Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.

Concentrated Turning

Concentrated Turning [General]

You are adept at working with other clerics to turn or rebuke more powerful undead.
Prerequisite: Cha 13, Turn Undead
Benefit: By holding your action until the turn of another cleric, you may add your Turn or Rebuke Undead attempt to his. The primary channeler is treated as though his effective cleric level is one higher and may add your Charisma modifier to his own for the purposes of determining all effects related to turning or rebuking the undead. Up to four individuals possessing this feat may aid in the turning attempt, but each must be within 60ft. of the primary channeler.
Special: Characters that rebuke undead may not aid in a Turn Undead attempt and characters that turn may not aid in a Rebuke Undead attempt.
Special: Undead that are commanded fall under the mental control of the primary channeler, and all rules concerning the HD of undead apply normally.

Accelerated Turning

Through long interaction with the undead, you have learned how to open your mind, body and soul to let the power of your faith show through more quickly.
Prerequisite: Extra Turning, Ability to turn or rebuke creatures
Benefit: You may now turn or rebuke creatures as a move-equivalent action.
Normal: Turning or rebuking creatures is a standard action.

Robust Turning

Robust Turning [General]

You are able to display a more potent proof of your faith than others.

Prerequisite: Accelerated Turning, Ability to turn or rebuke creatures

Benefit: As a full-round action, you may sacrifice two of your daily turning attempts to make a single, more powerful turn check. You add double your Charisma modifier to the turning check roll to determine the most powerful creature that can be turned and add 1.5 times your cleric level to the turning damage roll to determine how many hit dice of creatures may be turned, instead of just your cleric level.

Blight Domain

Granted Power: Once per day, you can bestow a curse on an opponent as a supernatural ability. You must succeed on a melee touch attack against your opponent (using the rules for touch spells). When you touch, the opponent suffers a -4 penalty on the ability score of your choice for 1 minute (no save).

Houge Krahl (CR 12)

Note: This NPC was originally written as part of the Roadside Ambush encounter, found here.

Houge Krahl
Male half-orc cleric 8/barbarian 4:
CR 12; Medium humanoid (human, orc); Hit Dice 8d8+4d12+36; 103 hp; Init +1; Spd 30 ft. (6 squares); AC 21 (+1 Dex, +6 armor, +3 shield, +1 deflection), 12 touch, 17 flat-footed; BAB/Grapple +10/+13; Atk +15 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); Full atk +15 melee (1d8+3/19-20x3, +1 keen spear) and +10 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); SA rage (2/day), rebuke undead, spells; SQ darkvision 60ft, fast movement, uncanny dodge, orc heritage, trap sense +1; AL CE; SV Fort +14, Reflex +5, Will +10; Str 17, Dex 13, Con 16, Int 8, Wis 15, Cha 6.
Skills and Feats (armor check –4): Climb +4 (1 barbarian, +3 Str), Concentration +7 (4 cleric, +3 Con), Hide +6 (+1 Dex, +5 item), Intimidate +5 (7 barbarian, -2 Cha), Jump +4 (1 barbarian, +3 Str), Knowledge (religion) +3 (4 cleric, -1 Int), Listen +7 (5 barbarian, +2 Wis), Move Silently +6 (+1 Dex, +5 item), Spot +7 (+2 Wis, +5 item), Survival +9 (7 barbarian, +2 Wis); Greater Overrun, Improved Overrun, Power Attack, Scorpion’s Strike, Superior Overrun, Weapon Focus (spear).
Strength Domain:
Once per day as a supernatural ability, Houge Krahl can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (8), which lasts for a single round. Activating this power is a free action.
War Domain: Houge Krahl gains the Weapon Focus (spear) feat.
Typical Cleric Spells Prepared
(6/6/5/4/3; Save DC 12+spell level): 0th—cure minor wounds, guidance (x2), resistance, virtue (x2); 1st—bane, cause fear, command, deathwatch, doom, enlarge person*; 2nd—bull’s strength*, cure moderate wounds, darkness, death knell, hold person; 3rd—bestow curse, cure serious wounds, magic vestment*; 4th—divine power*, poison, spell immunity.
*domain spell
Languages: Common, Orc
Possessions: Amulet of health +2, +1 breastplate of shadow, boots of elvenkind, cloak of resistance +1, eyes of the eagle, +1 heavy wooden shield, holy symbol (wooden), +1 keen spear, potion of cure moderate wounds, ring of protection +1, scroll of cure serious wounds, traveler’s outfit.

Height: 6’4
Weight: 240 lbs
Age: 32
Eyes: Small and angry, with pupils that look solid black.
Hair: Black. Short and messy, with the appearance of having been cut with a dull knife.
Skin: Light gray, the color of limestone. Ruddy and scarred.

Houge Krahl lives to fight. Every aspect of his daily life is geared towards fighting. He dominates those around him, cowing them into admitting that his is stronger than they are. Those he can’t intimidate thusly, he goads into challenging him, where he makes an example of them for others to see.

Houge Krahl has become the warchief of a band of vicious orc warriors through little more than his own strength and brutality, which is legendary, even among orcs. Despite the stigma of being a half-orc among orcs, his ruthlessness and fearlessness in combat put him in a position to challenge the last warchief. Once he prevailed, there was no shortage of those wishing to challenge him, seeing a half-orc as an easy target. Thus far, Houge Krahl has brutally slaughtered more than a dozen such challengers. Many assassination attempts have also been made but between the strength of Houge and the diligence of his good friend Jarell, each has been thwarted.

Unlike some other orcish chieftains, Houge Krahl does not like to showboat his fights, dragging them out for the entertainment of whoever might be watching. Instead, he is brutally efficient, seeking to end the fight as quickly as possible. Usually, he will open a fight by overrunning his opponent(s), stabbing them with his spear as he barrels over them. If he’s facing a single opponent, he will position himself within reach so he may attempt to stab them as they stand up. Against an opponent larger than himself or against multiple opponents, he will often use his rage ability to increase his Strength and make it more likely he will prevail with an overrun attack.

Houge Krahl prepares spells that either aid him or hinder his opponents, and does not concern himself with buffing his allies. If he knows a fight is coming, he will prepare himself using bull’s strength and enlarge person. If he’s facing more than one opponent, he will also use bane. Houge Krahl has triumphed against more than one strong opponent by using hold person to paralyze them and then making a coup de gras attack with the bonus damage from his strength domain ability.

Legate of Agon

The Celestial Judge personifies ideals central to the Aureshan world view—that the rule of law and the greatness of the Empire are one and the same, that criminality is impiety and that unchecked social disorder inevitably leads to the breakdown of civilization. The Emperor is the anointed spokesman of the gods and ancestors, and his officials interpret and enforce edicts which are simultaneously mortal law and quasi-divine mandate.

Improved Animation

Improved Animation [General]

You are more adept at animating the undead than many of your contemporaries.
Prerequisite: Spell Focus (necromancy)
Benefit: Undead that you animate with spells such as animate undead gain an extra 2 hit points per hit dice. Additionally, the undead’s turn resistance is increased by 2.
Special: A cleric with this feat that successfully uses his Turn Undead ability to command the undead also increases the undead’s turn resistance by 1.
Special: A wizard that has specialized in the school of necromancy may select Improved Animation as one of his wizard bonus feats.


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