Autor Thema: Farsay Awindal  (Gelesen 4285 mal)

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Farsay Awindal

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Farsay Awindal
« am: 29.01.2006, 17:47:31 »
 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
Tränke
  • nichts
Zauberstäbe und Stecken
  • nichts
Vaithar Awindal
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TP: -10 / 57

aktives Bestiarium: -
Bestiengeist der Konstitution TP: -

Farsay Awindal

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Farsay Awindal
« Antwort #1 am: 01.02.2006, 12:21:17 »
 Dunkle Riten:

Grad 0:
[] Detect Magic
[] Detect Magic
[] Mending
[] Read Magic
[] Create Water
[] Detect Poison

Grad 1:
[] http://www.d20srd.org/srd/spells/deathwatch.htm' target='_blank'>Deathwatch (Neco,Evil)
[X] http://www.d20srd.org/srd/spells/endureElements.htm' target='_blank'>Endure Elements
[] http://www.d20srd.org/srd/spells/removeFear.htm' target='_blank'>Remove Fear
[] Resurgance (SC 174)
[] Nightshield (SC 148)
[] Heilender Glaube
[] Heilender Glaube
[] {Detect Secret Doors}

Grad 2:
[X] http://www.d20srd.org/srd/spells/shieldother.htm' target='_blank'>Shield Other
[] Aura gegen Flammen
[] http://www.d20srd.org/srd/spells/delaypoison.htm' target='_blank'>Delay Poison
[] http://www.d20srd.org/srd/spells/removeparalysis.htm' target='_blank'>Remove Paralysis
[] http://www.d20srd.org/srd/spells/restorationlesser.htm' target='_blank'>Restoration, Lesser
[] http://www.d20srd.org/srd/spells/spiritualweapon.htm' target='_blank'>Spiritual Weapon
[] Göttliche Rache
[] {Blindheit/Taubheit verursachen}

Grad 3:
[] http://www.d20srd.org/srd/spells/cureseriouswounds.htm' target='_blank'>Cure Serious Wounds
[] Prayer
[] http://www.d20srd.org/srd/spells/removecurse.htm' target='_blank'>Remove Curse
[] Augenkette
[] Invisibility Purge
[] {Schwarzlicht (KSVR)}

Grad 4:
[] http://www.d20srd.org/srd/spells/deathward.htm' target='_blank'>Death Ward (Necro)
[] http://www.d20srd.org/srd/spells/curewoundscritical.htm' target='_blank'>Cure Critical Wounds
[] Panacea (SC 152)
[] http://www.d20srd.org/srd/spells/FreedomofMovement.htm' target='_blank'>Freedom of Movement
[] http://www.d20srd.org/srd/spells/restoration.htm' target='_blank'>Restoration
[] {Rüstung der Dunkelheit (KSVR)}

Grad 5:
[] http://www.d20srd.org/srd/spells/flamestrike.htm' target='_blank'>Flame Strike
[] http://www.d20srd.org/srd/spells/slayliving.htm' target='_blank'>Slay Living
[] Ebenenessenz stören
[] Göttliche Beweglichkeit
[X] http://www.d20srd.org/srd/spells/trueseeing.htm' target='_blank'>{Wahrer Blick}

Grad 6:
[] http://www.d20srd.org/srd/spells/symbolofPersuasion.htm' target='_blank'>Symbol of Persuasion
[X] http://www.d20srd.org/srd/spells/HeroesFeast.htm' target='_blank'>Heroes’ Feast
[] http://www.d20srd.org/srd/spells/Heal.htm' target='_blank'>Heal
[] {Ausspähende Augen}

Grad 7:
[] http://www.d20srd.org/srd/spells/destruction.htm' target='_blank'>Destruction (Necro)
[] Glückliches Geschick
[] {http://www.d20srd.org/srd/spells/Blasphemy.htm' target='_blank'>Blasphemy}
TP: -10 / 57

aktives Bestiarium: -
Bestiengeist der Konstitution TP: -

Farsay Awindal

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Farsay Awindal
« Antwort #2 am: 01.02.2006, 15:18:34 »
 Bekannte Riten:

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Bekannte Domänen:

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TP: -10 / 57

aktives Bestiarium: -
Bestiengeist der Konstitution TP: -

Farsay Awindal

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Farsay Awindal
« Antwort #3 am: 01.02.2006, 18:48:29 »
 HIGH PRIEST
-> eigene PrC <-

Trefferwürfe: d6

Voraussetzungen:
Skills: Knowledge Religion 18 ranks, Spellcraft 18 Ranks
Feats: Any two Metamagic feats and Skill Fokus (Knowledge Religion)
Spells: Able to cast 7th-level divine spells.

Fertigkeitspunkte: 2+ IN-Modifikator

Class Skills:
The high priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Stufe GAB REF WIL ZÄH Speziell                     Zauber pro Tag
  1     0   0    2   0     Besondere Fähigkeit   Wie Grundklasse +1
  2     1   0    3   0     Besondere Fähigkeit   Wie Grundklasse +1
  3     1   1    3   1     Besondere Fähigkeit   Wie Grundklasse +1
  4     2   1    4   1     Besondere Fähigkeit   Wie Grundklasse +1
  5     2   1    4   1     Besondere Fähigkeit   Wie Grundklasse +1

besondere Fähgkeiten:
Blast Infidel (Su)
A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.
Kosten: permanente Aufgabe eines Grad 5 Slots

Divine Reach (Su)
A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Kosten: permanente Aufgabe eines Grad 7 Slots

Faith Healing (Su)
A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).
Kosten: permanente Aufgabe eines Grad 9 Slots

Gift of the Divine (Su)
Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.
Kosten: permanente Aufgabe eines Grad 7 Slots

Mastery of Energy (Su)
Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.
Kosten: permanente Aufgabe eines Grad 5 Slots

Metamagic Feat
A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.
Kosten: permanente Aufgabe eines Grad 5 Slots

Spell-Like Ability
A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.
The spell normally uses a spell slot of the spell’s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than twice per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.
Kosten: permanente Aufgabe eines Grad 5 Slots
TP: -10 / 57

aktives Bestiarium: -
Bestiengeist der Konstitution TP: -