Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
Elder Dragons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ElectricDragon" data-source="post: 7882881" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">“Bloody Mary”</span></strong></p><p><span style="font-size: 22px"><strong>SOULLESS KNIGHT </strong></span></p><p><span style="font-size: 22px"><strong>FEMALE ½ ORC </strong></span></p><p><strong><span style="font-size: 22px">14TH LEVEL BARBARIAN</span></strong></p><table style='width: 100%'><tr><td></td><td><em>Medium Undead</em> (Augmented Humanoid: Human and Orc)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>14d12+56 (147 hp/175 hp when raging/91 hp without soul weapon/119 hp raging without soul weapon)</td></tr><tr><td><strong>Initiative:</strong></td><td>+4 (+4 Dex)</td></tr><tr><td><strong>Speed:</strong></td><td>40 ft. (8 squares); in armor 30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>31 (+3 Dex, +8 armor, +8 natural, +2 deflection), touch 15, flat-footed 28</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+13/+20</td></tr><tr><td><strong>Attack:</strong></td><td><em>+3 orc double axe</em> (<em>soul weapon</em>) +24 melee 1d8+13 (19-20/x3) or touch attack +20 melee touch 1d8+5 (20/x2) or <em>+2 composite longbow</em> +19 ranged 1d8+2 (20/x3)</td></tr><tr><td><strong>Full Attack:</strong></td><td><em>+3 orc double axe</em> (<em>soul weapon</em>) +22/+17/+12 melee 1d8+10 (19-20/x3) and <em>+3 orc double axe (soul weapon) </em>+22/+17 melee 1d8+6 (19-20/x3) or <em>+3 orc double axe</em> (<em>soul weapon</em>) +22/+17/+12 melee 1d8+10 (19-20/x3) and touch attack +18 melee touch 1d8+5 (20/x2), or touch attack +20 melee touch 1d8+5 (20/x2) or <em>+2 composite long bow</em> +19/+14/+9 ranged 1d8+2 (20/x3)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td><em>Fear aura</em>, <em>bleeding wounds</em>, <em>rage</em> 4/day, <em>soul draining</em>, <em>unholy squire</em></td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60 feet, DR 15/bludgeoning and magic, <em>greater rage</em>, immortality, immunities, improved uncanny dodge, trap sense +4, turn resistance +4, uncanny dodge, <em>unholy agility</em></td></tr><tr><td><strong>Saves:</strong></td><td>Fort +8, Ref +8, Will +5</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 24, Dex 18, Con —, Int 10, Wis 13, Cha 10</td></tr><tr><td><strong>Skills:</strong></td><td>Climb+14, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Jump +23, Listen +20, Literacy, Search+8, Spot+20, Survival +12, Swim+9</td></tr><tr><td><strong>Feats:</strong></td><td>Exotic Weapon Proficiency (orc double axe), Improved Critical (orc double axe), Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe)</td></tr><tr><td><strong>Environment:</strong></td><td>Underground</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or company (soulless knight, 3 wights, and 3 ritual zombies)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>16</td></tr><tr><td><strong>Treasure:</strong></td><td><em>+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures; +3 breastplate (soul armor); amulet of natural armor +3; ring of protection +2; +2 composite longbow</em></td></tr><tr><td><strong>Alignment:</strong></td><td>Chaotic evil</td></tr><tr><td><strong>Advancement:</strong></td><td>By character class</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>+4</td></tr><tr><td><strong>Negative Energy:</strong></td><td>3d10</td></tr></table><p>Bloody Mary was the leader of a large orc band that raided the north many years ago. Her and her tribe’s habit of bathing in the blood of their enemies lead them to become the most hated and feared force on the roads. Eventually, a group of townsfolk hired an adventuring group to hunt them down and wipe them out. Only Mary escaped the final battle. She swore to find and destroy each and every adventurer and townsperson and bathe in their blood.</p><p></p><p></p><p></p><p>Ten years later, still hunting for several more adventurers; Bloody Mary grew desperate because her life was so much shorter than those whom she hunted (elves, dwarves, and humans). In a dream, Nethrancor offered her immortality through the Soul Weapon ritual so that her revenge could be complete. Bloody Mary jumped at the chance. She fulfilled her service in just 6 months (being destroyed fulfills the service) and then returned to her original plan of hunting down those who had massacred her tribe. Only two months later, she forgot her focused revenge and began indiscriminately killing any creature and bathing in its blood.</p><p></p><p>Bloody Mary is usually covered in a fresh layer of blood when encountered.</p><p></p><p>Bloody Mary speaks Common, Draconic, and Orc.</p><p><strong> </strong></p><p><strong>Weapon and Armor Proficiency: </strong>Bloody Mary is proficient in all Simple and Martial weapons as well as the orc double axe; with Light and Medium armors; and with shields (excluding tower shield).</p><p><strong> </strong></p><p><strong>COMBAT</strong></p><p>Bloody Mary prefers to start combat from afar with her composite longbow, while her undead followers close to the attack. She concentrates on one opponent at range to deal multiple instinces of bleeding damage to it. Closing on Bloody Mary is even more dangerous though, with her touch attack, greater rage, and martial proficiency.</p><p><strong> </strong></p><p><strong><em>Bleeding Wounds (Su)</em>:</strong> Every successful hit by any weapon or touch attack of Bloody Mary deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).</p><p><strong> </strong></p><p><strong>Damage Reduction (Su):</strong> Bloody Mary’s undead body is especially tough, giving her damage reduction 15/bludgeoning and magic.</p><p><strong> </strong></p><p><strong><em>Fear Aura (Su)</em>: </strong>Bloody Mary is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save DC 17 or be affected as though by a <em>fear </em>spell from a 14th level sorcerer. A creature that successfully saves cannot be affected again by Bloody Mary’s aura for 24 hours.</p><p><strong> </strong></p><p><strong>Immunities:</strong> Bloody Mary has immunity to cold, electricity, polymorph, and mind-affecting attacks.</p><p><strong> </strong></p><p><strong><em>Rage (Su)</em>: </strong>4 times per day, Bloody Mary can go into a berserk rage. In a rage, Bloody Mary temporarily gains a +6 bonus to Strength (30 Str), and 2 bonus hp per HD (+28 hp), but she takes a –2 penalty to Armor Class. The hit points go away at the end of the rage when her Strength score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for 5 rounds. Bloody Mary may prematurely end her rage but only on her turn. At the end of the rage, Bloody Mary loses the rage modifiers and restrictions.</p><p>Bloody Mary can fly into a new rage as soon as her present rage ends and is not limited to only once per encounter. Entering a rage takes no time itself, but Bloody Mary can do it only during her action, not in response to someone else’s action. As undead, Bloody Mary is immune to fatigue and exhaustion.</p><p></p><p><strong><em>Soul Draining (Su)</em>:</strong> At will, at night only, as a swift action Bloody Mary can activate the <em>Soul Draining</em> power of her soul weapon. This power affects one creature within 30 feet; Save: Fort DC 17 negates. When Bloody Mary has her soul weapon in hand, she can activate the soul weapon's <em>soul draining</em> ability on one target creature. While the weapon is draining, Bloody Mary cannot activate the <em>soul draining</em> ability again or use her <em>undead squire </em>ability, but the weapon still functions as a +3 magic weapon.</p><p></p><p>Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to Bloody Mary's soul weapon until Bloody Mary or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if Bloody Mary is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Bloody Mary, death of the victim, or destruction of the weapon.</p><p></p><p>Bloody Mary gains 2d10 negative energy when a victim dies from <em>soul draining</em>. She can choose to spend each 1d10 of this energy as a swift action to either heal herself or deal extra damage on her next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Bloody Mary has 3d10 negative energy stored in her soul weapon when encountered.</p><p></p><p>Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a <em>true resurrection</em> or equivalent magic (<em>wish, miracle, </em>the <em>reality revision </em>psionic power, or deific power) to bring such a creature back from this grave.</p><p><strong> </strong></p><p><strong>Turn Resistance (Ex): </strong>Bloody Mary has +4 turn resistance (Turn as if 18HD).</p><p><strong> </strong></p><p><strong>Undead Squire (Sp):</strong> 1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Bloody Mary can call upon the dark powers that gave her the gift of undeath to imbue the soul weapon with <em>power word undeath </em>as a 14th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].</p><p><strong> </strong></p><p><strong><em>Unholy Agility (Su)</em>: </strong>Bloody Mary's soul weapon infuses her with the ability to move out of the way of most blows. Bloody Mary gains her Dexterity modifier (+4) as a bonus to each Hit Die (+56 hp) as long as she has her weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if she has less than that amount of hp left. If disarmed, Bloody Mary is an easier kill and disarming can even destroy her if she were already damaged enough.</p><p><strong> </strong></p><p><strong>Skills:</strong> Bloody Mary gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.</p><p><strong> </strong></p><p><strong>Equipment: </strong><em>+3 breastplate (soul armor)</em>: exquisitely crafted and embellished breast plate with a stylistic roaring lion’s head engraved into the breastplate; <em>+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures:</em>mithral blades and oak handle with draconic runes running along the blade edges that spell out: “Headcleaver” in Draconic; <em>+2 Ring of Protection</em>: gold ring set with diamond; <em>+3 amulet of natural armor</em>: gold hawk pendant; +2 <em>composite longbow</em>: layered white ash and gorgon horn bow, woven dryad hair string.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7882881, member: 10778"] [B][SIZE=6]“Bloody Mary”[/SIZE][/B] [SIZE=6][B]SOULLESS KNIGHT FEMALE ½ ORC [/B][/SIZE] [B][SIZE=6]14TH LEVEL BARBARIAN[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][I]Medium Undead[/I] (Augmented Humanoid: Human and Orc)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]14d12+56 (147 hp/175 hp when raging/91 hp without soul weapon/119 hp raging without soul weapon)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+4 (+4 Dex)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]40 ft. (8 squares); in armor 30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]31 (+3 Dex, +8 armor, +8 natural, +2 deflection), touch 15, flat-footed 28[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+13/+20[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD][I]+3 orc double axe[/I] ([I]soul weapon[/I]) +24 melee 1d8+13 (19-20/x3) or touch attack +20 melee touch 1d8+5 (20/x2) or [I]+2 composite longbow[/I] +19 ranged 1d8+2 (20/x3)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD][I]+3 orc double axe[/I] ([I]soul weapon[/I]) +22/+17/+12 melee 1d8+10 (19-20/x3) and [I]+3 orc double axe (soul weapon) [/I]+22/+17 melee 1d8+6 (19-20/x3) or [I]+3 orc double axe[/I] ([I]soul weapon[/I]) +22/+17/+12 melee 1d8+10 (19-20/x3) and touch attack +18 melee touch 1d8+5 (20/x2), or touch attack +20 melee touch 1d8+5 (20/x2) or [I]+2 composite long bow[/I] +19/+14/+9 ranged 1d8+2 (20/x3)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD][I]Fear aura[/I], [I]bleeding wounds[/I], [I]rage[/I] 4/day, [I]soul draining[/I], [I]unholy squire[/I][/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60 feet, DR 15/bludgeoning and magic, [I]greater rage[/I], immortality, immunities, improved uncanny dodge, trap sense +4, turn resistance +4, uncanny dodge, [I]unholy agility[/I][/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +8, Ref +8, Will +5[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 24, Dex 18, Con —, Int 10, Wis 13, Cha 10[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Climb+14, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Jump +23, Listen +20, Literacy, Search+8, Spot+20, Survival +12, Swim+9[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Exotic Weapon Proficiency (orc double axe), Improved Critical (orc double axe), Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Underground[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or company (soulless knight, 3 wights, and 3 ritual zombies)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]16[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD][I]+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures; +3 breastplate (soul armor); amulet of natural armor +3; ring of protection +2; +2 composite longbow[/I][/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Chaotic evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]By character class[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]+4[/TD] [/TR] [TR] [TD][B]Negative Energy:[/B][/TD] [TD]3d10[/TD] [/TR] [/TABLE] Bloody Mary was the leader of a large orc band that raided the north many years ago. Her and her tribe’s habit of bathing in the blood of their enemies lead them to become the most hated and feared force on the roads. Eventually, a group of townsfolk hired an adventuring group to hunt them down and wipe them out. Only Mary escaped the final battle. She swore to find and destroy each and every adventurer and townsperson and bathe in their blood. Ten years later, still hunting for several more adventurers; Bloody Mary grew desperate because her life was so much shorter than those whom she hunted (elves, dwarves, and humans). In a dream, Nethrancor offered her immortality through the Soul Weapon ritual so that her revenge could be complete. Bloody Mary jumped at the chance. She fulfilled her service in just 6 months (being destroyed fulfills the service) and then returned to her original plan of hunting down those who had massacred her tribe. Only two months later, she forgot her focused revenge and began indiscriminately killing any creature and bathing in its blood. Bloody Mary is usually covered in a fresh layer of blood when encountered. Bloody Mary speaks Common, Draconic, and Orc. [B] Weapon and Armor Proficiency: [/B]Bloody Mary is proficient in all Simple and Martial weapons as well as the orc double axe; with Light and Medium armors; and with shields (excluding tower shield). [B] COMBAT[/B] Bloody Mary prefers to start combat from afar with her composite longbow, while her undead followers close to the attack. She concentrates on one opponent at range to deal multiple instinces of bleeding damage to it. Closing on Bloody Mary is even more dangerous though, with her touch attack, greater rage, and martial proficiency. [B] [I]Bleeding Wounds (Su)[/I]:[/B] Every successful hit by any weapon or touch attack of Bloody Mary deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically). [B] Damage Reduction (Su):[/B] Bloody Mary’s undead body is especially tough, giving her damage reduction 15/bludgeoning and magic. [B] [I]Fear Aura (Su)[/I]: [/B]Bloody Mary is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save DC 17 or be affected as though by a [I]fear [/I]spell from a 14th level sorcerer. A creature that successfully saves cannot be affected again by Bloody Mary’s aura for 24 hours. [B] Immunities:[/B] Bloody Mary has immunity to cold, electricity, polymorph, and mind-affecting attacks. [B] [I]Rage (Su)[/I]: [/B]4 times per day, Bloody Mary can go into a berserk rage. In a rage, Bloody Mary temporarily gains a +6 bonus to Strength (30 Str), and 2 bonus hp per HD (+28 hp), but she takes a –2 penalty to Armor Class. The hit points go away at the end of the rage when her Strength score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for 5 rounds. Bloody Mary may prematurely end her rage but only on her turn. At the end of the rage, Bloody Mary loses the rage modifiers and restrictions. Bloody Mary can fly into a new rage as soon as her present rage ends and is not limited to only once per encounter. Entering a rage takes no time itself, but Bloody Mary can do it only during her action, not in response to someone else’s action. As undead, Bloody Mary is immune to fatigue and exhaustion. [B][I]Soul Draining (Su)[/I]:[/B] At will, at night only, as a swift action Bloody Mary can activate the [I]Soul Draining[/I] power of her soul weapon. This power affects one creature within 30 feet; Save: Fort DC 17 negates. When Bloody Mary has her soul weapon in hand, she can activate the soul weapon's [I]soul draining[/I] ability on one target creature. While the weapon is draining, Bloody Mary cannot activate the [I]soul draining[/I] ability again or use her [I]undead squire [/I]ability, but the weapon still functions as a +3 magic weapon. Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to Bloody Mary's soul weapon until Bloody Mary or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if Bloody Mary is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Bloody Mary, death of the victim, or destruction of the weapon. Bloody Mary gains 2d10 negative energy when a victim dies from [I]soul draining[/I]. She can choose to spend each 1d10 of this energy as a swift action to either heal herself or deal extra damage on her next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Bloody Mary has 3d10 negative energy stored in her soul weapon when encountered. Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a [I]true resurrection[/I] or equivalent magic ([I]wish, miracle, [/I]the [I]reality revision [/I]psionic power, or deific power) to bring such a creature back from this grave. [B] Turn Resistance (Ex): [/B]Bloody Mary has +4 turn resistance (Turn as if 18HD). [B] Undead Squire (Sp):[/B] 1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Bloody Mary can call upon the dark powers that gave her the gift of undeath to imbue the soul weapon with [I]power word undeath [/I]as a 14th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell]. [B] [I]Unholy Agility (Su)[/I]: [/B]Bloody Mary's soul weapon infuses her with the ability to move out of the way of most blows. Bloody Mary gains her Dexterity modifier (+4) as a bonus to each Hit Die (+56 hp) as long as she has her weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if she has less than that amount of hp left. If disarmed, Bloody Mary is an easier kill and disarming can even destroy her if she were already damaged enough. [B] Skills:[/B] Bloody Mary gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks. [B] Equipment: [/B][I]+3 breastplate (soul armor)[/I]: exquisitely crafted and embellished breast plate with a stylistic roaring lion’s head engraved into the breastplate; [I]+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures:[/I]mithral blades and oak handle with draconic runes running along the blade edges that spell out: “Headcleaver” in Draconic; [I]+2 Ring of Protection[/I]: gold ring set with diamond; [I]+3 amulet of natural armor[/I]: gold hawk pendant; +2 [I]composite longbow[/I]: layered white ash and gorgon horn bow, woven dryad hair string. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Elder Dragons
Top