Spielwerte (Anzeigen)Männlicher Zwerg Orakel 6
RG mittlerer Humanoid
Initiative +1; Wahrnehmung +4
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VERTEIDIGUNG
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RK 22, Berührung 13, auf dem falschen Fuß 21
(+5 Rüstung, +1 Gesch, +3 Schild, +2 Ablenkung, +1 Natürliche Rüstung)
TP 39 (6W8+15)
Zäh +6, Ref +5, Will +8
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ANGRIFF
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Geschw 6m (4 Felder)
Nahkampf Streitaxt+7 (1W8+3)
Fernkampf
Zauber - / 6 / 5 / 3
0: Ausbessern, Gift entdecken, Göttliche Führung, Licht, Resistenz, Stabilisieren, Tugend
1: Furcht bannen, Leichte Wunden heilen, Schutz vor Bösem, Segnen
2: Mittelschwere Wunden heilen, Lähmung aufheben
3: Schwere Wunden heilen
Fluch Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a move action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Bonuszauber: Magierhand, Geisterhaftes Geräusch, Einfaches Trugbild, Schweben
Fokus Bonuszauber: Schild, Säurepfeil
Crystal Sight (Ex): You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Shard Explosion (Ex): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of damage per two oracle levels (minimum 1d6) to all creatures within 10 feet. A Reflex save halves this damage. The save DC is equal to 10 + 1/2 your oracle level + your Charisma modifier. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and
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STATISTIK
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ST 14, GE 12, KO 15, IN 10, WE 12, CH 15
Grundangriffs. +4; KMV +6 (SG 21/25)
Talente Abhärtung, Heftiger Angriff, Im Kampf zaubern
Fertigkeiten Diplomatie +11, Überlebenskunst +10, Wissen (Geschichte) +9, Wissen (Religion) +9
Sprachen Handelssprache, Zwergisch
Kampfausrüstung Mittelschwere Wunden heilens (3)
Sonstige Ausrüstung Amulett der Natürlichen Rüstung +1, Kettenhemd +1, Resistenzumhang +2, Rucksack, Schutzring +2, Schweres Stahlschild +1, Streitaxt +1, Beutel mit Materialkomp.
Vermögen 157 GM