Ähm, ich fürchte für Tipps braucht ihr den Charakter:
Karl KieferbruchMale half-orc cleric of Gorum 1/fighter 2
CN Medium humanoid (human, orc)
Init +2;
Senses darkvision 60 ft.; Perception +2
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Defense--------------------
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 26 (3 HD; 1d8+2d10+5)
Fort +7,
Ref +3,
Will +4 (+1 vs. fear)
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Offense--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +6 (1d3+4) or
. . longsword +6 (1d8+4/19-20) or
. . lucerne hammer +7 (1d12+6) or
. . unarmed strike +6 (1d3+4 nonlethal)
Special Attacks channel positive energy 1/day (DC 8, 1d6)
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—magic weapon[D], pick your poison, protection from evil
. . 0 (at will)—detect magic, enhanced diplomacy, stabilize
. .
D Domain spell;
Domains Conversion inquisition, War (Tactics subdomain)
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Statistics--------------------
Str 19,
Dex 14,
Con 13,
Int 14,
Wis 13,
Cha 7
Base Atk +2;
CMB +6;
CMD 18
Feats Bodyguard[APG], Combat Reflexes, Dazzling Display, Weapon Focus (lucerne hammer)
Traits omen, trustworthy
Skills Acrobatics -3 (-7 to jump), Bluff +1 (+2 to fool others), Climb +2, Diplomacy +6, Handle Animal +2, Intimidate +10, Knowledge (religion) +6, Perception +2, Ride +0, Sense Motive +5, Spellcraft +6, Survival +5, Swim +2;
Racial Modifiers +2 Intimidate
Languages Common, Gnoll, Goblin, Orc
SQ orc blood, seize the initiative
Combat Gear potion of aid, alchemist's fire (3), alkali flask[APG] (3), holy water (3), tanglefoot bag (3);
Other Gear full plate, mwk heavy steel shield, longsword, lucerne hammer[APG], backpack, belt pouch, hemp rope (50 ft.), trail rations (5), waterskin, heavy horse (combat trained), animal harness, bag, bear, bedroll, bit and bridle, blanket, book of letters, book of puzzles, book of puzzles, book of war prayers, cart, composite longbow, feed (per day), flint and steel, grappler's grease, grappling hook, incendiary arrow, iron-tipped distance arrow, manacles, mess kit, military saddle, morningstar, pot, saddlebags, saddlebags, silver lucerne hammer, smoke arrows, torch, wooden snarlshield, 1,577 gp
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Tracked Resources--------------------
Alchemist's fire - 0/3
Alkali flask - 0/3
Cleric Channel Positive Energy 1d6 (1/day, DC
(Su) - 0/1
Holy water - 0/3
Omen (1/day) - 0/1
Potion of aid - 0/1
Seize the Initiative (4/day) (Su) - 0/4
Tanglefoot bag - 0/3
Trail rations - 0/5
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Special Abilities--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Cleric Channel Positive Energy 1d6 (1/day, DC (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric Domain (Tactics) Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Lucerne hammer) Intimidate check to demoralize can affect those within 30' who see you.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Seize the Initiative (4/day) (Su) An ally within 30' may take the better of 2d20 for initiative
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Diverse weitere Waffen hat mein Cadd ähm das Waffenpackpferd. Als Hausregel kann man auch Str für Intimidate hernehmen.