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Orkschamane:
Der Pathfinder-Beta-RPG-Heldenfriedhof

Orkschamane:
Gestorben am Hafen...

Name: Inekar



Spoiler (Anzeigen)Männlicher Mensch Schurke 3 / Kämpfer 3 / Scarlet Corsair 1
chaotisch neutral
Gottheit: Göttliche Heerscharr, vorallem Kol Korran und Dol Dorn
Herkunftsregion: Die Fürstentümer von Lhazaar
Sprachen: Handelssprache, Zwergisch, Elfisch
Größe: 182cm
Gewicht: 88kg
Haarfarbe: rot
Augenfarbe: blau
Hautfarbe: dunkel, stark gebräunt
Alter: 27
EP: 26.800 / 34.000 (Stand vom 05.09.2008)  

Trefferwürfel:3d8 und 3d10 und 1d8= 49 + 14(KO) +3(Mensch) = 66 (CR 7)
Initiative: +3 (+3 (GE))
Bewegungsrate: 40ft
Rüstungsklasse: 21 (10 +3 (GE) +5 (Rüstung) + 0 (Schild) +1 (Kämpfer) + 1 Ablenkung (Ring) + 1 Natürlich (Amulett))
Grundangriffsbonus / Ringkampf: +6 und +1 (2 Attacken) / +7
Aktionspunkte: 8

Spoiler (Anzeigen)Angriff (Nah):
(1) Entermesser +1 der Schärfe (GAB +6, GE +3 MAG +1 WF +1 TH -2) = AB +9 1W6+2 17-20 x2 (+ 2d6)
(2) Entermesser +1 der Schärfe (GAB +1 GE +3 MAG +1 WF +1 TH -2) = AB +4 1W6+2 17-20 x2 (+ 2d6)
(3) Kukri[MA] (GAB +6 GE +3 MA +1 TH -2) = AB +8 1W4 18-20 x2

Angriff (Fern):
(1) Harpune (GAB +6 GE +3) = AB +9 1W10 x2 10m + gleicher Schaden beim herausziehen, sonst Bewegungseinschränkung

Spoiler (Anzeigen)
Schurke Zähigkeit +1, Reflex +3, Willen +1
Corsair        +0         +2         +0
Fighter           +3         +1         +1

RW Total Grund Attribut
Zähigkeit +6 +4 +2
Reflex +9 +6 +3
Willen +1 +2 -1

Spoiler (Anzeigen) ST 12, GE 17, KO 14, IN 14, WE 8, CH 16
Attribut Wert Modi
Stärke(ST) 12 +1
Geschicklichkeit(GE) 17 +3
Konstitution(KO) 14 +2
Intelligenz(IN) 14 +2
Weisheit(WE) 8 -1
Charisma(CH) 16 +3

Spoiler (Anzeigen)(7) Improved Feint (bonus), Waffenfokus(Entermesser,AB +1), Waffenfinesse/Agile Maneuvers,Kampf m. z. Waffen, Telling Blow (bei krit. Schaden wird Sneak Att. Dmg. addiert), Improved Disarm, Caught off Guard (no pen improvised weap,flat fooded foe), Dazzling Display(cause fear/Intimidate)

Für später: Crescent Moon (Wenn Dolch + Schwert in gleicher Runde treffen, dann Free Action Entwaffnen)
      evtl: Kampfreflexe, Ausdauer, Die Hard, Verbesserter Kritischer, Power Critic.
      

Spoiler (Anzeigen)    * Bevorzugte Klasse: Schurke
    * +2 Konstituion
    * Umgang mit allen Rüstungen und Schilden (auch Turm)
    * Umgang mit einfachen und Kriegswaffen
    * Hinterhältiger Angriff +2W6
    * Entrinnen (keine Wirkung bei erfolgr. Refl.Wurf)
    * Schnelles Schleichen (Rogue Talent Stufe 2)
    * Trapfinding
    * Trap sense +1 (+1 Refl./+1 RK bei Fallen)
    * +1 Willen gegen Fear
    * Armor Training: +1 AC, -1AC penalty, +1Dex max


Spoiler (Anzeigen)
Klassenfertigkeiten(Schurke): Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge(dungeoneering), Knowledge(local), Linguistics, Perception, Perform, Profession, Sleight of Hand, Stealth, Swim, Use Magic Device
Fertigkeitspunkte: 30

zusätzl. Fertigkeiten durch Kämpfer: Climb, Craft, Handle Animal, Intimidate, Knowledge(dungeoneering), Knowledge(engieering), Profession, Riide, Survival, Swim
Fertigkeitspunkte(Stufe): 12 (1-3)

Fertigkeitspunkte[Corsair](Stufe): 10

Bonus Mensch: 7

Fertigkeit Summe Investiert class skill Attribut sonstige
Acrobatics(GE) +12(+17) +6 +3 +3 +5(Jump)
Appraise(IN) +5 +3 +2 Bluff(CH) +10 +5 +3 +2 Climb(ST) +6 +2 +3 +1 Craft(IN) +5 +3 +2 Diplomacy(CH) +9 +4 +3 +2 Disguise(CH) +6 +1 +3 +2 Escape Artist(GE) +8 +2 +3 +3 Handle Animal(CH) +5 +3 +2 Heal(WE) +2 +3 -1 Intimidate(CH) +9 +4 +3 +2 Knowledge(dungeoneering)(IN) +7 +2 +3 +2 Knowledge(engineering)(IN) +7 +2 +3 +2 Knowledge(local: xen'drik)(IN) +7 +2 +3 +2 Knowledge(marine)(IN) +7 +2 +3 +2 Linguistics(IN) +5 +3 +2 Perception(WE) +7 +5 +3 -1 Perform(CH) +5 +3 +2 Profession(mariner)(WE) +9 +5 +3 -1 Ride(GE) +6 +3 +3 Sense Motive(WE) +6 +4 +3 -1 Sleight of Hand(GE) +9 +3 +3 +3 Stealth(GE) +10 +4 +3 +3 Survival(WE) +2 +3 -1 Swim(ST) +6 +2 +3 +1 Use Magic Device(CH) +5 +3 +2 Disable Device(GE) +10 +4 +3 +3
Spoiler (Anzeigen)
   * Waffe: Entermesser +1 der Schärfe/Keen, Kukri [MA], Harpune
   * Rüstung: Kettenhemd [Mithral] +1, Schutzring +1, Amulett natürl. RK +1, Boots of striding and springing (feine Ledersteifel), Versorgungsring (magischer Siegelring in Form eines kleinen Kriegsknechtschädels)
   * Sonstiges: Feuerst. U. Stahl, Schloss Durchschnitt, Spiegel (klein Stahl), Gürteltasche. Seidenseil (15m), Krähenfüße,      Wasserschlauch, Diebeswerkzeug [MA], Kletterzeug, Wegrationen, Entdeckerkleidung, Rucksack, Ausweis, Reisepapiere, Goldene Zigarrenschachtel mit sieben gewürzten Zigarren aus Xen'drik, zerbrochene Sanduhr
Trank Mittelschw.Wunden h. 5x
Trank Leichte Wunden h.5x
Trank Rindenhaut+2 2x
    * insgesamt ausgegeben für Startausrüstung : 15946 Galifar
    * zur Zeit in Münzform vorhanden: 1290,4 Galifar
 
    Belastung 59,5 lbs


Spoiler (Anzeigen)
Der Mann ist groß, gut aussehend, sysmpathisch und relativ gut gebaut. Die langen roten Haare sind zu einem Zopf zusammengebunden, der bis hinab zum Nacken hängt. Das Gesicht symmetrisch, wohlgeformt. Der rote Bart, der meist gepflegt geschnitten um seinen Mund verläuft sowie der oft stehendbleibende Dreitagebart verleihen ihm zusammen mit der stark gebräunten, extrem wettergegerbten Haut ein erfahrenes Aussehen. Augen, so blau wie das Meer, machten den Eindruck, jede Dunkelheit durchdringen zu können. Die linke, buschig-rote Augenbraue war mit einem silbernen Ring verziert, was zusammen mit den verschiedenst farbigen Ketten um seinen Hals einen exotischen Eindruck macht. Dabei lenken die Ketten von einem dünnen Strich der vom Schlüsselbein bis zum Kinn reichte ab, was aber aussah, als ob ihm jemand die Kehle in der falschen Richtung aufschneiden wollte.
Die Rüstung passt nicht zu der gebräunten Haut. Das Mithral des Kettenhemdes glänzt wie Silber am ersten Tag, weshalb es meist immer unter der Kleidung verborgen war. Ansonsten trägt er eine Lederweste, deren Innentaschen den gesamten Sand der Zehn Meere verbergen könnten, falls er nicht mehr in die Gürteltaschen oder den Rucksack passen sollte.
Über seine Schulter ragen zwei Speere, mit einer Öse am Schaft und gewaltigen Widerhaken an seiner Spitze. Speere, die normalerweise für große Tiere wie Wale gemacht waren. An der Hüfte, zwischen den vielen Beuteln seines Gürtels, offenbart eine gekrümmte, breite Scheide, dass sich ein Kukri darin befindet.Auf der anderen Seite der Hüfte hängt dafür nur in einer kleinen stabilen Lederschlaufe die dicke Klinge eines Entermessers. Seine Hände waren meist nie weit von den treuen Klingen entfernt, die überzogen waren mit bunten Tätowierungen, die sich seine Arme hochzogen, teilweise seine Schultern und Brust bedeckten und auf dem Rücken ihr Ende fanden. Sie stellten Landkarten dar, Seeungeheuer und Abbildungen von Schiffen. Allerdings kam man nie lange genug dazu die Bilder beider Hände gleichzeitig zu betrachten. Die meiste Zeit sah man nur eine Hand und wusste nie, wo sich die andere gerade befand...

Spoiler (Anzeigen)Inekar, eigentlich Imirgard 'zul Kokoloda, wurde als Sohn eines reichen Kaufmanns und einer niederen Fürstentochter und -Erbin geboren in der Fürstentümersammlung von Lhazaar. Die Ehe war gekauft, Liebe unter den Partnern ein Fremdwort. Hauptsächlich kümmerte sich die Mutter um den Jungen, zusammen mit einem halben Dutzend weiterer Geschwister. Den einzigen Einfluss, den der Vater nahm, war, dass er versuchte den Jungen beizubringen, wie sein Handwerk funktionierte. Und somit, wie man etwas lohnendes, geschäftsförderndes erkannte. Damit bezweckte er den Nachfolger für seine Unternehmungen zu finden, die offiziell sich zwischen dem Handel mit seltenen Lebensmitteln und Alkohol bewegten, inoffiziell verschob er Beute der Piraten, dabei auch Menschen.
Als der Junge Imirgard das Alter seiner Pubertät erreichte, brach er von zu Hause aus, gefördert von seiner Mutter. Auf der Straße versuchte er sich als Langfinger, wobei die Ratschläge seines Vaters auch hier bald reiche Früchte schlagen sollte.
Imir blieb aber nicht lange in der Stadt, obwohl die Diebesgilde ein Auge auf ihn geworfen hatte, da es sich um ihr Herrschaftsgebiet handelte.
Sobald er die nächste Stadt betreten hattw, wurde er schonn von zwei Mitgliedern erwartet, abgefangen und überzeugt der Organisatin beizutreten.
Nicht lange blieb es bei einfachem Taschendiebstahl. Der Junge wurde älter und brach in Häuser ein. Der Junge wurde älter, er hatte einen charmanten Einfluss vor allem auf
Frauen, aber auch die Männer waren schon immer schnell in seinen Bann zu ziehen. Er wurde älter und ging schließlich zur Schutzgelderpressung über. Er war gut, aber nicht gut genug. Zwei Fürsten waren um Vorherrschaft bemüht, wodurch jeder die gegnerische Organisationen ausszuschalten versuchte, wobei es dabei hauptsächlich um die Docks der Häfen ging. Sie fassten ihn, brandmarkten ihn an der rechten Schulter, doch bevor es zur Urteilsvollstreckung kam, ermodete er hinterrücks die Wächter und floh in den Hafen. Als Schwarzfahrer ließ er sich als Fass mit Schnaps getarnt an Deck des nächstbesten Schiffes schaffen.
Er wurde entdeckt, sehr schnell entdeckt. Dennoch blieb ihm das Schicksal gut gesinnt. Der Kapitän Eduar Habendmoor war ein recht freundlicher Kapitän eines großes
Handelsschobers. Und er erkannte eine kostenlose Arbeitskraft, wenn er sie sah, anstatt sie Kiel holen zu lassen.
Imir, auf Deck nun Inekar gerufen, die Kurzform für "Imir, mach die ... klar!", was sich auf Schiff einbürgerte, war nicht dumm und ungeschickt, und bekam so einiges an
Informationen übers Seemannshandwerk angelernt. Auch wenn er dies meist nur übers belauschen und mithören erreichte.
Nach einem halben Jahr Seefahrt wurden sie schließlich von Piraten das erste Mal angegriffen. Inekar rettete unfreiwillig den Bootsmann, der zufällig natürlich der Halbbruder des Kapitäns an Bord war. Inekar erhielt dadurch die bessere Position des Matrosen an Bord und bekam auch einiges im Kampf mit Waffen beigebracht.
Eines Tages nahmen sie auf hoher See einen höherenv Magier auf. Inekar, ständig auf See, fasziniert von der Magie und ihrer Macht, suchte das Gespräch mit dem Magier, der ihm einige allgemeine Tricks vorführte. Lange durfte er aber diese Zeit nicht genießen. Der nächste Angriff nahm ihn bereits seinen Magier, der beim Versuch das Schiff zu
verteidigen, in seinem Feuerball verpuffte. Aber nicht dessen wertvolle Bücher. In jeder freien Minute nahm er sich den geheimen Zeichen und Formeln an, um etwas darüber zu
erfahren. Noch war er nicht in der Lage wirklich Zauber zu wirken, aber der Tag war vielleicht nicht fern.
Seine Fertigkeiten im Kampf mit der Waffe stiegen und als es zu einem weiteren der vielen vorkommenden Angriffe durch Seeräuber kam, konnte sich plötzlich der nächste Kapitän für den jungen Mann erbarmen, nachdem der alte durch Piratenhand gestorben war. Vielleicht lag es an seinem einnehmenden Äußeren und seinem Wesen, dass Inekar all jenen armen Seelen noch nicht folgen musste.
Eigentlich immer nur darauf bedacht, sein Überleben zu sichern, heuerte er zwangsläufig bei seinem neuen Kapitän an, dem schon grauhaarigen Osimir Lyndwyrm, der schon so einige Handelsschiffe und Konkurenten auf seinem Kerbholz hatte. Zufälligerweise diente er dem Fürstentum, unter dem Inekar aufgewachsen war, wobei der Junge Pirat nicht mehr genau zu sagen wusste, aus welcher Stadt er nun genau stammte.
Osimirs erster "Offizier" war ein Schlitzohr, wie es im Buche stand. Nichts war ihm zu unfair. Keine Handlung zu dreckig. Kein Kommentar zu schweinisch. Sein Äußeres wild
zerzaust, sein Inneres noch wilder. Juligar "Jugar" Desarta, der Pirat mit der zerfetzten Nase. Er brachte alles seinem neu angeheuerten Schützling bei. Und dann kam der Tag. Inekar, sein Können fast so gut wie das Jugars, war zweiter Offizier. Bei einer Kaperfahrt ging er schließlich an Deck des feindlichen Handelsschiffes und nahm es in Besitz. Und Inekar war zeitweilig Kapitän darauf, bis es im nächstes befreundeten Hafen entweder verkauft, oder in seine Einzelteile zerlegt und dann verkauft wurde.
Doch dazu kam es nie.
Sie gerieten auf der Fahrt in einen Sturm. Inekar geriet mit seinem Schiff ab, verlor Osimir und lag nach dem Sturm als alleiniger Kapitän im ruhigen Gewässer.
Er fuhr wie früher Raubzüge durch die zehn Weltmeere, wurde älter und reifer. Er mied die alten Jagdgebiete Osimirs. Und wenn er nun als Kapitän an Land ging, lagen ihm noch  
mehr Frauen als früher zu Füßen.
Manchmal dachte er noch an seine Familie. Was hieß, an seine Mutter. Oder den Vater. Dann bekam er schlecht Laune. Bis er schließlich wieder die Kiste mit eroberten Drachen  
öffnete.
Er war bekannt auf dem Meer. Manche kannten ihn als Inekar Scharlachrot, so wurde er genannt, als er mit einigen verbündeten Piratenschiffen eine neutrale Stadt brandtschatzte.
Imirgard der Schreckliche, als sich gerüchtweise verteilte, dass er allein mit seinem Schiff es war und es sich dazu um eine verbündete Stadt handelte.
Jedoch half es nichts seine Mannschaft bei Laune zu halten. Es blieben Halsabschneider und die kämpften und gehorchten nur für Gold. Das hieß, Inekars Kiste mit Drachen ist in den Dockkneipen der Städte verschwunden und sein Schiff lag heimlich geankert, in einer stillen Grotte, um die ständigen Hafengebühren zu vermeiden...

Orkschamane:
Gestorben im Tempelviertel...

Name: Heobo



Spoiler (Anzeigen)CR: 7
Classes: Babarian 7
Race: male Talenta Halfling
Experience: 24.000/34.000 (Stand vom 05.09.2008)
Alignment: Chaotic Good
Deity: Balinor
Region of Origin: Talenta Plain
Size: small
Spoiler (Anzeigen)Ini: +4
Senses: Perception (Wis) 10, Perception (Wis) 12 (Soundbased)
Languages: Common, Halfling, Elven
AC: 21( +6 Armor,  +4 Dex, +1 Size); touch: 15, flat-footed: 20  
HP: 80 (7 HD)
Saves: Fort: +8, Ref: +7, Will: +3  
Speed: 30ft (6 Squares)
Melee: Greataxe +1 (+14/+9) 1d10+7 x3
Ranged: Talenta Boomerang (+12/+7) 1d3 x2
Base Atk; +7/+2 CMB  10
Action Points: 8
Rage Points: 30

Spoiler (Anzeigen)Attack:
Melee: Greataxe +1 (+14/+9) 1d10+7 x3
Ranged: Talenta Boomerang (+12) 1d3+4 x2
HP: 80
AC: 21( +6 Armor,  +4 Dex, +1 Size); touch: 15, flat-footed: 21
DR: 1/-

Rage:
Attack:
Melee: Greataxe +1 (+16/+11) 1d10+10 x3
Ranged: Talenta Boomerang (+12) 1d3+6 x2
HP: 94
AC: 19( +6 Armor,  +4 Dex, +1 Size, -2 Rage); touch: 13, flat-footed: 19
DR: 1/-

Spoiler (Anzeigen)Abilites: Str 18 (+4), Dex 18 (+4), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
Feats: Powerattack, Cleave, Weapon Focus (Greataxe), Boomerang Riccochet (RoE)
Class Features:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number
of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 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 rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.

Rage Powers: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a set number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are swift actions that must be performed on the barbarian’s turn.

Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used as a swift action before any attacks are made. (4 rage points)

Renewed Vigor (Su): The barbarian heals 1d8 points of damage + her Constitution modifier. This power is used as a standard action. A barbarian must be at least 6th level before selecting this power. (6 rage points)

Swift Foot (Ex): The barbarian gains an enhancement bonus to her speed for 1 round equal to 10 feet per 2 rage points spent. Her speed cannot be increased by more than 30 feet in this way. (2, 4, or 6 rage points)

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f latfooted or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be f lanked. This defense denies a rogue the ability to sneak attack the barbarian by
f lanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to f lank the character.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, when a barbarian enters rage, she can choose to enter a greater rage. The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must expend 2 rage points per round to maintain her rage.
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex): At 20th level, when a barbarian enters rage, she can choose to enter mighty rage. The bonus to her Strength and Constitution increases to +8 and the morale
bonus on her Will saves increases to +4. A barbarian must spend 4 rage points to enter mighty rage, and must expend 4 rage points per round to maintain her rage.

Skills:
Acrobatics (Dex) 10 (4 Dex, 2 racial, 3 rangs, 3 trained, -2 armor)
Appraise (Int) 1 (1 Int)
Bluff (Cha) 0 (0 Cha)
Climb (Str) 10 (4 Str, 2 racial, 3 rangs, 3 trained, -2 armor)
Craft (Int) 1 (1 Int)
Diplomacy (Cha) 0 (0 Cha)
Disguise (Cha) 0 (0 Cha)
Escape Artist (Dex) 2 (4 Dex, -2 armor)
Handle Animal (Cha) 10 (0 Cha, 7 rangs, 3 trained)
Heal (Wis) 0 (0 Wis)
Intimidate (Cha) 5 (0 Cha, 2 rangs, 3 trained)
Knowledge (nature) (Int) 8 (1 Int, 4 rangs, 3 trained)
Perception (Wis) 10 (12) (0 Wis, 7 rangs, 3 trained (2 racial))
Perfom (Cha) 0 (0 Cha)
Ride (Dex) 8 (4 Dex, 3 rangs, 3 trained, -2 armor)
Sense Motive (Wis) 0 (0 Wis)
Spellcraft (Int) 1 (1 Int)
Stealth (Dex) 10 (4 Dex, 4 size, 1 rang, 3 trained, -2 armor)
Survival (Wis) 7 (0 Wis, 4 rangs, 3 trained)
Swim (Str) 6 (4 Str, 1 rang, 3 trained, -2 armor)
 
Volksmerkmale
Talenta Halflings
Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Half lings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Half lings are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
Slow Speed: Half lings have a base speed of 20 feet.
Keen Senses: Half lings receive a +2 racial bonus on sound-based Perception skill checks.
Sure-footed: Half lings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Half ling Luck: Half lings receive a +1 racial bonus on all saving throws.
Fearless: Half lings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Weapon Familiarity: Half lings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Half lings begin play speaking Common and Half ling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin.
Favored Class: The favored class of half lings is bard or rogue. This choice must be made at 1st level and cannot be changed.

Spoiler (Anzeigen)Weapons and Armor:
Greataxe +2, Darkleaf Breastplate +1,

Rings, Wondrous Items:
Belt of Giantstrenght +2, Handy Haversack


Scrolls, Potions and Wands:
Potions: Cure moderate Wounds 4x, Cure light Wounds 4x, Enlarge Person 1x

Adventuring Gear:
Bedroll, Flint and Steel, Pouch (Belt), Rations (Trail) x10, Rope (Hempen) 50 ft, Waterskin,  Identifi cation papers (with portrait), Traveling papers, exotic saddle (military), Flöte zum Rufen von Abar

Mount *verstorben*:
Name: Abar
GLIDEWING
Large Animal
Hit Dice: 3d8+9 (27 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fl y 80 ft. (average)
Armor Class: 20 (–1 size, +2 Dex, +4 natural, +5 armor), touch 11, flat-footed 18
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+6)
Full Attack: Bite +5 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 15, Cha 11
Skills: Listen +4, Spot +6
Feats: Alertness, Flyby Attack
Armor: Chain shirt +1

Wealth: 69 Galifar 9 Regenten 10 Kronen
Spoiler (Anzeigen)Beschreibung:
Heobo ist kleiner Halbling, selbst für seine Rasse, mit schwarzem langen Haar, welches er offen über seine Schultern hängen lässt. Gekleidet ist er in eine Darkleafrüstung der Elfen von Valenar, welche er als Geschenk erhalten hat, als er einmal einen Valenar Elfen vor einem Swordtooth Titan rettete. Ausserdem trägt er eine braune Lederhose und lederne Stiefel.
Begleitet wird Heobo von seinem Flugdinosaurier Abar, desen Name von der drakonischen Bezeichnung für die Glidewings abgeleitet ist.
Auf seinem Rücken trägt er eine riesigen (zumindest im Verhältnis zu Heobos Größe) zweihändige Axt und an seinem Gürtel hängen ein Boomerang und eine Maske aus Dinosaurierknochen.

Hintergrund:
Heobo wurde als vierte Sohn eines einfachen Stammeskriegers in der Talenta Ebene geboren. Bei seiner Geburt wurde von der Stammesältesten verkündet, das Heobo ein sehr mikriges Kind sei und deshalb schlechte Chancen hätte sich in der wilden Ebene durchzusetzen. Doch seine Eltern wollten dies nicht wahrhaben, als Heobo fünfzehn Jahre alt wurde, beschlossen die Ältesten das er ausgesetzt werden sollte, da er werder von den Göttern gesegnet schien, noch besonders dafür geeignet schien ein Stammeskrieger zu werden. Nur mit einem Boomerang bewaffnet wurde er in der Steppe zurück gelassen, um sich zu beweisen oder zu sterben.

Dies schaffte er auch, nachdem dem einem Valenar Elfen das Leben gerettet hatte kehrte er mit diesem zu seinem Stamm zurück und wurde der jüngste Stammeskrieger der je in seinem Dorf gelebt hat. Nun 13 Jahre nach diesen Ereignissen machten sich Heobo und Abar auf die Welt zu erkunden, nach einige Abenteuern in Khorvair verschlug es sie nach Xen'drik wo sie nun in Sturmkap auf der Suche nach neuen Abenteuern sind.

Orkschamane:
Gestorben im Abwasserkanal...

Sir Qhorin "Halbhand" d'Deneith



Male Human Monk
LE; Medium Humanoid
Exp: 24.000 / 34.000 (Stand vom 29.10.2008)
Patron Deity: Spoiler (Anzeigen)Organization: Spoiler (Anzeigen)Region: Spoiler (Anzeigen)Init: +5; Senses: Perception: +14
Aura: -

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DEFENSE
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Spoiler (Anzeigen)AC 22; touch 22; flat footed 16
(Dex: +5; Wis: +4, Dogde: +1; Monk: +1; Ring: +1)
CMB: 22 (defensiv)
Hitpoints: 65; 7 HD
Fort +8; Ref +11; Will +10; Bonus +2 gegen Bezauberung
Special: -
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OFFENSE
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Spoiler (Anzeigen)Spd 50 ft.
CMB: +12
Attack Options: Improved Trip
Melee Unarmed:
--- Code: ---Unarmed:
[dice]1d20+11[/dice]
[dice]1d8+1[/dice]
Crit: 20 *3
--- Ende Code ---
Melee Unarmed Flurry:
--- Code: ---Unarmed Flurry:
[dice]1d20+10[/dice]
[dice]1d8+1[/dice]
[dice]1d20+10[/dice]
[dice]1d8+1[/dice]
Crit: 20 *3
--- Ende Code ---
Melee Drow Scorpion Chain:
--- Code: ---Drow Scorpion Chain:
[dice]1d20+11[/dice]
[dice]1d6[/dice]
Crit: 19-20 *2; 10 ft. Reach
--- Ende Code ---
Ranged Longbow: ]
--- Code: ---Longbow:
[dice]1d20+11[/dice]
[dice]1d8[/dice]
Crit: 20 *3
--- Ende Code ---
Ranged Shuriken: ]
--- Code: ---Shuriken:
[dice]1d20+10[/dice]
[dice]1d2[/dice]
Crit: 20 *3
--- Ende Code ---
Special Attacks: Stunning Fist, Unarmed Strike, Flurry of Blows
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STATISTICS
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Spoiler (Anzeigen) Str 10 (+0), Dex 21 (+5), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
Attributserhöhung: Stufe 4 Dex+1;
Base Atk. +5
Feats: Weapon Finesse, Schwächstes Drachenmal (Behütung) Magierrüstung, Dogde, Agile Maneuvers, Ex.W.P.: Drow Scorpion Chain, Schwaches Drachenmal (Behütung) Kleinere Kugel der Unverwundbarkeit, Combat Reflexes, Stunnig fist, Improved Trip
Skills: Acrobatics +15(7), Escape Artist +15(7), Perception +14(7), Sense Motive +16(7), Stealth +15(7), Climb +4(1), Intimidate +3(1), Knowledge (history) +5(1), Ride +9(1), Swim +5(2), Profession (sailor) +8(1)
Languages: Common, Giant
Gear:
Weapons and Armor
Longbow [MW] (375 gp); 40 arrows (2 gp)
Drow Scorpion Chain [MW] (325 gp)
10 Shuriken (2 gp)

Rings, Wondrous Items:
Amulet of Mighty Fists (5000 gp)
Ring of Protection +1 (2000 gp)
Cloak of resistance +1 (1000 gp)
Handy haversack (2000 gp)
Belt of incredible dexterity +2 (4000 gp)

Scrolls, Potions and Wands:
siehe Zustand!

Adventuring Gear:
Explorer's Outfit
Siegelbrosche (75 gp)
Identification papers with portrait (5 gp)
Travelling papers (2 sp)
Klauenfuss (150 gp)
Reitsattel (10 gp)
Satteltaschen (4gp)

Wealth:
siehe Status
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MAGIC
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n.a.

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MONK: talents & class features
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Spoiler (Anzeigen)The following are class features of the monk.
[*]Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and f lurry of blows abilities.
[*] AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is f lat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
[*] Flurry of Blows (Ex): When unarmored, a monk may strike with a f lurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 4–8. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before his next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a f lurry of blows. When using f lurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a f lurry of blows, a monk applies his full Strength bonus to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a f lurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the f lurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his f lurry of blows routine to do so. When a monk reaches 11th level, his f lurry of blows ability improves. In addition to the standard single extra attack he gets from f lurry of blows, he gets a second extra attack at his full base attack bonus.
[*] Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist or with elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table 4–8. The unarmed damage on Table 4–8 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
Damage Damage
Level (Small Monk) (Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
[*] Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Caught Off-Guard, Combat Ref lexes, Def lect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
[*] Evasion (Ex): At 2nd level or higher, if a monk makes a successful Ref lex 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
[*] Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his speed, as shown on Table 4–8. A monk in armor or carrying a medium or heavy load loses this extra speed.
[*] Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
[*] Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
[*] Ki Pool (Su): At 4th level, a monk’s gains a pool of ki, supernatural energy he can use to accomplish amazing feats. A monk’s ki pool is equal to one half his monk level plus his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a f lurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation.
[*] Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
[*] High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
[*] Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
[*] Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.[/list]--------------------------------------------------------------------------------------------------------------------------------------
HUMAN: racial traits
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Spoiler (Anzeigen)[*]+2 to one ability score: Human characters get a +2 bonus on 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.
[*]Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed: Longbow
[*]Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
[*]Favored Class: Monk.[/list]
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BACKGROUND
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Spoiler (Anzeigen)Beschreibung:
Qhorin ist Anhänger des Hauses Deneith. Er ist groß gewachsen, langgliedrig, bartlos und trägt zu einem Zopf gebundene Haare. An seiner rechten Hand hat er nur mehr Daumen, Zeige- und Mittelfinder, da er während eines Gefechts mit Riesen in Xen’drik einen Axthieb, welcher ihn getötet hätte, mit der Hand abwehrte. Seitdem ist er auch unter dem Namen Halbhand bekannt. Zur Bildung seiner Legende trägt die Tatsache bei, dass er mit der linken Hand tödliche Schläge erlernte, und das besser als er je mit der Rechten gewesen war. Seitdem zählt er zu den erbittersten Feinden der Riesen. Qhorin ist vom Charakter erbarmungslos gegen seine Feinde, dem Haus und Auftraggebern jedoch treu ergeben, auch wenn dafür verlangt wird, das ein oder andere Gesetz zu brechen.

Hintergrund:
Qhorin ist in Sturmkap geboren, erlernte die Kampfkunst jedoch in einer Mönchs- und Beschützer Schule nahe Sharn und in Rekkenmark. Im Laufe seiner Lehrjahre hatte er einige Halblingegerettet, und als Belohnung einen der Reitraptoren eingefordert. Nach seiner Ausbildung ist er zurück nach Stormreach gegangen, um sich wieder in den Dienst des Hauses zu stellen. Seine Drow Stachelkette hat er erst kürzlich einem getöteten Drow abgenommen und ist dabei den Umgang damit zu erlernt.

Orkschamane:
Gestorben im Abwasserkanal...

Name: Geth



CR: 7
Classes: Barbarian 4 / Ranger 3
Race: Wildhunt Shifter
Experience: 24.000/34.000 (Stand vom 29.10.2008)
Alignment: Chaotic Good
Deity:  The Sovereign Host
Region of Origin: Eldeen Reaches
Size: Medium

Spoiler (Anzeigen)Ini: +3
Ini (Urban): +4
Senses: Perception (Wis) 10; Perception (Urban) 12; Perception (Undead) 12; Perception (Undead; Urban) 14
Languages: Common, Elven
AC: 20 (10 + 6 Armor, + 3 Dex, +1 Ring of Protection); touch: 12, flat-footed: 17  
HP: 79 (7 HD)
Saves: Fort: +9, Ref: +7, Will: +2
Speed: 40 ft (8 Squares)
Melee: +10/+5
Ranged:  +10/+5
Base Atk; +7/+2 CMB +10
Action Points: 8
Rage Points: 6
Shifter 6/Tag

Spoiler (Anzeigen)Attack: +11/+6 Undead Bane Longsword +1 1d8 +4 19-20/x2
Melee:  +9/+4 Undead Bane Longsword +1 1d8 +3  19-20x2 / +9 Shortsword 1d6 +3 19-20/x2
Ranged: +11/+6 Combosite Longbow (+1) 1d8+1 x3
HP: 79
AC: 20 (10, +6 Armor, + 3 Dex, +1 Ring of Protection); touch: 13, flat-footed: 17

Spoiler (Anzeigen)Abilities: Str  17 (+3), Dex  16 (+3), Con 14 (+2), Int 12  (+1), Wis 10 (+0), Cha 10 (+0)
Feats: Wildhunt Elite (Shifter): Blindsense 30 ft, Shifter Stamina, Power Attack,  Cleave
Class Features:
Barbarian:
Weapon and Armor Proficiency: A barbarian isproficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 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 rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Rage Powers: As a barbarian gains experience, she learnsto harness her rage in new ways. Starting at 2nd level, abarbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a set number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are swift actions that must be performed on the barbarian’s turn.
Intimidating Glare (Ex): The barbarian can make anIntimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points)

Knockback (Ex): Anyone hit by the barbarian’s melee attacks this round is pushed back 5 feet, if possible. This power is used before any attacks are made. (4 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f latfooted or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Ranger:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields).  
Favored Enemy (Ex)=Undead: At 1st level, a ranger may select a type of creature from among those given on the Ranger Favored Enemies Table. The ranger gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. 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 able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time. The ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): Two Weapon Fighting,
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)=Urban: At 3rd level, a ranger may select a type of terrain from among those given on the Favored terrain Table. The ranger gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain. At 8th level and every five levels thereafter (13th and 18th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +2, while the initiative bonus increases by +1. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

SHIFTER RACIAL TRAITS
Shapechanger Subtype: Shifters are humanoids withthe shapechanger subtype.

+2 Dexterity, –2 Intelligence, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their reasoning ability and their social interaction.

Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size. Shifter base land speed is 30 feet.

Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superfi cially similar to a barbarian’s rage. Each shifter has one of six shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. (If a shifter trait or other effect increases the character’s Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability. These shifter feats are described in Chapter 3: Heroic Characteristics. Every shifter feat a character takes in creases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.

Wildhunt (Su): While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wild hunt shifter can identify familiar odors just as a human does familiar sights. A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. This ability other wise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.

Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

+2 racial bonus on Balance, Climb, and Jump checks:A shifter’s animalistic heritage enhances many of her physical skills.

Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.

Favored Class: Ranger. A multiclass shifter’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.

Skills:
Acrobatics (Dex) 10 (4 rangs, 3 Dex, 3 trained)
Appraise (Int) 1 (1 Int)
Bluff (Cha) 0 (0 Cha)
Bluff (Undead) 2 (+2 Favourite Enemy: Undead)
Climb (Str) 10 (4 rangs, 3 Dex, 3 trained)
Craft (Int) 1 (1 Int)
Diplomacy (Cha) 0 (0 Cha)
Disguise (Cha) 0 (0 Cha)
Escape Artist (Dex) 3 (3 Dex)
Handle Animal (Cha) 5 (2 rangs, 0 Cha, 3 trained)
Heal (Wis) 0 (0 Wis)
Intimidate (Cha) 6 (3 rangs, 0 Cha, 3 trained)
Knowledge (dungeoneering) 7 (Int) (3 rangs, 1 Int, 3 trained)
Knowledge (geography) (Int) 7 (3 rangs, 1 Int, 3 trained)
Knowledge (geography: Uran) 9 (+2 Favourite Terrain:Urban)
Knowledge (nature) (Int) 6 (2 rangs, 1 Int, 3 trained)
Perception (Wis) 10 (7 rangs, 0 Wis, 3 trained)
Perception (Urban) 12 (+2 Favourite Terrain:Urban)
Perception (Undead) 12 (+2 Favourite Enemy: Undead)
Perception (Undead; Urban) 14 (+2 Favourite Enemy: Undead, +2 Favourite Terrain:Urban)
Perform (Cha) 0 (0 Cha)
Profession (Wis)
Ride (Dex) 8 (2 rangs, 3 Dex, 3 trained)
Sense Motive (Wis) 1 (1 rangs, 0 Wis)
Sense Motive (Undead) 3 (+2 Favourite Enemy: Undead)
Spellcraft (Int) 1 (1 Int)
Stealth (Dex) 10 (4 rangs, 3 Dex, 3 trained)
Stealth (Urban)12(+2 Favourite Terrain:Urban)
Stealth (Undead)12(+2 Favourite Enemy: Undead,)
Stealth (Undead; Urban)14(+2 Favourite Enemy: Undead, +2 Favourite Terrain:Urban)
Survival (Wis) 12 (7 rangs, 0 Wis, 3 trained, 2 Wildhunt)
Survival (Urban) 14 (+2 Favourite Terrain:Urban)
Swim (Str) 8 (2 rangs, 3 Str, 3 trained)




Spoiler (Anzeigen)Mithral Chain Skirt +1 (3100 Galifar), Masterwork Short Sword (310 Galifar), Undead Bane Longsword +1 (8320 Galifar), Ring of Protection +1 (2000 Galifar), 3x Potion Cure Light Wound (1d8+1) (150 Galifar), 3x Potion Cure Moderate Wounds (2d8+3) (900 Galifar), Masterwork Combosite Longbow (+1) (400 Galifar), Reisepapiere mit Bild, Rucksack, Schlafsack,  Wasserschlauch, Seidenseil 50 ft., Feuerstein und Stahl, Pouch (201 Galifar, 9 Regents)

Spoiler (Anzeigen)Beschreibung:
Geth ist ein breitschuldriger Shifter, mit einer Nase die Stark und komische Art an die Nase eines Bären erinnert. Natürlich würde Geth jedem der sich über seine Nase lustig macht ebensolche brechen. Auffällig an Geth sind vorallen die Scheide seines Langschwerters, die mit Ornamenten verziert welche sich bei genauerer Betrachtung als schreienden Darstellungen von Gespenstern herausstellen.

Hintergrund:
Geth wurde in den Eldeen Reaches geboren, dort erfreute er sich an der wilden Jagd mit seinen Brüder, bis eines Tages die Untoten aus Karrnath in ihren Wald kamen, auf der Suche nach einem Artefakt. Sie nahmen Geth und seine beiden Brüder gefangen und quälten sie so lange bis einer seiner Brüder tot zusammen brach. Daraufhin lockte Joth sein ältester Bruder die Untoten in eine Falle, worauf Geth fliehen konnte.
Nun sind Geth Informationen zu Ohren gekommen, dass der Kommandant der Karrn von damals sich in Sturmkap aufhalten soll, aus diesem Grund ist er her, um Rache zu nehmen.
Auf seiner Schriffsreise nach Sturmkap lernte Geth einen netten jungen Mann names Gérard kennen, welcher anscheinend zum Fahrendenvolk gehört. Nun da dieser Schlage Menschen genauso wir die Wandler mit Vorurteilen zu kämpfen hat, fand Geth es passend sich ein wenig mit Gérard anzufreunden und so beschlossen beide (erstmal) gemeinsam durch die feindlich Stadt Sturmkap zu ziehen.

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