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Der kommende Greifenklaue-Con 2024 ist für den 16-17. November 2024 geplant. Danke an alle Besucher des Cons 2023. Einen Link zu den Bildern findet ihr im Gedenkcon-Thread.

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Charakterplanungsthread

Begonnen von HayatoKen, 01. Mai 2015, 02:30:28

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HayatoKen

Charakter Erstellungs Regeln:
• 20 point Buy - kein Wert unter 8
• No Evil
• nur Paizo Sachen
• 2 traits
• Start Gold ist 150gp.
• Maximal 2 verschiedene Klassen für Multiclassing.
• Feat, AT, class and race selection similar to PFS rules
• Erlaubte Rassen außer den Kernrassen:
-ratfolk
-grippli
-kitsune
-tengu
-elemental races: ifriit, sylph, oread, undine
• Würde den Unchained Barbar und Rogue bevorzugen, wenn die einer spielen will melden.
• Summoner: NUR aus Unchained^^ Kein APG Summoner sorry.
• Mit ziemlicher Sicherheit werde ich einige Mechaniken aus Pathfinder Unchained nutzen wollen, die ich noch vorstellen werde. Hoffe die sind zumindest in der englischen PRD bald.

Bei Fragen: fragen.
Ihr könnt Eure Charakterideen posten und Euch abstimmen, damits eine ausgeglichene Gruppe mit Überlebenschancen wird ;)
Pathfinder Society Venture Captain Hannover-Braunschweig-Wolfsburg

Argamae

Ich kenne das ganze Unchained-Zeug nicht, hab da auch wenig Interesse dran und werde einen Charakter lediglich aus dem GRW und dem APG erstellen. Charakteridee folgt.
In Memoriam Gary Gygax (1938-2008), Dave Arneson (1947-2009), Joe Dever (1956-2016), Greg Stafford (1948-2018), Terry K. Amthor (1958-2021) und Ingo Schulze (1977-2021)
|It's all fun and games - until somebody fails a saving throw!| D&D Meme

HayatoKen

Zitat von: Argamae am 02. Mai 2015, 08:16:29
Ich kenne das ganze Unchained-Zeug nicht, hab da auch wenig Interesse dran und werde einen Charakter lediglich aus dem GRW und dem APG erstellen. Charakteridee folgt.

Musst nichts aus Unchained nehmen. Willst Du einen APG Summoner spielen? Unchained wird auch bald in der freien PRD sein, zumindest der englischen.
Bin gespannt auf Eure Ideen!
Pathfinder Society Venture Captain Hannover-Braunschweig-Wolfsburg

Argamae

Bevor ich ein Charakterkonzept poste, hätte ich gern einen Thread mit Background zur Kampagne. Ich weiß zwar, daß "Smaragdspitze" wohl ein Mega-Dungeon ist, aber mir fehlen die Details zum Wo, Wie, Was und Warum. Außerdem wüßte ich gern, welche Klassen bezgl. dieses Settings weniger angebracht wären, so daß die Wahl leichter fällt. Danke.
In Memoriam Gary Gygax (1938-2008), Dave Arneson (1947-2009), Joe Dever (1956-2016), Greg Stafford (1948-2018), Terry K. Amthor (1958-2021) und Ingo Schulze (1977-2021)
|It's all fun and games - until somebody fails a saving throw!| D&D Meme

Riven

Interesse hätte ich eigentlich auch, aber wie sollte es denn laufen? Mit TS und irgendeinem Programm?
Karak Kadrin attacks!

HayatoKen

Ja, TS und roll20.net.

Im Juni wird das aber nichts, weil da irgendwie an jedem Wochenende was anderes ist.
NordCon, B&S+RPG-Ding, KrümelCon.
Komm da vorbei und spiel mit!
Pathfinder Society Venture Captain Hannover-Braunschweig-Wolfsburg

Eschenlieb

#6

Kharis Eulenfeder Occ
Male elf arcanist (occultist) 1 (Pathfinder RPG Advanced Class Guide 8, 78)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +0 (1d8/×3) or
. . heavy mace +0 (1d8)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (Occultist) Spells Prepared (CL 1st; concentration +5)
. . 1st—grease, summon monster I
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 18, Wis 10, Cha 12
Base Atk +0.5; CMB +0; CMD 13
Feats Run, Spell Focus (conjuration)
Traits tomb raider, warrior of old
Skills Acrobatics +3 (+7 to jump with a running start), Appraise +8, Knowledge (arcana) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Infernal, Orc
SQ conjurer's focus (Summon Monster I, 1 minute), elven magic
Combat Gear oil; Other Gear dagger, heavy mace, light crossbow, longspear, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, scroll case, soap, spell component pouch, spellbook, tent, medium[APG], torch (10), trail rations (5), waterskin, weapon cord[APG], whetstone, 23 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster I, 1 minute) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

-----------------------
Summoned Monster 1
-----------------------

This magnificent bird of prey has dark feathers save for those on its head, which are pure white.
--------------------
Celestial eagle      CR 1
XP 400
Male celestial eagle  (Pathfinder RPG Bestiary, 118)
NG Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Diehard, Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +10; Racial Modifiers +8 Perception
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary or pair
Treasure none
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (6) You have Spell Resistance.


--------------------

This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.
--------------------
Celestial pony      CR 1/2
XP 200
Male celestial pony horse  (Pathfinder RPG Bestiary, 177)
NG Medium animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
Resist acid 5, cold 5, electricity 5; SR 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves -3 (1d3)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Diehard, Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ docile
--------------------
Ecology
--------------------
Environment temperate plains
Organization solitary, pair, or herd (3-30)
Treasure none
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +2 to damage when used.
Spell Resistance (5) You have Spell Resistance.


--------------------

Celestial viper      CR 1/2
XP 200
Male celestial viper snake  (Pathfinder RPG Bestiary, 133)
NG Tiny animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +1
Resist acid 5, cold 5, electricity 5; SR 5
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks poison, smite evil
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Diehard, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
--------------------
Ecology
--------------------
Environment any temperate and warm
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 9) (Ex) Poison: Bite—injury; save Fort DC 9; frequency 1/day for 6 days; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (5) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.


--------------------

This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes.
--------------------
Fiendish dire rat      CR 1/3
XP 135
Male fiendish dire rat  (Pathfinder RPG Bestiary 232, 294)
NE Small animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
Resist cold 5, fire 5; SR 4
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4 plus disease)
Special Attacks smite good
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 (+7 to jump), Climb +11, Perception +4, Stealth +11, Swim +11
--------------------
Ecology
--------------------
Environment any urban
Organization solitary or pack (2-20)
Treasure none
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Good (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (4) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.


--------------------


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Sheena-Tiger

#7
Tal strangers!

Ich werfe Ordath ins Getümmel.
Ordath ist ein junger männlicher Halbork in Schuppenpanzer, in welchem er sich erstaunlich gut bewegt, mit schweren Stahlschild in der linken und meist einem Langschwert, seltener einem schweren Streitkolben in der rechten Hand.
Wenn er sich in einer Stadt aufhält oder ein Zimmer hat in welchem er sich umziehen kann, bevorzugt er Reisekleidung, den Schlapphut welcher ihn ein wenig vor der Sonne schützt legt er selten ab, selbst wenn er in Panzerung unterwegs ist.

Seine Klasse ist Fighter, auf dem Weg des Armor Masters.

Ordath
Male Half-Orc fighter 1 Archetypes Armor Master,
LN Medium humanoid (orc, human)
Init +2, Senses darkvision (27 m); Perception +1
=================================================
DEFENSE
=================================================
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield, )
hp 12 ((1d10)+2)
Fort +4, Ref +2, Will +0

=================================================
OFFENSE
=================================================
Speed 6 m
Melee shield (heavy/steel) +4 (1d4+1)
Melee longsword (atturi's zorn) +4 (1d8+3/19-20)
Melee mace (heavy) +4 (1d8+3)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 11, Cha 10,
Base Atk +1; CMB +4; CMD 16
Feats Ironhide, Quick Draw
Skills Escape Artist +2, Heal +1, Knowledge (Local) +4, Perception +1,
Traits Armor Expert,
Languages Common, Goblin, Orc
SQ acute darkvision, bonus feats, city-raised, darkvision, orc blood, scavenger,
Combat Gear
Other Gear shield (heavy/steel), longsword (atturi's zorn), scale mail, outfit (traveler's), backpack, common, bedroll, gear maintenance kit, soap (per lb.), waterskin (filled) (2), whetstone, flint and steel, mess kit, pot (iron), belt pouch, mace (heavy), 32.88 gp
=================================================
SPECIAL ABILITIES
=================================================
Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.


GianaBrother

Here comes Vic der Singvogel. Als 22 Jahre alter Barde hat er schon einiges hinter sich. Ein geborener Halbelf und damit von beiden Rassen als Abscheulichkeit angesehen und in die Sklaverei geboren, verbrachte er einige Zeit in Gefangenschaft. Über diese Zeit redet er jedoch nicht gerne. Er floh in jungen Jahren und begab sich in die Wildniss und die Unterschicht der Städte, wo er lernte mit scharfer Zunge, Gesang und Hinterlistigkeit sein Leben zu meistern. Nun ist er auf der Suche nach seinem Schicksal und einer Gruppe von Freunden, die ihn unterstützten, egal wo er herkommt.

Klasse Barde, Zweitklasse dann irgendwann Rogue. Kämpferisch nicht der Killer, er wird eher versuchen sich aus allem Trouble zu winden, ohne es zum Kampf kommen zu lassen.

bpressler

Jink - Gnome Druid - PDF einfach dem Link folgen.

Jink
Weiblich Gnome
Sorcerer 1
None Small Humanoid (Gnome)
Init: +3, Senses: Low-Light Vision, Perception: +3
Languages: Common, Gnome, Sylvan
=================================================
DEFENSE
=================================================
AC 15, Touch 15, Flat-footed 11, CMD -2
HP 8 (1HD)
Fort: +2, Ref: +3, Will: +3
=================================================
OFFENSE
=================================================
Speed:  20 ft. (4 Squares)
Face: 5 ft. by 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: -2

Known Sorcerer Spells (CL 1 st):
0th - Light, Mage Hand, Ray Of Frost,  Resistance (DC 13),
1st - Magic Missile,  Ray Of Enfeeblement (DC 14),
=================================================
STATISTICS
=================================================
Abilities: Str 9, Dex 16, Con 14, Int 10, Wis 12, Cha 16
Feats: Dodge, Eschew Materials
Skills:
Possessions:
=================================================
SPECIAL ABILITIES
=================================================

Created using PCGen 6.04.01 on 05.02.2016
TPK - Total Party Kill
Return to the Temple of Elemental Fun
http://rollenspiel.wordpress.com
Blog und Podcast

Lurkee

Hallihallo,
ich wollte den Wolpi dann auch noch mal komplett posten, damit jeder Bescheid weiss ;)

https://drive.google.com/file/d/0B6w1FtuDITL5SzBoNjBBTDZrelE/view

Da isser.

Eschenlieb

Brig Neunfinger
Male half-orc fighter (drill sergeant, mutation warrior) 1 (Pathfinder Player Companion: Melee Tactics Toolbox 11, Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+5 armor, +1 Dex, +3 natural, +3 shield, +1 trait)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light flail +7 (1d8+6) or
. . whip +7 (1d3+6 nonlethal) or
. . bite +2 (1d4+3)
--------------------
Statistics
--------------------
Str 23, Dex 12, Con 14, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +7; CMD 18
Feats Ironhide[APG], Shield Focus, Shield Wall[APG]
Traits defender of the society, eyes and ears of the city
Skills Acrobatics -4 (-8 to jump), Intimidate +5, Perception +5; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ orc blood
Combat Gear mutagen[APG]; Other Gear scale mail, heavy steel shield, light flail, whip, 56 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Shield Focus +1 Shield AC
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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