anger management (Tournament) Player: moises Human (Taldan) Cleric 8 - CR 7 Neutral Evil Humanoid (Human); Deity: Rovagug; Age: 18; Height: 5' 4"; Weight: 140lb. Ability

Score

STR STRENGTH

16/18

+3/+4

14

+2

12

+1

8

-1

18/20

+4/+5

14

+2

DEX DEXTERITY

CON CONSTITUTION

INT INTELLIGENCE

WIS WISDOM

CHA CHARISMA

Saving Throw

Modifier

Total

Base

Ability

FORTITUDE

+7 =

+6

+1

REFLEX

+4 =

+2

+2

+11 =

+6

+5

(CONSTITUTION) (DEXTERITY)

WILL

(WISDOM)

Total

AC

Armor Shield Dex

21

= 10

Touch AC CM Bonus

+8 13

23

Misc

Notes

+1

Flat-Footed AC

= 10

Temp

Total

Ability

Ranks

-1

DEX (2)

-

-1 +2 +1 +12 +2 -1 -1 +11 +6 +5 -1 +5 +6 -1 +5 +1

INT (-1)

7 3 4 4 -

Acrobatics

Temp

Speed less than 30' : -4 jump

Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Spellcraft Stealth Survival Swim

Size Natur Deflec Dodge Misc

+2

+10 =

CM Defense

Resist

Temporary

Skill Name

CHA (2) STR (4) CHA (2) CHA (2) DEX (2) DEX (2) WIS (5) CHA (2) WIS (5) DEX (2) WIS (5) INT (-1) DEX (2) WIS (5) STR (4)

Feats 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.

19

BAB

Strength

Size

Misc

+6

+4*

-

-

Armor Proficiency (Medium)

BAB

Strength

Dexterity

Size

+6

+4*

+2

-

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.

Combat Reflexes (3 AoO/round) You can make extra attacks of opportunity.

Base Attack

+6

HP

53

Damage / Current HP

Initiative Speed

You make attack rolls with the weapon normally.

Improved Channel

30 / 20 ft

+2 DC for channel energy.

Selective Channeling

+1 Vicious Dwarven waraxe

Exclude targets from the area of your Channel Energy.

Crit: ×3 2-hand, S

+2 Breastplate

+8

Channel energy can take control of undead.

Exotic Weapon Proficiency (Dwarven waraxe)

+2

Both hands: +9/+4, 2d8+7+2d6 (& 1d6 to wielder)

Command Undead (DC 18)

Max Dex: +3, Armor Check: -3 Spell Fail: 25%, Medium, Slows

Shield Proficiency You can use a shield and take only the standard penalties.

Simple Weapon Proficiency - All Proficient with all simple weapons.

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

Aura of Destruction +4 (8 rounds/day) (Su) At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds Cleric Negative Energy 4d6 (5/day) (DC 18) do not Channel need to be consecutive. Regardless of alignment, any cleric can release a wave of energy by (Su) channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc.An Free creatures. evildownload cleric (orata http://www.wolflair.com neutral cleric who worships an evil deity) Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®,energy and areand used under license. channels negative can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict Channeling undead damage on). halve + exceed channel modifier. opportunity. effect. theCreatures cleric's spells the Atheir or energy dealt for cleric This damage. living) energy every (see Amaximum Charisma is or cleric must that aahealed spontaneous innumber two standard The take causes abe can 30-foot cleric hit modifier. able DC damage is choose of point equal aof action levels to times burst radius this casting). present total—all whether Creatures to from save that beyond per that 1d6 centered channeled day does her affects is points excess or equal 1st equal holy healed not not on (2d6 of all to symbol to provoke the damage healing to energy creatures include 10 by at 3cleric. +channel +3rd, her to 1/2 an is receive plus use herself 3d6 The lost. Charisma the of attack one energy this 1d6 at cleric's amount Aain 5th, cleric ability. type of Will points this cannot and level save (either of may of soto

Gear

Experience & Wealth

Total Weight Carried: 98.5/350lbs, Light Load (Light: 116 lbs, Medium: 233 lbs, Heavy: 350 lbs) +1 Vicious Dwarven waraxe +2 Breastplate Alchemist's fire x10 Artisan's outfit (Free) Backpack, masterwork (empty) Belt of giant strength +2 Belt pouch (empty) Cleric's kit Dust of appearance Headband of inspired wisdom +2 Money Potion of blur Potion of bull's strength Potion of shield of faith +5 Ring of protection +1 Robe of bones Scroll of Dispel Magic (x3) Scroll of Hold Person (x3) Unholy symbol, gold (awsome)

16 lbs 30 lbs 1 lb 4 lbs 2 lbs 0.5 lbs 32 lbs 2 lbs 32.96 lbs 1 lb 1 lb

Experience Points: 51000/75000 Current Cash: 1648 GP

Spells & Powers Cleric Spell DC: 15 + spell level CL: 8 (vs. SR: +8, Concentration: +13) Melee Touch +10 Ranged Touch +8 Maximum Cleric spells per day: 4/*x0; 6x1; 4x2; 4x3; 3x4 Cleric 0: stabilize, create water, create water, bleed (DC 15) Cleric 1: murderous command (DC 16), true strike, cure light wounds, cure light wounds, cure light wounds, cure light wounds, stone shield Cleric 2: bull's strength, cure moderate wounds, cure moderate wounds, cure moderate wounds, fog cloud Cleric 3: sands of time, sands of time, cure serious wounds, call lightning (DC 18), dispel magic Cleric 4: cure critical wounds, greater infernal healing, greater infernal healing, sleet storm

Special Abilities Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Destructive Smite +4 (8/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom Spontaneous Casting modifier. A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

Spell-Like Abilities

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to Lightning Lord (8/day) cure spells but can convert them(Sp) to inflict spells (an inflict spell is one with "inflict" in its name).

Storm Burst (1d6+4) (8/day) (Sp)

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Alchemist's fire

Tracked Resources

Aura of Destruction +4 (8 rounds/day) (Su) Cleric Channel Negative Energy 4d6 (5/day) (DC 18) (Su)

Destructive Smite +4 (8/day) (Su) Dust of appearance Potion of blur Potion of bull's strength Potion of shield of faith +5

Languages Common

Validation Report Validation Report (0 issues): Nothing identified 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 Publishing, LLC®, and are used under license.

anger management (Tournament), Cleric 8 – Spells Bleed

Cleric 0

School: Necromancy Components: V, S Casting Time : 1 action Range: Close (25 + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Save: DC 15 Will negates Resistance: Yes You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Create Water

Cleric 0

School: Conjuration (Creation) [Water] Components: V, S Casting Time : 1 action Range: Close (25 + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Save: None Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Create Water

Cleric 0

School: Conjuration (Creation) [Water] Components: V, S Casting Time : 1 action Range: Close (25 + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Save: None Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Stabilize

Cleric 0

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Close (25 + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Save: Will negates (harmless) Resistance: Yes (harmless) Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Cure Light Wounds

Cleric 1

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Light Wounds

Cleric 1

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Light Wounds

Cleric 1

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Light Wounds

Cleric 1

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

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 Publishing, LLC®, and are used under license.

anger management (Tournament), Cleric 8 – Spells Murderous Command

Cleric 1

School: Enchantment (Compulsion) [Mind-Affecting] Components: V Casting Time : 1 action Range: Close (25 + 5 ft./2 levels) Target: one living creature Duration: 1 round Save: DC 16 Will negates Resistance: Yes You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally. Appears In : Ultimate Magic

Stone Shield

Cleric 1

Racial Spell for Oread School: Conjuration (Creation) [Earth] Components: V, S, DF Casting Time : 1 immediate action Range: 0 ft. Effect: Stone wall whose area is one 5-ft square. Duration: 1 round Save: None Resistance: No A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy ( Core Rulebook 195) until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent's attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield. You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall. A qinggong monk ( (Ultimate Magic ) may select this spell as a ki power at 4th level Appears In : Advanced Race Guide

True Strike

Cleric 1

School: Divination / Void Elemental Components: V, F (small wooden replica of an archery target) Casting Time : 1 action Range: Personal Target: You Duration: See text You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Bull's Strength

Cleric 2

Cure Moderate Wounds

Cleric 2

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text This spell functions like cure light wounds , except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Moderate Wounds

Cleric 2

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text This spell functions like cure light wounds , except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Moderate Wounds

Cleric 2

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text This spell functions like cure light wounds , except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

School: Transmutation Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull) Casting Time : 1 action Range: Touch Target: Creature touched Duration: 1 min./level Save: Will negates (harmless) Resistance: Yes (harmless) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

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 Publishing, LLC®, and are used under license.

anger management (Tournament), Cleric 8 – Spells Fog Cloud

Cleric 2

School: Conjuration / Water Elemental (Creation) Components: V, S Casting Time : 1 action Range: Medium (100 ft. + 10 ft. level) Effect: Fog spreads in 20-ft. radius Duration: 10 min./level Save: None Resistance: No A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.

Call Lightning

Cleric 3

School: Evocation [Electricity] Components: V, S Casting Time : 1 round Range: Medium (100 + 10 ft./level) Effect: One or more 30-ft.-long vertical lines of lightning Duration: 1 min./level Save: DC 18 Reflex half Resistance: Yes Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater.

Cure Serious Wounds

Cleric 3

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text This spell functions like cure light wounds , except that it cures 3d8 points of damage + 1 point per caster level (maximum +15). Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Dispel Magic

Cleric 3

School: Abjuration / Void Elemental Components: V, S Casting Time : 1 action Range: Medium (100 + 10 ft./level) Target: One spellcaster, creature, or object Duration: Instantaneous Save: None Resistance: No You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7thlevel caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

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anger management (Tournament), Cleric 8 – Spells Sands of Time

Cleric 3

School: Necromancy Components: V, S Casting Time : 1 action Range: Touch Target: touched creature or object Duration: 10 minutes/level or instantaneous (see text) Save: none Resistance: Yes You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell. If you cast this on an object, construct, or undead creature, it takes 3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration. Appears In : Ultimate Magic, Osirion, Land of the Pharaohs

Sands of Time

Cleric 4

Infernal Healing You touch a drop of devil's blood to a wounded creature, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect. Appears In : Council of Thieves, Inner Sea World Guide

Cleric 3

School: Necromancy Components: V, S Casting Time : 1 action Range: Touch Target: touched creature or object Duration: 10 minutes/level or instantaneous (see text) Save: none Resistance: Yes You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell. If you cast this on an object, construct, or undead creature, it takes 3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration. Appears In : Ultimate Magic, Osirion, Land of the Pharaohs

Cure Critical Wounds

Infernal Healing, Greater

School: Conjuration (Healing) [Evil] Components: V, S, M Casting Time : 1 round Range: Touch Duration: 1 minute Save: Will negates (harmless) Resistance: Yes (harmless) As infernal healing , except the target gains fast healing 4 and the target detects as an evil cleric.

Infernal Healing, Greater

Cleric 4

School: Conjuration (Healing) [Evil] Components: V, S, M Casting Time : 1 round Range: Touch Duration: 1 minute Save: Will negates (harmless) Resistance: Yes (harmless) As infernal healing , except the target gains fast healing 4 and the target detects as an evil cleric. Infernal Healing You touch a drop of devil's blood to a wounded creature, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect. Appears In : Council of Thieves, Inner Sea World Guide

Cleric 4

School: Conjuration (Healing) Components: V, S Casting Time : 1 action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half (harmless); see text Resistance: Yes (harmless); see text This spell functions like cure light wounds , except that it cures 4d8 points of damage + 1 point per caster level (maximum +20). Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Sleet Storm

Cleric 4

School: Conjuration / Water Elemental (Creation) [Cold] Components: V, S, M/DF (dust and water) Casting Time : 1 action Range: Long (400 + 40 ft./level) Area: Cylinder (40-ft. radius, 20 ft. high) Duration: 1 round/level Save: None Resistance: No Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires.

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 Publishing, LLC®, and are used under license.

anger management (Tournament) 8.pdf

Special Abilities. A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura .... moderate wounds, cure moderate wounds, fog cloud. Cleric 3: ...

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