Scythe of evil ( 6 half cleric level rounds, 2 once at level 8 +1/day per 4 cleric levels/day)ĭomain Spell-Like Abilities (CL 13th concentration +18 )Ĩ 3 plus Wisdom modifier/dayicicle (1d6 +6 +1 per 2 cleric levels (not minimum 1) cold), touch of evil ( 6 half cleric level rounds) Ranged +1 light crossbow +13 BAB plus +2 Dex plus +1 enchantment plus +1 profane (1d8 +2 +1 enchantment plus +1 profane/19-20)Ĭhannel negative energy 10 3 plus Cha modifier plus 2 Extra Channel feat/day (DC 24 10 plus 1/2 cleric level plus Cha modifier plus +2 Improved Channel feat plus +1 Sacred Conduit trait, 9d6 7d6 cleric + 2d6 phylactery of negative channeling),Ĭommand huecuva (DC 21 10 + 1/2 Hit Dice + Charisma modifier), Melee +1 trident +16/+11 BAB plus +3 Str plus +1 Weapon Focus plus +1 enhancement plus +1 profane (1d8 +5 +3 Str plus +1 enhancement plus +1 profane) orĬlaw +15 BAB plus +3 Str plus +1 Weapon Focus plus +1 profane (1d4 +4 +3 Str plus +1 profane plus disease) Will +17 +8 base, +5 Wis, +1 profane, +3 cloak of resistanceĭefensive Abilities 25% chance to negate critical hits and sneak attacks, channel resistance +4 DR 10/magic or silver Immune undead traits Resist cold 20 Water domain, increases to immunity at level 20, electricity 10 OFFENSE Ref +10 +4 base, +2 Dex, +1 profane, +3 cloak of resistance, Hp 170 ( 13d8+91 13d8 cleric, +65 Cha, +13 Favored Class, +0 Toughness feat, +13 desecrate)įort +17 +8 base, +5 Cha, +1 profane, +3 cloak of resistance, Perception +6Īura desecration (20 ft.), faithlessness (30 ft.) DEFENSEĪC 34, touch 12, flat-footed 32 (+10 armor, +2 Dex, +8 natural, +4 shield) Init +6 +2 Dex plus +4 Improved Initiative Senses darkvision 60 ft. Finally, Passwallexpels you without Damage.Male human (Varisian) huecuva lord cleric 13 Transmute Rock to Mudexpels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. S tone shape deals 3d6 points of Damage but does not expel you. Stone to Fleshexpels you and deals you 5d6 points of Damage. The following Spells harm you if cast upon the stone that you are occupying. If the spell's Duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of Damage. Even if you make your save, you still take 5d6 points of Damage.Īny time before the Duration expires, you can step out of the stone through the surface that you entered. The stone's complete Destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Minor physical Damage to the stone does not harm you, but its partial Destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of Damage. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. You remain aware of the passage of time and can cast Spells on yourself while hiding in the stone. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. If either condition is violated, the spell fails and is wasted. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. The stone must be large enough to accommodate your body in all three dimensions. Meld into stone enables you to meld your body and possessions into a single block of stone.
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