Nahum Caligaro

(Generated 43 times)
Namelist None
Rank Master
Race Human
Cult rank None
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.
CON 16
SIZ 18
DEX 19
INT 23
POW 10
CHA 22
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 8
10-12 Chest 8
13-15 Right arm 8
16-18 Left arm 8
19-20 Head 0
Movement 6 (fly 2m)
Natural armor Yes

Non-random features

Ability ***See Ghosts*** Some creatures can see ghosts and demons invisible to ordinary people in the same way that an exorcist or similar specialist with the Exorcism skill can. They may become alarmed in the presence of such and give calls as warnings. On the other hand, some creatures that can see ghosts are perfectly comfortable in their presence, being already associated with ill omen. Mythic Babylon
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+40 Deceit INT+CHA+50
Endurance CON+CON+40 Evade DEX+DEX+30 Influence CHA+CHA+55
Insight INT+POW+45 Perception INT+POW+45 Stealth DEX+INT+40
Unarmed STR+DEX+30 Willpower POW+POW+65

Professional skills

Courtesy INT+CHA+45 Disguise INT+CHA+40

Custom skills

Fly STR+DEX+60 spell casting INT+POW+65 Channeling INT+POW+65

Combat styles

Dream slayer STR+DEX+50

Weapon options

1-handed weapons

Amount: 2
Saints rod (1)
MW Sickle v (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Saints rod 1h-melee 1d6 M S - Bash Y N 7 6
MW Sickle v 1h-melee 1d6+2 M M - impale Y N 5 10