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Gruppen - Inventar[/u]
Money:
Platin: 100
Gold: 262
Silver: 5
Copper: 0
Equipment:
- Bolzen (80)
- Pfeile (80)
- Seil, seide
- Schlafsack (7)
- Decke (6)
- Wasserschläuche (7)
- Wegrationen (7)
- Fackel (5)
- Sack (5)
- Feuerstein und Stahl
- Brief an Haus Orien (ermöglicht eine Reise von Sharn nach Rhukaan Draal und zurück)
- Empfehlungsschreiben von Rogan d'Lyrandar (ermöglicht es einmalig, von einem Mitglied von Haus Lyrandar einen Gefallen einzufordern, OHNE dem Haus anzugehören, oder das Feat: Favored in House zu haben - der Favor Check ist trotzdem erforderlich)
Magical and Extraordinary Equipment:
Ich gehe davon aus, dass zwischenzeitlich zumindest jemand mal einen Detect Magic über hatte. Magische Gegenstände sind kursiv markiert.
- Rucksack [carried by Dorin D'Cannith]
- Magisch beleuchtete Laterne
- Stahlphiole mit Symbol Haus Jorascos (3)
- Langschwert
- Haus Jorasco Heilpaket
- Fläschen mit Symbol Dol Arrahs (3) - Weihwasser
- Metallstab-Saphirzepter-Thingy
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Rigana d'Medani[/u]
Half-Elf Bard 2
Medium Humanoid
Neutral Good
Height: 165 cm
Weight: 72 kg
Hair Color: brown
Eye Color: brown
Age: 29
Patron Deity: Sovereign Host
Experience Points: 1000
Action Points: 5
Hit Dice: 2D6+2 ( 13 HP)
Initiative: +3
Speed: 30ft
Armor Class: 16 (+3 Dex, + 3 Leather Armor), Touch 13, flat-footed 13
Base Attack / Grapple: +1 / +2
Attack: Rapier +2 melee (1D6+1)
Light Crossbow +4 ranged (1D8)
Full Attack: Rapier +2 melee (1D6+1)
Light Crossbow +4 ranged (1D8)
Space / Reach: 5 ft. / 5 ft.
Special Qualities: Immunity to sleep, Low-Light Vision, Elven Blood, Spells, Bardic Knowledge, Bardic Music,
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 15
Skills: Bluff +4, Decipher Script +4, Diplomacy +9, Disguise +4, Escape Artist +2, Gather Information +9, Hide +2, Knowledge (Arcana) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Nobility and royalty) +3, Listen +2, Move Silently +2, Perform +7, Sleight of Hand +1, Spot +2, Tumble +2,
Feats: Dodge
Languages: Common, Elven, Gnome, Dwarven
Special Qualities & Feats [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Weapon and Armor Proficiency: Rigana is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.
Rigana is proficient with light armor and shields (except tower shields). She can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Immunity to sleep:Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low Light Vision:Rigana can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elven Blood: For all effects related to race, Rigana is considered an elf.
Bardic Knowledge: Rigana may make a special bardic knowledge check with a bonus equal to her bard level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If she has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. Rigana may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC / Type of Knowledge
10 / Common, known by at least a substantial minority drinking; common legends of the local population.
20 / Uncommon but available, known by only a few people legends.
25 / Obscure, known by few, hard to come by.
30 / Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bardic Music: Once per day per bard level, Rigana can use her song or poetics to produce magical effects on those around her (usually including herself, if desired).
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means Rigana must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, she cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Rigana has a 20% chance to fail when attempting to use bardic music. If she fails, the attempt still counts against her daily limit.
Countersong (Su): Rigana can use her music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 30 feet of Rigana (including herself ) that is affected by a sonic or language-dependent magical attack may use Riganas Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Riganas Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Rigana may keep up the countersong for 10 rounds.
Fascinate (Sp): Rigana can use her music or poetics to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear Rigana, and able to pay attention to her. Rigana must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels Rigana attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, Rigana makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, Rigana cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as Rigana continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires Rigana to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability
Inspire Courage (Su): Rigana can use song or poetics to inspire courage in her allies (including herself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear Rigana sing. The effect lasts for as long as the ally hears her sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Dodge: During her action, Rigana designates an opponent and receives a +1 dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action.
A condition that makes Rigana lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Inventory [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Money
Platin: 0
Gold: 348
Silver: 21
Copper: 10
Weapons & Armor
- Rapier
- Dagger (2)
- Light Crossbow
- Bolts (20)
- Studded Leatherarmor
Equipment
- Backpack
- Sunrod (2)
- Courtiers Outfit
- Jewelry (50gm)
Spells[/u]
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Spells per Day:
0 - Level: 3
1st Level: 1
Spells Known:
0 - Level: Detect Magic, Ghost Sound, Lullaby, Mage Hand, Resistance
1st Level: Cause Fear, Sleep
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Hammer[/u]
Warforged Fighter 2
Medium Living Construct
Neutral good
Height: 208 cm
Weight: 159 kg
Eye Color: blue
Age: 12
Patron Deity: none
Experience Points: 1000
Action Points: 4
Hit Dice: 2D10+6 ( 25 HP)
Initiative: 0
Speed: 20ft
Armor Class: 18 (+8 Adamantine Plating), Touch 10, flat-footed 18
Base Attack / Grapple: +2 / +5
Attack: Maul +6 melee (1D10+4)
Light Crossbow +2 ranged (1D8)
Full Attack: Maul +6 melee (1D10+4)
Light Crossbow +2 ranged (1D8)
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Power Attack
Special Qualities: Warforged Traits, Adamantine Body, Damage Reduction 2/Adamantine , Light Fortification
Saves: Fort +6, Ref +0, Will -1
Abilities: Str 17, Dex 11, Con 17, Int 14, Wis 8, Cha 5
Skills: Climb +2, Concentration +5, Craft (Armorsmith) +7, Craft (Weaponsmith) +4 Jump +2, Knowledge (History) +3,
Feats: Adamantine Body, Weapon Focus (Maul), Power Attack,
Languages: Common
Special Qualities & Feats [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Warforged Racial Traits:
- Immunity against: sleep affects, poison, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain.
- no natural healing
- Vulnerability to the following spells: heat metal, chill metal, repel metal or wood or stone, rusting grasp
- A dying (-1 - -9 Hitpoints) Warforged does not lose additional Hitpoints.
- Hammer does not need to eat, breathe or sleep.
Light Fortification: When a critical hit or sneak attack is scored on Hammer, there is a 25% chance that the critical hit or sneak attack is negated and the attack deals normal damage.
Weapon and Armor Proficiency: Hammer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields)
Adamantine Body: Hammers armor bonus is increased to +8 and he gains damage reduction 2/adamantine. However, his base land speed is reduced to 20 feet and he is considered to be wearing heavy armor.
Weapon Focus: Hammer gains a +1 bonus on all attack rolls he makes using the Maul
Power Attack:On his action, before making attack rolls for a round, Hammer may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If Hammer attacks with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from his attack rolls. He can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.
Inventory [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Money
Platin: 0
Gold: 400
Silver: 0
Copper: 0
Weapons & Armor
- Maul
- Longsword
- Light Crossbow
Equipment
- Backpack
- Hooded Lantern
- Flint & Steel
- Rope with hook
- Oil
- Identification Papers
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Kanatash
Im Klageland verschollen.
Spoiler: Klicke, um den Beitrag zu lesen
Kalashtar Cleric 2Medium HumanoidLawful GoodHeight: 191 cm
Weight: 79 kg
Eye Color: bluish
Age: 51
Deity: Path Of Light
Experience Points: 1000
Action Points: 4
Hit Dice: 2D8+4 ( 17 HP)
Initiative: +1
Speed: 20ft
Armor Class: 17 (+1 Dex, +4 Scale Mail, +2 Heavy Shield), Touch 11, flat-footed 16
Base Attack / Grapple: +1 / +1
Attack: Masterwork Heavy Mace +3 melee (1D8+1) or Spiked Gauntlet +2 melee (1d4+1)
Full Attack: as Attack
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Special Qualities: Kalashtar Traits, Turn Undead, Domains: Meditation, Protection
Saves: Fort +5, Ref +1, Will +6
Abilities: Str 13, Dex 13, Con 14, Int 12, Wis 17, Cha 13
Skills: Diplomacy +5, Concentration +7, Knowledge (Religion) +3, Knowledge (The Plane) +5, Spellcract +3
Feats: Divine Spellpower
Languages: Common, Quor, Riedran
Special Qualities & FeatsSpoiler: Klicke, um den Beitrag zu lesen
Kalashtar Racial Traits:
Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size.
Kalashtar base land speed is 30 feet.
+2 racial bonus on saving throws against mind-affecting spells and effects, and possession: The kalashtar's dual spirits help them resist spells that target their minds.
+2 racial bonus on Bluff, Diplomacy, and Intimidate checks: The kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.
+2 racial bonus on Disguise checks made to impersonate a human: Kalashtar have a close physical resemblance to humans.
Immunity to the dream and nightmare spells, as well as any other effect that relies on the character dreaming: The kalashtar do not dream.
Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.
Psi-like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar's Hit Dice (minimum 1st level).
Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.
Favored Class: Psion. A multiclass kalashtar's psion class does not count when determining whether he takes an experience point penalty for multiclassing.
SpellsSpoiler: Klicke, um den Beitrag zu lesen
0 Grad:
Guidance
Light
Light
Detect Magic
1 Grad:
Protection f. Evil
Command
Sanctuary
Comprehend Languages
InventorySpoiler: Klicke, um den Beitrag zu lesen
Das hier auch
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Guamorr[/u]
Ork Druid 2
Medium Humanoid
Neutral
Height: 196 cm
Weight: 94 kg
Hair Color: Grey
Eye Color: Orange
Age: 22
Patron Deity: none
Experience Points: 1500
Action Points: 5
Hit Dice: 2D8+4 ( 15 HP)
Initiative: +1
Speed: 30ft
Armor Class: 15 (+1 Dex, + 2 Leather Armor, +2 Heavy Wooden Shield), Touch 11, flat-footed 14
Base Attack / Grapple: +1 / +2
Attack: Short Spear +3 (1D6+1)
Full Attack: Short Spear +3 (1D6+1)
Space / Reach: 5 ft. / 5 ft.
Special Qualities: Spontaneous Casting, Weapon Familiarity (Longbow and Greataxe), Low Light Vision, Nature Sense, Wild Empathy, Woodland Stride
Saves: Fort +5, Ref +1, Will +6
Abilities: Str 13, Dex 12, Con 15, Int 10, Wis 17, Cha 11
Skills: Concentration +4, Handle Animals +2, Knowledge (Geography) +1, Knowledge (Nature) +5, Knowledge (The Planes) +5, Listen +4, Spot +5, Survival +8,
Feats: Gatekeeper Initiate
Languages: Common, Orc
Special Qualities & Feats [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Gatekeeper Intitate: You get a +2 bonus on saving throws against the supernatural and spell-like abilities of aberrations.
Add Knowledge (The Planes) to your list of druid class skills. You may use Knowledge (the Planes) rather than Knowledge (Dungeoneering) when making skill checks to identify abberations and their special abilities.
In addition, you can cast the following spells as if they were on the druid spell list at the indicated level:
1st Level: Protection from Evil
2nd Level: Zone of natural purety
3rd Level: Dimensional anchor
4th Level: Nature´s wrath
5th Level: Banishment
6th Level: Dimensional Lock
7th Level: Return to Nature
8th Level: Mind Blank
9th Level: Imprisonment
Low Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense: Guamorr gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: Guamorr 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 his druid level and his 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, Guamorr 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.
Wooldland Stride: Guamorr may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Spontaneous Casting: Guamorr can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Weapon Proficiency: Orcs are automatically proficient with the longbow and greataxe.
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, 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.
Inventory [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Money
Platin: 0
Gold: 171
Silver: 17
Copper: 0
Weapons & Armor
- Darkwood Shortspear
- Dagger
- Leather Armor
- Heavy Wooden Shield
Scrolls
- Cure Light Wounds (x4)
- Flame Blade x2, Entangle
Equipment
- Backpack
- Waterskin
- Flint and Steel
- Fishhooks
- Pouch (Divine Focus)
- Map Case (Maps of Korvaire, the Eldeen Reaches, Shadowlands and the sealed Gates to Xoriat)
- Rope, silk (50ft.)
- Lantern, bullseye
Spells Prepared [/u]
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0 - Level:
- Cure Minor Wounds
- Cure Minor Wounds
- Detect Magic
- Detect Magic
1 - Level:
- Hawkeye (verbraucht)
- Camouflage (verbraucht)
- Produce Flame
Animal Companion[/u]
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Tshee, Female Swindlespitter- Picture - Small AnimalHit Dice: 2D8 +2 (11)
Initiative: +5
Speed: 30 ft.
Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13
Base Attack / Grapple: +1 / -4
Attack: Beak +7 melee (1d4-1)
Full Attack: Beak +7 melee (1d4-1)
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Poison Spray
Special Qualities: Darkvision 60 ft. , Low-Light Vision, Scent, Uncanny Dodge
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 9, Dex 21, Con 13, Int 2, Wis 16, Cha 14
Skills: Hide +9, Listen +5, Move Silently +5, Sleight of Hand +10, Spot +5
Feats: Mobility, Run, Weapon Finesse
Learned Tricks: Heel
Special Attacks / Special QualitiesPoison Spray: When threatened, Tshee sprays a corrosive poison in a 15-foot cone from its mouth.
Contact;Fort DC 12; initial damage blindness for 2d4 minutes;secondary damage 1d4 con.
Tshee can spray this poison once every 1D4 rounds. Tshee flees from blinded opponents if possible. The save DC is constitution based.
Uncanny Dodge:Tshee can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Mobility: Tshee gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. A condition that makes Tshee lose her Dexterity bonus to Armor Class also makes her lose dodge bonuses.
Scent: This extraordinary ability allows Tshee to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Tshee can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Tshee detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. She can take a move action to note the direction of the scent. If Tshee moves within 5 feet of the source, she can pinpoint the source.
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Ethan von Zilspar[/u]
Human Rogue 2
Medium Humanoid
Neutral good
Height: 177 cm
Weight: 72 kg
Hair Color: black
Eye Color: green
Age: 19
Patron Deity: none
Experience Points: 1000
Action Points: 5
Hit Dice: 2D6+2 ( 14 HP)
Initiative: +3
Speed: 30ft
Armor Class: 15 (+3 Dex, +2 Leather Armor), Touch 13, flat-footed 12
Base Attack / Grapple: +1 / +1
Attack: Rapier +2 melee (1D6)
Light Crossbow +4 ranged (1D8)
Full Attack: Rapier +2 melee (1D6)
Light Crossbow +4 ranged (1D8)
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Sneak Attack
Special Qualities: Trapfinding, Evasion
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 11, Dex 17, Con 13, Int 13, Wis 10, Cha 13
Skills: Balance 5, Bluff 6, Decipher Script +3, Diplomacy +5, Disable Device +8, Disguise +3, Gather Information +5, Intimidate +5, Jump +2, Knowledge(Breland) +2, Listen +3, Move Silently +5, Open Lock +8, Search +6, Sense Motive +5, Sleight of Hand +5, Spot +3, Tumble +6, Use Magic Device +4,
Feats: Urban Tracker, Investigate
Languages: Common, Orc
Special Qualities & Feats [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Trapfinding: Ethan can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.Finding a nonmagical trap has a DC of at least 20, 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.
Ethan 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.
When Ethan beats a trap’s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Evasion: Ethan can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Ethan is wearing light armor or no armor. A helpless Ethan does not gain the benefit of evasion.
Sneak Attack: If Ethan can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
Ethan’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Ethan flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should Ethan 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, Ethan can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
Ethan can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Ethan must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Investigate: Use Search Skill to investigate a crime scene
Urban Tracker: Track people in urban environment
Inventory [/u]
Spoiler: Klicke, um den Beitrag zu lesen
Money
Platin: 0
Gold: 207
Silver: 4
Copper: 9
Weapons & Armor
- Masterwork Rapier
- Dagger (2)
- Shortsword
- Light Crossbow
- Bolts (30)
- Leather Armor
Equipment
- Identification Papers
- Backpack
- Flint & Steel
- Potion of cure light wounds
- Signal whistle
- Waterskin
- Rations Trail (2)
- Masterwork thieves tools
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Cerzil Garim d'Cannith[/u]
Human Sorcerer 2
Medium Humanoid
Neutral good
Height: 179 cm
Weight: 74 kg
Hair Color: black
Eye Color: pale green
Age: 17
Patron Deity: Sovereign Host
Experience Points: 1500
Action Points: 5
Hit Dice: 2D4+2 ( 8 HP)
Initiative: +1
Speed: 30ft
Armor Class: 11 (+1 Dex), Touch 11, flat-footed 10
Base Attack / Grapple: +1 / +1
Attack: Dagger +1 melee (1D4)
Full Attack: Dagger +1 melee (1D4)
Space / Reach: 5 ft. / 5 ft.
Special Qualities: Summon Familiar
Saves: Fort +3, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 17
Skills: Bluff +8, Concentration +4, Craft (Sculpting) +9, Intimidate +5, Knowledge (Arcana) +4, Listen +1, Profession (Merchant) +4, Spellcraft +7, Spot +1
Feats: Favored in house, Least Dragon Mark, Alertness
Languages: Common, Draconic, Gnome, Elven
Special Qualities & Feats [/u]
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Weapon and Armor Proficiency: Cerzil is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor of any type interferes with his gestures, which can cause his spells with somatic components to fail.
Familiar: Cerzil can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
Cerzil chooses the kind of familiar he gets. As Cerzil advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by Cerzil, he must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, Cerzil's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Alertness: Cerzil gets a +2 bonus on all Listen checks and Spot checks whenever his familiar is within arm's reach.
Favored in house: Cerzils Family is influental and powerful, and he has the ability to call in favors from other members of his family and their extensive contacts.
Least Mark of Making: Cerzil gets the use of one spell-like ability (repair light damage 1/day) and a +2 Bonus on craft checks. A saving throw against that spell-like ability has a DC of 10 + the level of the spell + Cerzils Cha modifier. His caster level is 1.
Inventory [/u]
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Money
Platin: 0
Gold: 28
Silver: 0
Copper: 0
Weapons & Armor
- Rusty Dagger
Equipment
- Courtiers Outfit
- Courtiers Jewelry
- Scroll of Indentify x2
Spells
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Spells per Day:
0 - Level: 6
1st Level: 5
Spells Known:
0 - Level: Detect Magic, Read Magic, Arcance Mark, Detect Poison, Light
1st Level: Charm Person, Expeditious Retreat
Familiar[/u]
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RatTiny magical beastHit Dice: 1/4D8 +2 (1 HP)
Initiative: +2
Speed: 15 ft., Climb 15 ft., Swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 12, flat-footed 12
Base Attack / Grapple: +0 / -12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space / Reach: 2-1/2 ft. / 0 ft.
Special Qualities: Low-Light Vision, Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Weapon Finesse
Special Attacks / Special QualitiesScent: This extraordinary ability allows the rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The rat can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When the rat detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. She can take a move action to note the direction of the scent. If the rat moves within 5 feet of the source, she can pinpoint the source.
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Dorin d'Cannith[/u]
Human Artificier 2
Medium Humanoid
Neutral
Height: 150 cm
Weight: 67 kg
Hair Color: brown
Eye Color: green / brown
Age: 24
Patron Deity: none
Experience Points: 1000
Action Points: 5
Hit Dice: 2D6+2 ( 13 HP)
Initiative: +1
Speed: 30ft
Armor Class: 15 (+1 Dex, +4 Chainshirt), Touch 11, flat-footed 14
Base Attack / Grapple: +1 / +2
Attack: Quarterstaff +2 melee (1D6+2)
Light Crossbow +2 ranged (1D8)
Full Attack: Quarterstaff +2 melee (1D6+2)
Light Crossbow +2 ranged (1D8)
Space / Reach: 5 ft. / 5 ft.
Special Qualities: Artificier Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll, Brew Potion
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 13, Cha 14
Skills: Appraise +4, Concentration +6, Craft (Sculpting) +10, Disable Device +8, Knowledge (Arcana) +7, Knowledge (The Planes) +5, Knowledge (Architecture and engineering) +6, Search +8, Spellcraft +10, Use Magic Device +9,
Feats: Least Mark of making, Magical Aptitude
Languages: Common, Dwarven, Gnome, Elven
Special Qualities & Feats [/u]
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Weapon and Armor Proficiency: Dorin is proficient with all simple weapons, with light and medium armor, and with shields.
Artificier Knowledge: Dorin can make a special artificier knowledge check with a bonus equal to his artificier level + his intelligence modifier to detect wheter an item has a magical aura.
Dorin must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of that item.
Dorin can´t take 10 or 20 on that check. A particular item can only be examined in this fashion one time; if the check fails, Dorin can learn no more about that item.
Artisan Bonus: Dorin gains a +2 Bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.
Disable Trap: Dorin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.Finding a nonmagical trap has a DC of at least 20, 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.
Dorin 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.
When Dorin beats a trap’s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation: Dorin can create a magic Item even if he does not have access to the spells that are prerequisites for the item.
Brew Potion: Dorin can create a potion of any 3rd-level or lower spell that he knows and that targets one or more creatures. Brewing a potion takes one day. When Dorin creates a potion, he sets the caster level, which must be sufficient to cast the spell in question and no higher than his own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, Dorin must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When Dorin creates a potion, he makes any choices that he would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, Dorin must expend the material component or pay the XP when creating the potion.
Magical Aptitude: Dorin gets a +2 bonus on all Spellcraft checks and Use Magic Device checks.
Least Mark of Making: Dorin gets the use of one spell-like ability (make whole 1/day, mending 2/day or repair light damage 1/day) and a +2 Bonus on craft checks.
A saving throw against that spell-like ability has a DC of 10 + the level of the spell + Dorins Cha modifier. Dorins Caster Level is 1.
Inventory [/u]
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Money
Platin: 0
Gold: 48
Silver: 9
Copper: 5
Weapons & Armor
- Quarterstaff
- Dagger (2)
- Light Crossbow
- Bolts (20)
- Chain Shirt
Equipment
- Identification Papers with portrait
- Chalk, pieces (5)
Magical Items
- Arcane Signet Ring (House Cannith)
- Wand of Light
- Potion of Cure Light Wounds (2)
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Arior
Human Barbarian 1/Scout 1
Medium Humanoid
Chaotic Good
Height: 191 cm
Weight: 96 kg
Hair Color: Dark Brown
Eye Color: Green
Age: 19
Patron Deity: Balinor
Action Points: 6
Hit Dice: 1D8+3 + 1D12+3 (22HP)
Initiative: +2
Speed: 40ft
Armor Class: 17 (+2 Dex, + 3 Mw Studded Leather Armor, +2 Mw Heavy Wooden Shield), Touch 12, flat-footed 15
Base Attack / Grapple: +1 / +3
Attack: Mw Battle Axe +4 (1D8+2); Comp Longbow +3 (1d8+1)
Full Attack: Mw Battle Axe +4 (1D8+2)
Space / Reach: 5 ft. / 5 ft.
Special Qualities: Rage, Trapfinding, Fast Movement, Skirmish
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 14, Dex 14, Con 16, Int 10, Wis 12, Cha 11
Skills: Climb +4, Hide +4, Jump +7, Knowledge (Nature) +5, Listen +6, Move Silently +4, Search +5, Sense Motive +2, Speak Language 2, Spot +5, Survival +6, Swim +3, Tumble +7
Feats: Dodge, Mobility
Languages: Common, Sylvan, Halfling
Equipment:
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Mw Battleaxe
Dagger
Mw Heavy Wooden Shield
Mw Studded Leather Armour
Composite Logbow (+1 Str) (20 Arrows)
Backpack
Explorers Outfit
Flint + Steel
Torch
Waterskin
Money: 41gp, 9sp, 8cp