Board:

Pierres fødselsdag

Topic:

Karakterer 2014


Pierre Husted Sigvardsen

2014-12-26 09:01:41

Her kan vi lægge vores karakterer, så Juste kan se dem efter inden spillet.

Pierre Husted Sigvardsen

2014-12-26 09:02:33

Min primære karakter - fortsætter fra sidste år, og er en Pathfinderisering af min sidste karakter i Blue Badgers.


Glen of the Guard
Male human (varisian) fighter 1/conjurer 9
CG Medium humanoid (human)
Init +8; Senses Perception +24
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+1 deflection, +3 Dex, +4 shield)
hp 46 (10 HD; 9d6+1d10)
Fort +9, Ref +10, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine rapier +8 (1d6+3/18-20) or
. . masterwork silver dagger +8 (1d4+1/19-20)
Ranged mwk composite longbow +9 (1d8/×3)
Arcane School Spell-Like Abilities (CL 10th; concentration +17)
. . At will—dimensional steps (270 feet/day)
. . 10/day—acid dart (1d6+4 acid)
Conjurer Spells Prepared (CL 10th; concentration +17)
. . 5th—hungry pit[APG] (DC 24), telekinesis, wall of stone
. . 4th—black tentacles, enervation, greater invisibility, summon monster IV
. . 3rd—fly, haste, phantom steed, spiked pit[APG] (DC 22), stinking cloud (DC 22), vampiric touch
. . 2nd—darkvision, fog cloud, invisibility, invisibility, extended shield, web (DC 21), web (DC 21)
. . 1st—expeditious retreat, feather fall, grease, mage armor, ray of enfeeblement (DC 18), shield, vanish[APG] (DC 18)
. . 0 (at will)—acid splash, detect magic, drench[UM] (DC 19)
. . Opposition Schools Divination, Evocation
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 24, Wis 10, Cha 14
Base Atk +5; CMB +7; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Augment Summoning, Combat Casting, Extend Spell, Greater Spell Focus (conjuration), Improved Familiar, Improved Initiative, Scribe Scroll, Skill Focus (Perception), Spell Focus (conjuration)
Traits magical knack, underbridge dweller (magnimar)
Skills Appraise +11, Climb +7, Escape Artist +12, Fly +15, Handle Animal +8, Intimidate +6, Knowledge (arcana) +20, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +20, Knowledge (nature) +11, Knowledge (nobility) +20, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +24 (+26 in dim light), Ride +16, Spellcraft +20, Survival +4, Swim +6, Use Magic Device +12
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon, Varisian
SQ arcane bond (gydda, dragon, faerie), summoner's charm (4 rounds)
Combat Gear extend metamagic rod (lesser), pearl of power (1st level), pearl of power (1st level), wand of cure light wounds, wand of cure light wounds, caltrops (4), oil (3); Other Gear +1 mithral buckler, +1 adamantine rapier, arrows (42), masterwork silver dagger, mwk composite longbow, belt of incredible dexterity +2, cloak of resistance +4, cracked dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of vast intelligence +4, ring of protection +1, ring of sustenance, stagger-proof boots, blanket, winter, bucket, candle, charcoal stick, cooking kit, flint and steel, folding ladder, hammer, hemp rope (100 ft.), hooded lantern, waterproof, ink, black, inkpen, iron spike (10), parchment (17), sack, sack, sack, sack, sack, signal horn, spell component pouch, waterproof bag, waterskin (2), wooden holy symbol of Azuth, 13 pp, 5 gp, 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Acid Dart (1d6+4 acid, 10/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (54 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Magical Knack (Conjurer) +2 CL for a specific class, to a max of your HD.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stagger-proof boots (1/day) Stand up from prone w/o AoO. Move up to 30 ft. as immediate action 1/day.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.

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 Publishing, LLC®, and are used under license.

Pierre Husted Sigvardsen

2014-12-26 09:13:13

Vi har også snakket om at det kunne være sjovt at lave en Merman Lame Oracle - da det vil give movement på 0. Så det har jeg gjort her. Han har en vogn med en hest for til at trække ham, og en vagthund til at hente de ting han har tabt.


Plaske
Merfolk oracle (dual-cursed oracle) 10 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 194, Pathfinder RPG Ultimate Magic 58)
N Medium humanoid (aquatic)
Init -1; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 21, touch 19, flat-footed 12 (+9 Dex, +2 natural)
hp 63 (10d8+10)
Fort +17, Ref +24, Will +21
Immune fatigue
--------------------
Offense
--------------------
Speed swim 50 ft.
Melee dagger +5/+0 (1d4-2/19-20) or
. . mwk shortspear +6/+1 (1d6-2)
Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +19)
. . 5th (5/day)—break enchantment, contact other plane, mass cure light wounds
. . 4th (7/day)—cure critical wounds, imbue with spell ability, legend lore, summon monster IV
. . 3rd (8/day)—bestow curse (DC 22), cure serious wounds, dispel magic, communal resist energy[UC], revelation
. . 2nd (8/day)—bear's endurance, cure moderate wounds, oracle's burden[APG] (DC 21), pilfering hand[UC], lesser restoration, spear of purity[UM] (DC 21)
. . 1st (9/day)—abundant ammunition[UC], comprehend languages, cure light wounds, ill omen[APG], know the enemy[UM], protection from evil, tap inner beauty
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, mending, read magic, resistance, scrivener's chant, stabilize
. . Mystery Lore
--------------------
Statistics
--------------------
Str 7, Dex 9, Con 13, Int 14, Wis 14, Cha 28
Base Atk +7; CMB +5; CMD 14 (can't be tripped)
Feats Divine Protection[ACG], Extra Revelation[APG], Extra Revelation[APG], Lunging Spell Touch[ACG]
Traits devotee of the green, resilient
Skills Bluff +12, Diplomacy +25, Disguise +12, Handle Animal +13, Heal +6, Intimidate +12, Knowledge (arcana) +22, Knowledge (dungeoneering) +15, Knowledge (engineering) +13, Knowledge (geography) +14, Knowledge (history) +21, Knowledge (local) +15, Knowledge (nature) +26, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +21, Sense Motive +6, Spellcraft +15, Swim +10
Languages Aquan, Common, Draconic, Sylvan
SQ amphibious, oracle's curses (clouded vision, lame), revelations (focused trance, lore keeper, misfortune, sidestep secret, spontaneous symbology, think on it)
Combat Gear extend metamagic rod; Other Gear dagger, mwk shortspear, circlet of persuasion, cloak of resistance +3, headband of alluring charisma +6, cart, wagon, light, dog (combat-trained), heavy horse (combat trained), 110 pp, 8 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Extend metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Focused Trance (+10, 9/day, DC 24) (Ex) Trance state grants +10 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an INT-based skill check at +20.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Swimming (50 feet) You have a Swim speed.
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10

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 Publishing, LLC®, and are used under license.

Pierre Husted Sigvardsen

2014-12-27 15:21:41

Kiils karakter


Halfling Druid
Halfling druid (bear shaman) 10 (Pathfinder RPG Advanced Player's Guide 102)
N Small humanoid (halfling)
Init +5; Senses Perception +20
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 73 (10d8+20)
Fort +9, Ref +5, Will +13; +4 vs. fey and plant-targeted effects, +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks wild shape 4/day
Druid (Bear Shaman) Spells Prepared (CL 10th; concentration +15)
. . 5th—communal air walk[UC], cure critical wounds, wall of fire
. . 4th—air walk, cure serious wounds, cure serious wounds, freedom of movement
. . 3rd—neutralize poison, protection from energy, stone shape, thorny entanglement[ACG] (DC 18)
. . 2nd—animal purpose training[ACG], communal ant haul[UC], heat metal (DC 17), lesser restoration, spider climb
. . 1st—cure light wounds, deadeye's lore[UC], entangle (DC 16), expeditious excavation[APG], jump, magic fang
. . 0 (at will)—create water, create water, light, prestidigitation
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 12, Wis 20, Cha 12
Base Atk +7; CMB +4; CMD 15
Feats Augment Summoning, Fortified Armor Training[UC], Improved Initiative, Spell Focus (conjuration), Toughness, Wild Speech[UM]
Traits devotee of the green, two-world magic
Skills Acrobatics +3, Climb +0, Handle Animal +14, Heal +13, Knowledge (geography) +10, Knowledge (nature) +17, Perception +20, Ride +9, Spellcraft +9, Survival +20, Swim +2; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, +4 Swim
Languages Common, Druidic, Halfling
SQ bear wild shape, bear's totem transformation, bear's totemic summons, nature bond (bear named animal companion), nature sense, totem transformation (bear's movement), trackless step, wild empathy +11, woodland stride
Other Gear 62,000 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bear Wild Shape (Su) Shapeshift into a bear one or more times per day.
Bear's Movement (Su) +10 enhancement bonus to land speed, +4 racial bonus on Swim checks
Bear's Totem Transformation (Move Action, 10 minutes/day) (Su) At 2nd level, a bear shaman may adopt an aspect of the bear while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks), senses (low-light vision, scent), tou
Bear's Totemic Summons (Su) At 5th level, a bear shaman may cast summon nature’s ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear to reduce the level of t
Fearless +2 racial bonus vs Fear saves.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Two-World Magic (Prestidigitation, Druid [Bear Shaman]) Add a 0-level spell from another class to your spell list.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Speech Speak while in wild shape
Woodland Stride (Ex) Move through undergrowth at normal 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 Publishing, LLC®, and are used under license.
Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Glen of the Guard 2014.por

Pierre Husted Sigvardsen

2014-12-27 15:29:04

Kiils igen - portfolio trimmetAttachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Kiil druide.por

Pierre Husted Sigvardsen

2014-12-27 16:01:48

JahnsAttachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Tremor Crystalseeker - Jahn.por

Pierre Husted Sigvardsen

2014-12-27 16:03:07

Lars'Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Lars HalfOrc Barbarian.por

Pierre Husted Sigvardsen

2014-12-27 16:05:51

Lars' som PDFAttachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Hero Lab - Bonk.pdf