Undead master

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Undead master

Mensaje por Dominus el Lun Jun 13, 2016 4:17 pm

Name: Charles C. Elwood.
Nick: --
Race: Former human; Spellstiched Necropolitan
Language: Common, Celestial, Infernal, Abyssal,
Age: ?
Class: Cleric lv5; Dread necromancer lv1; Walker in the waste lv4
Caster level: Cleric lv 10; Dread necromancer lv1
Alignment: Chaotic Neutral
Dominions: Envy; Sand and Deathbound
God: Higher belief
Size:  Medium

Parameters:

Strength: 14/+2
Dexterity: 14/+2
Constitution: --  
Intelligence: 16/+3
Wisdom: 22/+6
Charisma: 20/+5


Saves:
Fort: 0/ 0/4/1/3/2/--=10 (normal immunity)
Will: 3/2/4/3/3/2/5=24
Ref: 3/0/1/1/3/2/2=12

HP: 85
Attack: +4; +6 (7) (ranged)
Full attack:
Grapple: +4
AC: 23 (Base 10 + Dexterity 2 + Armor 4 + Amulet of natural armor 2 + Bracers of armor 3 + Natural armor 2); Touch 15 (Base 10 + Dexterity 2 + Bracers of armor 3)
Initiative: +2
Movement: 15 (5)

Special:

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer's spell list (see page 87). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer's spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a dread necromancer's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 5—2: The Dread Necromancer. In addition, she receives bonus spells for a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook).

Charnel Touch (Su): Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Rebuke Undead (Su): A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body. See the cleric class feature described on page 33 of the Player's Handbook.
Lich Body: Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells
A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells
A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.

Turn Resistance (Ex): A necropolitan has +2 turn resistance.

Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.

Spell-like Abilities: A spellstitched creature with a Wisdom score of 10 or higher ran be imbued with spell-like abilities. All spells selected must be from the schools of Conjuration, Evocation, or Necromancy. These abilities are used as if the spells were cast by a sorcerer of the same level as the number of Hit Dice the spellstitched creature possesses.
Spells Known is the number of different spells the creature has access to as spell-like abilities. A creature with a Wisdom score higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the spells from all the rows above that row.


Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the following special qualities.

Damage Reduction: 8/Magic

Spell Resistance (Ex): 20

Turn Resistance (Ex): A spellstitched creature has +2 turn resistance. This value is added to the base creature's turn resistance (if any).

Spellcasting: At each level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a walker in the waste, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Improved Heat Endurance: You gain Improved Heat Endurance as a bonus feat. If you already have the Improved Heat Endurance feat, you can choose another feat.

Desiccating Touch (Su): As a touch attack, you can drain moisture from a living creature. At 1st level, this ability deals 1d6 points of dessication damage, or 1d8 points to plant creatures or elementals with the water subtype. At every odd-numbered level thereafter, the dessication damage increases by 1d6 (or 1d8), to a maximum of 5d6 (or 5d8) at 9th level. The touched creature can make a Fortitude save (DC 10 + walker in the waste level + your Wis modifier) for half damage.

The Wasting (Su): On reaching 2nd level, you can transform a handful of dust or sand into a terrible disease. Once per day, you can blow sand into the face of a living opponent within 20 feet. Using this ability is a standard action that provokes attacks of opportunity. You can pick up dust from the ground as a move action or take it from a pouch as a free action. The opponent is entitled to a Reflex save (DC 10 + walker in the waste level + your Wis modifier) to avoid inhaling the dust. On a success, dust has no effect and drifts harmlessly to the ground. An opponent who fails this save contracts the wasting, a supernatural affliction that gradually mummifies victims (see Disease).

Local Drought (Su): Beginning at 3rd level, you can produce desert conditions in a 20-foot-radius emanation with you at the center. The temperature band in the area rises by one step or to hot, whichever produces the hotter result. (See Heat Dangers and the effects natural dehydration.) You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again.

Withered Toughness (Ex): When you attain 4th level, your body becomes inured to the arid conditions in which you thrive. Your flesh grows leathery and tough, and your natural armor bonus improves by 2. In addition, you gain immunity to the effects of dehydration (although not the effects of magical dessication damage) and heat dangers (such as heat exhaustion and sunstroke), sun glare, and sunburn, although fire damage affects you normally.

Spells know:

Dread necromancer:
Lv1: Summon undead I; Undetectable alignment; Ray of enfeeblement; Doom; Decipher script


Cleric Spells prepared:
Lv0: Create water; Detect magic; Read magic; Slash tongue; Mending; Virtue
Lv1: Command; Magic weapons; Summon undead; Obscuring mist;; Shield of faith; Divine favor
Lv2: Darkness; Desecrate; Summon undead II; Silence; Resoration lesser
Lv3: Bestow curse; Summon undead III; Searing light; Animate dead
Lv4: Death ward; Summon undead IV; Magic weapon greater
Lv5: Slay living; Unhallow

Domain spells
Lv1: Chill of the grave
Lv2: Touch of idiocy
Lv3: Vampiric touch
Lv4: Wither limbs
Lv5: Plane shift;

Spells as Spelltiched:
Lv1: Mage armor; Summon monster I
Lv2: Fog Cloud; Summon monster II
Lv3: Summon monster III; Fireball
Lv4: Summon monster IV; Black tentacles
Lv5: Cloudkill; Summon monster V
Lv6: Summon monster VI; Contigency


Equipment:

Amulet of natural armor (8000): +2

Bracers of armor (9000): +3

Cloack of resistance (9000): +3

Hat of disguise (1800)

Bringer of Pain (wounding sure striking  Two barrel short-shotgun 8660):  +2 (+3)
-Damage 2d8+1 (accumulating)
-Can strike any alignment without restrain
-+1 against targets 10m to the shooter
-Critical 19-20 x2

Mithral Scale mail (4050)
-AC +4
-Check penalty +1
-Maximun dex +5
-Arcane spell failure (15% but Dread necro ignores arcane spell failure for its spells)
-Speed 20

Spell component pouch (5)

Scholar outfit (5)

Traveler outfit (1)


Noble outfit (100)


Skills:
-Bluff: 5+5=10
-Craft armor smithing: 10+3=13
-Craft weapon smithing: 10+3=13
-Craft sculpting: 10+3=13
-Concentration: 10
-Diplomacy: 5+5=10
-Intimidate: 5+5=10
-Heal: 5+6=11
-Hide: 5+2=7
-Knowledge arcana: 2+5=7
-Knowledge the planes: 3+5=8
-Knowledge religion: 5+5=10
-Spellcraft: 10+5=15
-Spot: 3+6=9
-Use device: 5+5=10

Flaw:
-Slow

Feats:
Human feat: Craft magic arms and weapons
Flaw bonus feat: Heat endurance
Feat Level 1: Craft wondrous item
Feat Level 3:  Extra domain
Feat Level 6: Practiced spellcaster (Cleric)
Medium taint bonus feat: Corpse crafter
Feat level 9:  Undead leadership
Severe taint bonus feat: Destruction and retribution

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Re: Undead master

Mensaje por Dominus el Lun Jun 13, 2016 4:24 pm

Name: Scarlet A. Elwood.
Nick:
Race: Former human Blessed of Obah; Spelltiched Feral Necropolitan tainted raver
Language: Common
Age:
Class: Blessed of Obah 3, Bard lv2, Fighter lv Lv2, Dervish lv1
Aligment: Chaotic Evil
Size:  medium

Parameters:

Strength: 30
Dexterity: 24
Constitution: --  
Intelligence: 12
Wisdom: 18
Charisma: 20


Saves:
Fort: 2/3/0/--/2= 7 (normal immunity)
Will: 0/0/2/3/2/2= 9
Ref: 0/0/2/7/2= 11

HP: 75
Attack: 17 (Base 6 + Strength 10 + Master work weapon 1); 18 if dancing
Full attack: 15/10 + 13 + 13 + 13 + 13 +13; or 16/11 + 14 +14 +14 +14 +14 dancing
Grapple: 26
AC: 20 (Base 10 + Dexterity 7 + AC bonus 1 + natural armor 6 – 2 Tainted raver rage)
Initiative: 11
Movement: 40

Special:

Spells: A bard casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the bard spell list (page 181). He can cast any spell he knows without preparing it ahead of time the way a wizard or cleric must (see below). Every bard spell has a verbal component (singing, reciting, or music).
To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 fro 1st-level spells and so forth). The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: 3-4 The Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 ). When Table 3-4 indicates that the bard gets 0 spells per day of a given spell level (for instance 1st-level spells for a 2nd-level bard), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells (all called cantrips) of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 3-5: Bard Spell Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table 3-5 are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. For instance, upon reaching 5th-level, a bard could trade in a single 0-level spell (two levels lower than the highest level he can cast, which is 2nd) for a different 0-level spell. At 8t level, he could trade in a single 0-level or 1st-level spell (since he can now cast 3rd-level bard spells) for a different spell of the same level. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. For example, at 1st level, Gimble the bard can cast two 0-level spells per day for being 1st level (see Table 3-4: The Bard). However, knows four 0-level spells: detect magic, ghost sound, light, and read magic (see Table 3-5: Bard Spell Known). Thus on any given day, he can cast some combination of those four spells a total of two times. He does not have to decide ahead of time which spells he can cast.
Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command spell) may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.


Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from finishing her full attack.

If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter. A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can also use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.

A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies).

Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.

Special Attacks: A tainted raver retains all the special attacks of the base creature, and also gains a perpetual rage ability:

Perpetual Rage (Ex): The tainted raver is constantly in a state of insane fury similar to a barbarian’s rage. In this state, the raver gains a +4 bonus on its Strength and Constitution scores, a +2 bonus on Will saves, and a -2 penalty to Armor Class. An effect that counters rage temporarily suppresses this ability.
Unlike a barbarian’s rage, a raver’s constant fury does not prevent it from taking actions that normally require reasoned thought or concentration. A tainted raver can cast spells, use skills, activate magic items, and even act calmly and rationally. It retains at least some modicum of tactical and rational thought, although its madness can cause it to act upon those thoughts in a wild and unpredictable manner.

Special Qualities: A tainted raver retains all the special qualities of the base creature, plus the following abilities:

Madness (Ex): A tainted raver is irrevocably mad. It uses its Charisma modifier on Will saves instead of its Wisdom modifier and has immunity to confusion and insanity effects. Anyone contacting a tainted raver with thought detection, mind control, or telepathic abilities makes direct contact with its tortured mind and gains 1d3 points of depravity from the contact.
A tainted raver cannot be returned to sanity by any means short of a wish or miracle spell. If restored to sanity, a tainted raver loses this template and all the modifiers it applies.

Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.

Turn Resistance (Ex): A necropolitan has +2 turn resistance.

Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.

Spell-like Abilities: A spellstitched creature with a Wisdom score of 10 or higher ran be imbued with spell-like abilities. All spells selected must be from the schools of Conjuration, Evocation, or Necromancy. These abilities are used as if the spells were cast by a sorcerer of the same level as the number of Hit Dice the spellstitched creature possesses.
Spells Known is the number of different spells the creature has access to as spell-like abilities. A creature with a Wisdom score higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the spells from all the rows above that row.

Times/Day is the number of times per day that the creature can use spell-like abilities of a given level. The creator of the creature must decide how to allocate the spells known. Once this determination has been made for a particular ability, it cannot be changed. For instance, the sample spellstitched creature has magic missile and obscuring mist as its 1st-level spell-like abilities. It can use magic missile three times per day and obscuring mist once per day. The creator cannot later change either the spells or the times per day each can be used.

Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the following special qualities.

Damage Reduction: DR 5/ Magic

Spell Resistance (Ex): 20

Turn Resistance (Ex): A spellstitched creature has +2 turn resistance. This value is added to the base creature's turn resistance (if any).

Improved Grab (Ex):
If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake if it has that ability (see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Pounce (Ex):
If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

Dark vision (Ex): 60

Fast healing (Ex): +2

Claws (Ex):
-1d8+10
-Critical x2 (20)

Equipment:
The six shadow blades (Adamantine scimitars): 18900
-+1 Attack at maximun BAB (each weapon)
-Ignores hardness up to 20
-Damage: 1d6+10

Scholar outfit (5)

Traveler outfit (1)

Noble outfit (100)

Restraining chains (5)

Spells as bard:
Lv0: Lulaby; Message; Detect magic; Daze; Ghost sound
Lv1: Charm person; Feather fall; Silent image; Hypnotism

Spells as spellstiching:
Lv1: Mage armor; Summon monster I
Lv2: Fog Cloud; Summon monster II
Lv3: Summon monster III; Fireball
Lv4: Summon monster IV; Black tentacles
Lv5: : Cloudkill; Summon monster V

Skills:
-Climb: 5+10=15
-Jump: 8+10=15
-Intimidation: 10+5=15
-Knowledge Religion: 3+1=4
-Knowledge arcana: 5+1=6
-Perform (sing): 10+5=15
-Perform (dance): 10+5=15
-Spellcraft: 5+1=6
-Spot: 5+4=9
-Listen: 5+4=9

Flaw:
-Shaky (-2 to ranged attack)

Feats:
Blessed of Obah bonus feat: Multi weapon fighting
Human feat: Combat expertice
Flaw bonus feat: Quick draw
Feat Level 1: Able learner
Fighter bonus feat: Dodge
Fighter bonus feat: Mobility
Feat Level 3: Weapon focus (scimitar)
Taint bonus feat: Improved trip
Taint bonus feat: Requiem
Taint bonus feat: Knock-down
Taint bonus feat: Combat reflexes
Feat Level 6: Improved initiative

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