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Charakter Halunda

(1/1)

Halunda:
Persönliche Angaben (Anzeigen)Name: Halunda
Klasse und Stufe: Druid 2
Volk:Wildelf
Alter: 144 Jahre
Geschlecht: w
Größe:4'11''
Gewicht:130 p
Gottheit: Die Natur als ganzes
Gesinnung: True neutral

Attribute (Anzeigen)ST 12 /+1
GE 16 /+3
KO 12 /+1
IN 12 /+1
WE 16 /+3
CH 10 /+0

Kampfwerte (Anzeigen)TP: 16/16
RK 18 (Anzeigen)(10 +3 Rüstungsbonus +2 Schildbonus +3 GE-Mod +x Größenmod +x Sonstiges)
Berührung: 13; Auf falschem Fuß: 15Bewegungsrate: 6m = 20ft = 4 squares
Initiative +3 (Anzeigen)(3 GE-Mod +0 Talent)Grundangriffsbonus: +1
Ringkampf +2 (Anzeigen)(1 GAB +1 ST-Mod +x Größenmod +x Sonstiges)
Rettungswürfe (Anzeigen)Reflex +3 (Anzeigen)(0 Grundbonus +3 GE-Mod +x Sonstiges)Willen +6 (Anzeigen)(3 Grundbonus +3 WE-Mod +x Sonstiges)Zähigkeit +4 (Anzeigen)(3 Grundbonus +1 KO-Mod +x Sonstiges)Immunity to sleep spells and effects, and a +2 racial saving
throw bonus against enchantment spells or effects.

Fertigkeiten (Anzeigen)Conzentration +1 (Anzeigen)(1 Attributsmod +2 Ränge +0 Sonstiges)Diplomacy +0 (Anzeigen)(0 Attributsmod +0 Ränge +0 Sonstiges)Handle Animal +4 (Anzeigen)(0 Attributsmod +4 Ränge +0 Sonstiges)Heal +4 (Anzeigen)(3 Attributsmod +1 Ränge +0 Sonstiges)Knowledge(The Planes)+2 (Anzeigen)(1 Attributsmod +1 (2 Ränge) +0 Sonstiges)(crossclass)Knowledge(Nature)+7 (Anzeigen)(1 Attributsmod +4 Ränge +2 Sonstiges)()Listen +7 (Anzeigen)(3 Attributsmod +4 Ränge +2 Sonstiges)Ride +3 (Anzeigen)(3 Attributsmod +0 Ränge +0 Sonstiges)Search +3 (Anzeigen)(1 Attributsmod +0 Ränge +2 Sonstiges)(crossclass)Speak Language (Anzeigen)2 Ränge --> Terran(crossclass)Spellcraft +2 (Anzeigen)(1 Attributsmod +1 Ränge +0 Sonstiges)Spot +8 (Anzeigen)(3 Attributsmod +4 Ränge +2 Sonstiges)Survival +6 (Anzeigen)(3 Attributsmod +1 Ränge +2 Sonstiges)Swim +1 (Anzeigen)(1 Attributsmod +0 Ränge +0 Sonstiges)
Sprachen (Anzeigen)Common, Elven, Druidic, Sylvan, Terran (zusätzlich gelernt), Mabwe (komischer Trank)

Talente&Fähigkeiten (Anzeigen)Wildelf Traits (Ex) (Anzeigen)Elves possess the following
racial traits.
— +2 Dexterity, –2 Intelligence. These adjustments replace the
high elf ’s ability score adjustments.
—Medium size.
—An elf ’s base land speed is
30 feet.
—Immunity to sleep spells
and effects, and a +2 racial saving
throw bonus against enchantment
spells or effects.
—Low-light vision.
—Weapon Proficiency: Elves
are automatically proficient
with the longsword, rapier,
longbow, composite longbow, shortbow,
and composite shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf
who merely passes within 5 feet of a secret or concealed door is
entitled to a Search check to notice it as if she were actively looking
for it.
—Automatic Languages: Common, Elven. Bonus Languages:
Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Sorcerer. This trait replaces the high elf ’s
favored class.Elemental Companion (Anzeigen)Complete Mage S.33Weapon and Armor Proficiency (Anzeigen) Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild  shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description, page 246) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spelllike class abilities while doing so and for 24 hours thereafter.Spontaneous Casting (Anzeigen) A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).Nature Sense (Ex) (Anzeigen) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.Talent Stufe 1:Spellfocus(Conjuration) (Anzeigen)PHB S.100
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of Conjuration.Woodland Stride (Ex) (Anzeigen) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Angriffe (Anzeigen)Nahkampf: Scimtar (Anzeigen)+2 | 1W6+1 | 18-20/x2Fernkampf: Schleuder (Anzeigen)+4 | 1W4+1 | 20/x2 | 50 ft = 15m = 10 Felder
Zauber pro Tag (Anzeigen)Grad 0: 4
Grad 1: 3

Zauberliste (Anzeigen)Druide also viele

Inventar (Anzeigen)Hide Armor   25
Shild, heavy, wodden   10
Scimitar   4
Sling       0
20 Bullets   10
Backpack(empty)   2
Bedroll   5
Holly & Misteltoe   0   
7 Silber

Dirty (Anzeigen)Earth Elemental, Small (Earth, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, –1 Dex, +7 natural)
touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery (Ex) (Anzeigen)An earth elemental gains a +1 bonus on attack
and damage rolls if both it and its foe are touching the ground. If an opponent
is airborne or waterborne, the elemental takes a –4 penalty on attack and
damage rolls. (These modifiers are not included in the statistics block.)Push (Ex) (Anzeigen)An earth elemental can start a bull rush maneuver
without provoking an attack of opportunity. The combat modifiers
given in Earth Mastery, above, also apply to the elemental’s
opposed Strength checks.Special Qualities:Link (Ex) (Anzeigen)A druid can handle her elemental companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the
Handle Animal skill. The druid gains a +4 circumstance bonus on all wild
empathy checks and Handle Animal checks made regarding an elemental
companion.Share Spells (Ex) (Anzeigen) At the druid’s option, she may have any spell (but
not any spell-like ability) she casts upon herself also affect her elemental
companion. The elemental companion must be within 5 feet of her at the
time of casting to receive the benefit. If the spell or effect has a duration
other than instantaneous, it stops affecting the elemental companion if the
companion moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her
animal companion (as a touch range spell) instead of on herself. A druid
and her elemental companion can share spells even if the spells normally
do not affect creatures of the companion’s type (elemental). Darkvision 60 ft., Earth glide (Ex) (Anzeigen)An earth elemental can glide through
stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. Its burrowing leaves behind
no tunnel or hole, nor does it create any ripple or other signs of
its presence. A move earth spell cast on an area containing a burrowing
earth elemental flings the elemental back 30 feet, stunning
the creatureElemental traits (Anzeigen)An elemental possesses the following traits (unless otherwise
noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an elemental does not
have a dual nature - its soul and body form one unit. When an elemental
is slain, no soul is set loose. Spells that restore souls to their
bodies, such as raise dead, reincarnate, and resurrection, don’t work on
an elemental. It takes a different magical effect, such as limited
wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only, unless generally humanoid
in form, in which case proficient with all simple weapons
and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or
heavy) that it is described as wearing, as well as all lighter types.
Elementals not indicated as wearing armor are not proficient with
armor. Elementals are proficient with shields if they are proficient
with any form of armor.
—Elementals do not eat, sleep, or breathe.Saves: Fort +4, Ref –1, Will +0
Abilities: Str 17, Dex 8, Con 13,Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Alignment: True neutral

Aussehen (Anzeigen)Halunda ist eine Elfe unbestimmten Alters. Trotz ihrer Jugend hat sie einen Blick der Weisheit und innere Ruhe ausstrahlt. An ihrem ziemlich durchtrainierter Körper zeichnen sich deutlich Muskelpartien ab, allerdings sind es nicht die aufgedunsen Muskeln eines Barbaren sondern feine präzise Muskeln, die eindeutig eher auf Schnelligkeit als auf Kraft ausgebaut sind. Ihre dunklen braunen Augen blicken meist entspannt durch die Gegend, nur selten stielt sich ein strahlen hinein, meist in Momenten die sie mit ihrem Gefährten Dirty verbringt. Ihre Rüstung besteht aus allerlei Fellen der hiesigen Fauna und wird an kritischen Stellen durch Rinde der hiesigen Flora ergänzt.
Ihr Freund Dirty ist nur ungefähr halb so groß wie die ehh schon kleine Elfin. Ein Geschöpf aus Erde und Stein, das meist so aussieht wie die der Grund unter ihm was daran liegt das er aus der Essentz selbigem besteht. Oftmals wundert sich Halunda wenn ihr kleiner Freund mal wieder in anderer Gestalt auftaucht. Es ist fast so als würde sich wenn er unter der unterwegs ist nur seine Essenz bewegen und er sich aus dem vorhanden Material wieder einen neuen Körper geben wenn er auftaucht.

Halunda:
*nach oben schubs*

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