Notes |
The Cleric casts sanctuary on himself on the first round of combat, then follows up by casting summon monster III to conjure 1d3 fiendish giant spiders and drinking his potion of shield of faith soon thereafter.
He casts wind wall between himself and the PCs and then protection from good before he begins casting spells like spiritual weapon and hold person. If the PCs can engage him in melee before this point, he’ll switch to his spells earlier. He resorts to his spear only as a last resort, since he’s not strong enough for melee combat to be a viable tactic. The cleric uses channelled negative energy whenever he’s surrounded—he doesn’t particularly care whether this catches some of his cultists in the area of effect, but does try to move to exclude them if given the chance.
If reduced to low hit points, he casts gaseous form and flees into the surroundings to find a hiding spot where he can return to solid form and heal before returning to the fight, at which point he fights to the death.
Combat Gear: potions of cure light wounds (3), potions of shield of faith +2 (2), blue whinnis poison (3 doses), antitoxin (2); Other Gear +1 spear, mosquito mask, white robes, silver unholy symbol
Blue Whinnis
Price 120 sp
Application: Injection, requires only a small cut
Potency: 60
Resistance: Endurance
Onset time: Instant. 2 turns
Duration: 1d3 hours
Conditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.
Special Attacks:
channel negative energy 5/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)
Spell-Like Abilities (Both 6/day)
lightning arc: As an action, unleash an arc of electricity targeting any foe within 30 feet as an opposed unarmed attack roll. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric ranks possess. You can use this ability a number of times per day equal to 3 + 1/6th POW)
touch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)
Spells Prepared
2nd
gaseous form
This allows the body, along with all worn and carried equipment, to become of a transparent and insubstantial gaseous form. A character under the effects of Gaseous Form possesses a Base Movement rate of 3 metres (10 feet) and cannot travel faster than this outside of being assisted by a strong air current. In this case, the character is able to travel at the speed of the wind, and in the case of a strong headwind, will be pushed backward if the wind speed completely cancels out any forward movement. While in this form, the subject may enter any space that is not designed to be airtight, for example, through a crack in a wall, under a door, and through a sewer grate. Those under the effects of Gaseous Form are difficult to spot due to their transparent nature, and any Perception roll to notice them is automatically 2 grades more difficult. In addition, they are immune to all damage except magical fire and lightning, which does normal damage, and that of a whirlwind, which will inflict double damage. Cannot interact with their own inventory.
magic vestment
You imbue a suit of armour or a shield with an enhancement bonus of +1 per 2 ranks (to max of +3). An outfit of regular clothing counts as armour (with 0 AP base) for the purpose of this spell. If clerical robes are worn it imbues them with the protection of chain (AP 5)with a non added +1 magical bonus per 2 ranks for protection against magical attacks etc
summon monster: 1d3 fiendish giant spiders, cure serious wounds, hold person, spiritual weapon
wind wall
(1 round/I)An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength (wall up to 10 ft./I long and 5 ft./I high). It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A brawn save allows a creature to maintain its grasp on an object.) SIZ 5 or less flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
1st—command, cure light wounds, protection from good, Cure Fatigue
sanctuary 1 rd /I.
Any directly attack must attempt an opposed Wil. roll. If the roll succeeds, can attack normally and is unaffected by that casting of the spell. If the fails, can’t follow through with the attack, its action is lost, and it can’t directly for the duration does not prevent area of effect spells. subject cannot attack without breaking the spell
0 (at will)—bleed, guidance, light, mending |