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Beiträge - Eschenlieb

#1
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
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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
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Special Abilities
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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.
#2
Hi,

sorry fürs eindringen.

Ich spiele auch gerade die Smaragdspitze-Kampagne. Wir sind aber noch Level1

Ebene1:
Meine Gruppe hat nur einen Charakter mit Darkvision (Halbork Käm) .. der Rest ist Fernkämpfer oder Zauberer... Wir wurden ziemlich... aufgemischt... von den Goblins. Wie habt ihr euch den auf Ebene1 geschlagen (Sichtproblem)?

LG
Stefan
#3
Hallo, der Link ist veraltet.
#4
Hat sich erledigt - bleibe Arcanist
-------------------------------------------------

Jetzt da wir gerade noch einen arkanen Caster bekommen haben bin ich am überlegen ob ich meinen Char Richtung Arcane Archer oder Arcane Trickster entwickeln soll.

Was haltet ihr davon?

LG Stefan
#6
So etwas wie ein Emerald Spire Players Guide

https://docs.google.com/document/d/1--6scXIMw9ARcCjaFToGjyhJl8JdxAMl-aIcUBQ6Hog/edit?usp=sharing

Weis aber nicht ob Du den zulässt... aber vielleicht kannst Du die Karten verwenden...

LG Stefan
#7

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.


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