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irongod:ramh [2025/04/15 22:18] karaanirongod:ramh [2025/05/14 00:07] (aktuell) karaan
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 ===== Feats ===== ===== Feats =====
  
-  * Spell like Ability: Cure Serious Wounds (1/live)+  * Segen von Sarenrae (Spelllike Ability)[[https://legacy.aonprd.com/coreRulebook/spells/cureSeriousWounds.html#cure-serious-wounds|Cure Serious Wounds]] (1/life: 3d8+7)
  
   * Level 1: [[http://legacy.aonprd.com/coreRulebook/feats.html#dodge|Dodge]]   * Level 1: [[http://legacy.aonprd.com/coreRulebook/feats.html#dodge|Dodge]]
   * Level 2: [[https://www.d20pfsrd.com/feats/racial-feats/cautious-fighter-combat-halfling|Cautious Fighter]] (Fighter Bonus)   * Level 2: [[https://www.d20pfsrd.com/feats/racial-feats/cautious-fighter-combat-halfling|Cautious Fighter]] (Fighter Bonus)
   * Level 3: [[https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat|Power Attack]]   * Level 3: [[https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat|Power Attack]]
 +  * Level 5: [[https://www.d20pfsrd.com/feats/general-feats/toughness|Toughness]]
  
 ===== Weapons ===== ===== Weapons =====
  
   * Dagger (small)   * Dagger (small)
-  * [[https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/earth-breaker|Earth Breaker]] (small, master worked)+  * [[https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/earth-breaker|Earth Breaker]] (small, mag. +1)
   * [[https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling-staff-halfling|Halfling Sling Staff]] (20 sling bullets, 10 softstone sling bullets, 10 sharpstone sling bullets)   * [[https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling-staff-halfling|Halfling Sling Staff]] (20 sling bullets, 10 softstone sling bullets, 10 sharpstone sling bullets)
  
 /* ********** /* **********
- * Level 5+ * Level 6 
 + *  
 +   * Fighter Lvl 2: 
 +     * Bonus Feat: Combat Casting 
        
 + * Equipment to get
 +   * Mithral Buckler, 1005gp (incl mw, -10% spell failure)
 +   * Robe of Arcane Heritage, 16000gp https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/robe-of-arcane-heritage/
  *  *
  * Feats:   * Feats: 
-   Toughness https://www.d20pfsrd.com/feats/general-feats/toughness+   Defensive Combat Training
    * Halfling Slinger https://www.d20pfsrd.com/feats/combat-feats/halfling-slinger-combat/    * Halfling Slinger https://www.d20pfsrd.com/feats/combat-feats/halfling-slinger-combat/
    * Combat Reflexes https://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat    * Combat Reflexes https://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat
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   * **Bloodline Arcana**: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.   * **Bloodline Arcana**: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.
   * **Bloodline Powers**: The microscopic nanites in your blood grant you incredible powers and alien magic.   * **Bloodline Powers**: The microscopic nanites in your blood grant you incredible powers and alien magic.
-    * **Nanite Strike** (Ex, 7/day, DC: 12): At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).\\ At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.\\ You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive. +    * **Nanite Strike** (Ex, 6/day, **DC: 12**): At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier -> DC 12; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).\\ At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.\\ You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive. 
-    * **Nanite Surge** (Ex, 1/day): At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.+    * **Nanite Surge** (Ex, 1/day): At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 6((3 + your sorcerer level)) on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.
irongod/ramh.1744748315.txt.gz · Zuletzt geändert: 2025/04/15 22:18 von karaan