Leaf Leshy

Phylla's page

24 posts. Alias of GM Demonmoose.


Full Name

Phylla

Race

Init 4, DV, LL, Per 12, AC 20, T 15, FF 20, 42, FH 2, F9, R1, W8, Resist Cold 5, Speed 30

Gender

Melee bite +7 (1d6+2), 2 tendrils +8 (1d4+2 plus pull) Flurry of Tendrils +8/+8 (1d6+3/1d6+3)

Size

M

Location

Numeria

Languages

Telepathy 100 ft

Strength 14
Dexterity 11
Constitution 16
Intelligence 15
Wisdom 21
Charisma 15

About Phylla

Level 7, Cerebric Fungus, Sacred Fist Warpriest 4 of Ragathiel:

Phylla's stats are adjusted and do not necessarily follow a level 4 Warpriest Cerebric Fungus. Her adjusted level is always one level below the party.

Phylla, Cerebric Fungus, Warpriest 4 of Ragathiel
NG Medium plant

Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
Aura unsettling appearance (60 ft., DC 14) (Toggled off) ; Good Aura

DEFENSE
AC 20, touch 15, flat-footed 20 (+5 natural, +5 Wisdom)
hp 55 (4d8+12 + d8+3+1+7+6); fast healing 2
Fort +11, Ref +2, Will +10
Defensive Abilities otherworldly mind; Immune plant traits; Resist cold 5
Weaknesses vulnerable to sonic

OFFENSE
Speed 30 ft.
Melee bite +8 (1d6+2), 2 tendrils +8 (1d4+2 plus pull)
Flurry of Tendrils +8/+8 (1d6+3/1d6+3)
Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks pull (tendril, 5 ft.), star-shriek
Spell-Like Abilities (CL 5th; concentration +6)
Constant—detect thoughts (DC 14)
At will—touch of madness (DC 14)
3/day—calm emotions (DC 14), touch of idiocy (DC 14)
Spells (CL 3rd: concentration +6)
0 Level (4/day)): Bleed, Detect Poison, Mending, Stabilize
1st Level (2/day): CLW, Sanctuary, Compel Hostility, Protection from Evil
2nd Level (2/day): Enthrall, Hold Person
STATISTICS
Str 14, Dex 11, Con 16, Int 15, Wis 20, Cha 15
Base Atk +6; CMB +6; CMD 15 (21 vs. trip)
Feats Improved Initiative, Multiattack, Weapon Focus (Tendrils), Pummeling Style
Skills Bluff +11, Diplomacy +10, Perception +16, Stealth +12
Languages telepathy 100 ft.

SPECIAL ABILITIES
Otherworldly Mind (Ex) Any creature attempting to contact a cerebric fungus's mind or read its thoughts with a divination spell or similar ability must succeed at a DC 16 Will save or be overwhelmed by the alien thoughts in the creature's head. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and the divination effect immediately ends. The save is Charisma-based and includes a +2 racial bonus.

Star-Shriek (Ex) Once per day as a full-round action, a cerebric fungus can unleash a shrill scream of madness. All creatures (except other cerebric fungi) within 30 feet must make a DC 15 Will save or be nauseated for 1d4 rounds. This is a sonic, mind-affecting effect. The save DC is Constitution-based.

Touch of Madness (Sp) The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must succeed at a DC 14 Will save, or it becomes dazed for 1 round per caster level (4 rounds for most cerebric fungi). The dazed subject is not stunned (so attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.

Unsettling Appearance (Su) A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a –2 penalty on attack rolls. This is a mind-affecting effect. The save DC is Charisma-based. This skill is turned off, as it would mess up Phylla’s party.

Class Skills: Phylla will level up her starting four skills.
Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. This replaces the warpriest's weapon and armor proficiency.

AC Bonus (Su): A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name. This ability replaces sacred weapon.
Unarmed Strike: At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces focus weapon.

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section above. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil for details).

Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Nobility Blessing
Inspiring Word (minor): At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.

Good Blessing
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Fervor (1d6) Like Lay on Hands/Channel. Can be expended to cast a Warpriest Spell. (6/day, 1/2L + Wis)

Blessed Fortitude (Su)

At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability.

This ability replaces the bonus feat gained at 3rd level.
Channel Energy
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.