Schattiges Blut
Trefferpunkte: 89(126-56+17+2)/113
Shars Schattengewebe:
Schutz:- Zauberresi 24
- RK 33 (Touch: 19, flatfooted: 31)
- 20% Fehlschlagschance
- +2 unnamed (göttlicher?) Bonus gegen göttliche Zauber oder Externare
- +1 auf RW gegen Illusions Zauber, Nekromatie Zauber und Verzauberungs Zauber
- immunity to all diseases, including supernatural and magical diseases
- If Farsay is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
- immune to poison for 12 hours
- +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours
- nix
Aktive Zauber (Tag 2, Silbirigmond Mission, Runde: nein):
- Shield other (Keltas) (14 h)
- Endure elements (24 h)
- Heldenmahl (12 h)
-
Schattenbefehle:
Untote beeindrucken:
[_] [_] [_] [_] [_] [_] [_] [_] [_] [_]
Lichtkontrolle:
[at will]
Unsichtbarkeit:
[1 pro Runde]
Schattenbilder:
[_] [_] [_]
Schattenschritt:
[1 pro 2 Runden]
Schattenreise:
[_]
Quicken Maximixe
[_]
Quicken Metamagic Rod, Lesser
[X] [_] [_]
Ausrüstung
Schriftrollen- 1x Widened, persistent, intensified, hightened to 9th lvl damning Darkness
- 1x Miracle
- 1x Gate (divine Scroll)
- 1x True Resurrection
TränkeZauberstäbe und SteckenVaithar Awindal
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Farsay Awindalhuman Shade (Umbral) – Priester 7 / Göttlicher Delegat 4 / Kontemplat 2Experience: 157000
Patron deity: Shar
medium OutsiderHit Dice: 11w8+2w6+46 (113 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 33 [29 bei Tageslicht] (+10 Rüstung, +6 Schild, +2 GE, +4 Shade, +1 Verständniss), touch 17, flat-footed 29
Base Attack/Grapple: +9/+3
Attack ranged: +11 keine Waffe
Attack melee: +11 (1w8+2 /*2 Streitflegel +1; -2/-2 in bright light)
Full Attack: +11/+6 (1w8+2 /*2 Streitflegel +1; -2/-2 in bright light)
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Spontan Wunden Verursachen, Untote beeindrucken
Special Qualities:- Zauberstufe +1 (Ionenstein)
- Untote beeindrucken (15 / Tag)
- Steinwissen
- Göttlicher Abgesandter
- Heilige Verteidigung +2
- Zauberkräfte verleihen (1 / Tag)
- Göttliche Gesundheit
- Entschlüpfender Geist
- Böse Zauber mit +1 auf Zauberstufe
- Erkenntniss Zauber mit +1 auf Zauberstufe
- Illusions Zauber, Nekromatie Zauber und Verzauberungs Zauber mit +1 um Zauberresi zu überweinden
- Illusions Zauber, Nekromatie Zauber und Verzauberungs Zauber +1 auf RW
- Hervorrufungs Zauber mit -1 auf Zauberstufe
- Verwandlungs Zauber mit -1 auf Zauberstufe
Shade:- +20' Movement speed, +4 deflection bonus to AC, +2 bonus on attack and damage, +4 luck bonus on saves except in bright light
- Shadowvision (60' Darkvision) except in bright light
- Shadowpath except in bright light
- Shadowwalk except in bright light
- Fast Healing 2 except in bright light
- SR 24 except in bright light
Saves: Fort +17, Ref +15, Will +28 (+2 auf RW vs göttliche Zauber oder Externare)
Abilities:Str 8, Dex 10, Con 18, Int 14, Wis 24, Cha 22
Skills:- Fertigkeiten insgesamt: 80 (50+20+10)
- Konzentration 20 (16)
- Diplomatie 29 (16)
- Wissen Religion 16 (14)
- Wissen Geschichte 3 (1)
- Wissen Arkanes 7 (5)
- Wissen Ebenen 3 (1)
- Wissen Adel 7 (5)
- Wissen Gewölbe 3 (1)
- Wissen Lokales (Anauroch/Umbral) 3 (1)
- Zauberkunde 19 (15)
- Motive erkennen 12 (5)
Feats: 01. Schattengewebe-Magie (PGtF), 01. Zusätzliches Vertreiben, 01. Blind Kämpfen (Domäne), 03. Schnell Zaubern, 06. Göttliche Metamagie (CD), 09. Göttliche Zaubermacht (CD), 12. Sudden Maximize (CA)
Domains: Dunkelheit, Wissen, Höhlen, Böses
Languages: Handelssprache, Nesserisch, Loross, Drakonisch
Alignment: neutral böse
Equipment:- Mithral Tartsche +5 (26015)
- Mithral Brustplatte unscheinbar +5 (31900)
- Anhänger der Weisheit +4 (16000)
- Charismaohrringe +4 (16000)
- Konstitutionsarmschienen +4 (16000)
- Geschicklichkeitshandschuhe +4 (16000)
- Resistenzveste +5 (25000)
- Leitfaden der Einsicht +1 gelesen (27500)
- Hewards Praktischer Rucksack (2000)
- Silberamulett (500)
- Streitflegel +1 (2008)
- Circlet of Persuasion (4500)
- Schattenumhang Nesserils
- Ionenstein Orange (30000)
- Ionenstein mattrosa (5000)
- Quicken Metamagic Rod, lesser (35000)
Bekannte Riten:
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Grad 1:
SRD
-Bane: Enemies take –1 on attack rolls and saves against fear.
-Bless: Allies gain +1 on attack rolls and saves against fear.
-Bless Water M: Makes holy water.
-Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
-Command: One subject obeys selected command for 1 round.
-Comprehend Languages: You understand all spoken and written languages.
-Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
-Curse Water M: Makes unholy water.
-Deathwatch: Reveals how near death subjects within 30 ft. are.
-Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
-Detect Undead: Reveals undead within 60 ft.
-Divine Favor: You gain +1 per three levels on attack and damage rolls.
-Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
-Endure Elements: Exist comfortably in hot or cold environments.
-Entropic Shield: Ranged attacks against you have 20% miss chance.
-Hide from Undead: Undead can’t perceive one subject/level.
-Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
-Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
-Magic Weapon: Weapon gains +1 bonus.
-Obscuring Mist: Fog surrounds you.
-Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
-Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
-Sanctuary: Opponents can’t attack you, and you can’t attack.
-Shield of Faith: Aura grants +2 or higher deflection bonus.
-Summon Monster I: Calls extraplanar creature to fight for you.
SHF
- Aura gegen Flammen
- Heilender Glaube
BoVD
- Tongue of Bhaalzebul
SC
- Nightshield (S. 148)
- Resurgance (S. 174)
- Vision of Glory (S. 231)
Grad 2:
SRD
-Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
-Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
-Augury M F: Learns whether an action will be good or bad.
-Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
-Bull’s Strength: Subject gains +4 to Str for 1 min./level.
-Calm Emotions: Calms creatures, negating emotion effects.
-Consecrate M: Fills area with positive energy, making undead weaker.
-Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
-Darkness: 20-ft. radius of supernatural shadow.
-Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
-Delay Poison: Stops poison from harming subject for 1 hour/level.
-Desecrate M: Fills area with negative energy, making undead stronger.
-Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
-Enthrall: Captivates all within 100 ft. + 10 ft./level.
-Find Traps: Notice traps as a rogue does.
-Gentle Repose: Preserves one corpse.
-Hold Person: Paralyzes one humanoid for 1 round/level.
-Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
-Make Whole: Repairs an object.
-Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
-Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
-Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
-Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
-Shatter: Sonic vibration damages objects or crystalline creatures.
-Shield Other F: You take half of subject’s damage.
-Silence: Negates sound in 20-ft. radius.
-Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
-Spiritual Weapon: Magic weapon attacks on its own.
-Status: Monitors condition, position of allies.
-Summon Monster II: Calls extraplanar creature to fight for you.
-Undetectable Alignment: Conceals alignment for 24 hours.
-Zone of Truth: Subjects within range cannot lie.
SHF
- Steinknochen
- Unglücksfluch
- Zeichen des Ausgestoßenen
BdG
- Göttliche Rache
Grad 3:
SRD
-Animate Dead M: Creates undead skeletons and zombies.
-Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
-Blindness/Deafness: Makes subject blinded or deafened.
-Contagion: Infects subject with chosen disease.
-Continual Flame M: Makes a permanent, heatless torch.
-Create Food and Water: Feeds three humans (or one horse)/level.
-Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
-Daylight: 60-ft. radius of bright light.
-Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
-Dispel Magic: Cancels spells and magical effects.
-Glyph of Warding M: Inscription harms those who pass it.
-Helping Hand: Ghostly hand leads subject to you.
-Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
-Invisibility Purge: Dispels invisibility within 5 ft./level.
-Locate Object: Senses direction toward object (specific or type).
-Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
-Magic Vestment: Armor or shield gains +1 enhancement per four levels.
-Meld into Stone: You and your gear merge with stone.
-Obscure Object: Masks object against scrying.
-Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
-Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
-Remove Blindness/Deafness: Cures normal or magical conditions.
-Remove Curse: Frees object or person from curse.
-Remove Disease: Cures all diseases affecting subject.
-Searing Light: Ray deals 1d8/two levels damage, more against undead.
-Speak with Dead: Corpse answers one question/two levels.
-Stone Shape: Sculpts stone into any shape.
-Summon Monster III: Calls extraplanar creature to fight for you.
-Water Breathing: Subjects can breathe underwater.
-Water Walk: Subject treads on water as if solid.
-Wind Wall: Deflects arrows, smaller creatures, and gases.
SHF
- Blindsicht
- Dunkelfeuer
- Graben
- Schädelwache
- Schattenweg
- Schreibgehilfe
- Seuchenträger
BdG
- Augenkette
- Schwäches Anlitz der Gottheit
- Peinigung
BoVD
- Wrack
Grad 4:
SRD
-Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
-Control Water: Raises or lowers bodies of water.
-Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
-Death Ward: Grants immunity to death spells and negative energy effects.
-Dimensional Anchor: Bars extradimensional movement.
-Discern Lies: Reveals deliberate falsehoods.
-Dismissal: Forces a creature to return to native plane.
-Divination M: Provides useful advice for specific proposed actions.
-Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
-Freedom of Movement: Subject moves normally despite impediments.
-Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
-Imbue with Spell Ability: Transfer spells to subject.
-Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
-Magic Weapon, Greater: +1 bonus/four levels (max +5).
-Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
-Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
-Poison: Touch deals 1d10 Con damage, repeats in 1 min.
-Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
-Restoration M: Restores level and ability score drains.
-Sending: Delivers short message anywhere, instantly.
-Spell Immunity: Subject is immune to one spell per four levels.
-Summon Monster IV: Calls extraplanar creature to fight for you.
-Tongues: Speak any language.
SHF
- Eisenknochen
- Schwachpunkt erkennen
- Unheilsflut
- Wand des Bösen
BdG
- Züchtigen
BoVD
- Identify Transgressor
- Stop Heart
Grad 5:
SRD
-Atonement F X: Removes burden of misdeeds from subject.
-Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
-Command, Greater: As command, but affects one subject/level.
-Commune X: Deity answers one yes-or-no question/level.
-Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
-Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
-Disrupting Weapon: Melee weapon destroys undead.
-Flame Strike: Smite foes with divine fire (1d6/level damage).
-Hallow M: Designates location as holy.
-Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
-Insect Plague: Locust swarms attack creatures.
-Mark of Justice: Designates action that will trigger curse on subject.
-Plane Shift F: As many as eight subjects travel to another plane.
-Raise Dead M: Restores life to subject who died as long as one day/level ago.
-Righteous Might: Your size increases, and you gain combat bonuses.
-Scrying F: Spies on subject from a distance.
-Slay Living: Touch attack kills subject.
-Spell Resistance: Subject gains SR 12 + level.
-Summon Monster V: Calls extraplanar creature to fight for you.
-Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
-Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
-True Seeing M: Lets you see all things as they really are.
-Unhallow M: Designates location as unholy.
-Wall of Stone: Creates a stone wall that can be shaped.
SHF
- Einswerden mit der Erde
- Kriechende Dunkelheit
- Massenansteckung
BdG
- Ebenenessenz stören
- Göttliche Beweglichkeit
BoVD
- Morality undone
- Resonating resistance
Grad 6:
SRD
-Animate Objects: Objects attack your foes.
-Antilife Shell: 10-ft. field hedges out living creatures.
-Banishment: Banishes 2 HD/level of extraplanar creatures.
-Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
-Blade Barrier: Wall of blades deals 1d6/level damage.
-Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
-Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
-Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
-Dispel Magic, Greater: As dispel magic, but up to +20 on check.
-Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
-Find the Path: Shows most direct way to a location.
-Forbiddance M: Blocks planar travel, damages creatures of different -alignment.
-Geas/Quest: As lesser geas, plus it affects any creature.
-Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
-Harm: Deals 10 points/level damage to target.
-Heal: Cures 10 points/level of damage, all diseases and mental conditions.
-Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
-Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
-Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
-Planar Ally X: As lesser planar ally, but up to 12 HD.
-Summon Monster VI: Calls extraplanar creature to fight for you.
-Symbol of Fear M: Triggered rune panics nearby creatures.
-Symbol of Persuasion M: Triggered rune charms nearby creatures.
-Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
-Wind Walk: You and your allies turn vaporous and travel fast.
-Word of Recall: Teleports you back to designated place.
SHF
- Azuth hohe Triade
- Glyphen unterdrücken
- Steinkörper
- Torsiegel
BdG
- Antlitz der Gottheit
- Kometenfall
Grad 7:
SRD
-Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
-Control Weather: Changes weather in local area.
-Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
-Destruction F: Kills subject and destroys remains.
-Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
-Ethereal Jaunt: You become ethereal for 1 round/level.
-Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
-Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many -creatures.
-Refuge M: Alters item to transport its possessor to you.
-Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
-Repulsion: Creatures can’t approach you.
-Restoration, Greater X: As restoration, plus restores all levels and ability scores.
-Resurrection M: Fully restore dead subject.
-Scrying, Greater: As scrying, but faster and longer.
-Summon Monster VII: Calls extraplanar creature to fight for you.
-Symbol of Stunning M: Triggered rune stuns nearby creatures.
-Symbol of Weakness M: Triggered rune weakens nearby creatures.
-Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
SHF
- Glückliches Geschick
- Todesdrache
BdG
- Gerechter Zorn der Gottesfürchtigen
- Mächtiger Fluch
- Pakt der Erneuerung
- Schleimwelle
BoVD
- Imprison Soul
- Wretched Blight
Bekannte Domänen:
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Domäne des Wissens
Grad 1: Geheimtüren entdeckeb
Grad 2: Gedanken wahrnehmen
Grad 3: Hellhören/Hellsehen
Gead 4: Weissagung
Grad 5: Wahrer Blick
Grad 6: Weg finden
Grad 7: Sagenkunde
Domäne der Dunkelheit
Grad 1: Verhüllender Nebel
Grad 2: Blindheit/Taubheit verursachen
Grad 3: Schwarzlicht (KSVR)
Gead 4: Rüstung der Dunkelheit (KSVR)
Grad 5: Finsterer Bolzen (KSVR)
Grad 6: Ausspähende Augen
Grad 7: Alptraum
Domäne des Bösen
Grad 1: Schutz vor Gutem
Grad 2: Ort entweihen
Grad 3: Schutzkreis gegen Gutes
Gead 4: Unheilige Plage
Grad 5: Gutes bannen
Grad 6: Untote erschaffen
Grad 7: Blashemie
Domäne der Höhlen
Grad 1: Geheimtüren entdecken
Grad 2: Dunkelheit
Grad 3: Mit Stein verschmelzen
Gead 4: Leomonds sicherer Untersclupf
Grad 5: Wände passieren
Grad 6: Weg finden
Grad 7: Steinmaul (KSVR)