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Gestalt 13th Level "Terror and Blasphemy" Characters (10)
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<blockquote data-quote="nameless" data-source="post: 1473837" data-attributes="member: 1543"><p><strong>Scourge the Eveningstar</strong></p><p><strong>Lawful Good Human Sorceror 13/Paladin 5-Hunter of the Dead 8</strong></p><p><strong>Hit Dice:</strong> 10 + 4d10 + 8d8 + 13 (91 hp)</p><p><strong>Initiative:</strong> +1 (Dex +1)</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>AC:</strong> 22 (10 Base +1 dex, +8 sacred, +2 deflection, +1 natural) Flat: 21, Touch: 13</p><p><strong>Full Attacks:</strong> Morningstar +18/+13/+8 melee (1d8+6)</p><p><strong>Attacks:</strong> Morningstar +18 melee (1d8+6)</p><p><strong>Racial Traits:</strong> Bonus feat, Bonus skill point per level, favored class (highest)</p><p><strong>Class Features:</strong> light armor proficiency, medium armor proficiency, heavy armor proficiency, shield proficiency, martial weapon proficiency (all), simple weapon proficiency, aura of good, detect evil, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead 13/day, special mount, detect undead, smite undead 2/day, spurn death's touch, true death, extra turning (bonus feat), positive energy burst, summon familiar </p><p><strong>Vow of Poverty Features:</strong> AC Bonus +8, 6 bonus exalted feats, endure elements, exalted strike +2 (magic and good), sustenance, deflection bonus +2, resistance bonus +2, ability score enhancement +4/+2, natural armor +1, mind shielding, DR 5/magic, greater sustenance, energy resistance 5 to acid/cold/fire/electricity/sonic</p><p><strong>Saves:</strong>*additional +1 against all spells and spell-like abilities Fort +17 (+8.5 class +6 divine grace +1 Con +2 resistance), Ref +13 (+4.33 class +6 divine grace +1 Dex +2 resistance), Will +18 (+8.5 class +6 divine grace +2 Wis +2 resistance);</p><p><strong>Abilities:</strong> Str 16 (+2 vow), Dex 12, Con 12, Int 10, Wis 14, Cha 23 (+3 level, +4 vow)</p><p><strong>Skills:</strong> Concentration +13 (12 ranks +1 Con), Diplomacy +15 or +17 vs good creatures (5 ranks +6 Cha +2 Nymph's Kiss +2 Sacred Vow +2 Nimbus of Light*), Knowledge (arcana) +15 (15 ranks), Knowledge (religion) +5 (5 ranks), Sense Motive +7 or +9 vs good creatures(5 ranks +2 Wis +2 Nimbus of Light*), Spellcraft +17 (15 ranks +2 synergy)</p><p><strong>Feats:</strong> Sacred Vow (1st), Vow of Poverty (human), Nimbus of Light (vow 1), Nymph's Kiss(vow 2), Power Attack (3rd), Exalted Turning (vow 4), Divine Might (vow 6), Arcane Strike (6th), Celestial Familiar (vow 8), Spell Focus - Enchantment (9th), Holy Radiance (vow 10), Extra Turning (bonus 11), Stigmata (vow 12), Spell Focus - Transmutation (12th), *Alertness (when familiar within arm's reach)</p><p><strong>Languages:</strong> Common, Celestial</p><p></p><p><strong>Familiar</strong> - Lantern Archon</p><p>HD 13d8 [special] (45 hp); Initiative +4; Speed Fly 60 ft. (perfect); AC 22; Base Attack/Grapple +13/+4; Attack: Light Ray +14 ranged touch (1d6); Full Attack: 2 light rays +14 ranged touch (1d6); Space/reach: 5ft./5ft.; Spell-like abilities: At will- Aid, Continual Flame, Detect Evil; Special qualities: Aura of Menace DC 18, DR 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, alertness*, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of kind, spell resistance 18, scry on familiar; Saves: Fort +8 (+14 against poison) Ref +4, Will +8; Str 1, Dex 11, Con 10, Int 12, Wis 11, Cha 10; Skills: Concentration +12, Diplomacy +5, Knowledge (arcana) +16, Knowledge (religion) +6, Knowledge (the planes) +5, Listen +4, Spot +4, Sense Motive +5, Spellcraft +18; Feats: Improved Initiative</p><p><strong>Sorceror Spells (Caster Level 13)</strong></p><p>0th x9 (6/day) DC 16 - Detect Magic, Prestidigitation, Read Magic, Light, Ghost Sound, Mage Hand, Message, Acid Splash, Open/Close</p><p>1st x5 (8/day) DC 17 - Magic Missile, Shield, True Strike, Enlarge Person, Feather Fall</p><p>2nd x5 (8/day) DC 18 - Tasha's Hideous Laughter*, Web, See Invisibility, Shatter, Detect Thoughts</p><p>3rd x4 (7/day) DC 19 - Dispel Magic, Haste, Fireball, Fly</p><p>4th x4 (7/day) DC 20 - Dimension Door, Greater Invisibility, Polymorph, Confusion*</p><p>5th x3 (7/day) DC 21 - Teleport, Cone of Cold, Transmute Rock to Mud*</p><p>6th x2 (5/day) DC 22 - Mass Suggestion*, Disintegrate*</p><p></p><p><strong>Paladin Spells (Caster Level 2)</strong></p><p>1st (1/day) DC 13 - Lesser Restoration</p><p></p><p><strong>Hunter of the Dead Spells (Caster Level 8)</strong></p><p>1st (3/day) DC 13 known - magic stone, magic weapon, cure light wounds, hide from undead, remove fear; memorized - hide from undead, cure light wounds (x2)</p><p>2nd (2/day) DC 14 known - bull's strength, cure moderate wounds, continual flame, darkvision, lesser restoration, remove paralysis; memorized - darkvision, cure moderate wounds</p><p>3rd (1/day) DC 15 known - cure serious sounds, daylight, halt undead, protection from elements, searing light, speak with dead; memorized - protection from elements</p><p>4th (1/day) DC 16 known - cure critical wounds, death ward, disrupting weapon, freedom of movement, restoration; memorized - death ward</p><p></p><p><strong>Equipment</strong></p><p>Clothing</p><p>Morningstar</p><p>Dagger</p><p>Spiked Gauntlet</p><p></p><p>-----------------------------------</p><p>Sacred Vow: +2 perfection bonus to Diplomacy, allows other Vow feats</p><p></p><p>Vow of Poverty: May only own unexceptional simple weapons, simple clothes, 1 day's food (which is now extraneous) in a simple sack, and a spell component pouch. Ownership of magic items is disallowed, but benefiting from others' magic items is allowed. The benefits are as follows:</p><p>AC Bonus (Su): +4 sacred bonus to AC, +1 per 3 levels. Does not apply to touch or incorporeal touch attacks. Still counts for brilliant energy weapons.</p><p>Bonus exalted feats: Bonus exalted feats at first and every even level.</p><p>Endure elements (Ex): Immune to the effects of being in a hot or cold environment (-50 to 140 degrees) and doesn't need to make saves against it.</p><p>Exalted Strike (Su): Enhancement bonus to attack and damage with all attacks. +1 at level 4, +2 at 10, +3 at 14, +4 at 17, and +5 at 20. At level 4 it counts at magic, and level 10 as good.</p><p>Sustenance (Ex): Doesn't need to eat or drink.</p><p>Deflection (Su): +1 deflection bonus to AC per 6 levels.</p><p>Resistance (Ex): Resistance bonus to all saves. +1 at 7th, +2 at 13th, and +3 at 17th.</p><p>Ability Score Enhancement (Ex): At 7th level, +2 to one ability score, at 11th, that score increases an extra +2, and another increases by +2. At 15th, previous scores get another +2, and another gets a first +2. Repeat for one more score at 19th level.</p><p>Natural Armor (Ex): +1 natural armor bonus every 8th level.</p><p>Mind Shielding (Ex): Immune to detect thoughts, discern lies, and any attempt to discern his alignment.</p><p>Damage Reduction (Su): DR 5/magic at level 10, 5/evil at level 15, and 10/evil at 19th.</p><p>Greater Sustenance (Ex): No longer needs to breathe.</p><p>Energy Resistance (Ex): Resistance 5 to fire, cold, acid, electricity and sonic energy. Increases to 15 at level 20.</p><p>Freedom of Movement (Ex): At level 14, can act as is under Freedom of Movement constantly.</p><p>Regeneration (Ex): At 17th level, can heal 1 damage per level per hour (instead of per day), and heals nonlethal damage at that rate every 5 minutes.</p><p>True Seeing (Su): At 18th level, gain a continual true seeing, as the spell.</p><p></p><p>Nymph's Kiss: Fey creatures regard Scourge as if he was fey. +2 circumstance bonus to all Cha-based checks, +1 bonus on all saves against spells and spell-like abilities, and 1 extra skill point per level.</p><p></p><p>Exalted Turning: Any creature turned takes 3d6 points of damage in addition to any other effect.</p><p></p><p>Nimbus of Light: A luminous glow surrounding Scourge lets good creatures know that he is pure. +2 circumstance bonus to diplomacy and sense motive against good creatures. The radiance sheds bright light to 5 feet and dim light to 10 feet, and can be activated or deactivated as a free action.</p><p></p><p>Celestial Familiar: Allows a Lantern Archon as a familiar.</p><p></p><p>Holy Radiance: As a free action, the Nimbus of Light can be increased to 10 feet of bright light and 20 feet of dim light. Any undead in the bright light take 1d4 damage per round.</p><p></p><p>Stigmata: Allows sacrifice of Con damage to heal allies. For each 2 Con damage, 1 damage per level of the target is healed. Each point of Con damage taken allows 1 target to be healed. The healing touch can be held for up to an hour, and the Con sacrifice is a free action. It also allows a new save against any disease with a bonus equal to the Con damage taken. The Con damage taken by this ability can't be restored until an hour has passed from its original use.</p><p></p><p>Arcane Strike: Sacrifice spells for improved melee damage. As a free action, use up a spell slot to improve all melee attacks for one round, giving +1 to hit and +1d4 damage per attack per level of the spell.</p><p></p><p>Divine Might: As a free action, use a turn undead attempt to add your Charisma bonus to all melee damage for one round.</p><p></p><p>Turn Undead (Su): 13 times per day (3 +6 Cha +4 extra turning) Scourge may turn undead with a +10 bonus (+6 Cha, +2 Knowledge (religion), +2 Nymph's Kiss) as a level 10 Cleric (5-2 Paladin +8 Hunter of the Dead), and does 3d6 damage to any undead thus turned.</p><p>Lay on Hands (Su): Scourge can lay on hands for 30 points per day.</p><p>Smite Evil (Su): Scourge can smite evil 2 times per day at +6 to hit and +5 to damage</p><p>Detect undead (Su): Scourge can detect undead at will, as the spell of the same name.</p><p>Smite undead (Su): 2 times per day, Scourge can smite undead with one normal melee attack. He adds his +2 Wisdom modifier to the attack roll, and his +8 hunter of the dead levels to the damage roll. This ability can be used separately from a smite evil, and both can potentially be used on the same target.</p><p>Spurn Death's Touch (Ex): Scourge applies his +2 wisdom bonus as an additional bonus on all saves against spells and effects used by undead.</p><p>True Death (Su): Undead slain by Scourge, by melee attacks or spells can never rise again as undead. They are forever destroyed.</p><p>Positive Energy Burst (Su): At the cost of two normal turning attempts, Scourge can use a standard action to unleash a positive energy burst that deals 1d6 points of damage per class level (8d6) to all undead within 20 feet. They are allowed a reflex save DC 24 (10+class level+Cha bonus) for half damage.</p><p>----------------------------------------------------</p></blockquote><p></p>
[QUOTE="nameless, post: 1473837, member: 1543"] [b]Scourge the Eveningstar Lawful Good Human Sorceror 13/Paladin 5-Hunter of the Dead 8[/b] [b]Hit Dice:[/b] 10 + 4d10 + 8d8 + 13 (91 hp) [b]Initiative:[/b] +1 (Dex +1) [b]Speed:[/b] 30 ft. [B]AC:[/B] 22 (10 Base +1 dex, +8 sacred, +2 deflection, +1 natural) Flat: 21, Touch: 13 [B]Full Attacks:[/B] Morningstar +18/+13/+8 melee (1d8+6) [B]Attacks:[/B] Morningstar +18 melee (1d8+6) [B]Racial Traits:[/B] Bonus feat, Bonus skill point per level, favored class (highest) [B]Class Features:[/B] light armor proficiency, medium armor proficiency, heavy armor proficiency, shield proficiency, martial weapon proficiency (all), simple weapon proficiency, aura of good, detect evil, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead 13/day, special mount, detect undead, smite undead 2/day, spurn death's touch, true death, extra turning (bonus feat), positive energy burst, summon familiar [B]Vow of Poverty Features:[/B] AC Bonus +8, 6 bonus exalted feats, endure elements, exalted strike +2 (magic and good), sustenance, deflection bonus +2, resistance bonus +2, ability score enhancement +4/+2, natural armor +1, mind shielding, DR 5/magic, greater sustenance, energy resistance 5 to acid/cold/fire/electricity/sonic [B]Saves:[/B]*additional +1 against all spells and spell-like abilities Fort +17 (+8.5 class +6 divine grace +1 Con +2 resistance), Ref +13 (+4.33 class +6 divine grace +1 Dex +2 resistance), Will +18 (+8.5 class +6 divine grace +2 Wis +2 resistance); [B]Abilities:[/B] Str 16 (+2 vow), Dex 12, Con 12, Int 10, Wis 14, Cha 23 (+3 level, +4 vow) [B]Skills:[/B] Concentration +13 (12 ranks +1 Con), Diplomacy +15 or +17 vs good creatures (5 ranks +6 Cha +2 Nymph's Kiss +2 Sacred Vow +2 Nimbus of Light*), Knowledge (arcana) +15 (15 ranks), Knowledge (religion) +5 (5 ranks), Sense Motive +7 or +9 vs good creatures(5 ranks +2 Wis +2 Nimbus of Light*), Spellcraft +17 (15 ranks +2 synergy) [B]Feats:[/B] Sacred Vow (1st), Vow of Poverty (human), Nimbus of Light (vow 1), Nymph's Kiss(vow 2), Power Attack (3rd), Exalted Turning (vow 4), Divine Might (vow 6), Arcane Strike (6th), Celestial Familiar (vow 8), Spell Focus - Enchantment (9th), Holy Radiance (vow 10), Extra Turning (bonus 11), Stigmata (vow 12), Spell Focus - Transmutation (12th), *Alertness (when familiar within arm's reach) [B]Languages:[/B] Common, Celestial [b]Familiar[/b] - Lantern Archon HD 13d8 [special] (45 hp); Initiative +4; Speed Fly 60 ft. (perfect); AC 22; Base Attack/Grapple +13/+4; Attack: Light Ray +14 ranged touch (1d6); Full Attack: 2 light rays +14 ranged touch (1d6); Space/reach: 5ft./5ft.; Spell-like abilities: At will- Aid, Continual Flame, Detect Evil; Special qualities: Aura of Menace DC 18, DR 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, alertness*, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of kind, spell resistance 18, scry on familiar; Saves: Fort +8 (+14 against poison) Ref +4, Will +8; Str 1, Dex 11, Con 10, Int 12, Wis 11, Cha 10; Skills: Concentration +12, Diplomacy +5, Knowledge (arcana) +16, Knowledge (religion) +6, Knowledge (the planes) +5, Listen +4, Spot +4, Sense Motive +5, Spellcraft +18; Feats: Improved Initiative [B]Sorceror Spells (Caster Level 13)[/B] 0th x9 (6/day) DC 16 - Detect Magic, Prestidigitation, Read Magic, Light, Ghost Sound, Mage Hand, Message, Acid Splash, Open/Close 1st x5 (8/day) DC 17 - Magic Missile, Shield, True Strike, Enlarge Person, Feather Fall 2nd x5 (8/day) DC 18 - Tasha's Hideous Laughter*, Web, See Invisibility, Shatter, Detect Thoughts 3rd x4 (7/day) DC 19 - Dispel Magic, Haste, Fireball, Fly 4th x4 (7/day) DC 20 - Dimension Door, Greater Invisibility, Polymorph, Confusion* 5th x3 (7/day) DC 21 - Teleport, Cone of Cold, Transmute Rock to Mud* 6th x2 (5/day) DC 22 - Mass Suggestion*, Disintegrate* [B]Paladin Spells (Caster Level 2)[/B] 1st (1/day) DC 13 - Lesser Restoration [B]Hunter of the Dead Spells (Caster Level 8)[/B] 1st (3/day) DC 13 known - magic stone, magic weapon, cure light wounds, hide from undead, remove fear; memorized - hide from undead, cure light wounds (x2) 2nd (2/day) DC 14 known - bull's strength, cure moderate wounds, continual flame, darkvision, lesser restoration, remove paralysis; memorized - darkvision, cure moderate wounds 3rd (1/day) DC 15 known - cure serious sounds, daylight, halt undead, protection from elements, searing light, speak with dead; memorized - protection from elements 4th (1/day) DC 16 known - cure critical wounds, death ward, disrupting weapon, freedom of movement, restoration; memorized - death ward [B]Equipment[/B] Clothing Morningstar Dagger Spiked Gauntlet ----------------------------------- Sacred Vow: +2 perfection bonus to Diplomacy, allows other Vow feats Vow of Poverty: May only own unexceptional simple weapons, simple clothes, 1 day's food (which is now extraneous) in a simple sack, and a spell component pouch. Ownership of magic items is disallowed, but benefiting from others' magic items is allowed. The benefits are as follows: AC Bonus (Su): +4 sacred bonus to AC, +1 per 3 levels. Does not apply to touch or incorporeal touch attacks. Still counts for brilliant energy weapons. Bonus exalted feats: Bonus exalted feats at first and every even level. Endure elements (Ex): Immune to the effects of being in a hot or cold environment (-50 to 140 degrees) and doesn't need to make saves against it. Exalted Strike (Su): Enhancement bonus to attack and damage with all attacks. +1 at level 4, +2 at 10, +3 at 14, +4 at 17, and +5 at 20. At level 4 it counts at magic, and level 10 as good. Sustenance (Ex): Doesn't need to eat or drink. Deflection (Su): +1 deflection bonus to AC per 6 levels. Resistance (Ex): Resistance bonus to all saves. +1 at 7th, +2 at 13th, and +3 at 17th. Ability Score Enhancement (Ex): At 7th level, +2 to one ability score, at 11th, that score increases an extra +2, and another increases by +2. At 15th, previous scores get another +2, and another gets a first +2. Repeat for one more score at 19th level. Natural Armor (Ex): +1 natural armor bonus every 8th level. Mind Shielding (Ex): Immune to detect thoughts, discern lies, and any attempt to discern his alignment. Damage Reduction (Su): DR 5/magic at level 10, 5/evil at level 15, and 10/evil at 19th. Greater Sustenance (Ex): No longer needs to breathe. Energy Resistance (Ex): Resistance 5 to fire, cold, acid, electricity and sonic energy. Increases to 15 at level 20. Freedom of Movement (Ex): At level 14, can act as is under Freedom of Movement constantly. Regeneration (Ex): At 17th level, can heal 1 damage per level per hour (instead of per day), and heals nonlethal damage at that rate every 5 minutes. True Seeing (Su): At 18th level, gain a continual true seeing, as the spell. Nymph's Kiss: Fey creatures regard Scourge as if he was fey. +2 circumstance bonus to all Cha-based checks, +1 bonus on all saves against spells and spell-like abilities, and 1 extra skill point per level. Exalted Turning: Any creature turned takes 3d6 points of damage in addition to any other effect. Nimbus of Light: A luminous glow surrounding Scourge lets good creatures know that he is pure. +2 circumstance bonus to diplomacy and sense motive against good creatures. The radiance sheds bright light to 5 feet and dim light to 10 feet, and can be activated or deactivated as a free action. Celestial Familiar: Allows a Lantern Archon as a familiar. Holy Radiance: As a free action, the Nimbus of Light can be increased to 10 feet of bright light and 20 feet of dim light. Any undead in the bright light take 1d4 damage per round. Stigmata: Allows sacrifice of Con damage to heal allies. For each 2 Con damage, 1 damage per level of the target is healed. Each point of Con damage taken allows 1 target to be healed. The healing touch can be held for up to an hour, and the Con sacrifice is a free action. It also allows a new save against any disease with a bonus equal to the Con damage taken. The Con damage taken by this ability can't be restored until an hour has passed from its original use. Arcane Strike: Sacrifice spells for improved melee damage. As a free action, use up a spell slot to improve all melee attacks for one round, giving +1 to hit and +1d4 damage per attack per level of the spell. Divine Might: As a free action, use a turn undead attempt to add your Charisma bonus to all melee damage for one round. Turn Undead (Su): 13 times per day (3 +6 Cha +4 extra turning) Scourge may turn undead with a +10 bonus (+6 Cha, +2 Knowledge (religion), +2 Nymph's Kiss) as a level 10 Cleric (5-2 Paladin +8 Hunter of the Dead), and does 3d6 damage to any undead thus turned. Lay on Hands (Su): Scourge can lay on hands for 30 points per day. Smite Evil (Su): Scourge can smite evil 2 times per day at +6 to hit and +5 to damage Detect undead (Su): Scourge can detect undead at will, as the spell of the same name. Smite undead (Su): 2 times per day, Scourge can smite undead with one normal melee attack. He adds his +2 Wisdom modifier to the attack roll, and his +8 hunter of the dead levels to the damage roll. This ability can be used separately from a smite evil, and both can potentially be used on the same target. Spurn Death's Touch (Ex): Scourge applies his +2 wisdom bonus as an additional bonus on all saves against spells and effects used by undead. True Death (Su): Undead slain by Scourge, by melee attacks or spells can never rise again as undead. They are forever destroyed. Positive Energy Burst (Su): At the cost of two normal turning attempts, Scourge can use a standard action to unleash a positive energy burst that deals 1d6 points of damage per class level (8d6) to all undead within 20 feet. They are allowed a reflex save DC 24 (10+class level+Cha bonus) for half damage. ---------------------------------------------------- [/QUOTE]
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