,,,,You still about Giant Boy there is an opening for you in Mactire's Misfits the other DCC#8 game.
HM
Thanks, I'll need the link...if you have it...recent events made me lazy...but I have no problem looking for it.
,,,,You still about Giant Boy there is an opening for you in Mactire's Misfits the other DCC#8 game.
HM
Name: Kosaman
Class: Cleric
Race: Mummy
Size: Medium
Gender: Male once
Alignment: Chaotic evil
Level: 7 XP:
BAB: +4
Initial(Cost) Race Level Misc Total Bonus
Str: 12 (4p.) 12 +1
Dex: 10 (2p.) 10 +0
Con: -- (0p.)
Int: 11 (3p.) 11 +0
Wis: 17 (15p.) +1 18 +4
Cha: 14 (4p.) 14 +2
HP: 64 Dmg Red: 0
Grapple: +5 Spell Res: 0
Speed: 30' Spell Fail: 0%
Init: +0 Spell Save: +4
ACP: -7
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +10 +3 +0 +0 +1 +1 25
Touch: 12 Flatfooted: 25
Base Mod Misc Total
Fort: 4 +1 +5
Ref: 1 +0 +1
Will: 7 +4 +11
Weapon Attack Damage Critical
MW Morningstar +6 1d8+1 20x2
Languages: Common
Abilities:
Mummy:
Cleric:
Alignment aura
Rebuke or control undead(5x/day) (1d20+Cha; dmg: 2d6 + 5-cl- + cha)
Spontaneous casting
Domains:
Death: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Protection: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Undead Type:
No Constitution score.
Darkvision out to 60 feet.
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons,
Undead do not breathe, eat, or sleep.
Feats:
Weapon proficiecy (simple weapons)
armor proficiecy (light, medium, and heavy)
shields proficiecy (except tower shields).
Combat Casting
Leadership
Spell Focus (Necromancy)
Skills Ranks Mod Misc Total
Concentration 11 +2 +13
Heal 10 +4 +14
Spellcraft 11 +0 +11
Spells:
L 0: 5
L 1: 4
L 2: 3
L 3: 2
Equipment: (Starting Gold 27.000)
Half-plate +3 9750
Heavy shield, metal +1 1170
Pearl of power (4 lvl1) 4000
Pearl of power (2 lvl2) 8000
Amulet of Natural armor +1 2000
Hat of Disguise 1800
Ring of Protection +1 2000
MW Morningstar 308
Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.
Mummy minion
Str 24 Dex 10 Int 6 Wis 14 Cha 15
HP: 55
Init: 0
Sped: 20 ft, 4 squares
AC: 20
Base Attack: 4
Grapple: 11
Attack: Slam: +11 for 1d6+10 plus mummy rot
Special attack: Despair, Mummy Rot
Special qualities: Damage reduction 5/-, darkvision 60 feet, undead traits, vulnearbility to fire
Saves: Fort +4, ref +2; will +8
Skill: HYide +7 Listen +8 M.silently +7, Spot +8
Feat: Alertness Great Fortitude Toughness
CR: 5