Notes |
Regenerates 5 HP per round per location countered by good or silver weapons
Mental focus 18, SR = -2 Luck: 6
Stoneskin 7 Intensity
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains Damage Reduction as if they has an AP of 10 to all attacks bar adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 25 points of damage, it is discharged.
Shocking image
This spell works like mirror image (2d4 Images), except the illusory doubles it creates discharge an electric shock when destroyed. An opponent that uses a melee attack to destroy one of your images takes 1d6+1 points of electricity damage to 1d3 random locations, only magic bonus of armour applies. You must overcome a target’s spell resistance the first time you deal this electricity damage to it. Failure renders the target immune to damage from this spell.
Frightful Presence
This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened (fail with advantage) or shaken (fail without advantage). The range is y 30 feet, and the duration is usually 2d4 turns. An opponent can resist the effects with a successful WIL differentiated save opposed by the attackers Influence. An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.
feign death skill: make a willpower roll to appear death, opposed by healing or formidable first aid. Can come out of it near instantaneously, but acts as the feign death spell.
Spell-Like effects
Constant—protection from good
3/day—deep slumber
Read thoughts
dream
invisibility
nightmare
plane shift (from the Material Plane to the Dimension of Dreams or back again)
shadow walk
suggestion
1/day—feeblemind
Target creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence– or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -20 penalty on its saving throw.
modify memory
shadow conjuration
shadow evocation
antique holy symbol
mind barrier: +10 bonus to save throws (added)
Planar Ward All non native planar attacks are at-20 and all saves are at +20 Added
saint’s thighbone rod,
Intense focus :+2 damage with energy attacks.
Energy Ray
As an action, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d8 points + 1 points for every rank you possess (5). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Energy Blast
As an action, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals an amount of energy damage equal to 1d6 points + 1 points for every rank you possess(5), to all locations. The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a EVD. save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire).
plague mask and brass ring on mummified finger (5)
Distortion
The allows its bearer to distort his form and location, protecting him from harm. When a defensive reactive action is taken, the bearer can gain a miss chance equal to 25% until the next time the bearer makes an attack.
Shadow Beast
As an action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus.
Unseen
As an action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per rank (3) you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you.
mwk spider-leg sickle, 4 points—
Resonant physical enhancement (+2 Con added)
Legacy Weapon
As an action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 2 ranks you possess (+2). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.
You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Quickness
As an action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.
This functions as haste, but the bonus to Action point is +3 and you gain +6 to initiative. This effect lasts for 1 round per rank (3) you possess.
Telekinetic Mastery
As an action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is an action. This effect lasts for 1 round per rank (3) you possess.
Spells
4th (2/day)—parchment swarm,
shocking image,
shout,
stoneskin,
symbol of striking
3rd (4/day)—dispel magic,
displacement,
lightning bolt,
symbol of slowing,
vision of Hell)
2nd (6/day)—defensive shock,
enter image,
magic mouth,
mirror image,
node of blasting
1st (7/day)—break,
illusion of calm,
shadow weapon,
shocking grasp,
warding weapon
0 (at will)—message,
ghost sound,
resistance,
telekinetic projectile
Before Combat Nahum bolsters himself with an array of defensive abilities, including using scrolls of shocking image and stoneskin. If he hears the PCs approach, he creates a shadow babau using his shadow beast focus power before using his quickness focus power.
During Combat Nahum tries to keep shadow beasts between himself and opponents and takes advantage of the dreamstone’s vision of Hell effect to best use his fear aura and frightful presence on weak-minded PCs. His offensive capabilities include his energy blasts and rays. Morale Nahum fights to the death.
Combat Gear lesser talisman of arrow protection, lesser talisman of freedom, potions of cure serious wounds (2), scroll of stoneskin, scroll of shocking image, +1 mithral breastplate, mwk spiderleg sickle, cloak of resistance +1, headband of alluring charisma +2
A lesser talisman carries only enough magical energy to protect its wearer once, after which it
crumbles to dust.
Talisman of Arrow Protection: The first time that the wearer is hit by two or more ranged
attacks in a single round, he is immediately affected by protection from arrows.
Talisman of Freedom: The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. |