![]() When an ostiarius uses shadow walk, it moves at 100 miles per hour. When an ostiarius uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. This is an audible, mind-affecting effect and can be countered by a bard's countersong class feature. ![]() A creature that accepts these benefits for multiple consecutive rounds gains additional points of bleed damage that stack with one another (to a maximum of 5). Any living non- outsider that benefits from this ability takes 1 point of bleed damage. The ostiarius's performance compels creatures to perform at dangerous extremes. This ability has a range of 50 feet and affects those creatures the ostiarius chooses who also willingly accept the benefits of the effect (no saving throw required). SQ shadow traveler SPECIAL ABILITIES Compel Courage (Ex)Īn ostiarius can inspire courage as a 5th-level bard using bardic performance, granting a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Languages Common, Infernal telepathy 100 ft. Skills Bluff +14, Diplomacy +14, Escape Artist +9, Heal +14, Intimidate +14, Knowledge (planes) +14, Perception +16, Perform (oratory) +14, Sense Motive +16, Stealth +12 Str 10, Dex 15, Con 14, Int 19, Wis 18, Cha 19įeats Alertness, Blind-Fight, Improved Initiative, Iron Will Spell-Like Abilities (CL 7th concentration +11)Īt will- calm emotions (DC 16), darkness, enthrall (DC 16), major image (DC 17)ģ/day- crushing despair (DC 17), shadow walk, silence (DC 16)ġ/day- plane shift (DC 21 to the Material Plane and the Plane of Shadow only, lawful evil creatures only), shout (DC 18) STATISTICS Melee 2 touches +2 (1 plus bleed) Special Attacks bleed (1d6), compel courage, unnerving gaze (30 ft., DC 19) Hp 52 (7d10+14) regeneration 2 (good weapons and spells) Perception +16 DEFENSEĪC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 shield) Note that monster templates are not listed in this appendix-with the exception of skeletons and zombies (which lose their intelligence and thus have no key classes), a templated monster's key class is the same as the base creature's key classes.LE Medium outsider ( evil, extraplanar, kyton, lawful) If a creature in this category gains an Intelligence of 3 or higher, the creature becomes a Combat Role monster. Unlike Special creatures (which also have no key classes), creatures in this category cannot gain class levels at all, and must advance using other methods. All of the PC races listed in that book fit into this category as well.Ĭreatures listed in the "No Role" category have no key classes-these are generally any creatures that are mindless or have an Intelligence score of 2 or lower. Special monsters have no key classes-their focus is on unique tactics and abilities.Ĭreatures listed as having "Any Role" do not use special rules when advancing via class level-they lack racial Hit Dice, and thus advance in level normally. ![]() Skill monsters are particularly adept at ambushing prey, use sneak attacks, or have bard-like powers. Spell monsters have an inherent ability to cast magic spells. These roles indicate what types of character classes are treated as key classes for each monster.Ĭombat monsters are good at ranged and melee combat. ![]() The following lists categorize all of the monsters in this book into their roles, as detailed in Monster Advancement.
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