Klassenstufe | Talent |
---|---|
1 | Bitte immer verlinkt |
Klassenstufe | Fähigkeit |
---|---|
1 |
Skills | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
---|---|---|---|---|---|---|
+ | + | + |
Merkmal |
---|
Zaubergrad | Bekannte Zauber | Zauber pro Tag |
---|---|---|
0 |
Zaubergrad | Bekannter Zauber |
---|---|
0 |
Klassenstufe | Talent |
---|---|
1 | Sneaky Vagabond (https://sites.google.com/site/pathfinderogc/feats/general-feats/sneaky-vagabond) |
Bonus (Mensch) | Deft Hands (https://sites.google.com/site/pathfinderogc/feats/general-feats/deft-hands---final) |
Klassenstufe | Fähigkeit |
---|---|
Rogue 1 | If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. |
Rogue 1 | When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding. |
Oracle 1 | 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 (see FAQ at right). 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. |
Oracle 1 | 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. |
Oracle 1 | 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. Life Mystery Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. |
Oracle 1 | 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. Legalistic Curse The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Effect Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours. |
Skills | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
---|---|---|---|---|---|---|
Acrobatics | Dex | +8 | 1 | +4 | +3 | |
Appraise | Int | +0 | 0 | +0 | +0 | |
Bluff | Cha | +7 | 1 | +3 | +3 | |
Climb | Str | +4 | 1 | +0 | +3 | |
Diplomacy | Cha | +7 (+9) | 1 | +3 | +3 | +2 (SV) |
Disable Device | Dex | +10 | 1 | +4 | +3 | +2 (DH)|
Disguise | Cha | +3 | 0 | +3 | +0 | |
Escape Artist | Dex | +4 | 0 | +4 | +0 | |
Heal | Wis | -1 | 0 | -1 | +0 | |
Intimidate | Cha | +3 | 0 | +3 | +0 | |
Knowledge (History) | Int | +0 | 0 | +0 | +0 | |
Knowledge (Dungeoneering) | Int | +4 | 1 | +0 | +3 | |
Knowledge (Planes) | Int | +0 | 0 | +0 | +0 | |
Knowledge (Religion) | Int | +0 | 0 | +0 | +0 | |
Knowledge (Local) | Int | +5(+7) | 2 | +0 | +3 | (+2 SV) |
Linguistics | Int | +1 | 1 | +0 | +0 | |
Perception | Wis | +3 | 1 | -1 | +3 | |
Perform | Cha | +3 | 0 | +3 | +0 | |
Sense Motive | Wis | +3 | 1 | -1 | +3 | |
Sleight of Hand | Dex | +12 | 1 | +4 | +3 | +4 (HoS und DH) |
Stealth | Dex | +10 (+12/+14) | 1 | +4 | +3 | +2/+4/+6 (HoS und SV) |
Spellcraft | Int | +0 | 0 | +0 | +0 | |
Survival | Wis | +6 | 1 | -1 | +3 | +4 (HoS) |
Swim | Str | +0 | 0 | +0 | +0 | |
Use Magic Device | Cha | +3 | 0 | +3 | +0 |
Merkmal |
---|
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (here: +2 Dex) |
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. |
Normal Speed: Humans have a base speed of 30 feet. |
Bonus Feat: Humans select one extra feat at 1st level. |
Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled. |
Klassenstufe | Talent |
---|---|
1 | Noble Scion - Scion of War: (http://www.d20pfsrd.com/feats/general-feats/noble-scion) Charisma modi wird anstelle der Geschicklichkeit für Initiative genutzt |
1/Halbelf | Skill Focus Diplomatie |
Klassenstufe | Fähigkeit |
---|---|
1 | 10 HP, Stufe 1: Noble Scion - Scion of War: (http://www.d20pfsrd.com/feats/general-feats/noble-scion), Rasse: Skill Focus Diplomatie, Trait: Desert Child: (http://www.d20pfsrd.com/traits/regional-traits/desert-child-desert) |
Klassenfähigkeit | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
---|---|---|---|---|---|---|
Craft / Handwerk Waffenschmied | Int | +6 | +1 | +2 | +3 | 0 |
Diplomacy / Diplomatie | Cha | +10 | +2 | +2 | +3 | +3 SF |
Handle Animal / Mit Tieren umgehen | Cha | +6 | +1 | +2 | +3 | 0 |
Heal / Heilkunde | Wis | +2 | 0 | +2 | 0 | |
Knowledge (Nobility) / Wissen (Adel) | Int | +6 | +1 | +2 | +3 | 0 |
Knowledge (Religion) / Wissen (Religion) | Int | +6 | +1 | +2 | +3 | +0 |
Profession - soldier / Beruf - Soldat | Wis | +6 | +1 | +2 | +3 | 0 |
Ride - Reiten | Dex | +0 | 0 | 0 | 0 | |
Sense Motive / Motiv erkennen | Wis | +7 | +2 | +2 | +3 | 0 |
Spellcraft / Zauberkunde | Int | +2 | 0 | +2 | 0 |
normal Skills | Attr | Gesamt | Rang | Mod | Sonst |
---|---|---|---|---|---|
Acrobatics / Akrobatik | Int | +2 | 0 | +2 | 0 |
Appraise / Schätzen | Dex | 0 | 0 | 0 | 0 |
Bluff | Cha | +2 | 0 | +2 | 0 |
Climb / Klettern | Str | +1 | 0 | +1 | 0 |
Disguise / Verkleiden | Cha | +2 | 0 | +2 | 0 |
Escape Artist / Entfesseln | Dex | 0 | 0 | 0 | 0 |
Intimidate / Einschüchtern | Cha | +2 | 0 | +2 | 0 |
Linguistik | Int | +3 | +1 | +2 | 0 |
Perception / Wahrnehmung | Wis | +4 | 0 | +2 | +2 (Rasse) |
Perform / Auftreten | Cha | +2 | 0 | +2 | 0 |
Stealth / Heimlichkeit | Dex | 0 | 0 | 0 | 0 |
Survival /Überleben | Wis | +2 | 0 | +2 | 0 |
Swim / Schwimmen | Str | +1 | 0 | +1 | 0 |
Merkmal |
---|
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (here: +2 Wis) |
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. |
Normal Speed: Humans have a base speed of 30 feet. |
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light |
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level - auf Diplomatie |
Elf Blood: Half-elves count as both elves and humans for any effect related to race. |
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. |
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. |
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. |
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). |
Merkmal |
---|
Zaubergrad | Bekannte Zauber | Zauber pro Tag |
---|---|---|
0 |
Die Geweihte hatte sich erneut in eine dunkle Trance begeben, stand regungslos da, die Hände von sich gestreckt, die Finger zum Boden zeigend. Dann begann sie zu Sprechen, nachdem sie ihre Hände zum Gebet gefaltet hatte. "[b]Aguas, Herr der Dunkelheit, blicke auf deine Dienerin und schenke ihr die Kraft deiner Schatten und Erlöse uns von den Mächten des Lichts. Bringe den Gläubigen deinen Schutz und deinen Feinden, welche auch meine Feinde sind, die Verdammnis und den Tod.[/b]"
Dunkle Schemen umkreisten die Predigerin. Manche von ihnen glichen Schlangen, andere waren annährend menschlich. Doch die meisten dieser Schemen glichen undefinierbaren Monstrositäten. Erneut erfüllte sie die Macht ihres Herrn, in dessen Dunkelheit sie badete. Dann traten die Schatten wie Sonnenstrahlen aus ihr heraus.
Klassenstufe | Talent |
---|---|
Level 1 | Keen Scent (http://www.d20pfsrd.com/feats/general-feats/keen-scent): Gain Scent |
Level 1 | Track (Bonus) |
Klassenstufe | Fähigkeit |
---|---|
Level 1 | Ranger's Focus (Guide Feature) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/guide) |
Level 1 | Trapfinding (Trapper Feature) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper) |
Level 1 | Wild Empathy (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Wild-Empathy-Ex-) |
Skills | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
---|---|---|---|---|---|---|
Acrobatics | Dex | +4 | 1 | +3 | ||
Climb | Str | +5 | 1 | +1 | +3 | |
Craft (Bows) | Int | +5 | 1 | +1 | +3 | |
Craft (Traps) | Int | +5 | 1 | +1 | +3 | |
Disable Device | Int | +6 | 1 | +1 | +3 | +1 Class Feature |
Intimidate | Cha | +7 | 2 | +0 | +3 | +2 (Race Feature) |
Perception | Wis | +6 | 1 | +2 | +3 | |
Stealth | Dex | +7 | 1 | +3 | +3 | |
Survival | Wis | +6 | 1 | +2 | +3 |
Merkmal | Beschreibung |
---|---|
Orc Blood | Schnüffler zählt für alle Effekte wie ein Mensch oder ein Ork |
Intimidating | +2 Intimidate |
Orc Ferocity | Kann für eine Runde weiterkämpfen, wie durch Talent Diehard |
Weapon Familiarity | Ist geübt mit allen Ork-Waffen |
Darkvision 60 ft. | Sicht in kompletter Dunkelheit |
Klassenstufe | Talent |
---|---|
Level 1 | Keen Scent (http://www.d20pfsrd.com/feats/general-feats/keen-scent): Gain Scent |
Level 1 | Track (Bonus) |
Level 1 | Learn Ranger Trap (Tripwire, Fire Trap (Ex)) (Bonus) |
Klassenstufe | Fähigkeit |
---|---|
Level 1 | Ranger's Focus (Guide Feature) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/guide) |
Level 1 | Trapfinding (Trapper Feature) (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper) |
Level 1 | Wild Empathy (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Wild-Empathy-Ex-) |
Skills | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
---|---|---|---|---|---|---|
Acrobatics | Dex | +4 | 1 | +3 | ||
Climb | Str | +5 | 1 | +1 | +3 | |
Craft (Bows) | Int | +6 | 1 | +1 | +3 | |
Craft (Traps) | Int | +6 | 2 | +1 | +3 | |
Disable Device | Int | +7 | 2 | +1 | +3 | +1 Class Feature |
Intimidate | Cha | +7 | 2 | +0 | +3 | +2 (Race Feature) |
Knowledge Local (Aradan) | Int | +6 | 2 | +1 | +3 | |
Perception | Wis | +7 | 2 | +2 | +3 | |
Stealth | Dex | +8 | 2 | +3 | +3 | |
Survival | Wis | +7 | 2 | +2 | +3 |
Merkmal | Beschreibung |
---|---|
Orc Blood | Schnüffler zählt für alle Effekte wie ein Mensch oder ein Ork |
Intimidating | +2 Intimidate |
Orc Ferocity | Kann für eine Runde weiterkämpfen, wie durch Talent Diehard |
Weapon Familiarity | Ist geübt mit allen Ork-Waffen |
Darkvision 60 ft. | Sicht in kompletter Dunkelheit |
Klassenstufe | Talent |
---|---|
1 | Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) auf Perform (Act) |
human | Dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final) |
Trait or Drawback | Name | Effekt | ||
---|---|---|---|---|
Trait 1 | grim optimism (http://www.d20pfsrd.com/traits/social-traits/grim-optimi) | standard action to joke about trouble; you + allies w/in 30ft +2 morale bonus vs. fear/pain effects for d4 rds. Same person only once per 24h. | ||
Trait 2 | Spur des Blutes (http://games.dnd-gate.de/index.php?topic=7773.msg923901#msg923901) | +1-Trait-Bonus auf attack + damage vs. Zombies. Plus Kampfmanöver: GE-Wurf vs. AC nach hit, um zu sagen, in welche Richtung Blut spritzt. | ||
Drawback 2 | Gefahr von... überall (http://games.dnd-gate.de/index.php?topic=7773.msg923901#msg923901) | perception rolls to detect enemies have 20% Chance for false positive.[1] |
1. | Zwei Folgen der Zombieattacke (Anzeigen) In der Nacht des Blutes und am folgenden Tag zog Will allein durch die Stadt, immer auf der (völlig kopflosen) Flucht. Gefahr wittert er seitdem von überall, zu jeder Zeit. Als versponnener Künstler, der die ganze Zeit über dramatische Szenen in seinem Kopf durchspielt, überträgt er halt schnell mal die Stimmen und Geräusche aus seiner Vorstellung auf die Wirklichkeit, zumal es mit seinem Gehör und Augenlicht ja nicht so gut bestellt ist. Am ersten Tag der Apokalypse hat er mitansehen müssen, wie ein Mensch sich nach einem Biss eines Untoten selbst in einen solchen verwandelt hat; am zweiten Tag machte er die Entdeckung, dass sogar schon Blutspritzer eines Untoten den Untod auslösen können. Nun hat Will den Schwertkampf auf der Bühne, für die Bühne gelernt. Da spritzte zwar kein Blut, aber wenn es gespritzt wäre, dann hätte er es auch publikumswirksam zu verteilen gewusst... Auf die jetzige Situation angewendet: immer schön woanders hin mit den Spritzern, nur nicht auf Arjen oder sich selbst. |
Klassenstufe | Fähigkeit |
---|---|
Bard 1 | Bardic Performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance) |
Bard 1 | Inspire Courage +1 (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance) |
Arcane Duelist 1 | Arcane Strike (http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat) |
Arcane Duelist 1 | Rallying Cry (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/arcane-duelist) |
Bard 2 | Versatile Performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Versatile-Performance-Ex-): perform (act) = bluff + disguise* |
Arcane Duelist 2 | Combat Casting (http://www.d20pfsrd.com/feats/general-feats/combat-casting---final) |
Fertigkeit | Attribut | Gesamt | Rang | Mod | Class Bonus | div. Mod. |
---|---|---|---|---|---|---|
Acrobatics | Dex* | +5 | 1 | +2 | +3 | -1 (penalty) |
Bluff | Cha | +12 | - | - | - | =perform (act) |
Str* | +1 | - | +2 | - | -1 (penalty) | |
Diplomacy | Cha | +8 | 1 | +4 | +3 | - |
Disguise | Cha | +12 | - | - | - | =perform (act) |
Dex* | +1 | - | +2 | - | -1 (penalty) | |
Intimidate | Cha | +8 | 1 | +4 | +3 | - |
Knowledge (arcana) | Int | +5 | 1 | +1 | +3 | |
Knowledge (history) | Int | +5 | 1 | +1 | +3 | |
Knowledge (local) | Int | +5 | 1 | +1 | +3 | |
Perception | Wis | +3 | 2 | -2 | +3 | - |
Perception (Feinde in der Nähe?)(1) | Wis | - | - | - | - | Meister würfelt verdeckt! |
Perform (act) | Cha | +12 | 2 | +4 | +3 | +3 (skill focus) |
Perform (dance) | Cha | +8 | 1 | +4 | +3 | - |
Perform (sing) | Cha | +9 | 2 | +4 | +3 | - |
Sense Motive | Wis | +2 | 1 | -2 | +3 | - |
Stealth | Dex* | +6 | 2 | +2 | +3 | -1 (penalty) |
Merkmal |
---|
+2 to Charisma: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. |
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. |
Normal Speed: Humans have a base speed of 30 feet. |
Bonus Feat: Humans select one extra feat at 1st level. |
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. |
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). |
Zaubergrad | Bekannte Zauber | Zauber pro Tag |
---|---|---|
0 | 5 | - |
1 | 3 | 3 |
Zaubergrad | Bekannter Zauber | Vers |
---|---|---|
0 | light (http://www.d20pfsrd.com/magic/all-spells/l/light) | Nachts erst ist es schön, an das Licht zu glauben. |
0 | mage hand (http://www.d20pfsrd.com/magic/all-spells/m/mage-hand) | |
0 | mending (http://www.d20pfsrd.com/magic/all-spells/m/mending) | |
0 | open/close (http://www.d20pfsrd.com/magic/all-spells/o/open-close) | |
0 | spark (http://www.d20pfsrd.com/magic/all-spells/s/spark) | Ein Funke nur am rechten Ort // Fegt Haus und Mensch und Stadt hinfort. |
1 | cure light wounds (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds) | Zida oder Neodor, wer immer mich erhört!//Helft mir jetzt, dann mögt ihr knobeln,//Wer von euch des Künstlers Seele//Am End' für alle Ewigkeit erhält. |
1 | saving finale (http://www.d20pfsrd.com/magic/all-spells/s/saving-finale) | |
1 | chord of shards (http://www.d20pfsrd.com/magic/all-spells/c/chord-of-shards) | Meine Worte sind Scherben, scharf wie Messer.//Noch lacht ihr mich aus, gleich wisst ihr's besser! |
1. | 15% nach Treffer, dass krank (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened), kumulativ. Erholung: eine Runde ohne Treffer (unabh. von %-Wurf) kuriert eine 'Schmerzstufe'. |
2. | Wisdom = 7; perception = +3 |
3. | Schlussmonolog aus Dr. Faustus (http://www.fullbooks.com/The-Tragical-History-of-Dr-Faustusx6791.html) von Kit Marlowe, mit einigen Anpassungen. Nur ausnahmsweise in Englisch. |
4. | Skillwürfe vor Gericht (Anzeigen) Will beantwortet die Fragen des Gerichtsdieners: Diplomacy = 15 vs. 20, fail Will deutet an, dass Violas Vorstellung eben genau das ist: eine Vorstellung = Act = 20 vs. 20, success Wills Verteidigung, 1. Versuch: Diplomacy = 26 vs. impossible, fail Wills Verteidigung, 2. Versuch (neuer Schöffe): Diplomacy = 24 vs. 20, success Wills falsches Geständnis: Act = 31, überragender Erfolg Ankunft im Knast, Will versucht, tough rüberzukommen und seine Angst zu verbergen: act = 16 vs. 20, fail |
Nahkampfwaffe | Att | Dmg | Crit |
Great Axe | +5 | 1d12+5 | 20,x3 |
Handaxe | +5 | 1D6+3 | 20,x3 |
Fernkampfwaffe | Att | Dmg | Crit | Range |
Klassenstufe | Talent |
1(Bonus Studied) | Skill Focus (Craft (Weapons) (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) |
1 | Tribal Scars (Bear Belt) (http://www.d20pfsrd.com/feats/general-feats/tribal-scars) |
Klassenstufe | Fähigkeit |
1 | Weapon and Armor Proficiency (Anzeigen) A barbarian is proficient with all simple and martial weapons, light armor and medium armor, and shields (except tower shields). |
1 | Rage (Ex) (Anzeigen) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.. |
1 | Raging Drunk (Ex) (Anzeigen) While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. |
2 | Invulnerability (Ex) (Anzeigen) At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. |
2 | Rage Power: Guarded Life (Anzeigen) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes. |
Skills | Attr | Gesamt | Rang | Mod | Class Skill | Sonst |
Acrobatics | Dex | +0 | 0 | 0 | ☒ | 0 |
Appraise | Int | +2 | 1 | +1 | ☐ | 0 |
Bluff | Cha | +1 | 0 | +1 | ☐ | 0 |
Climb | Str | +3 | 0 | +3 | ☒ | 0 |
Craft (Weapons) | Int | +8 | 2 | +1 | ☒ | +1 Heart of the fields, +2 skill focus, +3 Class Skill |
Craft (Armors) | Int | +6 | 2 | +1 | ☒ | +3 Class Skill |
Craft (Blacksmith) | Int | +5 | 1 | +1 | ☒ | +3 Class Skill |
Diplomacy | Cha | +1 | 0 | +1 | ☐ | 0 |
Disguise | Cha | +0 | 0 | 0 | ☐ | 0 |
Escape Artist | Dex | +0 | 0 | 0 | ☐ | 0 |
Fly | Dex | +0 | 0 | 0 | ☐ | 0 |
Handle Animal | Wis | +0 | 0 | 0 | ☒ | 0 |
Heal | Wis | +0 | 0 | 0 | ☐ | 0 |
Intimidate | Cha | +8 | 2 | +1 | ☒ | +3 Class Skill, +2 Bear Belt |
Knowledge (engineering) | Int | +2 | 1 | +1 | ☐ | 0 |
Knowledge (Nature) | Int | +1 | 0 | +1 | ☒ | 0 |
Perception | Wis | +4 | 0 | 0 | ☒ | +3 Class Skill |
Perform (Drums) | Cha | +2 | 1 | +1 | ☐ | 0 |
Profession (Miner) | Wis | +1 | 1 | 0 | ☐ | |
Ride | Dex | +0 | 0 | 0 | ☒ | 0 |
Sense Motive | Wis | +0 | 0 | 0 | ☐ | 0 |
Stealth | Dex | +0 | 0 | 0 | ☐ | 0 |
Survival | Wis | +4 | 1 | 0 | ☐ | +3 Class Skill |
Swim | St | +3 | 0 | +3 | ☒ | 0 |
Zaubergrad | Bekannte Zauber | Zauber pro Tag |
0 | - | - |
[quicktable]Zaubergrad | Bekannte Zauber |
0 | - |