Autor Thema: Kammer der Gefährten  (Gelesen 1662 mal)

Beschreibung: Verbündete NPCs

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Kammer der Gefährten
« am: 17.06.2014, 15:35:35 »
Hier hinein kommen die Charakterblätter von wichtigen NPCs auf der Seite der Gruppe.


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Kammer der Gefährten
« Antwort #1 am: 17.06.2014, 16:37:10 »
Grollhannes der Oger

Männlicher Oger, Barbar 2
Neutral Böser Humanoide (Riese)
Ini: +1
Sinne: Dunkelsicht 60 Fuß, Dämmersicht, Wahrnehmung +?
AC: 21 Berührung: 9 Auf falschem Fuß: 21
HP: 44/91
Fort: +12 Ref: +2 Will: +5
Geschwindigkeit: 40 Fuß (50 Fuß Grundgeschw.)
Nahkampf: +1 Erdbrecher +14 (2d8+12/x3)
Nahkampf (Power Attack): +1 Erdbrecher +12 (2d8+18/x3)
Fernkampf (Power Attack, Rage): +1 Erdbrecher +14 (2d8+21/x3)
Fernkampf: Wurfspeer +5 (1d6+8/x3)
Platz: 10 Fuß Reichweite: 10 Fuß
Attribute: St: 27 Ge: 10 Kon: 19 Int: 10 Wis: 12 Ch: 7
GAG: +5 CMB: +14 CMD: 24
Talente: Iron Will, Power Attack, Cleave
Spezialattacken & -qualitäten: Rage Power [Lesser Hurling], Fast Movement, Rage (10 Runden), Uncanny Dodge
Skills: ???
Sprachen: Common, Riesisch
Ausrüstung: Mwk. Half-Plate, +1 Erdbrecher, 5 Wurfspeere, +2 Gürtel der Stärke, +1 Resistenzumhang

« Letzte Änderung: 17.11.2015, 10:58:24 von Klingenhagel »


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Kammer der Gefährten
« Antwort #2 am: 18.06.2014, 13:18:41 »
Tiefling Witch (Gravewalker) 7 [Daemon-Spawn, Soul Seer, Vestigal Wings)
Favoured Class: Witch (1, 2, 3, 7: HP, 4, 5, 6: SP)
NE Medium humanoid (Talingard) Alter: 77
Patron: Charon
Init +0; Senses Perception +1

AC 11, touch 10, flat-footed 11
CMD 10
HP: 44/59 (Maximal 73)
Fort +6 , Ref +2 , Will +7

Speed 30 ft.
Ranged Ray +


Str 8 Dex 10, Con 14/18 Int 22 (20) Wis 13 Cha 9
Tiefling: +2 Int +2 Dex -2 Wis
Base Atk +4
1: Extra Hex (Fortune)
Antihero: Extra Hex (Cackle)
3: Accursed Hex
5: Extra Hex (Fly)
7: Spirit Calling

Trait: Child of the Temple (Religion), Two World Magic (Prestidigitation), Untotenkontrolle +1

Craft (Alchemy) +12 (5+4+3)
Fly: +11 (0+4+3+4)
Heal: +9 (+1+5+3)
Intimidate +5 (-1 +3 + 3)
Knowledge (Arcana) +12 (5+4+3)
Knowledge (History) +11 (5+3+3)
Knowledge (Nature) +11 (5+3+3)
Knowledge (Religion) +12 (5+4+3)
Knowledge (Planes) +12 (5+4+3)
Spellcraft +13 (5+5+3)
Stealth: +7 (0+7+0)
Languages Common (Taldane), Drakonisch, Infernal, Abyssal, Celestial, Sylvan
Pathfinders Kit (12 Gold)
Kleidung/Schminke/Schmuck: 50 Gold
Masterwork Tools (Alchemy) (50 Gold)
Spell Component Pouch (5 Gold)
Fortune Tellers Cards (25 Gold)

Healy Myrrh (25 Gold)
Smelling Salts (25 Gold)
Alchemical Solvent

5 Schriftrollen Grad 2 (Dem Vertrauten gelehrt): 750 Gold

Magische Gegenstände:

Eiserne Dornenkrone (Kopf)  + Edelstein +2 Int
Cackling Hag's Blouse (+2 auf Einschüchtern, 2* Tag Cackle als Swift Action)
Cloak of Resistance +1
Cauldron of Brewing (+4 auf Alchemie)
Verbrauchbarer magischer Gegenstand: Wand of Cure Light Wounds 20/50 Ladungen
Wand of Lesser Restoration [50/50]
Bracers of Armor
Tränke: Schild, CLW (Zauberstufe 1)

26,3 Gold, 180 Platin


Spelllike Ability: At will: Deathwatch

Patron: Shadow
Familiar: Spell Poppet (Deliver Touch Spells als Fernkampfattacke)
Hexes: Sleep, Fortune, Cackle, Fly, Cauldron,  [-Spirit Calling-]

Known Spells:
0: Alle
1: Cure Light Wounds,  Decompose Corpse, Ear-Piercing Scream, Enlarge Person, Frostbite, Identify, Ill Omen,  Inflict Light Wounds, Mage Armor, Obscuring Mist, Reduce Person, Restore Corpse, Silent Image
2: Augury, Blindness/Deafness, Blood Transcription, Control Undead, Detect Thoughts, Limp Lash, Share Memory, , Touch of Idiocy, Vomit Swarm, Web
3: Rage, Animate Dead, Dispel Magic, Glyph of Warding, Strangling Hair, Stinking Cloud
4: Enervation, Divination

Vorbereitete Zauber:

0: (4) Detect Magic, Prestidigitation, Mending, Message
1: (6) Cure light wounds*3, Enlarge Person, 2* Ill Omen
2: (5) Blood Transcription*2, Web, Vomit Swarm*2
3: (3) Stinking Cloud, Dispel Magic, Strangling hair
4: (2) Enervation*2

Spirit Calling: Life: friend to animals
« Letzte Änderung: 10.11.2015, 10:06:19 von Klingenhagel »


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Kammer der Gefährten
« Antwort #3 am: 07.06.2015, 11:36:36 »
Artephius, Alchemical Golem    CR 9

XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0


AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 62/96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, magic


Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash


Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35


Alchemy (Ex)

When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can

-    deal 1d6 points of acid, cold, electricity, or fire damage
-   cause the target to become sickened (Fortitude DC 16 negates) for 1d4 rounds
-    cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds

These save DCs are Constitution-based.

Bombs (Ex)

As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Immunity to Magic (Ex)

An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.

Splash (Ex)

Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.


Verhalten im Kampf:

Falls bereits im Nahkampf:

1-2: Voller Angriff auf bisheriges Ziel
3: Zielwechsel auf ein anderes zufälliges Ziel in Reichweite, sonst weiter voller Angriff auf bisheriges Ziel
4: Bombenangriff auf ein zufälliges Ziel in Reichweite

Falls nicht im Nahkampf:

1-2: Bombenangriff gegen zufälligen Gegner
3: Sturmangriff auf den nächsten Gegner
4: Sturmangriff auf einen zufälligen Gegner
« Letzte Änderung: 25.11.2015, 19:15:23 von Klingenhagel »


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Kammer der Gefährten
« Antwort #4 am: 21.07.2015, 17:35:52 »
Zikomo Hört-die-Mutter

Boggard Oracle 4 (dark tapestry)
CE Medium humanoid (boggard)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4

AC 15, touch 10, flat-footed 15 (+2 armor, +3 natural)
hp 52 (7d8+21)
Fort +6, Ref +2, Will +5

Speed 20 ft., swim 30 ft.
Melee dagger+7 (1d4+2/19-20), tongue +3 touch (sticky tongue)
Special Attacks terrifying croak
Oracle Spells Known (CL 4th, concentration +7)
2nd(4/day) -- cure moderate wounds, dust of twilight, hold person
1st (7/day) -- cause fear, cure light wounds, doom, entropic shield,
inflict light wounds
0th -- bleed, detect magic, detect poison, guidance, mending, stabliize

Str 14, Dex 10, Con 14, Int 14, Wis 15, Cha 16
Base Atk +5; CMB +7; CMD 17
Feats Brew Potion, Extra Revelation, Improved Initiative, Toughness
Skills Acrobatics +3 (+15 jumping), Craft (Alchemy) +8, Diplomacy
+10, Heal +9, Intimidate +10, Knowledge (arcana) +9, Knowledge
(nature) +5, Knowledge (planes) +9, Knowledge (religion)
+9, Sense Motive +9, Stealth +10 (+18 in swamps), Survival +8,
Swim +10; ; Racial Modifiers +16 acrobatics when jumping, +4
Perception, +8 Stealth in swamps
Languages Abyssal, Boggard, Common
SQ brain drain, gift of madness, hold breath, interstellar void, oracle’s
curse (clouded vision), swamp stride
Gear dagger, leather armor, 4 doses of vision juice, Rod of extend spell, lesser

Brain Drain (Su): Zikomo can take a standard action to violently
probe the mind of a single intelligent enemy within 100 feet.
The target receives a Will save to negate the effect and immediately
knows the source of this harmful mental prying. Those
who fail this save are wracked with pain, taking 4d4 points of
damage. After successfully attacking with this ability, Zikomo
may use a full-round action to sort through the jumble of stolen
thoughts and memories to make a single Knowledge check
using the victim’s skill bonus. The randomly stolen thoughts
remain in Zikomo’s mind for 3 rounds. Treat the knowledge
gained as if Zikomo had used detect thoughts. This is a mindaffecting
effect. Zikomo can use this ability once per day.
Gift of Madness (Su): You tap into the unthinkable void between
the stars and cause a single living creature within 30 feet to
become confused for 1 round. A successful Fortitude save negates
the effect. This is a mind affecting compulsion effect.
Zikomo can use this ability 6/day
Interstellar Void (Su): Zikomo call upon the frigid depths of outer
space to bring a terrible chill to his enemies. As a standard action,
one target within 30 feet is cloaked in the void and takes
4d6 points of cold damage. A successful Fortitude save halves
this damage. Zikomo can use this ability once per day.
Hold Breath (Ex) Zikomo can hold his breath for 52 rounds before
risking drowning or suffocating.
Oracle’s Curse(Ex) Clouded Vision: Zikomo cannot see beyond 30
« Letzte Änderung: 21.07.2015, 17:36:31 von Klingenhagel »