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Sensemann:
Der Heldenstatus

Wirkende Effekte auf der gesamten Gruppe:

- Heroe's Feast: +1 Moralbonus auf Angriffe und Willenswürfe / +4 Moralbonus gegen Gifte und Furchteffekte

- Inspire Courage: +2 Kompetenzbonus auf Angriffs- und Schadenswürfe / +2 Moralbonus auf Wilenswürfe

Naadhira:
Naadhira

Gesundheit: 111/111 TP (unverletzt)
Aktuelle RK: 21 (Breastplate +7 Shield, heavy steel +3, Dex +1), Touch 11, Flat footed: 20
Geschwindigkeit: 30ft. (Base), 20 ft. (Belastung, Rüstung)
Resistenzen: Acid 10 / Immunity against Fire (100 Minutes)

Temporäre TP: 0/10

Hero Points: 3 [x][X][_]

Rituale:
Orisons at will (4) SG: 16
[*] Create Water
[*] Detect magic
[*] Mending
[*] Purify Food and Drink[/list]
 
Grad 1 (4+2+1) SG: 17
[*][_] Bless
[*][_] Divine Favor
[*][_] Divine Favor
[*][_] Protection from Evil
[*][_] Comprehend Languages
[*][x] Shield of Faith
[*][_] Sanctuary Domain Spell[/list]
 
Grad 2 (4+2+1) SG: 18
[*][_] Aid
[*] [_] Spiritual Weapon
[*] [x] Bull's Strength
[*] [_] Heroic Fortune
[*] [_] Bull's Strength
[*] [_] Shield other Domain Spell
[*][_]Blessing of Courage and Life[/list]
 
Grad 3 (4+1+1) SG: 19
[*] [_] Prayer
[*] [_] Create Food and Water
[*] [_] Magic Circle against Evil
[*] [_] Magic Circle against Evil
[*] [X] Protection from Energy Domain Spell
[*] [_]Sacred Bond[/list]
 
Grad 4 (4+1+1) SG: 20
[*] [x] Holy Smite
[*] [_] Sending
[*] [x] Holy Smite
[*] [x] Holy Smite
[*] [_] Spike Stones Domain Spell
[*] [_]Order's Wrath[/list]

Grad 5 (3+1+1) SG: 21
[*] [X] Breath of Life
[*] [_] Life Bubble
[*] [_] Spell Resistance Domain Spell
[*] [_] Breath of Life
[*] [_] Breath of Life[/list]

Grad 6 (2+1+1) SG: 22
[*] [X] Heal
[*] [_] Heal
[*] [x] Heroes Feast
[*] [_] Antimagic Field Domain Spell
[/list]

Grad 7 (1+0+1) SG: 23
[*] [X] Holy Word
[*] [_] Elemental Body IV Domain Spell
[/list]
Positive Energie kanalisieren
[x] [x] [x] [x] [_] [_] [_] [_] (4w6)

Abadars heilige Energien (Anzeigen)Ein klares klirrendes Geräusch wie das Geräusch eines dicken Schlüsselbundes an einem Gürtel erklingt melodisch in der Luft, worauf die Abenteurer in der Nähe von Naadhira das Gefühl haben, als ob sie von einem schützenden Gebäude umgeben sind oder besser gesagt in einem großen weißen Turm eingeschlossen sich wieder finden, aus welchem nur eine massive verschlossene Tür aus mit Gold verarbeiteten Elfenbein hinaus führt.
Plötzlich öffnet sich die Tür und blendendes göttliches Licht fällt in den Raum und auf die Abenteurer, welche sich durch das Licht besser fühlen und mit ansehen können, wie ihre Wunden durch die Wärme des heiligen Lichtes heilen.

Domänen
Earth Domain,
[_][_][_][_][_][_][_][_] Acid Dart
Protection Domain
[_][_][_][_][_][_][_][_] Resistant Touch

Gegenstände: [*]Key to the second Vault: Summon Two-headed Eagle [_]
[*]Key to the second Vault: Shield of Faith [_]
[*]Wand of spiritual weapon 36/50 Ladungen
[*]Bolts: 20 [X][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_]
[*]Bolts 3 (poisoned with blue whinnis (save Fort DC 14, frequency 1/round for 2 rounds,
initial effect 1 Con damage, secondary effect unconciousness for 1d3 hours, cure 1 save))
[*]Köcher mit goldenen Bolzen (15)
[*]Healer's Kit (10 'Ladungen')[_][_][_][_][_][_][_][_][_][_]
[*]Healer's Kit (10 'Ladungen')[_][_][_][_][_][_][_][_][_][_]
[*]Bloodblocks [_][_][_][_][_]
[*]Holy Water Flasks [_][_][_][_]
[*]Wand of Endure Elements 44/50
[*]Wand of Cure Light Wounds 42/50
[/list]

Wirkende Magie:[*]Endure Elements (in hot Enviroments)
[*]Heroe's Feast (Beschreibung s.o)
[*]Protection from Energy (Fire)
Zustände: [*]keine[/list]

Vermögen: [*]100 Platinmünzen, 11 Goldmünzen, 4 Silbermünzen, 4 Kupfermünzen[/list]
Schätze: [*] keine[/list]
[/list]

Durriken:
Durriken

TP: 150/150 (unverletzt)

(ursprünglich 122/122)

Betäubungsschaden: 0/0

Temporäre TP: 0/0

AC: 26 / 27 (fortress) [29 / 30] [+3 Combat Expertise für -3 Attack]

Touch: 15 [18]    Flat Footed: 22

Saves:
For: +11   Ref: +13        Wil: +10
fire resistance: 30
bravery: +2 Wil versus fear; Evasion; Trap Sense: +1; Uncanny Dodge
CMD: 34 /36 vs. trip - +2 wegen +2 BAB 34 (36 versus trip); 36 (38) versus double weapons

Saves:
For: +16   Ref: +13        Wil: +13
fire resistance: 30
bravery: +2 Wil versus fear; Evasion; Trap Sense: +1; Uncanny Dodge
CMD: 38 /40 vs. trip;  40 (42) versus double weapons

+4 on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

+4 morale bonus on saving throws against poison and fear


Hero Points: 3 [x][x][x]

Aktive Zauber:
- Endure Elements (in hot environments) perm.
- Heroe's Feast (Beschreibung s.o) für 12 Stunden
- Magic Vestment auf Rüstung (+2 AC) für 14 Stunden
- Greater Magic Weapon (+1 AW/+1 DMG) für 14 Stunden
- Stoneskin: [10 Damagage Reduction) für 60 Minuten

Aktive Zustände: derzeit keine

Nahkampf:
Meteor Hammer (The Tempest; mag. +2; bane: fire outsiders; icy burst) : +24/+19/+13 (+13 BAB, +2 weapon training; +5 STR, +2 GWF, + 2 mag.) d10+13 (+7 Str (2H); +2 weapon training; +2 mag.; +2 WS) (+14 if flanking) +d6 cold damage; Crit: 17-20/ x2; reach: 15 ft (monkey lunge); +d10 cold bei critical hit
Meteor Storm Style (TWF): Main: +22/+17/+13; d10+11 (+5 Str; +2 weapon raining; +2 mag.; +2 WS) (+12 if flanking) +d6 cold damage: Off: +22/+17; d10+11 (+12 if flanking) +d6 cold damage; reach 10 ft (monkey lunge)
+ d10+7 (1/rd. two weapon rend)

aktuell:
Meteor Hammer (The Tempest; mag. +2; bane: fire outsiders; icy burst) : +33/+28/+23; dmg:  2d8+23 (+24 if flanking) +d6 cold damage;
Crit: 17-20/ x2; reach: 20 ft (monkey lunge); +d10 cold bei critical hit

Meteor Storm Style (TWF): Main: +31/+26/+21; damage: 2d8+21  (+22 if flanking) +d6 cold damage; +d10 cold bei critical hit
Off:  +31/+26; damage: 2d8+21 (+22 if flanking) +d6 cold damag; +d10 cold bei critical hit
+ d10+16 (1/rd. two weapon rend)
reach 15 ft (monkey lunge)

versus fire outsiders:
Meteor Hammer (The Tempest; mag. +2; bane: fire outsiders; icy burst) : +35/+30/+25; dmg:  2d8+25 (+26 if flanking); + 2d6;  +d6 cold damage;
Crit: 17-20/ x2; reach: 20 ft (monkey lunge); +d10 cold bei critical hit

Meteor Storm Style (TWF): Main: +33/+28/+23; damage: 2d8+23  (+24 if flanking); + 2d6;  +d6 cold damage; +d10 cold bei critical hit
Off:  +33/+28; damage: 2d8+23 (+24 if flanking) +d6 cold damag; +d10 cold bei critical hit
+ d10+18 (1/rd. two weapon rend)
reach 15 ft (monkey lunge)

Special:
Whenever Tempest critically strikes a foe, it generates a powerful blast of hurricane force wind.
--> Large or smaller foes must make a DC 20 Fortitude save or be knocked down.
--> A Medium or smaller foe who fails this save is also blown backward 1d4x10 feet at the wielder’s option.
--> A flying creature is treated as one size category smaller than its actual size for the purposes of resolving this effect.

--> Jhavhul is always treated as a Medium creature against this effect.
 
Spezialangriffe:
- reach: 15 ft.
- Styles Meteor Hammer: Fortress: +1 RK;
- Meteor Storm: double weapon (reach: 10 ft)
- Two weapon rend: If you hit an opponent with both your primary hand and your off-hand weapon: deal an additional 1d10 +7
(only deal this additional damage once each round.)
- Trip: Special:
Trip: +28 (+18 CMB; +2 weapon training; +2 GWF; +2 mag; +2 Impr. Trip; +2 greater Trip); wenn erfolgreich provoziert der Gegner aoos (Greater Trip); alternative to trip: drag 5 ft.
- Sneak Attack: + 2d6
- Dirty fighting: Flanking: +1 dmg.
- Combat Reflexes: max. 4 aoos/round
- Kilt: 5ft step Folgen (und nächste Runde verlieren): 1/ Tag: [_]
- +2 competence bonus on attack rolls and damage against gnolls, hyenas, werehyenas, jackalweres, and minions of Lamashtu.
- Duplikat des Tempest rufen: Stunden/Tag: [_][_][_]

Fernkampf:
Masterwork short composite bow (Str +3): 18/+13/+8; dmg.: d6+4; Crit: 19-20 x2, Pfeile: 60/60 (Curt gegeben)

Vermögen: 176gp; 3 sp; 7 cp

Fackeln:  [_] [_] [_]

Potion of cure serious wounds:  [_] [_] [_]

Tragekapazität: 133 / 266 / 400; Belastung: 66,5 = Light Load

im Laden bei Curt:
500 gp
Meteor Hammer (mwk): (700 gp; 10 lb.)

Iuni saba Jin:
Iuni saba Jin

Hit Points: 122/122 (unverletzt)

Temporary HP: 0/14

Hero Points: 3 [x][x][x]

AC: 28 (touched 14, flat-footed 28)
Aktive Zauber:
- Heroes Feast (s.o.) für 12 Stunden
- Magic Vestment (Schild) für 14 Stunden
- Magic Vestment (Rüstung) für 14 Stunden
- Gr. Magic Weapon (Südwind) für 14 Stunden

Aktive Zustände:
- derzeit keine

Resistenzen: 20 Feuer
Geldbeutel: 44 Goldmünzen

Rucksack: 200 Platinmünzen

Magische Spruchrollen:
Comprehend Languages: 10/10
Cure Light Wounds: 10/10

Spell-Like Abilities:
Create Food and Water: [_]
Invisibility (Self Only): [x][_][_]
Speak with Animals: [_][_][_]

Enlarge Person oder Reduce Person in beliebiger Kombination: [x][x]

Sonstige Fähigkeiten:
Kriegsgewänder: 5ft step folgen (und nächste Runde verlieren): 1/ Tag
Atem des Feuers: 15 ft cone (14d4 Feuerschaden/ Reflex halbiert): 3/Tag

Wings of Fire: 60 ft fly / average maneauverability: 14 Minuten pro Tag
Gaze of Flames: see through fog, smoke and fire: 14 Runden pro Tag
Form of Flames: Elemental Body (Fire Elemental): 14 Stunden pro Tag
Zauber pro Tag (Anzeigen)
1. Grad: [x][x][x][x][_][_][_][_]
2. Grad: [x][x][x][x][x][x][_][_]
3. Grad: [x][x][x][x][x][x][x]
4. Grad: [x][x][x][x][x][_][_]
5. Grad: [_][_][_][_][_][_][_]
6. Grad: [x][x][_][_][_][_]
7. Grad: [_][_][_]

Zaubersprüche (Anzeigen)
0. Grad:
Create Light
Detect Magic
Detect Poison
Diplomacy
Guidance
Mending
Purify Food
Read Magic
Spark Fire

1. Grad:
Bless Allies
Cure Light Wounds
Detect Evil
Endure Elements
Produce Flame
Protection from Evil
Shield of Faith

2. Grad:
Admonishing Ray
Align Weapon
Bull’s Strength
Bear’s Endurance
Cure Moderate Wounds
Resist Energy
Silence

3. Grad:
Cure Serious Wounds
Magic Vestment
Searing Light
Dispel Magic
Fireball
Prayer

4. Grad
Cure Critical Wounds
Death Ward
Divine Power
Greater Magic Weapon
Restoration
Wall of Fire

5. Grad
Breath of Life
Righteous Might
Cure light Wounds (Mass)
Spell Resistance
Summon Fire Elemental

6. Grad
Healing
Fire Seeds
Cure moderate wounds (Mass)
Wind Walk

7. Grad:
Cure Serious Wounds, Mass
Fire Storm
Summon Monster VII

Sprachfarben (Anzeigen)
--- Code: ---[color=firebrick]Ignan[/color]

[color=goldenrod]Celestial[/color]
--- Ende Code ---

Werte für Kamel (Nasfir) (Anzeigen)Camel N Large animal
Init +3; Senses low-light vision, scent; Perception +5
Defense
AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
hp 13/13 (unverletzt)
Fort +5, Ref +6, Will +0
Offense
Speed 50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)
Statistics
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance
Skills Perception +5

Ausrüstung:
- Packsattel
- Zaumzeug
Werte für Feuerelementar (Anzeigen)N Large outsider (elemental, extraplanar, fire)
Init +9; Senses darkvision 60 ft.; Perception +11
 DEFENSE

AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 60 (8d10+16)
Fort +8, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold
 OFFENSE

Speed 50 ft.
Melee 2 slams +12 (1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (1d8, DC 16)
 STATISTICS

Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Ignan
 SPECIAL ABILITIES
Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Sami Atif:
Sami Atif

Trefferpunkte: 86/86 (unverletzt)
Zustände: derzeit keine

Temporäre TP: 0/10

Aktive Zauber:

* Elementen widerstehen durch Kuffiyah der Kühlung
Hero Points:  3 [_][_][_]

Rüstungsklasse: 25/26 Spoiler (Anzeigen)(+4 GE; + 1 Größe; + 1 Ausweichen, + 2 natürliche Rüstung, + 7 Rüstung/ +1 Zwei-Waffen-Verteidigung)
Berührung: 15; auf dem falschen Fuß: 14

Rettungswürfe:
- Reflex +12
- Willen +8
- Zähigkeit +8

+2 gg. Furcht
+4 gg. Auswirkungen von Feuer und Hitze
+1 gg. Feuer-Effekte

Nahkampf:
+14/+9/+4 Langschwert [MA] [1d6+1] [19-20x2]
+14/+9/+4 Kurzschwert [MA] [1d4+1] [19-20x2]

Zwei-Waffen-Kampf: Erster Angriff 12/12, Zweiter Angriff 7/7, Dritter Angriff 2/2

Fernkampf:
+16 Wurfdolche [4 St.] [1d4+1] [19-20x2]
+17/+12/+7 Langbogen +1 [1d6+1] [x3] [30m] - Kernschuss +18/+13/+8

Fähigkeiten:
Kriegsgewänder: 5ft Schritt Folgen (und nächste Runde verlieren): 1/ Tag: [_]

Vermögen: 0 GM

Wegrationen: [_] [_] [_] [_]

Schätze:
    * Goldenes Vlies, 20 Pf.
    * Goldene Pfeile (20) [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_] [_]

Gegenstände:
    * Keffiyeh der Abkühlung, 1 Pf.
    * Kriegskluft der Sarenrae, 5 Pf.
    * Des Befreiers Gabe, 12,5 Pf.
    * Erlösung (Langschwert), 2 Pf.
    * Befreiung (Kurzschwert), 1 Pf.
    * Schakaljäger (Langbogen +1), 1,5 Pf.
    * Wurfdolch (normal) (4 Stück), 4 Pf.
    * Pechfackel [_][_][_][_]
    * Pfeile (20) [_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_][_]

Traglast: 63/86/130
Gesamtlast: 63 Pf. - mittlere Last

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