Also, die Sturmklingen habe ich schonmal mit Hero Labs konvertiert (Startstufe). Wer sie haben will, solle mir eine PM schicken.
Cora ist ein Fighter, Alek habe ich als Halb-Elf gebastelt, weil das a) bei mir gut ins Setting passt und b) zwei Favored Classes gibt, was gut passt.
ANNAH TASKERHILL CR 2 (Anzeigen)Female Human Aristocrat 1 Bard 3
CN Medium Humanoid (Human)
Init +1; Senses Perception +4
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DEFENSE
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AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 29 (4d8+4)
Fort +2, Ref +4, Will +5
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OFFENSE
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Spd 20 ft.
Melee Masterwork Rapier +4 (1d6-1/18-20/x2) and
. . Unarmed Strike +3 (1d3-1/20/x2)
Ranged Masterwork Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Bardic Performance (standard action) (12 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 15), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 3, +1 melee touch, +3 ranged touch):
1 (4/day) Charm Person (DC 16), Cure Light Wounds (DC 15), Expeditious Retreat, Hideous Laughter (DC 16)
0 (at will) Mage Hand, Detect Magic, Dancing Lights, Mending, Prestidigitation (DC 14), Read Magic
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STATISTICS
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Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 18
Base Atk +2; CMB +1; CMD 12
Feats Bard Weapon Proficiencies, Combat Expertise +/-1, Spell Focus: Enchantment, Weapon Finesse
Skills Acrobatics +5, Bluff +13, Climb -4, Craft: Painting +7, Diplomacy +13, Disguise +8, Escape Artist +2, Fly -2, Knowledge: Local +10, Knowledge: Nobility +10, Linguistics +9, Perception +4, Perform: String Instruments +13, Ride -2, Sense Motive +4, Spellcraft +6, Sprachenverständnis +3, Stealth -2, Survival +4, Swim -4, Use Magic Device +11
Languages Common, Elven, Gnome
SQ Bardic Knowledge +1 (Ex), Versatile String Instruments +13 (Ex), Well Versed (Ex)
Combat Gear Masterwork Rapier, Masterwork Crossbow, Light, +1 Chain Shirt; Other Gear Gold Ring, Leather Pouch, Musical instrument, masterwork: Lute, Noble's outfit, Potion of Cure Light Wounds (CL 2), Wand of Cat's Grace
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SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (12 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Versatile String Instruments +13 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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CORA LATHENMIRE CR 2 (Anzeigen)Female Human Aristocrat 1 Fighter 3
CN Medium Humanoid (Human)
Init +4; Senses Perception +3
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DEFENSE
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AC 17, touch 15, flat-footed 12. . (+2 armor, +4 Dex, +1 dodge)
hp 32 (3d10+1d8+4)
Fort +4, Ref +7, Will +2
Defensive Abilities Bravery +1
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OFFENSE
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Spd 30 ft.
Melee +1 Rapier +8 (1d6+2/18-20/x2) and
. . Unarmed Strike +7 (1d3+1/20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +8 (1d8+1/20/x3)
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STATISTICS
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Str 13, Dex 18, Con 12, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Improved Lightning Reflexes (1/day), Lightning Reflexes, Mobility, Weapon Finesse
Skills Acrobatics +8, Bluff +7, Diplomacy +4, Escape Artist +7, Intimidate +7, Knowledge: Nobility +6, Perception +3, Perform: Dance +4, Ride +8, Sense Motive +3, Swim +5
Languages Common, Elven, Gnome
SQ Armor Training 1 (Ex)
Combat Gear +1 Rapier, Masterwork Longbow, Composite (Str +1), Leather; Other Gear Leather Pouch, Noble's outfit, Potion of Bull's Strength, Potion of Cure Light Wounds (CL 2)
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SPECIAL ABILITIES
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Improved Lightning Reflexes (1/day) 1/day, re-roll a Ref save.
Mobility +4 to AC against some attacks of opportunity.
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TODD VANDERBOREN CR 2 (Anzeigen)Male Human Aristocrat 1 Rogue 3
CE Medium Humanoid (Human)
Init +8; Senses Perception +7
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DEFENSE
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AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 29 (4d8+4)
Fort +2, Ref +7, Will +3
Defensive Abilities Evasion, Trap Sense +1
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OFFENSE
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Spd 30 ft.
Melee Masterwork Rapier +7 (1d6+1/18-20/x2) and
. . Unarmed Strike +6 (1d3+1/20/x2)
Ranged Masterwork Shortbow, Composite (Str +2) +5 (1d6+1/20/x3)
Special Attacks Sneak Attack +2d6
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STATISTICS
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Str 12, Dex 18, Con 13, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Improved Initiative, Rogue Weapon Proficiencies, Stealthy, Weapon Finesse
Skills Acrobatics +11, Appraise +9, Bluff +6, Climb +5, Diplomacy +3, Disable Device +14, Disguise +6, Escape Artist +6, Knowledge: Engineering +7, Knowledge: Local +6, Knowledge: Nobility +7, Perception +7, Sense Motive +7, Sleight of Hand +8, Stealth +13
Languages Common, Dwarven, Gnome
SQ Fast Stealth (Ex), Trapfinding +1
Combat Gear Masterwork Rapier, Masterwork Shortbow, Composite (Str +2), +1 Leather, Sleep Arrow (3); Other Gear Leather Pouch, Noble's outfit, Potion of Glibness, Potion of Nondetection, Thieves' tools, masterwork
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SPECIAL ABILITIES
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
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ZACHARY ASLAXIN II CR 2 (Anzeigen)Male Half-Elf Aristocrat 1 Cleric 1 Ranger 2
CN Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +1 Dex, +1 dodge)
hp 36 (2d10+2d8+12)
Fort +8, Ref +4, Will +7
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Masterwork Kukri +2 (1d4/18-20/x2) and
. . Masterwork Rapier +3 (1d6+1/18-20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Lore Keeper (At will)
Cleric Spells Known (CL 1, 3 melee touch, 3 ranged touch):
1 (2/day) Bless, Shield of Faith, True Strike
0 (at will) Guidance, Stabilize, Virtue (DC 13)
Ranger Spells Known (CL 0, 3 melee touch, 3 ranged touch):
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STATISTICS
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Str 12, Dex 13, Con 16, Int 8, Wis 16, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Skill Focus: Intimidate (Adaptability), Two-weapon Fighting, Weapon Focus: Rapier
Skills Acrobatics +0, Climb +0, Diplomacy +4, Escape Artist +0, Fly +0, Heal +8, Intimidate +10, Knowledge: Nature +3, Knowledge: Nobility +5, Knowledge: Religion +3, Perception +9, Ride +0, Stealth +0, Survival +10, Swim +0
Languages Common, Elven
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Knowledge, Cleric Domain: Luck, Elf Blood, Enemies: Humanoids (Reptilian) (+2 bonus) (Ex), Spontaneous Casting, Track +1, Wild Empathy +2 (Ex)
Combat Gear Masterwork Rapier, Masterwork Kukri, Masterwork Chain Shirt; Other Gear Holy symbol, silver: Die Gutsherrin (Waage), Leather Pouch, Noble's outfit, Pearl of Power, 1st Level, Wand of Cure Light Wounds, Wand of Light
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Humanoids (Reptilian) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Reptilian).
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
und weiter...
STREET THUG CR 1/2 (Anzeigen)Male Human Warrior 2
CN Medium Humanoid (Human)
Init +0; Senses Perception +0
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DEFENSE
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AC 11, touch 10, flat-footed 11. . (+1 armor)
hp 23 (2d10+5)
Fort +4, Ref +0, Will +0
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OFFENSE
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Spd 30 ft.
Melee Shortsword +4 (1d6+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
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STATISTICS
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Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Quick Draw, Toughness +3
Skills Climb +6, Intimidate +4, Sense Motive +1
Languages Common
Combat Gear Shortsword, Padded;
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SPECIAL ABILITIES
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Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Created With Hero Lab® - try it for free at http://www.wolflair.com!