Andrezi Tibas
(http://games.dnd-gate.de/index.php?action=dlattach;attach=8766;type=avatar)
Allgemeines (Anzeigen)Name:
Klasse: Cleric of Kurgess (Favored Class: Cleric +1 TP)
Rasse: Mensch (http://www.d20pfsrd.com/races/core-races/human) (Varisia (http://pathfinder.wikia.com/wiki/Varisia))
Alter: 32 Jahre
Gesinnung: NG
Gottheit: Kurgess
Größenkat.: medium
Init: +1
Senses: Perception +8
Sprachen: Automatic: Common (Taldane), Varisian Bonus: Zeichensprache der Kundschafter, Shoanti, Hallit, Kelish, Osiriani, Polyglot, Thassilonian, Ancient Osiriani, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal, Azlanti, Elven
Kampfwerte (Anzeigen)AC: 36 (10 + 13 Armor + 1 Dex + 1 dodge + 3 natural + 3 deflection +4 Shield + 1 Insight) (touch 16, flat footed 34)
HP: 186 (15d8 (77) + 75 Con + 15 Favored Class +15 Toughness) +4 TP (Hierophant) )
Fort +20 Ref +10 Will +23
Speed: 20 ft. (4 squares) (ohne schwere Rüstung: 30 ft. 6 squares)
CMB: +14
CMD: 30
Melee: +15/+10/+5 Adamantit Heavy Mace +1 Bane: Evil Outsider, 1d8+4, 20, x2
Ranged: +13 Leichte Armbrust +1, Schaden: 1d8+1 Stich, 19-20, x2
Base Attack +11/+6/+1
Concentration: +23
Attribute, Talente, Fertigkeiten und Fähigkeiten (Anzeigen)Abilites: Str 16, Dex 13, Con 20 (+4 Item) , Int 14, Wis 26 (+2 Mensch, 3 Erhöhungen, +4 Item), Cha 12
Traits: Exalted of the Society (http://www.d20pfsrd.com/traits/faith-traits/exalted-of-the-society-cleric-pathfinder-society), World Traveler (http://www.d20pfsrd.com/traits/race-traits/world-traveler-human)
Feats: Progression (Anzeigen)1. Toughness, Umgang mit schwerer Rüstung
3. Iron Will
5. Dodge
7. Eshrew Materials
9. Silent Spell
11. Still Spell
13. Quicken Spell
15. Greater Fortitude
Volksmerkmale: Mensch (http://www.d20pfsrd.com/races/core-races/human)
Cleric: 5/day, 8d6 Channel Positive Energy
Fame und Prestige: siehe Status
Skills (Anzeigen)
Skillpoints: 15*4 (Cleric) + 15 (Human) = 75
Acrobatics -4 (+1 Dex, -5 Armor)
Appraise +2 (+2 Int)
Bluff +1 (+1 Cha)
Climb -2 (+3 Str, -5 Armor)
Diplomacy +20 (+1 Cha, +1 trait, +15 ranks, +3 class) 4
Disguise +1 (+1 Cha)
Escape Artist -4 (+1 Dex, -5 Armor)
Heal +8 (+8 Wis, +0 ranks)
Intimidate +1 (+1 Cha)
Knowledge (history) +20 (+2 Int, +15 ranks, +3 class) 1
Knowledge (religion) +20 (+2 Int, +15 ranks, +3 class) 2
Linguistics +20 (+2 Int, +15 rank, +3 class) 5
Perception +8 (+8 Wis, +0 ranks, +0 class)
Perform +7 (+7 Cha)
Ride -4 (+1 Dex, -5 Armor)
Sense Motive +26 (+8 Wis, +15 ranks, +3 class) 3
Stealth -4 (+1 Dex, -5 Armor)
Survival +8 (+8 Wis)
Swim -2 (+3 Str, -5 Armor)
Spells (Anzeigen)Spells known:
Cleric (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric)
Domänen: Sträke und Reise
Mythic (Anzeigen)Hierophant
Hard to Kill (Ex)
Material Weakness: Silver
Mythic Power 1d6 Wisdom based: 9/day
Mythic Feat: Mythic Spells (Mythic) Cure Critical Wounds
Divine Surge: Inspired Spell (Su)
Path Ability: Mighty Summons (Su)
Ausrüstung (Anzeigen)Armor: Full Plate +4 17650 gp
Belts: Belt of mighty constitution +4 16.000 gp
Body: Reisekleidung
Chest: --
Eyes: --
Feet: --
Hands: --
Head: --
Headband: Headband of inspired wisdom +4 16.000 gp
Neck: Amulett of Natural Armor +3 18.000 gp
Ring: Ring of Protection +3 18.000 gp
Ring: Ring of Sustenance 2500 gp
Rods: --
Shield: Adamantit Buckler mit heiligem Symbol von Kurgess +3 12155 gp
Shoulders: Cloak of Resistance +4 16.000 gp
Wrist: --
Wands: Cure Moderate Wounds (50 Ladungen) 4500 gp, Cure Light Wounds (50 Ladungen) 750 gp
Scrolls –
Slotless: Ioun Stone (Dusty Rose Prism) 5000 gp, Handy Haversack 2000, Wayfinder 500 gp (Increase by 10 feet the distance the bearer may fall safely. Wegen Ionenstein.)
Restgeld: 1037 gp
Andere Gegenstände: Adamantit Heavy Mace +1 (Bane: Evil Outsider) 11312 gp, Leichte Armbrust +1 2335, 3x Restoration 1000 gp Komponente 3000 gp, 2x Resurrection Komponente 20000 gp, 3x Greater Restoration Komponente 15000 gp, 6x True Seeing Komponente 1500 gp, 2x Commune 1000 gp, Holy Aura Focus 500 gp, 5x Restoration Komponente 500 gp, 2x Divination Komponente 50 gp, 40 Bolzen 4 gp, Javelin 1 gp, Pathfinder Kit (ohne Backpack) 10 gp
Vermögen:
100 pp 35 gp 19 sp 10 cp
Beschreibung und Hintergrund (Anzeigen)Beschreibung: Auch wenn Andrezi das Aussehen seines Vaters fließt varisianisches Blut durch seine Adern. Der Varisianer hat eine ungewöhnlich helle, aschblonde Haarfarbe. Seine Augen sind dunkelbraun. Er ist 1,80 m groß und hat einen durchtrainierten Körperbau. Der Kurgess-Kleriker trägt eine hochmagische schwere Rüstung und ist mit einem schweren Adamantit-Streitkolben auffällig gerüstet. Auf seinem Rücken trägt er einen Wurfspeer und einen magischen, praktischen Rucksack. Als besonderes heiliges Symbol trägt Andrezi einen Adamantit-Tratsche mit dem Symbol von Kurgess.
Hintergrund: Andrezi ist der Sohn einer Verbindung zwischen dem Gott Kurgess und einer sterblichen Varisianerin namens Alinza Tibas. Geboren ist Andrezi in Sandspitze. Dort wuchs er einige Zeit auf. Doch seine Mutter, eine Klerikerin Andrezis Vaters, reiste später viel mit ihrem Sohn durch die Gegend. Für eine Varisianerin war der Glaube an Kurgess eher etwas exotisches, aber Alinza ließ sich nie von ihrem Glauben abbringen und erzog auch ihren Sohn als Kleriker. Auch machte es sowohl Andrezi, als auch seiner Mutter es nichts aus, dass ihr Sohn nicht wie ein typischer Varisianer aussah. Beide fanden sich damit ab. Anderzi war sogar- trotz seines Aussehens- Varisia immer zugetan und hielt große Stücke von Varisianern.
Als Anderzi volljährig war bestritt er eigene Wege, nachdem er von seiner Mutter endlich von seinem mächtigen Vater erfuhr und diese Erkenntnis brachte ihm einen großen Segen, der ihn auf seinen weiteren Wegen helfen würde. Er reiste viel mit seiner Mutter in der Welt herum als er jung war und nahm an vielen Wettbewerben teil. Wurfspeer-Weitwurf, Rennen, Kugelstoßen und solche Dinge. Als er eben älter war suchte er allein die Herausforderung des Abenteuers. Es war nur logisch, dass Andrezi den Kundschaftern nach einiger Zeit beitrat. Es war eine Organisation nach seinem Geschmack. Kurgess gewährte ihm große Kräfte und der Varisianer kämpfte in Osirion schon gegen eine Horde Untoter in einer uralten Krypta, konnte einen sehr mächtigen Dämonenbeschwörer von seinem finsteren Werk aufhalten, er holte einen sehr mächtigen magischen Gegenstand von einer Doppelgänger-Verbrecherbande zurück und erlebte doch so einiges mehr. Andrezi war zwar schon mal in Absalom, um mehr über seinen Vater aus uralten Schriften zu erfahren und exotische Sprachen zu erlernen, die man selten woanders lernt. Doch Andrezi war noch nicht so lange in der Kundschafter Organisation, um schon eine große Berühmtheit zu sein. Er hatte noch viel zu tun, aber sein gutes Herz und die bisherigen großen Taten im Namen der Kundschafter-Organisation und im Namen von Kurgess, die er begangen hat, sprachen trotzdem für ihn.
Siriel
(http://games.dnd-gate.de/index.php?action=dlattach;attach=9067;type=avatar)
Allgemeines (Anzeigen)Männlicher Angel-Blooded Aasimar (Angelkin) (https://sites.google.com/site/pathfinderogc/races/other-races/featured-races/arg-aasimar#TOC-Angel-Blooded-Angelkin-)
Mystiker des Himmels (https://sites.google.com/site/pathfinderogc/classes/base-classes/oracle) 16
Lawful Good
Patrongottheiten: Desna, Gozreh, Pharasma und Sarenrae.
Alter: 74
Größe: 1,92 m Gewicht: 86 kg
Initiative +6, Wahrnehmung +15/+25
Verteidigung (Anzeigen)RK: 23 (10+8Rüstung+3Ring+2Dex), Berührung: 15(10+2Dex+3Ring), Auf dem falschen Fuß 21(10+8Rüstung+3Ring)
TP: 218 (Anzeigen) ( (8 (1. Stufe) + 93 (Würfel) + 80 (Con) + 16 (Toughness) + 16 (Mythic Toughness) + 5 (Mythic) )
KMV: 28
Rettungswürfe: Zähigkeit +10(5Class + 5Con), Reflex +7(5Class + 2Dex), Willen +13(10Class + 3Wis)
Sonstiges: (Anzeigen)Resistance 5 against negative energy damage.
+2 saving throws against death effects, energy drain, negative energy and spells or spell-like abilities of the necromancy school.
+2 saving throws against becoming blinded or dazzled.
+2 saving throws against effects with the evil descriptor and to stabilize.
+2 saves against blindness, dazzling, patterns and effects with the light descriptor.
Angriff (Anzeigen)Geschwindigkeit: Laufen 9m, Fliegen: 9m (average maneuverability)
KMB: +13 GAB: +12 / +7 / +2
Nahkampf: Heavy Mace +12 / +7 / +2 // 1d8+1 // 19-20 // x2
Fernkampf: +12 / +7 / +2
Zauber (Anzeigen)Konzentration: +26
Orisons (9): (Anzeigen)Create Water (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/create-water), Detect Magic (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/detect-magic), Enhanced Diplomacy (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/enhanced-diplomacy), Light (https://sites.google.com/site/pathfinderogc/magic/all-spells/l/light), Mending (https://sites.google.com/site/pathfinderogc/magic/all-spells/m/mending), Purify Food and Drink (https://sites.google.com/site/pathfinderogc/magic/all-spells/p/purify-food-and-drink), Read Magic (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/read-magic), Spark (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/spark) und Stabilize (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/stabilize)
Stufe 1 (5): (Anzeigen)Cure Light Wounds (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-light-wounds), Tap Inner Beauty (https://sites.google.com/site/pathfinderogc/magic/all-spells/t/tap-inner-beauty), Sanctuary (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/sanctuary), Murderous Command (https://sites.google.com/site/pathfinderogc/magic/all-spells/m/murderous-command), Enhance Water (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/enhance-water) und Know the Enemy (https://sites.google.com/site/pathfinderogc/magic/all-spells/k/know-the-enemy)
Stufe 2 (5): (Anzeigen)Cure Moderate Wounds (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-moderate-wounds), Silence (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/silence), Communal Endure Elements (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/endure-elements), Oracle's Burden (https://sites.google.com/site/pathfinderogc/magic/all-spells/o/oracle-s-burden), Bear's Endurance (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/bear-s-endurance) und Early Judgment (https://sites.google.com/site/pathfinderogc/magic/all-spells/e/early-judgment)
Stufe 3 (4): (Anzeigen)Cure Serious Wounds (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-serious-wounds), Magic Vestment (https://sites.google.com/site/pathfinderogc/magic/all-spells/m/magic-vestment), Wrathful Mantle (https://sites.google.com/site/pathfinderogc/magic/all-spells/w/wrathful-mantle), Channel Vigor (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/channel-vigor) und Bestow Curse (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/bestow-curse)
Stufe 4 (4): (Anzeigen)Cure Critical Wounds (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-critical-wounds), Communal Protection from Energy (https://sites.google.com/site/pathfinderogc/magic/all-spells/p/protection-from-energy), Debilitating Portent (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/debilitating-portent), Divine Power (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/divine-power) und Terrible Remorse (https://sites.google.com/site/pathfinderogc/magic/all-spells/t/terrible-remorse)
Stufe 5 (4): (Anzeigen)Cure Light Wounds (Mass) (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-light-wounds), Greater Command (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/command), Ancestral Memory (https://sites.google.com/site/pathfinderogc/magic/all-spells/a/ancestral-memory), Life Bubble (https://sites.google.com/site/pathfinderogc/magic/all-spells/l/life-bubble) und Mass Heroic Fortune (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/heroic-fortune)
Stufe 6 (3): (Anzeigen)Cure Moderate Wounds (Mass) (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-moderate-wounds), Greater Dispel Magic (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/dispel-magic), Heal (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/heal) und Banishment (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/banishment)
Stufe 7 (2): (Anzeigen)Cure Serious Wounds (Mass) (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-serious-wounds), Destruction (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/destruction) und Greater Restoration (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/restoration)
Stufe 8 (1): (Anzeigen)Cure Critical Wounds (Mass) (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/cure-critical-wounds), Holy Aura (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/holy-aura)
Fluch Zauber: (Anzeigen)Burning Hands (https://sites.google.com/site/pathfinderogc/magic/all-spells/b/burning-hands), Scorching Ray (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/scorching-ray), Flaming Sphere (https://sites.google.com/site/pathfinderogc/magic/all-spells/f/flaming-sphere), Wall of Fire (https://sites.google.com/site/pathfinderogc/magic/all-spells/w/wall-of-fire), Delayed Blast Fireball (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/delayed-blast-fireball)
Mysterium Zauber: (Anzeigen)Color Spray (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/color-spray), Hypnotic Pattern (https://sites.google.com/site/pathfinderogc/magic/all-spells/h/hypnotic-pattern), Daylight (https://sites.google.com/site/pathfinderogc/magic/all-spells/d/daylight), Rainbow Pattern (https://sites.google.com/site/pathfinderogc/magic/all-spells/r/rainbow-pattern), Overland Flight (https://sites.google.com/site/pathfinderogc/magic/all-spells/o/overland-flight), Chain Lightning (https://sites.google.com/site/pathfinderogc/magic/all-spells/c/chain-lightning), Prismatic Spray (https://sites.google.com/site/pathfinderogc/magic/all-spells/p/prismatic-spray), Sunburst (https://sites.google.com/site/pathfinderogc/magic/all-spells/s/sunburst)
Fluch (Blackened) (Anzeigen)You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Mysterium (Heavens) (Anzeigen)Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.
Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
1. Revelation (1. Level): Lure of the Heavens (Su) (Anzeigen)Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
2. Revelation (3. Level): Awesome Display (Su) (Anzeigen)Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
3. Revelation (7. Level): Mantle of Moonlight (Su) (Anzeigen)Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope’s connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.
4. Revelation(11. Level): Spray of Shooting Stars (Su) (Anzeigen)As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
5. Revelation(15. Level): Guiding Star (Su) (Anzeigen)Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.
Mythic (Anzeigen)Hierophant: (Anzeigen)Those who draw upon a god’s divine power find themselves limited by the source of their devotion, but such restrictions do not exist for the hierophant. Mythic characters who heed this calling gain their powers through their own link to the divine, directly from the source of devotion instead of relying upon an intermediary deity. While most still venerate a divine being, the spirit of nature, or the power of life itself, they become more like patrons and less like devotees.
Mythic Tier: 1. Tier
Basic Mythic Abilities: Hard to kill, Mythic Power (1d6)
Mythic Power Points: 10 (Charisma)
Mythic Flaw: Dependency: Wein
Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Toughness (Mythic):Toughness provides you twice as many hit points. In addition, when you are below 0 hit points you gain DR 10/Epic. This stacks with any other DR/Epic you might possess.
Recalled Blessing (Su):
You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You can’t apply any metamagic feats to this spell.
Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack.
Attribute, Talente, Fertigkeiten und Ausrüstung (Anzeigen) |
| Score | Mod. | Dice | Racial | Level | Misc. |
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Str | 13 | +1 | 11 | +2 | 0 | 0 |
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Dex | 14 | +2 | 14 | 0 | 0 | 0 |
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Con | 20 | +5 | 16 | 0 | 0 | +4 |
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Int | 16 | +3 | 16 | 0 | 0 | 0 |
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Wis | 17 | +3 | 17 | 0 | 0 | 0 |
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Cha | 30 | +10 | 20 | +2 | +4 | +4 |
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Talente:Toughness (Anzeigen) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dazing Spell (Anzeigen)Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.
Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not inflict damage do not benefit from this feat.
Extend Spell (Anzeigen)Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
Angelic Blood (Anzeigen)Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Angelic Flesh (Anzeigen) You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
Golden: You gain a +2 bonus on saves against blindness, dazzling, patterns, and effects with the light descriptor. When you cast spells or use spell-like abilities that are from the illusion (pattern) subschool or have the light descriptor, you do so at +1 caster level.
Angel Wings (Anzeigen)Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
Metallic Wings (Anzeigen)Benefit: You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
Fertigkeiten: 4+Int/LvL+FC = 64(Class)+48(Int)+16(FC)= 128 Skillpunkte
Name | Ability | Skill Mod | Ability Mod | Ranks | Misc Mod |
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(C) Diplomacy | Cha | 36 | +10 | +16 | +5***/+2I/+3R |
Disguise | Cha | 10 | +10 | +2 | -2* |
(C) Fly | Dex | 23 | +2 | +16 | +3R/+2GM |
(C) Heal | Wis | 15/25 | +3/+10GS | +9 | +3R |
Intimidate | Cha | 10/12 | +10 | 0 | +2 gegen Evil Creatures** |
(C) Knowledge (Arcana) | Int | 20 | +3 | +14 | +3R |
(C) Knowledge (History) | Int | 20 | +3 | +14 | +3R |
(C) Knowledge (Planes) | Int | 20 | +3 | +12 | +2H/+3R |
(C) Knowledge (Religion) | Int | 20 | +3 | +14 | +3R |
(C) Perception | Wis | 15/25 | +3/+10GS | +4 | +5EoE/+3R |
(C) Sense Motive | Wis | 20/30 | +3/+10GS | +9 | +5***/+3R |
(C) Spellcraft | Int | 20 | +3 | +14 | +3R |
Stealth | Dex | 0 | +2 | 0 | -2* |
(C) Survival | Wis | 10/20 | +3/+10GS | +4 | +3R |
*=Angelic Flesh, **=Halo,***=Cloak of the Diplomat, I=Illuminator, EoE=Eyes of Eagle,GS=Guiding Star, H=Heavenborn, R=First Rank in Class-Skill, GM=Griffonmane Kleidung
Sprachen: Handelssprache Taldane, Celestisch, Draconic, Varisian, Zeichensprache der Kundschafter
Traits: Illuminator (You speak unusually well when you are filled with the light of your god.)
You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Beneficent Touch Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Ausrüstung: G = Getragen / R = Handy Haversack (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-handy-haversack)
Bezeichnung | Slot | Gewicht | Preis | Ort |
---|
Mithral (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Mithral) Chain Shirt +4 (http://www.d20pfsrd.com/equipment---final/armor/chain-shirt) | Armor | 12,5 lb. | 17100 | G
|
Belt of mighty Constitution +4 (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/a-b/belt-of-mighty-constitution) | Belt | 1 lb. | 16000 | G
|
Unfettered Shirt (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/shirt-unfettered) | Chest | 0 lb. | 10000 | G
|
Eyes of the Eagle (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/e-g/eyes-of-the-eagle) | Eyes | 0 lb. | 2500 | G
|
Sandals of Quick Reaction (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/r-z/sandals-of-quick-reaction) | Feet | 1 lb. | 4000 | G
|
Ring of Curing (https://sites.google.com/site/pathfinderogc/magic-items/rings/ring-of-curing) | Ring | 0 lb. | 10000 | G
|
Ring of Protection +3 (https://sites.google.com/site/pathfinderogc/magic-items/rings/ring-of-protection) | Ring | 0 lb. | 18000 | G
|
Gauntlet of Rust (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/e-g/gauntlet-of-rust) | Hands | 2 lb. | 11500 | G
|
Headband of Alluring Charisma +4 (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/h-l/headband-of-alluring-charisma) | Headband | 2 lb. | 16000 | G
|
Cloak of the Diplomat (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-the-diplomat) | Shoulders | 1 lb. | 20000 | G
|
Handy Haversack (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/a-b/bag-handy-haversack) | Slotless | 5 lb. | 2000 | G
|
Kompass der unendlichen Türen (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Wayfinder%20of%20Infinite%20Doorways) | Slotless | 0 lb. | 40000 | R
|
Immovable Rod (https://sites.google.com/site/pathfinderogc/magic-items/rods/immovable-rod) | Slotless | 5 lb. | 5000 | R
|
Martyr's Tear (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/wondrous-items/m-p/martyr-s-tear) | Slotless | 0 lbs. | 6000 | G
|
Traveler's any Tool (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool) | Slotless | 2 lbs. | 250 | R
|
Spell Component Pouch (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Spell-Component-Pouch) | Slotless | 2 lbs. | 5 | G
|
Oracle's Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Oracle-s) | Slotless | 29 lbs. | 9 | R
|
Healer's Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Healer-s) | Slotless | 1 lbs. | 50 | R
|
Griffonmane (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Griffon-mane) Explorers Outfit (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Outfit-Explorer-s) | Slotless | 8 lbs. | 400 | G
|
Masterwork Heavy Mace (https://sites.google.com/site/pathfinderogc/equipment---final/weapons/weapon-descriptions/mace-heavy) | Slotless | 8 lbs. | 312 | G
|
Zauberkomponenten;2 kleine Reliquien (Wert: jeweils 500 G)
2 heilige Symbole (Wert: jeweils 500 G)
Diamantstaub im Wert von 1500 Goldsegeln.
Vermögen: 20 Silberschild
14 Goldsegel
235 Kronen
Fähigkeiten (Anzeigen)Rassen Fähigkeiten:Ability Modifiers +2 Str, +2 Cha
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Deathless Spirit (Anzeigen)Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Halo (Anzeigen)Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Heavenborn (Anzeigen)Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.
Klassen Fähigkeiten:Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells (Anzeigen)An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery (Anzeigen)Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex) (Anzeigen)Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Orisons (Anzeigen)Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation (Anzeigen)At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Aussehen und Charakter (Anzeigen)Aus der Ferne wird Siriel oft mit einem Engel verwechselt, was zweifelsfrei an seiner Abstammung liegt. Als ein Nachfahre des Sonnenfürsten Thalachos, hat Siriel nicht nur eine gold schimmernde Haut geerbt, sondern auch metallisch glänzende Engelsflügel, die aus seinem Rücken wachsen. Auch auf seinen Händen und Unterarmen kann man sein Erbe erkennen, denn diese sind schwarz und sehen verbrannt aus. Deshalb verdeckt er seine Hände mit weichen goldbraunen Lederhandschuhen. Auch seine restliche Kleidung ist passend zu seinen Handschuhen aus hellem goldbraunen bis dunklebraunen Leder gefertigt und schützt in auf seinen Reisen vor den Elementen.
Der großgewachsene Aasimar trägt seine weißen Haare kurz und ein gepflegter Bart rahmt sein stetig freundlich lächelndes Gesicht ein.
(http://3.bp.blogspot.com/-I0ThrujSMdE/T3ntTKklnqI/AAAAAAAABPg/Iq5qJgozQwM/s1600/Archon+final.jpg)
Hintergrund (Anzeigen)Schon als Siriel geboren wurde, wussten seine Eltern das er etwas besonderes war. Denn selbst als Baby waren die Zeichen überdeutlich und nicht zu übersehen. Die leicht golden schimmernde Haut und die verbrannten Arme wussten seine Eltern nicht
einzuordnen, doch sie wussten das dies nur gute Zeichen sein konnten. So wuchs Siriel im Hauptdistrikt Magnimars auf, von seinen Eltern stetig daran erinnert, das er etwas besonderes war, etwas großes vollbringen und sie Stolz machen würde. Als Junge wollte Siriel allerdings nichts von alldem wissen und schlug die Sprüche seiner Eltern als dummes Gerede aus. Er wollte einfach nur ein normales Kind mit einem normalen Leben und genauso sein wie die anderen Kinder. Viel lieber spielte er mit seinen Freunden in den Gärten der Stadt, die am anderen Ende des Distrikts lagen.
Doch viel zu schnell holte ihn seine Bestimmung ein, denn mit wachsendem Alter konnte auch er die Zeichen nicht mehr ignorieren. Besonders nachdem ihm schon im Alter von Zwölf Jahren anfingen Flügel zu wachsen.
Seine Eltern fühlten sich dadurch nur bestätigt und wussten, das es langsam Zeit war die Gaben ihres Sohns zu fördern. Sie schickten ihn zum Stein der Seher, der Akademie für Zauberer und Orakel, die sich auf die heilende und schützende Schule der Magie spezialisierten. Schnell erkannte man dort, das Siriel nicht viel lernen konnte, denn in ihm schlummerten Gaben, die niemand für möglich
gehalten hatte. Er übertraf Männer, die mehrere Jahre Erfahrung hatten und er musste sich dafür nicht einmal anstrengen. So blieb Siriel nur wenige Wochen in der Akademie und Leis Nivlandis selbst, der Gründer und das Oberhaupt der Akademie, führte ein langes Gespräch mit dem Jungen, bevor er ihn aus der Akademie entließ. Siriel hatte gelernt die Gaben, die er nicht nur von einem Gott, sondern von mehreren geschenkt bekommen hatte zu beherrschen
und schnell verbreiteten sich Gerüchte über das Wunderkind in allen Distrikten Magnimars. Er blieb noch mehrere Jahre in der Stadt und arbeitete dort als Stimme der Götter und Heiler, bevor es ihn endlich aus Magnimar und raus in die Ferne zog.
Er wusste nun das die Arbeit in Magnimar nicht seine Bestimmung war und war sich sicher, das er für mehr als das bestimmt war. Seine Arbeit konnten auch die Priester der Stadt übernehmen, er allerdings war die Stimme der Götter des Himmels und war damit zu höherem bestimmt. So verabschiedete er sich von seinen Eltern und machte sich auf dem Weg zum silbernen Kreuzzug, einem Zweig der Kundschafter, der sich dazu verschrieben hat, die Welt zu einem besseren Ort im Namen der Götter zu machen.
Dort begann das Leben des Auserwählten erst richtig und er begann für den silbernen Kreuzzug einfache Aufgaben zu erledigen. Schnell erkannte man die Fähigkeiten des Mannes und er begann in der Gilde aufzusteigen. Nun ist er Ollysta Zadrian - dem
Oberhaupt der Gilde - unterstellt und arbeitet für sie. Doch nun entsteht abermals ein neues Kapitel im Leben des Auserwählten. Er hatte von den Göttern selbst erfahren, das ihm die Aufgabe bevorstand, auf die er gewartet hatte und wegen der er überhaupt am Leben war. Siriel wusste, das er alles dafür geben musste diese Aufgabe zum Erfolg zu führen und er war sich sicher, das er es mithilfe der Götter schaffen würde.
Thrarin Eisenblut
(http://games.dnd-gate.de/index.php?action=dlattach;attach=8612;type=avatar)
Allgemeines (Anzeigen)Rasse: Zwerg (http://www.d20pfsrd.com/races/core-races/dwarf) (aus Varisia (http://pathfinder.wikia.com/wiki/Varisia))
Klasse: Tiefenwanderer (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker) 12/Schüler des Krieges (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/student-of-war) 4
Geschlecht: männlich
Alter: 56
Größe: 1,35 m
Gewicht: 227 lbs. (103 kg)
Gesinnung: rechtschaffen gut
Gottheit: Torag (http://pathfinder.wikia.com/wiki/Torag)
Initiative:* +6 (Anzeigen)= +2 (GE) +4 (Flamma Horacalcum (http://archivesofnethys.com/MagicArtifactsDisplay.aspx?ItemName=Flamma%20Horacalcum))
*
Boni: +5 while underground (Deep Knowledge (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker))
+1 while underground (Tracker of the Society (http://www.d20pfsrd.com/traits/combat-traits/tracker-of-the-society-ranger-pathfinder-society))
Sinne: Wahrnehmung: +25 (+ ggf. Boni, siehe unten)
Darkvision: 60 ft. (18 m.)
Verteidigung (Anzeigen)RK:* 26, Berührung: 15, auf dem falschen Fuß: 22 (Anzeigen)= 10 (Basis) + 4 (IN) (Mind over Metal (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/student-of-war)) + 8 (Rüstung) + 3 (Amulet of Natural Armor +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-natural-armor)) + 1 (Dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final))
*
Boni: + 4 gegen Riesenartige (Defensive Training)
Combat Expertise (Anzeigen)- vor Angriff oder Full-Attack mit Nahkampfwaffe auswählen
- im Moment: -4 auf Angriffswurf, dafür +4 auf RK bis zum nächsten Zug
Guardian’s Call: Sudden Block (Su) (Anzeigen) You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction.
TP:* 194 (Anzeigen)= 10 (Stufe 1) + 73 (Würfel) + 10 (Würfel, Stufe 16) + 16x4 (KO) + 16 (Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final)) + 16 (Toughness (Mythic)) + 5 (Bonus Hit Points, Wächter)
*
Boni:Cure spells heal the bearer an additional 2 hit points per die (Wayfinder (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfinder-standard) + Pale Blue Rhomboid Ioun Stone (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/pale-blue-rhomboid-ioun-stone))
When you are below 0 hit points you gain DR 10/epic. This DR stacks with any other DR/epic you might possess. (Toughness (Mythic))
Hard to Kill (Ex) (Anzeigen) Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
KMV:* 34 (Anzeigen)= 10 (Basis) + 16 (BAB) + 5 (ST) + 2 (GE) +0 (Größe) + 1 (Dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final))
*
Boni: + 4 against a bull rush or trip attempts while standing on the ground (Stability)
Know your Enemy (Ex) +2 (Anzeigen)MA: Wissen-Probe (passend zur Art des Gegners; DC 10 + HD des Ziels)
Erfolg: +2 Bonus für 1 Minute (oder bis zum Zielwechsel) auf:
taktische Haltung: KMB und KMV für: bull rush, disarm, grapple, overrun und trip
MA: Zielwechsel
Rettungswürfe (Anzeigen)Zähigkeit:* +18 (Anzeigen)= 8 (Tiefenwanderer, Stufe 13) + 1 (Schüler des Krieges, Stufe 3) + 5 (KO) + 3 (Cloak of Resistance +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-resistance)) + 1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone))
Reflex:* +15 (Anzeigen)= 8 (Tiefenwanderer, Stufe 13) + 1 (Schüler des Krieges, Stufe 3) + 2 (GE) + 3 (Cloak of Resistance +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-resistance)) + 1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone))
Willenskraft:* +13 (Anzeigen)= 4 (Tiefenwanderer, Stufe 4) + 2 (Schüler des Krieges, Stufe 3) + 3 (WE) + 3 (Cloak of Resistance +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-resistance)) + 1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone))
*
Boni:alle:+2 against poison, spells, and spell-like abilities (Hardy)
+2 against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons) (Ironguts (http://www.d20pfsrd.com/feats/general-feats/ironguts))
+1 gegen Fallen (Trapfinger’s Gloves (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-trapspringer-s))
Anticipate (1/Tag) (Ex) (Anzeigen) IA: wenn Rettungswurf erfolgreich war, kann Schaden oder Effekt jedes Zaubers oder jeder Fähigkeit ignoriert werden (nicht nutzbar gegen Effekte, die Rettungswürfe verbieten)
Know your Enemy (Ex) +2 (Anzeigen)MA: Wissen-Probe (passend zur Art des Gegners; DC 10 + HD des Ziels)
Erfolg: +2 Bonus für 1 Minute (oder bis zum Zielwechsel) auf:
Defensivhaltung: RK und Rettungswürfe gegen vom Ziel ausgehende Angriffe
MA: Zielwechsel
Zähigkeit:+4 to avoid nonlethal damage from hot or cold environments (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
+4 to resist damage from suffocation (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
Reflex:Evasion (Ex) (Anzeigen) wenn Reflex-Rettungswurf gegen einen (selbst magischen und ungewöhnlichen) Angriff erfolgreich war und wenn dieser erfolgreiche Rettungswurf normalerweise den Schaden halbieren würde: kein Schaden
Path Ability: Catch Hazard (Su) (Anzeigen) You can prevent area of effect traps (including rock falls, avalanches, and natural traps) from harming adjacent allies. If you are in the area of effect or adjacent to a square or ally affected by the trap, you attempt a Reflex saving throw using the trap’s save DC. If the trap normally makes an attack roll, the save DC is 10 + the bonus on the attack roll. If you succeed on your Reflex save, none of your adjacent allies takes any damage and you take half damage. If you fail your Reflex save, you and your allies are affected normally.
Angriff (Anzeigen)*
Boni:Know your Enemy (Ex) +2 (Anzeigen)MA: Wissen-Probe (passend zur Art des Gegners; DC 10 + HD des Ziels)
Erfolg: +2 Bonus für 1 Minute (oder bis zum Zielwechsel) auf:
taktische Haltung: KMB und KMV für: bull rush, disarm, grapple, overrun und trip
MA: Zielwechsel
*
Boni: a deep walker ignores difficult terrain created by underground terrain and subterranean flora (Rock Hopper (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker))
normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. (Swift Tracker (Ex))
Handgemenge:*
|
Waffe | Angriff | Schaden | kritisch |
---|
Greataxe +3 | 1d20 + 6 (ST) + 16/11/6 (BAB) +3 (Bonus) | 1d12 + 8 (ST) +3 (Bonus) | x3 |
Throwing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/throwing) Battleaxe +1 | 1d20 + 6 (ST) + 16/11/6 (BAB) +1 (Bonus) | 1d8 + 6 (ST) +1 (Bonus) | x3 |
Dagger | 1d20 + 6 (ST) + 16/11/6 (BAB) | 1d4 + 6 (ST) | 19-20/x2 |
spezielle Angriffe::
Power Attack (Anzeigen) –4 auf Angriff und KM, +8 auf Schaden (kein Malus auf ersten Angriff jeder Runde (Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat))). Bonus auf Schaden +50% bei Zweihandwaffen, mit zwei Händen gehaltenen Einhandwaffen oder primären natürlichen Waffen, wenn diese das 1-1/2fache des Stärke-Mod.s zum Schaden hinzufügen. Nur +25% Schaden, wenn sekundäre natürliche Waffe oder beim Kämpfen mit zwei Waffen zweite Waffe benutzt wird.
Great Cleave (Anzeigen)SA: ein Angriff zu vollem BAB gegen 1 Feind in Reichweite
wenn Treffer: Schaden und evtl. 5ft-Schritt (free) (Cleave Trough (http://www.d20pfsrd.com/feats/arg-feats/cleave-through-combat-dwarf))
zusätzliche Angriffe: wieder zu vollem BAB gegen einen benachbarten Feind, dabei jeden Gegner nur einmal
bis zum nächsten Zug: -2 auf RK
Dreadful Carnage (Anzeigen) Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
Fernkampf:*
|
Waffe | Angriff | Schaden | kritisch | Reichweite |
---|
Heavy Crossbow of Endless Ammunition (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/endless-ammunition) +1 | 1d20 + 2 (GE) + 16/11/6 (BAB) + 1 (Bracers of Falcon’s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim)) + 1 (Bonus) | 1d10 + 1 (Bonus) | 19-20/x3 (Bracers of Falcon‘s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim)) | 120 ft. |
Throwing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/throwing) Battleaxe +1 | 1d20 + 2 (GE) + 16/11/6 (BAB) + 1 (Bracers of Falcon’s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim)) + 1 (Bonus) | 1d8 + 6 (ST) + 1 (Bonus) | x3 | 10 ft. |
Dagger | 1d20 + 2 (GE) + 16/11/6 (BAB) + 1 (Bracers of Falcon’s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim)) | 1d4 + 6 (ST) | 19-20/x2 | 10 ft. |
*
Boni (Nah- und Fernkampf):+1 auf Angriff gegen Ork- und Goblinartige (Hatred)
+2 auf Angriff gegen ausgewählte Beute und alle kritischen Treffer gelingen automatisch (Quarry (Ex))
+4 auf Angriff und Schaden gegen Menschen (Favored Enemy 1, 2)
+4 auf Angriff und Schaden gegen Tiere (Favored Enemy 2, 3)
+2 auf Angriff und Schaden gegen Orks (Favored Enemy 3)
Know your Enemy (Ex) +2 (Anzeigen)MA: Wissen-Probe (passend zur Art des Gegners; DC 10 + HD des Ziels)
Erfolg: +2 Bonus für 1 Minute (oder bis zum Zielwechsel) auf:
Kampfhaltung: Angriffs- und Schadenswürfe
MA: Zielwechsel
Hunter’s Bond (Ex) (Anzeigen)MA: ½ x Favored Enemy Bonus: +2 gegen Menschen
+2 gegen Tiere
+1 gegen Orks
für alle Verbündeten im Umkreis von 30 ft. gegen einen bestimmten Gegner in Sicht- bzw. Hörweite. Addiert sich nicht zu Favored Enemy Bonus durch Verbündete; der Bonus, der höher ist, wird genommen.
Dauer: 3 (WE) Runden.
Statistik (Anzeigen)Attribute (Anzeigen) |
| gesamt | Mod. | Würfel | racial | Stufe | sonst. |
---|
ST* | 22 | +6 | 17 | 0 | +1 | +2 (Pale Blue Rhomboid Ioun Stone (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/pale-blue-rhomboid-ioun-stone)) +2 (Belt of Physical Perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection)) |
---|
GE* | 15 | +2 | 13 | 0 | 0 | +2 (Belt of Physical Perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection)) |
---|
KO* | 18 | +4 | 11 | +2 | +3 | +2 (Belt of Physical Perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection)) |
---|
IN* | 18 | +4 | 18 | 0 | 0 | |
---|
WE* | 16 | +3 | 10 | +2 | 0 | +4 (Headband of Inspired Wisdom +4 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom)) |
---|
CH* | 11 | +0 | 13 | -2 | 0 | |
---|
*
Boni auf Checks:alle:+1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone))
Konstitution:+4 to continue running (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
+4 to avoid nonlethal damage from a forced march (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
+4 to hold your breath (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
+4 to avoid nonlethal damage from starvation or thirst (Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final))
Fertigkeiten (Anzeigen)Skillpunkte pro Level:Tiefenwanderer: 6 + 4 (IN)
Schüler des Krieges: 6 + 4 (IN)
ingesamt (Stufe 16): 160
|
Fertigkeit | Gesamt (ohne sonst. Boni) | = | Mod. | Rang | Class | permanente Boni | sonst. Boni |
---|
Akrobatik | +8 | = | GE: +2 | 5 | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +5 to traverse underground terrain (Rock Hopper (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) +5 to jump (Boots of Striding and Springing (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-striding-and-springing)) |
Aufführen | +1 | = | CH: +0 | | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Entfesselungskünstler | +3 | = | GE: +2 | | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Beruf (Koch) | +11 | = | WE: +3 | 4 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Bluffen | +1 | = | CH: +0 | | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +4 gegen Menschen (Favored Enemy 1, 2) +4 gegen Tiere (Favored Enemy 2, 3) +2 gegen Orks (Favored Enemy 3) |
Diplomatie* | +18 | = | CH: +0 | 17 | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Einschüchtern | +19 | = | CH: +0 | 9 | +3 | + 6 (ST) (Intimidating Prowess (http://www.d20pfsrd.com/feats/combat-feats/intimidating-prowess-combat---final)) +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Fingerfertigkeit | +16 | = | GE: +2 | 13 | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Handwerk | +5 | = | IN: +4 | | ja | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Heilen | +8 | = | WE: +3 | 1 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Heimlichkeit | +18 | = | GE: +2 | 12 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +8 while underground (Deep Knowledge (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) |
Klettern | +11 | = | ST: +6 | 1 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +5 to traverse underground terrain (Rock Hopper (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) |
Mit Tieren umgehen | +16 | = | CH: +0 | 12 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Motiv erkennen | +17 | = | WE: +3 | 10 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +4 gegen Menschen (Favored Enemy 1, 2) +4 gegen Tiere (Favored Enemy 2, 3) +2 gegen Orks (Favored Enemy 3 |
Reiten | +10 | = | GE: +2 | 4 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Schätzen | +19 | = | IN: +4 | 13 | | +1 (Ruin Raider (http://www.d20pfsrd.com/traits/campaign-traits/shattered-star/ruin-raider)) +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +2 to determine the price of non-magical goods that contain precious metals or gemstones (Greed) |
Schwimmen | +11 | = | ST: +6 | 1 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +4 to resist nonlethal damage from exhaustion |
Sprachkenntnis | +10 | = | IN: +4 | 2 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Überleben | +20 | = | CH: +0 | 16 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | Take 10 without penalty (normal speed) to follow quarry (Quarry (Ex)) +2 to find food for yourself (and only yourself) (Ironguts (http://www.d20pfsrd.com/feats/general-feats/ironguts)) +Level/2, um Fährten zu folgen und zu identifizieren (Track) +8 while underground (Deep Knowledge (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) +2 while underground (Tracker of the Society (http://www.d20pfsrd.com/traits/combat-traits/tracker-of-the-society-ranger-pathfinder-society)) +4 gegen Menschen (Favored Enemy 1, 2) +4 gegen Tiere (Favored Enemy 2, 3) +2 gegen Orks (Favored Enemy 3) +2 to avoid becoming lost (Wayfinder (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfinder-standard)) |
Verkleiden | +1 | = | CH: +0 | | | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Mechanismus ausschalten | +11 | = | GE: +2 | 5 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | + 5 um Fallen zu entschärfen (Trapfinger’s Gloves (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-trapspringer-s)) |
Wahrnehmung | +25 | = | WE: +3 | 10 | +3 | +5 (Eyes of the Eagle (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/eyes-of-the-eagle)) +3 (Bracers of Falcon’s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim))+1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +8 while underground (Deep Knowledge (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) +2 to notice unusual stonework, such as traps and hidden doors located in stone walls or floors (Stonecunning) +4 um statuengleiche Kreaturen (z.B. Gargoyles) von Skulpturen zu unterscheiden (Ruin Raider (http://www.d20pfsrd.com/traits/campaign-traits/shattered-star/ruin-raider)) +4 gegen Menschen (Favored Enemy 1, 2) +4 gegen Tiere (Favored Enemy 2, 3) +2 gegen Orks (Favored Enemy 3) |
Wissen (Adel)* | +9 | = | IN: +4 | 1 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Wissen (Dungeoneering)* | +18 | = | IN: +4 | 10 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | +8 while underground (Deep Knowledge (Ex) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker)) |
Wissen (Geographie)* | +9 | = | IN: +4 | 1 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Wissen (Lokales)* | +15 | = | IN: +4 | 7 | +3 | +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
Wissen (Natur)* | +17 | = | IN: +4 | 6 | +3 | +3 (Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final)) +1 (Stone of Good Luck (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-of-good-luck-luckstone)) | |
*
Diplomatie: gegen Tiere: siehe Wild Empathy (Ex)
*
Wissen: +4 um Menschen zu identifizieren (Favored Enemy 1, 2)
+4 um Tiere zu identifizieren (Favored Enemy 2, 3)
+2um Orks zu identifizieren (Favored Enemy 3
Sprachen (Anzeigen)
Handelssprache (Taldane), Zwergisch, Varisianisch, Shoanti, Terran, Azlanti, Aklo, Undercommon
verstehen: Jede (Scholar’s Ring (http://www.d20pfsrd.com/magic-items/rings/scholar-s-ring))
Wesenszüge (Anzeigen)Ruin Raider (Shattered Star Campaign Trait) (Anzeigen)While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lays in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article.
Benefit: You gain a +1 trait bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
Tracker of the Society (Pathfinder Society Trait) (Anzeigen) Thanks to your time as a Pathfinder, you’ve mastered the art of tracking.
Benefit: You gain a +1 trait bonus on Initiative checks and a +2 trait bonus on Survival skill checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your Favored Terrain class ability.
Talente (Anzeigen)Level (Anzeigen)(1): Ironguts (Anzeigen) You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).
(3): Toughness (Anzeigen) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
(5): Dodge (Anzeigen) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
(7): Furious Focus (Anzeigen) When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
(9): Combat Expertise (Anzeigen) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
(11): Dreadful Carnage (Anzeigen) Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
Tiefenwanderer (Anzeigen)(2): Power Attack (Anzeigen) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
(3): Endurance (Anzeigen)You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.You may sleep in light or medium armor without becoming fatigued.
(6): Cleave (Great Cleave (http://www.d20pfsrd.com/feats/combat-feats/great-cleave-combat---final))
(10): Great Cleave (Anzeigen) As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Schüler des Krieges (Anzeigen)(2): Cleave Through (Anzeigen) When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
Zauber (Anzeigen)CL: 10
Zauber: Ranger Spell List (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---ranger)
Zauber pro Tag:Level 1: 2 + 1 (Weisheitsbonus)
Level 2: 2 + 1 (Weisheitsbonus)
Level 3: 1 + 1 (Weisheitsbonus)
Rassen- und Klassenfähigkeiten (Anzeigen) Rassenfähigkeiten (Anzeigen)Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Klassenfähigkeiten (Tiefenwanderer) (Anzeigen) (1): Favored Enemy 1 (Ex) (Humans) (Anzeigen) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
(1): Wild Empathy (Ex) (Anzeigen)A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
(2): Combat Style Feat (Ex) (Power Attack) (Anzeigen) Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final): At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Two-Handed Weapon: If the Ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
(3): Endurance: (Anzeigen) A ranger gains Endurance (http://www.d20pfsrd.com/feats/general-feats/endurance---final) as a bonus feat at 3rd level.
(3): Deep Knowledge (Ex) (Anzeigen) At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain.
(4): Hunter’s Bond (Ex) (Anzeigen) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the list on this page. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
(4): Spells (Anzeigen) Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
(5): Favored Enemy 2 (siehe oben): Tiere;
Bonus Level 5: gegen Menschen
(6): Combat Style Feat (siehe oben): Cleave (http://www.d20pfsrd.com/feats/combat-feats/cleave-combat)
(7): Rock Hopper (Ex) (Anzeigen) At 7th level, a deep walker instinctively grasps for the most stable surfaces and holds on tighter while moving over underground rock and stone. The deep walker gains a +5 bonus on all Acrobatics and Climb checks made to traverse underground terrain. Furthermore, the deep walker ignores difficult terrain created by underground terrain and subterranean flora.
This ability replaces woodland stride.
(8): Swift Tracker (Ex) (Anzeigen) Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
(8): Deep Knowledge 2 (siehe oben) (9): Evasion (Ex) (Anzeigen) When he reaches 9th level, a ranger 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 the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
(10): Favored Enemy 3 (siehe oben): Orks;
Bonus Level 10: gegen Tiere
(10): Combat Style Feat (siehe oben): Great Cleave (http://www.d20pfsrd.com/feats/combat-feats/great-cleave-combat---final)
(11): Quarry (Ex) (Anzeigen) At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
noch nicht verfügbar (Anzeigen) (12): Deep Walker Camouflage (Ex) (Anzeigen) At 12th level, a deep walker can use the Stealth skill to hide in underground environments, even if the terrain does not grant cover or concealment.
This ability replaces camouflage.
(13): Deep Knowledge 3 (siehe oben)(14): Combat Style Feat (siehe oben): /
(15): Favored Enemy 4 (siehe oben ): /
(16): Improved Evasion (Ex) (Anzeigen) At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
(18): Deep Knowledge 3 (siehe oben)(18): Combat Style Feat (siehe oben) /
(19): Improved Quarry (Ex): (Anzeigen) At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
(20): Favored Enemy 5 (siehe oben): /
(20): Master Hunter (Ex) (Anzeigen) A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
Klassenfähigkeiten (Schüler des Krieges) (Anzeigen)(1): Know Your Enemy +1 (Ex) (Anzeigen) By taking the time to study her foes, the student of war gains insight into their weaknesses. As a move action, she may study a foe she can see and make a Knowledge check appropriate to the creature’s type (DC 10 + the target’s HD). Success grants her a +1 insight bonus against her enemy. This insight bonus may be applied to one of the following stances, chosen when the check is made:
Martial stance: Attack and damage rolls against the target. At 4th level, the student is treated as having the Critical Focus feat for the purpose of attacks against the studied foe.
Defensive stance: Armor Class and saving throws against the target’s attacks. At 6th level, the student is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe.
Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the student no longer provokes attacks of opportunity from a studied foe when attempting to bull rush, disarm, grapple, overrun, or trip that target; this does not affect attacks of opportunity made by any creature other than the studied foe.
A student of war may change her stance as a move action. The bonus lasts for 1 minute per class level or until the character uses this ability on another target. The bonus increases to +2 at 4th level and +3 at 7th level. At 7th level, the student can use this ability as a swift action rather than a move action.
(2): Combat Feat: Cleave Through (http://www.d20pfsrd.com/feats/arg-feats/cleave-through-combat-dwarf)
(2): Mind over Metal (Ex) (Anzeigen)A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor’s normal maximum Dexterity bonus still applies (limiting how much of the character’s Intelligence bonus she can apply to her AC).
(3): Anticipate (1/Tag) (Anzeigen) A 3rd-level student of war can anticipate her enemy’s moves. Once per day as an immediate action, she can ignore any damage and effects of a spell or ability she successfully saved against, such as the entangling effect of a web spell or the half damage from an inflict serious wounds spell. This ability has no effect against effects that do not allow saving throws (such as darkness, Difficulty Class (DC), etc.). This ability is usable one additional time per day for every three class levels.
(4): Know your Enemy +2 (siehe oben) noch nicht verfügbar (Anzeigen)(5): Combat Feat: (6): Telling Blow (Ex) (Anzeigen) At 6th level, a student of war can aim her blows at the weakest point in a studied foe’s defense, ignoring up to 3 points of damage reduction. This does not apply to damage reduction without a type (such as DR 10/—). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat.
(7): Know your Enemy +3 (siehe oben) (8): Combat Feat: (9): Nemesis (Su) (Anzeigen) At 9th level, a student of war can focus upon a held weapon as a swift action, rendering it anathema to her studied creature. The weapon gains the bane property against the creature for 1 minute, or until the student of war uses know your enemy against a different foe. Nemesis is usable once per day.
(10): Deadly Blow (Su) (Anzeigen) At 10th level, the student’s awareness of her studied foe allows her to find weak spots where none should exist. A student of war who uses her know your enemy ability and beats the Knowledge check DC by 10 or more may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This does not apply to immunities granted by spells, environmental effects, or equipment.
Mythische Fähigkeiten (allgemein) (Anzeigen)(1): Mythic Power (Su) (Anzeigen) Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential (ST). Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
(1): Bonus Mythic Feat (Anzeigen) Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.
Toughness (Mythic):
You have legendary resilience and durability.
Prerequisite: Toughness, 1st mythic tier.
Benefit: Toughness provides you twice as many hit points. In addition, when you are below 0 hit points you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
(1): Hard to Kill (Ex) (Anzeigen) Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
(1): Mythic Flaw (Ex) (Anzeigen) Every mythic character possesses a mythic f law. This f law could be your ultimate undoing if you are not careful to conceal it.
Schwachstelle (Anzeigen) Material Weakness: Select cold iron, silver, or wood. Weapons made primarily from the selected material automatically confirm all critical hits against you and the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons made primarily from the selected material bypass that damage reduction.
noch nicht verfügbar (Anzeigen)(2): Ability Score (Anzeigen) You gain a permanent +2 bonus to an ability score of your choice (KO) upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2.
(2): Amazing Initiative (Ex) (Anzeigen) At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
(3): Recuperation (Ex) (Anzeigen) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.
(5): Mythic Saves (Ex) (Anzeigen) At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the reduced effect instead (if one is given by the spell or effect). If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal.
(7): Force of Will (Ex) (Anzeigen) At 7th tier, you can exert your will to cause events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll any d20 roll you have made, or force any nonmythic creature to reroll any d20 roll. You can use this ability after the results are revealed, but the roller must take the results of the second roll, even if it is worse.
(8): Unstoppable (Ex) (Anzeigen) At 8th tier, you can expend one use of mythic power to negate any condition currently aff licting you, except dead, dying, f lat-footed, or unconscious. All other conditions and effects remain, even those caused by the same spell or effect that caused the negated condition. Using this ability is a free action, and can be done at the start of your turn even if a condition would prevent you from acting.
(9): Immortal (Su) (Anzeigen) At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you are not treated as if you had rested and do not regain the use of any of your abilities that comes with such rest. This ability does not apply if you have mythic damage in excess of half your full normal hit point total at the time of your death.
(10): Legendary Hero (Su) (Anzeigen) At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day. In addition, your immortal ability now applies as long as you do not have mythic damage in excess of your full normal hit point total at the time of your death.
Mythische Fähigkeiten (Wächter) (Anzeigen)(1): Bonus Hit Points (Anzeigen) Whenever you gain a guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
(1): Guardian’s Call: Sudden Block (Su) (Anzeigen) You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction.
(1): Path Ability: Catch Hazard (Su) (Anzeigen) You can prevent area of effect traps (including rock falls, avalanches, and natural traps) from harming adjacent allies. If you are in the area of effect or adjacent to a square or ally affected by the trap, you attempt a Ref lex saving throw using the trap’s save DC. If the trap normally makes an attack roll, the save DC is 10 + the bonus on the attack roll. If you succeed on your Reflex save, none of your adjacent allies takes any damage and you take half damage. If you fail your Reflex save, you and your allies are affected normally.
noch nicht verfügbar (Anzeigen) (10): True Defender (Su) (Anzeigen) At 10th tier, whenever you take damage from a melee or ranged attack made by nonmythic creature, the damage is halved. This is applied after all other reductions in damage, such as damage reduction. In addition, you regain one use of mythic power whenever an enemy scores a critical hit against you, up to a maximum of once per round. You can’t gain more uses of mythic power than your maximum.]
Ausrüstung (Anzeigen)Vermögen: 23303,8 GM
Ausrüstung:magische Ausrüstung (Anzeigen)Slots:- Rüstung: Glamered (http://www.d20pfsrd.com/magic-items/magic-armor#TOC-Glamered) Mithral Shirt (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/mithral-shirt) +4 (19950 GM, 10 lbs.): sieht auf Kommando wie normale Kleidung aus (wahre Gestalt nur durch True Seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing) erkennbar)
- Gürtel: Belt of Physical Perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection) (16 000 GM, 1 lb.)
- Brust: Mushroom Vest (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/vest-mushroom) (500 GM, 3 lbs.): treat every fall as it were 20 ft. Less when calculating damage
- Augen: Eyes of the Eagle (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/eyes-of-the-eagle) (2500 GM)
- Füße: Boots of Striding and Springing (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-striding-and-springing) (5500 GM, 1 lb.)
- Hände: Trapspringer’s Gloves (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-trapspringer-s) (4000 GM, 1 lb.)
- Stirnband: Headband of Inspired Wisdom +4 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom) (16000 GM, 1 lb.)
- Hals: Amulet of Natural Armor +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-natural-armor) (18000 GM)
- Ring: Scholar’s Ring (http://www.d20pfsrd.com/magic-items/rings/scholar-s-ring) (8700 GM): 1/5 days Legend Lore (http://www.d20pfsrd.com/magic/all-spells/l/legend-lore) related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring.
- Ring: Ring of Water Walking (http://www.d20pfsrd.com/magic-items/rings/ring-of-water-walking) (15000 GM): continually utilize the effects of the spell Water Walk (http://www.d20pfsrd.com/magic/all-spells/w/water-walk)
- Schultern: Cloak of Resistance +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-resistance) (9000 GM, 1 lb.)
- Handgelenke: Bracers of Falcon’s Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim) (4000 GM, 1 lb.)
Waffen:- Greataxe (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/axe-great) +3 (18320 GM, 12 lbs.)
- Throwing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/throwing) Battleaxe +1 (insgesamt +2, 8310 GM, 6 lbs.)
- Heavy Crossbow (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-heavy) of Endless Ammunition (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/endless-ammunition) +1 (ingesamt +3, 18350 GM, 10 lbs.)
Tränke:- Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) (5x: 250 GM)
- Darkvision (http://www.d20pfsrd.com/magic/all-spells/d/darkvision) (3x: 900 GM)
- Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) (3x: 900 GM)
- Spider Climb (http://www.d20pfsrd.com/magic/all-spells/s/spider-climb) (3x: 900 GM)
- Cure Serious Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds) (3x: 2250 GM)
andere Verbrauchsgegenstände:- Seeking (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/seeking) Crossbow Bolts (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-crossbow-bolts-or-quarrels) +1 (ingesamt +2, 3x10: 4983 GM, 3 lbs.)
- Merciful (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/merciful) Cro (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/ammunition/ammunition-crossbow-bolts-or-quarrels)
Jarec
(http://games.dnd-gate.de/index.php?action=dlattach;attach=9007;type=avatar)
Allgemeines (Anzeigen)Männlicher (Mensch: Varisian (Ustalav)) (http://www.d20pfsrd.com/races/core-races/human) Heretic (Inquisitor) (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/heretic) 16 of the Pathfinder Society
Gottheit: Keine
Gesinnung: Chaotisch Neutral
Alter: 30 | Gewicht ca. 75kg | Größe: 1.80 m
Ini. +10 (GE + WE + 1 Trait) / Wahrnehmung +23
Bewegungsrate: 30 Fuß
Defensiv (Anzeigen)AC 29
touch 18,
flat-footed 24
10 (Basis) + 8 (Rüstung) + 4 GE + 3 (Amulet of Natural Armor +3) + Ring of Protection +3 + 1 (Dodge)
Hp: 198 (Anzeigen) 1 lvl 8 + Gewürfelt 81 + Kon 16 *3= 64 + Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final) 16 + Mythic Toughness +16 Mythic 4 HP + Fav Level 1-9 +9 = 198
Fort +18 (10 +4 + CoR +4),
Ref +15 ( 5 +5 + CoR +4 +1 Trait),
Will +19 (+10 +5 +CoR +4)
KMB= 17= 12 BAB + 5 ST
KMV= 35 =10 + 12 BAB + 5 ST + 4 GE +1 Dodge + Ring of Protection +3
Offensiv (Anzeigen)BAB: +12/+07/+2; KMV= 35 =10 + 12 BAB + 5ST + 4 GE +1 dodge + Ring of Protection +3
Greatsword +3 (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/greatsword): (12/7/2 BAB + 7ST) |2d6+10| 19-20/x2
Crossbow, heavy +1 : (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-heavy) (12/7/2 BAB + 4 GE) | 1d10+1 | 19-20/x2 | Range 120 ft.
Attribute (Anzeigen)
ST 20 / +5| GE 18/ +4 | KO 18 /+4 | IN 13 / +1 | WE 20 / +5 | CH 12 /+1
Würfelwerte:16/15/16/12/14/12
Stufe 4 auf GE, Stufe 8 auf In, Racial auf Wis, Rest Level12 + 16 auf Str, sollte vor Items als Mensch dies ergeben:
Headband of inspired wisdom +4 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom) 16000 gp /1lb
Belt of physical perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection) 16000 gp / 1lb
Fertigkeiten (Anzeigen)Fertigkeiten 6 + Int 1 = 7 (112)
|
Klassenfertigkeit | Fertigkeit | Mod | Gesamt | Rang | Mod | Sonstiges |
---|
| Akrobatik | GE | 23 | 16 | +4 | |
---|
| Auftreten | CH | | | 1 | |
---|
X | Bluffen | CH | 10 | 1 | 1 | 5 |
---|
X | Diplomatie | CH | | | 1 | |
---|
X | Einschüchtern | CH | 28 | 16 | 1 | 8(1/2 Klass) |
---|
X | Heilkunde | WE | | | 5 | |
---|
X | Heimlichkeit | GE | 28 | 16 | +4 | +5 |
---|
X | Klettern | ST | | | 5 | |
---|
X | Motiv erkennen | WE | 32 | 16 | 5 | 8(1/2 Klass) |
---|
X | Reiten | GE | | | 4 | |
---|
X | Schwimmen | ST | 15 | 7 | 5 | |
---|
X | Sprachenkunde | IIN | 2 | 1 | 1 | |
---|
X | Überlebenskunst | WE | 21 | 5 | 5 | 8 |
---|
X | Wahrnehmung | WE | 23 | 16 | 5 | |
---|
X | Wissen (Arkanes) | IN | | | 1 | |
---|
X | Wissen (Die Ebenen) | IN | | | 1 | |
---|
X | Wissen (Gewölbe) | IN | | | 1 | |
---|
X | Wissen (Natur) | IN | | | 1 | |
---|
X | Wissen (Religion) | IN | 12 | 8 | 1 | |
---|
X | Zauberkunde | IN | 14] | 10 | 1 | |
---|
Sprachen: Common, Varisian, Zeichensprache der Kundschafter, Skald
Durchdringender Blick + halbe Klassenstufe für Einschüchtern und Motiv erkennen
Spuren lesen (AF) Inquisitor 1/2 Klassenstufe auf Überlebenskunst für Spuren verfolgung
Lore of Escape (Ex) She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Talente (Anzeigen)8 stk bis Level 16 + 1Talent als Mensch (Anzeigen)1:dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final)
1:Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final)
3: Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final)
5:Martial Weapon Proficiency (http://www.d20pfsrd.com/feats/combat-feats/martial-weapon-proficiency---final)
7:Combat Reflexes (http://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat)
9:Combat Expertise (http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat)
11:Trip, Improved (http://www.d20pfsrd.com/feats/combat-feats/improved-trip-combat---final)
13:Trip, Greater (http://www.d20pfsrd.com/feats/combat-feats/greater-trip-combat---final)
15:Fury's Fall (Combat) (http://www.d20pfsrd.com/feats/combat-feats/fury-s-fall-combat)
Teamworkfeats Level 16= 5 stück (Anzeigen)Outflank (Combat, Teamwork) (http://www.d20pfsrd.com/feats/combat-feats/outflank-combat-teamwork)
Tandem Trip (http://www.d20pfsrd.com/feats/combat-feats/tandem-trip-combat-teamwork)
Precise Strike (http://www.d20pfsrd.com/feats/combat-feats/precise-strike-combat-teamwork) +1 trait bonus on damage rolls from sneak attacks.
Coordinated Maneuvers (http://www.d20pfsrd.com/feats/combat-feats/coordinated-maneuvers-combat-teamwork)
Coordinated Defense (http://www.d20pfsrd.com/feats/combat-feats/coordinated-defense-combat-teamwork)
Klassenfähigkeiten (Anzeigen)Level 1:
Domain (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Domain) Healing ( Rebuke Death (Sp) + Healer's Blessing (Su) cure spells are treated as if they were empowered, (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/healing-domain)
judgment 1/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
Lore of Escape (Ex) (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/heretic) She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
Orisons (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Orisons)
Hide Tracks (Ex) (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/heretic)
stern gaze (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Stern-Gaze-Ex-) An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Level 2:
Cunning-Initiative-Ex- (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Cunning-Initiative-Ex-) Wisdom modifier on initiative checks
detect alignment (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Detect-Alignment-Sp-)
track (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Track-Ex-) inquisitor adds half her level on Survival skill checks made to follow or identify tracks
Level 3:
Solo tactics (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Solo-Tactics-Ex-)
teamwork feat (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-teamwork-Feat)
Level 4:
Judgment 2/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
Level :5
Bane (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Bane-Su-)
discern lies (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Discern-Lies-Sp-)
Level 6:
Teamwork feat (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-teamwork-Feat)
Level 7:
Judgment 3/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
Level 8:
Second judgment (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Second-Judgment-Ex-)
Level 9:
Teamwork feat (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-teamwork-Feat)
Level 10:
Judgment 4/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
Level 11:
Stalwart (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Stalwart-Ex-)
Level 12:
Greater bane (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Greater-Bane-Su-)
Teamwork feat (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-teamwork-Feat)
Level 13:
Judgment 5/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
Level 14:
Exploit weakness (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Exploit-Weakness-Ex-)
Level 15:
Teamwork feat (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-teamwork-Feat)
Level 16:
Judgment 6/day (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-)
third judgment (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Third-Judgment-Ex-)
Trait: (Anzeigen)Tracker of the Society (combat): Thanks to your time as a Pathfinder, you’ve mastered the art of tracking. You gain a +1 trait bonus on initiative checks and a +2 trait bonus on Survival checks made while traveling through any of your favored terrains. This is in addition to any bonuses you receive from your favored terrain class ability.
Deft Dodger (http://www.d20pfsrd.com/traits/combat-traits/deft-dodger)
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
Ausrüstung (Anzeigen)Geld: 185,000 gp
Magische Ausrüstung (Anzeigen)Kompass der unendlichen Türen (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Wayfinder%20of%20Infinite%20Doorways) für 40000 GM
Greatsword +3 / 8 lbs ( 50gp +300 masterwork + 18000) 18350 gp
Xin's Geistereisen-Krummsäbel (http://archivesofnethys.com/MagicWeaponsDisplay.aspx?ItemName=Ghost%20Iron%20Scimitar)
Crossbow, heavy +1 8 lbs (50gp +300 masterwork +2000) 2350
Headband of inspired wisdom +4 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-inspired-wisdom) 16000 gp /1lb
Belt of physical perfection +2 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-physical-perfection) 16000 gp / 1lb
Cloak of Resistance +4 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-resistance) 16000 gp/ 1lb
Amulet of Natural Armor +3 (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-natural-armor) 18000 gp/ -lb
Ring of Protection +3 (http://www.d20pfsrd.com/magic-items/rings/ring-of-protection) 18000 gp / -lb
Eyes of the Owl (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/eyes-of-the-owl) 4000gp / -lb
Boots of Speed (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots-of-speed) 12000 gp / 1 lb
+4 RK Mithral Shirt 1100 gp / 10lbs light Armor ///+4 16000 gp (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/mithral-shirt)
Pouch, Pathfinder (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/pathfinder-pouch) 1,000 gp; Weight 1 lb.
Gerümpel (Anzeigen)Spell-Component-Pouch (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Spell-Component-Pouch) (5 GM, 2 lbs.)
Outfit, Explorer's 10gp/ 8lbs
Potions :5 x Enlarge person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person)250 gp/ 1250 gp total
Wine fine 10 gp 1.5 lbs (http://www.d20pfsrd.com/equipment---final/goods-and-services/hunting-camping-survival-gear#TOC-Wine)
4 Stück: Applejack 8cp / 1lb (http://www.d20pfsrd.com/equipment---final/goods-and-services/hunting-camping-survival-gear#TOC-Applejack)
Mead 5cp / 0.5 lbs (http://www.d20pfsrd.com/equipment---final/goods-and-services/hunting-camping-survival-gear#TOC-Mead)
Components diamond dust worth 4000 gp versteckt
2x eye ointment that costs 250 gp total 500 gp
5x Bolt(s), crossbow (10) 5 gp 5 lb.
Restgold: 424
Gewicht Total: 44 lbs Leicht
St 20: Leicht 133 lbs. or less Medium 134–266 lbs. Heavy 267–400 lbs
Zauber (Anzeigen)Anzahl: lvl 6: 2 / lvl 5: 4 / lvl 4: 5 / lvl 3: 5 / lvl 2: 6 / lvl 1: 6 / lvl 0: 6 /
Human: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Level 15 : lvl 5 / Level 13 - 15: lvl 4 / Level 10 - 12: lvl 3
O level:
Detect Poison (http://www.d20pfsrd.com/magic/all-spells/d/detect-poison)
Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic)
Disrupt Undead (http://www.d20pfsrd.com/magic/all-spells/d/disrupt-undead)
Light (http://www.d20pfsrd.com/magic/all-spells/l/light)
Read Magic (http://www.d20pfsrd.com/magic/all-spells/r/read-magic)
Sift (http://www.d20pfsrd.com/magic/all-spells/s/sift)
1 Level
Cure Light Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds)
Detect Undead (http://www.d20pfsrd.com/magic/all-spells/d/detect-undead)
Horn of Pursuit (http://www.d20pfsrd.com/magic/all-spells/h/horn-of-pursuit)
Expeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat)
Lend Judgment (http://www.d20pfsrd.com/magic/all-spells/l/lend-judgment)
True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike)
Level 2
Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds)
Protection from Evil, Communal (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evi)
Protection from Chaos, Communal (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-chaos)
Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Restoration, Lesser (http://www.d20pfsrd.com/magic/all-spells/r/restoration)
See Invisibility (http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility)
Levell 3
Burst of Speed (http://www.d20pfsrd.com/magic/all-spells/c/coordinated-effort)
Coordinated Effort (http://www.d20pfsrd.com/magic/all-spells/c/coordinated-effort)
Cure Serious Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds)
Hunter's Eye (http://www.d20pfsrd.com/magic/all-spells/h/hunter-s-eye)
Remove Curse (http://www.d20pfsrd.com/magic/all-spells/r/remove-curse)
Nondetection (http://www.d20pfsrd.com/magic/all-spells/n/nondetection)Components V, S, M (diamond dust worth 50 gp)Level 4
Level 4
Cure Critical Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-critical-wounds)
Death Ward (http://www.d20pfsrd.com/magic/all-spells/d/death-ward)
Restoration (http://www.d20pfsrd.com/magic/all-spells/r/restoration)Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
Stoneskin (http://www.d20pfsrd.com/magic/all-spells/s/stoneskin) Components V, S, M (granite and diamond dust worth 250 gp)
Invisibility, Greater (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Judgment Light (http://www.d20pfsrd.com/magic/all-spells/j/judgment-light)
Level 5
Lend Greater Judgment (http://www.d20pfsrd.com/magic/all-spells/l/lend-judgment)
Cure Light Wounds, Mass (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds)
Flame Strike (http://www.d20pfsrd.com/magic/all-spells/f/flame-strike)
True Seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing) eye ointment that costs 250 gp
Break Enchantment (http://www.d20pfsrd.com/magic/all-spells/b/break-enchantment)
Level 6
Heal (http://www.d20pfsrd.com/magic/all-spells/h/heal)
Cure Moderate Wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds)
Mythic (Anzeigen)Base Abilities: mythic power: (1d6) (Anzeigen)Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic
ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The
bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of d12.
Hard to Kill:
Mythic Flaw: (Anzeigen)Dependency: Select one specific type of food or drink (other than water). If you do not ingest the selected food ordrink at least once per day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases and bonus mythic feats. Your powers and abilities are immediately restored as soon as you consume the selected food or drink. ALKOHOL
Mythic Feat (Anzeigen)Toughness (Mythic)
You have legendary resilience and durability. Prerequisite: Toughness, 1st mythic tier. Benefit: Toughness provides you twice as many hit points. In addition, when you are below 0 hit points you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
Marshal: Bonus +4 HP
Marshal´s Order (Anzeigen)Rally (Su): You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse.
Aussehen (Anzeigen)Bevor man Jarec sehen kann, riecht man seine Fahne nach Alkohol, seinen Dreitagebart verdeutlicht seinen inneren Zustand. Jarec´s blasse Haut ist typisch für Bewohner des verregneten Ustalav, auch lässt seine blasse Haut seine blonden Haare fast weis erscheinen.
Ein unschönes Erbe, ist eine große Narbe welche mitten durch sein Gesicht verläuft. Erhalten hat er diese bei seinem Kampf mit dem Vampirhohepriester von Xhamen-Dor. Jarec kann von Glück sprechen, dass er sein Augenlicht auf diesem Auge behalten hat. Die restlichen Narben, welche von den Kämpfen mit den Untoten zeugen, sind unter der Kleidung verborgen.
Ausgerüstet ist er mit regenfester Kleidung, den die Sonnentage in Ustalav sind mit einer Hand zählbar.
(http://desktop.freewallpaper4.me/view/original/6871/the-witcher-2-assassins-of-kings.jpg)
Hintergrund (Anzeigen)Jarec wuchs in den Gassen von Aashügel auf und war dort ständiger Gefahr ausgesetzt, so dass er das Überleben früh lernen musste. Währen sein Vater ein recht passabler Kämpfer war, hat er den Umgang mit der Magie von seiner Mutter gelernt. Jarec´s Eltern waren so reich, dass sie jede Kakerlake= „Bezeichnung einer Kupfermünze in Ustalav“ zwei Mal umdrehten, bevor sie diese ausgaben. Dies war auch der Grund warum Jarec mit jungen Jahren gar nichts anderes übrig blieb als sich Arbeit zu suchen. Die kriminellen und notgeilen Kneipenbesitzer hatten lieber vollbusige Frauen als Bedienung und Küchenhilfen als einen kleinen Grünschnabel der mehr Teller und Gläser zerdepperte als ein stinkender Ork. Das einzige was die Frauen nicht konnten, war das jagen von Ratten, Straßenköder und ähnlichen Plagen. So fing die Arbeit als Monsterjäger an, und ehrlich gesagt machte dies Jarec auch mehr Spaß.
Die leuchtenden Kreuzzug 3801 waren für das Land Ustalav eine Erlösung von dem flüsternden Tyrannen, welcher dort 6 Jahrhunderte durch Untote und hirnlose Orks herrschte. Aber genau dies dürfte wohl ein Grund sein, das es neben dem beschissenen endlosen Regen immer noch von Monstern und vor allem Untoten wimmelt. Man könnte meinen, dass es in den Kanalisation mehr Untote als Abwasser gibt.
Eine Wendung in seinem Leben gab es erst, als seine Eltern in den dreckigen Gassen von Aashügel in einen Kampf mit Untoten verwickelt wurden. Nach dem seine Eltern gestorben waren, belebte sie ein Vampirhohepriester von Xhamen-Dor wieder und hetzte sie gegen ihn. Um zu überleben, musste er seine eigenen Eltern endgültig töten. Was danach kam, war alles andere als schön, den die Jagd nach den Untoten und dem Vampirhohepriester hinterliess eine breite Spur. Es gab wohl nicht einen Tag in Jarec´s Leben in dem nicht mindestens ein Untoter auf Pharasmas Acker geschickt wurde. Mit Sicherheit ist Jarec derjenige der in ganz Aashügel den meisten Untote ihrer ewigen Ruhe brachte. Wenn man in Ustalav aufgewachsen ist, ist es schon schwere an einen Gott zu glauben. Aber auf der Jagd nach dem Vampirhohepriester musste er auch den letzten Glauben an einen Gott verloren haben. Vielleicht hat ihm bei seiner letzten Tat, der Schutz eines Gottes gefehlt. Denn als er seinen Durst nach Rache an dem Vampirhohepriester von Xhamen-Dor gestillt hatte, war Jarec nicht mehr derselbe. Seit diesem Vorfall spürte er eine enorme Macht in sich, und trotzdem viel er in ein tiefes Loch welches er mit Alkohol zu stillen versucht. Bevor man Jarec sehen kann, riecht man seine Fahne nach Alkohol. Seinen Dreitagebart verdeutlicht seinen Inneren zustand.
Er hatte damals immer wieder Kontakt zu Hugy Piper welche Mitglied bei der Kundschaftergilde war. Aufmerksam verfolgte er die Straßen Gerüchte, welche über die Helden Gwenael Nolwenn , Norna, Ralis, Hugy Piper, Rahu Na'Kephat und Garnug Weißhaar berichtet wurden. Ihnen war es zu verdanken, dass der Schrecken von Aashügel bekommen hat, was er verdiente. Das Hugy Piper damals geflohen war, konnte er zu gut verstehen. Wie viel Kraft muss man aufbringen, um sich diesem Schrecken zu stellen oder in dieser verseuchten Stadt zu bleiben.
Bei Jarec musste es die Gleichgültigkeit gegenüber dem Leben sein, die ihn dieses Chaos aushalten lässt. Allerdings könnte es auch der Alkoholkonsum sein, dass er von alledem nicht mehr besonders viel mitbekommt.
War er zu Beginn ein geachtetes Mitglied innerhalb der Kundschaftergilde, änderte sich dies die letzten Jahre massiv. Kaum einer wollte noch mit ihm zu tun habe, geschweige denn an einen Tisch mit ihm sitzen. Das einzige was ihn noch bei den Kundschaftern hält, sind seine Taten aus der Vergangenheit. Aber würde dieser Ruhm für den Rest seines Lebens ausreichen, und ihn bei den Kundschaftern zu halten. Wann würde der Geduldsfaden reisen, wann kommt der letzte Tropfen der das Fass zum Überlaufen bringt?
Heutzutage, lebt Jarec der Schlächter von Untoten und Bezwinger eines Vampirhohepriester von Xhamen-Dor, von einem Alkoholabsturz zum nächsten. Das Leben scheint ihm egal zu sein.
Die Frage ist, was hält ihn am Leben? Wartet sein Leben auf den letzten Ruhm, eine letzte große Tat?
Jarec wäre bereit, sein Leben für eine letzte große Tat zu geben, und es scheint als wäre die Zeit dafür gekommen.