Maru

Zitate

””

Beschreibung

Nicht alzu gross, leicht gelbliche Hautfarbe, längliche ein wenig nach oben gezogene Augenwinkel, schwarzes schulterlanges Haar, wirkt irgendwie dürr und abgemagert.
Trägt eine Rüstung aus zotteligem Bisonfell über einer staubigen braunen Robe. Die einzigst sichtbare Bewaffnung ist eine Armbrust auf ihrem Rücken und der Köcher mit Bolzen an Ihrem Gürtel. Da Sie sich mit dieser Last bereits abmüht hat Sie all ihre anderen Besitztümer auf Ihrem treuen Packesel Gu verstaut.

Hintergrund

-Tochter des Rjordischen Seefahrers Eirik Andersson und Naoki Lo einer Gewürzhändlerin aus dem Ostvolk.
-Erkrankte mit 5 Jahren an einer schweren Krankheit welche Sie zwar wie durch ein Wunder überlebte aber auf alle Zeiten schwächte.
-Ihre Mutter nahm dieses Ereigniss zum Anlass dafür zu sorgen das Maru mit 12 zu Mutter Ylvie, einer Cerila Priesterin, geschickt wird um dort eine Ausbildung zu erhalten.
-Nach 6 schwierigen Jahren (Maru hatte offenbar das Temperament ihres Vaters geerbt) beendet Mutter Ylvie die Ausbildung und schickt Maru zu den Nonnen des Orden des Trostes und der Freude der Cerila um dort etwas über die Demut zu lernen die einer Cerila Priesterin ansteht.
-Maru begiebt sich auf die Reise aber sonderliches Interesse daran eine Nonne zu werden hat Sie wahrlich nicht…

Charakterziele

Abenteuer in den Grenzmarken

Geschichten und Links zum Erlebten oder geplanten Wiki-Aktionen: Marus Kladde

Gesinnung / Domains

Chaotic Good / Community and Protection

Regeltechnisches

Eigenschaft Basis + Rasse + Steigerung + Items = Wert BonusEigenschaften
Stärke 7-2Dürr und schwach
Geschicklichkeit12+1Geschickte Hände
Konstitution 14+2Erstaunlich gesund
Intelligenz 12+1Gebildet
Weisheit 14 +2 = 16+3Einfühlsam, aufmerksam und den Idealen ihrer Gottheit verschrieben
Charisma 14 +1 +1 = 16+3Ruhiges wesen, wohlklingende Stimme aber höchstens durchschnittlich hübsch

Trefferpunkte: 8 +2KON +4 +2KON +5 +2KON +1FAV +4 +2KON= 30

Initiative +1

AC 19 = 10+1dex+6armor+2shield
vs Touch 11

SAVES ClassBonusDomainItems
Fortitude7+4+2+1+0
Reflex 3+1+1+1+0
Will 9+4+3+1+1


Feats: Extra Channel (3GRUND+3CHA=6->8), Selective Channelling(3), Skill Focus (Diplomacy)

Melee Attack bonus 1 = 3base-2Str
Ranged Attack bonus 4 = 3base+1Dex
KMB 1 = 3base-2str
KMV 12 = 3base-2str+1gesch+10

Attacks BonusDamage Critical
Light Crossbow 41d819-20x2
Heavy Mace 11d8-2x2
Spiritual Weapon (Quarterstaff)61d8+1x2

Skills per level: 2+1(Int)+1(FavoredClass)+1(Human)

Skills Basis + Stats + Bonus = Wert
Healing 4+3+3=*10*
Diplomacy 4+3+6=*13*
Knowledge(Religion)4+1+3=*8*
Profession(Midwife)1+3+3=*7*
Profession(Herbalist)1+3+3=*7*
Profession(Entrepreneur)1+3+3=*7*
Sense Motive 4+3+3=*10*

Languages: Noradisch (Common), XXX

Spells Per Day

Spell level →0123
Bonus Spells (Wis 16)111
Cleric (2nd level)4320
Total4430

Domain Spells (1 per level):

Level 1
Bless: Allies gain +1 on attack rolls and saves against fear.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Level 2
Shield OtherF: You take half of subject’s damage. Subject gain +1 to AC and saves

Spells:


Orisons (4 spells/day, DC 13)
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

Level 1 (4 spells/day, DC 14)
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from C/E/G/L: 2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.

Level 2 (3 spells/day, DC 15)
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Equipment


Magische Gegenstände:
Selainas_Taubenamulett
Benons Gebetskette
1x Spruchrolle “Gift verzögern” (Göttlich)
1x Spruchrolle “Mittelschwerte Wunden heilen” (Göttlich)
1x Spruchrolle “Ausdauer des Ochsen” (Göttlich)
1x Holy Water

Start Ausrüstung:
Hide Armor 15g
Light crossbow 35g
20x Bolts 2g
Donkey (pack saddle, bit and bridle, saddlebags) 18g
Holy wooden symbol 1g
Belt pouch 1g
Bedroll 1s
Blanket 5s
Flint and Steel 1g
Hammer 5s
Lantern, bullseye 12g
5x Oil 5s
Pot, iron 8s
5x Rations 5s
Sewing Needle 5s
Soap 5s
Tent 10g
2x Waterskin 2g
Travelers Outfit 1g
Guard Dog (Wolfshund) named “Wulf” 25g


MaruHideArmor.jpg Alltags Bekleidung:
Hide Armor
Cleric’s vestments
Holy wooden symbol
Belt pouch (Healer’s kit)
Mace, heavy


Reise Bekleidung:
Travelers Outfit
Breastplate
Holy wooden symbol
Shield, heavy wooden
Belt pouch (Healer’s kit)
Mace, heavy

Freunde und Feinde:

Statistiken: