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How does Advancement really work?
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<blockquote data-quote="Celebrim" data-source="post: 360526" data-attributes="member: 4937"><p>BIG BAD WOLF: Unique Advanced Fiendish Spirit Worg Rng4/Drd4: CR 17; Large Magical Beast; HD 12d12+4d10+4d8+100; hp 218; Init +6 (+2 Dex, +4 improved initiative); Spd Fly 50 ft. (perfect); AC: Ethereal,16 (-1 Size, +2 Dex, +5 natural) OR Manifested, 14 (-1 Size, +2 Dex, +3 deflection); Atk Bite +26 melee touch (1d8+10); Face/Reach: 5 ft. by 10 ft./5 ft.; SA Smite Good, Favored Enemy (Humans), Trip, Spell Use; SQ Ethereal, Druid Abilities, Darkvision, Cold & Fire Resistance 20, DR 10/+3, SR 25, Scent; AL NE; SV Fort +20, Ref +12, Will +12; Str 25, Dex 14, Con 20, Int 8, Wis 16, Cha 16. </p><p>Skills and Feats: Animal Empathy +11, Concentration +8, Hide +19, Listen +20, Knowledge (Nature) +3, Move Silently +11, Search +7, Spot +18, Wilderness Lore +7*; Alertness, Combat Reflexes, Improved Critical (Bite), Improved Initiative, Power Attack</p><p>Spells (Druid): 0th Cure Minor Wounds (x2), Purify Food and Drink, Guidance (x2) 1st Cure Light Wounds, Detect Snares and Pits, Endure Elements, Invisibility to Animals 2nd Charm Person or Animal, Delay Poison, Hold Animal</p><p>Spells (Ranger): 1st Magic Fang </p><p></p><p>Smite Good (Su): Once per day the BIG BAD WOLF can make a normal attack to deal additional +20 damage against a good foe.</p><p>Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent 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 worg.</p><p>Manifesting (Su): As an ethereal creatures, the spirit worg cannot affect or be affected by anything in the material world. When they manifest, spirit worgs become visible but remain incorporeal. However, a manifested spirit worg can strike with its bite attack or a ghost touch weapon. A manifested spirit worg remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting spirit worg is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting spirit worg manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets.</p><p>Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit worg through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A spirit worg that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + spirit’s level or HD) against DC 16. As a rule, the only way to get rid of a spirit worg for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.</p><p>Skills: A spirit worg receives a +9 racial bonus to Listen and Spot checks, a +1 racial bonus to Move Silently checks, a +8 racial bonus to Search checks, and a +10 racial bonus to Hide checks. A worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent.</p><p></p><p>The point of this post being that the advancement rules are tools not restrictions. Go wild and do whatever you feel is cool.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 360526, member: 4937"] BIG BAD WOLF: Unique Advanced Fiendish Spirit Worg Rng4/Drd4: CR 17; Large Magical Beast; HD 12d12+4d10+4d8+100; hp 218; Init +6 (+2 Dex, +4 improved initiative); Spd Fly 50 ft. (perfect); AC: Ethereal,16 (-1 Size, +2 Dex, +5 natural) OR Manifested, 14 (-1 Size, +2 Dex, +3 deflection); Atk Bite +26 melee touch (1d8+10); Face/Reach: 5 ft. by 10 ft./5 ft.; SA Smite Good, Favored Enemy (Humans), Trip, Spell Use; SQ Ethereal, Druid Abilities, Darkvision, Cold & Fire Resistance 20, DR 10/+3, SR 25, Scent; AL NE; SV Fort +20, Ref +12, Will +12; Str 25, Dex 14, Con 20, Int 8, Wis 16, Cha 16. Skills and Feats: Animal Empathy +11, Concentration +8, Hide +19, Listen +20, Knowledge (Nature) +3, Move Silently +11, Search +7, Spot +18, Wilderness Lore +7*; Alertness, Combat Reflexes, Improved Critical (Bite), Improved Initiative, Power Attack Spells (Druid): 0th Cure Minor Wounds (x2), Purify Food and Drink, Guidance (x2) 1st Cure Light Wounds, Detect Snares and Pits, Endure Elements, Invisibility to Animals 2nd Charm Person or Animal, Delay Poison, Hold Animal Spells (Ranger): 1st Magic Fang Smite Good (Su): Once per day the BIG BAD WOLF can make a normal attack to deal additional +20 damage against a good foe. Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent 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 worg. Manifesting (Su): As an ethereal creatures, the spirit worg cannot affect or be affected by anything in the material world. When they manifest, spirit worgs become visible but remain incorporeal. However, a manifested spirit worg can strike with its bite attack or a ghost touch weapon. A manifested spirit worg remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting spirit worg is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting spirit worg manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets. Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit worg through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A spirit worg that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + spirit’s level or HD) against DC 16. As a rule, the only way to get rid of a spirit worg for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Skills: A spirit worg receives a +9 racial bonus to Listen and Spot checks, a +1 racial bonus to Move Silently checks, a +8 racial bonus to Search checks, and a +10 racial bonus to Hide checks. A worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent. The point of this post being that the advancement rules are tools not restrictions. Go wild and do whatever you feel is cool. [/QUOTE]
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