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Charaktere

Charaktere auf der DnD-Welt


Andere Charaktere

Charakterideen

Reisender Tiefling

Rasse: Tiefling

Klasse: 1+: Ranger, 9?-14: Santified One?

Verlies die Unterwelt oder wurde vertrieben (Grund fehlt noch), suchte sich an der Oberfläche eine Gruppe, mit der er zusammen arbeiten kann und fand die Kirche von ??? (Gottheit mit Travel und Good als Domains, CG). Dort erfüllte er Aufträgem, reiste viel und verschaffte sich Ansehen.

Halbling Schleuderer

Rasse: Halbling

Klasse: Rogut/Fighter

Halbling mit Spezialisierung auf die Schleuder (neue Schleuder als martial/exotic Weapon?). Reithund, Cowboyhut.


Planeshifter

Rasse: Hochelf oder Mensch

Klasse: 1-7: Wizard, 8-9: Loremaster, 10-19: Planeshifter, 20: Loremaster

Wissenzentrierter Mensch, ansosnten: ???????

Klassen

"Sanctified One" of Tempus

Being an Sanctified One of Tempus

You have been found by the church and Tempus as a warrior of great strength and abilities and Tempus supports your actions to spread his dogma in the world. You are not the right persons for discussions. You state your opinion and if someone oposes you, you sort it out with fists or in severe cases even with arms. You defend yourself with use of force if someone threatens you physically. But fighting is no sport for you. You don't start bloodshet out of nothing or join fights for nothing (like long lasting feuds of long forgotten reasons), because you know of the consequences of warfare. War and battle are no spreading deseases but organized, local and temporal events. If it is not for a meaningfull battle you use your weapons only for training. You do not use covardice tactics, but you know the methods of warfare like keeping an advantage hidden until it is used best. You do not care much for alignments, you just prefer the way of the warrior. You also protect civilization from monsters, because they infest random bloodsheed. You will help all temples and clerics of Tempus if they have need for a helping blade.


A santified one of Tempus is a mighty warrior. He lives for battle and strives to be a well known fighter for the cuase of Tempus. He is hated by few because Tempus has not much enemies, but many will not like him approaching. Seeing an Sanctified One of Tempus makes you smell blood. Where they are war is not far. People die and get injuredi n war, so seeing an Sanctified One of Tempus is not always a good sign. But people threatened by evil forces of desctruction and murder will ike to see such a glorious warrior. Sanctified Ones of Tempus will wipe away plagues of monsters, protect and uphold civilization and fight against oppression. They believe in freedom for people and open and honest conflicts. Every man needs to have the possiblity to fight for his life. One may forge alliances for a certain goal, but one cannot devote himself to following another mortal for the sake of devotion. Sanctified Ones of Tempus are alike feared and honored. but everyone wants to have one near his home, if the wild forces of evil may threaten him. Sanctified Ones of Tempus will dirve them off and bach them back in der holes, where they came from. And they will travel to the next one needing their help.they go anywhere a good fight calls for a mighty warrior. And surely they go anywhere, where their church sends them to. But they expect respects from the church for their deeds and need support to keep up their work. Sanctified Ones of Tempus are also known to lead bands of warriors into battle. Their ferocious abilities make them honored officers of every army (allthoug hthey will not keep up such an employment for long, it a far to narrow focus for them) or leaders of groups of fighters fighting for the cause of tempus.

Hit Die: d8 (d10?)


Class Skills: Craft, Concentration, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (religion, history), Ride

Skill Points per Level: 4 (2?) + INT-modifier per level

Additional Class Skills (3 wählen): Intimidate, Knowledge (dungeoneering), Ride


Sanctified Abilities (4 wählen)


Luck of Battle (Su)*: You can avoid the hazards of battle. Once per Day you can ignore all damage of a critical hit as well a any related effects. The hit effectivly becomes a miss.


Battle Warding (Su): Tempus wards you for your battles and strengthens your armor. As long as you have any armor or shield bonus to AC (from any source, even magic) you gain a sacred bonus to AC of +1 for every even level of this class (+1 at 2nd, +2 at 4th). This bonus is only applied once, even if you have shield and armor bonus to AC.


Battle Hardening (Su): Tempus protects you from the blades of your enemies. You gain Damage Reduction 2/-.


War Leader(Su)*: Once per day you can inpire your allies with the might of Tempus by shouting a command. You can use Inspire Courage +2 as a Bard. All allies within 30ft gain +2 on saves against fear and charm and to attack and weapon damage rolls. The effect lasts for 1 minute.


Make 'em Bleed (Su)*: You make your enemies bleed even more than usually to tur nthe tide in battle. Once per day you may deal double damage on a single hit. After the attack is resolved and before you roll damage you may declare to use this ability. Any damage that is multiplied on a successfull critical hit is doubled. If you use this ability when you scored a critical hit only the initial damage is doubled, not the damage after applying the critical multiplication. Alternative (wohl raus): Not double, but weapon independant bonus.


Sanctified Blessing


Battle Blessing(Su): Each day at highsun or dawn (choose when obtainign this blessing) you may choose one of the following abilities that lasts for 24hrs: +4 bonus to initiative, an increase in your Uncanny dodge ability (First if you have none and second if you have the first ability) or (Weapon Focus or Improved Critical for a single weapon (chose new every day) or +2 sacred bonus to Strength)


Affiliation Specifics

Your affiliation score is determined by the following one-time and mutliple use modifiers.

One-time

Character level: +1/2 levels

Strength at least 13: +1

Strength below 10: -2 * penalty

Has a military stronghold (like a castle): +2


Multiple Use

Has significantly taken part (e.g. rank of an officer) in winning a great battle of at least 40 warriors alltogether: +2

Has honorably won a duell one on one (must not be a duell to death): +1/4 opponent's CR (at least +1)

Has fled from a great battle or duell (giving up a lost one does not count): -2

Has avoided a fight to settle a dispute: -1


Ranks for the Sanctified One of Tempus

A Sanctified One of Tempus has the following rank (usually used with suffix "of Tempus") according to his affiliation score:

0-3: None

4-10: Warrior

11-20: Adjudant

21-29: Officer

30+: Warmaster

(You gain all bonuses from you current rank plus all lower ranks.)

None: You lose all santified abilities and your blessing. You will regain them once you readvance at least to "warrior" rank.

Warrior: You have proven yourself worthy in battles for Tempus. You gain +1 sacred bonus to damage.

Adjudant: You are a known fighter for Tempus and have gained quite a reputation. You gain a +1 bonus to your leadership score for attracting combat minded cohorts and followers (so you can have a of followers equal to your leadership score without the bonus that are not warriors or the like but the additoinal followers gained by the bonus must be of a combat minded kind).

Officer: You have fought many battles and are a veterant of warfare. You gain weapon focus for any single weapon.

Warmaster: You are the personification of Tempus on the Material Plane. You gain another +1 Bonus (now +2 in total for all ranks together) to your leadership score for attracting combat minded cohorts and followers. You also gain another +1 sacred bonus (now +2 in total for all ranks together) to damage.


You can stay in a temple's quarters for as long as you like, if you have a score of at least 1. You need to do guard duty for a full day (half a day with score 11+, only voluntarily with a score of 21+). You are provisioned for free. It is common that sanctified ones of tempus voluntarily are on guard duty whenever they stay near a church or temple of tempus and have no other task that favors Tempus. You have access to the temple's supplies, including clerics spells (as cleceris are available for "out of the order" healing), but you must pay for it (10% discount is applied). As Warrior you gain a free 2nd level or lower cure spell per day, Adjudants gain one from 3rd or lower, Officers from 4th and Warmsters from 6th.





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