Board: | |
Topic: | Idéer til karakterer |
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Pierre Husted Sigvardsen
2014-07-22 17:29:54
| Her kan vi lægge idéer til karakterer ind - og måske endda få kommentarer fra DM og/eller andre. |
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Pierre Husted Sigvardsen
2014-07-22 17:31:12
| Klassisk beduin.
Planer om at tage nogle levels som Rogue, for at kunne snige bedre og endda finde fælder - være spejder foran. Sirocco (not a Falconer) Sylph Ranger 1 (Pathfinder RPG Advanced Race Guide 0) CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 11 (1d10+1) Fort +2, Ref +5, Will +2 -------------------- Offense -------------------- Speed 40 ft. Melee greatsword +3 (2d6+3/19-20) and . . kukri +3 (1d4+2/18-20) and . . spiked gauntlet +3 (1d4+2) Ranged longbow +4 (1d8/×3) Special Attacks favored enemy (goblinoids +2) -------------------- Statistics -------------------- Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Fleet Traits armor expert, sun-blasted (any desert) Skills Handle Animal +3, Knowledge (nature) +4, Linguistics +1, Perception +6, Stealth +11, Survival +6 (+8 in deserts); Racial Modifiers +4 Stealth Languages Auran, Common, Kelish SQ breeze-kissed, track +1, wild empathy +0 Other Gear leather armor, greatsword, kukri, longbow, spiked gauntlet, hawk, 9 gp -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft. Darkvision (60 feet) You can see in the dark (black and white vision only). Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids). Sun-Blasted (any desert) You receive a +2 trait bonus on Survival checks made in a desert, and resolve all checks at becoming lost in deserts as though you had proper navigational tools (a +4 bonus). The presence of such tools does not increase your ability, however. Track +1 Add the listed bonus to survival checks made to track. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Seawolf001
2014-07-22 20:47:56
| Jeg regner med at tage 2 levels i fighter, resten i rogue. |
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Jonathan
2014-07-25 11:45:01
| Catfolk Oracle of Life er planen, men det kan være at der kommer nogle levels som noget andet der kan føre til en Prestige Class a la Holy Vindicator eller Rage Prophet... |
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Pierre Husted Sigvardsen
2014-07-26 09:07:25
| Bud nr 2 på karakter: Sharim "Tusk" Male Half-Orc (Mystic) Barbarian 1 CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 14 (1d12+2) Fort +5, Ref +2, Will +2 -------------------- Offense -------------------- Speed 40 ft. Melee bite -1 (1d4+1) and . . heavy flail +4 (1d10+4/19-20) and . . kukri +4 (1d4+3/18-20) Special Attacks rage (7 rounds/day) -------------------- Statistics -------------------- Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +4; CMD 15 Feats Endurance, Power Attack Traits reactionary, tusked Skills Acrobatics +3, Climb +5, Knowledge (nature) +4, Perception +5 Languages Common, Orc SQ fast movement, orc blood Other Gear lamellar (leather) armor, heavy flail, kukri, 22 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Sandkin These half-orcs face the world with a self-assurance that’s unusual for their kind—the result of a confluence of fortunate factors.
The beneficiaries of several unusual circumstances desert half-orcs move in both human and orc societies -------------------- Tusk voksede op blandt beduiner.
Hans mor døde ved hans lillesøsters fødsel, da han var 6 år gammel. Der var han allerede på størrelse med de store drenge i klanen. Hans mor havde beskyttet ham indtil da - som medicin-kvinde havde hun havde stor status i klanen (og store overtalelsesevner). Hun havde forsøgt at lære ham noget af sin medicin-viden. Men det hang ikke rigtig fast. Hun tattoverede ham også med lykkegivende tattoveringer. Det lykkedes dog at lære ham en smule om naturen.
Han ved ikke hvem hans far var. Eller hvordan det skete. Har på fornemmelsen at hun selv gik ud og opsøgte ham...
Da han var 7 år gammel, kom han op og slås med en af drengene - en stor knægt på 15 år. Han bankede ham sønder og sammen, og bed hans ene pegefinder af.
Det fik klanen til at udstøde ham. Han flakkede om nogle måneder, men blev så fanget af slavehandlere (dog ikke uden at de fik temmelig mange bank). Senere blev han solgt til en stor gård i Dimayen - de havde brug for en stærk slave til at løfte tunge ting. Efter nogle år skete der dog det at gården blev angrebet af Ankhegs, og Tusk var den eneste overlevende.
Igen flakkede han omkring. Han forsøgte sig med at efterligne sin mors heksedoktor ting - stærkt inspireret af en half-ork han havde mødt på gården. Men det virkede ikke rigtig for ham.
Men så mødte han en Sarenrae præstinde ved navn Shirin. Nu gav det hele mening for ham. Ved hendes oplæring kunne han se meningen med sit liv - han skulle vie sig til Sarenrae. Han studerede med en Dervish Dancer, men det var ikke lige han stil.
Men nu ved han at skal være en stor kriger. Det har præsten fortalt.... Så skal han bare lige finde ud af sin egen stil.
Mål: - At blive stor kriger - At lære mere om Sarenrae, at tjene hende - At besøge Everlight Oasis
(mere følger)
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Jonathan
2014-07-26 13:11:38
| Tror jeg har fundet din half-orc Pierre
http://img2.wikia.nocookie.net/__cb20090112124650/pathfinder/images/7/7f/Katapeshi_half_orc.jpg |
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Peter Peter
2014-07-26 13:49:44
| Vanessa
Human Druid alder 18 år
STRENGTH 7 -2 DEXTERITY 14 +2 CONSTITUTION 12 +1 INTELLIGENCE 12 +1 WISDOM 16 +3 CHARISMA 14 +2
Acrobatics +2 Appraise +1 Bluff +2 Climb -2 Diplomacy +7 1 rank Disguise +2 Escape Artist +2 Fly +2 Handle Animal +6 1 rank Heal +3 Intimidate +2 Knowledge (geography) +5 1 rank Knowledge (nature) +7 1 rank Perception +7 1 rank Ride +2 Sense Motive +3 Spellcraft +5 1 rank Stealth +2 Survival +9 1 rank Swim -2
feats Armor Proficiency (Light) Armor Proficiency (Medium) Augment Summoning Druid Weapon Proficiencies Shield Proficiency Spell Focus (Conjuration)
gear Dagger 1 lb Flint and steel - Hot Weather outfit (Free) - Leather armor 15 lbs Money 0.04 lbs Silk rope 5 lbs
Languages Common Orc Druidic
deity gozreh
companien Animal Companion, Ape - CL2 - CR 2
STR 13 (+1), DEX 17 (+3), CON 10 (0), INT 2 (-4), WIS 12 (+1), CHA 7 (-2); Fortitude +3, Reflex +6, Will +1
HP: 13/13; Init: +3; Speed: 30 feet Attack Bonus: +1; Armor Class: 17 / 13 Tch / 14 Fl
Acrobatics +6, Climb +8, Perception +1, Stealth +6
Bite (Ape) Melee +2, 1d4+1, ×2 Claw x2 (Ape) Melee +2 x2 , 1d4+1, ×2
Special: Attack Any Target [Trick], Climbing (30 feet), Come [Trick], Defend [Trick], Fetch [Trick], Fighting [Trick], Low-Light Vision, Scent (Ex)
baggrundhistorie Vanessa er vokset op hos sin familie som rejste meget fra sted til sted så der var arbejde for hende far og 2 store brødre. da Vanessa var 6 år blev deres caravane angrabet. Vanessa blev skilt fra sin far og mor hendes brødre og søstre. efter en dag ude i vildnisset blev hun fundet af nogen orker som tog hende med hen til deres druide lund, her har hun brugt de næste mange år på at vokse op og bliver oplært i druids mystisk.
Vanessa ved ikke helt hvad der skete med resten af hende familie det ved de druide der fandt hende helle ikke. hun blev rigtig gode venner med en ork ved navn alvock han døde desværre sidste år af alderdom. hun er hun rejste fra druide lunden for at opleve verden på godt og ondt og se om der er nogen tilbage af hende familie selv om det er 12 år siden sidst hun så nogen af dem.
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Jonathan
2014-07-26 14:38:55
| "Azazark the Ever-Burning"
Race & Class: Male Ifrit Inquisitor level 1 (Immolater Archetype) Alignment: Lawful Good Deity: Sarenrae
STR: 12 DEX: 16 CON: 10 INT: 10 WIS: 14 CHA: 10
Fort: 2 Ref: 3 Will: 4 AC: 17 INIT: 7
Skills: Disguise +4 Intimidate +5 Knowledge (Planes) +4 (+6 til Identification af monstre forbundet med Knowledge Planes) Knowledge (Religion) +4 (+6 til Identification af monstre forbundet med Knowledge Religion) Perception +6 Sense Motive +7 Stealth +6 (+7 uden armor)
Feats & Traits: Point-Blank Shot Armor Expert. Fate's Favored.
Equipment: Longbow w/ 80 Arrows Armored Coat. Scimitar.
Spells: (Innate) Burning Hands
(Orisons) Detect Magic Disrupt Undead Resistance Guidance
(1st level) Cure Light Wounds Divine Favor
BG: “Azazarak the Ever-Burning” Not all Ifrits trace their bloodline back to Efreets or Fire Elementals. Some, such as Azazarak, can trace it back to the serpentine Salamanders instead.
Born in one of the many slumdistricts of Katheer, the capital of Qadira, Azazarak did not exactly have what one might consider a “joyous” childhood. He never knew his father, and his mother was too busy either drinking or complaining about how her family was once mighty and powerful, and how cruel the gods surely were to curse her with a son looking like a monster. Azazarak, does indeed, have a rather monstrous appearance, with skin the colour of ash, snake-like eyes and the curved horns of ram sprouting out of his forehead. Azazarak himself always assumed that his mother was right, and that he was indeed a cursed demonspawn put on Golarion to disgrace his mother and to be taunted by everyone else.
Like any street urchin, Azazarak learned how to pick pockets and steal from rich nobles, and how to avoid the town guards. Eventually Azazarak joined one of the many thug-like gangs of Katheer, and he would most likely have lived an entire life as a street-thug if not for that one time, when the gang leader craved that he was to break into the local Sarenrae temple and steal the contents of their collection box. Stealing money intended for the poor and from a temple did initially strike Azazarak as wrong, but the gang leader assured him that that money belonged to the gang, as they were poor people too. Besides, what had the church of Sarenrae ever done to help him?
However, breaking into the house of the Dawnflower, and Azazarak was quickly caught by the temple-guards and brought before the matron. He was given two options: Go to jail, or join the temple as an acolyte. Azazarak chose the latter option. Azazarak proved to be a fierce fighter, a cunning preacher, a skillfull archer and a master tracker. Because of this, the clerics trained him to be an inquisitor of Sarenrae, however the matron sensed that his faith in Sarenrae was lacking. She knew that it would require a miracle to bestow this faith upon Azazarak. She knew that the young ifrit though that he was the spawn of Hell of the Abyss or something even more foul. She would perform a ritual of divination upon him, to discover his true origin. Upon the completion of this ritual, Azazarak was overjoyed to learn that he wasn’t a demon or something hellish, but a scion of Fire itself. He learned that the blood within him was liquid fire, and that this had granted him a number of marvelous, and terrible, abilities and powers.
With a newfound faith in the Dawnflower, Azazarak travels the world spreading the word and justice of Sarenrae using both cunning, guile and power. |
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Pierre Husted Sigvardsen
2014-07-27 16:11:39
| Opdateret udgave af Sirocco.
Tager nok en lavel rogue eller to for at kunne snige og fine fælder. Eller måske en level barbarian for hastigheden. Men først lige level 2 Ranger, så hun få Precise Shot. Sirocco (not a Falconer) Female Sylph Ranger 1 (Pathfinder RPG Advanced Race Guide 0) CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 11 (1d10+1) Fort +2, Ref +5, Will +2 -------------------- Offense -------------------- Speed 40 ft. Melee dagger +3 (1d4+2/19-20) and . . heavy flail +3 (1d10+3/19-20) and . . spiked gauntlet +3 (1d4+2) Ranged longbow +4 (1d8/×3) Special Attacks favored enemy (goblinoids +2) -------------------- Statistics -------------------- Str 14, Dex 17, Con 10, Int 10, Wis 14, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Fleet Traits armor expert, sun-blasted (any desert) Skills Handle Animal +3, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Stealth +10, Survival +6 (+8 in deserts); Racial Modifiers +4 Stealth Languages Auran, Common SQ breeze-kissed, track +1, wild empathy +0 Other Gear lamellar (leather) armor, dagger, heavy flail, longbow, spiked gauntlet, hawk -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft. Darkvision (60 feet) You can see in the dark (black and white vision only). Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids). Sun-Blasted (any desert) You receive a +2 trait bonus on Survival checks made in a desert, and resolve all checks at becoming lost in deserts as though you had proper navigational tools (a +4 bonus). The presence of such tools does not increase your ability, however. Track +1 Add the listed bonus to survival checks made to track. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- I Siroccos bediun-familie er der Djinn-blod. Det viser sig hver 2-3 generationer, og som oftest hos en pige. Senest var det hendes mormor Nava, og inden det hendes tip-oldemor Runa.
Det er forskelligt hvordan Djinn-blodet viser sig. Men det medfører altid vandre-lyst - lyst til at komme ud og se meget mere af verdenen. Så da de så at Sirocco havde de blå Djinn-mærkninger, så opkaldte de hendes efter ørkenvinden, som suser omkring.
Siroccos største ønske er at se verdenen - hele verdenen. Hun er sikker på at der er nye flottere ting at se udenfor ørkenen. Men hun er også klar over at hun skal beherske ørkenen før hun kan beherske andre terræner.
Hun følges med en høg, ved navn Siival. (Og hun kunne godt tænke sig en løve som følge-svend.)
Hun nyder at snige sig rundt og observere. Hun er gladest i skjul, når hun opdager andre folks hemmeligheder. Når hun undersøger ting - finder ud af hvad der ligger bag det hele.
Hun snakker ikke meget, og det gør folk lidt utrygge ved hende. Især kombineret med at de ind imellem ser at hun sidder i skyggerne og observerer dem.
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