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Malconvoker

Deceptive Summons (Su): At 1st level, you can attempt to trick evil creatures you conjure into serving you for
longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature,
you can attempt a Bluff check as a free action, opposed by the creatures Sense Motive check. If your check
succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might
be subject to additional effects as described below. If it fails, the duration remains as normal and no additional
effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile
toward you (though it still disappears as normal when the spells duration ends). If you use this ability when
summoning multiple creatures, you must attempt an opposed skill check separately against each creature you
wish to affect.
Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend
the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit
points per Hit Die (in addition to the bonuses conferred by Augment Summoning).
Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies
attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the
creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of
resisting dispel magic and similar effects against those creatures.
Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that
forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil
descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker
could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor).
The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.
Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of
known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your
class list at a different level, treat it as being of the lower level.
5th: lesser planar binding.
6th: planar binding.
8th: greater planar binding.
Skill Focus (Bluff): At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can
select any other feat for which you meet the prerequisite.
Fiendish Legion (Ex): Once you attain 5th level, whenever you use a summon monster spell to summon one or
more evil-aligned creatures, you summon one extra creature of the same kind.
Deceitful Bargaining (Ex): Starting at 6th level, you become exceptionally adept at convincing evil creatures you
call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can
make a Bluff check opposed by the creatures Sense Motive skill check. If you succeed on this check, the called
creature becomes more amenable to your cause, taking a 5 penalty on the opposed Charisma check made to
refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell. On a
failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can
either flee or attack you.
Improved Calling (Su): At 8th level, your understanding of the ways of fiends shows you how to tempt even more
powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including
lesser and greater versions) increases by 2.
Safe Summoning (Ex): At 9th level, you can dismiss any evil creature that you have summoned as an immediate
action rather than as a standard action.

AUMENTARE EVOCAZIONE [GENERALE]


Le creature evocate sono sopra la media .
Prerequisiti : Incantesimi Focalizzati (evocazione) .
Beneficio : Ogni creatura evocata dal personaggio con un qualsiasi incantesimo di evocazione ottiene un bonus di potenziamento +4
alla Forza e alla Costituzione perla durata dell'incantesimo che la ha evocata .

SUMMON ELEMENTAL [RESERVE]


You can channel the summoning power you hold to briefly
bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air,
earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH

285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have
available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first
elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30
feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead.
th
If you have a conjuration (summoning) spell of 8 level or higher available to cast, you can summon a Large elemental instead.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.

Choker of Eloquence (CAdv): Coveted by bards, singers, and public speakers, this beautiful necklace is carved
from ivory and jade. There are two versions of these chokers. A lesser choker of eloquence grants a +5
competence bonus on Diplomacy, Bluff, and Perform (sing) checks. A greater choker of eloquence increases the
bonus to +10.
Moderate transmutaion; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price
6,000 gp (lesser), 24,000 gp (greater).
Admirals Bicorne (Storm): This elaborately braided headgear is made of rich blue felt, embroidered with golden
thread. It often has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like. A
humanoid or monstrous humanoid who dons the admirals bicorne gains a +5 bonus on Profession (sailor)
checks and all Charisma-based checks (including Leadership) as long as it is worn. The wearers voice is magically
amplified, so that it can be heard clearly by anyone within 100 feet; class features and effects that depend on
hearing the speaker benefit from the increased range. Finally, the admirals bicorne grants a +2 morale bonus on
attack rolls, saves, and skill checks to allies within sound of the wearers voice (including the wearer).
Strong conjuration; CL 10th; Craft Wondrous Item, eagles splendor; heroism, owls wisdom, ventriloquism.
Price: 51,000 gp; Weight 1 lb.
Ring of Mighty Summons (CM): This ring enhances summoned creatures, making them as tough as possible, but
at the cost of a reduced life span.
Description: A ring of mighty summons is an ornate gold band, carved with tiny images of many creatures and
the representations of all four elements. Its surface is rough to the touch. Whenever the ring is active, the
images carved on it seem to twist and move as though alive, and the item smells faintly of ozone.
Activation: A ring of mighty summons requires no specific action to activate, merely an act of will made as part
of casting a summoning spell. It functions up to three times per day.
Effect: When you use this ring while casting a summoning spell, any creature you summon with the spell has
maximum hit points per Hit Die. However, the duration of the spell is halved (to a minimum of 1 round).
Aura/Caster Level: Moderate conjuration. CL 6th.
Construction: Forge Ring, Augment Summoning, Spell Focus (conjuration), summon monster III or summon
natures ally III, 7,000 gp, 560 XP, 14 days. Price: 14,000 gp.
Pugnale di ferro freddo +1 sacro (36k)
Fiala di acquasanta
Torcia
Mask of Lies (4,5k, MiC)
Rod of Force (60k, MiC)
Creatura immonda:
Punire il bene (+DV ai Danni, 1/gg), Scurovisione 18m, RI 5+DV, Int almeno 3, se ottiene RD le armi sono
considerate magiche
DV
Resistenza Fuoco e Freddo RD
1-3
5
4-7
5
5/magia
8-11 10
5/magia
+12 10
10/magia

Evoca Mostri I
Nome
DV
Velocit
CA
Attacco
base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit

Talenti

Ragno Mostruoso Piccolo (Parassita)


1d8
9m, Scalare 6m
14, Cont 14, Sprovv 11
+0/-6

Topo Crudele
1d8+1
12m, Scalare 6m
15, Cont14, Sprov12
+0/-4

Morso+4 (1d4-2+veleno)
Morso+4 (1d4-2+veleno)
1.5m/1.5m
Veleno, Ragnatela
Scurovisione e percez tellurica 18m
2,3,0
For7, Des17, Cos10, Int, Sag10, Car2
Nascondersi+11, Osservare+4, Saltare-2, Scalare+11

Morso+4 (1d4+malattia)
Morso+4 (1d4+malattia)
1.5m/1.5m
Malattia
Visione crepuscolare, Olfatto Acuto
3,5,3
For10, Des17, Cos12, Int1, Sag12, Car4
Ascoltare+4, Muoversi
Silenziosamente+4, Nascondersi+8,
Nuotare+11, Osservare+4, Scalare+11
Allerta, Arma Accurata

Arma Accurata

Evoca Mostri II
Nome
DV
Velocit
CA
Attacco base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit
Talenti

Lupo Immondo (medio


2d8+4
15m
14, Cont12, Sprov12
+1/+2
Morso +3 (1d6+1)
Morso +3 (1d6+1)
1,5m/1,5m
Sbilanciare
Visione crepuscolare, olfatto acuto, tratti immondi
5,5,1
For13, Des15, Cos15, Int2, Sag12, Car6
Ascoltare+3, Muoversi silenziosamente+3, Nascondersi+2, Osservare+3, Sopravvivenza+1
Arma focalizzata (morso), Seguire Tracce

Evoca Mostri III


Nome
DV
Velocit
CA
Attacco base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit
Talenti

Gorilla Immondo (Grande)


4d8+11
9m, Scalare 9m
14, Cont11, Sprov12
+3/+12
Artigli +7 in mischia (1d6+5)
2 Artigli +7 (1d6+5) e morso +2 (1d6+2)
3m/3m
Visione crepuscolare, olfatto acuto, tratti immondi
6,6,2
For21, Des16, Cos14, Int2, Sag12, Car7
Ascoltare+6, Osservare+6, Scalare+14
Allerta, Robustezza

Evoca Mostri IV
Nome
DV
Velocit
CA
Attacco
base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit
Talenti
Evoca Mostri V
Nome
DV
Velocit
CA
Attacco base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit
Talenti
Evoca Mostri VI
Nome
DV
Velocit
CA
Attacco
base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit
Talenti

Ululatore (Esterno, Grande, Caotico, Extraplanare, Malvagio)


6d8+12
18m
17, Cont12, Sprov14
+6/+15
Morso +10 (2d8+5)
Morso +10 (2d8+5) e 1d4 aculei +5 in mischia (1d6+2)
3m/1,5m
Aculei (Rifl CD16 o -1 TxC, TS e prove per ogni aculeo. Togliere un aculeo Guarire CD20 o 1d6
danni extra), Ululare (1 ora di ululato: Volont CD12 o 1 danno a Sag)
Scurovisione 18m
7,8,7
For21, Des17, Cos15, Int6, Sag 14, Car8
Ascoltare+13, Cercare+7, Muoversi Silenziosamente+12, Nascondersi+8, Osservare +13,
Scalare+14, Sopravvivenza +2 (+4 Seguire Tracce)
Allerta, Iniziativa Migliorata, Riflessi in Combattimento

Coccodrillo Gigante Immondo (Enorme)


7d8+28
6m, Nuotare 9m
16, Cont9, Sprov15
+5/+21
Morso +11 (2d8+12) o colpo di coda +12 (1d12+12)
Morso +11 (2d8+12) o colpo di coda +12 (1d12+12)
4.5m/3m
Afferrare migliorato
Trattenere il fiato, visione crepuscolare, tratti immondi
9,6,3
For27, Des12, Cos19, Int1, Sag12, Car2
Ascoltare +5, Nascondersi+1, Nuotare+16, Osservare+5
Abilit focalizzata (Nascondersi), Allerta, Resistenza fisica

Kyton (Extraplanare, LM)


8d8+16
9m
20, Cont12, Sprov18
+8/+10
Catena+10 (sd4+2/19-20)
2 Catene+10 (sd4+2/19-20)
1,5m/1,5m (3m con le catene)
Catene danzanti, Sguardo snervante (9m, TS Vol CD15 nega, -2 TxC per 1d3 round)
RD 5/bene o argento, Scurovisione 18m, immunit al freddo, rigenerazione 2, RI18
8,8,6
For15, Des15, Cos15, Int6, Sag10, Car12
Artigianato (metallurgia) +17, Artista della fuga+13, Ascoltare+13, Intimidire+12, Osservare
+13, Scalare+13, Utilizzare corde +2 (+4 con legami)
Allerta, Critico migliorato (catena), Iniziativa migliorata

Evoca Mostri VII


Nome
DV
Velocit
CA
Attacco
base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali
Qualit speciali

TS (T,R,V)
Caratteristiche
Abilit

Talenti

Osyluth
10d8+50
12m
25, cont14, sprov20
+10/+19

Babau (Medio, CM)


7d8+35
9m
19, cont11, sprov18
+7/+12

Morso +14(1d8+5)
Morso +14 (1d8+5) e 2 artigli +12 (1d4+2) e
pungiglione +12 (3d4+2 pi veleno)
3m/3m
Capacit magiche, aura di paura, veleno,
evoca baatezu
RD 10/bene, Scurovisione 18m, immunit al
fuoco e al veleno, resistenza acido e freddo
10, vedere nelloscurit, RI 21, telepatia 30m
12,12,11
For21, Des21, Cos21, Int14, Sag14, Car14
Ascoltare +17, Cercare +15,
Concentrazione+18, Conoscenze +15,
Diplomazia +6, Intimidire +17, Muoversi
silenziosamente+18, Nascondersi+14,
Osservare+17, Percepire intenzioni+15,
Raggirare+15
Allerta, Iniziativa migliorata, Multiattacco,
Volont di ferro

Artiglio+12 (1d6+5)
2 Artigli+12 (1d6+5) e morso +7 (1d6+2)
1,5m/1,5m
Attacco furtivo +2d6, capacit magiche, evoca
tanarri
RD10/ferro freddo o bene, scuro visione 18m,
immunit a elettricit e veleno, resistenza a
acido, freddo e fuoco 10, RI14, telepatia30m
10,6,6
For21, Des12, Cos20, Int14, Sag13, Car16
Artista della fuga+11, Ascoltare+19,
Camuffare+13, Cercare+20, Disattivare
Congegni+12, Muoversi Silenziosamente+19,
Nascondersi+19, Rapidit di mano+11,
Scalare+15, Scassinare Serrature+11

Osyluth
Aura di paura (Sop): I diavoli dossa possono emanare unaura di paura del raggio di 1,5m con unazione gratuita.
Le creature colpite devono superare un TS Vol CD17 o venir colpiti da paura (Liv Incantatore 7)
Veleno (Str): Tempra CD20, 1d6 For, secondari 2d4 For
Capacit magiche: A volont: Ancora dimensionale, immagine maggiore (CD15), invisibilit (solo s stesso), muro
di ghiaccio, teletrasporto superiore (s stesso +25kg di oggetti), volare, livello incantatore 12
Evoca Baatezu (Mag): 1/gg un diavolo dossa pu evocare 2d10 lemuri con una probabilit del 50% o un altro
diavolo dossa con una probabilit del 35%
Babau
Capacit magiche: A volont: Dissolvi magie, oscurit, teletrasporto superiore (s stesso +25kg di oggetti),
vedere invisibilit, livello incantatore 7.
Bava protettiva: Ogni arma che colpisce un Babau subisce 1d8 danni da acido non ridotti dalla durezza, unarma
magica ha diritto a TS Tempra CD18 per negare. Una creatura che colpisce il babau senzarmi, con un
incantesimo a contatto o con unarma naturale subisce i danni, TS Rifl CD18 nega
Evoca Tanarri: Una volta al giorno un babau pu tentare di evocare un babau con una probabilit del 40%

Evoca Mostri VIII


Nome
Vrock (Grande)
DV
Velocit
CA
Attacco
base/lotta
Attacco

10d8+70
9m, volare 15m
22, cont11, sprov20
+10/+20

Att. Completo

2 artigli +15 (2d6+6) e morso +13


(1d8+3) e 2 speroni +9 (1d6+3)
3m/3m
Danza della rovina, capacit magiche,
spore, Stridio stordente, evoca tanarri

Spazio/portata
Att. speciali

Qualit speciali

TS (T,R,V)
Caratteristiche

Abilit

Talenti

Artiglio +15 (2d6+6)

RD10/bene, scuro visione 18m,


immunit a elettricit e veleno,
resistenza acido freddo e fuoco 10, RI17,
telepatia 30m
14,9,10
For23, Des15, Cos25, Int14, Sag16,
Car16
Ascoltare+24, Cercare+15,
Concentrazione+20, Conoscenza+15,
Diplomazia+5, Intimidire+16, Muoversi
Silenziosamente+15, Nascondersi+11,
Osservare+24, Percepire Intenzioni+16,
Sapienza magica+15
Attacco Poderoso, Incalzare,
Multiattacco, Riflessi in Combattimento

Tirannosauro
immodo (Enorme)
18d8+99
12m
14, cont9, sprov13
+13/+30

Tigre crudele immonda

Morso +20
(3d6+13)
Morso +20
(3d6+13)
4,5m/3m
Afferrare
Migliorato,
Inghiottire
Visione
Crepuscolare,
Olfatto Acuto, Tratti
Immondi
16,12,8
For28, Des12,
Cos21, Int2, Sag15,
Car10
Ascoltare+14,
Nascondersi-2,
Osservare+14

Artiglio+20 (2d4+8)

Allerta, Attacco
Naturale
Migliorato, Correre,
Robustezza, Seguire
Tracce

Allerta, Arma focalizzata


(artiglio), Attacco naturale
(artiglio e morso), Correre,
Furtivo

16d8+48
12m
17, cont11, Sprov15
+12/+24

2 artigli +20 (2d4+8) e morso


+14 (2d6+4)
3m/1,5m
Afferrare migliorato,
Assaltare, Artigliare 2d4+4
Visione crepuscolare, olfatto
acuto, Tratti Immondi

13,12,11
For27, Des15, Cos17, Int2,
Sag12, Car10
Ascoltare+6, Muoversi
Silenziosamente+11,
Nascondersi+7, Nuotare+10,
Osservare+7, Saltare+14

Vrock
Danza della rovina (Sop): 3 o pi Vrock in cerchio, danzano e cantano a squarciagola per 3 round. Al termine del
terzo round tutte le creature eccetto i demoni entro 30m subiscono 20d6 danni (Rifl CD18 dimezza). Stordire,
paralizzare o uccidere un Vrock interrompe la danza
Capacit magiche: A volont: Immagine speculare, telecinesi (CD18), teletrasporto superiore (Vrock +25kg di
oggetti); 1/gg: eroismo. Livello incantatore 12
Spore: Un Vrock pu rilasciare come azione gratuita una nube di spore una volta ogni 3 round, infliggendo 1d8
danni a tutte le creature adiacenti pi 1d4 danni per round per 10 round, coprendo la vittima di rampicanti
(innocui, che avvizziscono in 1d4 giorni)
Stridio Stordente (Sop): 1/h un Vrock pu emettere uno stridio penetrante. Tutte le creature eccetto i demoni
che si trovano entro 9m devono superare un TS Tempra CD22 o rimanere stordite per 1 round
Evoca Tanarri (Mag): 1/gg un Vrock pu tentare di evocare 2d10 Dretch o un altro Vrock con una probabilit di
successo del 35%

Evoca Mostri IX
Nome
DV
Velocit
CA
Attacco
base/lotta
Attacco
Att. Completo
Spazio/portata
Att. speciali

Qualit speciali
TS (T,R,V)
Caratteristiche
Abilit

Talenti

Bebilith
12d8+96
12m, Scalare 6m
22, Cont9, Sprovv21
+12/+29

Ragno Immondo Mostruoso Colossale


32d8+64
9m, scalare 6m
22, cont4, sprovv20
+24/+50

Morso+19 (2d6+9+veleno) o ragnatela +11 a


distanza
Morso +19 (2d6+9+veleno) e 2 artigli+14 (2d4+4); o
ragnatela+11 a distanza
4,5m/3m
Veleno, squartare armatura, ragnatela

Morso +26 (4d6+15+veleno)

RD10/bene, Scurovisione 18m, spostamento


planare, olfatto acuto, telepatia30m
16,9,9
For28, Des12, Cos26, Int11, Sag13, Car13
Ascoltare+16, Cercare+15, Diplomazia+3, Muoversi
Silenziosamente+16, Nascondersi+16,
Osservare+16, Percepire Intenzioni+16, Saltare+28,
Scalare+24
Attacco poderoso, Incalzare, Iniziativa Migliorata,
Lottare Migliorato, Seguire Tracce

Morso +26 (4d6+15+veleno)


12m/9m
Veleno (TempraCD28, 2d8For),
ragnatela (ForCD32, Artista della Fuga
CD28, 18pf, OsservareCD20 per notarla,
RD5)
Scurovisione18m, Percezione
tellurica18m, tratti immondi
20,12,10
For31, Des15, Cos14, Int-, Sag10, Car2
Nascondersi-10, Osservare+7,
Saltare+10, Scalare+16

Bebilith
Squartare armatura (Str): Se un Bebilith va a segno con entrambi gli artigli, pu fare a pezzi qualsiasi armatura
indossata dal suo avversario, infliggendovi 4d6+18 danni
Ragnatela (Str): 4 volte al giorno un bebilith pu lanciare ragnatele a 27m, efficace fino a taglia Mastodontica,
impedendo il movimento. Per liberarsi serve una prova di Artista della fuga o Forza con CD24, la ragnatela ha
14pf e durezza 0, c una probabilit del 75% che la ragnatela non bruci
Spostamento Planare (Sop): Come lincantesimo, ma solo sul bebilith, livello incantatore 12

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