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Old 11-08-2005, 12:22 PM   #6
Zink Whistlefly
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Join Date: March 20, 2005
Location: North Yorkshire, England
Age: 37
Posts: 520


Level 8




Aura vs Alignment
Available to: Clerics only.
Description: Provides a +4 AC deflection bonus, +4 to all saving throws, 25 Spell Resistance and immunity to mind affecting spells from all creatures of the chosen alignment. Additionally, creatures of the chosen alignment striking the caster take 1D8+6 damage. These effects last for 1 Round per caster level.
Metamagic: Can be Extended to last for 2 Rounds per caster level as a level 9 spell.
Comments: The damage sustained by enemies striking the caster is divine.

Bombardment
Available to: Druids only.
Description: A colossal area (10m radius - not large as described) is blasted with falling rocks, dealing 1D8 per caster level to all within the affected area (maximum 10D8).
Save: Reflex halves.
Spell Resistance: Allowed.
Party friendly: No.
Metamagic: Support for Empowerment and Maximisation, but these take this spell past level 9.
Comments: The physical damage is in the form of Bludgeoning, and is unenchanted, meaning that a creature with 20/+1 damage reduction will shrug off the first 20 points of damage from this spell.
Progression:
Caster LevelPhysical damage
15+10D8

Create Greater Undead
Available to: Clerics only.
Description: Summons an Undead ally based on the casters level. The ally remains for 24 Hours.
Metamagic: Can be Extended to last for 48 Hours as a level 9 spell.
Progression:
Caster LevelUndead Summoned
15Vampire
16Doom Knight
18Lich
20+Greater Mummy

Vampire Stats:
Level10 (Fighter)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)21/17/12/12/14/14
Attack2 Attacks Per Round (ApR) @ AB +18/+13 (10(BAB)+5(21STR)+1(Weapon Focus)+2(Bastard Sword enhancement))
Weapon1D10+9(Bastard Sword +2, Critical 17-20 *2), 1D6+5 Fortitude save of drain 2 levels (Vampire Bite)
AC17
HP94
Notable FeatsPower Attack, Cleave, Weapon Focus, Improved Critical, Weapon Specialisation, Alertness, Point Blank Shot, Dodge, Great Fortitude, Lightning Reflexes, Toughness
AbilititesDominating Gaze: All creatures within the cone shaped area of effect must make a Will save (DC15) or be dominated. The domination lasts for 4 Rounds.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Death Magic, Level/Ability Drain, Sneak Attack, Paralysis, Negative Energy heals, +5 Regeneration, damage reduction 15/+1, 20/- resistance to cold and electricity.
Comments: The Vampire is not disarmable, and so the Bastard Sword will always be used over the bite. The Vampire does not seem to use his domination gaze.

Doom Knight Stats:
Level9 (Outsider)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)21/15/19/12/15/12
Attack2 Attacks Per Round (ApR) @ AB +18/+13 (9(BAB)+5(21STR)+1(Weapon Focus)+3(Great Sword enhancement))
Weapon2D6+10(Great Sword +3, Critical 19-20 *2)
AC24
HP76
Notable FeatsWeapon Focus, Cleave, Alertness, Darkvision
Abilitites2 x Dispel Magic, 1 x Fireball, 1 x Power Word Stun, 3 x See Invisibility (all cast at caster level 9). 2 x Aura of Fear (medium area of effect around the Doom Knight, enemies must make a Will save at DC13 or flee with Fear for 3 Rounds. The aura is party friendly).
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Death Magic, Level/Ability Drain, Sneak Attack, Paralysis, Positive Energy causes damage, Negative Energy heals, damage reduction 15/+1, Spell Resistance 12.

Lich Stats:
Level12 (Wizard)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)12/14/13/21/14/12
Attack2 Attacks Per Round (ApR) @ AB +10/+5 (6(BAB)+1(12STR)+3(Quarterstaff enhancement))
Weapon1D6+4 (Quarterstaff +3)
AC19
HP112
Notable FeatsAlertness, Dodge, Toughness, Combat Casting, Spell Focus Evocation
Abilitites5 x Melf's Acid Arrow, 1 x Dispel Magic, 2 x Fireball, 1 x Flame Arrow, 1 x Haste, 2 x Phantasmal Killer, 2 x Wall of Fire, 2 x Cloudkill, 2 x Hold Monster, 2 x Chain Lightning, (All at caster level 12), 1 x Aura of Fear (medium area of effect around the Lich, enemies must make a Will save at DC14 or flee with Fear for 4 Rounds. The aura is party friendly).
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Level/Ability Drain, Sneak Attack, Paralysis, Negative Energy heals, damage reduction 15/+1, 100% immunity to cold and electrical damage, Turn Resistance +4.
Comments: Bizarrely the Lich is not immune to death magic.

Greater Mummy Stats:
Level16 (Cleric 10, Undead 6)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)21/12/10/10/16/15
Attack2 Attacks Per Round (ApR) @ AB +15/+10 (10(BAB)+5(21STR))
Weapon2D6+5 (Slam), each hit target must make a Fortitude save or be inflicted with the disease Mummy Rot (DC20, 1D6 CON damage)
AC21
HP100
Notable FeatsPower Attack, Cleave, Knockdown, Disarm, Weapon Focus, Weapon Specialisation, Improved Critical, Toughness, Combat Casting, Spell Penetration, Darkvision, Turn Undead.
Abilitites1 x Inflict Minor Wounds, 3 x Light, 1 x Resistance, 1 x Virtue, 1 x Bless, 1 x Doom, 1 x Inflict Light Wounds, 1 x Aid, 1 x Hold Person, 1 x Inflict Moderate Wounds, 1 x Silence, 2 x Clarity, 1 x Dispel Magic, 1 x Inflict Serious Wounds, 1 x Divine Power, 1 x Freedom of Movement, 1 x Inflict Critical Wounds, 1 x Neutralize Poison, 1 x Flame Strike, 1 x True Seeing (All at caster level 10)
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Death Magic, Level/Ability Drain, Sneak Attack, Paralysis, Negative Energy heals, damage reduction 10/+2, 50% immunity to slashing/piercing/bludgeoning/electrical, 50% vulnerability to fire.

Earthquake
Available to: Cleric (8), Druid (9).
Description: All creatures within a colossal area (10m radius) take 1D6 points of damage per caster level, to a maximum of 10D6. The Earthquake must be centralised on the caster.
Save: Reflex halves.
Spell Resistance: Ignored.
Party friendly: Partial - the caster is protected from the Earthquake, all other allies are stricken.
Metamagic: Support for Empowerment and Maximisation, but these go beyond level 9 for the Cleric/Druid.
Comments: This is a rare spell indeed. Damage is certainly limited, but it bypasses Spell Resistance! Unfortunately, like Blade Barrier, the physical damage dished out (bludgeoning in this case) isn't Enchanted, meaning that a creature with 15/+1 damage resistance will absorb 15 points of damage from this spell, which is disappointing since the damage is average at best for this level anyway.
Progression: Since this spell isn't acquired until at least 15 character levels, it will already be at its maximum of 10D6 damage.

Finger of Death
Available to: Druids only.
Description: The target must make a Fortitude save or die. If the target makes the save, they still take 3D6, +1 damage per caster level.
Save: Fortitude vs death negates.
Spell Resistance: Allowed.
Metamagic: Support for Empowerment and Maximisation (for the Negative Energy damage), but these take the spell past level 9 (for Druids).
Comments: The damage type on a successful Fortitude save is Negative Energy. Creatures immune to death magic ignore both effects of this spell.

Mass Heal
Available to: Cleric (8), Druid (9).
Description: All allies within the area of effect are healed to full hit points. All undead caught in this area take positive damage and are reduced to 1D4 hit points with no saving throw.
Save: None (vs Undead).
Spell Resistance: Allowed (Undead).
Metamagic: None.
Comments: Actually only affects a medium (3.3m) area rather than the stated large.

Nature's Balance
Available to: None.
Description: All allies within a large (5m) radius of the caster are healed 3D8 (not 3D6 as described), +1 per caster level hit points. Enemies within this area have their Spell Resistance lowered by 1D4 per 5 caster levels if they fail their Will save.
Save: Will negates.
Spell Resistance: Ignored.
Metamagic: Can be Extended for the Spell Resistance reduction to last for 2 Rounds for every 3 caster levels. This script also supports Empowered and Maximised versions which affect the healing only, but this take the spell beyond level 9.
Comments: The only Divine spell which lowers Spell Resistance. The description doesn't state the duration for which this will be lowered if successful, which is 1 Round for every 3 caster levels. Since the healing property only affect allies, this spell cannot be used offensively against undead.
Progression:
Caster LevelHP healed (allies only)Spell Resistance lowered (enemies only)Duration (Spell Resistance, Rounds)
153D6+153D45
163D6+163D45
173D6+173D45
183D6+183D46
193D6+193D46
203D6+204D46
213D6+214D47
223D6+224D47
233D6+234D47
243D6+244D48
253D6+255D48
263D6+265D48
273D6+275D49
283D6+285D49
293D6+295D49
303D6+306D410
313D6+316D410
323D6+326D410
333D6+336D411
343D6+346D411
353D6+357D411
363D6+367D412
373D6+377D412
383D6+387D412
393D6+397D413
403D6+408D413

Premonition
Available to: Druids only.
Description: The targeted creature gains 30/+5 damage resistance against all physical attacks. Premonition collapses once 10 points of damage per caster level have been absorbed. This lasts for 1 Hour per caster level.
Metamagic: Can be Extended to last for 2 Hours per caster level as a level 9 spell.
Comments: This spell grows in power all the way up to level 40, to absorb a maximum of 400 damage.

Summon Creature VIII
Available to: Cleric, Druid.
Description: Summons a random Greater Elemental for 24 Hours.
Metamagic: Can be Extended to last for 48 Hours as a level 9 spell.
Comments: The summoned elemental is chosen from Fire, Air or Water. Earth Elementals fail to show their rocky behinds with this spell. If the Cleric has Animal Domain powers, this the Greater Elemental is replaced with an Elder Elemental.

Greater Air Elemental Stats:
Level18 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)20/31/17/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +23/+18/+13 (13(BAB)+10(31DEX))
Weapon2D8+5 (Slam)
AC28
HP157
Notable FeatsWeapon Finesse, Dodge, Mobility, Darkvision
AbilititesPulse - Once per day, 9D3 physical damage to all opponents who fail a Reflex save (DC14). Those who fail their save are also knocked down.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2
Comments: The Air Elemental Pulse ability and will work against you if caught in the area of effect.

Greater Fire Elemental Stats:
Level18 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)20/27/15/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +21/+16/+11 (13(BAB)+27DEX))
Weapon2D8+5 Bludgeoning +2D8 Fire (Slam)
AC26
HP136
Notable FeatsWeapon Finesse, Mobility, Darkvision
AbilititesNone.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2. 100% Fire immunity, 50% cold vulnerability

Greater Water Elemental Stats:
Level18 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)26/20/19/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +21/+16/+11 (13(BAB)+26STR))
Weapon2D10+8 Bludgeoning (Slam)
AC24
HP178
Notable FeatsPower Attack, Cleave, Improved Critical, Darkvision
AbilititesDrown - Once per day, the Water Elemental will sacrifice half its hit points when it enters combat and attempt to drown all creatures within a large area. Creatures failing their Fortitude save (DC20) instantly die.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2. 100% Fire immunity.
Comments: The Water Elemental Drown attack is not party friendly, so the caster potentially faces death if fighting along side the Elemental at the start of combat. It will use its Drown ability immediately however, and can only use it once, so it's best to keep a little distance at the start of the fight. As usual, the Improved Critical: Creature feat does not seem to work.

Sunbeam
Available to: Cleric, Druid.
Description: Divine light blasts a colossal area (10m radius). Undead take 1D6 divine damage per caster level, to a maximum of 20D6. All other creatures take 3D6 divine damage. All creatures must make a Reflex save or be blinded for 3 Rounds.
Save: Reflex vs divine halves divine damage and prevents blindness.
Spell Resistance: Allowed.
Party friendly: No.
Metamagic: Support for Empowerment and Maximisation, but these go beyond level 9.
Progression:
Caster LevelDivine damage (Undead)Divine damage (Others)
1515D63D6
1616D63D6
1717D63D6
1818D63D6
1919D63D6
20+20D63D6

Sunburst
Available to: Druids only.
Description: A massive globe of heat blasts a colossal (10m radius) area (not huge as described). All Undead take 1D6 damage per caster level (to a maximum of 25D6). Non-Undead take 6D6 damage. All creatures are smitten with permanent blindness unless they make a successful Reflex save. Vampires must make a successful Reflex save or be instantly destroyed.
Save: Reflex vs spells halves divine damage and prevents blindness (also prevents instant death for Vampires).
Spell Resistance: Allowed.
Party friendly: Yes.
Metamagic: Support for Empowerment and Maximisation, but these go beyond level 9.
Comments: The damage type for this spell is magical. The Reflex saves for half damage, blindness and insta-kill are all handled independently. Quite why the Druid gets both Sunbeam and Sunburst is a little unknown, since this version is superior in every way - more damaging, party friendly, permanent blindness rather than temporary and includes a Vampire insta-kill effect.
Progression:
Caster LevelDivine damage (Undead)Divine damage (Others)
1515D66D6
1616D66D6
1717D66D6
1818D66D6
1919D66D6
2020D66D6
2121D66D6
2222D66D6
2323D66D6
2424D66D6
25+25D66D6


[ 11-09-2005, 06:27 AM: Message edited by: Zink Whistlefly ]
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