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2026/07/26 Update
Added merge TLK for ProectQ 2.2 Updated all merge TLKs for PRC8 v4.941 Updated CEP3 merge damagetype 2DAs.
This commit is contained in:
@@ -23,3 +23,9 @@
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19 Force 282 ****
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20 Untyped 288 ****
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21 Vile 84 ****
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22 Sanctified 289 ****
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23 Holy 289 ****
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24 Unholy 288 ****
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25 Falling **** ****
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26 Ballistic **** ****
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27 Desiccation 84 ****
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@@ -20,3 +20,9 @@
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16 Force 16820380 15 209 183
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17 Untyped 16820354 250 250 250
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18 Vile 16820357 185 32 38
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19 Sanctified 16820336 255 215 0
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20 Holy 16820339 250 250 210
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21 Unholy 16820342 128 0 128
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22 Falling 16820345 122 0 0
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23 Ballistic 16820348 128 128 128
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24 Desiccation 16820351 139 69 19
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@@ -24,3 +24,8 @@
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20 Untyped 16820355 17
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21 Vile 16820358 18
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22 **** **** ****
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23 Holy 16820340 20
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24 Unholy 16820343 21
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25 Falling 16820346 22
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26 Ballistic 16820349 23
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27 Desiccation 16820352 24
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@@ -25,3 +25,9 @@
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21 16820366 Force 0.55 28
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22 16820354 Untyped 0.55 8
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23 16820357 Vile 0.55 9
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24 16820336 Sanctified 0.55 5
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25 16820339 Holy 0.55 5
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26 16820342 Unholy 0.55 9
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27 16820345 Falling 0.55 ****
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28 16820348 Ballistic 0.55 ****
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29 16820351 Desiccation 0.55 6
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+303
-63
@@ -3976,7 +3976,65 @@ Level Adjustment: Same as base creature +2.</entry>
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Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.</entry>
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<entry id="13189" lang="en" sex="m">Archlich</entry>
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<entry id="13190" lang="en" sex="m">Archliches are transformed human spellcasters-as often clerics or bards as wizards-who have deliberately and carefully accomplished their own transformation into liches. They devote their undeath to the furtherance of whatever noble purpose motivated the transformation.
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Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics. </entry>
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Archliches appear as normal liches. They have all the characteristics of normal liches, including the spell ability and other class abilities they possessed in life. In addition, they can turn undead as good clerics (entitled to a number of turning attempts per day equal to 3 + their Charisma modifier). They also have the ability to animate dead as well as an immunity to Turning by good or neutral clerics.
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A Archich has all the base creature's statistics and special abilities except as noted here.
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Size and Type
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The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
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Hit Dice
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Increase all current and future Hit Dice to d12s.
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Armor Class
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A Archich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
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Attack
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A Archich has a touch attack that it can use once per round. If the base creature can use weapons, the Archich retains this ability. A creature with natural weapons retains those natural weapons. A Archich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A Archich armed with a weapon uses its touch or a weapon, as it desires.
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Damage
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A Archich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 Archich's HD + Archich's Cha modifier) halves the damage. A Archich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
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Special Attacks
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A Archich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 Archich's HD + Archich's Cha modifier unless otherwise noted.
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Fear Aura (Su)
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Archiches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Archich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Archich's level. A creature that successfully saves cannot be affected again by the same Archich's aura for 24 hours.
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Paralyzing Touch (Su)
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Any living creature a Archich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
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The effect cannot be dispelled. Anyone paralyzed by a Archich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
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Spells
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A Archich can cast any spells it could cast while alive.
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Special Qualities
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A Archich retains all the base creature's special qualities and gains those described below.
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Turn Resistance (Ex)
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A Archich has +4 turn resistance.
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Damage Reduction (Su)
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A Archich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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Immunities (Ex)
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Archiches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
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Abilities
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Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Archich has no Constitution score.
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Skills
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Archiches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
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Challenge Rating
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Same as the base creature + 2.
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Alignment
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Any good.
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Level Adjustment
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Same as the base creature +4.</entry>
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<entry id="13191" lang="en" sex="m">Aligned Aura:Chaos</entry>
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<entry id="13192" lang="en" sex="m">Aligned Aura:Evil</entry>
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<entry id="13193" lang="en" sex="m">Aligned Aura:Good</entry>
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@@ -40770,11 +40828,12 @@ Cost:
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<entry id="51911" lang="en" sex="m">Description:
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Skill Bonus: Hide +10
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Disguise Self at will.
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Prerequisites:
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Caster Level: 3
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Spell(s): Invisibility
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Spell(s): Invisibility, Disguise Self
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Cost:
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@@ -41610,7 +41669,7 @@ XP Cost: 1,000 XP.</entry>
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Caster Level: Sorcerer/Wizard 6
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Components: V, S
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Range: Touch
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Target: One creature
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Target: One living humaniod creature
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Duration: Instantaneous
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Saving Throw: Fortitude negates
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Spell Resistance: Yes
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@@ -43930,7 +43989,7 @@ castings return to their home plane.</entry>
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<entry id="52440" lang="en" sex="m">Celestial Blood</entry>
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<entry id="52441" lang="en" sex="m">Celestial Blood
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Abjuration [Good]
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Level: Apostle of peace 6, Clr 6, Pleasure 6
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Level: Clr 6
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Components: V, S, M
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Casting Time: 1 round
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Range: Touch
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@@ -44187,7 +44246,7 @@ The spell deals only half damage against creatures that are neither good nor evi
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<entry id="52474" lang="en" sex="m">Starmantle</entry>
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<entry id="52475" lang="en" sex="m">Starmantle
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Abjuration
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Level: Joy 7, Sor/Wiz 6
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Level: Sor/Wiz 6
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Components: V, S, M
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Casting Time: 1 standard action
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Range: Touch
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@@ -61341,7 +61400,7 @@ LEGACY ITEM BONUSES
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LEGACY ITEM ABILITIES
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Snake Sting (Sp): Beginning at 5th level, three times per day, you can snap Flay to use magic missile as the spell. Caster level 5th.
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Whip Wrap (Su): At 8th level and higher, whenever you succeed on a trip attempt with Flay, you begin to constrict your opponent with the whip. Flay immediately makes a grapple check as a free action that does not provoke an attack of opportunity, using your grapple modifier + 4. If the check is successful, Flay establishes a hold and can make grapple checks on its own each round (you release the whip). On each subsequent successful grapple check, Flay constricts, dealing 1d3+5 points of damage. The grappled opponent can escape using the normal grapple rules.
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Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks. </entry>
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Snake Sense (Su): Starting at 10th level, you gain darkvision. You are also granted a +5 bonus on Search checks.</entry>
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<entry id="59288" lang="en" sex="m">Snake Sting</entry>
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<entry id="59289" lang="en" sex="m">Type of Feat: Legacy
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Prerequisite: Least Legacy Ritual
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@@ -61380,7 +61439,7 @@ Dragon Armor (Su): At 6th level, you gain a +1 deflection bonus to Armor Class.
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Endure Elements (Su): Beginning at 6th level, you act as if continually under the effects of an endure elements spell. Caster level 5th. - Changed for heat endurance
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Shield From Fire (Su): At 7th level, you gain resistance to fire 5. This resistance increases to 10 at 12th level and to 20 at 18th level.
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Evade Fiery Doom (Su): At 14th level and higher, you gain the benefit of evasion against any dragon's breath weapon.
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Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th. </entry>
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Ray of the Frozen Fate (Sp): Starting at 19th level, two times per day on command, you can use polar ray as the spell. The ray erupts from the tip of Crimson Ruination's blade. Caster level 20th.</entry>
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<entry id="59294" lang="en" sex="m">Ray of the Frozen Fate</entry>
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<entry id="59295" lang="en" sex="m">Type of Feat: Legacy
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Prerequisite: Greater Legacy Ritual
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@@ -61418,7 +61477,7 @@ Completed Twin (Su): Once you reach 10th level, when Devious is within 30 feet o
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VICIOUS ITEM ABILITIES
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Vicious Synergy (Su): At 5th level, you gain a +5 competence bonus on Intimidate checks. When Vicious is within 30 feet of its twin, Devious, this bonus increases to +7.
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Vicious Intimidation (Sp): At 8th level and higher, the first time you successfully use Vicious to attack an opponent and deal damage, that opponent must save as if the target of a cause fear spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th.
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Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal. </entry>
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Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal.</entry>
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<entry id="59300" lang="en" sex="m">Devious Eavesdropper</entry>
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<entry id="59301" lang="en" sex="m">Type of Feat: Legacy
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Prerequisite: Least Legacy Ritual
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@@ -75873,8 +75932,8 @@ Temples to evil deities sell cursed water at cost (making no profit).</entry>
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<entry id="69117" lang="en" sex="m">Favoured Soul Regenerate Critical Wounds</entry>
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<entry id="69118" lang="en" sex="m">Favoured Soul Hallow</entry>
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<entry id="69119" lang="en" sex="m">Favoured Soul Chasing Perfection</entry>
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<entry id="69120" lang="en" sex="m">Sohei Silent Bless Weapon</entry>
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<entry id="69121" lang="en" sex="m">Sohei Still Bless Weapon</entry>
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<entry id="69120" lang="en" sex="m">Favoured Soul Cloak of Chaos</entry>
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<entry id="69121" lang="en" sex="m">Favoured Soul Shield of Law</entry>
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<entry id="69122" lang="en" sex="m">Sohei Detect Chaos</entry>
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<entry id="69123" lang="en" sex="m">Sohei Extended Detect Chaos</entry>
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<entry id="69124" lang="en" sex="m">Sohei Silent Detect Chaos</entry>
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@@ -78296,108 +78355,68 @@ Level Adjustment
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A lich has all the base creature's statistics and special abilities except as noted here.
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Size and Type
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The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
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Hit Dice
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Increase all current and future Hit Dice to d12s.
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Armor Class
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A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
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Attack
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A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
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Full Attack
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A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
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Damage
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A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich's HD + lich's Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
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Special Attacks
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A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
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Fear Aura (Su)
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Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.
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Paralyzing Touch (Su)
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Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
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The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
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Spells
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A lich can cast any spells it could cast while alive.
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Special Qualities
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A lich retains all the base creature's special qualities and gains those described below.
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Turn Resistance (Ex)
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A lich has +4 turn resistance.
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Damage Reduction (Su)
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A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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Immunities (Ex)
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Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
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Abilities
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Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
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Skills
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Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
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Organization
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Solitary or troupe (1 lich, plus 2-4 vampires and 5-8 vampire spawn).
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Challenge Rating
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Same as the base creature + 2.
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Treasure
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Standard coins; double goods; double items.
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Alignment
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Any evil.
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Advancement
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By character class.
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Level Adjustment
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Same as the base creature +4.
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Lich Characters
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The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.
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The Lich's Phylactery
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An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
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Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
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The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
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Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
|
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The most common form of phylactery is a sealed metal box containing strips of parchment on which magicalphrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.</entry>
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<entry id="70434" lang="en" sex="m">Template: Demi-Lich</entry>
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<entry id="70435" lang="en" sex="m">"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and special abilities except as noted here. A demilich's form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
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@@ -82257,9 +82276,7 @@ Weight 1 lb.</entry>
|
||||
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
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Constitution damage (Fort DC 17 half) per round of exposure.
|
||||
|
||||
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
|
||||
|
||||
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
|
||||
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.</entry>
|
||||
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
||||
|
||||
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
||||
@@ -82270,13 +82287,131 @@ Constitution damage (Fort DC 17 half) per round of exposure.</entry>
|
||||
|
||||
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.
|
||||
|
||||
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.
|
||||
|
||||
Cost to Create: 675 gp, 54 XP, 2 days</entry>
|
||||
Prerequisites: Craft Wondrous Item, alter self, darkvision, Craft (alchemy) 5 ranks.</entry>
|
||||
<entry id="80124" lang="en" sex="m">The viscous liquid in this vial has an oily brown color and smells a little like wet leaves. Drinking beetle elixir causes your skin to harden, darken, and gloss over, and short antennae to sprout from your forehead.
|
||||
|
||||
You gain darkvision out to 60 feet and a +2 enhancement bonus to your existing natural armor. (A creature without natural armor has an effective natural armor bonus of +0.) These effects last for 12 hours.</entry>
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||||
<entry id="80125" lang="en" sex="m">****</entry>
|
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<entry id="80126" lang="en" sex="m">Ring of Wizardry I</entry>
|
||||
<entry id="80127" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, limited wish.</entry>
|
||||
<entry id="80128" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
|
||||
<entry id="80129" lang="en" sex="m">Ring of Wizardry II</entry>
|
||||
<entry id="80130" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, limited wish.</entry>
|
||||
<entry id="80131" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
|
||||
<entry id="80132" lang="en" sex="m">Ring of Wizardry III</entry>
|
||||
<entry id="80133" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, limited wish.</entry>
|
||||
<entry id="80134" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
|
||||
<entry id="80135" lang="en" sex="m">Ring of Wizardry IV</entry>
|
||||
<entry id="80136" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, limited wish.</entry>
|
||||
<entry id="80137" lang="en" sex="m">This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.</entry>
|
||||
<entry id="80138" lang="en" sex="m">Ring of Epic Wizardry V</entry>
|
||||
<entry id="80139" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
|
||||
<entry id="80140" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80141" lang="en" sex="m">Ring of Epic Wizardry VI</entry>
|
||||
<entry id="80142" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
|
||||
<entry id="80143" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80144" lang="en" sex="m">Ring of Epic Wizardry VII</entry>
|
||||
<entry id="80145" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
|
||||
<entry id="80146" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80147" lang="en" sex="m">Ring of Epic Wizardry VIII</entry>
|
||||
<entry id="80148" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
|
||||
<entry id="80149" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80150" lang="en" sex="m">Ring of Epic Wizardry IX</entry>
|
||||
<entry id="80151" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, wish.</entry>
|
||||
<entry id="80152" lang="en" sex="m">Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80153" lang="en" sex="m">****</entry>
|
||||
<entry id="80154" lang="en" sex="m">Ring of Divinity I</entry>
|
||||
<entry id="80155" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, hallow.</entry>
|
||||
<entry id="80156" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
|
||||
<entry id="80157" lang="en" sex="m">Ring of Divinity II</entry>
|
||||
<entry id="80158" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, hallow.</entry>
|
||||
<entry id="80159" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
|
||||
<entry id="80160" lang="en" sex="m">Ring of Divinity III</entry>
|
||||
<entry id="80161" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, hallow.</entry>
|
||||
<entry id="80162" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
|
||||
<entry id="80163" lang="en" sex="m">Ring of Divinity IV</entry>
|
||||
<entry id="80164" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, hallow.</entry>
|
||||
<entry id="80165" lang="en" sex="m">This special ring comes in four kinds (ring of divinity I, ring of divinity II, ring of divinity III, and ring of divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled. </entry>
|
||||
<entry id="80166" lang="en" sex="m">Epic Ring of Divinity V</entry>
|
||||
<entry id="80167" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
|
||||
<entry id="80168" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80169" lang="en" sex="m">Epic Ring of Divinity VI</entry>
|
||||
<entry id="80170" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
|
||||
<entry id="80171" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80172" lang="en" sex="m">Epic Ring of Divinity VII</entry>
|
||||
<entry id="80173" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
|
||||
<entry id="80174" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80175" lang="en" sex="m">Epic Ring of Divinity VIII</entry>
|
||||
<entry id="80176" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
|
||||
<entry id="80177" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80178" lang="en" sex="m">Epic Ring of Divinity IX</entry>
|
||||
<entry id="80179" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
|
||||
|
||||
Prerequisites: Forge Ring, Forge Epic Ring, miracle</entry>
|
||||
<entry id="80180" lang="en" sex="m">Like the ring of divinity, this ring comes in a variety of types useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one particular spell level. An epic ring of divinity V doubles 5th-level spells, an epic ring of divinity VI doubles 6th-level spells, an epic ring of divinity VII doubles 7th-level spells, an epic ring of divinity VIII doubles 8th-level spells, and an epic ring of divinity IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.</entry>
|
||||
<entry id="80181" lang="en" sex="m">****</entry>
|
||||
<entry id="80182" lang="en" sex="m">As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.</entry>
|
||||
<entry id="80183" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.</entry>
|
||||
<entry id="80184" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.</entry>
|
||||
<entry id="80185" lang="en" sex="m">This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.</entry>
|
||||
<entry id="80186" lang="en" sex="m">This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.</entry>
|
||||
<entry id="80187" lang="en" sex="m">This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.</entry>
|
||||
<entry id="80188" lang="en" sex="m">This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.</entry>
|
||||
<entry id="80189" lang="en" sex="m">This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.</entry>
|
||||
<entry id="80190" lang="en" sex="m">This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.</entry>
|
||||
<entry id="80191" lang="en" sex="m">By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.</entry>
|
||||
<entry id="80192" lang="en" sex="m">This ring grants its wearer damage reduction 15/adamantine (+5). </entry>
|
||||
<entry id="80193" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.</entry>
|
||||
<entry id="80194" lang="en" sex="m">This ring continually allows the wearer to leap about, providing a +10 competence bonus on all his Jump checks.</entry>
|
||||
<entry id="80195" lang="en" sex="m">This ring offers continual magical protection in the form of the named deflection bonus to AC.</entry>
|
||||
<entry id="80196" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 1 point of damage per round.</entry>
|
||||
<entry id="80197" lang="en" sex="m">This white gold ring continually allows a living wearer to heal 3 points of damage per round.</entry>
|
||||
<entry id="80198" lang="en" sex="m">Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.</entry>
|
||||
<entry id="80199" lang="en" sex="m">****</entry>
|
||||
<entry id="80200" lang="en" sex="m">Ring of Virtuous Good</entry>
|
||||
<entry id="80201" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
|
||||
|
||||
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good</entry>
|
||||
<entry id="80202" lang="en" sex="m"> The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
|
||||
<entry id="80203" lang="en" sex="m">Ring of Ineffable Evil</entry>
|
||||
<entry id="80204" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
|
||||
|
||||
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil</entry>
|
||||
<entry id="80205" lang="en" sex="m">The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.</entry>
|
||||
<entry id="120000" lang="en" sex="m">***** Custom Weapon VFX *****</entry>
|
||||
<entry id="120001" lang="en" sex="m">CEP | Darkness / Shadow</entry>
|
||||
<entry id="120002" lang="en" sex="m">CEP | Psionic / Mind</entry>
|
||||
@@ -84840,12 +84975,117 @@ Transmuting energy spreads out around the targets, dealing 4d8 points of damage
|
||||
<entry id="199264" lang="en" sex="m">Gaseous Form (10)</entry>
|
||||
<entry id="199265" lang="en" sex="m">Gaseous Form (15)</entry>
|
||||
<entry id="199266" lang="en" sex="m">****</entry>
|
||||
<entry id="199267" lang="en" sex="m">****</entry>
|
||||
<entry id="199268" lang="en" sex="m">****</entry>
|
||||
<entry id="199269" lang="en" sex="m">****</entry>
|
||||
<entry id="199270" lang="en" sex="m">****</entry>
|
||||
<entry id="199271" lang="en" sex="m">****</entry>
|
||||
<entry id="199272" lang="en" sex="m">****</entry>
|
||||
<entry id="199267" lang="en" sex="m">Limited Wish</entry>
|
||||
<entry id="199268" lang="en" sex="m">Universal
|
||||
Level: Sor/Wiz 7
|
||||
Components: V, S, XP
|
||||
Casting time: 1 standard action
|
||||
Range: See text
|
||||
Target, Effect,
|
||||
or Area: See text
|
||||
Duration: See text
|
||||
Saving Throw: None; see text
|
||||
Spell Resistance: Yes
|
||||
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
|
||||
|
||||
Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
|
||||
|
||||
Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
|
||||
|
||||
Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s of a prohibited school.
|
||||
|
||||
Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
|
||||
|
||||
Undo the harmful effects of many spells, such as geas/quest or insanity.
|
||||
|
||||
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
|
||||
|
||||
XP Cost: 300 XP or more (see above)</entry>
|
||||
<entry id="199269" lang="en" sex="m">Limited Wish (14)</entry>
|
||||
<entry id="199270" lang="en" sex="m">Sorcerer Limited Wish</entry>
|
||||
<entry id="199271" lang="en" sex="m">Sublime Chord Repair Critical Damage</entry>
|
||||
<entry id="199272" lang="en" sex="m">Sublime Chord Chasing Perfection</entry>
|
||||
<entry id="199273" lang="en" sex="m">Sublime Chord Force Missiles</entry>
|
||||
<entry id="199274" lang="en" sex="m">Sublime Chord Limited Wish</entry>
|
||||
<entry id="199275" lang="en" sex="m">****</entry>
|
||||
<entry id="199276" lang="en" sex="m">Cloak of Chaos</entry>
|
||||
<entry id="199277" lang="en" sex="m">Abjuration [Chaotic]
|
||||
Level: Chaos 8, Clr 8
|
||||
Components: V, S, F
|
||||
Casting Time: 1 standard action
|
||||
Range: 20 ft.
|
||||
Targets: One creature/level in a 20-ft.-radius
|
||||
burst centered on you
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: See text
|
||||
Spell Resistance: Yes (harmless)
|
||||
|
||||
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
|
||||
|
||||
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
|
||||
|
||||
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
|
||||
|
||||
Third, the abjuration blocks possession and mental influence, just as protection from law does.
|
||||
|
||||
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
|
||||
|
||||
Focus
|
||||
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. </entry>
|
||||
<entry id="199278" lang="en" sex="m">Cloak of Chaos (15)</entry>
|
||||
<entry id="199279" lang="en" sex="m">Cloak of Chaos (20)</entry>
|
||||
<entry id="199280" lang="en" sex="m">****</entry>
|
||||
<entry id="199281" lang="en" sex="m">Shield of Law</entry>
|
||||
<entry id="199282" lang="en" sex="m">Abjuration [Lawful]
|
||||
Level: Clr 8, Law 8
|
||||
Components: V, S, F
|
||||
Casting Time: 1 standard action
|
||||
Range: 20 ft.
|
||||
Targets: One creature/level in a 20-ft.-radius
|
||||
burst centered on you
|
||||
Duration: 1 round/level (D)
|
||||
Saving Throw: See text
|
||||
Spell Resistance: Yes (harmless)
|
||||
|
||||
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
|
||||
|
||||
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
|
||||
|
||||
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
|
||||
|
||||
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
|
||||
|
||||
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).
|
||||
|
||||
Focus
|
||||
A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.</entry>
|
||||
<entry id="199283" lang="en" sex="m">Shield of Law (15)</entry>
|
||||
<entry id="199284" lang="en" sex="m">Shield of Law (20)</entry>
|
||||
<entry id="199285" lang="en" sex="m">****</entry>
|
||||
<entry id="199286" lang="en" sex="m">Caster Level(s): Cleric 8
|
||||
Innate Level: 8
|
||||
School: Abjuration
|
||||
Descriptor(s):
|
||||
Component(s): Verbal, Somatic
|
||||
Casting Time: 1 standard action
|
||||
Range: 20 ft.
|
||||
Targets: One creature/level in a 20-ft.-radius
|
||||
burst centered on you
|
||||
Duration: 1 round/level (D)
|
||||
Additional Counter Spells:
|
||||
Save: Harmless
|
||||
Spell Resistance: Yes
|
||||
|
||||
When this spell is cast, the caster chooses to be protected from chaos, good or evil. Each warded creature receives a +4 deflection bonus to Armor Class, +4 to all saves, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. They also gain the following ability according to the spell's alignment:
|
||||
|
||||
Good: if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).
|
||||
|
||||
Evil: if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
|
||||
|
||||
Law: if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).
|
||||
|
||||
Chaos: if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).</entry>
|
||||
<entry id="199287" lang="en" sex="m">****</entry>
|
||||
<entry id="199999" lang="en" sex="m">#PRC8 RESERVED#</entry>
|
||||
<entry id="200000" lang="en" sex="m">#START PRC8 MATERIAL RESERVE#</entry>
|
||||
<entry id="200001" lang="en" sex="m">Botanical</entry>
|
||||
|
||||
Reference in New Issue
Block a user