Notes |
The excommunicate appears as a twisted, nightmarish distortion of cultists, shrouded in shifting shadows and with strangely exaggerated features and purplish eyes.
Before Combat The excommunicate casts divine favour and magic weapon, then drinks a potion of invisibility to attack unaware opponents.
During Combat The excommunicate opens combat with a blast of channeled negative energy, then charges in order to trigger her terrifying presence while moving to flank opponents to take advantage of sneak attack. She uses grace to avoid attacks if necessary.
Morale The cultist flees to dim light if possible, using her shadow walk spell-like ability to retreat if reduced to 0 or less in a location.
Combat Gear scrolls of cure moderate wounds (3), scroll of invisibility, +1 leather armour, mwk spider-leg sickles (2), ring of protection +1, 38 gp
Special Attacks:
Aura of fear 60'(Easy unopposed willpower roll or flee in terror as fear spell intensity 5)
regeneration 5 HP per location per round (overcome by good spells and weapons,silver)
Defensive Abilities evasion: Any evade roll that would result in 1/2 damage, will result in no damage instead. Also gains benefit of artful dodger.
Any damage to the cleric is halved after armour unless it is good or silver.
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.
channel negative energy 7/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)
Sneak attack +2 Shift
Night terror touch
The target of this spell gains no benefit from normal or magical sleep, writhing in a series of nightmares that torture its psyche and diminish its ability to perform strenuous tasks. The target doesn’t heal ability or hit point damage naturally and can’t prepare spells or regain spells. After one night of poor sleep, the target gains 1 level of fatigue (or adds one if it was fatigued before trying to rest). A creature affected by this spell doesn’t recover from the fatigued condition inflicted by this spell after resting, nor do spells such as lesser restoration provide any respite. Each restless night, the target takes 1d4 points of POW damage, which also can’t be recovered by magic while night terrors is active.
The images from previous nightmares continue to haunt the target’s mind while awake. If the target has rested at least once while affected by night terrors and then becomes subjected to a fear effect, the target experiences a -1 shift in diffuculty to resist than it would normally.
The affected creature can attempt a new saving throw once per day to end night terrors, but multiple attempts to rest in a given day do not afford the target multiple saves. A creature that successfully saves against night terrors ends the spell and rests normally that night but gains the benefits of only that night’s rest, not any benefits missed on previous nights.
If your campaign uses the sanity rules, the target can suffer insanity loss instead of POW.
Spell-Like Abilities
(Both 5/day) copycat (3 rounds), touch of evil (1 round)
Constant—protection from good
3/day—detect thoughts, dream, nightmare,suggestion
1/day—shadow walk
Must be in an area of dim light. You and any creature(s) you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
Copycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time.
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
cure moderate wounds, (3 MP)
invisibility (3 MP)
grace (1 MP)
Due to this spell’s Instant casting time, the cleric may use grace reactively as well as proactively. Until the end of your turn, your can movement out of combat without needing to roll.
1st (-2 MP cost)
disguise self (as change appearance) (1/+1 MP)
divine favour (1/+1 MP)
Duration:1 Min/I
Calling upon the strength and wisdom of a deity, you gain a +5 bonus on attack and +1 weapon damage rolls for every two ranks you have (maximum +15/+3). The bonus doesn’t apply to spell damage.
magic weapon (1/I.)
gives a weapon a +5 bonus on attack and +1 on damage rolls.
shield of faith (3+1/I.)
providing 2 (+1 per 2 ranks) points of armour towards all attacks that strike front
0 (at will)—bleed,detect magic, guidance, resistance
Resistance
Range touch
Target creature touched
Cost: 1
Duration 1 minute
Saving Throw Willpower negates
Imbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).
guidance
Range touch
Target creature touched
Cost: 1
Duration 1 minute
Saving Throw Willpower negates
This spell imbues the subject with a touch of divine guidance.The creature gets a +5 bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
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