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Strahd's "RttToEE"
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<blockquote data-quote="Scott DeWar" data-source="post: 5549679" data-attributes="member: 49929"><p>[code]</p><p>[SIZE=5][FONT=comic sans ms][U][B]Miltiades[/B][/U][/FONT][/SIZE]</p><p></p><p>Str 12 +1 Oeridian Human cleric 6 </p><p>Dex 12 +1 BAB +4 Grapple +5 hp 48/48</p><p>Con 14 +2 Fort +8 Reflex +4 Will +9</p><p>Int 14 +2 Init +1 search +2 spot +3</p><p>Wis 17 +3 Languages: Common, Celestial, Auran</p><p>Cha 10 +0 Deity Rao</p><p></p><p>[SIZE=3][FONT=comic sans ms][U][B]Defense[/B][/U][/FONT][/SIZE]</p><p>AC 21 (+8 armor; magic +2; +1 dex) </p><p>Touch 13, Flat Footed 20</p><p></p><p>[SIZE=3][FONT=comic sans ms][U][B]Offense[/B][/U][/FONT][/SIZE]</p><p>Weapon Attk dam crit range type gnotes</p><p> spear +5 1d8+1 x3 20' P</p><p></p><p></p><p>[SIZE=3][FONT=comic sans ms][U][B]Feats:[/B] [/U][/FONT][/SIZE]</p><p>Spell Focus: [U]Conjuration[/U]</p><p> Add +1 to the Difficulty Class for all saving throws against spells </p><p> from the school of magic you select. </p><p>Augment Summoning</p><p> Each creature you conjure with any summon spell gains a +4 </p><p> enhancement bonus to Strength and Constitution for the duration of</p><p> the spell that summoned it. </p><p>Extra Turning</p><p> Each time you take this feat, you can use your ability to turn or </p><p> rebuke creatures four more times per day than normal. </p><p>Improved Toughness</p><p> Gain bonus hp = to hit die [complete warrior]</p><p></p><p>Skills: (Armor check penalty -5)</p><p>[SIZE=3][FONT=comic sans ms][U][B]SKILL[/B][/U][/FONT][/SIZE][U] RANKS ABIL MISC TOTAL KNOTES[/U]</p><p>Appraise [int] +0 +2 --- +2</p><p>Balance [dex] +0 +1 --- +1</p><p>Bluff [cha] +0 +0 --- +0</p><p>Climb [str] +0 +1 --- +1</p><p>Concentration [con] +0 +2 --- +2</p><p>Diplomacy [cha] +9 +0 --- +9</p><p>Disguise [cha] +0 +0 --- +0</p><p>Escape Artist [dex] +1 +1 --- +2 </p><p>Forgery [int] +0 +2 --- +2</p><p>Gather Information [cha] +0 +0 --- +0</p><p>Heal [wis] +0 +3 --- +3</p><p>Hide [dex] +0 +1 --- +1</p><p>Intimidate [cha] +0 +0 --- +0</p><p>Jump [str] +0 +1 --- +1</p><p>Knowledge arcana [int] +6 +2 --- +8</p><p>Knowledge dungeoneering [int] +2 +2 --- +4</p><p>Knowledge history [int] +8 +2 --- +10</p><p>Knowledge local [int] +1 +2 --- +3</p><p>Knowledge nature [int] +1 +2 --- +3</p><p>Knowledge religion [int] +9 +2 --- +11</p><p>Knowledge planes [int] +9 +2 --- +11</p><p>Listen [wis] +0 +3 --- +3</p><p>Move Silently [dex] +0 +1 --- +1</p><p>Ride [dex] +1 +1 --- +2</p><p>Search [int] +0 +2 --- +2</p><p>Sense Motive [wis] +0 +3 --- +3</p><p>Spellcraft [int] +0 +2 --- +2</p><p>Spot [wis] +0 +3 --- +3</p><p>Survival [wis] +0 +3 --- +3</p><p>Swim [str] +0 +1 --- +1</p><p>Tumble [dex] +0 +1 --- +1</p><p>Use Rope [dex] +0 +1 --- +1</p><p></p><p>skill points: [level 1] 2 [base] + 2 [int] +1 [race] +1 [fav class] * 4 = 24</p><p>[level 2 - 6] 2 + 2 + 1 + 1 [ * 4] = 24</p><p>[/code]</p><p>[code]</p><p>[B][U][FONT=comic sans ms][SIZE=3]Spell casting[/SIZE][/FONT][/U][/B]</p><p>save: DC 13 + spell level</p><p>Turning 10/10 [BASE +3; WIS +3; FEAT +4]</p><p>Domains: Healing, Knowledge</p><p></p><p>Spontaneous casting :</p><p>1st: cure light, detect secret doors, </p><p>2nd cure moderate, detect thoughts, </p><p>3rd clairaudience/clairvoyance, cure serious wounds,</p><p></p><p></p><p>Spells prepared </p><p>[U]level 0 1 2 3 4[/U]</p><p>base 5 3+1 3+1 2+1 ---</p><p>[U]bonus X +1 +1 +1 ---[/U]</p><p>total 5 4+1 4+1 3+1 </p><p>[/code]</p><p><u><strong>Spells prepared</strong></u> 5, 4+1, 4+1, 3+1 DC 13 + spell level</p><p>[sblock=spells<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><strong><span style="color: #ffffff">orisons: </span></strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/createWater.htm" target="_blank"><span style="color: #ffffff">Create Water</span></a><span style="color: #ffffff">: Creates 12 gallons of pure water.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/detectMagic.htm" target="_blank"><span style="color: #ffffff">Detect Magic</span></a><span style="color: #ffffff">: Detects spells and magic items within 60 ft.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/guidance.htm" target="_blank"><span style="color: #ffffff">Guidance</span></a><span style="color: #ffffff">: +1 on one </span><a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll" target="_blank"><span style="color: #ffffff">attack roll</span></a><span style="color: #ffffff">, </span><a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows" target="_blank"><span style="color: #ffffff">saving throw</span></a><span style="color: #ffffff">, or </span><a href="http://www.d20srd.org/srd/skills/usingSkills.htm#skillChecks" target="_blank"><span style="color: #ffffff">skill check</span></a><span style="color: #ffffff">.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/light.htm" target="_blank"><span style="color: #ffffff">Light</span></a><span style="color: #ffffff">: Object shines like a torch.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/resistance.htm" target="_blank"><span style="color: #ffffff"><s>Resistance</s></span></a><s><span style="color: #ffffff">: Subject gains +1 on </span><a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows" target="_blank"><span style="color: #ffffff">saving throws</span></a><span style="color: #ffffff">.</span></s><br /> </strong> </li> </ul><p><strong><span style="color: #ffffff"></span></strong></p><p><strong><span style="color: #ffffff">Level 1: <u><em>[pearl of power X3: recall lv 1 spell 000]</em></u></span></strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/bless.htm" target="_blank"><span style="color: #ffffff"><s>Bless</s></span></a><s><span style="color: #ffffff">: Allies gain +1 on </span><a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll" target="_blank"><span style="color: #ffffff">attack rolls</span></a><span style="color: #ffffff"> and saves against </span><a href="http://www.d20srd.org/srd/specialAbilities.htm#fear" target="_blank"><span style="color: #ffffff">fear</span></a><span style="color: #ffffff">.</span></s><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/divineFavor.htm" target="_blank"><span style="color: #ffffff">Divine Favor</span></a><span style="color: #ffffff">: You gain +1 per three levels on attack and damage rolls.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/protectionFromChaos.htm" target="_blank"><span style="color: #ffffff"><s>Protection from Chaos</s></span></a><s><span style="color: #ffffff">/</span><a href="http://www.d20srd.org/srd/spells/protectionFromEvil.htm" target="_blank"><span style="color: #ffffff">Evil</span></a><span style="color: #ffffff">: +2 to AC and saves, counter mind control, hedge out </span><a href="http://www.d20srd.org/srd/typesSubtypes.htm#elementalType" target="_blank"><span style="color: #ffffff">elementals</span></a><span style="color: #ffffff"> and </span><a href="http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType" target="_blank"><span style="color: #ffffff">outsiders</span></a><span style="color: #ffffff">.</span></s><br /> </strong> </li> <li data-xf-list-type="ul"><span style="font-family: 'arial black'"><strong><a href="http://www.d20srd.org/srd/spells/summonMonsterI.htm" target="_blank"><span style="color: #ffffff"><s>Summon Monster I</s></span></a><s><span style="color: #ffffff">: Calls extraplanar creature to fight for you.</span></s> </strong></span> </li> </ul><p></p><p><strong><span style="color: #ffffff">Domain 1: Cure light wounds [d8+5]</span></strong></p><p><strong><span style="color: #ffffff"></span></strong></p><p><strong><span style="color: #ffffff">Level 2: </span></strong></p><p></p><ul> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/resistEnergy.htm" target="_blank"><span style="color: #ffffff"><s>hold person:</s></span></a><br /> </strong> </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/spiritualWeapon.htm" target="_blank"><span style="color: #ffffff">Spiritual Weapon</span></a><span style="color: #ffffff">: Magic weapon attacks on its own.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/summonMonsterII.htm" target="_blank"><span style="color: #ffffff">Summon Monster II</span></a><span style="color: #ffffff">: Calls extraplanar creature to fight for you.</span><br /> </strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/summonMonsterII.htm" target="_blank"><span style="color: #ffffff"><s>Summon Monster II</s></span></a><s><span style="color: #ffffff">: Calls extraplanar creature to fight for you.</span></s></strong> </li> </ul><p><strong><span style="color: #ffffff"></span></strong></p><p><strong><span style="color: #ffffff">Domain 2: Cure moderate wounds [2d8+7]</span></strong></p><p><strong><span style="color: #ffffff"></span></strong></p><p><strong><span style="color: #ffffff">Level 3: </span></strong></p><ul> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/invisibilityPurge.htm" target="_blank"><span style="color: #ffffff">Invisibility Purge</span></a><span style="color: #ffffff">: Dispels </span><a href="http://www.d20srd.org/srd/specialAbilities.htm#invisibility" target="_blank"><span style="color: #ffffff">invisibility</span></a><span style="color: #ffffff"> within 5 ft./level.</span></strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/summonMonsterIII.htm" target="_blank"><span style="color: #ffffff">Summon Monster III</span></a><span style="color: #ffffff">: Calls extraplanar creature to fight for you.</span></strong> </li> <li data-xf-list-type="ul"><strong><a href="http://www.d20srd.org/srd/spells/summonMonsterIII.htm" target="_blank"><span style="color: #ffffff"><s>Summon Monster III</s></span></a><s><span style="color: #ffffff">: Calls extraplanar creature to fight for you.</span></s></strong><s> <br /> </s></li> </ul><p><s></s></p><p><s><strong><span style="color: #ffffff">Domain 3:<s> Cure serious wounds [3d8+7]</s></span></strong></s></p><p><s></s></p><p><s>[/sblock]</s></p><p><s></s></p><p><s>[code]</s></p><p><s>Equipment</s></p><p><s></s></p><p><s>Full plate +2 5,650 gp</s></p><p><s>Cure light wounds wand x2 1,500 gp</s></p><p><s>Handy haversack 2,000 gp</s></p><p><s>Pearl of Power 1st level x3 3,000 gp</s></p><p><s>3.0 Necklace of Prayer Beads (blessing) xxxx gp</s></p><p><s>Holy symbol 25 gp</s></p><p><s>Spear 2 gp</s></p><p><s>Food, water, sundry gear, 10 gp</s></p><p><s>Historical, demonological, and </s></p><p><s>religious reference texts 15 gp</s></p><p><s>Everburning torch 110 gp</s></p><p><s>[U]Cloak of protection +1 1,000 gp[/U]</s></p><p><s>682.09 gp</s></p><p><s>[/code]</s></p><p><s>[sblock=dogma of RAO]</s></p><p><s>Description</s></p><p><s></s></p><p><s>Rao is often depicted as an old man with bushy white hair, dark skin, </s></p><p><s>slender hands, and a peaceful smile. Any time an offering of peace is </s></p><p><s>made, Rao grows a day younger. With a mere glance, he can cause </s></p><p><s>any being to fall into agreeable calmness; even Nerull is not immune to </s></p><p><s>this. Rao is rarely seen without his Serene Staff, an undersized shepherd's </s></p><p><s>crook that he wields as a light mace.</s></p><p><s></s></p><p><s>Relationships</s></p><p><s></s></p><p><s>Rao is an ally of Heironeous, Pelor, Zilchus, and Saint Cuthbert, and an </s></p><p><s>enemy of Iuz and Incabulos. Rao is served by Zodal, lesser god of Mercy, </s></p><p><s>Hope, and Benevolence. Allitur is said to be his younger brother. Rao </s></p><p><s>treats Saint Cuthbert as a younger brother as well, and he may have </s></p><p><s>originally brought the saint to Oerth from another world. Raoan priests </s></p><p><s>gently chide priests of Zilchus for their worldliness, while clerics of Zilchus </s></p><p><s>claim that Raoans are too idealistic, but there is genuine affection between </s></p><p><s>the two groups.</s></p><p><s></s></p><p><s>Dogma</s></p><p><s></s></p><p><s>Rao teaches that the greatest gift is reason, which leads to discourse, which </s></p><p><s>leads to peace, which leads to serenity. For those who refuse to see reason </s></p><p><s>and resort to violence first, action—governed by reason and wisdom—is required </s></p><p><s>to restore the peace. Sometimes this action is violent, regrettably.</s></p><p><s></s></p><p><s>Rao's priesthood urges their followers to reject strong emotion for the calm and </s></p><p><s>serenity of inner peace. Only when the foundations of law and good are threatened</s></p><p> <s>should they take to the battlements. When Raoans are stirred to battle, however, </s></p><p><s>their foes find them a difficult challenge: calm, implacable, and utterly convinced </s></p><p><s>through the power of reason of the righteousness of their cause. Though slow to </s></p><p><s>act, Rao's followers act surely, carefully, and with great force.</s></p><p><s></s></p><p><s>Scriptures</s></p><p><s></s></p><p><s>The Word of Incarum, said to be written by Incarum, a deva servitor of Rao's, is regarded as the primary religious text of the faith.</s></p><p><s></s></p><p><s>Worshippers</s></p><p><s></s></p><p><s>Rao is most popular in Veluna, where Raoism is the official state religion. Worship of Rao is also heavily concentrated in Furyondy and Bissel. The church of Rao is a significant force in Greyhawk City, though far from the most popular faith. Temples of Rao also exist in Keoland, Gran March, and on the Wild Coast.</s></p><p><s></s></p><p><s>The faith of Rao has never appealed greatly to commonfolk; rulers, diplomats, sages, scholars, and philosophers make up the bulk of his faithful outside of Old Ferrond, although Rao's powerful worshipers have made their deity's teachings far more influential than mere numbers would suggest. Monks and spellcasters who seek uninterrupted meditation also revere Rao. Many gurus urge their flagging pupils to be as Rao is.</s></p><p><s></s></p><p><s>The teachings of Rao have never made great inroads among the Aerdi in the lands of the former Great Kingdom, though wandering Raoan paladins occasionally venture to the war zones there to help return things to the status quo. A Raoan paladin named Karn Serrand rules a fortress called Goldbolt near Chathold. Priests of Rao exist in secret in Rel Deven, where they are forced to lurk in the shadows like the clergy of evil cults.</s></p><p><s></s></p><p><s>The order of Rao is divided into three parts: the masses, the priesthood, and the Temple Militant, or Holy Knights of Rao.</s></p><p><s></s></p><p><s>Clergy</s></p><p><s></s></p><p><s>Rao's priesthood seeks knowledge, and prefers peaceful solutions, though they are not above using violence when the situation calls for it. They are mediators and negotiators; the Patriarch of Rao in Greyhawk City (Jerome Kazinskaia) was instrumental in negotiating the end of the Greyhawk Wars. They search for new schools of thought, fabled places of peace and quietude, and powerful magic to use to further Law and Good. The most powerful cleric of Rao in the Flanaess is Canon Hazen of Veluna, who helped activate the Crook of Rao and bring about the Flight of Fiends.</s></p><p><s></s></p><p><s>The Raoan clergy is predominantly male. They are quiet, studious people. Their motto is There is a time to think, and more rarely to act; but in that time, action is wisdom.</s></p><p><s></s></p><p><s>The Temple Militant</s></p><p><s></s></p><p><s>The Holy Knights of Rao include the paladins, who are supported by hundreds of fighters and retainers.</s></p><p><s></s></p><p><s>Paladins of Rao are called Envoys or Heralds. Their motto is Peace through Strength of Words and Weight of Reason, but they know that peace must often be won by strength of arms, and do not fear to use their martial as well as their intellectual abilities to bring about the ends they seek.</s></p><p><s></s></p><p><s>Rao's paladins generally go lightly armed and armored, unless expecting the worst. They are serene, patrician figures with spotless manners and erudition. They typically wear gray or blue-gray tunics trimmed in white and gold, and sometimes wear cowls. Rao's symbol is emblazoned on their chests.</s></p><p><s></s></p><p><s>Temples</s></p><p><s></s></p><p><s>Temples of Rao are generally stately, open-air affairs filled with incense, quiet chanting, and earnest philosophical discussions. Many have extensive libraries and learned sages on hand. Some are magnificent four-sided structures with a tall, thin spire on each corner and one in the center. The largest, such as the one in Veluna City, include flying buttresses.</s></p><p><s></s></p><p><s>The walls of the Temple of Rao in Veluna City are 90 feet high, its five towers over 120 feet. Around it and in its courtyards are open gardens of flowers. Stained glass windows provide plentiful interior light during the day.</s></p><p><s></s></p><p><s>Rituals</s></p><p><s></s></p><p><s>Raoan services are long, including periods of quiet prayer and lamentation over the many evils of the world.</s></p><p><s></s></p><p> <s>Holy Days</s></p><p><s></s></p><p><s>Raoan holidays are on nights of astrological importance, such as times of eclipse and comet sightings.</s></p><p><s></s></p><p><s> Breadgiving Day. On this day, taking place on the 4th of Needfest (the Winter Solstice), Greyhawk's clerics of Pelor, Rao, and Saint Cuthbert distribute food to the poor.</s></p><p><s></s></p><p><s> The Feast of Edoira, a major Raoan holiday within the Domain of Greyhawk, is celebrated on the fourth of Growfest.</s></p><p><s></s></p><p><s> The Holy Day of Serenity, on Reaping 10, is celebrated in Veluna as a holy day of Rao, though it's actually the anniversary of Veluna's secession from Furyondy in 476 CY. It is celebrated with religious singing and worship.</s></p><p><s></s></p><p><s> The Night of Hopeful Judgement, called Dark Night by most peoples, occurs on the night of Goodmonth 11. This night is a particularly holy time for the faith of Rao, as the Book of Incarum states that Rao will cleanse the world of evil on a night when neither moon shines in the sky. Raoans believe that it is during this night that Rao leads the souls of the righteous to salvation or damns the unrighteous to their eternal punishment. Those without faith in Rao call this holiday the Night of Hopeful Dawn.</s></p><p><s></s></p><p><s> Midsummer's Night is, in the lunar calendar, the opposite of Dark Night, for it is on this night that both moons shine full in the sky. As such, this is another important time for the faith of Rao.</s></p><p><s></s></p><p> <s>Artifacts and magic items</s></p><p><s></s></p><p><s>It has been long since Rao has interfered directly with the affairs of Oerth, but he left behind the Crook of Rao, the artifact that bears his name, to help banish the forces of evil. Devils and demons are said to shudder at the mere mention of this object. Other artifacts of Rao are said to exist as well, with similar properties against malevolence.</s></p><p><s></s></p><p><s>The Cap of Reason was created by the order of Rao long ago to further the cause of peace. Resembling a worn cap made from dented and well-used helms, it has defensive properties against weapons and magic, as well as enchanting the tongue of its wielders to make them more skillful at diplomacy. The church often recreates this item.</s></p><p><s>Myths and Legends</s></p><p><s>The Gift of the Moons</s></p><p><s></s></p><p><s>The Book of Incarum states that in the beginning, all humans respected the wisdom and reason of Rao. Then Tharizdun came and tempted them with false promises, and they turned away from reason and embraced evil. Rao took the light of his soul away from them, and the world was plunged into endless night. However, a few repented, and Rao gifted the moons Celene and Luna to the peoples of Oerth in order to light and guide the way from the darkness and tyranny. Then Rao sent the deva Incarum with the Crook of Rao to drive away the fiends of Tharizdun. Rao returned his light to the day, but true peace will not come until a night when neither moon shines in the sky.</s></p><p><s>The Swordless Scabbard</s></p><p><s></s></p><p><s>One pervasive legend among the paladins of Rao is that of a "man with a swordless scabbard," who defeats his opponents without the need for a weapon.</s></p><p><s>Edoira</s></p><p><s></s></p><p><s>Edoira is an ancient priest of Rao who united several argumentative sects of his faith within the Domain of Greyhawk, establishing the Edoiran Compact. The Edoiran Compact is a set of rules by which good-aligned faiths can exist in harmony. Edoira never became a deity, but his memory is still honored by many.</s></p><p><s>History</s></p><p><s></s></p><p><s>Rao is an old god whose great wisdom was long respected by the Flan peoples. He was historically worshiped by the Flan of the Vale of Luna, most sacred of the lands protected by Rao, as a god of the moons, and his worshipers welcomed the lost and wandering Vollar tribe of Oeridians who came to settle there. The Vollar interpreted this primitive god as a deity of reason and serenity, and by 9 CY, when the Crook of Rao was first located, their cultures had become as one. The location of the Crook's discovery was called Mitrik, which means "salvation" in the Velondi tongue.</s></p><p><s>References</s></p><p><s>[/sblock]</s></p><p><s></s></p><p><s></s></p><p><s>[sblock=Description]</s></p><p><s></s></p><p><s>A tall thin man, Miltiades has the thoughtful look of a scholar to him, though he has the bearing of one trained to wear the armor he does. Olive skinned with short cut black hair and dark brown eyes he is easily identified as an Oeridian.</s></p><p><s></s></p><p><s>Background</s></p><p><s></s></p><p><s>Miltiades is a church loremaster, trained in history, demonology, and arcanology. He knows the past history of the Temple and was sent by the church in Veluna to investigate rumors that indicate the possibility of a return of the elemental cults.</s></p><p><s></s></p><p><s>A disciple of the secret Order of Serenity Miltiades is trained to confront attacks to the very fabric of Oerth's reality. Fiends walking the world, Far Realms invaders, Chaos Abominations that twist men's minds by their very presence, these are what the Order quietly works to stop. Their mission is nothing less than to save the world. Enlightenment. Peace. World-wide serenity undisturbed by Things That Should Not Be.</s></p><p><s></s></p><p><s>Miltiades takes his ultimate mission seriously, as his most sacred trust and duty. On the surface he is a friendly scholar ready with healing magics to help those in need. But at his core underneath he is a dedicated zealot fanatically devoted to his cause.</s></p><p><s></s></p><p><s>[/sblock]</s></p><p><s></s></p><p><s>Miltiades has augment summoning, stats for summoned creatures below</s></p><p><s></s></p><p><s>[SBLOCK=Summon Monster I]</s></p><p><s>[SBLOCK=Celestial Dog]</s></p><p><s>Size/Type: Magical Beast (Extraplanar) </s></p><p><s>Hit Dice: 1d8+4 (8 hp) </s></p><p><s>Initiative: +3 </s></p><p><s>Speed: 40 ft. (8 squares) </s></p><p><s>Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 </s></p><p><s>Base Attack/Grapple: +0/-1 </s></p><p><s>Attack: Bite +4 melee (1d4+3) </s></p><p><s>Full Attack: Bite +4 melee (1d4+3) </s></p><p><s>Space/Reach: 5 ft./5 ft. </s></p><p><s>Special Attacks: Smite Evil </s></p><p><s>Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 </s></p><p><s>Saves: Fort +6, Ref +5, Will +1 </s></p><p><s>Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6 </s></p><p><s>Skills: Jump +7, Listen +5, Spot +5, Survival +1* </s></p><p><s>Feats: Alertness, TrackB </s></p><p><s>[/SBLOCK]</s></p><p><s></s></p><p><s>[SBLOCK=Celestial Fire Beetle]</s></p><p><s>Size/Type: Small Magical Beast (Extraplanar) </s></p><p><s>Hit Dice: 1d8+2 (6 hp) </s></p><p><s>Initiative: +0 </s></p><p><s>Speed: 30 ft. (6 squares) </s></p><p><s>Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 </s></p><p><s>Base Attack/Grapple: +0/-2 </s></p><p><s>Attack: Bite +3 melee (2d4+3) </s></p><p><s>Full Attack: Bite +3 melee (2d4+3) </s></p><p><s>Space/Reach: 5 ft./5 ft. </s></p><p><s>Special Attacks: Smite Evil </s></p><p><s>Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 </s></p><p><s>Saves: Fort +4, Ref +0, Will +0 </s></p><p><s>Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7 </s></p><p><s>Skills: — </s></p><p><s>Feats: — </s></p><p><s>Environment: Warm plains Any good-aligned plane </s></p><p><s>Organization: Cluster (2-5) or colony (6-11) </s></p><p><s>Challenge Rating: 1/3 </s></p><p><s>Alignment: Always neutral Always lawful good </s></p><p><s></s></p><p><s>These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long. </s></p><p><s></s></p><p><s>Celestial Giant Fire Beetle</s></p><p><s>These celestial creatures are commonly summoned by the summon monster I spell. </s></p><p><s></s></p><p><s>Combat</s></p><p><s>Smite Evil (Su)</s></p><p><s>Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe. </s></p><p><s>[/SBLOCK]</s></p><p><s></s></p><p><s></s></p><p><s>[SBLOCK=Celestial Owl]</s></p><p><s>Size/Type: Tiny Magical Beast (Extraplanar) </s></p><p><s>Hit Dice: 1d8+2 (6 hp) </s></p><p><s>Initiative: +3 </s></p><p><s>Speed: 10 ft. (2 squares), fly 40 ft. (average) </s></p><p><s>Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 </s></p><p><s>Base Attack/Grapple: +0/-9 </s></p><p><s>Attack: Talons +5 melee (1d4-1) </s></p><p><s>Full Attack: Talons +5 melee (1d4-1) </s></p><p><s>Space/Reach: 2½ ft./0 ft. </s></p><p><s>Special Attacks: Smite Evil </s></p><p><s>Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 </s></p><p><s>Saves: Fort +4, Ref +5, Will +2 </s></p><p><s>Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4 </s></p><p><s>Skills: Listen +14, Move Silently +17, Spot +6* </s></p><p><s>Feats: Weapon FinesseB </s></p><p><s>Environment: Temperate forests Any good-aligned plane </s></p><p><s>Organization: Solitary </s></p><p><s>Challenge Rating: ¼ </s></p><p><s>Alignment: Always lawful good </s></p><p><s></s></p><p><s>The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. </s></p><p><s></s></p><p><s>Combat</s></p><p><s>Owls swoop quietly down onto prey, attacking with their powerful talons. </s></p><p><s></s></p><p><s>Skills</s></p><p><s>Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. </s></p><p><s></s></p><p><s>Celestial Owl</s></p><p><s>These celestial creatures are commonly summoned by the summon monster I spell. </s></p><p><s></s></p><p><s>Combat</s></p><p><s>Smite Evil (Su)</s></p><p><s>Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe. </s></p><p><s></s></p><p><s>[/SBLOCK][/SBLOCK]</s></p><p><s></s></p><p><s>[SBLOCK=Summon Monster II]</s></p><p><s>[SBLOCK=Celestial Giant Bee]</s></p><p><s>Giant Bee</s></p><p><s>Size/Type: Medium Magical Beast </s></p><p><s>Hit Dice: 3d8+6 (19 hp) </s></p><p><s>Initiative: +2 </s></p><p><s>Speed: 20 ft. (4 squares), fly 80 ft. (good) </s></p><p><s>Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 </s></p><p><s>Base Attack/Grapple: +2/+4 </s></p><p><s>Attack: Sting +4 melee (1d4+3 plus poison) </s></p><p><s>Full Attack: Sting +4 melee (1d4+3 plus poison) </s></p><p><s>Space/Reach: 5 ft./5 ft. </s></p><p><s>Special Attacks: Poison, smite evil </s></p><p><s>Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 </s></p><p><s>Saves: Fort +5, Ref +3, Will +2 </s></p><p><s>Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9 </s></p><p><s>Skills: Spot +5, Survival +1* </s></p><p><s>Feats: — </s></p><p><s>Environment: Temperate plains </s></p><p><s></s></p><p><s>Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. </s></p><p><s></s></p><p><s>Poison (Ex)</s></p><p><s>Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. </s></p><p><s></s></p><p><s>Skills</s></p><p><s>Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. </s></p><p><s></s></p><p><s>Smite Evil (Su)</s></p><p><s>Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe. </s></p><p><s></s></p><p><s>[/SBLOCK]</s></p><p><s></s></p><p><s></s></p><p><s>[SBLOCK=Celestial Bombardier Beetle]</s></p><p><s>Size/Type: Medium Vermin</s></p><p><s>Hit Dice: 2d8+8 (17 hp)</s></p><p><s>Initiative: +0</s></p><p><s>Speed: 30 ft. (6 squares)</s></p><p><s>Armor Class: 16 (+6 natural), touch 10, flat-footed 16</s></p><p><s>Base Attack/Grapple: +1/+4</s></p><p><s>Attack: Bite +4 melee (1d4+4)</s></p><p><s>Full Attack: Bite +4 melee (1d4+4)</s></p><p><s>Space/Reach: 5 ft./5 ft.</s></p><p><s>Special Attacks: Acid spray</s></p><p><s>Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5</s></p><p><s>Saves: Fort +7, Ref +0, Will +0</s></p><p><s>Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9</s></p><p><s>Skills: —</s></p><p><s>Feats: —</s></p><p><s></s></p><p> <s>These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.</s></p><p><s>Acid Spray (Ex)</s></p><p><s></s></p><p><s>When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. </s></p><p><s></s></p><p><s>Smite Evil (Su)</s></p><p><s>Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe. </s></p><p><s></s></p><p><s>[/SBLOCK]</s></p><p><s></s></p><p><s>[SBLOCK=CELESTIAL WOLF]</s></p><p><s>NEUTRAL GOOD Medium [OUTSIDER] [MAGICAL BEAST] </s></p><p><s>Hit Dice: 2d8+4 (13 hp) </s></p><p><s>Initiative: +2 </s></p><p><s>Speed: 50 ft. (10 squares) </s></p><p><s>Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 </s></p><p><s>Base Attack/Grapple: +1/+2 </s></p><p><s>Attack: Bite +3 melee (1d6+1) </s></p><p><s>Full Attack: Bite +3 melee (1d6+1) </s></p><p><s>Space/Reach: 5 ft./5 ft. </s></p><p><s>Special Attacks: Trip </s></p><p><s>Special Qualities: Low-light vision, scent </s></p><p><s>Saves: Fort +5, Ref +5, Will +1 </s></p><p><s>Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 </s></p><p><s>Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1<strong>*</strong> </s></p><p><s>Feats: TrackB, Weapon Focus (bite) </s></p><p><s>Environment: Temperate forests </s></p><p><s>Organization: Solitary, pair, or pack (7–16) </s></p><p><s>Challenge Rating: 1 </s></p><p><s>Advancement: 3 HD (Medium); 4–6 HD (Large) </s></p><p><s>Level Adjustment: — </s></p><p><s>CELESTIAL QUALITIES:</s></p><p><s> Darkvision out to 60 feet.</s></p><p><s> Resistance to acid, cold, and electricity [RESISTANCE 5]</s></p><p><s> Spell resistance equal to HD + 5 (SR 7).</s></p><p> <s></s></p><p><s></s></p><p><s>Combat-Wolves are pack hunters known for their persistence and cunning.</s></p><p><s></s></p><p><s>A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.</s></p><p><s></s></p><p><s>Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. </s></p><p><s></s></p><p><s>Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. </s></p><p><s></s></p><p><s>Skills: <strong>*</strong>Wolves have a +4 racial bonus on Survival checks when tracking by scent.</s></p><p><s>[/SBLOCK][/SBLOCK]</s></p><p><s></s></p><p><s></s></p><p><s></s></p><p><s>[SBLOCK=Summon Monster III]</s></p><p><s>[sblock=Celestial Bison]</s></p><p><s>Size/Type: Large Magical Beast </s></p><p><s>Hit Dice: 5d8+25 (47 hp) </s></p><p><s>Initiative: +0 </s></p><p><s>Speed: 40 ft. (8 squares) </s></p><p><s>Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13 </s></p><p><s>Base Attack/Grapple: +3/+15</s></p><p><s>Attack: Gore +10 melee (1d8+12) </s></p><p><s>Full Attack: Gore +10 melee (1d8+12) </s></p><p><s>Space/Reach: 10 ft./5 ft. </s></p><p><s>Special Attacks: Stampede, Smite evil </s></p><p><s>Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic </s></p><p><s>Saves: Fort +9, Ref +4, Will +1 </s></p><p><s>Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4 </s></p><p><s>Skills: Listen +7, Spot +5 </s></p><p><s>Feats: Alertness, Endurance </s></p><p><s></s></p><p><s>Combat</s></p><p><s>Stampede (Ex)</s></p><p><s>A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based. </s></p><p><s></s></p><p><s>The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. </s></p><p><s></s></p><p><s>Smite Evil (Su)</s></p><p><s>Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe. [/sblock]</s></p><p><s></s></p><p><s></s></p><p><s>[sblock=Air Elemental, Small]</s></p><p><s>Size/Type: Small Elemental (Air, Extraplanar) </s></p><p><s>Hit Dice: 2d8+4 (13 hp) </s></p><p><s>Initiative: +7 </s></p><p><s>Speed: Fly 100 ft. (perfect) (20 squares) </s></p><p><s>Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 </s></p><p><s>Base Attack/Grapple: +1/-1 </s></p><p><s>Attack: Slam +5 melee (1d4+3) </s></p><p><s>Full Attack: Slam +5 melee (1d4+3) </s></p><p><s>Space/Reach: 5 ft./5 ft. </s></p><p><s>Special Attacks: Air mastery, whirlwind </s></p><p><s>Special Qualities: Darkvision 60 ft., elemental traits </s></p><p><s>Saves: Fort +2, Ref +6, Will +0 </s></p><p><s>Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11 </s></p><p><s>Skills: Listen +2, Spot +3 </s></p><p><s>Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B </s></p><p><s></s></p><p><s>Air Mastery (Ex)</s></p><p><s>Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. </s></p><p><s></s></p><p><s>Whirlwind (Su)</s></p><p><s>The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. </s></p><p><s></s></p><p><s>The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. </s></p><p><s></s></p><p><s>The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space. </s></p><p><s></s></p><p><s>Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based. </s></p><p><s></s></p><p><s>Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. </s></p><p><s></s></p><p><s>Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. </s></p><p><s></s></p><p><s>The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. </s></p><p><s></s></p><p><s>If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. </s></p><p><s></s></p><p><s>Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. </s></p><p><s></s></p><p><s>An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. </s></p><p><s></s></p><p><s><span style="color: #ffffff">[sblock=Augmented Earth Elemental stat block]</span></s></p><p><s><span style="color: #ffffff"><strong>DEF: </strong></span></s></p><p><s><span style="color: #ffffff">AC:17 TOUCH: 10 FF: 17</span></s></p><p><s><span style="color: #ffffff">HP: 22 [2D8+6] -7</span></s></p><p><s><span style="color: #ffffff">SAVES: Fort +6, Ref -1, Will +0</span></s></p><p><s><span style="color: #ffffff"></span></s></p><p><s><span style="color: #ffffff"><strong>OFFENSE:</strong> CR 1</span></s></p><p><s><span style="color: #ffffff">MELEE: SLAM +8 [D6+7]; [/sblock]</span>[sblock=Augmented Earth Elemental stat block]<span style="color: #ffffff"><span style="color: #ffffff">Earth mastery, power attack-2/+2 = +6/1d8+9</span> </span></s></p><p><s><span style="color: #ffffff">FULL ROUND: </span><span style="color: #ffffff"><span style="color: #ffffff">+8 [D6+7]; </span></span><span style="color: #ffffff"><span style="color: #ffffff"><span style="color: #ffffff"><span style="color: #ffffff">Earth mastery</span></span></span></span></s></p><p><s><span style="color: #ffffff"><span style="color: #ffffff"><span style="color: #ffffff"><span style="color: #ffffff"></span></span></span> RANGED: NONE</span></s></p><p><s><span style="color: #ffffff">BAB/ GRAPPLE: +1/+0</span></s></p><p><s><span style="color: #ffffff"></span></s></p><p><s><span style="color: #ffffff">SKILLS: Listen+3, Spot+2</span></s></p><p><s><span style="color: #ffffff">FEAT: Power Attack</span></s></p><p><s><span style="color: #ffffff">SPECIAL ATTACKS: Earth mastery, push</span></s></p><p><s><span style="color: #ffffff">SPECIAL QUALITIES: Darkvision 60 ft., earth glide, elemental traits</span></s></p><p><s><span style="color: #ffffff"></span>[/sblock]</s></p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5549679, member: 49929"] [code] [SIZE=5][FONT=comic sans ms][U][B]Miltiades[/B][/U][/FONT][/SIZE] Str 12 +1 Oeridian Human cleric 6 Dex 12 +1 BAB +4 Grapple +5 hp 48/48 Con 14 +2 Fort +8 Reflex +4 Will +9 Int 14 +2 Init +1 search +2 spot +3 Wis 17 +3 Languages: Common, Celestial, Auran Cha 10 +0 Deity Rao [SIZE=3][FONT=comic sans ms][U][B]Defense[/B][/U][/FONT][/SIZE] AC 21 (+8 armor; magic +2; +1 dex) Touch 13, Flat Footed 20 [SIZE=3][FONT=comic sans ms][U][B]Offense[/B][/U][/FONT][/SIZE] Weapon Attk dam crit range type gnotes spear +5 1d8+1 x3 20' P [SIZE=3][FONT=comic sans ms][U][B]Feats:[/B] [/U][/FONT][/SIZE] Spell Focus: [U]Conjuration[/U] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Extra Turning Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. Improved Toughness Gain bonus hp = to hit die [complete warrior] Skills: (Armor check penalty -5) [SIZE=3][FONT=comic sans ms][U][B]SKILL[/B][/U][/FONT][/SIZE][U] RANKS ABIL MISC TOTAL KNOTES[/U] Appraise [int] +0 +2 --- +2 Balance [dex] +0 +1 --- +1 Bluff [cha] +0 +0 --- +0 Climb [str] +0 +1 --- +1 Concentration [con] +0 +2 --- +2 Diplomacy [cha] +9 +0 --- +9 Disguise [cha] +0 +0 --- +0 Escape Artist [dex] +1 +1 --- +2 Forgery [int] +0 +2 --- +2 Gather Information [cha] +0 +0 --- +0 Heal [wis] +0 +3 --- +3 Hide [dex] +0 +1 --- +1 Intimidate [cha] +0 +0 --- +0 Jump [str] +0 +1 --- +1 Knowledge arcana [int] +6 +2 --- +8 Knowledge dungeoneering [int] +2 +2 --- +4 Knowledge history [int] +8 +2 --- +10 Knowledge local [int] +1 +2 --- +3 Knowledge nature [int] +1 +2 --- +3 Knowledge religion [int] +9 +2 --- +11 Knowledge planes [int] +9 +2 --- +11 Listen [wis] +0 +3 --- +3 Move Silently [dex] +0 +1 --- +1 Ride [dex] +1 +1 --- +2 Search [int] +0 +2 --- +2 Sense Motive [wis] +0 +3 --- +3 Spellcraft [int] +0 +2 --- +2 Spot [wis] +0 +3 --- +3 Survival [wis] +0 +3 --- +3 Swim [str] +0 +1 --- +1 Tumble [dex] +0 +1 --- +1 Use Rope [dex] +0 +1 --- +1 skill points: [level 1] 2 [base] + 2 [int] +1 [race] +1 [fav class] * 4 = 24 [level 2 - 6] 2 + 2 + 1 + 1 [ * 4] = 24 [/code] [code] [B][U][FONT=comic sans ms][SIZE=3]Spell casting[/SIZE][/FONT][/U][/B] save: DC 13 + spell level Turning 10/10 [BASE +3; WIS +3; FEAT +4] Domains: Healing, Knowledge Spontaneous casting : 1st: cure light, detect secret doors, 2nd cure moderate, detect thoughts, 3rd clairaudience/clairvoyance, cure serious wounds, Spells prepared [U]level 0 1 2 3 4[/U] base 5 3+1 3+1 2+1 --- [U]bonus X +1 +1 +1 ---[/U] total 5 4+1 4+1 3+1 [/code] [U][B]Spells prepared[/B][/U] 5, 4+1, 4+1, 3+1 DC 13 + spell level [sblock=spells:] [B][COLOR=#ffffff]orisons: [/COLOR] [/B] [LIST] [*][B][URL="http://www.d20srd.org/srd/spells/createWater.htm"][COLOR=#ffffff]Create Water[/COLOR][/URL][COLOR=#ffffff]: Creates 12 gallons of pure water.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/detectMagic.htm"][COLOR=#ffffff]Detect Magic[/COLOR][/URL][COLOR=#ffffff]: Detects spells and magic items within 60 ft.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/guidance.htm"][COLOR=#ffffff]Guidance[/COLOR][/URL][COLOR=#ffffff]: +1 on one [/COLOR][URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll"][COLOR=#ffffff]attack roll[/COLOR][/URL][COLOR=#ffffff], [/COLOR][URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows"][COLOR=#ffffff]saving throw[/COLOR][/URL][COLOR=#ffffff], or [/COLOR][URL="http://www.d20srd.org/srd/skills/usingSkills.htm#skillChecks"][COLOR=#ffffff]skill check[/COLOR][/URL][COLOR=#ffffff].[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/light.htm"][COLOR=#ffffff]Light[/COLOR][/URL][COLOR=#ffffff]: Object shines like a torch.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/resistance.htm"][COLOR=#ffffff][s]Resistance[/s][/COLOR][/URL][s][COLOR=#ffffff]: Subject gains +1 on [/COLOR][URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#savingThrows"][COLOR=#ffffff]saving throws[/COLOR][/URL][COLOR=#ffffff].[/COLOR][/s] [/B] [/LIST] [B][COLOR=#ffffff] Level 1: [U][I][pearl of power X3: recall lv 1 spell 000][/I][/U][/COLOR] [/B] [LIST] [*][B][URL="http://www.d20srd.org/srd/spells/bless.htm"][COLOR=#ffffff][s]Bless[/s][/COLOR][s][/s][/URL][s][COLOR=#ffffff]: Allies gain +1 on [/COLOR][URL="http://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll"][COLOR=#ffffff]attack rolls[/COLOR][/URL][COLOR=#ffffff] and saves against [/COLOR][URL="http://www.d20srd.org/srd/specialAbilities.htm#fear"][COLOR=#ffffff]fear[/COLOR][/URL][COLOR=#ffffff].[/COLOR][/s] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/divineFavor.htm"][COLOR=#ffffff]Divine Favor[/COLOR][/URL][COLOR=#ffffff]: You gain +1 per three levels on attack and damage rolls.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/protectionFromChaos.htm"][COLOR=#ffffff][s]Protection from Chaos[/s][/COLOR][s][/s][/URL][s][COLOR=#ffffff]/[/COLOR][URL="http://www.d20srd.org/srd/spells/protectionFromEvil.htm"][COLOR=#ffffff]Evil[/COLOR][/URL][COLOR=#ffffff]: +2 to AC and saves, counter mind control, hedge out [/COLOR][URL="http://www.d20srd.org/srd/typesSubtypes.htm#elementalType"][COLOR=#ffffff]elementals[/COLOR][/URL][COLOR=#ffffff] and [/COLOR][URL="http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType"][COLOR=#ffffff]outsiders[/COLOR][/URL][COLOR=#ffffff].[/COLOR][/s][COLOR=#ffffff][/COLOR] [/B] [*][FONT=arial black][B][URL="http://www.d20srd.org/srd/spells/summonMonsterI.htm"][COLOR=#ffffff][s]Summon Monster I[/s][/COLOR][/URL][s][COLOR=#ffffff]: Calls extraplanar creature to fight for you.[/COLOR][/s] [/B][/FONT] [/LIST] [B][COLOR=#ffffff]Domain 1: Cure light wounds [d8+5][/COLOR][/B] [B][COLOR=#ffffff] Level 2: [/COLOR][/B] [LIST] [*][B][URL="http://www.d20srd.org/srd/spells/resistEnergy.htm"][COLOR=#ffffff][s]hold person:[/s][/COLOR][/URL] [/B] [/LIST] [LIST] [*][B][URL="http://www.d20srd.org/srd/spells/spiritualWeapon.htm"][COLOR=#ffffff]Spiritual Weapon[/COLOR][/URL][COLOR=#ffffff]: Magic weapon attacks on its own.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/summonMonsterII.htm"][COLOR=#ffffff]Summon Monster II[/COLOR][/URL][COLOR=#ffffff]: Calls extraplanar creature to fight for you.[/COLOR] [/B] [*][B][URL="http://www.d20srd.org/srd/spells/summonMonsterII.htm"][COLOR=#ffffff][s]Summon Monster II[/s][/COLOR][/URL][s][COLOR=#ffffff]: Calls extraplanar creature to fight for you.[/COLOR][/s][/B] [/LIST] [B][COLOR=#ffffff] Domain 2: Cure moderate wounds [2d8+7] Level 3: [/COLOR][/B] [LIST] [*][B][URL="http://www.d20srd.org/srd/spells/invisibilityPurge.htm"][COLOR=#ffffff]Invisibility Purge[/COLOR][/URL][COLOR=#ffffff]: Dispels [/COLOR][URL="http://www.d20srd.org/srd/specialAbilities.htm#invisibility"][COLOR=#ffffff]invisibility[/COLOR][/URL][COLOR=#ffffff] within 5 ft./level.[/COLOR][/B] [*][B][URL="http://www.d20srd.org/srd/spells/summonMonsterIII.htm"][COLOR=#ffffff]Summon Monster III[/COLOR][/URL][COLOR=#ffffff]: Calls extraplanar creature to fight for you.[/COLOR][/B] [*][B][URL="http://www.d20srd.org/srd/spells/summonMonsterIII.htm"][COLOR=#ffffff][s]Summon Monster III[/s][/COLOR][s][/s][/URL][s][COLOR=#ffffff]: Calls extraplanar creature to fight for you.[/COLOR][/s][/B][s] [/s][/LIST][s] [B][COLOR=#ffffff]Domain 3:[s] Cure serious wounds [3d8+7][/s][/COLOR][s][/s][/B][s][/s] [/sblock] [code] Equipment Full plate +2 5,650 gp Cure light wounds wand x2 1,500 gp Handy haversack 2,000 gp Pearl of Power 1st level x3 3,000 gp 3.0 Necklace of Prayer Beads (blessing) xxxx gp Holy symbol 25 gp Spear 2 gp Food, water, sundry gear, 10 gp Historical, demonological, and religious reference texts 15 gp Everburning torch 110 gp [U]Cloak of protection +1 1,000 gp[/U] 682.09 gp [/code] [sblock=dogma of RAO] Description Rao is often depicted as an old man with bushy white hair, dark skin, slender hands, and a peaceful smile. Any time an offering of peace is made, Rao grows a day younger. With a mere glance, he can cause any being to fall into agreeable calmness; even Nerull is not immune to this. Rao is rarely seen without his Serene Staff, an undersized shepherd's crook that he wields as a light mace. Relationships Rao is an ally of Heironeous, Pelor, Zilchus, and Saint Cuthbert, and an enemy of Iuz and Incabulos. Rao is served by Zodal, lesser god of Mercy, Hope, and Benevolence. Allitur is said to be his younger brother. Rao treats Saint Cuthbert as a younger brother as well, and he may have originally brought the saint to Oerth from another world. Raoan priests gently chide priests of Zilchus for their worldliness, while clerics of Zilchus claim that Raoans are too idealistic, but there is genuine affection between the two groups. Dogma Rao teaches that the greatest gift is reason, which leads to discourse, which leads to peace, which leads to serenity. For those who refuse to see reason and resort to violence first, action—governed by reason and wisdom—is required to restore the peace. Sometimes this action is violent, regrettably. Rao's priesthood urges their followers to reject strong emotion for the calm and serenity of inner peace. Only when the foundations of law and good are threatened should they take to the battlements. When Raoans are stirred to battle, however, their foes find them a difficult challenge: calm, implacable, and utterly convinced through the power of reason of the righteousness of their cause. Though slow to act, Rao's followers act surely, carefully, and with great force. Scriptures The Word of Incarum, said to be written by Incarum, a deva servitor of Rao's, is regarded as the primary religious text of the faith. Worshippers Rao is most popular in Veluna, where Raoism is the official state religion. Worship of Rao is also heavily concentrated in Furyondy and Bissel. The church of Rao is a significant force in Greyhawk City, though far from the most popular faith. Temples of Rao also exist in Keoland, Gran March, and on the Wild Coast. The faith of Rao has never appealed greatly to commonfolk; rulers, diplomats, sages, scholars, and philosophers make up the bulk of his faithful outside of Old Ferrond, although Rao's powerful worshipers have made their deity's teachings far more influential than mere numbers would suggest. Monks and spellcasters who seek uninterrupted meditation also revere Rao. Many gurus urge their flagging pupils to be as Rao is. The teachings of Rao have never made great inroads among the Aerdi in the lands of the former Great Kingdom, though wandering Raoan paladins occasionally venture to the war zones there to help return things to the status quo. A Raoan paladin named Karn Serrand rules a fortress called Goldbolt near Chathold. Priests of Rao exist in secret in Rel Deven, where they are forced to lurk in the shadows like the clergy of evil cults. The order of Rao is divided into three parts: the masses, the priesthood, and the Temple Militant, or Holy Knights of Rao. Clergy Rao's priesthood seeks knowledge, and prefers peaceful solutions, though they are not above using violence when the situation calls for it. They are mediators and negotiators; the Patriarch of Rao in Greyhawk City (Jerome Kazinskaia) was instrumental in negotiating the end of the Greyhawk Wars. They search for new schools of thought, fabled places of peace and quietude, and powerful magic to use to further Law and Good. The most powerful cleric of Rao in the Flanaess is Canon Hazen of Veluna, who helped activate the Crook of Rao and bring about the Flight of Fiends. The Raoan clergy is predominantly male. They are quiet, studious people. Their motto is There is a time to think, and more rarely to act; but in that time, action is wisdom. The Temple Militant The Holy Knights of Rao include the paladins, who are supported by hundreds of fighters and retainers. Paladins of Rao are called Envoys or Heralds. Their motto is Peace through Strength of Words and Weight of Reason, but they know that peace must often be won by strength of arms, and do not fear to use their martial as well as their intellectual abilities to bring about the ends they seek. Rao's paladins generally go lightly armed and armored, unless expecting the worst. They are serene, patrician figures with spotless manners and erudition. They typically wear gray or blue-gray tunics trimmed in white and gold, and sometimes wear cowls. Rao's symbol is emblazoned on their chests. Temples Temples of Rao are generally stately, open-air affairs filled with incense, quiet chanting, and earnest philosophical discussions. Many have extensive libraries and learned sages on hand. Some are magnificent four-sided structures with a tall, thin spire on each corner and one in the center. The largest, such as the one in Veluna City, include flying buttresses. The walls of the Temple of Rao in Veluna City are 90 feet high, its five towers over 120 feet. Around it and in its courtyards are open gardens of flowers. Stained glass windows provide plentiful interior light during the day. Rituals Raoan services are long, including periods of quiet prayer and lamentation over the many evils of the world. Holy Days Raoan holidays are on nights of astrological importance, such as times of eclipse and comet sightings. Breadgiving Day. On this day, taking place on the 4th of Needfest (the Winter Solstice), Greyhawk's clerics of Pelor, Rao, and Saint Cuthbert distribute food to the poor. The Feast of Edoira, a major Raoan holiday within the Domain of Greyhawk, is celebrated on the fourth of Growfest. The Holy Day of Serenity, on Reaping 10, is celebrated in Veluna as a holy day of Rao, though it's actually the anniversary of Veluna's secession from Furyondy in 476 CY. It is celebrated with religious singing and worship. The Night of Hopeful Judgement, called Dark Night by most peoples, occurs on the night of Goodmonth 11. This night is a particularly holy time for the faith of Rao, as the Book of Incarum states that Rao will cleanse the world of evil on a night when neither moon shines in the sky. Raoans believe that it is during this night that Rao leads the souls of the righteous to salvation or damns the unrighteous to their eternal punishment. Those without faith in Rao call this holiday the Night of Hopeful Dawn. Midsummer's Night is, in the lunar calendar, the opposite of Dark Night, for it is on this night that both moons shine full in the sky. As such, this is another important time for the faith of Rao. Artifacts and magic items It has been long since Rao has interfered directly with the affairs of Oerth, but he left behind the Crook of Rao, the artifact that bears his name, to help banish the forces of evil. Devils and demons are said to shudder at the mere mention of this object. Other artifacts of Rao are said to exist as well, with similar properties against malevolence. The Cap of Reason was created by the order of Rao long ago to further the cause of peace. Resembling a worn cap made from dented and well-used helms, it has defensive properties against weapons and magic, as well as enchanting the tongue of its wielders to make them more skillful at diplomacy. The church often recreates this item. Myths and Legends The Gift of the Moons The Book of Incarum states that in the beginning, all humans respected the wisdom and reason of Rao. Then Tharizdun came and tempted them with false promises, and they turned away from reason and embraced evil. Rao took the light of his soul away from them, and the world was plunged into endless night. However, a few repented, and Rao gifted the moons Celene and Luna to the peoples of Oerth in order to light and guide the way from the darkness and tyranny. Then Rao sent the deva Incarum with the Crook of Rao to drive away the fiends of Tharizdun. Rao returned his light to the day, but true peace will not come until a night when neither moon shines in the sky. The Swordless Scabbard One pervasive legend among the paladins of Rao is that of a "man with a swordless scabbard," who defeats his opponents without the need for a weapon. Edoira Edoira is an ancient priest of Rao who united several argumentative sects of his faith within the Domain of Greyhawk, establishing the Edoiran Compact. The Edoiran Compact is a set of rules by which good-aligned faiths can exist in harmony. Edoira never became a deity, but his memory is still honored by many. History Rao is an old god whose great wisdom was long respected by the Flan peoples. He was historically worshiped by the Flan of the Vale of Luna, most sacred of the lands protected by Rao, as a god of the moons, and his worshipers welcomed the lost and wandering Vollar tribe of Oeridians who came to settle there. The Vollar interpreted this primitive god as a deity of reason and serenity, and by 9 CY, when the Crook of Rao was first located, their cultures had become as one. The location of the Crook's discovery was called Mitrik, which means "salvation" in the Velondi tongue. References [/sblock] [sblock=Description] A tall thin man, Miltiades has the thoughtful look of a scholar to him, though he has the bearing of one trained to wear the armor he does. Olive skinned with short cut black hair and dark brown eyes he is easily identified as an Oeridian. Background Miltiades is a church loremaster, trained in history, demonology, and arcanology. He knows the past history of the Temple and was sent by the church in Veluna to investigate rumors that indicate the possibility of a return of the elemental cults. A disciple of the secret Order of Serenity Miltiades is trained to confront attacks to the very fabric of Oerth's reality. Fiends walking the world, Far Realms invaders, Chaos Abominations that twist men's minds by their very presence, these are what the Order quietly works to stop. Their mission is nothing less than to save the world. Enlightenment. Peace. World-wide serenity undisturbed by Things That Should Not Be. Miltiades takes his ultimate mission seriously, as his most sacred trust and duty. On the surface he is a friendly scholar ready with healing magics to help those in need. But at his core underneath he is a dedicated zealot fanatically devoted to his cause. [/sblock] Miltiades has augment summoning, stats for summoned creatures below [SBLOCK=Summon Monster I] [SBLOCK=Celestial Dog] Size/Type: Magical Beast (Extraplanar) Hit Dice: 1d8+4 (8 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-1 Attack: Bite +4 melee (1d4+3) Full Attack: Bite +4 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +6, Ref +5, Will +1 Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB [/SBLOCK] [SBLOCK=Celestial Fire Beetle] Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +0/-2 Attack: Bite +3 melee (2d4+3) Full Attack: Bite +3 melee (2d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +0, Will +0 Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7 Skills: — Feats: — Environment: Warm plains Any good-aligned plane Organization: Cluster (2-5) or colony (6-11) Challenge Rating: 1/3 Alignment: Always neutral Always lawful good These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long. Celestial Giant Fire Beetle These celestial creatures are commonly summoned by the summon monster I spell. Combat Smite Evil (Su) Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe. [/SBLOCK] [SBLOCK=Celestial Owl] Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-9 Attack: Talons +5 melee (1d4-1) Full Attack: Talons +5 melee (1d4-1) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite Evil Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +5, Will +2 Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6* Feats: Weapon FinesseB Environment: Temperate forests Any good-aligned plane Organization: Solitary Challenge Rating: ¼ Alignment: Always lawful good The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. Combat Owls swoop quietly down onto prey, attacking with their powerful talons. Skills Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. Celestial Owl These celestial creatures are commonly summoned by the summon monster I spell. Combat Smite Evil (Su) Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe. [/SBLOCK][/SBLOCK] [SBLOCK=Summon Monster II] [SBLOCK=Celestial Giant Bee] Giant Bee Size/Type: Medium Magical Beast Hit Dice: 3d8+6 (19 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Sting +4 melee (1d4+3 plus poison) Full Attack: Sting +4 melee (1d4+3 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +5, Ref +3, Will +2 Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9 Skills: Spot +5, Survival +1* Feats: — Environment: Temperate plains Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. Skills Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. Smite Evil (Su) Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe. [/SBLOCK] [SBLOCK=Celestial Bombardier Beetle] Size/Type: Medium Vermin Hit Dice: 2d8+8 (17 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +1/+4 Attack: Bite +4 melee (1d4+4) Full Attack: Bite +4 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5 Saves: Fort +7, Ref +0, Will +0 Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9 Skills: — Feats: — These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs. Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe. [/SBLOCK] [SBLOCK=CELESTIAL WOLF] NEUTRAL GOOD Medium [OUTSIDER] [MAGICAL BEAST] Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1[B]*[/B] Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: — CELESTIAL QUALITIES: Darkvision out to 60 feet. Resistance to acid, cold, and electricity [RESISTANCE 5] Spell resistance equal to HD + 5 (SR 7). Combat-Wolves are pack hunters known for their persistence and cunning. A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Skills: [B]*[/B]Wolves have a +4 racial bonus on Survival checks when tracking by scent. [/SBLOCK][/SBLOCK] [SBLOCK=Summon Monster III] [sblock=Celestial Bison] Size/Type: Large Magical Beast Hit Dice: 5d8+25 (47 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +3/+15 Attack: Gore +10 melee (1d8+12) Full Attack: Gore +10 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Stampede, Smite evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic Saves: Fort +9, Ref +4, Will +1 Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Endurance Combat Stampede (Ex) A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based. The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe. [/sblock] [sblock=Air Elemental, Small] Size/Type: Small Elemental (Air, Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +7 Speed: Fly 100 ft. (perfect) (20 squares) Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 Base Attack/Grapple: +1/-1 Attack: Slam +5 melee (1d4+3) Full Attack: Slam +5 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +2, Ref +6, Will +0 Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. [COLOR=#ffffff][sblock=Augmented Earth Elemental stat block] [B]DEF: [/B] AC:17 TOUCH: 10 FF: 17 HP: 22 [2D8+6] -7 SAVES: Fort +6, Ref -1, Will +0 [B]OFFENSE:[/B] CR 1 MELEE: SLAM +8 [D6+7]; [/sblock][/COLOR][sblock=Augmented Earth Elemental stat block][COLOR=#ffffff][COLOR=#ffffff]Earth mastery, power attack-2/+2 = +6/1d8+9[/COLOR] FULL ROUND: [/COLOR][COLOR=#ffffff][COLOR=#ffffff]+8 [D6+7]; [/COLOR][/COLOR][COLOR=#ffffff][COLOR=#ffffff][COLOR=#ffffff][COLOR=#ffffff]Earth mastery [/COLOR][/COLOR][/COLOR] RANGED: NONE BAB/ GRAPPLE: +1/+0 SKILLS: Listen+3, Spot+2 FEAT: Power Attack SPECIAL ATTACKS: Earth mastery, push SPECIAL QUALITIES: Darkvision 60 ft., earth glide, elemental traits [/COLOR][/sblock][/s] [/QUOTE]
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