Post by Grubrot Zodd on Jun 21, 2010 21:39:04 GMT -5
Name: Joseph zanoni
Alignment: Chaotic Neutral
Archetypes:
Plague Marine
Cleric of Nurgle
Ork Choppa boy
Overmind
Stats:
Equipment:
Elven Warhammer
Beehive Hammer
Mjolnir Powered armor
Dire ball chain
Nurgleshi Unholy Symbol
Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Abilities:
Armor stacking level 2
Crystal trap
Dire ball and chain skill level 2
Monologue level 2
Black magic Lightning level 2
Dark teleport 2
summon minion 2
Subspace pocket stronghold
Simple Weapons proficiency
Blight (infesting the area around me)
Cleric Spells:
0-Level Cleric Spells (Orisons)
No Light: Prevents normal light from illuminating.
Preserve Organ: Protects one detached organ from decay for 24 hours.
Slash Tongue: Subject takes -1 penalty on attacks, saves, and checks for 1 round.
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
Angry Ache: Subject takes -2 penalty on attack rolls.
Drug Resistance: Subject is immune to addiction.
Extract Drug: Creates Drug from inanimate object.
Heartache: Subject helpless for one round
Sacrificial Skill: Caster gains +5 bonus on knowledge(religion) checks made during a sacrifice.
Slow Consumption: Caster absorbs health and sustenance from helpless usbject.
Sorrow: Subject takes -3 penalty on attacks,saves, and checks.
Spider hand: Caster's hand becomes a small monstrous spider.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
Suspend disease: keeps disease from harming creature for 24 hours.
Tongue of Baalzebul: Caster gains +2 bonus on bluff,Diplomacy, and gather information checks.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
2nd-Level Cleric Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Level 2 spells
Addiction: Subject becomes addicted to a drug.
Boneblast: 1d3 con damage to subject
Dance of Ruin: Nondemons take a 2d20 points of damage
Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round
Sap Strength: Subject becomes exhausted
Spider legs:caster grows long spider legs that have a speed of 30 ft and can move on vertical surfaces.
Spores of the Vrock: All within 5 feet take 1d8 and 1d2 each round thereafter for 10 rounds.
Wave of grief: All within cone take -3 penalty on attacks, saves, and checks.
Wither Limb: Caster reduces subject speed to 5 feet, or makes it impossible for subject to use objects or cast somatic spells.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
Boneblade: Turns a bone into a magic weapon
Circle of Nausea: Foes are denied all actions or takes -2 penalty on attacks, saving throws, and skill checks.
Clutch of Orcus: Deals 1d3 points of damage each round and paralyzes foe while caster concentrates.
Devil's Eye: Caster can see in even magical darkness, up to 30 ft.
Eyes of the zombie: caster sees through a zombie's eyes.
Flesh Ripper: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Masochism: For every 10 hp damage caster takes, he gains +! on attacks, saves, and checks.
Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Shriveling: Subject takes 1d4 damage per level.
Unliving weapon: Undead subject explodes for 1d6/2 levels when struck or at a specific time.
Vile Lance: Creates a +2 shortspears that deals vile damage.
Wrack: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks,saves, and checks, for 3d10 minutes.
Animate DeadM: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of WardingM: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Summons extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Domains:
Madness
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage
Chaos
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law
Alignment: Chaotic Neutral
Archetypes:
Plague Marine
Cleric of Nurgle
Ork Choppa boy
Overmind
Stats:
Equipment:
Elven Warhammer
Beehive Hammer
Mjolnir Powered armor
Dire ball chain
Nurgleshi Unholy Symbol
Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Abilities:
Armor stacking level 2
Crystal trap
Dire ball and chain skill level 2
Monologue level 2
Black magic Lightning level 2
Dark teleport 2
summon minion 2
Subspace pocket stronghold
Simple Weapons proficiency
Blight (infesting the area around me)
Cleric Spells:
0-Level Cleric Spells (Orisons)
No Light: Prevents normal light from illuminating.
Preserve Organ: Protects one detached organ from decay for 24 hours.
Slash Tongue: Subject takes -1 penalty on attacks, saves, and checks for 1 round.
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
Angry Ache: Subject takes -2 penalty on attack rolls.
Drug Resistance: Subject is immune to addiction.
Extract Drug: Creates Drug from inanimate object.
Heartache: Subject helpless for one round
Sacrificial Skill: Caster gains +5 bonus on knowledge(religion) checks made during a sacrifice.
Slow Consumption: Caster absorbs health and sustenance from helpless usbject.
Sorrow: Subject takes -3 penalty on attacks,saves, and checks.
Spider hand: Caster's hand becomes a small monstrous spider.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
Suspend disease: keeps disease from harming creature for 24 hours.
Tongue of Baalzebul: Caster gains +2 bonus on bluff,Diplomacy, and gather information checks.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
2nd-Level Cleric Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Level 2 spells
Addiction: Subject becomes addicted to a drug.
Boneblast: 1d3 con damage to subject
Dance of Ruin: Nondemons take a 2d20 points of damage
Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round
Sap Strength: Subject becomes exhausted
Spider legs:caster grows long spider legs that have a speed of 30 ft and can move on vertical surfaces.
Spores of the Vrock: All within 5 feet take 1d8 and 1d2 each round thereafter for 10 rounds.
Wave of grief: All within cone take -3 penalty on attacks, saves, and checks.
Wither Limb: Caster reduces subject speed to 5 feet, or makes it impossible for subject to use objects or cast somatic spells.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
Boneblade: Turns a bone into a magic weapon
Circle of Nausea: Foes are denied all actions or takes -2 penalty on attacks, saving throws, and skill checks.
Clutch of Orcus: Deals 1d3 points of damage each round and paralyzes foe while caster concentrates.
Devil's Eye: Caster can see in even magical darkness, up to 30 ft.
Eyes of the zombie: caster sees through a zombie's eyes.
Flesh Ripper: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Masochism: For every 10 hp damage caster takes, he gains +! on attacks, saves, and checks.
Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Shriveling: Subject takes 1d4 damage per level.
Unliving weapon: Undead subject explodes for 1d6/2 levels when struck or at a specific time.
Vile Lance: Creates a +2 shortspears that deals vile damage.
Wrack: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks,saves, and checks, for 3d10 minutes.
Animate DeadM: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of WardingM: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Summons extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Domains:
Madness
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage
Chaos
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law