Weil ich nichts dergleichen finden konnte, dachte ich ich mach mal ein entsprechenden Sammelthread auf.
Hier könnt ihr eure NPCs mit ihren Einsatzmöglichkeiten posten.
Da ich selbst fürs erstellen schneller NPCs in Kombination mit E-Tools und den D&D Indexen arbeite freue ich mich natürlich über weitere E-Tools Charaktere. (Ich weiss E-Tools hat einige Macken aber dafür kann man ja selbst noch mitdenken und die Fehler ausgleichen.)
Eingesetzt im Underdark:1. Schildzwergen "Phalanxfighting Party" bestehend aus: 3-4 Fighter2, 1-2 Figther4, 1 Cleric4 ~ gesamt CR 7-9 je nachdem wie gemaxt die PCs sind
http://rapidshare.com/files/163516953/Schild_Zwerge.rar.html <-- Etools Dateien
Spoiler (Anzeigen)Schild Zwerg Patroullie, Male Dwarf, Shield Ftr2: CR 2; Medium Humanoid (Dwarf); HD 2d10+8(Fighter) ; hp 28; Init +0; Spd 20; AC:20/22 (Flatfooted:20/22 Touch:10); Atk +5 base melee, +2 base ranged; +7 (1d6+3, Axe, throwing, Masterwork); +4 (1d6+3, Axe, throwing, Masterwork); SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex); AL LG; SV Fort +7, Ref +0/1, Will -1; STR 16, DEX 10, CON 18, INT 8, WIS 8, CHA 6.
Skills: Craft (Armorsmithing) -1, Craft (Blacksmithing) -1, Craft (Stonemasonry) -1, Craft (Weaponsmithing) -1, Profession (Miner) +1.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Phalanx Fighting, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Axe, throwing, Weapon of Choice: Axe, throwing.
Possessions:
Weapons: Axe, throwing, Masterwork (308 gp); Axe, throwing, Masterwork (308 gp).
Armor: Half-plate, Masterwork (750 gp).
Shields: Shield, heavy steel, Masterwork (170 gp).
Magic: Potion: Cure Moderate Wounds (300 gp). Potion: Bull`s Strength (3) (300 gp).
Schild Zwerg Kommander, Male Dwarf, Shield Ftr4: CR 4; Medium Humanoid (Dwarf); HD 4d10+12(Fighter) ; hp 52; Init +0; Spd 20; AC:22/24 (Flatfooted:22/24 Touch:10); Atk +8 base melee, +4 base ranged; +11 (1d6+8, +2 Axe, throwing); +6 (1d6+6, Axe, throwing, Masterwork); SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex); AL LG; SV Fort +7, Ref +1/2, Will +0; STR 18, DEX 10, CON 16, INT 9, WIS 8, CHA 6.
Skills: Craft (Armorsmithing) -1, Craft (Blacksmithing) -1, Craft (Stonemasonry) -1, Craft (Weaponsmithing) -1, Intimidate +0, Profession (Miner) +1, Spot +1.5.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Phalanx Fighting, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Axe, throwing, Weapon of Choice: Axe, throwing, Weapon Specialization: Axe, throwing.
Possessions:
Weapons: Axe, throwing, Masterwork (308 gp); Axe, throwing, Masterwork (308 gp); Axe, throwing, Masterwork (308 gp); +2 Axe, throwing (8,308 gp).
Armor: Heavy Plate, Masterwork (2,150 gp).
Shields: Shield, heavy steel, Masterwork (170 gp).
Magic: Potion: Cure Moderate Wounds (3) (300 gp); Potion: Cure Moderate Wounds (3x) (Potion: Bull`s Strength (3) (300 gp).
Schild Kleriker, Male Dwarf, Shield Clr4: CR 4; Medium Humanoid (Dwarf); HD 4d8+4(Cleric) hp 36; Init +0; Spd 20; AC:18 (Flatfooted:18 Touch:10); Atk +3 base melee, +3 base ranged; +4 (1d10, Waraxe, dwarven, Masterwork); SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex); AL LG; SV Fort +5, Ref +1, Will +8; STR 10, DEX 10, CON 12, INT 8, WIS 18, CHA 13.
Skills: Konzentration: 8 Craft (Armorsmithing) -1, Craft (Blacksmithing) -1, Craft (Stonemasonry) -1, Craft (Weaponsmithing) -1, Profession (Miner) +6.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Divine Spell Power, Domain Spontaneity, Shield Proficiency, Simple Weapon Proficiency.
Spells Prepared (Clr 5/4/3): 0 - Detect Magic, Purify Food and Drink, Read Magic, Resistance x2; 1st - Cure Light Wounds x2, Faith Healing x2, Protection from Evil (d); 2nd - Aid (d), Cure Moderate Wounds x2, Spiritual Weapon.
Possessions:
Weapons: Waraxe, dwarven, Masterwork (330 gp). Armor: Full plate, Masterwork (1,650 gp).
Goods: Coin: gp (1320) (1,320 gp).
Magic: Wondrous: Periapt of Wisdom +2 (4,000 gp); Potion: Cure Moderate Wounds (3x) (300 gp); Potion: Bull`s Strength (3x) (300 gp)
Phalanx Fighting
1. If you are fighting with a Light Weapon and a Heavy Shield, you gain a +1 bonus to AC.
2. If you are fighting as above and within 5’ of an ally who is also fighting with a Light Weapon and a Heavy Shield, you may form a Shield Wall, which grants an additional +2 bonus to AC & a +1 bonus on Reflex saves to all members of the Shield Wall.
Choose one of your Domains. You may now convert your Prepared Divine spells into a spell from your chosen Domain list of equal or lower level on-the-fly, though each use requires you to also expend a Turn /Rebuke use.
Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifi ers you’d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a –1 penalty to his caster level for the next divine spell he cast in the round. If you don’t cast a divine spell before your next turn, you
lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.
GRAD 0
1 Detect Magic 14 None 1 Action Concentration, up to 1 minute/level (D) 60 ft.
Spell Resistance:No Components:V, S School:Divination
Desc:Detects spells and magic items within 60 ft (PH219)
1 Read Magic 14 1 Action 10 minutes/level Personal
Spell Resistance:- Components:V, S, F School:Divination
Desc:Read scrolls and spellbooks (PH269).
2 Resistance 14 Will Negates (Harmless) 1 Action 1 minute Touch
Spell Resistance:Yes (harmless) Components:V, S, M/DF School:Abjuration
Desc:Subject gains +1 on saving throws (PH272).
GRAD:1
2 Cure Light Wounds 15 Will Half 1 Action Instantaneous Touch
Spell Resistance:Yes (harmless) Components:V, S School:Conjuration
Desc:Cures 1d8+1/level damage [max +5] (PH215)
2 Faith Healing 15 None or Will Disbelief; See Text 1 Action Instantaneous Touch
Spell Resistance:Yes (harmless) Components:V, S School:Conjuration
Desc:Cures 8 hp +1/level damage (max +5) to worshiper of your patron.(MagFR93)
+1 Protection from Evil 15 Will Negates (Harmless) 1 Action 1 minute/level (D) Touch
Spell Resistance:Special Components:V, S, M/DF School:Abjuration
Desc:+2 AC and saves, counter mind control, hedge out elementals and outsiders (PH266).
GRAD:2
+1 Aid 16 None 1 Action 1 minute/level Touch
Spell Resistance:Yes (harmless) Components:V, S, DF School:Enchantment
Desc:+1 morale bonus on attacks and saves against fear, 1d8 +1/caster level temporary hit points (PH196)
2 Cure Moderate Wounds 16 Will Half 1 Action Instantaneous Touch
Spell Resistance:Yes (harmless) Components:V, S School:Conjuration
Desc:Cures 2d8+1/level damage [max +10] (PH216)
1 Spiritual Weapon 16 None 1 Action 1 round/level (D) Medium (100 ft.+10 ft./level)
Spell Resistance:Yes Components:V, S, DF School:Evocation
Desc:Magical weapon attacks on its own (PH283).
2. Paladin "Divine Justice" Party bestehend aus: 1 Fighter1/Cleric1, 2 Cleric2, 3 Paladin4 (Mensch, HalbElf, Elf)
http://rapidshare.com/files/163520115/Pala_Party.rar.html Spoiler (Anzeigen)Keldron Korr, Male Human Ftr1/Clr1: CR 2; Medium Humanoid ; HD 1d10+1(Fighter) , 1d8+1(Cleric) ; hp 20; Init +4; Spd 20; AC:15 (Flatfooted:15 Touch:10); Atk +3 base melee, +1 base ranged; +4 (2d6+3, Greatsword, Masterwork); AL LG; SV Fort +5, Ref +0, Will +4; STR 14, DEX 10, CON 12, INT 10, WIS 14, CHA 10.
Skills: Concentration +4.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Divine Justice first time the target damages= (whichever is higher)., Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, True Believer(+2 Insight bonus on one Saving Throw per day).
Spells Prepared (Clr 3/2): 0 - Cure Minor Wounds, Detect Magic, Guidance; 1st - Bless, Cure Light Wounds, Magic Weapon (d).
Possessions:
Weapons: Greatsword, Masterwork (350 gp).
Armor: Breastplate, Masterwork (350 gp).
Goods: Coin: gp (200) (200 gp).
Elena Sildris, Female Half-Elf Clr2: CR 2; Medium Humanoid (Elf); HD 2d8(Cleric) ; hp 16; Init +0; Spd 20; AC:15 (Flatfooted:15 Touch:10); Atk +2 base melee, +1 base ranged; +3 (1d8+1, Mace, heavy, Masterwork); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL LG; SV Fort +3, Ref +0, Will +6; STR 12, DEX 10, CON 10, INT 10, WIS 16, CHA 10.
Skills: Concentration +5, Diplomacy +2, Gather Information +2, Heal +8, Listen +4, Search +1, Spot +4.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Shield Proficiency, Simple Weapon Proficiency. Divine Justice first time the target damages= (whichever is higher)
Spells Prepared (Clr 4/3): 0 - Cure Minor Wounds, Detect Magic, Guidance, Light; 1st - Faith Healing x2, Protection from Chaos (d), Sanctuary.
Possessions:
Weapons: Mace, heavy, Masterwork (312 gp). Holy Water
Armor: Chainmail, Masterwork (300 gp).
Goods: Coin: gp (288) (288 gp).
Olian Suilevi, Male Elf, High Pal4: CR 4; Medium Humanoid (Elf); HD 4d10+4(Paladin) ; hp 44; Init +0; Spd 20; AC:19 (Flatfooted:19 Touch:10); Atk +6 base melee, +4 base ranged; +7 (1d8+2, Longsword, Masterwork); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL LG; SV Fort +7, Ref +3, Will +5; STR 14, DEX 10, CON 12, INT 9, WIS 14, CHA 12.
Skills: Handle Animal +3, Heal +4, Listen +4, Ride +2, Search +1, Sense Motive +3, Spot +4.
Feats: Improved Shield Bash (still to ac when attacking with shield), Shield Charge (If you successful hit your opponent with your Shield at the end of a Charge, you may make a Trip attack immediately without provoking an Attack of Opportunity. If it fails, your opponent does not get an attempt to trip you.)
Spells Prepared (Pal --/1): 1st - Bless Weapon.
Possessions:
Weapons: Longsword, Masterwork (315 gp).
Armor: Full plate, Masterwork (1,650 gp).
Shields: Shield, light steel, Masterwork (159 gp).
Goods: Coin: gp (526) (526 gp).
Magic: Wondrous: Daylight Pellet (750 gp); Wondrous: Bracers of Armor +1 (1,000 gp); Wondrous: Cloak of Resistance +1 (1,000 gp).
3. Drow Nekro Wiz6 Mit besonderem Fokus auf BoVD Spells um die Spieler ordentlich zu maltretieren
Spoiler (Anzeigen)Kizar Tolio, Male Elf, Drow - Male Wiz6: CR 6; Medium Humanoid (Elf); HD 5d4+3(Wizard) ; hp 28; Init +1; Spd 20; AC:12 (Flatfooted:11 Touch:12); Atk +3 base melee, +4 base ranged; +4 (1d4, Dagger, Masterwork); +5 (1d4, Crossbow, hand, Masterwork); SA: Poison (Ex) , Spell-like Abilities Dancing Lights Darkness Faerie Fire; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, +2 Will Saves vs. Spells and Spell-like Effects, Light Blindness (Ex), Spell Resistance (Ex): 17; AL CE; SV Fort +4, Ref +4, Will +6; STR 10, DEX 12, CON 12, INT 22, WIS 10, CHA 10.
Skills: Balance +0, Concentration +6, Hide +1, Knowledge (Arcana) +15, Knowledge (Local - Elf, Drow) +15, Knowledge (Local - Underdark) +15, Listen +2, Move Silently -1, Search +8, Spellcraft +17, Spot +5.
Feats: Scribe Scroll, Spell Focus: Necromancy., SUDDEN MAX All variable numeric values (typically the dice of damage) of the target spell automatically roll maximum (i.e., all d6 count as ‘6’). SUDDEN EXTENDTarget spell has its duration doubled.Does not effect spells with duration of “Instantaneous”, “Concentration”, or “Permanent”
Spells Prepared (Wiz 4/5/5/3): 0 - Detect Magic x2, Electric Jolt, Mage Hand, Touch of Fatigue (s); 1st - Hail of Stone, Lesser Electric Orb, Mage Armor, Negative Energy Ray, Spirit Worm (s), Summon Undead I; 2nd - Dance of Ruin (s), Death Armor, False Life, Spectral Hand; 3rd - Curse of the Putrid Husk, Vampiric Touch..
Possessions:
Weapons: Crossbow, hand, Masterwork (400 gp); Dagger, Masterwork (302 gp).
Goods: Coin: gp (2700) (2,700 gp).
Magic: Ring: Protection +1 (2,000 gp); Wondrous: Drow house insignia - Cloak of Dark Cloak of Dark Power(FR p68) [Drow1] – Protection from sunlight, +4 resistance bonus on saves vs.light and darkness spells.Power (360 gp); Wondrous: Cloak of Resistance +1 (1,000 gp); Potion: False Life (0 gp).
Vermin, Spider, Subterranean, Hairy:CR1/2;Fine Vermin ; HD 0.125000d8 (Vermin); hp5; Init +2; Spd 20, Climb 10; AC:20 (Flatfooted:18 Touch:20); Atk +3 base melee, +10 base ranged; +3 (1d2-5,Bite); SA: Poison (Ex) Fortitude save (DC 11) or be injected with poison. The initial and secondary damage is 1 point of temporary Dexterity damage. ; SQ: Immunity: Poison (Ex); ALN; SV Fort +3, Ref +3, Will +5; STR 1, DEX 14, CON 10, INT --, WIS 10, CHA 2.
Skills: Climb +6, Hide +25, Jump -3, Spot +12.
LVL O
Electric Jolt 16 None 1 Action Instantaneous Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes Components:V, S School:Evocation
Desc:Ranged touch attack deals 1d3 electricity damage.(MagFR91)
Mage Hand 16 None 1 Action Concentration Close (25 ft.+5 ft./2 levels)
Spell Resistance:No Components:V, S School:Transmutation
Desc:5-pound telekinesis (PH249).
Touch of Fatigue 17 Fortitude Negates 1 Action 1 round/level Touch
Spell Resistance:Yes Components:V, S, M School:Necromancy
Desc:You channel negative energy through your touch, fatiguing your target (PH294)
Hail of Stone 16 None 1 Action Instantaneous Medium (100 ft.+10 ft./level)
Spell Resistance:Yes Components:V, S, M School:Conjuration
Desc:1d4/caster level (Max 5d4) - make ranged attack roll (Not touch attack) (Level+Int/Cha mod+D20) (Udrk 58)
LVL 1
Lesser Electric Orb 17 Fortitude Half 1 Action Instantaneous Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes Components:V, S School:Evocation
Desc:One orb (+ one orb/two levels above 1st) shoots from your palm at its target, dealing 1d8 points of damage. (T&B92)
Mage Armor 17 Will Negates (Harmless) 1 Action 1 hour/level (D) Touch
Spell Resistance:No Components:V, S, F School:Conjuration
Desc:Gives subject +4 armor bonus (PH249).
Spirit Worm 18 Fortitude Partial 1 Action 1 round/level Touch
Spell Resistance:Yes Components:V, S, M School:Necromancy
Desc:Target takes 1 point Con damage every round for 1 round/level.(MagFR123)
Summon Undead I 17 None 1 Round(s) 1 round/level Close (25 ft.+5 ft./2 levels)
Spell Resistance:No Components:V, S, F School:Conjuration
Desc:Summons undead to fight for you. (GW58)
LVL 2
Dance of Ruin 19 Reflex Half 1 Round(s) Instantaneous Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes Components:V, S School:Necromancy
Desc:To cast this spell, the caster dances wildly and chants. (BoVD90)
False Life 19 None 1 Action Special; See Text Personal
Spell Resistance:- Components:V, S, M School:Necromancy
Desc:You gain 1d10+1 temporary HP (Max +10) (PH229).
Spectral Hand 19 None 1 Action 1 minute/level (D) Medium (100 ft.+10 ft./level)
Spell Resistance:No Components:V, S School:Necromancy
Desc:Creates disembodied glowing hand to deliver touch attacks (PH282).
Wither Limb 19 Fortitude Negates 1 Action 1 round/level Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes Components:V, S School:Necromancy
Desc:The caster chooses to wither either the arms or legs of the subject. (BoVD110)
The caster chooses to wither either the arms or the legs of the subject.Withered legs force a character to fall
prone and make it impossible for her to move more than 5 feet per round. Withered arms make it impossible for
a character to use objects or cast spells with somatic components, and the subject must drop anything she was
holding. At the end of the spell’s duration, the limbs return to normal.
Eingesetzt in einer Rokugan OA Variation:1. Eisen Fels und Stachel: 1 Human Barbar4, 1 Fighter Commoner
Spoiler (Anzeigen)(Eisenfels lässt niemanden vorbei es sei denn die SCs schaffen es ihn umzurennen oder stehen zu bleiben wenn er versucht sie umzurennen. Stachel ist nur der Naginata Halter wenn er versucht die Scs umzurennen)
<-- Story Einsatz Spoiler (Parkbank Tomte Finger weg!
)
http://rapidshare.com/files/163521043/flinker_Sieben_Fels.chr.htmlSpoiler (Anzeigen)Eisen Fels, Male Human Bbn4: CR 4; Medium Humanoid ; HD 4d12+12(Barbarian) ; hp 60; Init +0; Spd 40; AC:13 (Flatfooted:13 Touch:10); Atk +8 base melee, +4 base ranged; +9 (1d10+6, Naginata); AL NE; SV Fort +7, Ref +1, Will +0; STR 18, DEX 11, CON 16, INT 8, WIS 8, CHA 8.
RAGED
hp 72; Init +0; Spd 40; AC:11 (Flatfooted:11 Touch:10); Atk +10 base melee +11 (1d10+9, Naginata); AL NE; SV Fort +9, Ref +1, Will +2; STR 22(+6), DEX 11, CON 20, INT 8, WIS 8, CHA 8.
Für 3+5=8 Runden
Raged Bull Strength Raged:
hp 72; Init +0; Spd 40; AC:11 (Flatfooted:11 Touch:10); Atk +12 base melee +13(1d10+12, Naginata); AL NE; SV Fort +9, Ref +1, Will +2; STR 26(+8), DEX 11, CON 20, INT 8, WIS 8, CHA 8.
Für 3+5=8 Runden
Skills: Climb +9, Intimidate +6, Jump +6, Listen +6, Survival +6.
Feats: Armor Proficiency: light, Armor Proficiency: medium, Improved Overrun, Intimidating Rage, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Possessions:
Weapons: Naginata (305 gp).
Armor: Bone Armor, Masterwork (170 gp).
Goods: Coin: (225 gp).
Magic: Potion: False Life (0 gp); Wondrous: Amulet of Health +2 (4,000 gp); Potion: Bull`s Strength (4) (400 gp); Potion: Cat`s Grace (3) (300 gp).
While you are raging, you designate a single foe
within 30 feet of you that you can attempt to demoralize as
a free action (see the Intimidate skill, page 76 of the Player’s
Handbook). A foe that you successfully demoralize remains
shaken for as long as you continue to rage. You may only use
this feat against a single foe in any particular encounter.
Stachel Male OA, Korobokuru War1: CR 1; Small Humanoid (Dwarf); HD 1d8+1(Warrior) ; hp 9; Init +0; Spd 20; AC:14 (Flatfooted:14 Touch:11); Atk +2 base melee, +2 base ranged; +2 (1d3, Dagger); SQ: Korobokuru Traits; AL CN; SV Fort +3, Ref +0, Will +0; STR 11, DEX 10, CON 13, INT 8, WIS 11, CHA 10.
Skills: Hide +3.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Shield Proficiency, Simple Weapon Proficiency.
Possessions:
Weapons: Dagger (2 gp).
Armor: Studded leather (25 gp).
Goods: Coin: gp (33) (33 gp).
Overrun
You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.
If you’re attempting to overrun an opponent, follow these steps.
Step 1
Attack of Opportunity. Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.
Step 2
Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.
Step 3
Opponent Blocks? If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.
Step 4
Consequences. If you succeed in knocking your opponent prone, you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move 5 feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.
Improved Overrun
If you have the Improved Overrun feat, your target may not choose to avoid you.
Mounted Overrun (Trample)
If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.
2. OA Ninja3
Anpassung bzw Anpassungsmöglichkeiten: Ich habe ihr ein Ninja-To gegeben obwohl sie damit keine Weapon Profiency hat aber es macht imho Sinn. Statt KiSmite kann man auch Thousand Faces Justu nehmen damit der Ninja sich als jmd anderen ausgeben kann und so das vertrauen der SCs gewinnen kann. Generell kann man sagen dass der Ghost Step ziehmlich mächtig ist da sie damit Effektiv dank Enduring Ki immer 2 komplette Runden wie Mächtige Unsichtbarkeit unsichtbar ist und das dann insgesamt 4 mal sprich 8 Runden.
Spoiler (Anzeigen)Ogi Ling, Female Human Nin3: CR 3; Medium Humanoid ; HD 3d6(Ninja) ; hp 18; Init +2; Spd 30; AC:15 (Flatfooted:13 Touch:15); Atk +3 base melee, +4 base ranged; +4 (1d6+1, Ninja-To, Masterwork); +5 (1d4+1, Dagger, Masterwork); +4 (1d4+1, Dart, stun); AL NE; SV Fort +1, Ref +5, Will +4; STR 12, DEX 14, CON 10, INT 12, WIS 16, CHA 10.
Skills: Balance +6, Bluff +6, Climb +3, Disguise +6, Hide +5, Jump +8, Listen +5, Move Silently +5, Open Lock +6, Search +6, Sense Motive +6, Sleight of Hand +5, Spot +6, Tumble +9.
Feats: Simple Weapon Proficiency, Expanded Ki Pool (+3), Enduring Ki, GhostStep, Sudden Strike 2d6, Ki Smite (+Wis auf Attack)+Ninjalvl+KiPool auf Damage) KI POOL: 8
Possessions:
Weapons: Ninja-To, Masterwork (310 gp); Dart, stun (40 gp); Dagger, Masterwork (302 gp).
Goods: Coin: gp (258) (258 gp); Thieves` tools, Masterwork (100 gp).
Allgemein aber mit OA Namen:Variationen der standard MM leichten Kriegsrosse (light Warhorse)
Story Idee: Nicht jedes Pferd ist gleich der Spieler kann aufgrund der Beschreibung (durch den DM) entscheiden welches Pferd er will. Bsp: Das starke Pferd ist eher aufbrausend, das Geschickte Pferd hüpft quirlig, das weise Pferd scheint den SC zu verstehen wenn er mit ihm Spricht, das HP Pferd ist ständig am futtern.
Spoiler (Anzeigen)Daigo: CR 1; Large Animal ; HD 3d8+9 (Animal) ; hp 24; Init +0; Spd 60; AC:13 (Flatfooted:13 Touch:9); Atk +5 base melee, +1 base ranged; +5/+0 (1d4+4, 2 Hoof; 1d3+2, Bite); SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +6, Ref +3, Will +2; STR 18, DEX 11, CON 17, INT 2, WIS 12, CHA 6.
Skills: Jump +16, Listen +4, Spot +4.
Feats: Endurance, Run.
Description: These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Aoki: CR 1; Large Animal ; HD 3d8+9 (Animal) ; hp 22; Init +2; Spd 60; AC:15 (Flatfooted:13 Touch:11); Atk +4 base melee, +3 base ranged; +4/-1 (1d4+3, 2 Hoof; 1d3+1, Bite); SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +6, Ref +5, Will +2; STR 16, DEX 14, CON 17, INT 2, WIS 12, CHA 6.
Skills: Jump +15, Listen +4, Spot +4.
Feats: Endurance, Run.
Description: These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Tonaki: CR 1; Large Animal ; HD 3d8+9 (Animal) ; hp 24; Init +1; Spd 60; AC:14 (Flatfooted:13 Touch:10); Atk +4 base melee, +2 base ranged; +4/-1 (1d4+3, 2 Hoof; 1d3+1, Bite); SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +6, Ref +4, Will +4; STR 16, DEX 12, CON 16, INT 2, WIS 16, CHA 6.
Skills: Jump +15, Listen +6, Spot +6.
Feats: Endurance, Run.
Description: These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Do Peg: CR1;Large Animal ; HD 3d8+9 (Animal); hp 26; Init +1; Spd 60; AC:14 (Flatfooted:13 Touch:10); Atk +4 base melee, +2 base ranged; +4/-1 (1d4+3,2 Hoof;
1d3+1,Bite); SQ: Scent (Ex), Low-light Vision (Ex); ALN; SV Fort +6, Ref +4, Will +2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6.
Skills: Jump +15, Listen +4, Spot +4.
Feats: Endurance, Run.
Description: These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Ich hoffe meine Ideen haben euch inspiriert und ihr habt auch nur auf die richtige Gelegenheit gewartet eure NPCs zu tauschen.