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Пример оформления Квенты:Генерал ЧерепMale Humam Graveknight Cleric 4/Mystic 1/Battle Templar 10 Lawful Evil Medium Undead (augmented) ABILITY SCORES:STR 26 [+8] 16(Base) +4(Belt) +6(Graveknight) DEX 10 [+0] CON – [+0] INT 12 [+1] +2(Graveknight) WIS 36 [+13] 16(Base) +2(Racial) +1(4HD) +1(8HD) +1(12HD) +6(Headband) +4(Graveknight) +5(Tome of Understanding) CHA 14 [+2] +4(Graveknight) SAVING THROWS:Fort: +14 = +2(Good) +2(Cleric4) +1/3(Mystic1) +5(BT3) +5(Cloak) Ref: +10 = +5(Class) +5(Cloak) Will: +27 = +2(Good) +2(Cleric4) +1/2(Mystic1) +10/3(BT3) +13(WIZ) +5(Cloak) COMBAT STATS:Hit Points: 180 = +12x15 AC: 32 (14 touch, 32 flat-footed) +8(NA) +10(FullPlate) +4(ring) BAB: +11 CMB: +19 = +11(BAB) +8(STR) CMD: 29 = 10 +11(BAB) +8(STR) Initiative: +4 Speed: 30' = 30(Base) Channel resistance: +4 Immunity: cold, electricity, fire, MA, bleed, death effects, disease, paralysis, poison, sleep, stun, nonlethal damage, ability drain, energy drain. damage to physical ability scores, exhaustion, fatigue. DR: 10/magic SR: 27 = CR+11 ● Melee: +19 = +11(BAB) +8(STR) ● Ranged: +11 = +11(BAB) TRAITS:● Unorthodox (Veiled Moon - Golden Lion) ● Practiced Initiator ● Desertion ● Practiced Spellcaster ● Defensive Strategist FEATS:● [Bonus Graveknight Feat] Improved Initiative ● [Bonus Graveknight Feat] Mounted Combat ● [Bonus Graveknight Feat] Ride-By Attack ● [Bonus Graveknight Feat] Toughness ● [Bonus Human Feat] Favored Prestige Class (Battle Templar) ● [1HD Feat] Prestigious Spellcaster (Battle Templar) ● [3HD Feat] Martial Power ● [5HD Feat] Discipline Focus (Golden Lion) ● [7HD Feat] Additional Traits (Practiced Spellcaster, Defensive Strategist) ● [9HD Feat] EGM ● [11HD Feat] Prestigious Spellcaster (Battle Templar) ● [13HD Feat] Advanced Study ● [15HD Feat] Advanced Study SKILLS:Total: 102 = (+4(Class) +2(Story) +1(Human) +1(INT))x15 - 2(Cleric) 19 = 15(Rank) +3(Class) +1(INT) Knowledge (Religion) 16 = 12(Rank) +3(Class) +1(INT) Knowledge (Arcana) 09 = 5(Rank) +3(Class) +1(INT) Knowledge (Martial) 09 = 5(Rank) +3(Class) +1(INT) Knowledge (Planes)
10 = 2(Rank) +8(Graveknight) Ride
19 = 15(Rank) +3(Class) +1(INT) Spellcraft 19 = 15(Rank) +3(Class) +1(INT) Linguistics
36 = 15(Rank) +3(Class) +10(WIS) +8(Graveknight) Perception 14 = 1(Rank) +3(Class) +10(WIS) Autohypnosis 14 = 1(Rank) +3(Class) +10(WIS) Heal
20 = 15(Rank) +3(Class) +2(CHA) Diplomacy 28 = 15(Rank) +3(Class) +8(Graveknight) +2(CHA) Intimidate
— Trait—
26 = 13(Rank) +3(Class) +10(WIZ) Profession (Soldier) CLASS FEATURES:Graveknight:Sacrilegious Aura (Su) 30-foot radius desecrate. CL DC 17 to use positive energy ability. Rejuvenation (Su) 1d10 days (4d6 fire) Channel Destruction (Su) (10d6 fire) Devastating Blast (Su) 30-foot cone, Refl half. (75 HD) Undead Mastery (Su) Phantom Mount (Su) 100 ft fly Cleric:Channel Negative Energy (7d6) 5/Day Touch of Evil (Sp). Sickened, 4 rnd, no save. 10/Day Scythe of Evil (Su). Unholy, 4 rnd, 1/day. Fire Bolt (Sp) 1d6+4 fire, 10/Day Wall of Ashes (Su). 80 feet wall. Reveals invisible. Blinded 1d4 rnd (Fort 19). 8 min/day Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Evil Domain
Granted Powers
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Ash Domain
Granted Powers
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fiery body.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or 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 channels positive or negative energy (see channel energy). Mystic: Animus: 7 +1(at turn start) +1(at turn end if maneuver used). Enhance Maneuver: +2 insight to all d20 rolls. 1 Animus cost. Increase DC: +1, 1 Animus cost. Elemental Attunement: change maneuver damage to active element. Blade Meditation: full-round, reset granted maneuvers. Counter melee attacks with 1d6 +1/2d6 per animus in pool. 1 Animus cost. Weapon and Armor Proficiency
A mystic is proficient with all simple and martial weapons, katanas and wakizashis, and with light armor and shields (except tower shields).
Maneuvers
A mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon.
Once the mystic knows a maneuver, she must ready it before she can use it (see Maneuvers Readied). A maneuver usable by mystics is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A mystic’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The mystic learns additional maneuvers at higher levels, as indicated on Table: Mystic. A mystic must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the mystic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the mystic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A mystic’s initiation modifier is Wisdom.
Maneuvers Readied/Granted
A mystic can ready five of her seven maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A mystic must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The mystic does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditation, she can change her readied maneuvers.
A mystic begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
Mystics are unique among martial disciples in that they rely on surging, primal arcane forces within their being to fuel their martial maneuvers. Because of this, they do not have full control over their readied maneuvers; when a mystic readies her maneuvers, she selects two of her readied maneuvers to be immediately granted to her for use at any time (when these two maneuvers are used outside of combat, they recover on their own in the following round), with the rest of her initially randomized maneuvers waiting to be granted in combat. The remainder of her readied maneuvers are withheld and currently inaccessible until combat begins. If she is able to act in a surprise round when combat begins, she is granted her maneuvers then as normal, but if she is caught unaware, she must wait until her initiative before her maneuvers are granted (beyond the initial two). At the end of each of her combat turns, one previously withheld maneuver (randomly determined) is granted to her, and thus becomes accessible for her next turn and subsequent turns. She can freely choose to initiate any maneuver that is currently granted when her turn begins, but she cannot initiate a withheld maneuver. If the mystic chooses not to employ a maneuver in a given round, her currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if she uses her maneuvers or not—at the end of each of her turns, one withheld maneuver from her selection of readied maneuvers is granted to her. Over the course of a few rounds, all the mystic’s maneuvers will eventually be granted.
A mystic can change the two readied maneuvers she has chosen to be immediately granted for use at any time by spending one minute meditating.
If, at the end of the mystic’s turn, she cannot be granted a maneuver because she has no withheld maneuvers remaining, she recovers all expended maneuvers, and a new group of readied maneuvers is granted to her, replacing her previously granted maneuvers if any remain unspent. She selects two of her choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of her next turn, a withheld maneuver is granted to the mystic, and the process of surging power begins again.
At 3rd level and again at 6th, 9th, 12th, 18th, and 20th levels, the number of maneuvers granted to the mystic at the beginning of an encounter and when she recovers her maneuvers increases by one. Unlike the mystic’s initial granted maneuvers, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, a 6th level mystic would choose two maneuvers to have access to, then randomly be granted two more).
Stances Known
A mystic begins her career with knowledge of one stance from any discipline open to mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the mystic does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a mystic cannot learn a new stance at higher levels in place of one she already knows.
Animus (Su)
A mystic’s martial prowess is in part fueled by a reservoir of roiling, turbulent energy within her soul, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with a mystic’s use of her maneuvers in battle. Outside combat, a mystic has no animus to spend, but her inner power can still be used for more subtle arcane arts. Her levels in mystic count as arcane spellcaster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if a mystic ever develops arcane spellcasting from another class, she may add her mystic level to her levels in that class to determine her overall caster level for the purposes of item creation feats.
When a mystic enters combat, she gains an animus pool equal to 1 + her mystic initiation modifier (minimum 1) at the start of her first turn, and adds one point of animus to her animus pool at the start of each of her turns thereafter. Her animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the mystic initiates a maneuver, she adds an additional point of animus to her pool. Certain abilities, such as some class features, maneuvers, and feats, require the mystic to expend points of animus to use.
The primal power of animus can be used in several ways—the foremost of which is the augmentation of maneuvers. A mystic can spend points of animus to augment her maneuvers in the following ways, depending on her class level. If the mystic has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by her animus class feature; she must choose which augmentation type to use when initiating the maneuver.
Starting at 1st level, a mystic can spend a single point of animus to augment a maneuver as part of that maneuver’s initiation action to apply one of the following effects to it (if applicable):
Enhance Maneuver: For each point of animus spent, the mystic adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, combat maneuver checks, and skill checks) when initiating that maneuver (maximum of three animus may be spent on this augmentation); if the maneuver allows the user to make multiple attacks, then this bonus only applies to the first attack. Increase DC: For each point of animus spent, the save DC of that maneuver increases by 1.
Elemental Attunement (Su)
A mystic contains incredible elemental power within her body, surging energies that constantly flow through her blood and muscle. Bringing these energies to bear is as easy as breathing for a mystic, shifting the flow of power with the subtle movements of her martial stances. When a mystic readies her maneuvers, she may select one of the following elements (and associated energy type) to be her active element: air (electricity), earth (acid), fire (fire), and water (cold).
After readying maneuvers, a mystic can change her active element by taking a standard action to focus inwards, or by expending one point of animus as a free action while assuming a new stance. Whenever she initiates a maneuver that deals damage, she may spend one point of animus as part of its initiation action to change all damage the maneuver deals to her active element’s associated energy type. For example, if a mystic whose active element is currently air initiated the cursed fate Veiled Moon strike, she could spend one point of animus to change her attack’s damage (including the strike’s bonus damage) to from her weapon’s normal damage type to electricity damage.
If the mystic has access to the Elemental Flux discipline, then her active element from this class feature is the same as her active element for Elemental Flux maneuvers. If she is psionic, she can change her active energy type whenever she changes her active element, and vice versa. Her active energy type need not match her active element.
Blade Meditation (Su)
When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.
In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool. Battle Templar: Disciplines: Elemental Flux, Riven Hourglass, Golden Lion, Black Seraph Weapon and Armor Proficiency
The battle templar gains no new weapon proficiencies, and gains proficiency in heavy armor and with shields (except tower shields).
Maneuvers
A battle templar adds Black Seraph (if he is evil-aligned) or Silver Crane (if he is good-aligned) to his list of available disciplines. If the battle templar is neither good nor evil, he chooses between the two disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At each even level, a battle templar gains new maneuvers known chosen from this discipline, the Golden Lion discipline, and two disciplines of his choosing that he previously had access to (either from a martial disciple class or through the Martial Training feat). The battle templar must meet a maneuver’s prerequisite to learn it. The character adds his full battle templar levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, the battle templar gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, a battle templar learns a new stance from any of the disciplines available to him as a battle templar. The character must meet the stance’s prerequisites to learn it.
Spellcasting
At each level except the 1st and 10th levels, when a new battle templar level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a battle templar, he must decide to which class he adds the new level for purposes of determining spells per day.
Ordained Knight (Ex)
A battle templar fulfills a role special to his religion, and as such, may act both as courageous warrior and as pious priest. He receives a circumstance bonus on Diplomacy checks equal to his class level when dealing with members of his faith. If the character possessed a unique divine ability from a previous class (the class features channel energy, a cleric’s domains, a paladin’s lay on hands, an inquisitor’s bane or inquisitions, or an oracle’s curse), he may add his levels in battle templar to that class to determine their effectiveness. Additionally, should the battle templar possess the aegis class feature, the battle templar may add his class level to his warder level to determine the bonus of his aegis class feature.
Reach of the Divine (Su)
At 2nd level, the battle templar is capable of aiding an ally with every strike of his weapon or bash of his shield through the use of his divine magic. Whenever the battle templar initiates a martial strike, he may cast a divine spell (with a level equal to or less than the level of the strike initiated) on himself or an ally within touch range as a move action. He must cast this defensively if he is casting within a threatened area to avoid provoking attacks of opportunity.
Martial Healing (Su)
The battle templar’s divine power is so firmly blended with his martial talents that when he utilizes a martial maneuver, the power of his faith infuses it and aids him and his allies. When the battle templar initiates a martial strike, as a swift action he can heal himself or an ally within close range (25 ft. plus 5 ft. per two initiator levels) for 1d4 per maneuver level + the battle templar’s class level in hit points.
Guardian of the Faith
At 5th level, the battle templar learns a signature stance of his calling, and with it he can better protect himself and those he considers his allies. This is a 5th level stance of no particular discipline. To enter this stance, as a swift action the battle templar abandons a martial stance he is currently using. The benefits of this ability end if the battle templar assumes a martial stance. Once within this stance, the battle templar gains damage reduction 10/adamantine, and allies within 20 ft of his position (excluding himself) gain a +4 sacred or profane (alignment dependent) bonus to AC, CMD, and to saving throws.
Shepherd the Flock (Su)
Those under his care must be protected; a credo of the battle templar. At 6th level, the battle templar’s spells take on a defensive nature as he casts them to protect himself and his allies. Whenever he casts a spell through his Reach of the Divine class feature, the target also gains a +4 sacred or profane (alignment dependent) bonus to their AC for one minute (multiple uses of this ability do not increase the duration or the protection of this ability). MANEUVERS:Known: 0/0/5/2/2/2/1(+4) Stances: 3 Elemental Flux (NoN BT!!!) Max Augment: 2 Animus. [lvl3 Strike] Lance of Power
Shattered Mirror [lvl4 Strike] Fetch’s Wrath [lvl5 Stance] Silvered Mirror Stance [lvl7 Boost] Mirror Demon’s Waltz
River Hourglass [lvl3 Boost] Time Skitter [lvl4 Counter] Temporal Body Adjustment [lvl6 Counter] Temporal Distortion [lvl7 Counter] Beat the Clock [lvl8 Stance] God of the Hourglass Stance
Black Seraph [lvl2 Strike] Shadow Feather Strike [lvl5 Strike] Abyssal Lance [lvl6 Boost] Black Seraph’s Wrath [lvl6 Strike] Shadow Raptor Swarm [lvl8 Strike] Apocalyptic Strike
Golden Lion [lvl3 Stanse] Golden Commander Stance [lvl3 Boost] Circling the Prey [lvl3 Strike] Kill the Wounded [lvl6 Strike] Harry the Prey [lvl7 Strike] War Lion’s Charge [lvl8 Boost] Alpha’s Roar [lvl7 Strike] Orichalcum Swipe Stanse: [God of the Hourglass Stance] Granted: 5 [War Lion’s Charge] [Apocalyptic Strike] [Temporal Distortion] [Beat the Clock] [Alpha’s Roar] Ready: 2 [Mirror Demon’s Waltz] [Orichalcum Swipe] SPELLS:Known: All. Concentration: 30 = +11(CL) +9(WIZ) +10(Eye) Level 0: 4 [Guidance] [Detect Magic] [Create Water] [Read Magic] Level 1: 9 = +4+4(WIZ)+1(D) [Shield of Faith] [Remove Sickness] [Remove Fear] [Murderous Command] [Sanctuary] [Murderous Command] [Murderous Command] [] [Protection from Good D] Level 2: 8 = +4+3(WIZ)+1(D) [Sound Burst] [Calm Emotions] [Communal Protection from Good] [Instrument of Agony] [Instrument of Agony] [] [] [Align Weapon Evil D] Level 3: 8 = +4+3(WIZ)+1(D) [Invisibility Purge] [Dispel Magic] [Prayer] [Shield of Darkness] [Deeper Darkness] [Blessing of the Mole] [Protection from Energy] [] [Fireball D] Level 4: 8 = +4+3(WIZ)+1(D) [Aura of Doom] [Protection from Energy, Communal] [Anti-Incorporeal Shell] [Mighty Strength] [Dimensional Anchor] [] [] [Wall of Fire D] Level 5: 6= +3+2(WIZ)+1(D) [Daywalker] [Raise Dead] [Unholy Ice] [True Seeing] [Command, Greater] [Fire Shield D] Level 6: 6= +3+2(WIZ)+1(D) [Blade Barrier] [Dimensional Blade] [Dispel Magic, Greater] [Overwhelming Poison] [Overwhelming Poison] [Overwhelming Poison] [Fire Seeds D] Level 7: 5= +2+2(WIZ)+1(D) [Destruction] [Heal] [Harm] [Hellfire Ray] [Disintegrate D] DEVIL TRIGGER:1/day Swift 1 min.
Path: Hierophant. Hard to kill, Mythic power 5/day, Surge +1d6 Inspired Spell Alter Channel Mythic Feat 1: Mythic Spell Lore
Mythic Spells Known: [Share Glory] [Raise Dead] ITEMS:Weapon: Hell Edge (Minor Artifact) +5 Dueling Training (Dimensional Agility) Unholy Good Outsider Bane Bastard Sword CL: 18 Constant - Magic Circle against Good At-Will - Dimension Door, Fly 3/day - Quickened Dimension Door, Teleport, 1/day - Greater Teleport, Blasphemy, Dimensional Lock)
Weapon2: Unholy Training(EGM) Adamantine EL Nodachi +1 Armor: Moderate Fortification Mithral Fullplate +1 (10 AC) Skin: Skin of the Defender
Belt: Belt of Giant’s Strength +4 Body: Outfit, Explorer’s Chest: Corset of Delicate Moves Eyes: Third Eye (Concentrate) Feet: Boots of Striding and Springing Hands: Head: Cyclops Helm Headband: Headband of Inspired Wisdom +6 Neck: Shoulders: Cloak of Resistance +5 Wrists: Ring 1: Ring of Protection +4 Ring 2: Ring of Freedom of Movement
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