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mummy:ammon

Ammon Bes

Ammon Bes verlor als Knabe seine Familie als eine Gruppe Vampire durch das Land zog und in seinem Heimatdorf rasteten. Das Schicksal wollte es, dass sie Ammon in seinem Versteck nicht fanden, dies taten erst Pharasmas Diener als sie die Leichen der Dörfler zusammen trugen um sie zu beerdigen.

Anoya, eine Priesterin/Seherin Pharasmas, die die Totengräber begleitete, erkannte Ammons Schicksal, sie nahm ihn in ihre Obhut in den Tempel auf und leitete ihn auf dem für ihn vorbestimmten Weg des Undead Slayers.

Als die Kunde den Tempel erreichte, dass Pharaoh Khemet III die Tore zur Necropolis von Wati öffnet lag sein Schicksal offen vor ihm. Sobald seine Ausbildung abgeschlossen war, machte er sich auf den Weg nach Wati, um in der Necropolis untote Abscheulichkeiten endgültig Pharasmas Händen zu übergeben.

Am Tag vor dem Aufbruchs nach Wati befragte Anoya die Mysterien und gab Ammon Xander als Leibwächter mit an die Seite. Der Paladin soll dafür Sorge tragen, dass Ammon die Necropolis erreiche und nicht durch weltliche Feinde von seinem vorgezeichneten Schicksal abkommen vermag.

Loot

Value (gp) Bemerkung
Cloak of Resistance (+2) 4000 gefunden
Belt of Giant Strength (+2) 4000 gekauft
Amulet of Natural Armor (+1) 2000 gefunden
1 Pearl of Power (1) 500 gebaut
2 Pearl of Power (2) 4000 gebaut
Pearl of Power (3) 4500 gebaut
Dagger (+1) 2001 gefunden
3 Dagger 6 gekauft
Morningstar (+1) 10008 gekauft, undead bane1)
Mithral Breastplate (+1) 6200 gekauft
heavy Wooden Shield (+1) 1007 gekauft, verziert mit dem hl. Symbol der Pharasma
Wand of Cure Light Wounds 750 gekauft, 27 Ladungen
lesser Rod of Extend Spell 3000 gefunden
Holy Symbols Pharasma (gold, wood) 26 gekauft
2 golden Bracelets 200 gekauft, F Sacred Bond
little Silk Pillow 100 gekauft, M Nap Stack
5 Holy Water 100 2 gekauft, 3 gefunden
Backpack 2 gekauft
Silk Robe (50ft) 10 gekauft
Hot Weather Clothing
Clerics Venstment
6 gekauft, verziert mit Stickereien von schwarzen Rosen und Skarabäen
Dusty Rose Ioun Stone
AC (insight) +1
5000 gekauft
Ioun Stoneof Healing
1/day: (any) Healing effect doubled
10% Chance for another use
gefunden
Mask or the forgotten Pharao
(good: CHA +4, Spelllike Ab. (1/day): eyebite, death ward, speak with dead
gefunden
  • 813 gp

Holy Vindicator

  • Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
  • Stigmata (Su): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata.
    While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.

Domains

  • Soul, Flowing

Souls

  • Associated Domain: Repose (→ Souls, Pharasma friendly)
  • Replacement Power: The following granted power replaces the gentle rest power of the Repose domain.
    • Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Replacement Domain Spells: 3rd—speak with dead animate dead, 6th— antilife shell, 9th—trap the soul.

Repose

  • Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
  • Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
  • Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Flowing

  • Associated Domain: Water (→ Flowing SRD)
  • Replacement Power: The following granted power replaces the icicle ability of the Water domain.
    • Go with the Flow (Su): You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the calm emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number times per day equal to 3 + your Wisdom modifier.
  • Replacement Domain Spells: 2nd—cat's grace, 4th—freedom of movement, 6th—fluid form, 8th— mind blank.

Water

  • Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
  • Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold 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.
  • Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
  • Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Default Slots

SLvl DC Spells Domain Slot Anmerkungen
0 [4] 13 create water , detect magic , light , purify food and drink lro Extend
1 [5+1] 14 Divine Favor, Shield of Faith (2), Bless, Endure Elements deathwatch Pearl of Power, lro Extend
2 [5+1] 15 Align Weapon, Remove Paralysis, Resist Energy, Weapon of Awe, Grace cat's grace 2 Pearl of Power, lro Extend
3 [4+1] 16 Invisibility Purge, Sacred Bond, Dispel Magic, Prayer speak with dead Pearl of Power, lro Extend
4 [2+1] 17 Divine Power, Dimensional Anchor death ward
5 [1+1] 18 Breath of Life ice storm

Channel

  • positive energy: 5d6, DC 18, 7/day

Feats

Requirements: Holy Vindicator

Holy Vindicator ab lvl 9 geplant.

  • Base Attack Bonus: +5.
  • Special: Channel energy class feature.
  • Skills: Knowledge (religion) 5 ranks.
  • Feats: Alignment Channel or Elemental Channel.
  • Spells: Able to cast 1st-level divine spells.

Xander

Xander wurde Ammon Bes vom Tempel als Leibwache zur Seite gestellt.

Feets

Loot

Value (gp) Bemerkung
Longsword (+1) 2015 gekauft
Club (mw) 300 gefunden
Bandedmail (+1) 5250 gekauft, Expeditious
heavy Steel Shield (+2)
Divine Bond +2 / Lvl Min pro Tag
5020 gekauft
Cloak of Resistance (+1) 2000 gefunden
Headband of Alluring Charisma (+4) 16000 gefunden

Sacret Shield

  • Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
  • Lay On Hands (Su) [8/day]: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability
    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
  • Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) [CHA +4 Lvl +2 = +6] against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin's number of uses of smite evil per day increase a sacred shield's uses of bastion of good per day. This ability replaces smite evil.
  • Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
  • Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
  • Holy Shield (Su) [7 rounds / day, 2LoH]: At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield's own shield bonus, including any increase from the shield's enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell. At 20th level, any allies within 20 feet are protected. Using this ability consumes two uses of the sacred shield's lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy.
  • Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
    • Fatigued
    • Diseased
  • Divine Bond (Su) [+2, Lvl Min, 1/day]: At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
  • Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Default Slots

1)
Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe
mummy/ammon.txt · Zuletzt geändert: 2019/03/04 10:07 von karaan