 1
anschließend: Noch ein Stufe Witch, dann Arcane Archer.
Die Software kennt Selûne nicht, also habe ich erst einmal Desna als Ersatz verwendet. Außerdem kennt sie den Archetyp "Bonded Witch" nicht, weil ich dafür das Advanced Races Guide nicht habe. Das würde ich dann noch anpassen.
Spoiler (Anzeigen)Gwenlya
Half-Elf Ranger 5/Witch 1
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 33 (5d10+1d6)
Fort +4, Ref +7, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 20 ft.
Melee +1 longsword +7 (1d8+2/19-20)
Ranged +2 composite longbow +11 (1d8+3/×3)
Special Attacks favored enemies (evil outsiders +2, orcs +4), hexes (ward)
Ranger Spells Prepared (CL 2nd; concentration +4):
1st—aspect of the falcon, feather step (DC 13)
Witch Spells Prepared (CL 1st; concentration +4):
1st—comprehend languages, cure light wounds
0 (at will)—dancing lights, detect magic, putrefy food and drink (DC 13)
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Statistics
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Str 12, Dex 16, Con 10, Int 16, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 19
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Survival), Weapon Focus (longbow)
Traits sacred touch, starchild
Skills Climb +7, Fly +5, Handle Animal +9, Heal +11, Knowledge (nature) +12, Perception +13, Ride +9, Stealth +9, Survival +14 (+16 to track, +18 to avoid getting lost), Swim +7; Racial Modifiers +2 Perception, starchild
Languages Common, Dwarven, Elven, Orc, Sylvan
SQ combat styles (archery), elf blood, favored terrain (cold +2), hunter's bonds (hunter's bond [animal companion]), patron spells (moon), track, wild empathy +5
Other Gear +1 mithral breastplate, +1 longsword, +2 composite longbow, 2,300 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Orcs +4) (Ex) +4 to rolls vs Favored Enemy (Orcs).
Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Track +2 Add the listed bonus to survival checks made to track.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Ghostmane
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
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Defense
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AC 15, touch 11, flat-footed 13 (+1 Dex, -1 size, +4 natural, +1 dodge)
hp 18 (+6)
Fort +5, Ref +4, Will +2
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Offense
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Speed 50 ft.
Melee bite +4 (1d4+3) and
. . 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Dodge, Skill Focus (Acrobatics)
Tricks Air Walk, Attack, Combat Riding, Come, Come, Defend, Down, Guard, Heel, Heel, Riding, Stay
Skills Acrobatics +8 (+16 jump), Climb +7, Swim +7
SQ air walk, combat riding, riding
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
NG Aasimar Cleric of Mystra 3 / Sorcerer (Celestial Bloodline) 3
Anschließend: Noch eine Stufe Sorcerer, dann Mystic Theurge
Die Software kennt auch Mystra nicht - sonst hätte ich vermutlich die "Good" Domaine in betracht gezogen. Es geht aber auch so, ich habe Nethys als Ersatz verwendet. Aasimar würde natürlich von der Zustimmung von List abhängen.
Spoiler (Anzeigen)Calliana
Female Aasimar Cleric of Nethys 3/Sorcerer 3
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
hp 18 (3d8+3d6-6)
Fort +4, Ref +5, Will +10
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee +1 silver longspear +4 (1d8/×3)
Special Attacks bloodline arcana: celestial, channel positive energy 8/day (DC 16, 2d6), heavenly fire
Domain Spell-Like Abilities (CL 3rd; concentration +8)
. . 6/day—resistant touch
Aasimar Spell-Like Abilities (CL 6th; concentration +13)
. . 1/day—daylight
Sorcerer Spells Known (CL 3rd; concentration +10):
1st (7/day)—bless, mage armor, magic missile, silent image (DC 16)
0 (at will)—detect magic, light, mage hand, message, read magic
Cleric Spells Prepared (CL 3rd; concentration +8):
2nd—bear's endurance, bless water [D] (DC 15), hold person (DC 15)
1st—bless, detect evil, magic weapon, sanctuary [D] (DC 14)
0 (at will)—detect poison, enhanced diplomacy, purify food and drink (DC 13), stabilize
[D] Domain spell; Domains Divine, Magic, Protection
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Statistics
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Str 10, Dex 14, Con 8, Int 12, Wis 16, Cha 21
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Eschew Materials, Improved Counterspell, Spell Penetration
Traits focused mind, magic is life
Skills Diplomacy +14, Heal +11, Knowledge (arcana) +10, Perception +5, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Elven
SQ aura, bloodlines (celestial), divine vessel, domains (divine, protection)
Other Gear +2 mithral breastplate, +1 silver longspear, headband of aerial agility (cha +2), cleric's kit, 799 gp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Celestial Summoned creatures gain DR 1/evil.
Cleric Channel Positive Energy 2d6 (8/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Divine) Associated Domain: Magic
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Vessel (6/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Headband of aerial agility (Cha +2) +1 CL for spells/extracts that grant flight.
Heavenly Fire (8/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Mögliche Portraits:
PS: Was bei dem Konzept im Moment gar nicht geht ist, das keine Skillpoints auf Knowledge (Religion) sind.
Wenn ich mir das so anschaue tendiere ich eher zu ersterem. In beiden Fällen nehme ich 15% Arcane Spell Failure in Kauf. Ein Oracle klicke ich mir auch noch zusammen, denn eigentlich stehe ich nicht auf wüste Klassenkombinationen; die Opfer die man da bringt sind es meines Erachtens selten wert.