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Rufus Morgensonne

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Morgensonne:
Pater Rufus Morgensonne
Anrede: "Hochwürden" oder "Hochwürdiger Herr Pater Rufus Morgensonne"
Titel: Diener des Lichtes
Rasse: Mensch
Klasse: Kleriker 4
Gottheit: Lathander (Pelor)

Spoiler (Anzeigen)Male human cleric 4
HitDIce: 4d8+4 (27)
Initiative: +1
Speed: 20 ft., base speed 30 ft.
Armor Class: 23 (+9 full plate armor +1 Dex +2 shield +1 luck of heroes (feat)), touch 12, flat-footed 22
Base Attack/Grapple: +3/+5
Attack: MW cold iron morningstar +6 (1d8+2)
Full Attack: MW cold iron morningstar +6 (1d8+2)
Space/Reach: 5 ft./5 ft.
Saves: Fort +6, Ref +3, Will +8
Abilities: Str 14 Dex 12 Con 12 Int 10 Wis 16 Cha 15
Alignment: neutral good
Patron Deity: Lathander (Pelor)
Languanges: Common
Experience: 7.225/10.000

Attribute
STR: 14 +2
DEX: 12 +1
CON 12 +1
INT: 10 +0
WIS: 16 +3
CHA: 15 +2

Hit Dice: 3d8[7,4,4)+9+3 = 27 Hit Points

Kampfwerte:

Initiative: W20 + 1 (DEX)

Hit Points: 27 von 27

Mw. Cold Iron Morgenstern +6 (1w8+2) 20 x2 BP
Spoiler (Anzeigen)
--- Code: ---[b]Angriff mit[/b]
Mw. Cold Iron Morgenstern [dice]1d20+6[/dice] Schaden (PB) [dice]1d8+2[/dice]
[b]Kritisch?[/b]
Krit Bestätigung Mw. Cold Iron Morgenstern [dice]1d20+6[/dice]
[b]Bestätigt?[/b]
Bitte zu obigem Schaden dazurechnen [dice]1d8+2[/dice]
--- Ende Code ---


AC: 23
+1 Full Plate 9 (Rüstung) (-5)
Dex +1 (dex)
Schweres Schild +2 (Schild) (-2)
Luck of Heroes +1 (luck)

Rettungswürfe:
Spoiler (Anzeigen)FOR: +6 = +4 [Base] +1 [Luck of Heroes]+ CON +1
REF: +3 = +1 [Base] +1 [Luck of Heroes]+ DEX +1
WIL: +8 = +4 [Base] +1 [Luck of Heroes]+ WIS +3

Fertigkeiten
Spoiler (Anzeigen)
SkillErgebnisRangAttributHeal +8=5 WIS +3Diplomacy +7=5 CHA +2Knowledge Religion +6= 6 INT +0Concentration +6 5= CON +1Survival +3= 0 WIS +3Spot +3= 0 WIS +3Sense Motive +3= 0 WIS +3Listen +3= 0 WIS +3Swim +2= 0 STR +2Jump +2= 0 STR +2Intimidate +2= 0 CHA +2Gather Inform. +2= 0 CHA +2Disguise +2= 0 CHA +2Climb +2= 0 STR +2Bluff +2= 0 CHA +2Use Rope +1= 0 DEX +1Ride +1= 0 DEX +1Move Silently +1= 0 DEX +1Hide +1= 0 DEX +1Escape Artists +1= 0 DEX +1Balance +1= 0 DEX +1Search +0= 0 INT +0Forgery +0= 0 INT +0Appraise +0= 0 INT +0

Feats
Spoiler (Anzeigen)
B Extra Turning Spoiler (Anzeigen)Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal
1 Luck of Heroes (PGtF) Spoiler (Anzeigen)(REF, WIL, FOR)+1, AC+1
3 Divine Spell Power (CD) Spoiler (Anzeigen)Benutzt einen Vertreibungsversuch als freie Aktion um sein Casterlevel zu erhöhen Wie Vertreibungsversuch mit zusätzl. +3 ; 1d20+CHA+3(dieser Feat)+2(wegen Knowledge Religion 5+)

Rassen und Klassenfähigkeiten

Human
Spoiler (Anzeigen)Medium: As Medium creatures, humans have no special bonuses or penalties due to their size
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Kleriker
Spoiler (Anzeigen)Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Morgensonne:
Domäne: Healing + Sun

Conjuration [Healing] Sprüche haben eine um 1 erhöhte Stufe (Healing Power)

Memorisierte Sprüche

Grad 0: 5 DC: 13
Spoiler (Anzeigen)Detect Magic
Light
Mending
Read Magic
Resistance

Grad 1: 4+1 DC: 14
Spoiler (Anzeigen)Bless
Magic Weapon
Cure light wounds D:Healing
Protection from Evil
Shield of Faith

Grad 2: 3+1 DC: 15
Spoiler (Anzeigen)Bull Strength
Heat Metal D:Sun
Lesser Restoration
Shield other

Mögliche Ersetzungen:
2. "Shield other" gegen "Status" (meistens wenn lange Reisen anstehen)

Morgensonne:
Ausrüstung

+1 Full Plate
Morgenstern, MW, Cold Iron 316
Outfit Traveler
Zelt
weißer Wappenrock mit Sonne
blauer Kapuzenumhang
Rasierzeugs
Rucksack
Wasserschläuche
Seil
Hl. Symbol (Holz)
Buch über den PelorKult
Ritualkerzen für Andacht
Rationen für 5 Tage
Hv wooden Shield
Healers Kit 50
Potion Cure Mod. Wounds 300
4x Potion of Cure Min. Wounds 100

Gold: 95 PM = 950 GM

Scrolls:
Cure Light wounds 25
Cure Minor wounds 12,5
Delay Poison 150
Dispel Magic 375
3xEndure Elements 75
Remove Fear 25
Remove Paralyse 150
Lesser Restoration 150

Morgensonne:
Großes Untote vertreiben (Sun Domaine Power)
Anzahl der Versuche: 1
Spoiler (Anzeigen)SUN DOMAIN

Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Turn Undead

Anzahl der Versuche: 8
Normal 3+CHA (2) = 5
Extra Turn Undead erhöht die Zahl um 3

Turning Check

Turn Undead:
1d20+CHA+2=
Spoiler (Anzeigen)
--- Code: ---Untote vertreiben [dice]1d20+4[/dice]
--- Ende Code ---


Turn Undead zum Casterlevel erhöhen (free action)
1d20+CHA+2+3
Spoiler (Anzeigen)
--- Code: ---Untote vertreiben [dice]1d20+7[/dice]
--- Ende Code ---


Turning Check
Result    
Spoiler (Anzeigen)0 or lower   Cleric’s level – 4
1–3   Cleric’s level – 3
4–6   Cleric’s level – 2
7–9   Cleric’s level – 1
10–12   Cleric’s level
13–15   Cleric’s level + 1
16–18   Cleric’s level + 2
19–21   Cleric’s level + 3
22 or higher   Cleric’s level + 4

Turning Damage
2d6+CHA+Level des Klerikers

Spoiler (Anzeigen)
--- Code: ---So viele Hit Dices an Untoten werden vertrieben [dice]2d6+6[/dice]
--- Ende Code ---

Morgensonne:
Hintergrundgeschichte

Rufus wurde an einem sonnigen Morgen vor der Tempeltür eines kleinen Tempels gefunden. Sein Name Rufus Morgensonne und sein Geburtsdatum fand man eingestickt in dem weißen Laken in das das Kind gehüllt war.

Der örtliche Kleriker beschloss das im Lathander Glauben auszubilden. Schon früh zeigte sich das sich Rufus für den Weg eines Kleriker des Lathander eignen würde. Ruhig und besonnen vornehmlich, stets zur Mithilfe bereit doch wenn es galt Schmähungen seines Glaubens oder seiner Ehre zu richten fackelte er nicht lang die Missetäter mit seinen Fäusten die Flausen auszutreiben. Die blauen Flecken und Schrammen trug er aufrecht und stolz.

Mit 16 Jahren wird er in einem kleinen Kloster geweiht und in die Welt geschickt.

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