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<blockquote data-quote="the Jester" data-source="post: 3168810" data-attributes="member: 1210"><p>Cluma is probably the weakest of the Arrows of Law.</p><p></p><p><strong><span style="font-size: 18px">CLUMA---- CR 24</span></strong></p><p></p><p><em><strong>N.B. </strong></em>Cluma has the following spells and effects going at the start of combat:</p><p>CL 28th- <em>fly, shape change, shield of law, wind walk</em> (all produced by the <em>Rod of Seven Parts</em>).</p><p>CL 10th- <em>haste</em> (Marius), <em>freedom of movement </em>(elixir).</p><p>CL 26th (from Prayzose)- <em>mass death ward, disjunction buffer</em></p><p><em></em></p><p>Male human sorcerer 1/fighter 9/guardian of order 14</p><p>LN medium humanoid (human, lawful)</p><p><strong>Init</strong> +5; <strong>Senses</strong> detect chaos, Listen -1, Spot -1</p><p><strong>Languages</strong> Peshan, Forinthian</p><p>----</p><p><strong>AC</strong> 38 (+6 sacred vs. Chaotic outsiders), touch 16, flat-footed 37; heavy fortification, <em>shield of law</em></p><p><strong>Hit Dice</strong> 1d4 + 9d10 +14d12 +96 (270 hp)</p><p><strong>Resist</strong> acid 30, cold 30, electricity 30, fire 30, sonic 30;<strong> SR </strong>25 (vs. chaotic spells or spells cast by chaotic creatures only)</p><p><strong>Immune</strong> death, gifts of Chaos, mental influence, <em>Mordenkainen’s disjunction</em>; <em>freedom of movement</em></p><p><strong>Fort</strong> +23, <strong>Ref</strong> +14, <strong>Will </strong>+17; +6 against all Chaotic spells; evasion</p><p>----</p><p><strong>Speed</strong> 40 ft. (8 squares), fly 60 ft. (12 squares) </p><p><strong>Melee</strong> bastard sword +41/41/36/31/26 (1d10+21 plus 1d6 cold/17-20[+2d8] plus 1d10 cold and 2d6 vs. chaotic creatures)</p><p><strong>Range</strong> composite longbow +25/25/20/15/10 (1d8+7/x3)</p><p><strong>Base Atk</strong> +21 epic; <strong>Grp</strong> +31; <em>freedom of movement</em></p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p><strong>Atk Options</strong> Bounding Assault, Power Attack, smite chaos 7/day, Spring Attack</p><p><strong>Combat Gear</strong> <em>The Rod of Seven Parts</em> (fully assembled), <em>wand of fireballs</em> (CL 10th; 25 charges), <em>potion of cure serious wounds</em> (CL 15) (3), <em>elixir of heal</em> (CL 15), <em>wand of ray of enfeeblement</em> (CL 15th; 7 charges)</p><p><strong>Class Spells Known (CL 1):</strong></p><p>--1st level- <em>protection from chaos, true strike</em>;</p><p>--0th level-<em> arcane mark, daze, detect magic, ray of frost</em>. </p><p><strong>Spell-like Abilities (CL 24):</strong> 2/day- <em>dispel chaos.</em></p><p>----</p><p><strong>Str 30</strong> (includes +4 inherent bonus), <strong>Dex</strong> 13, <strong>Con</strong> 18, <strong>Int</strong> 10, <strong>Wis </strong>8 (includes +2 inherent bonus), <strong>Cha</strong> 22</p><p><strong>Feats</strong> Bounding Assault, Dodge, Exotic Weapon Proficiency (bastard sword), Extra Smiting, Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Improved Initiative, Leadership, Mobility, Power Attack, Severe Critical, Spring Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)</p><p><strong>Epic Feats</strong> Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword)</p><p><strong>Skills</strong> Climb +18, Concentration +13, Diplomacy +32, Intimidate +22, Jump +18, Ride +13, Sense Motive +7, Swim +18</p><p><strong>Possessions</strong> helmet of charisma +6, +4 heavy fortification full plate armor, +5 icy burst axiomatic deadly [+2d8] bastard sword, +2 mighty(+5) composite longbow, +3 heavy steel shield, ring of universal energy resistance 30, bracers of endurance +4, belt of giant strength +6, ring of evasion, amulet of natural armor +5, 60 arrows, +2 adamantine bastard sword, cold iron +1 holy bastard sword. </p><p> </p><p><strong>Shield of Law:</strong> As long as this spell is in effect, anyone striking Cluma in melee must make a Will save, DC 28, or be slowed.</p><p></p><p><strong>The Rod of Seven Parts</strong></p><p> </p><p>This artifact was forged eons ago by the forces of Law to assist them in overcoming the powers of Chaos arrayed against them. The rod of seven parts is composed of seven distinct pieces that fit together in order. </p><p></p><p>The individual pieces of the rod grant the following powers: 1st piece- <em>cure serious wounds</em> 1/day; 2nd piece- <em>slow</em> 1/day; 3rd piece- <em>haste</em> 1/day; 4th piece- <em>gust of wind</em> 5/day; 5th piece- <em>true seeing</em>, 20 rounds/day, free action to activate or deactivate; 6th piece- <em>hold monster</em> 1/day; 7th piece- <em>heal</em> 1/day. Each piece also throbs and points to the next piece in sequence. </p><p> </p><p>A creature that begins assembling the rod gains the following powers as assembly progresses: two pieces-<em> fly</em> at will; three pieces- Gain SR 20 or +4 to existing SR; four pieces- <em>control winds</em> 2/day; five pieces- <em>shape change</em> 2/day; six pieces- <em>wind walk</em> 1/day; completely assembled- <em>restoration</em> 1/day, constant <em>shield of Law.</em></p><p> </p><p>The <em>Rod of Seven Parts</em> changes anyone using any of its powers to absolute Lawful Neutrality. All previous allegiances are forgotten as total devotion to Law sets in. Furthermore, any time any of its powers (except constant powers) is used, there is a 5% chance the entire thing splinters into its component parts and they all teleport away.</p><p> </p><p>All powers and abilities of the <em>Rod of Seven Parts</em> have a caster level of 20 + the number of pieces assembled (so a single piece has a CL 21 while the fully assembled Rod has a CL 27). All saving throw DCs are 20 + spell level.</p></blockquote><p></p>
[QUOTE="the Jester, post: 3168810, member: 1210"] Cluma is probably the weakest of the Arrows of Law. [B][SIZE=5]CLUMA---- CR 24[/SIZE][/B] [I][B]N.B. [/B][/I]Cluma has the following spells and effects going at the start of combat: CL 28th- [I]fly, shape change, shield of law, wind walk[/I] (all produced by the [I]Rod of Seven Parts[/I]). CL 10th- [I]haste[/I] (Marius), [I]freedom of movement [/I](elixir). CL 26th (from Prayzose)- [I]mass death ward, disjunction buffer [/I] Male human sorcerer 1/fighter 9/guardian of order 14 LN medium humanoid (human, lawful) [B]Init[/B] +5; [B]Senses[/B] detect chaos, Listen -1, Spot -1 [B]Languages[/B] Peshan, Forinthian ---- [B]AC[/B] 38 (+6 sacred vs. Chaotic outsiders), touch 16, flat-footed 37; heavy fortification, [I]shield of law[/I] [B]Hit Dice[/B] 1d4 + 9d10 +14d12 +96 (270 hp) [B]Resist[/B] acid 30, cold 30, electricity 30, fire 30, sonic 30;[B] SR [/B]25 (vs. chaotic spells or spells cast by chaotic creatures only) [B]Immune[/B] death, gifts of Chaos, mental influence, [I]Mordenkainen’s disjunction[/I]; [I]freedom of movement[/I] [B]Fort[/B] +23, [B]Ref[/B] +14, [B]Will [/B]+17; +6 against all Chaotic spells; evasion ---- [B]Speed[/B] 40 ft. (8 squares), fly 60 ft. (12 squares) [B]Melee[/B] bastard sword +41/41/36/31/26 (1d10+21 plus 1d6 cold/17-20[+2d8] plus 1d10 cold and 2d6 vs. chaotic creatures) [B]Range[/B] composite longbow +25/25/20/15/10 (1d8+7/x3) [B]Base Atk[/B] +21 epic; [B]Grp[/B] +31; [I]freedom of movement[/I] [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Atk Options[/B] Bounding Assault, Power Attack, smite chaos 7/day, Spring Attack [B]Combat Gear[/B] [I]The Rod of Seven Parts[/I] (fully assembled), [I]wand of fireballs[/I] (CL 10th; 25 charges), [I]potion of cure serious wounds[/I] (CL 15) (3), [I]elixir of heal[/I] (CL 15), [I]wand of ray of enfeeblement[/I] (CL 15th; 7 charges) [B]Class Spells Known (CL 1):[/B] --1st level- [I]protection from chaos, true strike[/I]; --0th level-[I] arcane mark, daze, detect magic, ray of frost[/I]. [B]Spell-like Abilities (CL 24):[/B] 2/day- [I]dispel chaos.[/I] ---- [B]Str 30[/B] (includes +4 inherent bonus), [B]Dex[/B] 13, [B]Con[/B] 18, [B]Int[/B] 10, [B]Wis [/B]8 (includes +2 inherent bonus), [B]Cha[/B] 22 [B]Feats[/B] Bounding Assault, Dodge, Exotic Weapon Proficiency (bastard sword), Extra Smiting, Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Improved Initiative, Leadership, Mobility, Power Attack, Severe Critical, Spring Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) [B]Epic Feats[/B] Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword) [B]Skills[/B] Climb +18, Concentration +13, Diplomacy +32, Intimidate +22, Jump +18, Ride +13, Sense Motive +7, Swim +18 [B]Possessions[/B] helmet of charisma +6, +4 heavy fortification full plate armor, +5 icy burst axiomatic deadly [+2d8] bastard sword, +2 mighty(+5) composite longbow, +3 heavy steel shield, ring of universal energy resistance 30, bracers of endurance +4, belt of giant strength +6, ring of evasion, amulet of natural armor +5, 60 arrows, +2 adamantine bastard sword, cold iron +1 holy bastard sword. [B]Shield of Law:[/B] As long as this spell is in effect, anyone striking Cluma in melee must make a Will save, DC 28, or be slowed. [B]The Rod of Seven Parts[/B] This artifact was forged eons ago by the forces of Law to assist them in overcoming the powers of Chaos arrayed against them. The rod of seven parts is composed of seven distinct pieces that fit together in order. The individual pieces of the rod grant the following powers: 1st piece- [I]cure serious wounds[/I] 1/day; 2nd piece- [I]slow[/I] 1/day; 3rd piece- [I]haste[/I] 1/day; 4th piece- [I]gust of wind[/I] 5/day; 5th piece- [I]true seeing[/I], 20 rounds/day, free action to activate or deactivate; 6th piece- [I]hold monster[/I] 1/day; 7th piece- [I]heal[/I] 1/day. Each piece also throbs and points to the next piece in sequence. A creature that begins assembling the rod gains the following powers as assembly progresses: two pieces-[I] fly[/I] at will; three pieces- Gain SR 20 or +4 to existing SR; four pieces- [I]control winds[/I] 2/day; five pieces- [I]shape change[/I] 2/day; six pieces- [I]wind walk[/I] 1/day; completely assembled- [I]restoration[/I] 1/day, constant [I]shield of Law.[/I] The [i]Rod of Seven Parts[/i] changes anyone using any of its powers to absolute Lawful Neutrality. All previous allegiances are forgotten as total devotion to Law sets in. Furthermore, any time any of its powers (except constant powers) is used, there is a 5% chance the entire thing splinters into its component parts and they all teleport away. All powers and abilities of the [I]Rod of Seven Parts[/I] have a caster level of 20 + the number of pieces assembled (so a single piece has a CL 21 while the fully assembled Rod has a CL 27). All saving throw DCs are 20 + spell level. [/QUOTE]
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