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Things from the Greek myth
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<blockquote data-quote="Obly99" data-source="post: 8674146" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Kampe Entity</span></strong></p><p></p><p>LE Gargantuan Magical Beast (entity, extraplanar)</p><p></p><p><strong>Init</strong> +106; <strong>Senses</strong> blindsight 5.000 ft., darkvision 10.000 ft., detect chaos, detect good, divine sense (x10), greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +210</p><p></p><p><strong>Aura</strong> divine aura (6.000 ft. radius, DC 76), frightful presence (6.000 ft., DC 146), toxic mist (30 ft.)</p><p></p><p><strong>AC</strong> 267, touch 81, flat-footed 258 (+72 armor, +42 deflection, +3 Dex, +6 dodge, +24 divine, +114 natural, -4 size)</p><p></p><p><strong>hp</strong> 20.860 hp (140d100+6.860) fast healing 70, regeneration 70 (epic and good)</p><p></p><p><strong>Fort </strong>+145, <strong>Ref</strong> +123, <strong>Will</strong> +137; +50 against divination</p><p></p><p><strong>Defensive Abilities</strong> all-around vision, cosmic string, freedom of movement, mind blank, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); <strong>DR</strong> 120/–; <strong>Immune</strong> ability damage or drain, acid, cold, disease, energy drain, fire, mind-affecting, poison, enchantment, illusion and transmutation, death from massive damage, Terrestrial Hazards; <strong>Resistance</strong> electricity and sonic 100, Stellar Hazards; <strong>SR</strong> 174, any spell which fails to penetrate Kampe spell resistance is reflected back upon the caster</p><p></p><p><strong>Speed</strong> 3.600 ft., burrow 1.800 ft. (through any material up to hardness 20), climb 3.600 ft., fly 5.200 ft. (perfect), swim 3.600 ft.</p><p></p><p><strong>Melee</strong> +34 good outsider dread, sharpness, speed, unholy scion +251/+251/+251/+246/+246/+241/+241/+236/+236 (15d20+97/9-20x5 plus poison plus 75d8 and 25 negative levels against good target, Fort 53 negate the negative levels), 5 bites +213 (15d20+27 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison) or 5 bites +215 (15d20+55 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison)</p><p></p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 15 ft. (20 ft. with sting)</p><p></p><p><strong>Special Attacks</strong> deep of tartarus (DC 146), lingering pain, mythic surge 24/day (+8d6), poison, pounce, rend (3 bites, 15d20+82), rake (2 claws +213, 10d20+27), sneak attack +70d6, torture, toxic cloud, trail of poison</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 164th, concentration +230)</p><p></p><p><strong>Constant</strong>—detect chaos, detect good, freedom of movement, greater arcane sight, mind blank;</p><p></p><p><strong>1/day</strong>—gate of tartarus (spell level 72th)</p><p></p><p><strong>Str </strong>120, <strong>Dex</strong> 60, <strong>Con</strong> 108,<strong> Int</strong> 86, <strong>Wis</strong> 88, <strong>Cha</strong> 95</p><p></p><p><strong>Base Atk</strong> +140; <strong>CMB</strong> +223; <strong>CMD</strong> 306 (310 vs. trip)</p><p></p><p><strong>Feats </strong>Alertness, Asclepian Doctor, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Expert Healing, Field Surgeon, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Natural Attack (bite, claws, sting), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Medical Expert, Multiattack, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, Run, Seize the Opportunity, Signature Skill (Intimidate), Stand Still, Two-Weapon Feint, Two-Weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)</p><p></p><p><strong>Epic Feats</strong> Epic Skill Focus (Heal), Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Good Will, Greater Critical (scimitar), Greater Critical Multiplier (scimitar), Improved Critical Multiplier (scimitar), Sixth Sense, Perfect Two-Weapon Fighting</p><p></p><p><strong>Skills</strong> All skill 167 + ability modifier</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 10.000 ft.</p><p></p><p><strong>SQ</strong> cosmic might, divine traits (entity), magic scimitars, martial prowess, medical expert, mythic, poison scimitars, undersized weapons, virtual size category +5;</p><p></p><p><strong>Environment: </strong>Tartarus</p><p></p><p><strong>Organization:</strong> Unique</p><p></p><p><strong>Treasure:</strong> Two huge scimitars, Lamellar (Orichalcum) armor.</p><p></p><p>Kampe renounce to 24 feat for 4 divine ability slot</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• ApocryphaB (Su): You are difficult to detect or scry.</p><p></p><p>• Maven (Ex): Maximum rank in all know skill.</p><p></p><p>• Omnicompetent (Ex): All skills are class skill.</p><p></p><p>• Superior Critical (Ex): You critical threat is quadrupled.</p><p></p><p>• Superior Critical Multiplier (Ex): You critical multiplier is augmented.</p><p></p><p>• True SeeingB (Su): You gain a constant true seeing.</p><p></p><p><strong>Alter Reality (Su)</strong></p><p>Once per round as a free action Kampe can duplicate any spell of 9 level or less. This ability can also duplicate any epic spells of a DC 205 or less. Other use of this ability are GM’s discretion.</p><p></p><p><strong>Cosmic Might (Ex)</strong></p><p>Kampe deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Kampe HD.</p><p></p><p><strong>Deep of Tartarus (Su)</strong></p><p>Kampe gains a gaze attack that will automatically plane shift/teleport any being to the deep of Tartarus, should they fail a Will save DC 146. Kampe can chose to exclude any number of creatures from this effect. The save DC is Charisma-based.</p><p></p><p><strong>Divine Traits (Entity) (Ex)</strong></p><p>As an entity, Kampe gains a +24 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Kampe’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Kampe does not age and requires no food or drink to sustain herself.</p><p></p><p><strong>Lingering Pain (Ex)</strong></p><p>Whenever Kampe uses her torture ability on a target, that target gains one condition that lasts for a number of minutes equal to Kampe’s HD (140).</p><p></p><p>Whenever she tortures a creature, she can select the condition she wants to apply to the target: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered.</p><p></p><p><strong>Gate of Tartarus (Sp)</strong></p><p>Kampe can summon one Kilotonchiere, 1d3 Titan of Oblivion, 3d6 Hekatonkheires Titan, 5d12 Fomorian Titans or 10d20 Thanatotic Titans once per day.</p><p></p><p><strong>Magic Scimitars (Su)</strong></p><p>Any scimitar Kampe wields increase the enhancement bonus by +34 (a non magical weapon count with an enhancement bonus of +0), gains the good outsider dread, sharpness, speed, and unholy scion weapon quality and count as made of Orichalcum for overcome DR less that 101, Hardness and multiply x12 the damage. Weapons retain this quality for one round after Kampe releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.</p><p></p><p><strong>Martial Prowess (Ex)</strong></p><p>Kampe never gain movement speed penalty for armor she use.</p><p></p><p><strong>Medical Expert (Ex)</strong></p><p>Kampe has tortured the original Hekatonkheires and Cyclops for untold eons and that has given her incredible medical knowledge and medical skills. She gains Divine Skill Focus and Divine Skill Emphasis for the Heal skill. She always counts as having a healer’s kit with her and from which she can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by Kampe. Kampe gains skill unlock (Heal) and can make treat deadly wounds with only 1 minute instead of 1 hour.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Kampe has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Kampe can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Poison (Ex)</strong></p><p><strong>Sting or scimitar</strong>—injury; save Fortitude DC 153; frequency 1/round for 140 rounds; effect 8d6 Strength and Constitution drain plus 60d6 acid damage; cure 24 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature has divine rank less than 17. The save DC is Constitution-based.</p><p></p><p><strong>Poison Scimitars (Su)</strong></p><p>Kampe scimitars automatically transfer her poison with a successful hit.</p><p></p><p><strong>Torture (Ex)</strong></p><p>Kampe can spend one minute to cause a helpless target an extreme amount of pain and anguish. At the end of this minute, Kampe make a Heal check (+306 base Heal), the target takes 1 point of nonlethal damage per HD of Kampe and must make a Will save with a DC equal to that Heal check. The DC of this saving throw increases by +1 for each consecutive use of this ability. If Kampe has adequate tools on hand, such as knives, fire, whips, and other grisly torture implements she gain +60 to that Heal check.</p><p></p><p>If the target fails his saving throw, he must truthfully answer any one question asked by Kampe that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This is a pain effect and creatures immune to nonlethal damage are as well immune to it. This ability overcome immunity to pain effects and nonlethal damage if the creature has divine rank less than 17.</p><p></p><p><strong>Torture Touch (Su)</strong></p><p>Kampe can use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of nonlethal damage and must make a Will save to avoid answering a question as normal.</p><p></p><p>This also allows Kampe to apply one of her conditions from lingering pain to the target, but the effects only last for 1 round per HD of Kampe (instead of the usual 1 minute per HD).</p><p></p><p><strong>Toxic Cloud (Ex)</strong></p><p>After the 8 rounds, the poison that covers a square evaporates and becomes aeriform. The poison in the gaseous remain contact and in this state occupies the original square plus 5 ft. in all directions (a cube of 15 ft. per side in effective with the original square in the center). The poison remains in this state for a number of rounds equal to half Kampe's Constitution modifier (24).</p><p></p><p><strong>Trail of Poison (Ex)</strong></p><p>Wherever Kampe passes, she leaves poison. While Kampe is in contact with the ground or flying, every square she occupies (or that is directly below her if she flies) is hit by her poison. If she moves, this effect also applies to her movement squares. The affected square remains coated in her poison for a number of rounds equal to half Kampe's Constitution modifier (24). In this case the poison has a type of contact instead of injury. After this the poison stops contaminating the square but becomes aeriform (see toxic cloud). A creature that comes into contact with a tainted square during that rounds must immediately make a Fortitude save against the poison.</p><p></p><p><strong>Toxic Mist (Ex)</strong></p><p>Kampe is surrounded by a poisonous acid mist and everyone who enters within 30 ft. of her take 4d4 Strength and Constitution drain plus 20d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature has divine rank less than 17. Kampe can deactivate or activate this ability as a swift action.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8674146, member: 7035194"] [CENTER][B][SIZE=7]Kampe Entity[/SIZE][/B][/CENTER] LE Gargantuan Magical Beast (entity, extraplanar) [B]Init[/B] +106; [B]Senses[/B] blindsight 5.000 ft., darkvision 10.000 ft., detect chaos, detect good, divine sense (x10), greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +210 [B]Aura[/B] divine aura (6.000 ft. radius, DC 76), frightful presence (6.000 ft., DC 146), toxic mist (30 ft.) [B]AC[/B] 267, touch 81, flat-footed 258 (+72 armor, +42 deflection, +3 Dex, +6 dodge, +24 divine, +114 natural, -4 size) [B]hp[/B] 20.860 hp (140d100+6.860) fast healing 70, regeneration 70 (epic and good) [B]Fort [/B]+145, [B]Ref[/B] +123, [B]Will[/B] +137; +50 against divination [B]Defensive Abilities[/B] all-around vision, cosmic string, freedom of movement, mind blank, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); [B]DR[/B] 120/–; [B]Immune[/B] ability damage or drain, acid, cold, disease, energy drain, fire, mind-affecting, poison, enchantment, illusion and transmutation, death from massive damage, Terrestrial Hazards; [B]Resistance[/B] electricity and sonic 100, Stellar Hazards; [B]SR[/B] 174, any spell which fails to penetrate Kampe spell resistance is reflected back upon the caster [B]Speed[/B] 3.600 ft., burrow 1.800 ft. (through any material up to hardness 20), climb 3.600 ft., fly 5.200 ft. (perfect), swim 3.600 ft. [B]Melee[/B] +34 good outsider dread, sharpness, speed, unholy scion +251/+251/+251/+246/+246/+241/+241/+236/+236 (15d20+97/9-20x5 plus poison plus 75d8 and 25 negative levels against good target, Fort 53 negate the negative levels), 5 bites +213 (15d20+27 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison) or 5 bites +215 (15d20+55 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison) [B]Space[/B] 20 ft.; [B]Reach[/B] 15 ft. (20 ft. with sting) [B]Special Attacks[/B] deep of tartarus (DC 146), lingering pain, mythic surge 24/day (+8d6), poison, pounce, rend (3 bites, 15d20+82), rake (2 claws +213, 10d20+27), sneak attack +70d6, torture, toxic cloud, trail of poison [B]Spell-Like Abilities[/B] (CL 164th, concentration +230) [B]Constant[/B]—detect chaos, detect good, freedom of movement, greater arcane sight, mind blank; [B]1/day[/B]—gate of tartarus (spell level 72th) [B]Str [/B]120, [B]Dex[/B] 60, [B]Con[/B] 108,[B] Int[/B] 86, [B]Wis[/B] 88, [B]Cha[/B] 95 [B]Base Atk[/B] +140; [B]CMB[/B] +223; [B]CMD[/B] 306 (310 vs. trip) [B]Feats [/B]Alertness, Asclepian Doctor, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Expert Healing, Field Surgeon, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Natural Attack (bite, claws, sting), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Medical Expert, Multiattack, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, Run, Seize the Opportunity, Signature Skill (Intimidate), Stand Still, Two-Weapon Feint, Two-Weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar) [B]Epic Feats[/B] Epic Skill Focus (Heal), Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Good Will, Greater Critical (scimitar), Greater Critical Multiplier (scimitar), Improved Critical Multiplier (scimitar), Sixth Sense, Perfect Two-Weapon Fighting [B]Skills[/B] All skill 167 + ability modifier [B]Languages[/B] Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 10.000 ft. [B]SQ[/B] cosmic might, divine traits (entity), magic scimitars, martial prowess, medical expert, mythic, poison scimitars, undersized weapons, virtual size category +5; [B]Environment: [/B]Tartarus [B]Organization:[/B] Unique [B]Treasure:[/B] Two huge scimitars, Lamellar (Orichalcum) armor. Kampe renounce to 24 feat for 4 divine ability slot [U][B]Divine Abilities[/B][/U] • ApocryphaB (Su): You are difficult to detect or scry. • Maven (Ex): Maximum rank in all know skill. • Omnicompetent (Ex): All skills are class skill. • Superior Critical (Ex): You critical threat is quadrupled. • Superior Critical Multiplier (Ex): You critical multiplier is augmented. • True SeeingB (Su): You gain a constant true seeing. [B]Alter Reality (Su)[/B] Once per round as a free action Kampe can duplicate any spell of 9 level or less. This ability can also duplicate any epic spells of a DC 205 or less. Other use of this ability are GM’s discretion. [B]Cosmic Might (Ex)[/B] Kampe deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Kampe HD. [B]Deep of Tartarus (Su)[/B] Kampe gains a gaze attack that will automatically plane shift/teleport any being to the deep of Tartarus, should they fail a Will save DC 146. Kampe can chose to exclude any number of creatures from this effect. The save DC is Charisma-based. [B]Divine Traits (Entity) (Ex)[/B] As an entity, Kampe gains a +24 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Kampe’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Kampe does not age and requires no food or drink to sustain herself. [B]Lingering Pain (Ex)[/B] Whenever Kampe uses her torture ability on a target, that target gains one condition that lasts for a number of minutes equal to Kampe’s HD (140). Whenever she tortures a creature, she can select the condition she wants to apply to the target: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered. [B]Gate of Tartarus (Sp)[/B] Kampe can summon one Kilotonchiere, 1d3 Titan of Oblivion, 3d6 Hekatonkheires Titan, 5d12 Fomorian Titans or 10d20 Thanatotic Titans once per day. [B]Magic Scimitars (Su)[/B] Any scimitar Kampe wields increase the enhancement bonus by +34 (a non magical weapon count with an enhancement bonus of +0), gains the good outsider dread, sharpness, speed, and unholy scion weapon quality and count as made of Orichalcum for overcome DR less that 101, Hardness and multiply x12 the damage. Weapons retain this quality for one round after Kampe releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. [B]Martial Prowess (Ex)[/B] Kampe never gain movement speed penalty for armor she use. [B]Medical Expert (Ex)[/B] Kampe has tortured the original Hekatonkheires and Cyclops for untold eons and that has given her incredible medical knowledge and medical skills. She gains Divine Skill Focus and Divine Skill Emphasis for the Heal skill. She always counts as having a healer’s kit with her and from which she can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by Kampe. Kampe gains skill unlock (Heal) and can make treat deadly wounds with only 1 minute instead of 1 hour. [B]Mythic (Ex)[/B] Kampe has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Kampe can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells. [B]Poison (Ex) Sting or scimitar[/B]—injury; save Fortitude DC 153; frequency 1/round for 140 rounds; effect 8d6 Strength and Constitution drain plus 60d6 acid damage; cure 24 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature has divine rank less than 17. The save DC is Constitution-based. [B]Poison Scimitars (Su)[/B] Kampe scimitars automatically transfer her poison with a successful hit. [B]Torture (Ex)[/B] Kampe can spend one minute to cause a helpless target an extreme amount of pain and anguish. At the end of this minute, Kampe make a Heal check (+306 base Heal), the target takes 1 point of nonlethal damage per HD of Kampe and must make a Will save with a DC equal to that Heal check. The DC of this saving throw increases by +1 for each consecutive use of this ability. If Kampe has adequate tools on hand, such as knives, fire, whips, and other grisly torture implements she gain +60 to that Heal check. If the target fails his saving throw, he must truthfully answer any one question asked by Kampe that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This is a pain effect and creatures immune to nonlethal damage are as well immune to it. This ability overcome immunity to pain effects and nonlethal damage if the creature has divine rank less than 17. [B]Torture Touch (Su)[/B] Kampe can use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of nonlethal damage and must make a Will save to avoid answering a question as normal. This also allows Kampe to apply one of her conditions from lingering pain to the target, but the effects only last for 1 round per HD of Kampe (instead of the usual 1 minute per HD). [B]Toxic Cloud (Ex)[/B] After the 8 rounds, the poison that covers a square evaporates and becomes aeriform. The poison in the gaseous remain contact and in this state occupies the original square plus 5 ft. in all directions (a cube of 15 ft. per side in effective with the original square in the center). The poison remains in this state for a number of rounds equal to half Kampe's Constitution modifier (24). [B]Trail of Poison (Ex)[/B] Wherever Kampe passes, she leaves poison. While Kampe is in contact with the ground or flying, every square she occupies (or that is directly below her if she flies) is hit by her poison. If she moves, this effect also applies to her movement squares. The affected square remains coated in her poison for a number of rounds equal to half Kampe's Constitution modifier (24). In this case the poison has a type of contact instead of injury. After this the poison stops contaminating the square but becomes aeriform (see toxic cloud). A creature that comes into contact with a tainted square during that rounds must immediately make a Fortitude save against the poison. [B]Toxic Mist (Ex)[/B] Kampe is surrounded by a poisonous acid mist and everyone who enters within 30 ft. of her take 4d4 Strength and Constitution drain plus 20d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature has divine rank less than 17. Kampe can deactivate or activate this ability as a swift action. [/QUOTE]
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