Trug der Wilde CR 13
Male minotaur barbarian 12
NB; large monstrous humanoid
Exp: 212.000 / 295.000 (Stand: 25.03.2009)
Patron Deity: The Mockery
Organization:
Region: Droaam
Init +3; Perception +20
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DEFENSE
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Spoiler (Anzeigen)AC 30; touch 16; flat footed 28 (uncanny dodge)
(Dex: +3; breastplate (+4 magic) +9; ring of prot. +2, Dodge +2, natural bonus +5, size -1)
CMB (defensiv): 41
hp 185/185 (unverletzt) 12 HD
Fort +20, Ref +15, Will +13
Special: Trap Sense +3, Improved Evasion, Damage Raduction 2/-, Fire Resistance 10/-
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OFFENSE
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Spoiler (Anzeigen)Spd 40 ft.
CMB: + 26
Attack Options:
Melee Greataxe: +28/+23/+18/+13 (3d6+14+1d6 (fire) [18 bzw. 26]/19-20x3)
Melee Gore: +26 (1d8+8/20x2)
Special Attacks:
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STATISTICS
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Spoiler (Anzeigen)Str 26 (+8), Dex 16 (+3) Con 23 (+6), Int 8 (-1), Wis 12 (+1) Cha 8 (-1)
Attributserhöhung lvl. 4: Str, lvl 8 Str, lvl 12: Str jeweils um +1
Erhöht durch den magischen Gürtel um 2: Str und Con
Erhöhung durch das headband um 2: Wis
Base Atk. +18/+31 ; CMB +26
Feats: Lvl1: Overhand Chop; Lvl3: Intimidating Prowess; Lvl 5: Dodge; Lvl 7: Backswing; Lvl 9: Improved Critical (Greataxe); Lvl 11: Vital Strike
Skills: [6 x (2-1) + 12 x (4-1)] Acrobatics (Dex) (6 R, +3 Class, +3 Dex) + 12; Appraise (Int) (-1 Int) -1; Bluff (Cha) (-1 Ch): -1; Climb (Str) (6 R, +3 Class, +8 Str) +17; Diplomacy (Cha) (-1 Ch): -1; Escape Artist (Dex) (+3 Dex) +3; Intimidat (CH) (12 R, +3 Class, +8 Str, -1 CH) +22; Perception (Wis) (12 R +3 Class; +4 Race; +1 Wis) +20; Sense Motive (Wis) (+1 Wis) +1; Sleight of Hand (Dex) (+3 Dex) +3; Stealth (Dex) (+3 Dex, -4 size) -1; Survival (Wis) (+6 R; +1 Wis) +7; Swim (Str) (+8 Str) +8;
Languages: Common, Giant
Normal Gear: Traveler’s Outfit (1 gp, 10 Pfd.), Standard Adventurer's Kit (15 gp) (PHB II), Potion Belt (5 gp, 1 Pfd.)
Magic Gear: Flaming Greataxe +2 (16.380 gp, 24 Pfd.) Breastplate +4 (16.400 gp, 60 Pfd.), Belt of Physical Might +2 (10.000 gp, 1 Pfd.) Ring of Protection +2 (8.000 gp), Minor Ring of Energy resistance (fire) (12.000 gp), Cloak of Resistance +3 (9.000 gp, 1 Pfd.), Boots of Speed (12.000 gp, 1 Pfd.), Glove of Storing (10.000 gp), Rope of Climbing (3.000 gp, 3 Pfd.), Headband of inspired wisdom +2 (4000 gp, 1 Pfd.), Handy Haversack (2.000 gp, 5 Pfd.)
Beute, Verbrauchsgegenstände, Tränke und weitere Ausrüstung: siehe Status
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Barbarian talents/Class features
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Spoiler (Anzeigen)- Weapon and Armor Proficiency: A barbarian is
proficient with all simple and martial weapons, light
armor, medium armor, and shields (except tower shields).
- Fast Movement (Ex): A barbarian’s land speed is faster
than the norm for her race by +10 feet. This benefit applies
only when he is wearing no armor, light armor, or medium
armor, and not carrying a heavy load. Apply this bonus
before modifying the barbarian’s speed because of any
load carried or armor worn.
- Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian gains a number
of rage points equal to 4 + her Constitution modifier.
At each level after 1st, she gains an additional number
of rage points equal to 2 + her Constitution modifier.
Temporary increases to Constitution, such as those
gained from rage and spells like bear’s endurance, do not
increase a barbarian’s total number of rage points. A
barbarian must spend one rage point to enter a rage and
one additional point at the start of any round spent in rage.
In addition, rage points can be spent to activate rage powers.
A barbarian can enter rage as a free action. Rage points are
renewed after resting for 8 hours, although these hours do
not need to be consecutive.
While in rage, a barbarian gains a +4 bonus to her Strength
and Constitution, as well as a +2 morale bonus on Will saves.
In addition, she takes a –2 penalty to Armor Class. The
increase to Constitution grants the barbarian 2 hit points per
Hit Dice, but these disappear when the rage ends and are not
lost first like temporary hit points. While in rage, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based
skills (except Acrobatics, Fly, Intimidate, and Ride) or any
ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued
after rage for a number of rounds equal to 2 times the number
of rage points spent during the rage. A barbarian cannot
enter a new rage while fatigued but can otherwise enter rage
multiple times during a single encounter or combat.
- Rage Powers: As a barbarian gains experience, she learns
to harness her rage in new ways. Starting at 2nd level, a
barbarian gains one rage power. She gains an additional
rage power for every two levels of barbarian attained after
2nd level. A barbarian can use her rage powers only while
raging, with each power consuming a set number of rage
points. A barbarian cannot select an individual power more
than once. Unless otherwise noted, these abilities are swift
actions that must be performed on the barbarian’s turn.
- Clear Mind (Su): A barbarian may reroll a failed Will save.
This power is used as an immediate action after the save
is failed. The barbarian must take the second result, even
if it is worse. A barbarian must be at least 8th level before
selecting this power. (6 rage points)
- Guarded Stance (Ex): The barbarian gains a dodge bonus
to her Armor Class equal to 1/2 her barbarian level for 1
round against melee attacks. (2 rage points)
- Intimidating Glare (Ex): The barbarian can make an
Intimidate check against one adjacent foe as a free action.
If the barbarian successfully demoralizes her opponent,
the foe is shaken for 2d6 rounds. (4 rage points)
- Mighty Swing (Ex): The barbarian automatically confirms
a critical hit. This power is used as an immediate action
once a critical threat has been determined. A barbarian
must be at least 8th level before selecting this power. (8
rage points)
- Surprise Accuracy (Ex): The barbarian adds her barbarian
level on one attack roll. This power is used as a swift action
before the roll to hit. (4 rage points)
- Terrifying Howl (Su): The barbarian unleashes a
terrifying howl as a standard action. All enemies within
30 feet must make a Will save (DC equal to 10 + 1/2 the
barbarian’s level + the barbarian’s Strength modifier)
or be panicked for 1d4+1 rounds. Once an enemy has
made a save versus terrifying howl (successful or not) it
is immune to this power for 24 hours. A barbarian must
have the intimidating glare rage power to select this
rage power. A barbarian must be at least 8th level before
selecting this power. (8 rage points)
- Uncanny Dodge (Ex): At 2nd level, a barbarian retains
his Dexterity bonus to AC (if any) even if he is caught f latfooted
or struck by an invisible attacker. He still loses his
Dexterity bonus to AC if immobilized. If a barbarian already
has uncanny dodge from a different class, he automatically
gains improved uncanny dodge (see below) instead.
- Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Ref lex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
rise by +1 every three barbarian levels thereafter (6th, 9th,
12th, 15th, and 18th level). Trap sense bonuses gained from
multiple classes stack.
- Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be f lanked. This defense
denies a rogue the ability to sneak attack the barbarian by
f lanking him, unless the attacker has at least four more
rogue levels than the target has barbarian levels. If a
character already has uncanny dodge from a second class,
the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant
uncanny dodge stack to determine the minimum level a
rogue must be to f lank the character.
- Damage Reduction (Ex): At 7th level, a barbarian
gains damage reduction. Subtract 1 from the damage
the barbarian takes each time he is dealt damage from a
weapon or a natural attack. At 10th level, and every three
barbarian levels thereafter (13th, 16th, and 19th level), this
damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0.
- Greater Rage (Ex): At 11th level, when a barbarian enters
rage, she can choose to enter a greater rage. The bonus
to her Strength and Constitution increases to +6 and the
morale bonus on her Will saves increases to +3. A barbarian
must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
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Minotaur Racial Traits
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Spoiler (Anzeigen)- +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A minotaur’s base land speed is 30 feet.
- Darkvision (http://www.d20srd.org/srd/specialAbilities.htm#darkvision) out to 60 feet.
- Minotaurs have a +4 racial bonus on Perception checks.
- Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
- +5 natural armor bonus.
- Natural Weapons: Gore (1d8).
- Special Attacks (see above): Powerful charge (http://www.d20srd.org/srd/specialAbilities.htm#powerfulCharge).
- Special Qualities (see above): Natural cunning, scent (http://www.d20srd.org/srd/specialAbilities.htm#scent).
- Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
- Favored Class: Barbarian
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Background
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Spoiler (Anzeigen)Der Minotaurus, der vor euch steht gibt ein merkwürdiges Bild ab. Er ist selbst nach Maßstäben seines eigenen Volkes mit 2,50m groß und seine beiden Hörner sind nur leicht geschwungen und enden wie bei allen Minotauren in tödlichen Spitzen.
Aber statt sich wie die meisten seiner Brüder nur auf sein Dickes Fell als Schutz zu verlassen hat er sich ein Brustplatte umgeschnallt und trägt zusätzlich einen Umhang, der auf Grund seiner Größe jedoch nicht bis zum Boden recht. Seine Hufe sind mit merkwürdigen Beschlägen versehen, deren Nutzen nicht sofort deutlich wird, aber der Blick des Zuschauers wird meist von der gewaltigen Axt angezogen, die der Stiermensch in seinen beiden mächtigen Händen hält. Eine dieser Hände ist mit einem metallenen Handschuh versehen, während die andere nur von natürlichem Fell bedeckt wird. Dieses Fell zeigt an einigen Stell Lücken, die wohl von Narben herrühren. Besonders beeindruckend ist eine kreisrunde Narbe auf der rechten Wange des Stieres, die seinem Aussehen ein noch größeres Maß an Bedrohlichkeit verleiht.
Hört man den Stiermenschen sprechen, erklingt eine tiefe Stimme, die, sollte er sich einmal zu seiner vollen Größe aufrichten eine äußerst bedrohliche Wirkung hat.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Trug war schon in seiner Kindheit einer der Stärksten gewesen. Er wuchs in der Wildnis auf und lernte dort schnell, dass in der Welt nur die Stärksten überleben konnten. Zum Glück des Minotauren gehörte er selbst zu dieser Gruppe.
Er wuchs und gewann immer mehr an Kraft, doch er blieb allein. Seine Mutter hatte ihn früh allein zurückgelassen um ihre eigenen Wege zu gehen und seinen Vater hatte er selbst nie gesehen. Er war nicht viel mehr als ein wildes Tier, doch immer wieder traf er auf marodierende Stämme von Goblins und Orks, die jedoch vor seiner brutalen Kraft flohen.
Eines Tages begegnete er in den wilden Landen, die Jahre später die Nation Droaam formen sollten einer kleinen Gruppe älterer Minotauren, die den jungen Stiermenschen in ihre Reihen aufnahmen und ihm grundlegende Dinge, wie das Sprechen lehrten. Es dauerte lange, bis Trug sich ein wenig eingefügt hatte, doch seine Wildheit überstieg die seiner Brüder bei weitem. Wie es brauch unter seinem Volk war kämpften die einzelnen Mitglieder der Bande um eine Vormachtstellung und nach nicht einmal zwei Jahren war Trug stark genug um sich mit dem Anführer zu messen.
Es war ein Zweikampf, wie ihn die Stiermenschen lange nicht gesehen hatten. Trug mochte größer sein als der andere Minotaurus, aber dieser führte eine riesige Axt, an deren Blatt Flammen entlang züngelten. Beinahe ein Stunde rangen die beiden Kontrahenten miteinander, bis sie sich beide ihrer Waffen entledigt hatten und nur noch mit ihren Hörnern aufeinander einstürmten. Das Horn des Anführers bohrte sich in Trugs Wange, doch der junge Minotaurus ließ sich davon nicht verunsichern, er nutze die Tatsache, dass der Kopf des anderen Stiermenschen so nah bei ihm war aus und ergriff ihn mit beiden Pranken. Es kostete den jungen Minotaurus all seine Kraft, aber schließlich gelang es ihm das Genick seines Gegners zu ergreifen.
Trug ergriff die Axt des Anführers und die anderen Minotauren neigte aus Furcht ihr Haupt. Aber Führerschaft interessierte Trug nicht, er wollte einfach nur einen neuen noch stärkeren Gegner finden. Er ließ seine Brüder zurück, auf dass sie weiter um die Herrschaft in der kleinen Gruppe streiten mögen und zog weiter durch die Lande. Die Jahre vergingen und Trug traf auf keinen, der ihm gewachsen war. Er tötete Oger, Minotauren und Trolle, alles was ihm in den Weg kam.
Die Ankunft der Töchter von Sora Kell veränderte den Lebensstil des Barbaren jedoch. In der Hoffnung, dass die drei Schwestern ihn zu mächtigeren Feinden führen würden, schloss er sich ihnen an und fand schließlich seinen Weg zum Großen Fels. In der Arena kann er sich mit den stärksten Kämpfern ganz Droaams messen und seine Wildheit im Kampf hat ihm inzwischen den Beinamen „der Wilde“ verliehen.
Die regelmäßigen Kämpfe haben dafür gesorgt, dass der Minotaurus seine Natur inzwischen insofern ignorieren kann, dass er nicht mehr jeden, den er für würdig erachtet auf offener Straße herausfordert, aber seine Suche nach einem Gegner, der seiner wirklich würdig ist hat er noch längst nicht abgeschlossen.
Barracuda CR 13
Male halforc fighter 13
NB
Exp: 212.000 / 295.000 (Stand: 25.03.2009)
Patron Deity: The Keeper
Organization: House Tharashk
Region: Droaam
Init +3; Perception +2
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DEFENSE
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Spoiler (Anzeigen)
AC 34; touch 19; flat footed 30
(Dex: +3; full plate (+2 magic) +10; ring of prot. +2, Dodge +1, amulet natural bonus +2, armor training +3, buckler (+2 magic)+3)
CMB (defensiv): 37
HP 160/160 (unverletzt) 13 HD
Fort +15, Ref +10, Will +9(+12 vs fear) [Cloak of Resistance +3]
Special: Armor Training (AC+3, ACP-3, MDB+3), Immun to Disease (), 25% Immun to Sneak/Critical Attacks, Fire Resistance 10/-, Deflect Arrows
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OFFENSE
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Spoiler (Anzeigen)
Spd 20 ft.
CMB (offensiv): + 18
Attack Options:
Melee Greataxe FRA (+Backswing): +23/+18/+13 1d12+18+1Kon/1d12+10+1Kon/1d12+10+1Kon [x3]
Melee Greataxe Devastating Blow: +18 3d12+30+1Kon (auto critical)
Special Attacks:
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STATISTICS
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Spoiler (Anzeigen)
Str 20 (+5), Dex 16 (+3) Con 18 (+4), Int 11 (+0), Wis 14 (+2) Cha 8 (-1)
Attributserhöhung lvl. 4: Str, lvl 8 Str, lvl 12: Int jeweils um +1
Erhöht durch den magischen Gürtel um 2: Con und Dex
Headband of Wisdom +2
Base Atk. +13/+8/+3 ; CMB +18
Feats: 1st Lvl Feat: Power Attack (+ 5)
3rd Lvl Feat: Blind Fight
5rd Lvl Feat: Cleave
7th Lvl Feat: Toughness (+3TP,+1/HD)
9th Lvl Feat: Overhand Chop (Add double Str bonus with 2 handed weapon on single attack)
11th Lvl Feat: Backswing (Deal triple dmg with 2h weap. within first attack of Full attack)
13th Lvl Feat: Devastating Blow (one automat. critical hit with -5 Attack)
2nd Lvl Combat/Fighter Feat: Combat Expertise (Int -> AC)
4th Lvl Combat/Fighter Feat: Dodge (+1 AC)
6th Lvl Combat/Fighter Feat: Great Cleave
8th Lvl Combat/Fighter Feat: Defensive Combat Training (+4 CMB on defense)
10th Lvl Combat/Fighter Feat: Weapon Focus (Greataxe)
12th Lvl Combat/Fighter Feat: Greater Weapon Focus (Greataxe)
Skills: Climb(ST)]+14(+7 rank +5 ST+3 class), Handle Animal(CH) -1, Intimadte(CH) -1, Knowledge (dunge.)(IN) +10 (+7 rank +0 IN+3 class),
Knowledge (engi.)(IN)+9 (+6 rank +0 IN+3 class), Ride(GE)+7 (+1 rank +3 GE+3 class),
Survival(WE) +9 (+4 rank +2 WE+3 class), Swim(ST) +9 (+1 rank +5 ST+3 class)
Languages: Common, Orc
Normal Gear: Traveler’s Outfit (1 gp, 10 Pfd.), Standard Adventurer's Kit (15 gp) (PHB II), Potion Belt (5 gp, 1 Pfd.)
Magic Gear: Full Plate +2 light Fortificated (10750gp 50lbs 25%), Greataxt of Wounding +1 (18320 gp 12lbs), Buckler of Arrow Deflection +2 (16315 gp 5lb), Belt of Physical Might +2 (10000 gp, 1 Pfd.) Ring of Protection +2 (8000 gp), Minor Ring of Energy resistance (fire) (12000 gp), Cloak of Resistance +3 (9000 gp, 1 Pfd.), Boots of Speed (12000 gp, 1 Pfd.), Periapt of Health (7400 gp), Headband of Inspired Wisdom +2 (4000 gp), Amulet of Natural Armor +2 (8000 gp), Chime of Opening (3000 gp), Dust of Appearence (1800), Elemental Gem Brown (2250 gp), Elemental Gem Orange (2250 gp), Elemental Gem Blue (2250 gp)
Beute, Verbrauchsgegenstände, Tränke und weitere Ausrüstung: siehe Status
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Fighter talents/Class features
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Spoiler (Anzeigen)
Weapon and Armor Proficiency: A fighter is proficient with
all simple and martial weapons and with all armor (heavy,
medium, and light) and shields (including tower shields).
Bravery (Ex): Starting at 2nd level, a fighter gains a +1
bonus on Will saves against fear. This bonus increases by
+1 for every four levels beyond 2nd, to a maximum of +5 at
18th level.
Armor Training (Ex): Starting at 3rd level, a fighter gains
added protection from the armor he is wearing. Whenever
he is wearing armor, he gains an additional +1 armor bonus
to his armor class, reduces the armor check penalty by 1 (to a
minimum of 0), and increases the maximum Dexterity bonus
allowed by his armor by 1. Every four levels thereafter (7th, 11th,
and 15th), a fighter gains even more protection, increasing
these bonuses by +1 each time, for a total of +4 to armor class at
15th level, with a –4 reduction to the armor check penalty and
a +4 increase to the maximum Dexterity bonus allowed.
Weapon Training (Ex): Starting at 5th level, a fighter can
select one group of weapons, as noted below. Whenever he
attacks with a weapon from this group, he gains a +1 bonus
on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a
fighter becomes further trained in another group of
weapons. He gains a +1 bonus on attack and damage rolls
when using a weapon from this group. In addition, the
bonuses granted by previous weapon groups increase by
+1 each. For example, when a fighter reaches 9th level,
he receives a +1 bonus on attack and damage rolls with
one weapon group and a +2 bonus on attack and damage
rolls with the weapon group selected at 5th level. Bonuses
granted from overlapping groups do not stack. Take the
highest bonus granted for a weapon if it resides in two or
more groups.
Weapon groups are defined as follows (GMs may add
other weapons to these groups, or add entirely new groups):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe,
heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, falchion, greatsword,
longsword, scimitar, scythe, and two-bladed sword.
Crossbows: hand crossbow, heavy crossbow, light crossbow,
heavy repeating crossbow, and light repeating crossbow.
Hammers: club, light hammer, light mace, greatclub,
heavy mace, and warhammer
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Halforc Racial Traits
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Spoiler (Anzeigen)
• +2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are physically strong and constantly on the lookout for danger, but their orc stock hinders their intelligence.
• Medium: Half-orcs are Medium creatures
• Normal Speed: Half-orcs have a base speed of 30 feet.
• Darkvision 60 feet: Half-orcs can see in the dark up to 60 feet.
• Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
• Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
• Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: The favored class of half-orcs is barbarian or druid.
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Background
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Spoiler (Anzeigen)
Barracuda trägt wie jeder verdienter Abenteurer und Krieger die Zeichen des harten Lebens, welches er führt. Der Halbork ist kräftig gebaut, überall stark vernarbt, Narben die schlecht und hässlich verheilt sind, und seine schwarzen dünnen Haare umrahmen seinen abgehärmten Schädel. Seine Hauer ragen abgewetzt und teilweise abgebrochen zwischen seinen Lippen hervor, während aus seinen Augen grausame Schönheit und Schläue zu glänzen scheint.
Das, was diesen Halbork von den anderen seiner Art und Rasse körperlich abhebt, ist die breite Narbe, die sich einmal ringförmig um seinen Hals zieht. Dabei stecken noch verschiedene Metallringe im Fleisch, die früher einmal die Wunde vor dem öffnen bewahren sollte, irgendwann aber eingewachsen sind. Der Schnitt in seiner Kehle ging so tief, dass seine Stimmbänder verletzte wurden, sodass seine Stimme nun kratzig, gebrochen und äußerst rauh erklingt.
Ansonsten tritt der Krieger oft nur in einer abgewetzten Plattenrüstung auf, die seinen Körper komplett mit Platten aus angedunkelten Eisen abdeckt, wobei ihn als Waffe stehts eine zweiflügrige Axt begleitet, deren Klingen so stark verformt sind, dass sie aussehen wie teilweise abgebrochen.
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Barracuda wuchs als Weise zwischen den Monsterhorden Droaams auf, im Grenzgebiet zu den Schattenmarschen. Aufgrund seines schon in jungen Jahren sehr ausgeprägten Unterkiefers und den halborkischen Hauern, erhielt er irgendwann seinen Namen, den er aus Ermangelung von Alternativen schließlich beibehielt. Ihn kümmerte sein Vergangenheit nicht sonderlich, die Gegenwart beschäftigte ihn schon genug.
In seiner Jugendzeit durchwanderte er mit den Jahren Droaam von West nach Ost und kämpfte schließlich mit den Horden des Monsterlandes an der breländischen Grenze. Seine Grausamkeiten gegenüber Feinden als auch Verbündeten, bewahrten ihn oft genug, zumindest bis zum heutigen Tag, als Mittagessen seiner Kameraden zu enden. Die Brutalität mit der er seine Lieblingswaffe, die bihändige Axt, schwingt und mit der er seine Feinde aus Lust am Verstümmeln zunächst übel zurichtete, bevor er sie in die wartenden und unerbittlichen Arme des Raffers schickte, steht der seiner alten aber wesentlich größeren und tierischeren Kameraden in nichts nach.
Über die Jahre verdiente er seine Sporen und bereichterte sich an den Hinterlassenschaften der Niedergestreckten und er genoss den Wohlstand und Stärke, die er sich erwarb. Für ihn gab es niemals Gefangene, selbst wenn seine Kameraden sich eine Mahlzeit aufsparen wollten. Mit der Zeit machte er es sich zur Aufgabe, ständig seinen Reichtum zu vergrößern, aber vor allem, seinem Herren, den Raffer, aufs bestmögliche zu dienen. Ihm Tag für Tag die Leben zu schenken, die er mit seiner Axt auslöscht. Desto wertvoller dieses Leben, desto wertvoller für den Barracuda und seine Absichten.
Seit einigen Monaten hält sich Barracuda oft in der näheren Umgebung von Graywall auf und ist durch seine rassische Herkunft schnell mit der Enklave des Drachenmalhauses Tharashk in Kontakt gekommen. Seitdem hat er sich schnell in der Hierarchie des Hauses eingefunden und beteiligt sich an der Organisation und dem Export von Söldnern an entsprechende Geldgeber. Dies hat ihm nicht nur ein kleines Vermögen gebracht sowie den, zwar begrenzten, aber dennoch nicht abstreitbaren, Schutz des Hauses, sondern auch die entsprechenden Kontakte um seine eigentlichen Pläne und Lebensziele zu verwirklichen.
Haskeer, Large Giant
NB Male Troll Rouge 2 Assassin 6 CR 13
Exp: 212.000 / 295.000 (Stand: 25.03.2009)
Patron Deity: The Fury, The Mockrey
Organization: none
Region: Droaam
Init +8; Perception +17
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DEFENSE
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Spoiler (Anzeigen)
AC: 26; touch: 14; flat footed: 26 (-1 size, +6 Armor, +4 Dex, +6 nat, +1 Ring)
CMB (defensiv): 39
HP: 165, 14HD
Fort: +15 Ref: +15 Will: +6
Special: Evasion, Improved Uncanny Dodge, +3 vs. Poison, Regeneration 5
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OFFENSE
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Spoiler (Anzeigen)
Spd 30 ft. (6 squares)
B.-At.: +9/+4 CMB: +24
Space/Reach 10ft/10ft
Attack Options: Dazzling Display +21 vs 10+HD+Wis
Mellee: +1 Shortsword +21 (1d8+12, 19-20) or Claw +19 (1d6+11)
Mellee Full Attack: +1 Shortsword +19/+14 (1d8+12, 19-20) and +1 Shortsword +20/+15 (1d8+13, 19-20) and bite +14 (1d6+5) or 2 claws +19 (1d6+11) and bite +14 (1d6+5)
Special Attacks: Sneak Attack +4d6, Bleeding Attack, Death Attack, Poison use
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STATISTICS
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Spoiler (Anzeigen)
Str 32 (+11) Dex 19 (+4) Con 22 (+6) Int 14 (+1) Wis 10 (0) Cha 6 (-2)
Alle Attributserhöhungen in Dex, Angaben inklusive Headbeand vast Intelligence +2 und Belt of giant Strength +2
Feats: Improved initiative, Two-Weopan-Figthing, Double Slice, Weapon Focus (Shortsword), Dazzling Display, Stunning Defense, Improved Two-Wopan-Figthing
Skills: Perception +17 (14 ranks), Stealth +17 (14 ranks), Disguise Self +0 (2 ranks), Disable Device +23 (14 ranks), Acrobatics +21 (14 ranks), Sleigth of hands +15 (8 ranks)
Languages: Giant, Common
Gear: Belt of Giant Strength (4.000gp), Headband of vast Intelligence (4.000 gp), Ring of Protection +1 (2.000 gp), +2 Mithral Chain Shirt (5.100gp), Cloak of protection +2 (4.000 gp), Masterwork Thieves' Tools (100 gp), two +1 Shortsword (2.310 gp), Amulett of natrual Armor+1 (2.000 gp)
Potion: Displacement (750 gp), Potion: Fly (750 gp), 2*Potion: Haste (1.500 gp), 2*Potion: Cure serious Wounds (1.500 gp), 10*Potion: Cure ligth Wounds (500 gp), 2*Potion of resist Energy (one fire, one acid) (600 gp), Potion: Cat's Grace (300 gp)
2*Scroll: Invisibility (300 gp), 2*Scroll: Darkness (300 gp), 2*Scroll:Spiderclimb (300 gp)
Gold: 380 gp
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Magic
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Spoiler (Anzeigen)CL: 6
Spells per day:4/4/1
SG: 12+Grad
Spells known:
1st: Detect Poison[/utl], [url=http://www.d20srd.org/srd/spells/featherFall.htm]Feather Fall (http://www.d20srd.org/srd/spells/detectPoison.htm), Jump (http://www.d20srd.org/srd/spells/jump.htm), Truestrike (http://www.d20srd.org/srd/spells/trueStrike.htm)
2nd: Cat's Grace (http://www.d20srd.org/srd/spells/catsGrace.htm), Darkness (http://www.d20srd.org/srd/spells/darkness.htm), Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm), Spider Climb (http://www.d20srd.org/srd/spells/spiderClimb.htm)
3rd: False Life (http://www.d20srd.org/srd/spells/falseLife.htm), Magic circle against good (http://www.d20srd.org/srd/spells/magicCircleAgainstGood.htm), Nondetection (http://www.d20srd.org/srd/spells/nondetection.htm)
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Rouge and Assasin talents/Class features
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Spoiler (Anzeigen)Rouge:- Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. Rogues are proficient
with light armor, but not with shields.
- Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target
would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the rogue
f lanks her target. This extra damage is 1d6 at 1st level, and
it increases by 1d6 every two rogue levels thereafter. Should
the rogue score a critical hit with a sneak attack, this extra
damage is not multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can
make a sneak attack that deals nonlethal damage instead
of lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The rogue must be able to see the target well enough
to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature
with concealment or striking the limbs of a creature whose
vitals are beyond reach.
- Trapfinding: Rogues (and only rogues) can use the
Perception skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 10, or
higher if it is well hidden. Finding a magic trap has a DC
of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device
skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a
Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.
- Evasion (Ex): At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Ref lex saving throw against an attack
that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue
does not gain the benefit of evasion.
- Bleeding Attack (Ex): A rogue with this ability can cause
living opponents to bleed when hitting them with a sneak
attack. This attack causes the target to take 1 additional
point of damage each round for each die of the rogue’s
sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding
creatures take that amount of damage at the start of each
of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point
damage. Bleeding damage from this ability does not stack
with itself.
Assassin:- Death Attack: If an assassin studies his victim for 3
rounds and then makes a sneak attack with a melee weapon
that successfully deals damage, the sneak attack has the
additional effect of possibly either paralyzing or killing
the target (assassin’s choice). While studying the victim,
the assassin can undertake other actions so long as his
attention stays focused on the target and the target does not
detect the assassin or recognize the assassin as an enemy.
If the victim of such an attack fails a Fortitude save (DC
10 + the assassin’s class level + the assassin’s Int modifier)
against the kill effect, she dies. If the saving throw fails
against the paralysis effect, the victim is rendered helpless
and unable to act for 1d6 rounds plus 1 round per level of
the assassin. If the victim’s saving throw succeeds, the
attack is just a normal sneak attack. Once the assassin has
completed the 3 rounds of study, he must make the death
attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes
her save) or if the assassin does not launch the attack within
3 rounds of completing the study, 3 new rounds of study are
required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison
and never risk accidentally poisoning themselves when
applying poison to a blade.
- Save Bonus against Poison: The assassin gains a
natural saving throw bonus to all poisons gained at 2nd
level that increases by +1 for every two additional levels
the assassin gains.
- Uncanny Dodge (Ex): Starting at 2nd level, an assassin
retains his Dexterity bonus to AC (if any) regardless of
being caught f lat-footed or struck by an invisible attacker.
(He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class,
the character automatically gains improved uncanny
dodge (see below).
- Hidden Weapons (Ex): At 4th level, an assassin becomes a
master at hiding weapons on his body. He adds his assassin
level to all Sleight of Hand skill checks made to conceal
weapons and to prevent others from noticing them.
- Improved Uncanny Dodge (Ex): At 5th level, an
assassin can no longer be f lanked, since he can react to
opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies rogues the
ability to use f lank attacks to sneak attack the assassin.
The exception to this defense is that a rogue at least four
levels higher than the assassin can f lank him (and thus
sneak attack him).
If a character gains uncanny dodge (see above) from a
second class, the character automatically gains improved
uncanny dodge, and the levels from those classes stack to
determine the minimum rogue level required to f lank the
character.
- Quiet Death: At 6th level, whenever an assassin kills
a creature using his death attack, he can also make an
opposed Stealth check to prevent anyone in the vicinity
from identifying him as the assailant. If successful, those
nearby might not even notice that the target is dead for
a few moments, allowing the assassin to avoid detection.
This ability cannot be used during combat.
___________________________________________________________________________________________________
Troll Racial Traits
___________________________________________________________________________________________________
Spoiler (Anzeigen)Troll characters possess the following racial traits.
- +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –4 Charisma.
- Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A troll’s base land speed is 30 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
- Racial Skills: A troll’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
- Racial Feats: A troll’s giant levels give it three feats.
- +5 natural armor bonus.
- Natural Weapons: Claw (1d6) and bite (1d6).
- Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.
- Special Qualities: Regeneration 5, scent.
- Automatic Languages: Giant. Bonus Languages: Common, Orc.
- Favored Class: Fighter.
- Level adjustment +5
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Background
___________________________________________________________________________________________________
Spoiler (Anzeigen)Beschreibung:
Haskeer ist ein wenig kleiner als die meisten seiner Artgenossen, macht diese jedoch durch seinen für einen Troll sehr aufrechten Gang mit nur leicht nach vorne hängenden Schultern mehr als weg. Er ist noch muskulöser als die meisten seiner Artgenossen, was ihm ein breiteres Kreuz verleiht. Die Haut an den grünen Arme sind mit kunstvoll angebrachten Narben, was nur durch schmerzhafte Behandlungen von Feuer und Säure möglich ist, und Tätowierungen verziert, die schnellen ungesehen Tod versprechen. Der Körper ist durch ein erstaunlich leichtes Kettenhemd geschützt, dessen silbriger Glanz unter einem schwarzen, abgetragenen Umhang verborgen wird. Auf dem Rücken ragen die Griffe zweier Kurzschwerter hervor, auch wenn mancher Mensch wohl zwei Hände bräuchte um sie zu schwingen.[ Doch das was sein Auftreten verglichen mit einem normalen Troll gefährlich macht ist die unnatürliche Intelligenz in seinen Augen, ein Punkt in dem er oft unterschätzt wird und zu zu seinem Vorteil zu nutzen weiß.
Hintergrund:
Für einen Troll gibt es nur zwei Arten in einem Stamm unter seines gleichen zu leben. Für die Mehrheit blieb nur das Leben als einfacher Troll. Auch wenn man damit den meisten Wesen in seiner Umgebung bei weitem überlegen war und in der Nahrungskette weit über den Rest stand, gab es doch einem, den man zu folgen hatte. Für Haskeer war früh klar, er war dazu geboren einen Stamm zu führen, nicht zu dienen. Doch auch dies zu erreichen gab es viele Wege. Der eine lag darin, frontal den derzeitigen Führer anzugreifen und zu töten. Auch der andere lag im Tod des Vorgängers, doch auf subtile Weise heimlich, ohne sich der Gefahr einer eigenen Verletzung aus zusetzten. Er entschied sich für das Zweite. Geduldig wartete er, bis alle Rivalen, die ihm ansonsten noch hätten gefährlich werden können getötet waren. Doch grad, als er bereit war, seine Pläne in die Tat um zusetzten, kam etwas dazwischen. Die Töchter Sora Kells riefen zum Kriegszug und sein Stamm folgte. In der blutigen Zeit darauf , hatte er genug damit zu tun die Feinde der Vetteln zu töten, diejenigen wenigen, die dumm genug waren sich ihnen in den Weg zu stellen. Dabei wurde des öfteren sein besonderes Geschick ausgenutzt, schnell, heimlich und lautlos zu töten, bis er es darin zu einer waren Meisterschaft gebrecht hatte. Nachdem die Herrschaft der Vetteln hergestellt hatte verlor er jedoch sein Interesse einen Stamm zu führen, statt dessen diente er weiter den Vetteln, um in ihrem Namen unliebsame Querulanten und Aufsässige auszuschalten. Vor kurzem wurde er nach Grauwall versetzt und dient dort in der Wache des Gedankenschinders, ebenso treu wie zuvor in Hochklippe.
Jasik
Volk: Halbork
Klasse: Druidin
Geschlecht: weiblich
Gesinnung: NE
Religion: The Keeper
Organisation: Children of Winter
Stufe: 13
Erfahrungspunkte: 212.000 / 295.000 (Stand: 25.03.2009)
Aktionspunkte: 11 (2d6)
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Alter: 22
Größe: 5 Fuß (1,52m)
Gewicht: 173 lbs (78,5kg)
Augenfarbe: braun
Haarfarbe: schwarz
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Initiative: +1
Sinne: +18
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Spoiler (Anzeigen)
TP: 133 (13D8 (16 + 60) + 28 + 13 (Favored Class) + 16 (Toughness))
RK: 23; touch 16; flat footed 23
(Dex: +1; Hide Armor (+4 magic) +7; ring of prot. +2, Amulet of natural Armor +3))
Rettungswürfe: Fort +13 (+8, +1,+4 Cloak) Ref +10 (+4, +0, +2 (Feat), +4 Cloak), Will +18 (+8, +6, +4 Cloak)
CMB: +27 (+9+3+0+0+15)(BAB + Str + Size-Bonus + Feat-Bonus + 15))
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Spoiler (Anzeigen)
Geschwindigkeit: 30’ ‚ (6 Felder)
Raum und Reichweite: 5’
Grundangriff: +9, +4
Ringkampf: +12
Nahkampf: +16, +11 (Scythe +3), Damage: 2d4 + 6 (19 - 20, *4)
Fernkampf: +10, +5 (Sling, Damage: 1d4+2 (20, *3)
Combat Maneuver Bonus: +12 (+9+3+0+0)(BAB + Str + Size-Bonus + Feat-Bonus))
Spezialangriffe:
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Spoiler (Anzeigen) (Zauber + Bonus Zauber)
Level 0: 4
Level 1: 4 + 2
Level 2: 4 + 2
Level 3: 4 + 2
Level 4: 4 + 1
Level 5: 3 + 1
Level 6: 2 + 1
Level 7: 1 + 1
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Spoiler (Anzeigen)
STR 16 (+2 race)
DEX 12 (+2 Belt)
CON 14 (+2 Belt)
INT 12 (-2 race, +2 Headband)
WIS 24 (+2 race, +1 Ability Score (4), +1 Ability Score ( 8 ), +2 Headband)
CHA 15 (+1 Ability Score (12), +2 Headband)
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Spoiler (Anzeigen)Skill Ranks Per Level: 4 + Int modifier = 65
Skill | Ability | Rank | Ability Bonus | Misc Bonus (Grund) | ClasSkill | Gesamt |
---|
Climb | Str | 6 | 3 | 0 | 3 | 12 |
Craft (--) | Int | 0 | 1 | 0 | 0 | 1 |
Fly | Dex | 6 | 0 | 2 | 3 | 11 |
Handle Animal | Cha | 7 | 1 | 0 | 3 | 11 |
Heal | Wis | 10 | 7 | 0 | 3 | 20 |
Knowledge (nature) | Int | 4 | 1 | 0 | 3 | 8 |
Perception | Wis | 8 | 7 | 0 | 3 | 18 |
Knowledge (geography) | Int | 6 | 1 | 0 | 3 | 10 |
Ride | Dex | 3 | 0 | 0 | 3 | 6 |
Profession (--) | Wis | 0 | 7 | 0 | 0 | 0 |
Spellcraft | Int | 4 | 1 | 0 | 3 | 7 |
Survival | Wis | 6 | 7 | 0 | 3 | 16 |
Swim | Str | 5 | 3 | 0 | 3 | 11 |
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Spoiler (Anzeigen)
Level 1: Toughness
Level 3: Combat Casting
Level 5: Natural Spell
Level 7: Lightning Reflexes
Level 9: Acrobatic
Level 11: Weapon Focus (Scythe)
Level 13: Improved Critical (Scythe)
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Spoiler (Anzeigen)
Volksmerkmale
+2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are physically strong and constantly on the lookout for danger, but their orc stock hinders their intelligence.
Medium: Half-orcs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision 60 feet: Half-orcs can see in the dark up to 60 feet.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: The favored class of half-orcs is barbarian or druid. This choice must be made at 1st level and cannot be changed.
Klassenfertigkeiten
All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–6. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a druid can prepare each day is noted in Table 4–6 under spells per day. Orisons are treated like any other spell cast by the druid in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: air, animal, earth, fire, plant, water, or weather. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to his druid level. The second option is to form a close bond with an animal companion. A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted. As a druid advances in level, the animal’s power increases as shown on the Animal Companion Advancement table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
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Spoiler (Anzeigen)
67gp
Headband of Mental Superiority +2 Price 16,000 gp
Belt of Physical Might +2 (Con und Dex) 10,000 gp
Hide Armor +4 Price: 16165 gp
Scythe +3 Price: 18318gp
Sling +2 8300gp
40 Sling Bullets
Ion Stone: Incandescent blue Sphere +2 enhancement bonus to Wisdom 8,000 gp
Wand of Cure Moderate Wounds 11250gp
Ring of Protection +2, 8000gp
Cloak of Resistance +4, 16000gp
Boots, Winged, 16,000 gp;
Amulet of natural Armor +3, 18000gp
Handy Haversack, 2000gp
2 Potion Cats Grace, 300gp
2 Potions Bulls Strength, 300gp
Scroll: Freedom of Movement
Spoiler (Anzeigen)
Lyndwyn:
Snake, Medium Viper
Size/Type: Medium Animal
Hit Dice: 10d8 (53 hp), berechnet wie ein PC
Initiative: +8
Speed: 20 ft. (4 squares) climb 20 ft., swim 20 ft. 20 ft. (4 squares),
Armor Class: 26 (+5 Dex, +11 natural), touch 15, flat-footed 21
Base Attack/Grapple: +7, +2/+8
Attack: Bite +8 melee (1d4+1 plus poison)
Full Attack: Bite +8, +3 melee (1d4+1 plus poison
Space/Reach: 5 ft./5 ft
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +7, Ref +12, Will +3
Abilities: Str 12, Dex 21, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse Improved Initiative,
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes, as noted under Animal Companion Advancement.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Ref lex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
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Spoiler (Anzeigen)
(http://www.farseek.com/bg/bgportf/horcfaen.jpg)
Jasik ist für eine Halb-Ork Frau sogar nach menschlichen Gesichtspunkten recht attraktiv. Die wallenden schmutzig blond bis dunkel braunen Haare sind gepflegt und auch das restliche Aussehen der Frau ist ganz anders als ein normaler Breländer sich eine Bewohnerin von Droaam vorstellt. Die Kleidung ist gepflegt und die gesamte Erscheinung der Frau ist von unglaublichem Stolz geprägt.
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Spoiler (Anzeigen)
Jasik ist in einen Clan von Orks hinein geboren, welche sich schon seit Generationen den Kindern des Winters angeschlossen haben. Die Sleetstorms, wie sich der Clan aufgrund seiner Nähe zu den Kindern des Winters nennt, haben sich eine Überlebensstrategie für das ehemals westliche Breland überlegt.
In kleinen Gruppen zwischen den Byeshk- und Grauwall- Gebirge streifend nutzten die Orks es aus, dass vor dreißig Jahren Breland noch ein Interesse hatte dieses Gebiet zu besiedeln und zu befrieden. Dieser schließlich zum Scheitern verurteilte Vorstoß führte auch dazu, dass Jasiks Mutter, eine menschliche Frau, die ursprünglich aus Ardev stammte von den Orks gefangen wurde. Der Tradition der Orks folgend, dass das beste aus ihrer Rasse mit dem besten der Menschenrasse verbunden gehört, wurde Jasiks Mutter zum Verhängnis, dass sie sehr gut aussah. Aus einer der Schwangerschaften ihrer Mutter ging Jasik hervor und sie ist ein Beweis dafür, dass die Überlegungen der Orks aufgehen.
Gut aussehend, recht stark und mit großer Einsicht gesegnet in die Wege der Natur wurde sie schon bald auf den Dienst für die Kinder des Winters vorbereitet. Mit einem gehörigen Maß an Rücksichtslosigkeit ausgestattet lernte die Frau schnell, was es hieß den Kindern anzugehören. Mit Eifer nahm sie die Lehren der Druidensekte auf und setzte diese auch um, indem sie sich ohne Skrupel nach oben arbeitete. In der durch die drei Schwestern entstandenen Gemeinschaft von Droaam sah die Frau auch für sich und ihren Orden eine Möglichkeit zum Aufstieg und so gewann sie in dem eher wenig religiös geprägten Land Droaam an Einfluß, in dem sie die Unachtsamkeit und Sorglosigkeit von Konkurrenten ausnütze. Innerhalb Grauwalls erreichte die Halb-Orkin und ihre ständige Begleiterin, die recht große Giftschlange Lyndwyn, eine gewisse Berühmtheit.