wtorek, 12 sierpnia 2014

RADIANT MUSE


RADIANT MUSE
Female lillend bard 8
CN Large outsider (azata, chaotic, extraplanar)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +15

DEFENSE

AC 32, touch 16, flat-footed 26 (+8 armor, +1 deflection, +6 Dex, +8 natural, –1 size)
hp 192 (7d10+8d8+105)
Fort +9, Ref +17, Will +15; +4 vs. bardic performance, language-dependent, and sonic
Immune electricity, petrification, poison; Resist cold 10, fire 10

OFFENSE

Speed 30 ft., fly 70 ft. (average)
Melee +1 cold iron longsword +17/+12/+7 (2d6+7/19–20), tail slap +11 (2d6+2)
Ranged +2 composite holy longbow +21/+16/+11 (2d6+6 plus 2d6 holy/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance 38 rounds/day (countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion), constrict (2d6+4)
Spell-Like Abilities (CL 7th; concentration +13)
3/day—darkness, hallucinatory terrain (DC 20), knock, light
1/day—charm person (DC 17), speak with animals, speak with plants
Bard Spells Known (CL 15th; concentration +21)
5th (4/day)— mass cure light wounds, mass suggestion (DC 21), greater dispel magic, greater heroism
4th (5/day)—dimension door, dominate person (DC 20), greater invisibility, neutralize poison
3rd (6/day)—charm monster (DC 19), crushing despair (DC 19), cure serious wounds, good hope, haste
2nd (7/day)—blindness/deafness (DC 18), blur, glitterdust (DC 18), hold person (DC 18), whispering wind
1st (7/day)—cure light wounds, hideous laughter (DC 17), grease (DC 17), hypnotism (DC 17), remove fear, ventriloquism
0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), prestidigitation, read magic

STATISTICS

Str 18, Dex 22, Con 23, Int 16, Wis 18, Cha 23
Base Atk +13; CMB +18; CMD 35 (can’t be tripped)
Feats Combat Casting, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot,
Toughness, Weapon Focus (composite longbow)
Skills Craft (sculpture) +20, Intimidate +22, Knowledge (arcana) +16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +12, Perception +15, Perform (dance) +23, Perform (oratory) +23, Perform (string) +25, Sense Motive +21, Survival +19, Use Magic Device +21;
Racial Modifiers +4 Survival
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ bardic knowledge +4, lore master 1/day, versatile performance (dance: Acrobatics, Fly; string: Bluff, Diplomacy)
Combat Gear +1 flaming arrows (3), +1 frost arrows (3), +1 merciful arrows (2), +1 monstrous humanoid bane arrows (3), scrolls of comprehend languages (3), +4 glamered mithral chain shirt, green crystal +2 composite holy longbow (+4 Str) with 19 arrows, +1 cold iron longsword, belt of mighty constitution +2, ring of protection +1, masterwork harp

poniedziałek, 11 sierpnia 2014

Czy wiesz, że...

... bezpośrednią przyczyną powstania zdegenerowanej formy wężoludzi było odcięcie przez elfią wojowniczkę Savith głowy Yigowi? Był on manifestacją, uosobieniem wężowej rasy jako takiej i po dekapitacji zmienił się w bezrozumną bestię. Po jego "śmierci" cały gatunek podążył jego śladem, pogrążywszy się w barbarzyństwie i degenracji. Choć czystej krwi, inteligentni, wężoludzie nadal wykluwali się z jaj, to niezwykle rzadko.

niedziela, 10 sierpnia 2014

Ancient Serpentfolk Knowledge

Contagious Flame
School evocation [fire]; Level magus 6, sorcerer/wizard 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes

DESCRIPTION
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.



Create Pit
School conjuration (creation); Level sorcerer/wizard 2, summoner 2; Domain caves 2
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no Editor's Note

DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.



Dragon's Breath
School evocation [acid, cold, electricity, or fire]; Level alchemist 4, magus 4, sorcerer/wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (a dragon scale)
EFFECT
Range 30 ft. or 60 ft.
Area cone-shaped burst or line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used:

Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.



Dust of Twilight
School conjuration [darkness]; Level bard 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S, M (coal dust)
EFFECT
Range medium (100 ft. + 10 ft./level)
Targets creatures and objects in a 10-ft. spread
Duration instantaneous
Saving Throw Fortitude negates (fatigue only); Spell Resistance no

DESCRIPTION
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.



Hungry Pit
School conjuration (creation); Level sorcerer/wizard 5, summoner 5; Domain caves 5
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Reflex half; see text; Spell Resistance no

DESCRIPTION
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.



Pain Strike 
School evocation [evil, pain]; Level sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.




Unwilling Shield
School necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
CASTING
Casting Time 1 standard action
Components V, S, M (ruby dust worth 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.

If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.

sobota, 9 sierpnia 2014

Fire Servant

Rather than being a normal animal or beast, your companion or familiar is infused with energies from Elemental Plane of Fire.

Prerequisites:  animal companion, familiar, or mount class feature.

Benefit: Your animal companion, familiar, or mount gains the fire-infused template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals. Do not change creature's HD, saves,  or skill ranks for changing its creature type.