If I recall correctly from the mounted combat section of the combat rules. The rider counts as charging as long as the mount is charging in the same round. So the 15 foot reach could get charge bonuses off if your mount is charging from 10ft away. But that is probably super rules lawyering it. The harder thing to adjudicate at the table in pfs is how to treat bullrush attempts on a mounted character. Since there is a specific feat required to kick a rider off his mount called unseat it would seem that bullrushing a mounted character would mean bull rushing the pair. Or be applyed to the DC 5 ride check to stay in the saddle. The former. Has a little more rules backing than the latter. Sorry if it seemed incoherent my phone adds random punctuation.
First of all Props to all the writers. this is going to be a fantastic game. Anyone who worked on Fort inevitable deserves a medal and a raise. My big question is what is the best way to to have the civil war at fort inevitable? With my players this is pretty much going to happen. I dont think they will take the adventuring tax past level 6. Can we have a stat block series for the hellknights? Siding with the hellknights is going to be noticeably easier on the GM side. do the seven foxes have any big tricks up their sleeves or shall I just do a lot of world building and see where it takes me?
The Sword Emperor wrote:
Clanky is a variant automaton using the same rules from the bestiary in the back of the book. Magic dependant just means he can be subdued by antimagic field, dispel magic and mages disjunction.
I love exp. I always add little rewards for killing blows and impressive tactics. It makes games feel less like wargaming and more like annadventure. But innmy wrath of thenrighteous game i dictate whennthey level up because the game requires me to do too much work to level monsters up to.the group when i can do the opposite. I also like xp because it creates incentive to show up to sessions. You dony show you lose out on exp.
So for weeks now I have been dreading any of the boss fights for this AP. but after I did a little work on the Mythic version of Baphomet I gotta say he looks pretty terrifying. Chris if you are there don't read this. ^_^ Spoiler:
I added a few feats and changed a single ability (glaive mastery lets him attack adjacent players with no penalty).
I gave him the Furious focus, Bleeding critical and Critical Mastery feats to round out his martial design and continue the theme of a bleeding weapon. I also gave him quickened maze instead of the maze 3/day... it seemed more appropriate that he should be able to do that. I gave him 5 mythic feats according to his tiers/ranks, Mythic Bleeding critical, Combat reflexes, Furious focus, Power Attack and Improved initiative I maxxed out his HP, in all fairness if they are close to one rounding him I going to place a 0 after his normal HP. "gods' are "gods" after all. I also gave him a static extra damage boost to his natural attacks because 2d8+6 strikes fear into the heart of no one. Even though his perception is super super high I still felt the need to add the fact that he is totally aware of everything at all times on his abyssal plane since it is an extension of his consciousness. In addition he will probably use his super miracle to reset the fight on his end around halfway through. Ressurecting all of his Balor minions etc. So here he is. this is just a rough cut not the final version but hopefully it will offset some of the woe Gms are feeling about powerful players. Spoiler:
BAPHOMET mythic rank 10 (surge d12 10/day) CE Large outsider (chaotic, demon, evil, extraplanar, deific)
SPECIAL ABILITIES
Glaive Mastery (Ex) Baphomet is exceptionally skilled at fighting with a glaive. He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization. He may also attack adjacent creatures with his glaive at no penalty. Infernal Brand (Su) The mark of Asmodeus is branded on Baphomet’s brow, yet this is no mark of fealty or servitude. Rather, Baphomet has claimed the pentagram—a remnant of the time he spend as the archdevil’s prisoner—and now draws power from it. The brand grants him his devil-like abilities of fire immunity and see in darkness. In addition, all devils and worshipers of devils take a –2 penalty on saving throws against Baphomet’s special attacks and spell-like abilities. He gains a +4 bonus on caster level checks to penetrate a devil’s spell resistance, and automatically penetrates a devil’s damage reduction with his glaive and natural attacks.
Supernatural Cunning (Su) Baphomet is never caught flat-footed and gains a +8 bonus on initiative checks. In addition, he’s immune to maze spells and can never become lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly and can teleport to any location using his greater teleport spell-like ability.
Mythic Furious Focus: When you are usingFurious Focus, you don't takePower Attack's penalty on attack rolls that are made as attacks of opportunity. As a free action, you can expend one use of mythic power to negate Power Attack's penalty on all melee attacks you make for 1 round while using this feat. Mythic Power Attack: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonusreaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
Mythic Combat Refelexes:You can make any number of additional attacks of opportunityper round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving Mythic Improved Initiative: The bonus on initiativechecks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus fromImproved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20. Mythic Bleeding critical: The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your tier. Any magical healing ends the bleed damage normally.
Weapon damage
Hope this helps others. And yes I am aware there are some mistakes in there. like i said before. Rough cut
Journey to the New World (exploration and pirate adventure) (working title) BOOK 1: The Prince’s Prize. (1-3)
BOOK 2: Storms of the Sea (3-6)
BOOK 3: Landfall (6-9)
BOOK 4: Tomb of the Emperor (9-11)
BOOK 5: Once more into the deep (11-13)
BOOK 6: Showdown at Damnation Keep (13-15)
Cevah wrote:
There is nothing in the Scar hex that says anything about LoE just range. Range does not equal LoE. Instant summons is a telportation effect, conjuration spells interact differently with the world than Special abilities and Spells. Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell's range, but it does not have to remain within the range. Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled. Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. Healing: Certain divine conjurations heal creatures or even bring them back to life. Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have. Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. The school calls out that it works across planes. Scar hex does not say works through walls.
Corvino wrote:
Scar is still a very powerful hex even with LoS/LoE rules being properly applied to it. It just negates the ability to sit in a log cabin a mile away with no danger to you at all. Cubic Prism, you cannot logically apply only half of the Magic rules to (Su) abilities without causing more problems for your argument. As stated above, Balors ripping souls with no Los/Loe, Vrock dances ignoring walls. If you apply any of the rules you have to apply all of them unless the ability grants them otherwise. Lets apply Occam's Razor to this rules question. Which is more likely? All abilities under the Magic section follow the same rules, or some of the abilities only follow two of the rules most of the time, if they wrote it into the ability. I pointed out before, if the rule for Effect spreads counts because it gives a named spread effect then the rule for Targeting must count if you have to target. If targeting counts so does Los/Loe per RAW.
Cubic Prism wrote:
I don't need a blanket rule, they already exist within the magic rules. If you have to target something, you have to follow the benefits and limitations of targeting too, that means LoS and LoE.
So you are willing to ignore targeting core mechanics of magic but not area of effect mechanics? So these Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell. Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast. A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect. doesnt apply for targeting with an ability. but Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell. Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point. A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends. An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres. A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes. Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won't go around corners. When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes. A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads. Creatures: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape. Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected. Objects: A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead). Other: A spell can have a unique area, as defined in its description. (S) Shapeable: If an area or effect entry ends with “(S),” you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas. does simply because you say so? if you have to TARGET something with an ability it has to follow the targeting rules laid out in Magic.
SPECIAL ABILITIES
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas. Clearly they are magical, clearly they function like spells sans the alterations specifically noted under the Supernatural Abilities entry.
Dragon breath weapon (Su). "Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled." No LoE needed right guys? Not stopped by walls.
Orfamay Quest wrote:
why would they list them under the magic rules if they do not follow the magic rules? All effects (burst or otherwise) call out Spells and say nothing of (Ex), or (Su) are you going to tell me that because cone effects only call out spells (Su) abilities need not adhere to those rules? "Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend's racial HD + the pit fiend's Constitution modifier] half)." Here is a pit fiends hell breath. Damage dealt as per Flame strike. Cone effect as per (Su). Not a spell and therefore does not follow the magic effect rules?
Corvino wrote:
you are forgetting the Split hex and Scry utility. having LOE and LOS doesn't make the Scar hex terrible it just makes it less one mile away from combat. Scar is still fantastic even with the LOS/LOE limitations. It just requires a more tactical mindset to take advantage of.
Orfamay Quest wrote:
Magic http://paizo.com/pathfinderRPG/prd/magic.htmlScroll down to "special abilities" I quoted this section a few posts above.
Here is an example of something that can be used through a wall under your interpretation of RAW "Soul Swallow (Su) As a standard action, the balor lord can inhale the soul of a living creature within 30 feet. The target must make a Fortitude save (DC 10 + 1/2 balor lord's racial HD + the balor lord's Charisma modifier) or die. The body of a humanoid creature killed in this manner immediately transforms into a demon under the balor lord's command (a babau, succubus, or shadow demon, according to the balor lord's whim)." No LoS/LoE needed, buffing on the other side of a wall? Soul sucked. Clearly ALL (su) abilities are specified in their specific rules. They are not spells but they operate under the Magic rules, and thus must adhere to the spell effect rules. Or we have madness. Here is another. "Dance of Ruin (Su) A vrock can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based." Not blocked by a wall unless it adheres to the Magic rules.
Cubic Prism wrote:
(Su) understanding of languages is such a straw man here. The point of origin of that effect is "personal". You understand the words as they reach you not as they are spoken. (Su) does seem to be called out in magic section as working like spells with noted exceptions. "Under special abilities
clearly the intent is to require that magic rules apply to (Su) abilities as well.
The implication of a target does not necessitate LoS/LoE rules. This is what RAW players will argue. If that is true indeed, then the argument is senseless. The problem with (Su) abilities is that they don't follow Magic rules. There is nothing in the Magic rules that talks about (Su) other than "Special Abilities
Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted. Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas. Extraordinary Abilities: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics. Natural Abilities: This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like." If that is enough to dictate LoS/LoE then I am content but I would appreciate a FAQ to fix this glaring issue.
Corvino wrote:
Scrying is a clear exception to the rule. The scar Hex aids with scrying as its secondary part but that in no way stops the need for LoE on hexes being "cast" at the target.
not all witch hexes rely on sight, misfortune, fortune being two. The idea that for a (su) ability to have restrictions only written into the ability is absurd. If LoE only affects spells then "A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin)." has no bearing on any supernatural ability. So a cleric channel can be stopped by a wall, but a ghost's "Frightful Moan (Su): The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours." can just happen through a wall. (Su) auras will penetrate walls and other LoE stopping things unless they say "this effect cannot go through a wall". The Witch's "Scar Hex" is an example of abuse of loss of LoS, LoE rules. The hex only specifies a Range but not how it interacts with LoE. If LoS and LoE don't apply to (Su) then every monster that carries one is horrendously more powerful.
I turned book three into a day by day routine. we are dealing with taxes, the corpses of the armies that fought over drezen, political control of the city and the army of people that arrived just recently. i also added some of my own twists to the game here, a series of assassins from the npc codex lead by a character of my own creation. and the psychosis wrought paladin that threw radiance in the sewer and had to fight a AvP Ziggurat of fleshwarps to get it back.
i plan to add a series of high level casters to the mix for the end bosses. high level witches with mythic tiers and the retaliation hex do wonders for making a party not try to deal 100000 damage in a round. i also plan to add a "0" to the end of all the HPs of demon lords mythic fights ought to be mythic. the players should feel like they earn it. also tick swarms at level 9 can murder mythic players.
To gm
Storval stairs. Because hot damn can the bad guys be tough. The golden serpent. Best bad guy boss. Forbidden furnace of the forgotten koor. Best trap. To play
Port godless with a bluff bard. The waking rune series. Because the road to power is badass.
About Raven of BonespireStats:
Raven of Bonespire
Female human (Keleshite) cleric of Queen of Ravens 2/oracle 3 (Pathfinder RPG Advanced Player's Guide 42) LN Medium humanoid (human) Init +1; Senses Perception +6 -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield) hp 28 (5d8) Fort +4, Ref +2, Will +9; +2 trait bonus vs. death effects -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4+1/19-20) or . . dagger +4 (1d4+1/19-20) or . . ravenclaw +5 (1d8+1/×3) Special Attacks channel negative energy 5/day (DC 13, 1d6) Domain Spell-Like Abilities (CL 2nd; concentration +5) . . 6/day—battle rage (+1), bleeding touch (1 round) Oracle Spells Known (CL 3rd; concentration +5) . . 1st (6/day)—cause fear (DC 13), cure light wounds, divine favor, inflict light wounds (DC 13), murderous command[UM] (DC 13) . . 0 (at will)—bleed (DC 12), enhanced diplomacy, ghost sound (DC 12), guidance, light, mage hand, sotto voce (DC 12), spark[APG] (DC 12) . . Mystery Bones Cleric Spells Prepared (CL 2nd; concentration +5) . . 1st—ceremony (DC 14), doom (DC 14), magic weapon[D], shield of faith . . 0 (at will)—detect magic, mending, resistance, vigor . . D Domain spell; Domains Death (Death, pharasma subdomain), War -------------------- Statistics -------------------- Str 13, Dex 13, Con 11, Int 10, Wis 17, Cha 14 Base Atk +3; CMB +4; CMD 15 Feats Brew Potion, Persuasive, Prophet, Selective Channeling Traits hard to kill, inured to death, sacred touch Skills Acrobatics -4 (-8 to jump), Bluff +6, Craft (alchemy) +4, Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +7, Intimidate +8, Knowledge (local) +4, Knowledge (religion) +7, Linguistics +4, Perception +6, Sense Motive +7 (+5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +5 Languages Common, Custom Language, Kelish SQ oracle's curse (haunted), pride, revelations (armor of bones, bleeding wounds), variant channeling (death variant channeling) Combat Gear scroll of raise dead; Other Gear +1 chainmail, lamellar (leather) armor, +1 heavy wooden shield, dagger, dagger, ravenclaw, belt pouch, belt pouch, chalk, flint and steel, soap, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse, area map, backpack, bedroll, bit and bridle, blanket, camouflage netting, hemp rope (50 ft.), poncho, pot, riding saddle, sack, torch, trail rations, azurite (worth 9 gp), carnelian (worth 80 gp), gems and jewelry (worth 576 gp), hematite (worth 13 gp), music box (worth 60 gp, 1 lb), obsidian (worth 14 gp), red garnet (worth 100 gp), silver charm bracelet (worth 60 gp), silver earrings (worth 150 gp), turquoise earrings, 4,061 gp, 9 sp, 14 cp -------------------- Special Abilities -------------------- Armor of Bones +4 (3 hours/day) (Ex) +4 AC. Battle Rage +1 (6/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd. Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage. Bleeding Wounds +1 HP/round (DC 15) (Su) Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every Cleric Channel Negative Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch. Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith. Death Variant Channeling (±1 Profane) Stabilization bonus/penalty Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp. Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away. Inured to Death +2 to save vs. death effects. Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize Prophet +1 sacred bonus to AC after casting helpful spell on ally (1 rd./spell level). Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer Scroll of raise dead Add this item to create a scroll with spells on it. Selective Channeling Exclude targets from the area of your Channel Energy. ------------------- Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
History:
Raven of Bonespire is a newly reborn servant to the Queen of Ravens. Where Raven had seen the Lady of Graves she now sees the Queen of Ravens. Attired all in black, pale as snow, on a throne of bleached bones, surrounded by snow and attended by ravens with bloody beaks. A well used broadsword, dyed black with the blood of many battlefields, leans up against the throne. She wears a black iron helm shaped like a raven's head. "Hear my words Raven of Bonespire, rise and lead your followers, build me a temple and I will not abandon you. You will fall on your enemies and bury them like the snow. Bring birth and death to this land. Free it from the designs of she that would take it's fate away. She whom you have already met, though not seen. Become my champion, take up my blade. Now!"
Looks:
Raven is hauntingly beautiful, with long black hair that has a crimson red streak through it. Some of the blood that has dried, caked onto her face is the symbol of pharasma imprinted on her cheek, like an overlarge tear under her eye. Her skin is a pale olive, and always cold to the touch, even on the hottest day. Her dark eyes always seem to be looking trough you. Personality:
I am become Death...
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