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<blockquote data-quote="GlassEye" data-source="post: 5044732" data-attributes="member: 40413"><p>My rolls:</p><p><a href="http://invisiblecastle.com/roller/view/2360918/" target="_blank">4d6.minroll(2).takeHighest(3)=11, 4d6.minroll(2).takeHighest(3)=15, 4d6.minroll(2).takeHighest(3)=10, 4d6.minroll(2).takeHighest(3)=16, 4d6.minroll(2).takeHighest(3)=15, 4d6.minroll(2).takeHighest(3)=16</a></p><p></p><p>Turns out to be 83 points. Coulda been a lot worse. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> The rest is a work in progress.</p><p></p><p>Note: gear isn't calculated into stats yet, need normal non-magical equipments, and need history (which is in my head...).</p><p></p><p>*Gear is now calculated into her stats.</p><p></p><p>[sblock]<span style="color: orange"><strong><span style="font-size: 12px">Korva of Clan Keduhl, the Stonefist</span></strong></span></p><p></p><p>LN female dwarf monk 5, shadowdancer 3</p><p><strong>Favored Class</strong> monk; <strong>XP</strong> 55,000</p><p>-----</p><p><strong>Init</strong> +3; <strong>Senses</strong> Darkvision 90 ft., Perception +15</p><p>-----</p><p><span style="color: orange">DEFENSE</span></p><p><strong>AC</strong> 22, touch 20, flat-footed 22 (+2 armor, +3 Dex, +4 Wis, +2 spc., +1 dodge)</p><p><strong>hp</strong> 96 (8d8+32)</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +9, <strong>Will</strong> +9</p><p><strong>Defensive Abilities</strong> +2 saves vs. poison, spells, and spell-like abilities; +2 saves vs, enchantment spells and effects; immunity to disease, +4 AC (dodge) vs. giant subtype, +4 AC (dodge) vs. AoO caused by movement.</p><p>-----</p><p><span style="color: orange">OFFENSE</span></p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> unarmed strike +10 (1d10+5/x2) or</p><p><strong>Melee</strong> quarterstaff +10 (1d6+5/x2)</p><p>+1 Ghost Touch Quarterstaff <span style="color: yellow">[<strong>Melee</strong> +11 (1d6+6/x2)]</span> or</p><p><strong>Melee</strong> handaxe +10 (1d6+5/x3) or</p><p><strong>Melee</strong> flurry of blows +10/+10 (dmg. by weapon) or</p><p><strong>Ranged</strong> shuriken +8 (1d2+5/x2) or</p><p><strong>Ranged</strong> flurry of blows (shuriken) +8/+8 (1d2+5/x2)</p><p><strong>Space</strong> 5 ft.; Reach 5 ft.</p><p><strong>Special Attacks</strong> flurry of blows, stunning fist, scorpion style, +3 additional attacks of opportunity, +1 to hit orc and goblin subtypes,</p><p>-----</p><p><span style="color: orange">STATISTICS</span></p><p><strong>Str</strong> 20, <strong>Dex</strong> 16, <strong>Con</strong> 18, <strong>Int</strong> 10, <strong>Wis</strong> 18, <strong>Cha</strong> 9</p><p><strong>Base Atk</strong> +5; <strong>CMB</strong> +12 (+14 to grapple); <strong>CMD</strong> 28 (30 to avoid grapple; 32 to resist bull rush & trip while on the ground)</p><p><strong>Feats</strong> Improved Unarmed Strike, Combat Reflexes, Dodge, Stunning Fist, Improved Grapple, Mobility, Scorpion Style (DC 18), Spring Attack</p><p><strong>Skills (Ranks)</strong> Acrobatics +14 (jump +15) (8), Climb +11 (3), Craft (cloth) +0 (0), Craft (weapons) +8 (5), Perception +15 (8), Perform (dance) +4 (2), Perform (wind) +3 (1), Sense Motive +15 (8), Stealth +14 (8)</p><p><strong>Languages</strong> Common, Dwarven</p><p>-----</p><p><span style="color: orange">RACIAL TRAITS</span></p><p><strong>Ability Score modifiers</strong>: +2 Con, +2 Wis, -2 Chr</p><p><strong>Medium sized</strong></p><p><strong>Slow and Steady</strong>: Base speed 20 ft., not modified by encumbrance.</p><p><strong>Darkvision</strong>: 60 ft. range</p><p><strong>Defensive Training</strong>: +4 AC (dodge) vs. giant subtype</p><p><strong>Greed</strong>: +2 Appraise to determine cost of nonmagical goods with metal/gems.</p><p><strong>Hatred</strong>: +1 to hit orc and goblin subtypes.</p><p><strong>Hardy</strong>: +2 saves vs. poison, spells, and spell-like abilities.</p><p><strong>Stability</strong>: +4 CMD when resisting bull rush and trip while on the ground.</p><p><strong>Stonecunning</strong>: +2 Perception to notice unusual stonework. Auto-check within 10 ft.</p><p><strong>Weapon Familiarity</strong>: Proficient with battleaxe, heavy picks, and warhammers. ‘Dwarven’ weapons considered martial weapons.</p><p>-----</p><p><span style="color: orange">CLASS FEATURES</span></p><p><strong>MONK</strong></p><p><strong>Weapon and Armor Proficiency</strong>: Proficient with club, crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling and spear. NOT proficient with armor or shield.</p><p><strong>AC bonus</strong> (Ex): Add Wis bonus to AC and CMD. +1 AC at 4th level [+2 w/robe].</p><p><strong>Flurry of Blows</strong> (Ex): Flurry of Blows as full-attack action. May use disarm, sunder and trip maneuvers in place of unarmed attack.</p><p><strong>Unarmed Strike</strong>: Improved Unarmed Strike as a bonus feat; 1d8 damage [1d10 w/robe]; lethal or nonlethal (even when grappling).</p><p><strong>Bonus feat</strong>: Combat Reflexes (1), Dodge (2).</p><p><strong>Stunning Fist</strong> (Ex): Stunning Fist as bonus feat. May cause fatigued condition instead.</p><p>Usable 5/day [+1 w/robe]. DC 18 (Fort)</p><p><strong>Evasion</strong> (Ex): Successful save vs. half-damage area-effect attack equals no damage.</p><p><strong>Fast Movement</strong> (Ex): +10 ft. to speed</p><p><strong>Maneuver Training</strong> (Ex): Use monk level instead of BAB for CMB.</p><p><strong>Still Mind</strong> (Ex): +2 save vs. enchantment spells and effects.</p><p><strong>Ki Pool</strong> (Su): 6 Ki points; as long as one point remains in pool, ki strike allows unarmed attacks to be treated as magic weapons for overcoming DR.</p><p>One ki point cost (swift action):</p><p>-- +1 attack at highest bonus when using flurry of blows, or</p><p>-- +20 feet to speed for one round, or</p><p>-- +4 AC (dodge) for one round, or</p><p>-- +20 Acrobatics (jump) for one round.</p><p><strong>Slow Fall</strong> (Ex): When within reach of wall, treats falls as if 20 feet less.</p><p><strong>High Jump</strong> (Ex): Adds monk level to Acrobatics (jump) checks. Always considered to have running start.</p><p><strong>Purity of Body</strong> (Ex): Immunity to all diseases, including supernatural and magical.</p><p></p><p><strong>SHADOWDANCER</strong></p><p><strong>Hide in Plain Sight</strong> (Su): Can Stealth while observed (must be within 10 feet of dim light)</p><p><strong>Evasion</strong> (Ex): Successful save vs. half-damage area-effect attack equals no damage.</p><p><strong>Darkvision</strong> (Ex): +30 feet range.</p><p><strong>Uncanny Dodge</strong> (Ex): Cannot be caught flat-footed.</p><p><strong>Rogue Talent</strong>: Stand Up: Stand up from prone as a free action.</p><p><strong>Shadow Illusion</strong> (Sp): As silent image spell (CL 3) 1/day.</p><p><strong>Summon Shadow</strong> (Su): Summons a shadow companion (LN, cannot create spawn).</p><p></p><p><span style="color: orange">GEAR</span></p><p><strong>Weapons</strong>: +1 Ghost Touch Quarterstaff (8,600gp, weapon, 4 lbs.)</p><p><span style="color: yellow">[<strong>Melee</strong> +11 (1d6+6/x2)]</span>;</p><p>Adamantine handaxe (3,006gp, weapon, 3 lbs.)</p><p><span style="color: yellow">[<strong>Melee</strong> +11 (1d6+5/x3) ignores hardness less than 20]</span>;</p><p> 5 shurikens (1gp, head: in hair, .5 lbs.)</p><p><strong>Armor/Clothes</strong>: Monk’s Robe (13,000gp, body, 1 lb.) [AC & unarmed dmg. at +5 levels; +1 stunning attack/day]; Belt of Giant Strength +4 (16,000gp, belt, 1 lb.); Bracers of Armor +2 (4,000gp, wrists, 1 lb.)</p><p><strong>Other Magic/Gear</strong>: Pipes of Sounding (1,800gp, --, 3 lbs.) [equivalent to ghost sound when played]; Handy Haversack (2,000gp, --, 5 lbs.); Potion of Cure Moderate Wounds (x3) (900gp) [heals 2d8+3]</p><p><strong>Monies</strong>: 694 gold</p><p><strong>Baggage</strong>: 21.5 lbs. (light load up to 76 lbs.)</p><p></p><p><span style="color: orange">ADVANCEMENT</span>[sblock]</p><p>Str 20 (15 +1 level, +4 magic)</p><p>Dex 16</p><p>Con 18 (15 +2 racial, +1 level)</p><p>Int 10</p><p>Wis 18 (16 +2 racial)</p><p>Chr 9 (11 -2 racial)</p><p>1: Improved Grapple</p><p>3: Mobility</p><p>4: +1 Str</p><p>5: Scorpion Style</p><p>7: Spring Attack</p><p>8: +1 Con[/sblock]</p><p></p><p><span style="color: green"><strong><span style="font-size: 12px">Pyoter Padfoot</span></strong></span></p><p>SHADOW COMPANION</p><p>LN Medium undead (incorporeal)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft.; Perception +8</p><p></p><p><span style="color: green">DEFENSE</span></p><p>AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)</p><p>hp 48 (half Korva’s total)</p><p>Fort +5, Ref +8, Will +6</p><p>Defensive Abilities incorporeal, channel resistance +2, +4 Will saves made to halve damage from channeled positive energy, cannot be turned or commanded</p><p>Immune undead traits</p><p></p><p><span style="color: green">OFFENSE</span></p><p>Speed fly 40 ft. (good)</p><p>Melee incorporeal touch +7 (1d6 Strength damage)</p><p></p><p><span style="color: green">STATISTICS</span></p><p>Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15</p><p>Base Atk +5; CMB +7; CMD 17</p><p>Feats Dodge, Skill Focus (Perception)</p><p>Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light,</p><p>+4 in bright light); Racial Modifiers +4 Stealth in dim light</p><p>(–4 in bright light)</p><p></p><p><span style="color: green">SPECIAL ABILITIES</span></p><p>Strength Damage (Su) A shadow's touch deals 1d6 points of</p><p>Strength damage to a living creature. This is a negative</p><p>energy effect. A creature dies if this Strength damage equals</p><p>or exceeds its actual Strength score.[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5044732, member: 40413"] My rolls: [url=http://invisiblecastle.com/roller/view/2360918/]4d6.minroll(2).takeHighest(3)=11, 4d6.minroll(2).takeHighest(3)=15, 4d6.minroll(2).takeHighest(3)=10, 4d6.minroll(2).takeHighest(3)=16, 4d6.minroll(2).takeHighest(3)=15, 4d6.minroll(2).takeHighest(3)=16[/url] Turns out to be 83 points. Coulda been a lot worse. ;) The rest is a work in progress. Note: gear isn't calculated into stats yet, need normal non-magical equipments, and need history (which is in my head...). *Gear is now calculated into her stats. [sblock][color=orange][b][size=3]Korva of Clan Keduhl, the Stonefist[/size][/b][/color] LN female dwarf monk 5, shadowdancer 3 [b]Favored Class[/b] monk; [b]XP[/b] 55,000 ----- [b]Init[/b] +3; [b]Senses[/b] Darkvision 90 ft., Perception +15 ----- [color=orange]DEFENSE[/color] [b]AC[/b] 22, touch 20, flat-footed 22 (+2 armor, +3 Dex, +4 Wis, +2 spc., +1 dodge) [b]hp[/b] 96 (8d8+32) [b]Fort[/b] +9, [b]Ref[/b] +9, [b]Will[/b] +9 [b]Defensive Abilities[/b] +2 saves vs. poison, spells, and spell-like abilities; +2 saves vs, enchantment spells and effects; immunity to disease, +4 AC (dodge) vs. giant subtype, +4 AC (dodge) vs. AoO caused by movement. ----- [color=orange]OFFENSE[/color] [b]Speed[/b] 30 ft. [b]Melee[/b] unarmed strike +10 (1d10+5/x2) or [b]Melee[/b] quarterstaff +10 (1d6+5/x2) +1 Ghost Touch Quarterstaff [color=yellow][[b]Melee[/b] +11 (1d6+6/x2)][/color] or [b]Melee[/b] handaxe +10 (1d6+5/x3) or [b]Melee[/b] flurry of blows +10/+10 (dmg. by weapon) or [b]Ranged[/b] shuriken +8 (1d2+5/x2) or [b]Ranged[/b] flurry of blows (shuriken) +8/+8 (1d2+5/x2) [b]Space[/b] 5 ft.; Reach 5 ft. [b]Special Attacks[/b] flurry of blows, stunning fist, scorpion style, +3 additional attacks of opportunity, +1 to hit orc and goblin subtypes, ----- [color=orange]STATISTICS[/color] [b]Str[/b] 20, [b]Dex[/b] 16, [b]Con[/b] 18, [b]Int[/b] 10, [b]Wis[/b] 18, [b]Cha[/b] 9 [b]Base Atk[/b] +5; [b]CMB[/b] +12 (+14 to grapple); [b]CMD[/b] 28 (30 to avoid grapple; 32 to resist bull rush & trip while on the ground) [b]Feats[/b] Improved Unarmed Strike, Combat Reflexes, Dodge, Stunning Fist, Improved Grapple, Mobility, Scorpion Style (DC 18), Spring Attack [b]Skills (Ranks)[/b] Acrobatics +14 (jump +15) (8), Climb +11 (3), Craft (cloth) +0 (0), Craft (weapons) +8 (5), Perception +15 (8), Perform (dance) +4 (2), Perform (wind) +3 (1), Sense Motive +15 (8), Stealth +14 (8) [b]Languages[/b] Common, Dwarven ----- [color=orange]RACIAL TRAITS[/color] [b]Ability Score modifiers[/b]: +2 Con, +2 Wis, -2 Chr [b]Medium sized Slow and Steady[/b]: Base speed 20 ft., not modified by encumbrance. [b]Darkvision[/b]: 60 ft. range [b]Defensive Training[/b]: +4 AC (dodge) vs. giant subtype [b]Greed[/b]: +2 Appraise to determine cost of nonmagical goods with metal/gems. [b]Hatred[/b]: +1 to hit orc and goblin subtypes. [b]Hardy[/b]: +2 saves vs. poison, spells, and spell-like abilities. [b]Stability[/b]: +4 CMD when resisting bull rush and trip while on the ground. [b]Stonecunning[/b]: +2 Perception to notice unusual stonework. Auto-check within 10 ft. [b]Weapon Familiarity[/b]: Proficient with battleaxe, heavy picks, and warhammers. ‘Dwarven’ weapons considered martial weapons. ----- [color=orange]CLASS FEATURES[/color] [b]MONK[/b] [b]Weapon and Armor Proficiency[/b]: Proficient with club, crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling and spear. NOT proficient with armor or shield. [b]AC bonus[/b] (Ex): Add Wis bonus to AC and CMD. +1 AC at 4th level [+2 w/robe]. [b]Flurry of Blows[/b] (Ex): Flurry of Blows as full-attack action. May use disarm, sunder and trip maneuvers in place of unarmed attack. [b]Unarmed Strike[/b]: Improved Unarmed Strike as a bonus feat; 1d8 damage [1d10 w/robe]; lethal or nonlethal (even when grappling). [b]Bonus feat[/b]: Combat Reflexes (1), Dodge (2). [b]Stunning Fist[/b] (Ex): Stunning Fist as bonus feat. May cause fatigued condition instead. Usable 5/day [+1 w/robe]. DC 18 (Fort) [b]Evasion[/b] (Ex): Successful save vs. half-damage area-effect attack equals no damage. [b]Fast Movement[/b] (Ex): +10 ft. to speed [b]Maneuver Training[/b] (Ex): Use monk level instead of BAB for CMB. [b]Still Mind[/b] (Ex): +2 save vs. enchantment spells and effects. [b]Ki Pool[/b] (Su): 6 Ki points; as long as one point remains in pool, ki strike allows unarmed attacks to be treated as magic weapons for overcoming DR. One ki point cost (swift action): -- +1 attack at highest bonus when using flurry of blows, or -- +20 feet to speed for one round, or -- +4 AC (dodge) for one round, or -- +20 Acrobatics (jump) for one round. [b]Slow Fall[/b] (Ex): When within reach of wall, treats falls as if 20 feet less. [b]High Jump[/b] (Ex): Adds monk level to Acrobatics (jump) checks. Always considered to have running start. [b]Purity of Body[/b] (Ex): Immunity to all diseases, including supernatural and magical. [b]SHADOWDANCER[/b] [b]Hide in Plain Sight[/b] (Su): Can Stealth while observed (must be within 10 feet of dim light) [b]Evasion[/b] (Ex): Successful save vs. half-damage area-effect attack equals no damage. [b]Darkvision[/b] (Ex): +30 feet range. [b]Uncanny Dodge[/b] (Ex): Cannot be caught flat-footed. [b]Rogue Talent[/b]: Stand Up: Stand up from prone as a free action. [b]Shadow Illusion[/b] (Sp): As silent image spell (CL 3) 1/day. [b]Summon Shadow[/b] (Su): Summons a shadow companion (LN, cannot create spawn). [color=orange]GEAR[/color] [b]Weapons[/b]: +1 Ghost Touch Quarterstaff (8,600gp, weapon, 4 lbs.) [color=yellow][[b]Melee[/b] +11 (1d6+6/x2)][/color]; Adamantine handaxe (3,006gp, weapon, 3 lbs.) [color=yellow][[b]Melee[/b] +11 (1d6+5/x3) ignores hardness less than 20][/color]; 5 shurikens (1gp, head: in hair, .5 lbs.) [b]Armor/Clothes[/b]: Monk’s Robe (13,000gp, body, 1 lb.) [AC & unarmed dmg. at +5 levels; +1 stunning attack/day]; Belt of Giant Strength +4 (16,000gp, belt, 1 lb.); Bracers of Armor +2 (4,000gp, wrists, 1 lb.) [b]Other Magic/Gear[/b]: Pipes of Sounding (1,800gp, --, 3 lbs.) [equivalent to ghost sound when played]; Handy Haversack (2,000gp, --, 5 lbs.); Potion of Cure Moderate Wounds (x3) (900gp) [heals 2d8+3] [b]Monies[/b]: 694 gold [b]Baggage[/b]: 21.5 lbs. (light load up to 76 lbs.) [color=orange]ADVANCEMENT[/color][sblock] Str 20 (15 +1 level, +4 magic) Dex 16 Con 18 (15 +2 racial, +1 level) Int 10 Wis 18 (16 +2 racial) Chr 9 (11 -2 racial) 1: Improved Grapple 3: Mobility 4: +1 Str 5: Scorpion Style 7: Spring Attack 8: +1 Con[/sblock] [color=green][b][size=3]Pyoter Padfoot[/size][/b][/color] SHADOW COMPANION LN Medium undead (incorporeal) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft.; Perception +8 [color=green]DEFENSE[/color] AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 48 (half Korva’s total) Fort +5, Ref +8, Will +6 Defensive Abilities incorporeal, channel resistance +2, +4 Will saves made to halve damage from channeled positive energy, cannot be turned or commanded Immune undead traits [color=green]OFFENSE[/color] Speed fly 40 ft. (good) Melee incorporeal touch +7 (1d6 Strength damage) [color=green]STATISTICS[/color] Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 Base Atk +5; CMB +7; CMD 17 Feats Dodge, Skill Focus (Perception) Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) [color=green]SPECIAL ABILITIES[/color] Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.[/sblock] [/QUOTE]
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