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Autor Thema: Beim Klabautermann  (Gelesen 237450 mal)

Beschreibung: [OoC]

0 Mitglieder und 5 Gäste betrachten dieses Thema.

Sensemann

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Beim Klabautermann
« Antwort #3225 am: 25.09.2012, 12:39:28 »
Den Smilie brauche ich echt langsam für Willi

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Sensemann

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Beim Klabautermann
« Antwort #3226 am: 25.09.2012, 12:41:06 »
Und ich brauche diesen hier

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Sensemann

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Beim Klabautermann
« Antwort #3227 am: 25.09.2012, 13:00:33 »
Wo steckt eigentlich Kairi? :suspicious:

Wären es nicht die Ratten, so wäre es bald die Postingrate, die sie killen
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Cayden Cailean

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Beim Klabautermann
« Antwort #3228 am: 25.09.2012, 13:02:36 »
Wegen Kairi schicke ich dir mal eine PM
Der Zufall ist der einzig legitime Herrscher des Universums.

Meister Willi

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Beim Klabautermann
« Antwort #3229 am: 25.09.2012, 13:05:16 »
:peitsche: Ich habe keine Ahnung wovon du redest  :rant:

Ehrlich nicht?

Na dann nochmal die Erklärung: Peinlich ohne Materialkomponeten bestimmte Zauber zu nehmen und vorzubereiten!!!!

 :P :cheesy: :lol:

Mensch Sense, du sollt volltrunken nicht irgend welche Gerücht verbreiten  :-X
Manchmal ertappe ich mich dabei wie ich mit mir selbst spreche und dann lachen wir beide.

Sensemann

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Beim Klabautermann
« Antwort #3230 am: 25.09.2012, 13:06:25 »
Okay

Hier, falls Du einen neuen lustigen Avatar brauchst

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Cayden Cailean

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Beim Klabautermann
« Antwort #3231 am: 25.09.2012, 13:07:05 »
Hey, sogar Piper ist dabei  :lol:
Der Zufall ist der einzig legitime Herrscher des Universums.

Sensemann

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Beim Klabautermann
« Antwort #3232 am: 25.09.2012, 13:07:46 »
Japp :lol:
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Cayden Cailean

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Beim Klabautermann
« Antwort #3233 am: 25.09.2012, 13:08:49 »
Ist das Catfolk zugelassen?
Der Zufall ist der einzig legitime Herrscher des Universums.

Cayden Cailean

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Beim Klabautermann
« Antwort #3234 am: 25.09.2012, 13:09:45 »
Kommt einer von euch eigentlich auf die PRD von der Weltenwunde? Oder weis jemand was da los ist?
Der Zufall ist der einzig legitime Herrscher des Universums.

Ilmari Makari

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Beim Klabautermann
« Antwort #3235 am: 25.09.2012, 13:10:47 »
Einfach durchklicken, die hatten einen Trojaner, sind aber wieder sauber!
AQußerdem überarbeiten die ihre Seite gerade...

Sensemann

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Beim Klabautermann
« Antwort #3236 am: 25.09.2012, 13:11:02 »
Ist das Catfolk zugelassen?

Japp

BTW

"CAPTAIN" JACK SPARROW
Male Human Rogue 6
CN Medium Humanoid (Human)
Init +4; Senses Perception +7

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 45 (6d8+6)
Fort +3, Ref +9, Will +0
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge

OFFENSE
Spd 30 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
Rapier +5 (1d6+1/18-20/x2)
Ranged Pistol +8 (1d8/20/x4)
Special Attacks Distracting Attack, Sneak Attack +3d6

STATS
Str 13, Dex 19, Con 13, Int 13, Wis 7, Cha 14
Base Atk +4; CMB +5 (+7 Tricking); CMD 19 (21 vs. Dirty Trick)
Feats Combat Expertise +/-2, Improved Dirty Trick, Improved Feint, Rogue Weapon Proficiencies, Skill
Focus: Bluff
Skills Acrobatics +13, Bluff +14, Diplomacy +11, Escape Artist +13, Knowledge (Local) +10, Perception
+7, Profession (Sailor) +7, Sense Motive +7, Sleight of Hand +13, Swim +10 Modifiers Charmer (2/day)
Languages Common, what ever those cannibals spoke
SQ Trapfinding +3
Combat Gear Alchemical Cartridge, Paper, Dagger, Leather, Pistol, Rapier
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
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Beim Klabautermann
« Antwort #3237 am: 25.09.2012, 13:15:04 »
Why is the rum gone? :D

Sensemann

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Beim Klabautermann
« Antwort #3238 am: 25.09.2012, 13:15:24 »
Wo ich gerade dabei bin:

Artemis Entreri      CR 18
Male Human (Fast) Half-Shade Rogue 4/Fighter 13/Assassin 1
Init +9; Senses Superior Low-light Vision, Perception +15

AC 23, touch 19, flat-footed 17
(+4 armor, +3 deflection, +1 dodge, +5 Dex)
hp 128 (5d8+13d10+18)
Fort +10, Ref +14, Will +8
Defensive abilities evasion, trap sense +1, uncanny dodge

Spd 30 ft
Melee +3 Longsword [Charon's Claw, wounding] +22/+17/+12/+7 (1d8+9/17-20) and +4 Dagger [vampiric] +24/+19 (1d4+10/17-20)
Ranged +17 (+18 with bows)
Special Attacks Sneak Attack +3d6, Death Attack, Poison use
Assassin Spells (CL 1st)
    1st – (1/day) Detect Poison, True Strike

Str 14, Dex 20, Con 13, Int 16, Wis 16, Cha 11
Base Atk +16; CMB +18
Feats: Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical [Dagger], Improved Critical [Longsword], Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Track , Two-Weapon Fighting, Weapon Focus [Dagger], Weapon Focus [Longsword], Weapon Specialization [Dagger], Weapon Specialization [Longsword]
Skills: Acrobatics +17, Bluff +14, Climb +14, Diplomacy +12, Disable Device +17, Disguise +12, Escape Artist +17, Handle Animal +9, Intimidate +14, Knowledge (Local) +15, Perception +15, Ride +7, Sense Motive +11, Sleight of Hand +12, Stealth +27, Swim +7, Use Magic Device +8
Languages: Alzhedo, Chondathan, Common, Undercommon
SQ: Armor Training, Bravery, Racial Bonus Feat, Resiliency), Rogue Talent (Bleeding Attack, Skilled, Slowed aging, Trapfinding, Weapon Training, Weapon Training (Longsword)
Combat Gear: +4 Bracers, +3 Longsword [Charon's Claw, wounding], +4 Dagger [vampiric], Ring of Protection +3, Cloak of Arachnids, Periapt of Health

Armor Training: Artemis gains added protection from the armor he is wearing. He gains a +3 armor bonus to AC, reduces the Armor Check Penalty by 3 and increases the Max Dexterity by 3
Bleeding Attack: Opponents hit by Artemis’ sneak attack take 3 additional points of damage a round which can removed by a DC 15 Heal check or any effect that heals hit point damage. Opponents hit multiple times do not incur more damage than the first attack.
Bravery: Artemis gains a +3 bonus on Will saves against fear.
Death Attack: If Artemis studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a DC 14 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Artemis has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
Hide in Plain Sight (Ex): Artemis can use the Stealth skill even while being observed.
Poison Use: Artemis is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Resiliency: Once per day, Artemis can gain 4 temporary hit points. Activating this ability is an immediate action that can only be performed if he is brought below 0 hit points.
Weapon Training (Blades, Heavy): Artemis gains a +2 bonus on attacks and damages from heavy-bladed weapons
Weapon Training (Blades, Light): Artemis gains a +3 bonus on attacks and damages from light-bladed weapons
Weapon Training (Bows): Artemis gains a +1 bonus on attacks and damages from bow weapons
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

Sensemann

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Beim Klabautermann
« Antwort #3239 am: 25.09.2012, 13:15:53 »
Drizzt Do'Urden CR 17
Male Drow Fighter 10/Barbarian 1/Ranger 5
Init +9; Senses Darkvision 120' Perception +19

AC 29, touch 17, flat-footed 22
(+11 armor, +1 shield, +2 dodge, +5 Dex)
hp 135 (15d10+1d12+32)
Fort +15, Ref +12, Will +7
Immune sleep

Spd 40 ft
Melee +3 Scimitar [Icingdeath, frost] +19/+14/+9/+4 (1d6+8/18-20) and +2 Scimitar [Twinkle, defending] +18/+13/+8 (1d6+7/18-20)
Ranged +17 (+18 with bows)
Spell-like Abilities (CL 16th)
1/day – Dancing Lights, Darkness, Faerie Fire
Ranger Spells (CL 5th)
1 – Detect plants or animals, Detect snares or pits

Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14
Base Atk +16; CMB +17
Feats: Blind-fight, Combat Reflexes, Daylight AdaptationPGtF, Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Track, Twin Sword StylePGtF, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus [Scimitar], Weapon Specialization [Scimitar],
Skills: Acrobatics +18, Climb +17, Escape Artist +2, Handle Animal +10, Knowledge (Dungeoneering) +11, Knowledge (Nature) +9, Perception +19, Ride +21, Stealth +18, Survival +12, Swim -2
Languages: Common, Undercommon, Drow, Elven
SQ: Armor Training, Bravery, Fast Movement (+10’, Favored Enemy (Goblinoids +4, Favored Terrain (Cold), Hunter’s Bond (Companion bonus), Keen Senses, Magical Beasts +2), Rage, Two Weapon Combat Style, Weapon Training, Wild Empathy
Combat Gear: +4 Elven Chainmail, +3 Scimitar [Icingdeath, frost], +2 Scimitar [Twinkle, defending], Figurine of Wondrous Power [Onyx Panther]

Armor Training: Drizzt gains added protection from the armor he is wearing. He gains a +2 armor bonus to AC, reduces the Armor Check Penalty by 2 and increases the Max Dexterity by 2
Bravery: Drizzt gains a +3 bonus on Will saves against fear.
Keen Senses: Drizzt receives a +2 bonus on touch- and sound-based Perception checks. He can make a Perception check to spot a secret or concealed door if he passes within 10 feet, regardless of whether or not he is actively looking.
Rage (Ex): Drizzt has 6 rage points, allowing him to rage up to six rounds. When raging, he gains a +4 bonus to Strength and Constitution, a +2 morale bonus to Will saves and takes a -2 penalty to AC.
Weapon Familiarity: Drizzt is proficient with hand crossbows, shortswords, and rapiers.
Weapon Training (Bows): Drizzt gains a +1 bonus on attacks and damages from bow weapons
Weapon Training (Heavy Blades): Drizzt gains a +2 bonus on attacks and damages from heavy-bladed weapons

When raging:
Str 17, Con 19
AC 27, touch 15, flat-footed 20
hp 167 (15d10+1d12+64)
Will +9
Melee +3 Scimitar [Icingdeath] +21/+16/+11/+6 (1d6+10/18-20) and +2 Scimitar [Twinkle] +20/+15/+10 (1d6+9/18-20)
CMB +19
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden

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