TP: 69/69
Hero Points: 2/2
Aktive Zauber: Endure Elements 24/24 h
Zustände: /
Channel Positive Energy: 0/5 (5d6 Heilung, DC 17 halbiert bei Untoten)
Concentration +23
Spell-DC: 17+level, 18+level bei Conjuration
0. Grad: Light, Read Magic, Detect Magic, Detect Poison
1. Grad: Endure Elements [x], Shield of Faith [_][_], Divine Favor [_][_], Protection from Evil [_], Domain: Sanctuary [_]
2. Grad: Eagle's Splendor [_], Bull's Strength [_], Bear's Endurance [_], Align Weapon [_], Resist Energy [_], Lesser Restoration [_], Domain: Spiritual Weapon [_]
3. Grad: Searing Light [_], Invisibility Purge [_], Daylight [_], Bestow Curse [x], Stone Shape [_], Domain: Protection from Energy [_]
4. Grad: Summon Monster IV [x], Freedom of Movement [x], Restoration [x], Divination [x], Domain: Divine Power [x]
5. Grad: Breath of Life [_], Summon Monster V [_], True Seeing [_], Domain: Flame Strike [_]
Resistant Touch (Sp) 10/10: (Anzeigen)As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su) 10/10 Runden: (Anzeigen) At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Battle Rage (Sp) 10/10: (Anzeigen)You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su) 10/10 Runden: (Anzeigen)At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Wand of Cure Light Wounds 50/50 Ladungen
Wand of Cure Light Wounds 50/50 Ladungen
Scrolls of Endure Elements [_][_][_][_][_][_][_][_][_][_]
True Seeing Komponente [_][_][_]
Restoration Komponente [_][_][_][_][_][_]
Divination Komponente [_][_][_][_][_][_]
Sonnenrute [_]
Hound Archon (Anzeigen)
CR 4
XP 1,200
LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 39 [51] (6d10+6) [6d10+18]
Fort +6 [+8], Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15
OFFENSE
Speed 40 ft.
Melee bite +8 [+10] (1d8+3) [1d8+6], slam +8 [+10] (1d4+1) [1d4+2] or mwk greatsword +9/+4 [+11/+6] (2d6+6), bite +3 [+5] (1d8+2) [1d8+4]
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
STATISTICS
Str 15 [19], Dex 10, Con 13 [17], Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8 [+10]; CMD 18 [+20]
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
SPECIAL ABILITIES
Change Shape (Su)
A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
Celestischer Ankylosaurus (Anzeigen)
CR 7
XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +14
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 [95] (10d8+30) [10d8+50]
Fort +12 [+14], Ref +7, Will +4
HD 5–10 Resist Cold, Acid, and Electricity 10 5/evil
SR 12
OFFENSE
Speed 30 ft.
Melee tail +14 [+16] (3d6+12 plus stun) [3d6+15 plus stun]
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27 [31], Dex 10, Con 17 [21], Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17 [+19]; CMD 27 [29] (31 [33] vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
SPECIAL ABILITIES
Stun (Ex)
The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 [25] Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+10) against evil foes; smite persists until target is dead or the celestial creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.