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Before Combat
Before engaging in combat, a cultist casts magic weapon and shield of faith.
During Combat
On the first turn of combat, a cultist casts divine favor. The cultist then engages in melee in the following rounds. He uses healing magic on himself if brought to fewer than 0 hit points, saving hold person and spiritual weapon for use against foes at range.
Morale
A cultist of Urgathoa fights to the death.
Combat Gear potion of cure light wounds (4); Other Gear +1 plate, +1 scythe (-10 to hit, +10 intimidate added), prison key, silver holy symbol of Urgathoa
Channel nagative energy 1d2+1 4/day
Cleric Spells
5/day—battle rage
You can touch a creature as a free action to give it a bonus on melee damage rolls equal to 1/5 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your rank.
5/day—bleeding touch (1 round)
As a touch attack, you can cause a living creature to take 1 level of bleeding damage per round. This effect persists for a number of rounds equal to 1/2 your cleric rank (minimum 1) or until stopped with a hard first aid or Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your rank.
2nd—cure moderate wounds, hold person, spiritual weapon
1st—cure light wounds, divine favor, magic weapon, shield of faith
0 (at will)—bleed, detect magic, light, stabilize
Combat Casting: You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled. Also you can roll opposed END to resist disrupt spell special effect.
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