Uff. Also ein guter Optimierer bin ich nicht. Ich habe jetzt nach der Ansage versucht, mich auf meine zentralen Kompetenzen zu konzentrieren und anderen Fluff beiseite zu lassen.
Könnte bitte mal jemand, der was von Regeln versteht mal drüber gucken ob das so weit in Ordnung ist? Wie ist das mit der "Potion of Haste"? Wenn ich die trinke, bin dann nur ich betroffen, oder auch Verbündete in meiner Nähe? Ich habe auch noch knapp 2000 Goldstücke frei, wenn ich nicht irgendwo daneben geklickt habe und wäre für Vorschläge dankbar. Ein paar Schriftrollen für so Sachen wie "Remove Disease" oder "Neutralize Poison" werden wohl dabei sein.
Spoiler (Anzeigen)Antara
Female Human Cleric of Asmodeus 6
NE Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 Dex)
hp 48 (6d8)
Fort +5, Ref +4, Will +10
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Offense
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Speed 20 ft.
Melee +1 heavy mace +5 (1d8+1)
Special Attacks channel negative energy 5/day (DC 17, 3d6), sudden shift
Cleric Spells Prepared (CL 6th; concentration +11):
. . 3rd—cure serious wounds (2), suggestion [D] (DC 18), summon monster iii
. . 2nd—bull's strength, lesser restoration, mirror image [D], summon monster ii, undetectable alignment (DC 17)
. . 1st—bless, comprehend languages, disguise self [D], infernal healing, murderous command (DC 16), shield of faith
. . 0 (at will)—detect magic, detect poison, light, read magic
[D] Domain spell; Domains Deception, Devil (Evil), Devil (Law), Evil, Trickery
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Statistics
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Str 10, Dex 14, Con 10, Int 13, Wis 20, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Combat Casting, Improved Channel, Quick Channel, Selective Channeling
Traits charming, diabolical dabbler
Skills Bluff +11 (+12 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Disguise +11, Heal +11, Knowledge (religion) +9, Sense Motive +12
Languages Common, Infernal
SQ aura, domains (deception, devil [evil]), hell's corruption
Combat Gear potion of barkskin +3, potion of haste, wand of cure light wounds (50 charges), healer's kit; Other Gear +1 breastplate, +1 heavy wooden shield, +1 heavy mace, bag of holding i, headband of aerial agility (wis +2), cleric's kit, light horse, riding kit, 1,922 gp, 8 sp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Negative Energy 3d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Devil
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Headband of aerial agility (Wis +2) +1 CL for spells/extracts that grant flight.
Hell's Corruption (3 rounds, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.