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HM's Carrion Crown AP - OOC
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5455630" data-attributes="member: 29558"><p>(To make Gestalt classes work in HeroLab I have to create them as a single class. This one (Inquisitor/Rogue Gestalt) I named an Emissary.)</p><p></p><p>For background, I'd prefer to wait on most of it until the Player's Guide comes out. However, I'm thinking that Pharasma's Inquisitors all belong to a special sect within her church called 'The Dedicated.' Within the devoted are several different specializations, one of which are the Emissaries.</p><p></p><p>[sblock=HALAL ARNYEKA]HALAL ARNYEKA CR 1/2</p><p>Male Tengu Emissary 1</p><p>NN Medium Humanoid (Tengu)</p><p><strong>Hero Points </strong>1</p><p><strong>Init </strong>+2; <strong>Senses </strong>Low-Light Vision; Perception +8</p><p>--------------------</p><p><strong>DEFENSE</strong></p><p>--------------------</p><p><strong>AC </strong>16, touch 13, flat-footed 13. . (+3 armor, +2 Dex, +1 dodge)</p><p><strong>hp </strong>12 (1d8); Judgement of Sacred Healing 1</p><p><strong>Fort </strong>+2, <strong>Ref </strong>+4, <strong>Will </strong>+4</p><p><strong>Defensive Abilities </strong>Judgement of Sacred Protection +1; <strong>DR </strong>Judgement of Sacred Resiliency 1: Magic; <strong>Resist </strong>Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)</p><p>--------------------</p><p><strong>OFFENSE</strong></p><p>--------------------</p><p><strong>Spd </strong>30 ft.</p><p><strong>Melee </strong>Bite (Tengu) -5 (1d3/20/x2) and</p><p>. . Cestus +0 (1d4+1/19-20/x2) and</p><p>. . Dagger +0 (1d4+1/19-20/x2) and</p><p>. . Sap +0 (1d6+1/20/x2) and</p><p>. . Sawtooth Sabre +0 (1d8+1/19-20/x2) and</p><p>. . Sawtooth Sabre +0 (1d8+1/19-20/x2)</p><p><strong>Ranged </strong>Shortbow +2 (1d6/20/x3)</p><p><strong>Special Attacks </strong>Bleeding Touch 1 rounds (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic), Sneak Attack +1d6</p><p><strong>Spell-Like Abilities </strong>Bleeding Touch 1 rounds (5/day)</p><p><strong>Emissary Spells Known </strong>(CL 1, +0 melee touch, +2 ranged touch):</p><p>1 (2/day) <em>Shield of Faith, Cure Light Wounds (DC 13)</em></p><p>0 (at will) <em>Resistance, Disrupt Undead, Guidance, Sift</em></p><p>--------------------</p><p><strong>STATISTICS</strong></p><p>--------------------</p><p><strong>Str </strong>12, <strong> Dex </strong>15, <strong> Con </strong>10, <strong> Int </strong>14, <strong> Wis </strong>15, <strong> Cha </strong>10</p><p><strong>Base Atk </strong>+0; <strong>CMB </strong>+1; <strong>CMD </strong>14</p><p><strong>Feats </strong>Combat Expertise +/-1</p><p><strong>Traits </strong>Sacred Touch</p><p><strong>Skills </strong>Acrobatics +5, Climb +0, Disable Device +6, Escape Artist +1, Fly +1, Intimidate +1, Knowledge: Local +6, Knowledge: Nature +6, Knowledge: Religion +6, Knowledge: The Planes +6, Linguistics +10, Perception +8, Ride +1, Sense Motive +7, Stealth +7, Survival +6, Swim +0<strong> Modifiers </strong>Monster Lore</p><p><strong>Languages </strong>Celestial, Common, Infernal, Skald, Tengu, Varisian</p><p><strong>SQ </strong>Emissary Domain: Death, Hero Points (1), Judgement (1/day) (Su), Trapfinding +1</p><p><strong>Combat Gear </strong>Studded Leather, Dagger (2), Shortbow, Arrows (20), Sawtooth Sabre, Sawtooth Sabre, Cestus, Sap; <strong>Other Gear </strong>Backpack, Masterwork (4 @ 7.5 lbs), Potion of Cure Light Wounds, Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2)</p><p>--------------------</p><p><strong>TRACKED RESOURCES</strong></p><p>--------------------</p><p>Arrows - 0/20</p><p>Bleeding Touch 1 rounds (5/day) (Sp) - 0/5</p><p>Dagger - 0/2</p><p>Judgement (1/day) (Su) - 0/1</p><p>Potion of Cure Light Wounds - 0/1</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Bleeding Touch 1 rounds (5/day) (Sp)</strong> Melee touch attack deals 1d6 bleeding damage.</p><p><strong>Combat Expertise +/-1</strong> Bonus to AC in exchange for an equal penalty to attack.</p><p><strong>Emissary Domain: Death</strong> Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.</p><p><strong>Hero Points (1)</strong> Hero Points can be spent at any time to grant a variety of bonuses.</p><p><strong>Judgement (1/day) (Su)</strong> Variable bonuses increase as the combat continues.</p><p><strong>Judgement of Sacred Destruction +1 (Su)</strong> Weapon Damage bonus.</p><p><strong>Judgement of Sacred Healing 1 (Su)</strong> Fast Healing</p><p><strong>Judgement of Sacred Justice +1 (Su)</strong> Attack bonus</p><p><strong>Judgement of Sacred Piercing +1 (Su)</strong> Concentration and vs. SR bonus</p><p><strong>Judgement of Sacred Protection +1 (Su)</strong> AC bonus</p><p><strong>Judgement of Sacred Purity +1 (Su)</strong> Save bonus</p><p><strong>Judgement of Sacred Resiliency 1: Magic (Su)</strong> DR/magic</p><p><strong>Judgement of Sacred Resistance 2: Cold (Su)</strong> Energy Resistances</p><p><strong>Judgement of Sacred Smiting (Magic) (Su)</strong> DR bypass</p><p><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.</p><p><strong>Monster Lore +2 (Ex)</strong> +2 to Knowledge checks when identifying the weaknessess of creatures.</p><p><strong>Sacred Touch</strong> You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer</p><p><strong>Sneak Attack +1d6</strong> +1d6 damage if you flank your target or your target is flat-footed.</p><p><strong>Trapfinding +1</strong> +1 to find or disable traps.</p><p></p><p>Created With Hero Lab® - try it for free at <a href="http://www.wolflair.com" target="_blank">http://www.wolflair.com</a>![/sblock]</p><p></p><p>[sblock=HALAL ARNYEKA (Level 5)]HALAL ARNYEKA CR 4</p><p>Male Tengu Emissary 5</p><p>NN Medium Humanoid (Tengu)</p><p><strong>Hero Points </strong>1</p><p><strong>Init </strong>+5; <strong>Senses </strong>Low-Light Vision; Perception +12</p><p>--------------------</p><p><strong>DEFENSE</strong></p><p>--------------------</p><p><strong>AC </strong>21, touch 14, flat-footed 17. . (+7 armor, +3 Dex, +1 dodge)</p><p><strong>hp </strong>41 (5d8+5); Judgement of Sacred Healing 2</p><p><strong>Fort </strong>+5, <strong>Ref </strong>+7, <strong>Will </strong>+6</p><p><strong>Defensive Abilities </strong>Evasion, Judgement of Sacred Protection +2, Trap Sense +1, Uncanny Dodge; <strong>DR </strong>Judgement of Sacred Resiliency 2: Magic; <strong>Resist </strong>Judgement of Sacred Purity +2, Judgement of Sacred Resistance 4 (Cold)</p><p>--------------------</p><p><strong>OFFENSE</strong></p><p>--------------------</p><p><strong>Spd </strong>30 ft.</p><p><strong>Melee </strong>+1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and</p><p>. . +1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and</p><p>. . Bite (Tengu) +0 (1d3/20/x2) and</p><p>. . Cestus +5 (1d4+1/19-20/x2) and</p><p>. . Dagger +5 (1d4+1/19-20/x2)</p><p><strong>Ranged </strong>Masterwork Longbow, Composite (Str +1) +7 (1d8+1/20/x3)</p><p><strong>Special Attacks </strong>Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day), Bleeding Touch 2 rounds (5/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Sneak Attack +3d6</p><p><strong>Spell-Like Abilities </strong>Bleeding Touch 2 rounds (5/day), Detect Alignment (At will), Discern Lies (5 rounds/day)</p><p><strong>Emissary Spells Known </strong>(CL 5, +3 melee touch, +6 ranged touch):</p><p>2 (3/day) <em>Restoration, Lesser, Consecrate, Cure Moderate Wounds (DC 14)</em></p><p>1 (5/day) <em>Divine Favor, Shield of Faith, Hide from Undead, Cure Light Wounds (DC 13)</em></p><p>0 (at will) <em>Resistance, Disrupt Undead, Acid Splash, Light, Guidance, Sift</em></p><p>--------------------</p><p><strong>STATISTICS</strong></p><p>--------------------</p><p><strong>Str </strong>12, <strong> Dex </strong>16, <strong> Con </strong>12, <strong> Int </strong>14, <strong> Wis </strong>15, <strong> Cha </strong>10</p><p><strong>Base Atk </strong>+3; <strong>CMB </strong>+4; <strong>CMD </strong>18</p><p><strong>Feats </strong>Combat Expertise +/-1, Double Slice, Gang Up, Precise Strike, Two-weapon Fighting, Weapon Finesse</p><p><strong>Traits </strong>Sacred Touch</p><p><strong>Skills </strong>Acrobatics +10, Bluff +5, Diplomacy +5, Disable Device +12, Escape Artist +2, Fly +2, Intimidate +7, Knowledge: Arcana +7, Knowledge: Dungeoneering +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Linguistics +13, Perception +12, Ride +2, Sense Motive +10, Stealth +12, Survival +10, Swim +0, Use Magic Device +8<strong> Modifiers </strong>Monster Lore</p><p><strong>Languages </strong>Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Shoanti, Skald, Tengu, Varisian</p><p><strong>SQ </strong>Emissary Domain: Death, Hero Points (1), Judgement (2/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +2, Trapfinding +2</p><p><strong>Combat Gear </strong>Cestus, +1 Mithral Agile Breastplate, +1 Sawtooth Sabre, +1 Sawtooth Sabre, Masterwork Longbow, Composite (Str +1), Dagger (2); <strong>Other Gear </strong>Handy Haversack (5 @ 8.5 lbs), Potion of Cure Light Wounds (4), Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2)</p><p>--------------------</p><p><strong>TRACKED RESOURCES</strong></p><p>--------------------</p><p>Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su) - 0/5</p><p>Bleeding Touch 2 rounds (5/day) (Sp) - 0/5</p><p>Dagger - 0/2</p><p>Discern Lies (5 rounds/day) (Sp) - 0/5</p><p>Judgement (2/day) (Su) - 0/2</p><p>Potion of Cure Light Wounds - 0/4</p><p>Teamwork Feat (change 2/day) - 0/2</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su)</strong> Make the weapon you are holding a bane weapon.</p><p><strong>Bleeding Touch 2 rounds (5/day) (Sp)</strong> Melee touch attack deals 1d6 bleeding damage.</p><p><strong>Combat Expertise +/-1</strong> Bonus to AC in exchange for an equal penalty to attack.</p><p><strong>Detect Alignment (At will) (Sp)</strong> Detect chaos, evil, good, or law at will.</p><p><strong>Discern Lies (5 rounds/day) (Sp)</strong> Discern Lies at will</p><p><strong>Emissary Domain: Death</strong> Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.</p><p><strong>Evasion (Ex)</strong> If you succeed at a Reflex save for half damage, you take none instead.</p><p><strong>Gang Up</strong> You are considered to be flanking your target if another ally is also adjacent to that target</p><p><strong>Hero Points (1)</strong> Hero Points can be spent at any time to grant a variety of bonuses.</p><p><strong>Judgement (2/day) (Su)</strong> Variable bonuses increase as the combat continues.</p><p><strong>Judgement of Sacred Destruction +2 (Su)</strong> Weapon Damage bonus.</p><p><strong>Judgement of Sacred Healing 2 (Su)</strong> Fast Healing</p><p><strong>Judgement of Sacred Justice +2 (Su)</strong> Attack bonus</p><p><strong>Judgement of Sacred Piercing +2 (Su)</strong> Concentration and vs. SR bonus</p><p><strong>Judgement of Sacred Protection +2 (Su)</strong> AC bonus</p><p><strong>Judgement of Sacred Purity +2 (Su)</strong> Save bonus</p><p><strong>Judgement of Sacred Resiliency 2: Magic (Su)</strong> DR/magic</p><p><strong>Judgement of Sacred Resistance 4: Cold (Su)</strong> Energy Resistances</p><p><strong>Judgement of Sacred Smiting (Magic) (Su)</strong> DR bypass</p><p><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.</p><p><strong>Monster Lore +2 (Ex)</strong> +2 to Knowledge checks when identifying the weaknesses of creatures.</p><p><strong>Precise Strike</strong> +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.</p><p><strong>Sacred Touch</strong> You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer</p><p><strong>Sneak Attack +3d6</strong> +3d6 damage if you flank your target or your target is flat-footed.</p><p><strong>Solo Tactics (Ex)</strong> Count Teamwork feats as if your allies had the same ones.</p><p><strong>Teamwork Feat (change 2/day)</strong> Swap your most recent Teamwork feat for another</p><p><strong>Track +2</strong> +2 to survival checks to track.</p><p><strong>Trap Sense +1 (Ex)</strong> +1 bonus on reflex saves and AC against traps.</p><p><strong>Trapfinding +2</strong> +2 to find or disable traps.</p><p><strong>Uncanny Dodge (Ex)</strong> Retain Dex bonus to AC when flat-footed.</p><p></p><p>Created With Hero Lab® - try it for free at <a href="http://www.wolflair.com" target="_blank">http://www.wolflair.com</a>![/sblock]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5455630, member: 29558"] (To make Gestalt classes work in HeroLab I have to create them as a single class. This one (Inquisitor/Rogue Gestalt) I named an Emissary.) For background, I'd prefer to wait on most of it until the Player's Guide comes out. However, I'm thinking that Pharasma's Inquisitors all belong to a special sect within her church called 'The Dedicated.' Within the devoted are several different specializations, one of which are the Emissaries. [sblock=HALAL ARNYEKA]HALAL ARNYEKA CR 1/2 Male Tengu Emissary 1 NN Medium Humanoid (Tengu) [b]Hero Points [/b]1 [b]Init [/b]+2; [b]Senses [/b]Low-Light Vision; Perception +8 -------------------- [b]DEFENSE[/b] -------------------- [b]AC [/b]16, touch 13, flat-footed 13. . (+3 armor, +2 Dex, +1 dodge) [b]hp [/b]12 (1d8); Judgement of Sacred Healing 1 [b]Fort [/b]+2, [b]Ref [/b]+4, [b]Will [/b]+4 [b]Defensive Abilities [/b]Judgement of Sacred Protection +1; [b]DR [/b]Judgement of Sacred Resiliency 1: Magic; [b]Resist [/b]Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold) -------------------- [b]OFFENSE[/b] -------------------- [b]Spd [/b]30 ft. [b]Melee [/b]Bite (Tengu) -5 (1d3/20/x2) and . . Cestus +0 (1d4+1/19-20/x2) and . . Dagger +0 (1d4+1/19-20/x2) and . . Sap +0 (1d6+1/20/x2) and . . Sawtooth Sabre +0 (1d8+1/19-20/x2) and . . Sawtooth Sabre +0 (1d8+1/19-20/x2) [b]Ranged [/b]Shortbow +2 (1d6/20/x3) [b]Special Attacks [/b]Bleeding Touch 1 rounds (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic), Sneak Attack +1d6 [b]Spell-Like Abilities [/b]Bleeding Touch 1 rounds (5/day) [b]Emissary Spells Known [/b](CL 1, +0 melee touch, +2 ranged touch): 1 (2/day) [i]Shield of Faith, Cure Light Wounds (DC 13)[/i] 0 (at will) [i]Resistance, Disrupt Undead, Guidance, Sift[/i] -------------------- [b]STATISTICS[/b] -------------------- [b]Str [/b]12, [b] Dex [/b]15, [b] Con [/b]10, [b] Int [/b]14, [b] Wis [/b]15, [b] Cha [/b]10 [b]Base Atk [/b]+0; [b]CMB [/b]+1; [b]CMD [/b]14 [b]Feats [/b]Combat Expertise +/-1 [b]Traits [/b]Sacred Touch [b]Skills [/b]Acrobatics +5, Climb +0, Disable Device +6, Escape Artist +1, Fly +1, Intimidate +1, Knowledge: Local +6, Knowledge: Nature +6, Knowledge: Religion +6, Knowledge: The Planes +6, Linguistics +10, Perception +8, Ride +1, Sense Motive +7, Stealth +7, Survival +6, Swim +0[b] Modifiers [/b]Monster Lore [b]Languages [/b]Celestial, Common, Infernal, Skald, Tengu, Varisian [b]SQ [/b]Emissary Domain: Death, Hero Points (1), Judgement (1/day) (Su), Trapfinding +1 [b]Combat Gear [/b]Studded Leather, Dagger (2), Shortbow, Arrows (20), Sawtooth Sabre, Sawtooth Sabre, Cestus, Sap; [b]Other Gear [/b]Backpack, Masterwork (4 @ 7.5 lbs), Potion of Cure Light Wounds, Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2) -------------------- [b]TRACKED RESOURCES[/b] -------------------- Arrows - 0/20 Bleeding Touch 1 rounds (5/day) (Sp) - 0/5 Dagger - 0/2 Judgement (1/day) (Su) - 0/1 Potion of Cure Light Wounds - 0/1 -------------------- [b]SPECIAL ABILITIES[/b] -------------------- [b]Bleeding Touch 1 rounds (5/day) (Sp)[/b] Melee touch attack deals 1d6 bleeding damage. [b]Combat Expertise +/-1[/b] Bonus to AC in exchange for an equal penalty to attack. [b]Emissary Domain: Death[/b] Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. [b]Hero Points (1)[/b] Hero Points can be spent at any time to grant a variety of bonuses. [b]Judgement (1/day) (Su)[/b] Variable bonuses increase as the combat continues. [b]Judgement of Sacred Destruction +1 (Su)[/b] Weapon Damage bonus. [b]Judgement of Sacred Healing 1 (Su)[/b] Fast Healing [b]Judgement of Sacred Justice +1 (Su)[/b] Attack bonus [b]Judgement of Sacred Piercing +1 (Su)[/b] Concentration and vs. SR bonus [b]Judgement of Sacred Protection +1 (Su)[/b] AC bonus [b]Judgement of Sacred Purity +1 (Su)[/b] Save bonus [b]Judgement of Sacred Resiliency 1: Magic (Su)[/b] DR/magic [b]Judgement of Sacred Resistance 2: Cold (Su)[/b] Energy Resistances [b]Judgement of Sacred Smiting (Magic) (Su)[/b] DR bypass [b]Low-Light Vision[/b] See twice as far as a human in low light, distinguishing color and detail. [b]Monster Lore +2 (Ex)[/b] +2 to Knowledge checks when identifying the weaknessess of creatures. [b]Sacred Touch[/b] You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer [b]Sneak Attack +1d6[/b] +1d6 damage if you flank your target or your target is flat-footed. [b]Trapfinding +1[/b] +1 to find or disable traps. Created With Hero Lab® - try it for free at [url]http://www.wolflair.com[/url]![/sblock] [sblock=HALAL ARNYEKA (Level 5)]HALAL ARNYEKA CR 4 Male Tengu Emissary 5 NN Medium Humanoid (Tengu) [b]Hero Points [/b]1 [b]Init [/b]+5; [b]Senses [/b]Low-Light Vision; Perception +12 -------------------- [b]DEFENSE[/b] -------------------- [b]AC [/b]21, touch 14, flat-footed 17. . (+7 armor, +3 Dex, +1 dodge) [b]hp [/b]41 (5d8+5); Judgement of Sacred Healing 2 [b]Fort [/b]+5, [b]Ref [/b]+7, [b]Will [/b]+6 [b]Defensive Abilities [/b]Evasion, Judgement of Sacred Protection +2, Trap Sense +1, Uncanny Dodge; [b]DR [/b]Judgement of Sacred Resiliency 2: Magic; [b]Resist [/b]Judgement of Sacred Purity +2, Judgement of Sacred Resistance 4 (Cold) -------------------- [b]OFFENSE[/b] -------------------- [b]Spd [/b]30 ft. [b]Melee [/b]+1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and . . +1 Sawtooth Sabre +4 (1d8+2/19-20/x2) and . . Bite (Tengu) +0 (1d3/20/x2) and . . Cestus +5 (1d4+1/19-20/x2) and . . Dagger +5 (1d4+1/19-20/x2) [b]Ranged [/b]Masterwork Longbow, Composite (Str +1) +7 (1d8+1/20/x3) [b]Special Attacks [/b]Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day), Bleeding Touch 2 rounds (5/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Sneak Attack +3d6 [b]Spell-Like Abilities [/b]Bleeding Touch 2 rounds (5/day), Detect Alignment (At will), Discern Lies (5 rounds/day) [b]Emissary Spells Known [/b](CL 5, +3 melee touch, +6 ranged touch): 2 (3/day) [i]Restoration, Lesser, Consecrate, Cure Moderate Wounds (DC 14)[/i] 1 (5/day) [i]Divine Favor, Shield of Faith, Hide from Undead, Cure Light Wounds (DC 13)[/i] 0 (at will) [i]Resistance, Disrupt Undead, Acid Splash, Light, Guidance, Sift[/i] -------------------- [b]STATISTICS[/b] -------------------- [b]Str [/b]12, [b] Dex [/b]16, [b] Con [/b]12, [b] Int [/b]14, [b] Wis [/b]15, [b] Cha [/b]10 [b]Base Atk [/b]+3; [b]CMB [/b]+4; [b]CMD [/b]18 [b]Feats [/b]Combat Expertise +/-1, Double Slice, Gang Up, Precise Strike, Two-weapon Fighting, Weapon Finesse [b]Traits [/b]Sacred Touch [b]Skills [/b]Acrobatics +10, Bluff +5, Diplomacy +5, Disable Device +12, Escape Artist +2, Fly +2, Intimidate +7, Knowledge: Arcana +7, Knowledge: Dungeoneering +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Linguistics +13, Perception +12, Ride +2, Sense Motive +10, Stealth +12, Survival +10, Swim +0, Use Magic Device +8[b] Modifiers [/b]Monster Lore [b]Languages [/b]Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Kelish, Shoanti, Skald, Tengu, Varisian [b]SQ [/b]Emissary Domain: Death, Hero Points (1), Judgement (2/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +2, Trapfinding +2 [b]Combat Gear [/b]Cestus, +1 Mithral Agile Breastplate, +1 Sawtooth Sabre, +1 Sawtooth Sabre, Masterwork Longbow, Composite (Str +1), Dagger (2); [b]Other Gear [/b]Handy Haversack (5 @ 8.5 lbs), Potion of Cure Light Wounds (4), Rations, trail (per day) (2), Rope, silk (50 ft.), Soap, Bar (50 uses), Thieves' tools, Wrist sheath, spring loaded (2) -------------------- [b]TRACKED RESOURCES[/b] -------------------- Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su) - 0/5 Bleeding Touch 2 rounds (5/day) (Sp) - 0/5 Dagger - 0/2 Discern Lies (5 rounds/day) (Sp) - 0/5 Judgement (2/day) (Su) - 0/2 Potion of Cure Light Wounds - 0/4 Teamwork Feat (change 2/day) - 0/2 -------------------- [b]SPECIAL ABILITIES[/b] -------------------- [b]Bane (+2 / 2d6) (5 rounds/day) (5 rounds/day) (Su)[/b] Make the weapon you are holding a bane weapon. [b]Bleeding Touch 2 rounds (5/day) (Sp)[/b] Melee touch attack deals 1d6 bleeding damage. [b]Combat Expertise +/-1[/b] Bonus to AC in exchange for an equal penalty to attack. [b]Detect Alignment (At will) (Sp)[/b] Detect chaos, evil, good, or law at will. [b]Discern Lies (5 rounds/day) (Sp)[/b] Discern Lies at will [b]Emissary Domain: Death[/b] Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. [b]Evasion (Ex)[/b] If you succeed at a Reflex save for half damage, you take none instead. [b]Gang Up[/b] You are considered to be flanking your target if another ally is also adjacent to that target [b]Hero Points (1)[/b] Hero Points can be spent at any time to grant a variety of bonuses. [b]Judgement (2/day) (Su)[/b] Variable bonuses increase as the combat continues. [b]Judgement of Sacred Destruction +2 (Su)[/b] Weapon Damage bonus. [b]Judgement of Sacred Healing 2 (Su)[/b] Fast Healing [b]Judgement of Sacred Justice +2 (Su)[/b] Attack bonus [b]Judgement of Sacred Piercing +2 (Su)[/b] Concentration and vs. SR bonus [b]Judgement of Sacred Protection +2 (Su)[/b] AC bonus [b]Judgement of Sacred Purity +2 (Su)[/b] Save bonus [b]Judgement of Sacred Resiliency 2: Magic (Su)[/b] DR/magic [b]Judgement of Sacred Resistance 4: Cold (Su)[/b] Energy Resistances [b]Judgement of Sacred Smiting (Magic) (Su)[/b] DR bypass [b]Low-Light Vision[/b] See twice as far as a human in low light, distinguishing color and detail. [b]Monster Lore +2 (Ex)[/b] +2 to Knowledge checks when identifying the weaknesses of creatures. [b]Precise Strike[/b] +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. [b]Sacred Touch[/b] You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer [b]Sneak Attack +3d6[/b] +3d6 damage if you flank your target or your target is flat-footed. [b]Solo Tactics (Ex)[/b] Count Teamwork feats as if your allies had the same ones. [b]Teamwork Feat (change 2/day)[/b] Swap your most recent Teamwork feat for another [b]Track +2[/b] +2 to survival checks to track. [b]Trap Sense +1 (Ex)[/b] +1 bonus on reflex saves and AC against traps. [b]Trapfinding +2[/b] +2 to find or disable traps. [b]Uncanny Dodge (Ex)[/b] Retain Dex bonus to AC when flat-footed. Created With Hero Lab® - try it for free at [url]http://www.wolflair.com[/url]![/sblock] [/QUOTE]
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