Race |
Human Lich |
Classes/Levels |
Cleric 3+2 / Warder (ZS) 4+2 / Battle Templar 3 / Lich +2 |
Gender |
M |
Size |
Barkskin Active, +2 to attack and saves, 10 temporary hit points, and +2 Turn Resist, Sir John, you gain two claw attacks, a bite attack, the Amphibious and Aquatic subtypes, a 30' Swim speed, a +2 size bonus to Strength and +2 natural armor. |
Age |
753 |
Special Abilities |
Stance: Defending Shell (+3 to shield AC) ManeuversReadied: Red Zephyr Dance, Circle of Razor Feathers, Iron Shell, Sanguine Perserverance, Scything Strike Expended: |
Alignment |
LE |
Deity |
Adrexa the Red |
Location |
spells to consider |
Homepage URL |
DON'T FORGET SPELL DODGING |
Strength |
20 |
Dexterity |
16 |
Intelligence |
20 |
Wisdom |
16 |
Charisma |
12 |
About Sir John the Black
Sir John the Black
Male human lich cleric of Adrexa the Red 3/battle templar 3/warder (zweihander sentinel) 4 ( [PoW], Pathfinder RPG Bestiary 188)
LE Medium undead (humanoid, human)
Init +5; Senses darkvision 60 ft.; Perception +25
Aura deflection aura (2 ft.), fear aura (DC 16)
--------------------
Defense
--------------------
AC 36, touch 19, flat-footed 33 (+12 armor, +1 deflection, +3 Dex, +1 insight, +1 luck, +5 natural, +2 shield, +1 untyped bonus)
hp 106 (10 HD; 6d8+4d12+10)
Fort +13, Ref +11, Will +15; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), swim 30 ft.
Melee armament shield bash +14/+9 (1d3+6) or
. . blackblood (+2) +16/+11 (2d4+13/×4) or
. . touch +14 (1d8+5 negative energy plus paralyzing touch)
Special Attacks 1 blade of breaking, 1 circular stance, 1 iron shell, 1 red zephyr's strike, 1 scything strike, 1 stance of the defending shell, 2 enraging strike, 2 garnet lance, 2 shadow feather strike, 3 iron tortoise stance, 4 circle of razor feathers, 4 red zephyr's dance, 4 sanguine perseverance, 4 walk in the dark, channel negative energy 4/day (DC 13, 3d6), paralyzing touch (DC 16)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—bleeding touch (1 round)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—animate dead[D], create soul gem (DC 17), create soul gem (DC 17)
. . 2nd—lesser animate dead[UM], barkskin[D], resist energy (2)
. . 1st—divine favor (2), entropic shield (2), shield[D]
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Death, Protection (Defense subdomain)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con —, Int 20, Wis 18, Cha 12
Base Atk +8; CMB +14; CMD 32
Feats Advanced Study, Advanced Study, Combat Reflexes, Defensive Expertise, Discipline Focus, Guard's Glare, Martial Power, Shield Focus
Traits armor expert, dangerously curious
Skills Appraise +9, Craft (armor) +13, Craft (weapons) +13, Diplomacy +14 (+17 when dealing with a member of the same faith), Intimidate +14, Knowledge (arcana) +9, Knowledge (history) +13, Knowledge (martial) +11, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +18, Perception +25, Profession (Necromancer) +11, Sense Motive +25, Spellcraft +18, Stealth +10, Swim +12, Use Magic Device +15; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ +1 skill point, +2 to one ability score, Aegis, aegis bonus, armament shield, Armiger's Mark, bonus feat, Defensive Focus, martial discpline helper, martial healing, ordained knight, reach of the divine, skilled, tactical acumen, zweihander training
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +3 glamered spell dodging unholy reliquary mithral full plate, zweihander training enhancement cost, blackblood (+2), dusty rose prism ioun stone, - custom magic item -, bag of holding i, belt of physical might +4 (Str, Dex), boots of striding and springing, cloak of resistance +3, headband of mental prowess +2 (Int, Wis), ring of protection +1, unguent of timelessness (2), artisan's tools, artisan's tools, battle mask[ARG], buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), holy text[UE], iron unholy symbol of Adrexa the Red[UE], leather paring knife (0.5 lb), leather straps (0.4 lb), metal polish (0.3 lb), sewing needle, soft cloth (0.1 lb) (2), soldier's uniform[UE], waterproof bag[UE], 63 gp, 5 sp
--------------------
Special Abilities
--------------------
+1 Skill Point +1 Skill Point
+2 to One Ability Score (Intelligence) The selected attribute gains a +2 racial bonus.
+3 glamered spell dodging unholy reliquary mithral full plate Add this to create a new constructed suit of armor / shield, a masterwork set of armor / shield, or a suit of armor / shield with armor spikes or shield spikes.
- Custom / Metamagic Spell - Add this spell to customize a normal spell with metamagic feats.
1 Blade of Breaking (Not Readied) (Ex) Strike: Make a melee attack against an opponent's weapon without provoking attacks of opportunity.
1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Red Zephyr's Strike (Not Readied) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Scything Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
1 Stance of the Defending Shell (Ex) +2 to shield AC bonus
2 Enraging Strike (Not Readied) (Ex) Attack deals 10 extra damage, foe must make Will save or be forced to melee attack you at -2
2 Garnet Lance (Not Readied) (Ex) Strike: Melee attack inflicts an additional 2d6 points of damage and ignores damage reduction.
2 Shadow Feather Strike (Not Readied) (Su) Ranged touch attack that attacks your foe with feathers of shadow doing 4d6 + initiator level profane damage.
3 Iron Tortoise Stance (Ex) Gain +5ft reach, one extra AoO/rnd, count as one size larger for CMD
4 Circle of Razor Feathers (Readied, 1/Encounter) (Su) Make a 30-ft area attack of cutting feathers, resulting in 8d6 points of profane damage and potentially sicken foes.
4 Red Zephyr's Dance (Readied, 1/Encounter) (Ex) Strike: Each successful melee attack allows the martial disciple to move 10 ft. and make an additional attack.
4 Sanguine Perseverance (Readied, 1/Encounter) (Ex) Counter: Use Sense Motive in place of relevant save on saving throw.
4 Walk in the Dark (Su) Initiator is surrounded by an aura of darkness, gains darkvision and may frighten foes within this aura.
Acid Splash Orb deals 1d3 acid damage.
Acid Splash Orb deals 1d3 acid damage.
Acid Splash Orb deals 1d3 acid damage.
Advanced Study (Battle Templar Maneuvers Readied: 1 of 1) You've delved deeper into your martial learning to find new skills.
Prerequisite: Must be a martial disciple of 4th level or higher.
Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Advanced Study (Warder Maneuvers Readied: 4 of 4) You've delved deeper into your martial learning to find new skills.
Prerequisite: Must be a martial disciple of 4th level or higher.
Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Aegis +2 (10 feet) (Ex) +2 morale bonus to AC and Will saves for allies within 10 feet
Aegis bonus
Animate Dead Creates undead skeletons and zombies out of corpses.
Animate Dead, Lesser Create one skeleton or zombie.
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armament Shield Bash This "shield bash" appears when you equip a two-handed weapon or a one-handed weapon in both hands, and is granted by the Armament Shield Bash class feature.
Note: This weapon can only be equipped in your off-hand to represent two-weapon fighting with a two-handed weapon and a shield.
Armiger's Mark -4 (5 rounds, 7/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +14% to ASF for 5 rounds
Armor Expert -1 Armor check penalty.
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Artisan's tools (Craft [armor]) These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.
Artisan's tools (Craft [weapons]) These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.
Bag of holding I (11 @ 12 lbs) This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount.
The Type I Bag of Holding can carry contents weighing up to 250 lbs and/or taking up a maximum volume of 30 cu. ft.
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Construction
Requirements: Craft Wondrous Item, secret chest; Cost 1,250 gp
Barkskin Grants +2 (or higher) enhancement to natural armor.
Battle mask +1 to Intimidate checks to demoralize an opponent.
Belt of physical might +4 (Str, Dex) This belt has a large steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to Strength and Dexterity of +4. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The ability score bonuses are chosen when the belt is created and cannot be changed.
Construction
Requirements: Craft Wondrous Item, bull’s strength, cat’s grace; Cost 20,000 gp
Blackblood (+2) Add this weapon to create a new constructed weapon.
Bleed Cause a stabilized creature to resume dying.
Bleed Cause a stabilized creature to resume dying.
Bleed Cause a stabilized creature to resume dying.
Bleeding Touch (1 round, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Bonus Feat You gain a bonus feat at 1st level.
Boots of striding and springing These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
Construction
Requirements: Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill; Cost 2,750 gp
Buttons This item can be customized to represent whatever you want.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 3d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Defense)
Cloak of resistance +3 Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Construction
Requirements: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 4,500 gp
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Conditioning oil for leather This item can be customized to represent whatever you want.
Create Soul Gem Condense soul of dead/dying creature into a soul gem.
Create Soul Gem Condense soul of dead/dying creature into a soul gem.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Dancing Lights Creates torches or other lights.
Dancing Lights Creates torches or other lights.
Dancing Lights Creates torches or other lights.
Dancing Lights Creates torches or other lights.
Dangerously Curious +1 to Use Magic Device checks, Use Magic Device is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daze A single humanoid creature with 4 HD or less loses its next action.
Daze A single humanoid creature with 4 HD or less loses its next action.
Daze A single humanoid creature with 4 HD or less loses its next action.
Daze A single humanoid creature with 4 HD or less loses its next action.
Defensive Expertise Your shield bonus applies to your touch AC
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +9 to CMD vs. Acro to avoid AoO
Deflection Aura (5 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Detect Magic Detects all spells and magic items within 60 ft.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Detect Poison Detects poison in one creature or small object.
Detect Poison Detects poison in one creature or small object.
Discipline Focus (Scarlet Throne) Gain +2 to discipline maneuver save DC's, +2 damage with discipline weapons
Disrupt Undead Deals 1d6 damage to one undead.
Disrupt Undead Deals 1d6 damage to one undead.
Disrupt Undead Deals 1d6 damage to one undead.
Divine Favor (x2) You gain +1 per three levels on attack and damage rolls.
Entropic Shield (x2) Ranged attacks against you have 20% miss chance.
Fear Aura (DC 16) Foes in 60 ft are frightened (below 5 HD) or shaken for 10 rds (Will neg).
File, small This item can be customized to represent whatever you want.
Flare Dazzles one creature (-1 on attack rolls).
Flare Dazzles one creature (-1 on attack rolls).
Flare Dazzles one creature (-1 on attack rolls).
Gauntlet (from Armor) (One or more of the pieces of armor you have available includes Gauntlets.)
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.
Ghost Sound Figment sounds.
Ghost Sound Figment sounds.
Ghost Sound Figment sounds.
Guard's Glare (DC 17) Marked foes must make DC 17 Will save to move away from you if they are under a fear effect.
Guidance +1 on one attack roll, saving throw, or skill check.
Guidance +1 on one attack roll, saving throw, or skill check.
Headband of mental prowess +2 (Int, Wis, Diplomacy) This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer’s brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.
The headband grants the wearer an enhancement bonus to Intelligence and Wisdom of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a Headband of vast intelligence.
Construction
Requirements: Craft Wondrous Item, fox’s cunning, owl's wisdom; Cost 5,000 gp
Holy text (Adrexa the Red) This is the religious text of a particular religion, with a title, text, and detailed rites specific to that faith. The cheap variety is a small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather. A typical holy text for an experienced adventuring priest is durable, with a leather cover, chapter illustrations, quality paper; it costs 25 gp and weighs 2 pounds. The most expensive versions have detailed illustrations, gilded initials and border decorations, covers made of fine leather, wood, or even metal, and are often oversized and difficult to carry around.
Note: When purchasing a Holy Text, you must specify the religion that the text belongs to in the field provided.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ioun stone (dusty rose prism) This stone grants the bearer a +1 insight bonus to AC.
A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.
Resonant Power:
+2 insight bonus on CMB and to CMD.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 2,500 gp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Leather paring knife This item can be customized to represent whatever you want.
Leather straps This item can be customized to represent whatever you want.
Light Object shines like a torch.
Light Object shines like a torch.
Light Object shines like a torch.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Mage Hand 5-pound telekinesis.
Mage Hand 5-pound telekinesis.
Martial Discpline Helper abValue = Max Inititor Level
abValue2 = Max Disciple Level
Martial Healing (3 + 1d4/maneuver level HP, 45 feet) (Su) Heal self or ally when you initiate a strike
Martial Power -4/+11 You are able to instinctively call upon reserves of untapped power within yourself to defend yourself.
Prerequisites: Constitution 13, knowledge of at least one maneuver or stance.
Benefit: You can choose to take a -1 penalty on m
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Melee touch attack
Mending Makes minor repairs on an object.
Mending Makes minor repairs on an object.
Mending Makes minor repairs on an object.
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Message Whisper conversation at distance.
Message Whisper conversation at distance.
Metal polish This item can be customized to represent whatever you want.
Open/Close Opens or closes small or light things.
Open/Close Opens or closes small or light things.
Open/Close Opens or closes small or light things.
Ordained Knight (Ex) Continue advancement in certain divine class abilities
Paralyzing Touch (1d8+5 negative energy dam, DC 16) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Prestidigitation Performs minor tricks.
Prestidigitation Performs minor tricks.
Prestidigitation Performs minor tricks.
Ray of Frost Ray deals 1d3 cold damage.
Ray of Frost Ray deals 1d3 cold damage.
Ray of Frost Ray deals 1d3 cold damage.
Reach of the Divine (Su) Cast touch spell on self or ally as a move action when you initiate a martial strike
Read Magic Read scrolls and spellbooks.
Read Magic Read scrolls and spellbooks.
Read Magic Read scrolls and spellbooks.
Read Magic Read scrolls and spellbooks.
Read Magic Read scrolls and spellbooks.
Rejuvenation (Su) Liches can return after a few days.
Resist Energy (x2) Ignores first 10 (or more) points of damage per attack from specified energy type.
Resistance Subject gains +1 on saving throws.
Resistance Subject gains +1 on saving throws.
Resistance Subject gains +1 on saving throws.
Ring of protection +1 This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.
Construction
Requirements: Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 1,000 gp
Sewing needle This needle allows you to stitch together cloth, canvas, or thin leather.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Shield Focus +1 Shield AC
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled You gain an extra skill rank at 1st level and an additional rank whenever you gain a level.
Soft cloth This item can be customized to represent whatever you want.
Soldier's uniform The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.
Stabilize Cause a dying creature to stabilize.
Swimming (30 feet) You have a Swim speed.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Touch (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Touch of Fatigue Touch attack fatigues target.
Touch of Fatigue Touch attack fatigues target.
Touch of Fatigue Touch attack fatigues target.
Traveller's outfit (Free) Your Hero starts with a free set of clothes that counts as having zero weight.
Unarmed strike An unarmed strike is an attack such as a punch or a kick where the attacker is not using a weapon to make the attack. A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (Core Rulebook 182). An unarmed strike can't be disarmed.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Unguent of timelessness When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.
Construction
Requirements: Craft Wondrous Item, gentle repose; Cost 75 gp
Unholy symbol, iron (Adrexa the Red) An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
Waterproof bag (4 @ 5 lbs) This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain realtively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon
Zweihander Training Enhancement Cost Add this to create a new constructed suit of armor / shield, a masterwork set of armor / shield, or a suit of armor / shield with armor spikes or shield spikes.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.