Hallo liebe Gäste, Forennutzer und Vereinsmitglieder,

Wer sind wir?
Wir sind eine Gruppe begeisterter Rollenspieler, die sich zusammengefunden haben, um gemeinsam unser Hobby zu fördern. Oft bleiben Rollenspieler und Rollenspielgruppen unter sich, so dass Außenstehende wenig Möglichkeiten haben, sich damit vertraut zu machen. Die Würfelmeister haben sich daher zum Ziel gesetzt, Interessierten dieses spannende Hobby näher zu bringen und auch die Möglichkeit zum Spielen zu bieten. Außerdem wollen wir eine Plattform bieten für Rollenspieler, die Anschluss an Gruppen suchen oder selbst Gruppen gründen möchten.

An jedem letzten Mittwoch im Monat findet der offene Stammtisch der Würfelmeister e.V. statt.

Nächster Stammtisch: Am 26. Juni ab 19:00 Uhr in der Gaststätte Am Stift Haug. Siehe auch hier

Wir freuen uns, von euch zu hören.

Bleibt gesund
Eure Würfelmeister

D&D-Spieler in Würzburg gesucht

Spieler suchen Spielrunden und Spielrunden suchen Spieler. Für alle Pen & Paper Rollenspiele gedacht.
Sensemann
Beiträge: 317
Registriert: 22 Aug 2008 14:19

Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

[quote=Poldi]@Sensemann

wird doch ein reiner Waldi werden...
der arkane Bogenschütze ist eher was für ELFEN ^^

Wie regelst Du das eigentlich mit der Damage Reduction?[/quote]

Okay, zumal die Pathfinderelfen sowieso nicht so cool wären wie Eberronelfen :p

DR ansonsten wie in den Pathfinderregeln, d.h. einfacher als in 3.5, aber besser als in 3.0
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

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Sensemann
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Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

[quote=Arthur]zu WO...genau:
also Crazy Pole, ich weiss nicht, ob du die Addrese hier posten möchtest oder per PM versenden willst, aber...Mönchberg/ Altbau reicht nicht aus, um dich zu finden...?guck? Wenn einer deine Tel. hat (Sensemann), wäre, denke ich, recht praktisch!

Wir könnten dann an einem anderen Mittwoch bei mir spielen...time will show...[/quote]
Hab bisher auch nichts Neues gehört und hab leider auch nicht seine Telefonnummer

Ein zweiter Spielabend ist bedingt nur nötig, denn es soll ja eine kleine Testrunde nur werden, nachdem ich mit meinem Angebot, eine feste Runde anzubieten, leider nicht genügend Spieler gewinnen konnte.
[quote=Arthur]
Wannn:
...ich gehe dann von 19Uhr bei Crazy Pole aus!

ach ja zur WELT:
Ich weiss nicht, on Sensemann schon entschieden hat...aber ich hab ein "leichtes Trauma" was Eberron angeht - es muss jetzt auch nicht SO klassisch wie Faerun sein.[/quote]
Dann spielen wir einfach auf Golarion^^
Auch wenn Eberron mein Kind ist (siehe D&D-Gate Online Games)
[quote=Arthur]
zu meinem CHAR:
Ich entscheide noch zwischen Halbelfin ODER Mondelfin (Herkunft Faerun, auf Reisen...) - ja, ich möchte nach längerer Zeit wieder mal einen weiblichen Char. spielen...[/quote]
Nenn es wie Du willst, Hauptsache Deine Mondeelfe hat die Rassenmerkmale einer Pathfinder-Elfe ;)
[quote=Arthur]
ERSCHAFFUNG:
Sollen wir soweit wie möglich (nach Pathfinder-Regeln) FERTIGE Chars. mitbringen? Und WARUM gerade das TALENT *Anführen* ausgeschlossen? hmmm?[/quote]
Ja, bitte fertig machen-ich schaue sie mi dann schnell vor Spielbeginn mal an.
Anführen hab ich gestrichen, da ich es unschön finde, wenn alle aufeinmal etliche Chars spielen, anstatt nur einen Held:
Unschön für die Übersicht, fürs Rollenspiel, für die Kämpfe und fürs Kontrollieren^^
[quote=Arthur]
P.S.@Sensemann: ich mache mich so weit wie möglich in der Zeit mit Pathfinder vertraut![/quote]
Mach das, aber denke daran: Es ist ja extra eine Testrunde ansonsten :)
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

Im alten Forum noch: Orkschamane
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Sensemann
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Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

Und bevor ich es vergesse:

Ich bringe ein paar richtige Battlemaps extra für eine bessere Kampfübersicht mit: Wenn also jemand eine Spielfigur seinen Charakters hat: sehr gut
Wenn nicht bringt halt irgendetwas mit (Mensch-Ärger-Dich-Nicht-Männchen, Warhammerfigur etc.), was dann Euren Char auf der Battlemap darstellt
Keine Sorge: es ist immernoch ein Rollenspiel und nicht ein Brettspiel wie 4.0, wobei ich evtl. dann mit der Skillchallange lustig einbauen werde für den Abend*g*

Ich freue mich schon auf morgen.

Schaue ansonsten nachher nochmal hier rein, ob es noch etwas Neues gibt

Bis später

Sensemann
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

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Arthur
Beiträge: 41
Registriert: 10 Sep 2008 16:46

Re: D&D-Spieler in Würzburg gesucht

Beitrag von Arthur »

@ Crazy Pole bzw. Sensemann:
...meine letzte PN bzw. SMS hat sich mit der PN von Crazy Pole erledigt ;°)

Zitat Sensemann:

Ein zweiter Spielabend ist bedingt nur nötig, denn es soll ja eine kleine Testrunde nur werden, nachdem ich mit meinem Angebot, eine feste Runde anzubieten, leider nicht genügend Spieler gewinnen konnte
__________________________
Ich nutze die Testrunde, um mich mit Pathfinder vertraut zu machen...
...wer weiss vieleicht entsteht nach der Runde langfristig `ne Runde in Wü. time will show ;°)

Ach ja, kannst du Golarion hier kurz umreissen (sonst morgen als Vorwort...)
...Zum CHAR
Glaub eher NICHT, dass ich BIS morgen den ganzen Bereich Magie und Ausrüstugn etc. bis morgen packe - ich schaue wie weit ich komme...
erste gute Nachricht: ich habe schon mal ne gewürfelte 18 [WIS] und eine mit elf. Bonus [DEX]
...nicht gemogelt...ich habe mir nur erlaubt den niedrigsten Wert [8] nochmal zu würfeln - bei einer CON[8] lebt man NICHt lange...

freu mich auf morgen
ART
Old Forum: Forgotten King
_________________________________
Hat der Teufel sich verschworen
Gegen uns, führt uns im Kreis,
Haben uns imSchnee verloren,
Daß ich keinen Ausgang weiß.

Hu! Das ist ein schaurig Klingen!
Doch - wer mag den Sinn verstehn?
Ob sie Hochzeitsreigen schlingen,
Ob ein Totenfest begehn?

Alexander Puschkin
Sensemann
Beiträge: 317
Registriert: 22 Aug 2008 14:19

Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

Gut, ich denke nun ist jedem klar, wo wir uns morgen bzw. heute um 19 Uhr treffen werden.^^

Werde kurz etwas zu Golarion sagen, aber nicht viel, da Poldi sich eigentlich 100mal mehr über diese Welt auskennt und ich eigentlich Eberron sonst nur leite...
Vielleicht schiebe ich es auch spontan in den FR oder nach Kalamar...mal schauen
Es soll ja eine Proberunde werden-da sehe ich es recht locker alles, was Hintergründe betrifft.

Ansonsten Attributte würfeln bitte nicht, denn ich hatte doch gesagt: PB bzw. Purchase Epic 25 (siehe Seite 6 Pathfinder beta RPG)!!!*hust*
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

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Sensemann
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Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

Ansonsten bis morgen dann :-)
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

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Arthur
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Re: D&D-Spieler in Würzburg gesucht

Beitrag von Arthur »

@ Senseman - kurze Regelfrage:

Haben Kleriker wie Ranger Bunsspells durch WIS - bei Rangern steht es klar drin, aber bei den Clerics kann ich das irgendwie nicht finden, hmm?

@ Senseman - kurze Regelfrage:
Habe ich es richtig im Kopf, dass man Abilities by DnD grundsätzlich NICHT steigern kann (war zumindest früher so)

ART
Old Forum: Forgotten King
_________________________________
Hat der Teufel sich verschworen
Gegen uns, führt uns im Kreis,
Haben uns imSchnee verloren,
Daß ich keinen Ausgang weiß.

Hu! Das ist ein schaurig Klingen!
Doch - wer mag den Sinn verstehn?
Ob sie Hochzeitsreigen schlingen,
Ob ein Totenfest begehn?

Alexander Puschkin
Sensemann
Beiträge: 317
Registriert: 22 Aug 2008 14:19

Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

Siehe Seite 8 in den Pahtfinder-Regeln:

[quote]Clerics, druids, paladins, and rangers get bonus
spells based on their Wisdom scores.[/quote]

Also ja
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

Im alten Forum noch: Orkschamane
D&D-Gate-Jünger und Golarion Online DM
Sensemann
Beiträge: 317
Registriert: 22 Aug 2008 14:19

Re: D&D-Spieler in Würzburg gesucht

Beitrag von Sensemann »

Auch wenn es vielleicht schon zu spät ist:

[quote]zusätzliche Feats, welche erlaubt sind

Die folgenden Feats wurden von Designer Jason Bulmahn auf den Paizoboards zur Verfügung gestellt und können auch in dieser Runde gewählt werden.

Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)
You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Powerful Critical (Combat, Critical)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
[/quote]
Cheliax born in civil war. Cheliax, land of devils. Cheliax, we salute you. Let the world marvel at our might!

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Crazy Pole
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Re: D&D-Spieler in Würzburg gesucht

Beitrag von Crazy Pole »

[quote]erste gute Nachricht: ich habe schon mal ne gewürfelte 18 [WIS] und eine mit elf. Bonus [DEX]
...nicht gemogelt...ich habe mir nur erlaubt den niedrigsten Wert [8] nochmal zu würfeln - bei einer CON[8] lebt man NICHt lange...[/quote]
Sollten wir nicht die Point-buy Regeln für die Atribute benutzen?

[quote]Level 12

Attributte: PointBuy Epic 25 (siehe Pathfinderregeln)[/quote]
The August and Sagacious Decadent Dynasty-Toppling Devil

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