Los logros de Macri: El dólar oficial subió 515%, arrancando en niveles de $9,75 y finalizando en $59,6. El dólar contado con liqui subió más del 477% en cuatro años, pasando de $13,5 a $78. El riesgo país más que se cuadruplicó, de 500 a 2300 puntos. Las acciones cayeron más del 50% en dólares.
2024.10.07 19:06 MightBeneficial3302 LIFT Your Portfolio: Why Investors Should Watch This Lithium Giant (TSXV: LIFT, OTC: LIFFF, FRA: WS0)
https://preview.redd.it/eamglp61yctd1.png?width=360&format=png&auto=webp&s=9b03b66be0488fd1dfacc054482fd95e76e471c4 Li-FT Power Ltd. (“LIFT” or the “Company“) (CSE: LIFT) (OTCQX: LIFFF) (Frankfurt: WS0) is a mineral exploration company engaged in the acquisition, exploration, and development of lithium pegmatite projects located in Canada. Pegmatite is a coarse-grained intrusive igneous rock formed from crystallized magma below the Earth’s crust. Pegmatite lithium deposits, also known as hard-rock lithium deposits, can contain extractable amounts of several elements, including lithium, tin, tantalum, and niobium. Corporate Presentation Today, we’ll look at the Company’s flagship project, the Yellowknife Lithium Project, located in the Northwest Territories. The Yellowknife Lithium Project comprises mineral leases covering most of the lithium pegmatites that make up the Yellowknife Pegmatite Province. In a vein (see how I did that?), the Company announced LIFT’s initial Mineral Resource of 50.4 million tonnes at 1.00% Li2O at the Yellowknife Lithium Project, NWT, Canada. https://preview.redd.it/tgmvort1yctd1.png?width=410&format=png&auto=webp&s=f3818da58334cae4c27f7610ed37415afcb0ff86 Investors must pay attention. Salient points: · 3rd largest resource estimate in Canada; 10th in the western hemisphere · Exceptional growth potential · Five undrilled spodumene not included in the maiden resource estimate have excellent potential to expand the resource profile further. · The maiden resource estimate is only based on ten months and 49,548 m of drilling · Infrastructure close by rail at Hay River powerlines · Access to Ports for Asian export · confirmation of simple lithium mineralogy and that low-cost dense medium separation (“DMS”) is suitable for the spodumene dykes included in the maiden resource estimate. ( see press release dated September 23, 2024) Francis MacDonald, CEO of LIFT, comments, “The announcement of Li-FT’s first NI 43-101 mineral resource estimate for the Yellowknife Lithium Project marks a significant milestone for both the Company and the Northwest Territories. With an estimated 50.4 million tonnes at a grade of 1.00% Li₂O based only on the initial drilling program, the Yellowknife Lithium Project already ranks among the top 10 largest spodumene projects in the Americas. The majority of the deposits included in the MRE have not yet been constrained by the drilling completed to date and have excellent potential to significantly grow through further drill programs. This resource will be pivotal in advancing the PEA we are targeting for Q2 2025.” Investors wanting quality Lithium exposure with growth that appears second to none in Canada and the Western Hemisphere need to consider LIFT. More Great Properties In addition to the large size and massive potential of the Yellowknife Project, LIFT’s other properties are impressive in their own right. The Rupert Project, a greenfield lithium pegmatite exploration play, is in the James Bay region of Quebec, Canada. It has potential for world-class lithium pegmatite discoveries: a pipeline of targets with initial drilling started in March 2023. Seventeen holes (5,000 metres) are planned for this first drill program, testing for lithium-bearing pegmatites under cover. Property Size: 141,572 hectares Next Steps: Diamond drilling at Anomalies A and B during the 2023 field season. Additional surface work to be completed in other areas to advance targets towards diamond drilling in 2024 https://preview.redd.it/3z54d808yctd1.png?width=1270&format=png&auto=webp&s=bb0260413506ebb43d2f2195addfa910779779c0 The Pontax Project is a greenfield lithium pegmatite exploration play located in the James Bay region of Quebec, Canada. It contains the most extensive Li anomaly within Li-FT’s Quebec portfolio and has highway access. Property Size: 61,520 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Large Li anomaly defined The Moyenne Project is a greenfield lithium pegmatite exploration play in the James Bay region of Quebec, Canada. The 100% owned property is accessible by helicopter. Property Size: 25,145 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Regional till sample is completed; additional surface work required. Next Steps: Prospecting and geologic mapping in areas of moderate to weak Li and pathfinder element anomalism Cali Lease The Cali Lease lies within the Little Nahanni Pegmatite Group in the Northwest Territories, near the Yukon border, and was acquired in 2022 with the Yellowknife project. The Little Nahanni Pegmatite Group has been noted to have more than 275 complex rare element pegmatites over an area of 13 km by 2.5 km. CSEL also held the Cali pegmatite in the 1970s, which was subsequently acquired during the portfolio acquisition in 1983. A field visit completed by Li-FT in June 2023 confirms historic work – Cali is a spodumene pegmatite dyke swarm with many dykes occurring over a 150 m wide corridor. For those who like volatility, the shares had a 52-week trading range of CDN1.26 to CDN8.21. Yowzers. Daily volume is currently low-ish, but it seems to be perking up, as the share, at CDN2.80, seems to be attracting more attention. Sponsored by Li-FT Power submitted by MightBeneficial3302 to WallStreetbetsELITE [comments] |
2024.10.07 19:06 MightBeneficial3302 LIFT Your Portfolio: Why Investors Should Watch This Lithium Giant (TSXV: LIFT, OTC: LIFFF, FRA: WS0)
https://preview.redd.it/3lu93kizxctd1.png?width=360&format=png&auto=webp&s=96561798babae2beb6cb413f3d1181d18d16e5a4
Li-FT Power Ltd. (“LIFT” or the “Company“) (CSE: LIFT) (OTCQX: LIFFF) (Frankfurt: WS0) is a mineral exploration company engaged in the acquisition, exploration, and development of lithium pegmatite projects located in Canada.
Pegmatite is a coarse-grained intrusive igneous rock formed from crystallized magma below the Earth’s crust. Pegmatite lithium deposits, also known as hard-rock lithium deposits, can contain extractable amounts of several elements, including lithium, tin, tantalum, and niobium.
Corporate Presentation
Today, we’ll look at the Company’s flagship project, the Yellowknife Lithium Project, located in the Northwest Territories. The Yellowknife Lithium Project comprises mineral leases covering most of the lithium pegmatites that make up the Yellowknife Pegmatite Province. In a vein (see how I did that?), the Company announced LIFT’s initial Mineral Resource of 50.4 million tonnes at 1.00% Li2O at the Yellowknife Lithium Project, NWT, Canada.
https://preview.redd.it/srx9uwd0yctd1.png?width=410&format=png&auto=webp&s=15117e40b6e34b7def21beab4934ef72dc5fa90a
Investors must pay attention. Salient points:
· 3rd largest resource estimate in Canada; 10th in the western hemisphere
· Exceptional growth potential
· Five undrilled spodumene not included in the maiden resource estimate have excellent potential to expand the resource profile further.
· The maiden resource estimate is only based on ten months and 49,548 m of drilling
· Infrastructure close by rail at Hay River powerlines
· Access to Ports for Asian export
· confirmation of simple lithium mineralogy and that low-cost dense medium separation (“DMS”) is suitable for the spodumene dykes included in the maiden resource estimate. ( see press release dated September 23, 2024)
Francis MacDonald, CEO of LIFT, comments, “The announcement of Li-FT’s first NI 43-101 mineral resource estimate for the Yellowknife Lithium Project marks a significant milestone for both the Company and the Northwest Territories. With an estimated 50.4 million tonnes at a grade of 1.00% Li₂O based only on the initial drilling program, the Yellowknife Lithium Project already ranks among the top 10 largest spodumene projects in the Americas. The majority of the deposits included in the MRE have not yet been constrained by the drilling completed to date and have excellent potential to significantly grow through further drill programs. This resource will be pivotal in advancing the PEA we are targeting for Q2 2025.”
Investors wanting quality Lithium exposure with growth that appears second to none in Canada and the Western Hemisphere need to consider LIFT.
More Great Properties
In addition to the large size and massive potential of the Yellowknife Project, LIFT’s other properties are impressive in their own right. The Rupert Project, a greenfield lithium pegmatite exploration play, is in the James Bay region of Quebec, Canada. It has potential for world-class lithium pegmatite discoveries: a pipeline of targets with initial drilling started in March 2023. Seventeen holes (5,000 metres) are planned for this first drill program, testing for lithium-bearing pegmatites under cover.
Property Size: 141,572 hectares
Next Steps: Diamond drilling at Anomalies A and B during the 2023 field season. Additional surface work to be completed in other areas to advance targets towards diamond drilling in 2024
https://preview.redd.it/0jl5dma5yctd1.png?width=1270&format=png&auto=webp&s=5aec1b9e252b5500ab9e82b95f62a42a730310b2
The Pontax Project is a greenfield lithium pegmatite exploration play located in the James Bay region of Quebec, Canada. It contains the most extensive Li anomaly within Li-FT’s Quebec portfolio and has highway access.
Property Size: 61,520 hectares
Target: Lithium pegmatites covered by glacial sediments
Exploration Stage: Large Li anomaly defined
The Moyenne Project
is a greenfield lithium pegmatite exploration play in the James Bay region of Quebec, Canada. The 100% owned property is accessible by helicopter.
Property Size: 25,145 hectares
Target: Lithium pegmatites covered by glacial sediments
Exploration Stage: Regional till sample is completed; additional surface work required.
Next Steps: Prospecting and geologic mapping in areas of moderate to weak Li and pathfinder element anomalism
Cali Lease
The Cali Lease lies within the Little Nahanni Pegmatite Group in the Northwest Territories, near the Yukon border, and was acquired in 2022 with the Yellowknife project.
The Little Nahanni Pegmatite Group has been noted to have more than 275 complex rare element pegmatites over an area of 13 km by 2.5 km. CSEL also held the Cali pegmatite in the 1970s, which was subsequently acquired during the portfolio acquisition in 1983.
A field visit completed by Li-FT in June 2023 confirms historic work – Cali is a spodumene pegmatite dyke swarm with many dykes occurring over a 150 m wide corridor.
For those who like volatility, the shares had a 52-week trading range of CDN1.26 to CDN8.21. Yowzers.
Daily volume is currently low-ish, but it seems to be perking up, as the share, at CDN2.80, seems to be attracting more attention.
Sponsored by Li-FT Power
submitted by MightBeneficial3302 to DueDiligence [comments]
2024.10.06 05:58 LordofBones89 Revised Deities (3.5e): Leira, Lady of Mists
LEIRA Lady of Mists, the Guardian of Liars, Lady of the Mists, the Mistshadow, Mother of Illusionists, the Lady of Deception, Mother of All Illusion, Lady of Mists, Guardian of Deception Lesser Power of Limbo Symbol A triangular plaque of cloudy, swirling gray mists, point downward Realm The Courts of Illusion (Limbo) Alignment Chaotic Neutral Aliases none Superior none (AO) Allies Azuth, Mask, Quorlinn, Squelaiche Foes Gzemnid, Kirith Sotheril Servants Gerron (consort) Servitor Creatures blink dogs, creatures that superficially resemble other species, displacer beasts, dopplegangers, dragons (cloud and mist), eblis, fey, galeb duhr, giant lynxes, giant talking rabbits or ponies, intelligent undead creatures capable of casting illusions or were illusionists (ghosts, liches and so forth), invisible stalkers, marids, mimics, outrageously colored cats and dogs (pink, green, blue, orange, purple), talking or flying pigs, talking owls and sheep, will-o-wisps Manifestations gray, smoke-like mists, often accompanied by two piercing black eyes or simply the sensation of being intensely watched, and by a chiming, unearthly, apparently random music that came out of nowhere and seemed unconcerned with anything (such as forming a tune, or even a rhythm); a disembodied voice, sometimes perceived only by those who worship Leira Signs of Favor giant talking rabbits or ponies who are invisible to anyone but those they are sent to help; beljurils, forget-me-nots, irtioses, pyrites, sarbossas, tourmalines, zioses Worshipers appraisers, arcane spellcasters (illusionists in particular), arcane tricksters, beguilers, conmen, deceivers, diplomats, liars, master illusionists, mountebanks, negotiators, rogues Cleric Alignments CE, CG, CN Specialty Priests Mistcaller Holy Days Conclaves (six times yearly) Important Ceremonies the Invocation, the Unmasking Portfolio deception, illusion Domains Beguilement, Chaos, Charm, Illusion, Limbo, Magic, Spell, Trickery Favored Weapon Blade of Mists (dagger)
LEIRA Female Illusionist 25, Master Illusionist 10, Shadowcraft Mage 5, Shadowcrafter 10, Archmage 5 CN Medium Outsider (Chaotic, Extraplanar) Divine Rank 9 Init +20 (+20 Dex); Senses 9-mile-radius; Listen +55, Spot +80; Clearsight (90 ft.), remote sensing (2 locations), portfolio sense Aura divine aura (900 ft, Will DC 67); Languages can communicate with any living creature; Dark Speech, Words of Creation ____________________________________________________________________________________________
AC 92, touch 60, flat-footed 72 (+21 deflection, +20 Dex, +9 divine, +22 natural, +10 shield); total concealment hp 1,115 (55d4 plus 935), arcane shield, divine shield 20/day (90 hp); DR 30/epic, lawful and adamantine Immune ability damage, ability drain, antimagic, acid, banishment, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Resist cold 29, sonic 29; SR 68 Fort +57 Ref +60 Will +59; +2 against illusion spells ____________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee blade of mists +54/+49 (1d4 + 17/19-20/x2 plus 2 Str) or Melee spell +49 or Ranged spell +57 Base Atk +28; Grp +49 Atk Options divine blast 24/day (9 miles, 30d12 damage), smite law 12/day (+21 attack and +55 damage) Special Actions alter reality, alter size, charm 9/day (+4 Cha for 1 minute), cloak of shadow (40% miss chance), mastery of counterspelling, mastery of elements, mastery of shaping, shadow illusion; Arcane Focus, Face-Changer, Focused Specialist (Illusionist), Metamagic School Focus 3/day, Residual Magic, Shadow Veil, Trickery Devotion 1/day (61 hp, 55 min, Str 17) Combat Gear blade of mists
Spell-like Abilities (CL 55th or 58th for illusion spells; +1 chaos, compulsion, darkness and glamer spells) At will – animate objects, antimagic field, anyspell, baleful polymorph (DC 45), break enchantment, calm emotions (DC 42), chaos hammer (DC 44), charm monster (DC 45), charm person (DC 41), cloak of chaos (DC 48), confusion (DC 45), deep slumber (DC 44), demand (DC 48), disguise self, dispel law (DC 45), dispel magic, dominate monster (DC 49), enthrall (DC 42), entropic shield, false vision, geas/quest, greater anyspell, heroism, hypnotic pattern (DC 43), hypnotism (DC 42), identify, imbue with spell ability, insanity (DC 46), invisibility, lesser confusion (DC 41), limited wish, mage armor, magic circle against law, mantle of chaos, mass hold person (DC 48), mass suggestion (DC 47), minor image (DC 42), mislead (DC 46), modify memory (DC 46), mordenkainen’s disjunction (DC 49), nondetection, nystul’s magic aura, otto’s irresistible dance (DC 49), perinarch (DC 44), persistent image (DC 45), phantasmal killer (DC 44), planar perinarch (DC 49), polymorph any object (DC 48), project image (DC 47), protection from law, protection from spells, rary’s mnemonic enhancer, resist planar alignment, screen (DC 47), shapechange, shatter (DC 42), silence (DC 42), silent image (DC 41), song of discord (DC 47), spell turning, suggestion (DC 43), summon monster IX (chaotic only), time stop, weird (DC 49), word of chaos (DC 47)
Illusionist Spells per Day (CL 65th or 77th for illusion spells; 74th vs SR or 86th for illusion spells; +1 chaos, compulsion, darkness and glamer spells; +4 vs SR for shadow spells; +2 vs Sspell level with Fortify Spell; 3 quickened spells/round) 22nd (5/day) – DC 87, 88 for transmutation spells, 104 illusion spells or 106 illusion spells with ‘Will disbelief’ 21st (5/day) – DC 86, 87 for transmutation spells, 103 illusion spells or 105 illusion spells with ‘Will disbelief’ 20th (5/day) – DC 85, 86 for transmutation spells, 102 illusion spells or 104 illusion spells with ‘Will disbelief’ 19th (5/day) – DC 84, 85 for transmutation spells, 101 illusion spells or 103 illusion spells with ‘Will disbelief’ 18th (6/day) – DC 83, 84 for transmutation spells, 100 illusion spells or 102 illusion spells with ‘Will disbelief’ 17th (6/day) – DC 82, 83 for transmutation spells, 99 illusion spells or 101 illusion spells with ‘Will disbelief’ 16th (6/day) – DC 81, 82 for transmutation spells, 98 illusion spells or 100 illusion spells with ‘Will disbelief’ 15th (6/day) – DC 80, 81 for transmutation spells, 97 illusion spells or 99 illusion spells with ‘Will disbelief’ 14th (7/day) – DC 79, 80 for transmutation spells, 96 illusion spells or 98 illusion spells with ‘Will disbelief’ 13th (7/day) – DC 78, 79 for transmutation spells, 95 illusion spells or 97 illusion spells with ‘Will disbelief’ 12th (7/day) – DC 77, 78 for transmutation spells, 94 illusion spells or 96 illusion spells with ‘Will disbelief’ 11th (7/day) – DC 76, 77 for transmutation spells, 93 illusion spells or 95 illusion spells with ‘Will disbelief’ 10th (8/day) – DC 75, 76 for transmutation spells, 92 illusion spells or 94 illusion spells with ‘Will disbelief’ 9th (10/day) – DC 74, 75 for transmutation spells, 91 illusion spells or 93 illusion spells with ‘Will disbelief’ 8th (10/day) – DC 73, 74 for transmutation spells, 90 illusion spells or 92 illusion spells with ‘Will disbelief’ 7th (10/day) – DC 72, 73 for transmutation spells, 89 illusion spells or 91 illusion spells with ‘Will disbelief’ 6th (11/day) – DC 71, 72 for transmutation spells, 88 illusion spells or 90 illusion spells with ‘Will disbelief’ 5th (11/day) – DC 70, 71 for transmutation spells, 87 illusion spells or 89 illusion spells with ‘Will disbelief’ 4th (11/day) – DC 69, 70 for transmutation spells, 86 illusion spells or 88 illusion spells with ‘Will disbelief’ 3rd (11/day) – DC 68, 69 for transmutation spells, 85 illusion spells or 87 illusion spells with ‘Will disbelief’ 2nd (12/day) – DC 67, 68 for transmutation spells, 84 illusion spells or 86 illusion spells with ‘Will disbelief’ 1st (12/day) – DC 66, 67 for transmutation spells, 83 illusion spells or 85 illusion spells with ‘Will disbelief’ Cantrips (4/day) – DC 65, 66 for transmutation spells, 82 illusion spells, or 84 illusion spells with ‘Will disbelief’
Epic Spells Prepared 5 arcane, up to Spellcraft DC 139 or 158 for illusion spells; Epic Spells Known Leira knows all conventional epic spells and all epic spells from the school of Illusion or utilizing Illusion spell seeds. She has additionally created many new forms of epic illusionary spells. ____________________________________________________________________________________________
Abilities Str 34, Dex 50, Con 44, Int 55, Wis 36, Cha 52 SQ arcane reach, avatar (5), caster level increase +2 (illusion), divinity, enhanced shadow conjurations, enhanced shadow evocations, extended illusion, immortality, major school esoterica 3/day, minor school esoterica, moderate school esoterica (1 round/spell level), no delusions, powerful shadow magic, resistance to illusions, school mastery (illusion), shadow mien, shadow self, shadow spell penetration +4, silent illusion, spell power +1 Feats Arcane Focus, Coercive Spell, Craft Wondrous Item, Dark Speech (B), Deceitful, Deceptive Spell, Enhanced Shadow Reality, Empower Spell, Extend Spell, Face-Changer, Fortify Spell, Focused Specialist (Illusionist), Greater Spell Focus (illusion) (B), Heighten Spell, Invisible Spell, Irresistible Spell, Master Manipulator, Maximize Spell, Metamagic School Focus (illusion), Persistent Spell, Persuasive, Quicken Spell, Repeat Spell, Residual Magic, Scribe Scroll (B), Skill Focus (Bluff, Disguise, Spellcraft [B]), Shadow Veil, Spell Focus (illusion, transmutation), Transdimensional Spell, Trickery Devotion, Words of Creation (B) Epic Feats Craft Epic Wondrous Item, Enhance Spell, Epic Skill Focus (Bluff, Disguise, Spellcraft), Epic Spell Focus (illusion), Epic Spellcasting (B), Improved Heighten Spell, Intensify Spell, Multispell (x2) Salient Divine Abilities Arcane Mastery, Clearsight (90 feet), Divine Archmage (arcane reach, arcane shield [9 rounds], mastery of counterspelling, mastery of elements, mastery of shaping, spell power +4), Divine Glibness (CL 64th, 19 creatures no more than 90 feet apart, Will DC 67), Divine Skill Focus (Bluff, Disguise, Spellcraft), Divine Spell Focus (illusion), Divine Spellcasting, Know Secrets (Will DC 67), Mistress of Illusion (unique salient divine ability), Mistshadow (unique salient divine ability), Spontaneous Wizard Spells Skills Bluff +122, Concentration +84, Decipher Script +89, Diplomacy +63, Disguise +124 (+130 acting), Forgery +62, Gather Information +41, Hide +88, Intimidate +43, Knowledge (arcana, architecture and engineering, dungeoneering, geography, history, local, nature, nobility and royalty, religion, the planes) +89, Listen +55, Move Silently +87, Perform (acting) +88, Search +89 (+95 secret doors and compartments), Sense Motive +57, Sleight of Hand +60, Spellcraft +129 (+131 illusion spells, +148 epic illusion spells and spell seeds), Spot +80; Domain +2 Concentration and Spellcraft Possessions blade of mists, robe of mists
Alter Reality Leira is an embodiment of divine power and reality is hers to alter as she sees fit. This effectively functions as the wish spell that costs her no XP and requires a standard action to implement. In effect, this allows Leira to duplicate any effect as long as it relates to her area of influence. For example, she can duplicate any class skill, ability or spell that relates to deception or illusion. She can create any illusionary effect and give life to any lie ever thought of. She can cloud the senses of the most perceptive guards, summon forth mists and clouds of any type, and call forth creatures of illusion to become reality.
The Guardian of Liars can create temporary, nonmagical objects, magic items or creatures for up to 10 hours, and can also create permanent nonmagical objects. She can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Leira can assume any size from Fine to Colossal. She also can change the size of up to 900 pounds of objects she touches.
Arcane Reach (Su) Leira can use spells with a range of touch on a target up to 90 feet away as a ranged touch attack.
Arcane Shield (Su) As an immediate action, Leira can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain an untyped bonus to AC equal to the level of the spell or spell slot she sacrificed for 9 rounds.
Avatar Leira can have up to five avatars at any given time. Her true appearance is unknown. Most senior clergy members and holy writings say she seldom looks the same way twice, but a recurring figure in accounts of her down the ages is that of a very tall, very thin woman with long smoke-hued hair and robes that exuded mists. Her eyes are said to be black, glistening, and very large – seeming to bore through any mortal and “see all” (or at least make mortals feel that she did). Leira is always a dangerous deity to cross, but her deceptions are essentially capricious, not works of malice or deliberate attempts to conceal evil. She likes to tantalize, appearing to mortals as beings who attracted them, and because of this often appears as a comely, beckoning female or heroic-looking, handsome male. Leira seems to prefer a feminine appearance whenever convenient for her purposes.
Caster Level Increase (Ex) Leira adds +2 to her caster level when casting illusion spells.
Cloak of Shadow (Su) Leira can cloak her form in shifting shadows. While her cloak of shadow is active, attacks against her have a 40% miss chance. Darkvision and low-light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with true seeing. Leira can dismiss or resume this effect as a free action. While her cloak of shadow is active, she can make Hide checks as if she had concealment. Cloak of shadow doesn’t function in daylight, and it is the equivalent of a 3rd level darkness effect for the purpose of interacting with light spells.
Divine Blast Leira can create a ray of divine power that extends for up to 9 miles, dealing up to 30d12 points of damage, as a ranged touch attack with no saving throw. Leira can unleash a divine blast 24 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Leira’s divine blasts generally appear as near-invisible lances of mist.
Divine Shield As a free action 20 times per day, Leira can create a shield that lasts 10 minutes and stops 90 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Leira is naturally immune to does not count towards the shield’s limits.
Enhanced Shadow Conjurations (Su) Leira’s shadow conjurations have intensified in strength by 20%. Hence, shadow conjuration is 40% as strong as the real thing, and greater shadow conjuration is 80% as strong.
Enhanced Shadow Evocations (Su) Leira’s evocations have intensified in strength by 20%. Hence, shadow evocation is 40% as strong as the real thing, and greater shadow evocation is 80% as strong.
Extended Illusion (Ex) The duration of any illusion spell Leira casts or any spell-like ability from the illusion school that she uses is doubled, as if the Extend Spell feat had been applied to it. The levels and casting times of these spells and spell-like abilities don’t change, however. This ability stacks with the effect of the Extend Spell feat, which still changes the spell’s effective level.
Major School Esoterica (Ex) Leira’s knowledge of her chosen school has reached its peak. She can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time, three times per day.
Mastery of Counterspelling When Leira counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, it is still turned back upon the caster.
Mastery of Elements Leira can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can alter a spell with the acid, cold, fire, electricity, force or sonic descriptors as well as spells that deal negative or positive energy damage. The spell’s casting time is unaffected. She decides whether to alter the spell’s energy type and chooses the new energy type when she begins casting.
Mastery of Shaping Leira can alter area and effect spells of any shape. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Minor School Esoterica (Ex) Leira’s unflagging focus on her chosen school has opened her mind to new possibilities. The save DCs of her illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
Mistress of Illusion (unique salient divine ability) Leira specifically governs a portion of Mystra’s Weave – that of the school of illusion. In her role as both guardian of the Weave and patron of arcane practitioners, she treats any spell not on the sorcerewizard spell list as arcane spells which she adds to her spell list. She can cast any illusion spell from any spell list, even those with alignment or feat prerequisites, without restriction as an arcane spell.
Leira is particularly skilled at the manipulation of mist and shadow in her illusions; her shadow spells benefit from a further +40% to their total effectiveness, which stacks with her existing bonuses. Her illusion spells ignore all forms of immunity to illusion spells and their effects.
Leira’s command of the school of illusion has additionally granted her a +19 bonus to any skill check involving casting, creating, developing and researching epic spells or using epic spell seeds from that school of magic. She halves the development time, resource cost and experience cost for casting epic illusion spells, and always takes only the minimal amount of backlash damage. In addition, in her role as the overseer of practitioners of illusion among Faerun’s deities of magic, Leira uses her character level to determine her effective illusionist class features and has 10 virtual bonus feats.
Leira adds her divine rank (9) as a bonus to her Illusion caster level and uses the totality of her divine rank for the bonus granted by Divine Spell Focus. The Lady of Mists has the benefits of focused specialization (granting her an extra illusion spell slot for every spell level she can cast) and does not have forbidden schools of magic.
Finally, once every round, Leira can draw power from the Weave to cast any illusion spell from any spell list at her caster level. She may do so even if her daily allotment of spells has been expended and she can modify her spells with metamagic feats up to the maximum spell level she can cast, although she is still limited to the maximum number of spells per round she can cast when applying Quicken Spell to any spell she casts in this manner.
Mistshadow (unique salient divine ability) Leira has learned how to blend her mastery of illusion with the mists she commands, and she is wreathed in an aura of deception and mystique that extends to a 450 ft. radius around her. All creatures within the area must succeed at a Will save (DC 67) or lose any form of immunity to illusionary spells and effects until they leave the radius of the effect. Creatures naturally immune to illusion spells gain a +4 bonus to the saving throw.
More impressively, the Lady of Illusion has learned to manipulate mists and illusion in such a manner that she can shift into any form she desires; for all intents and purposes, this functions as the shapechange spell with a 55 Hit Dice limit. She gains all the extraordinary, supernatural and spell-like abilities of the new form (with the exception of any innate spellcasting levels, such as a solar’s clerical spellcasting) in addition to her own innate abilities and spellcasting. Mistshadow is treated as a 10th level shadow effect created by Leira and benefits from her bonus shadow effectiveness, increasing the damage done by its attacks, extraordinary and supernatural abilities by 170%.
However, any creature attacked by Leira as the Mistshadow is entitled to a Will save (DC 67) to disbelieve the effect. If successful, the creature takes no damage from that particular form’s attacks and abilities for the next 24 hours.
Moderate School Esoterica (Ex) Leira’s long study of her chosen school has lead to a breakthrough. Whenever she casts an Illusion spell, she gains concealment for one round per spell level.
No Delusions (Ex) Leira has such complete mastery of illusion spells that she no longer needs to interact with them to merit a saving throw. If she can see or otherwise witness the illusory effect, she can attempt a save.
Powerful Shadow Magic (Su) The strength of the effects created by Leira’s shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%. That is, these spells are an additional 20% likely to affect disbelieving creatures and deal 20% more damage.
This bonus also applies to figment spells transformed into shadow spells via the shadow illusion power (see below).
Resistance to Illusions (Ex) Leira has a +2 bonus on saving throws against all illusion spells and effects.
School Mastery (Illusion) Whenever Leira casts an illusion (shadow) spell that creates a partially real effect (such as shadow conjuration or shadow evocation), the effect is 10% more real than normal. She has traded away her ability to summon her familiar for this benefit.
Shadow Illusion (Su) Leira is able to infuse some of her figments (see the list below) with material from the Plane of Shadow, making them partially real. The subschool of these spells changes from figment to shadow. She can use the altered spell to mimic any sorcerer or wizard conjuration (summoning), conjuration (creation), or evocation spell at least one level lower than the illusion spell. The altered spell functions identically to the shadow conjuration or shadow evocation spell, except that the spell’s strength equals 10% per level of the figment spell used.
For example, when she uses silent image to create an acid splash, it would deal 10% of the normal damage to a creature that succeeds on its Will save to disbelieve the shadow. If she uses programmed image to mimic summon monster V, the creature would have 60% of the hit points of a normal creature of its kind, and its damage would be 60% normal against a creature that succeeds on its Will save to disbelieve.
Leira can apply shadow illusion to any of the following figment spells: silent image, minor image, major image, persistent image, and programmed image.
Shadow Mien (Su) Leira has a +2 bonus on Disguise and Hide checks.
Shadow Self (Ex) Leira has so attuned herself to shadows and illusions that she actually becomes a magical creature. She is forevermore a native outsider. Additionally, she gains damage reduction 10/magic. This ability is superseded by her innate divinity.
Shadow Spell Penetration (Ex) Leira has a +4 bonus on caster level checks for all of her illusion (shadow) spells.
Silent Illusion (Ex) All spells from the illusion school that Leira casts no longer require a verbal component, as if the Silent Spell feat had been applied to them. If she casts illusion spells that can’t be affected by the Silent Spell feat, this ability has no effect on those spells.
Possessions Leira wears the robe of mists, an elegant smoky-gray robe that constantly exudes mists around her in a 40 ft. radius. The robe bestows a +10 shield bonus to armor class and a +10 resistance bonus to saving throws that similarly stacks with any other resistance bonus. In addition, the robes grant Leira a +5 bonus to her arcane caster level and Illusion spell DC. The mists surrounding the robe are thick and cloying, reducing all physical damage she takes by one-half and additionally granting Leira the benefits of total concealment that also blocks darkvision and low-light vision.
The Lady of Mists seldom carries weapons, though she sometimes employs the blade of mists, a +5 defending and shadowstrike dagger of morphing with the powers of a greater staff of shadows. It ignores bonuses to AC provided by deflection and force effects, deals 2 points of Strength damage on a confirmed critical hit and causes creatures struck by it to suffer a -4 penalty to saving throws against Illusion spells. The weapon’s charges renew every dusk.
Other Divine Powers As a lesser power, Leira may take 10 on any check. Leira treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses Leira can see (using normal vision or darkvision), hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for nine hours. Portfolio Sense Leira senses any lie, act of deception or illusion as long as the event in question affects at least five hundred people. She is similarly aware of any illusion spell acting on such a scale. Automatic Actions Leira can use any skill associated with her portfolio as a free action whether or not she has ranks in it, as long as the DC for the task is 20 or lower, or 29 or lower for Bluff, Disguise and Spellcraft. Leira cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to five such free actions each round. Create Magic Items Leira can create any kind of magic item that affects or involves deception or illusion as long as the item’s market price does not exceed 30,000 gp.
NEW FEATS
ARCANE FOCUS [GENERAL] [Dragon #351] Through concentration and preparation your mind can hold special magical energy. Prerequisite: Ability to cast 1st-level arcane spells. Benefit: As long as you have at least one arcane spell slot available (either a prepared arcane spell or the ability to cast an arcane spell spontaneously), you may make a DC 20 Concentration check to gain arcane focus. This use of Concentration requires a full-round action that provokes an attack of opportunity. Once you acquire arcane focus, you remain focused until you expend it, become unconscious, fall asleep, or cast all available arcane spells. When you have arcane focus, you may expend your focus as a swift action on any single Concentration check you make thereafter. If you expend your focus for this purpose, treat your Concentration check as if you rolled a 15 (similar to taking 10). You may expend your arcane focus in this way even if you could not normally take 10 on a skill check, such as during combat. You may instead expend your arcane focus to activate an arcane feat you possess and gain one of the benefits of that feat. Special: A wizard may select Arcane Focus as a wizard bonus feat.
ENHANCED SHADOW REALITY [GENERAL] [DRAGON #325] Your shadow-based spells are more real. Prerequisite: Spell Focus (illusion), illusionist level 1st. Benefit: Your illusion (shadow) spells deal one-fifth (20%) more real damage if disbelieved. For example, a creature summoned with a shadow conjuration spell deals two-fifths (40%) of the damage a real creature of the same kind would deal if the target of the spell disbelieves it, instead of only one-fifth (20%).
FOCUSED SPECIALIST [ARCANE] [Dragon #351] Your intense concentration allows you to enhance a spell you cast from your school of specialization. Prerequisite: Arcane Focus, specialist wizard level 1st. Benefit: When you expend your arcane focus, you may select one of the following three benefits. Spell Boost: The next spell you cast from the school you specialize in in the next round is cast at your spellcaster level +1. Spell Endowment: The next spell you cast from the school you specialize in in the next round has its saving throw DC increased by +1. This bonus stacks with those from the Spell Focus and Improved Spell Focus feats. Spell Intensity: The next spell you cast from the school you specialize in in the next round gains a +2 bonus on any level check made to overcome spell resistance. Special: A wizard may select Focused Specialist as a wizard bonus feat.
IRRESISTIBLE SPELL [Kingdoms of Kalamar Player’s Handbook/Player’s Guide to the Sovereign Lands (3.5e update)] Nobody can resist your spells. Prerequisite: Spellcaster level 7th, Fortify Spell/Envelope the Wall, Maximize Spell. Benefit: Spells you cast that normally allow a saving throw add +10 to the DC. An irresistible spell uses up a spell slot four levels higher than the spell’s actual level.
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2024.10.04 22:05 amandafaye7782 What is a “sense of foreshortened future?” A phenomenological study of trauma, trust, and time
What is a “sense of foreshortened future?” A phenomenological study of trauma, trust, and time
One of the symptoms of trauma is said to be a “sense of foreshortened future.” Without further qualification, it is not clear how to interpret this. In this paper, we offer a phenomenological account of what the experience consists of […] We describe how traumatic events, especially those that are deliberately inflicted by other people, can lead to a loss of “trust” or “confidence” in the world. This undermines the intelligibility of one’s projects, cares, and commitments, in a way that amounts to a change in the structure of temporal experience.
The experience we seek to characterize might be associated with a diagnosis of PTSD, major depression or both, but is not a prerequisite for either. It is better captured by the ICD-10 subcategory of “enduring personality change after catastrophic experience,” the symptoms of which include “a hostile or mistrustful attitude toward the world,” “social withdrawal,” “feelings of emptiness of hopelessness,” “a chronic feeling of being ‘on the edge’, as if constantly threatened,” and “estrangement” (ICD-10, p. 209). And it is also consistent with Judith Herman’s account of what she calls “complex PTSD” or “disorders of extreme stress not otherwise specified” (Herman, 1992/1997; Ford, 1999). However, given that (a) the experience is not specific to any one psychiatric diagnosis, (b) many of the relevant diagnostic categories are contested, and (c) all of these categories are also compatible with other – often subtly different – kinds of experience, we do not tie our subject matter to one or another diagnosis. Instead, we focus on a certain kind of traumatic event, one where extreme suffering is deliberately inflicted upon a person by others.
So the kind of experience addressed here does not inevitably follow interpersonal trauma and it is not exclusive to interpersonal trauma. Nevertheless, there is something distinctive about the psychological effects of harm inflicted by others. As Janoff-Bulman (1992, p. 77) observes, being “singled out for injury […] by another person […] presents particular challenges to the victim’s assumptive world.” We consider the nature of these “challenges” to one’s “assumptions.” We will first describe a pervasive shift in how the person relates to others that can follow interpersonal trauma, something that is often described as a “loss of trust.” We will suggest that this centrally involves a pervasive alteration in how events are anticipated, which – in the most extreme cases – renders a purposive orientation toward a meaningful future unintelligible to the person. This, we will further show, amounts to a profound shift in the experience of time.
Loss of Trust
A sense that the future is bereft of positive, meaningful life events is equally a sense that one’s meaningful life is in the past, finished. So remarks to the effect that the future has nothing to offer are sometimes accompanied by the claim that one has died, that part of one has died, or that one persists but no longer “lives:” “I felt as though I’d somehow outlived myself” (Brison, 2002, p. 9). This corresponds to a wider phenomenon that Freeman (2000, p. 90) has called “narrative foreclosure,” defined as “the premature conviction that one’s life story has effectively ended: there is no more to tell; there is no more that can be told.” It is not simply that the person believes she does not have much time left; the traumatic event somehow disrupts her ongoing life story such that the story ceases to be sustainable. (A “life story,” for current purposes, is a meaningful, coherent interpretation of past activities, relationships, achievements, and failures, which also includes a sense of where one is heading – what one’s cares, commitments, and projects currently consist of, and what one seeks to achieve.) Even if something like this is right – and we think it is – it does not tell us why a life story has collapsed. Let us consider three scenarios:
(1) Loss of a life narrative is constitutive of a sense of foreshortened future.
(2) Loss of a life narrative is symptomatic of a loss of projects, cares, and commitments upon which that narrative is founded.
(3) Both (1) and (2) are symptomatic of losing something that is presupposed by the intelligibility of life narratives and life projects.
In at least some such cases, we will argue, what is lost is not just (1) and/or (2) but also (3). In the type of case Lear describes, an open and meaningful future remains; what is lacking is a more determinate sense of which meaningful possibilities that future includes. However, for some, even this much is lost. There is an alteration in how time is experienced, such that the possibility of “moving on” in any kind of purposive, meaningful way can no longer be entertained. We will describe this by first turning to the theme of “trust.”
“Having trust” might be construed as a non-phenomenological disposition to adopt certain attitudes and have certain kinds of experience. But it also has a phenomenology in its own right; “losing trust” involves losing a habitual confidence that more usually permeates all experience, thought, and activity. It is sometimes described in terms of finding oneself in a different world, a world where people in general seem somehow different: “the entire world of people becomes suspect” (Janoff-Bulman, 1992, p. 79)7. Traumatic events are often said to “shatter” a way of experiencing the world and other people that was previously taken for granted:
[…] we experience a fundamental assault on our right to live, on our personal sense of worth, and further, on our sense that the world (including people) basically supports human life. Our relationship with existence itself is shattered. Existence in this sense includes all the meaning structures that tell us we are a valued and viable part of the fabric of life (Greening, 1990, p. 323).
What, exactly, does this “shattering” involve? It could be that experiencing significant suffering at the hands of another person leads to a negation of ingrained beliefs such as “people do not hurt each other for the sake of causing pain,” “people will help me if I am suffering,” and so on. Then again, through our constant exposure to news stories and other sources, most of us are well aware that people seriously harm each other in all manner of ways. One option is to maintain that we do not truly “believe” such things until we endure them ourselves, and various references to loss of trust as the overturning of deeply held “assumptions” lend themselves to that view. For example, Herman (1992/1997, p. 51) states that “traumatic events destroy the victim’s fundamental assumptions about the safety of the world,” and Brison (2002, p. 26) describes how interpersonal trauma “undermined my most fundamental assumptions about the world.” An explicitly cognitive approach, which construes these assumptions as “cognitive schemas” or fundamental beliefs, is adopted by Janoff-Bulman (1992, pp. 5–6), who identifies three such beliefs as central: “the world is benevolent;” “the world is meaningful;” and “the self is worthy.”
Many of us anticipate most things with habitual confidence. It does not occur to us that we will be deliberately struck by a car as we walk to the shop to buy milk or that we will be assaulted by the stranger we sit next to on a train. There is a sense of security so ingrained that we are oblivious to it. Indeed, the more at home we are in the world, the less aware we are that “feeling at home in the world” is even part of our experience (Baier, 1986; Bernstein, 2011).
[…] we suggest that human experience also has a more enveloping “overall style” of anticipation. This view is developed in some depth by the phenomenologist Husserl (1991). According to Husserl, all of our experiences and activities incorporate anticipation. He uses the term “protention” to refer to an anticipatory structure that is integral to our sense of the present. It is not “added on” to an independently constituted sense of what is present; our experience of an entity as present includes anticipation. Husserl adds that a sense of the immediate past is likewise inseparable from the present. When something happens, we do not experience it as “present,” after which it is “gone” or somehow “fades.” Experience includes “retentions,” present experiences of events as having just passed. The experienced “flow” or “passage” of time involves a structured interplay between protention and retention. An oft used example is that of listening to a melody, where how one experiences a present note is inseparable from a sense of what preceded it, of where it has “come from,” as well as from some sense of what is coming next.
Were this style of anticipation to break down completely, we could not anticipate localized conflicts in the modes of problematic uncertainty or doubt, given that things appear potentially or actually anomalous in these ways insofar as they are at odds with a wider framework of coherent anticipation. Hence the result would be a loss of experiential structure. What, though, if it were altered in some distinctive way, rather than altogether lost? This, we propose, is what loss of […] trust involves. A confident style of anticipation gives way to pervasive and non-localized uncertainty and doubt, and a sense of danger predominates. We can thus see why someone might describe herself as living in a “different world.” Recalling the example of the musical note, how we experience what is present is shaped by what we anticipate. The point can be applied more specifically to the affective aspects of anticipation. When the realization of some indeterminate threat is anticipated, things can “look” foreboding. And when the overall style of anticipation takes this form, a sense of being confidently immersed in the world, “at home” in it, is lost. One feels “uprooted;” the world as a whole appears strangely and disturbingly different.
Interpersonal Trust as a Source of Possibility
[…] we will now suggest that having trust in other people has a kind of primacy over others forms of […] trust. This is because its loss also entails a more general loss of confidence in oneself, one’s abilities, and one’s surroundings. Furthermore, where trust in some other domain is eroded, interpersonal trust more usually has an important role to play in its restoration. In the absence of interpersonal trust, other losses of trust are experienced as irrevocable rather than contingent.
Relations with other people serve to shape and re-shape our experiences and attitudes. Even mundane and short-lived interpersonal interactions can be self-affecting. Whether an expression, gesture, or comment is met with a smile or a dismissive sneer can have a subtle but wide-ranging effect on experience of oneself, the other person, and the surrounding environment. For this reason, Løgstrup (1956/1997, p. 18) proposes that all interpersonal relations involve unavoidable responsibility for others; we cannot interact with someone without somehow affecting his “world:”
By our very attitude to one another we help to shape one another’s world. By our attitude to the other person we help to determine the scope and hue of his or her world; we make it large or small, bright or drab, rich or dull, threatening, or secure. We help to shape his or her world not by theories and views but by our very attitude toward him or her. Here lies the unarticulated and one might say anonymous demand that we take care of the life which trust has placed in our hands.
According to Løgstrup, entering into any kind of interpersonal relationship involves a balance of trust and vulnerability. To relate to someone in a distinctively personal way is to be open to her potential influence on one’s world and thus vulnerable to harm. In doing so, one trusts the other person not to do harm – one’s life is “placed in her hands 11.” Although that might sound rather dramatic, the relevant phenomenon is familiar and commonplace. Gallagher (2009) discusses how, as well as making sense of others through our interactions with them, we make sense of the world more generally. What we attend to is regulated by others, and there is empirical evidence suggesting that their presence alone serves to influence what we take to be salient, how we evaluate it, and how we respond to it. This applies from a very young age: “we learn to see things, and to see them as significant in practices of shared attention” (Gallagher, 2009, p. 303) 12. What we take to be “salient” and “significant” is inseparable from what we anticipate – from what we think is likely to happen and how it matters. Hence interactions with others can shape the content, mode, and affective style of anticipation, in relation to however many features of the environment.
Given that what and how we anticipate is inextricable from our experience of what is present, our surroundings can “look” different depending on whether we are interacting with others and on what form the interaction takes. It is not so much a matter of what the other person says; she need not say anything. It is largely attributable to styles of interaction, to patterns of shared attention, to how gestures and expressions are elicited and followed up (although it can also involve the construction, elaboration, and revision of self-narratives). van den Berg (1972, p. 65) offers the following description: “We all know people in whose company we would prefer not to go shopping, not to visit a museum, not to look at a landscape, because we would like to keep these things undamaged. Just as we all know people in whose company it is pleasant to take a walk because the objects encountered come to no harm. These people we call friends, good companions, loved ones” 13.
Interactions with others can thus facilitate changes in perspective, which are often subtle but occasionally quite profound. After interacting for a prolonged period with a particular person, the world might seem strangely impoverished or, alternatively, alive with new possibilities. Hence the interpersonal serves to imbue things with a sense of contingency. The anticipation of entering into certain kinds of relation with others amounts to a sense that “this is not all the world has to offer,” an appreciation that there are other possibilities, however indeterminate those possibilities might be.
Traumatic events can elicit a shift in the overall style of interpersonal anticipation, in the balance between vulnerability and trust. What makes interpersonal trauma distinctive is the subversion of interpersonal trust that it involves. The other person recognizes one’s vulnerability and responds to it not with care but by deliberately inflicting harm. The aim of torture has been described as the complete psychological destruction of a person: “the torturer attempts to destroy a victim’s sense of being grounded in a family and society as a human being with dreams, hopes and aspirations for the future” (Istanbul Protocol, 1999, p. 45). It is a “calculated assault on human dignity,” more so than an attempt to extract information (Amnesty International, 1986, p. 172)14. The victim is confronted by a kind of interpersonal relation that exploits her vulnerability in an extreme way. Améry (1999, p. 29) describes how, when one is hurt, there is ordinarily an “expectation of help” from others, something that is engrained from early childhood. Hence torture involves a radical conflict with habitual styles of interpersonal anticipation. It is not just that others fail to offer help; they are themselves the agents of harm and there is nobody else to intervene on one’s behalf. Furthermore, many forms of torture involve taking familiar, homely items that would more usually be encountered in a confident, purposive way, and using them to cause harm. For instance, household utensils are sometimes used to inflict pain (Scarry, 1985, pp. 40–41). So it is not just that an interpersonal situation fails to offer what is habitually anticipated; it offers something utterly opposed to it 15.
Such experiences can lead to a shift in the vulnerability–trust dynamic described by Løgstrup, whereby anticipation of harm becomes a salient aspect of interpersonal experience, shaping all interpersonal relations […] interpersonal trust is eroded or lost 16. Exactly how this comes about is debatable (and our aim here is to describe the resulting experience rather than the mechanisms through which it arises). The victim might well form explicit judgments to the effect that “the interpersonal world is not as I took it to be,” which in turn influences her overall style of anticipation. However, it is unlikely that the change in anticipatory style occurs solely via this route. In many other contexts, conflicts between explicit evaluative judgments and anticipatory style are commonplace. For example, someone who is bitten by a dog may then experience dogs as menacing and unpredictable, despite “knowing full well” that the incident was anomalous. The point applies equally to the more profound and pervasive effects of interpersonal trauma.
Loss of interpersonal trust has wider effects. Without the assumption that others will offer assistance in moments of need, the impersonal environment also seems less safe. What was once anticipated with habitual confidence is now anticipated with uncertainty and dread:
When you think about everything on a deep level, […] you see that nothing in life follows any rules; you can’t rely on anything to be always true, ever. Nothing is constant and nothing is reliable, so nothing is “safe” to just simply believe in and be done with it. You are constantly looking at everything around you and re-assessing it, re-evaluating it as you get new information about it 17.
The point also applies to trust in one’s own abilities, even to the reliability of one’s own judgments and thought processes. More usually, where there is doubt we turn to others for reassurance and support. Importantly, when trust in the impersonal environment or in one’s own abilities is damaged, trusting relations with others can help one to negotiate what has happened and move on. They establish a sense of contingency, opening up new possibilities, and facilitating new interpretations. When interpersonal trust is lost, the prospect of entering into an interpersonal process that might otherwise have enabled a shift in anticipatory style is lost along with it. As Laub (2001, p. xv) observes “the survivor of torture feels completely alone. He – or she – no longer believes in the very possibility of human connection; he envisages no one who will be present to him and for him if he returns in his mind to the places of horror, humiliation, and grief from which he barely emerged and which continue to haunt him.”
Consequently, one’s predicament is not experienced as a contingent one; the world no longer offers anything else. The resultant experience can also involve a sense of revelation, as a confidence so deep-rooted that it was never questioned reveals itself as utterly misplaced 18. This further exacerbates the experience of alienation from others. Even when someone else is not encountered as threatening, he resides somewhere else, in a place where innocence remains and people go about their business in a confident – albeit naïve – way.
Loss of a Meaningful Future
Projects, cares, and concerns are sustained interpersonally. Almost all goal-directed activities implicate other people in some way – one is asked to do things by others and for others, and one does so in collaboration with others. The integrity of one’s projects therefore depends on the integrity of those relations. Where there is pervasive uncertainty, where others cease to be dependable, where the world is unsafe and one’s own abilities are in doubt, projects collapse. It is not just that the person lacks something that is presupposed by the possibility of a specific project. What is missing is something that the intelligibility of projects in general depends upon. One finds oneself in a world from which the possibility of meaningful, progressive, goal-directed activity is absent. Other kinds of concern are affected in other ways. For instance, care for certain other people may endure, but a pervasive sense of the world as unsafe and unpredictable renders it fragile and vulnerable. One inhabits a place that is inhospitable to human relationships. Interpersonal care is thus coupled with the anticipation of impending and inevitable loss, with dread, and anticipatory grief.
Such an experience has a profound effect upon one’s beliefs. Beliefs involving positive evaluations of future events in relation to ongoing projects cease to be intelligible, given that such projects have collapsed. In addition, one ceases to anticipate the future with habitual confidence and no longer takes it to be the case […] everything seems less certain. There is also a more widespread effect upon one’s beliefs. Various factual beliefs that were once asserted with confidence may now seem hollow, irrelevant, and alien, given that their relevance and significance depended upon projects that have been lost. More generally, there is a change in the way one believes; things are no longer taken to “be the case” with a sense of confident certainty. That kind of certainty is gone from the world, and nothing stands firm in the way it once did. Furthermore, other people cannot be relied upon for testimony and correction of errors, and one’s own intellectual abilities are experienced as all the more suspect without their reassurance.
A person’s philosophical beliefs are not insulated from these phenomenological changes. Some of them, perhaps even the vast majority, presuppose a confidence that is “shattered” in trauma. When the confidence that one’s philosophical projects depend upon is lost, one can still utter various propositions and argue over them, but the activity takes on an air of absurdity. The seeming irrelevance of much philosophical discourse following traumatic experience is noted by Brison (2002, p. x), herself an academic philosopher: “When I was confronted with something strange and paradoxical, philosophy was of no use in making me feel at home in the world 19.” We suggest that, when that confidence is disturbed, one does not believe in quite the same way anymore.
A change in the style of anticipation and conviction, of the kind that renders projects unsustainable, also amounts to a change in the short-term and longer-term sense of time. In the case of short-term time, there is a shift in the structure of protention. One’s style of anticipation is bereft of certain kinds of possibility, such as that of something happening that matters in a good way, or – more specifically – something that builds upon what one has achieved up to now. Hence there is a change in the experience of what we might call temporal “flow” or “passage,” which no longer involves the anticipation and actualization of certain meaningful kinds of possibility. With this, the person is no longer “moving forward,” “heading somewhere,” and so there is also an altered sense of temporal direction. The longer-term sense of time is also very different. When the person looks ahead, the future lacks structure; it is not ordered in terms of meaningful projects, and so a coherent sense of long-term duration is absent. Hence the all-enveloping dread she feels before some inchoate threat is not situated in relation to a wider pattern of meaningful temporal events. There is nothing meaningful between now and its actualization, and so it seems imminent. A loss of interpersonal trust that is central to this form of experience is also what sets it in stone. Without the possibility of entering into trusting relations with others, the predicament seems unchangeable. There is no access to the process that might otherwise reveal its contingency and allow her to move beyond it. The person is isolated from others in a way that is incompatible with “moving forward in time;” her life story has been cut short.
This experience is not just future-oriented; it also affects how one’s past is experienced. Past activities and events are significant insofar as they relate to where one is going, insofar as they are further developed, compensated for, or left behind. The past is thus constantly renegotiated, reinterpreted: […] the future is the site of both anticipation and the unexpected, planning and the changing of plans. This predominant orientation toward a changing future also means a fluid or unfixed past, because the past is continually being reassessed as one moves into the future (Havens, 1986, p. 21).
When the possibility of moving forward in a purposive, progressive, structured way is absent, so is that of reinterpreting one’s past. So we can also see why traumatic memories might be experienced as vivid, intrusive flashbacks, why they are “relived” more so than “recalled” (e.g., Hunt, 2010, p. 70). The traumatic event is not contextualized or re-interpreted in relation to where one is heading, because the kind of trust required to move on has been lost. This is not to suggest that a traumatic memory endures as a wholly unadulterated record of how the traumatic event was experienced at the time. Our point is that it is not contextualized in the way that remembered events more usually are. This may also account for the intrusive nature of traumatic memories. As they are not integrated into a coherent life story, the person does not first recall another, related part of the story and – in the process – anticipate their coming. They are “triggered” or “cued” in a different manner and arise without prior context. To speculate further, difficulties in recalling traumatic memories may equally be attributable to this lack of contextualization. That they are not integrated into a structured life narrative makes them harder to actively recall or – alternatively – easier to avoid 21. Other memories of events prior to the trauma are interpreted and re-interpreted, but only up to that point. A life story therefore seems complete, cut short by something that the person continues to confront but cannot negotiate 22.
Hence a sense of foreshortened future is not a judgment to the effect that the remainder of one’s life will be short and that one has little or nothing to look forward to. It is a change in how time is experienced: an orientation toward the future that is inseparable from one’s experience of past and present, and also from the short- and long-term “passage” of time, is altered. It is not just that one will no longer get married, have children or have a successful career. One confronts a world that is incompatible with the possibility of an open and progressive life story 23. And so traumatized people sometimes describe themselves as having died or say that a part of them has died: “when trust is lost, traumatized people feel that they belong more to the dead than to the living” (Herman, 1992/1997, p. 52)
With regard to mitigation, successful therapy can involve changing the person’s sense of what others have to offer, in a way that facilitates re-integration into the public world. Herman (1992/1997) describes three broad stages of recovery: a localized sense of safety is first nurtured, after which the person can attempt to construct a narrative around what has happened, and finally there is reengagement with communal life. What we have said is consistent with this general approach. To begin with, certain possibilities may not even make sense to the person. So encouraging her to do various things, adopt certain attitudes, or change her perspective on life is analogous to encouraging her to swim to safety when she finds herself stranded on a desert planet with no prospect of escape. Given that trust is a precondition for even entertaining certain possibilities, a degree of trust first needs to be restored 27. This is not to suggest that a victim of interpersonal trauma can ultimately recover the same style of unreflective trust that previously permeated her world. But she can come to relate to others and to the world more generally in a way that is compatible with moving forward into an open future 2.
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2024.10.04 20:32 MightBeneficial3302 LIFT Your Portfolio: Why Investors Should Watch This Lithium Giant (TSXV: LIFT, OTC: LIFFF, FRA: WS0)
https://preview.redd.it/z5c3vrhnyrsd1.jpg?width=1280&format=pjpg&auto=webp&s=119a2ef2ecf84299fe0586379796d6913ab9be16 Li-FT Power Ltd. (“LIFT” or the “Company“) (CSE: LIFT) (OTCQX: LIFFF) (Frankfurt: WS0) is a mineral exploration company engaged in the acquisition, exploration, and development of lithium pegmatite projects located in Canada. Pegmatite is a coarse-grained intrusive igneous rock formed from crystallized magma below the Earth’s crust. Pegmatite lithium deposits, also known as hard-rock lithium deposits, can contain extractable amounts of several elements, including lithium, tin, tantalum, and niobium. Corporate Presentation Today, we’ll look at the Company’s flagship project, the Yellowknife Lithium Project, located in the Northwest Territories. The Yellowknife Lithium Project comprises mineral leases covering most of the lithium pegmatites that make up the Yellowknife Pegmatite Province. In a vein (see how I did that?), the Company announced LIFT’s initial Mineral Resource of 50.4 million tonnes at 1.00% Li2O at the Yellowknife Lithium Project, NWT, Canada. https://preview.redd.it/qx9q6x4oyrsd1.png?width=410&format=png&auto=webp&s=f24f146fc8c9869ec99a00d5d3385efa4cae9c88 Investors must pay attention. Salient points: · 3rd largest resource estimate in Canada; 10th in the western hemisphere · Exceptional growth potential · Five undrilled spodumene not included in the maiden resource estimate have excellent potential to expand the resource profile further. · The maiden resource estimate is only based on ten months and 49,548 m of drilling · Infrastructure close by rail at Hay River powerlines · Access to Ports for Asian export · confirmation of simple lithium mineralogy and that low-cost dense medium separation (“DMS”) is suitable for the spodumene dykes included in the maiden resource estimate. ( see press release dated September 23, 2024) Francis MacDonald, CEO of LIFT, comments, “The announcement of Li-FT’s first NI 43-101 mineral resource estimate for the Yellowknife Lithium Project marks a significant milestone for both the Company and the Northwest Territories. With an estimated 50.4 million tonnes at a grade of 1.00% Li₂O based only on the initial drilling program, the Yellowknife Lithium Project already ranks among the top 10 largest spodumene projects in the Americas. The majority of the deposits included in the MRE have not yet been constrained by the drilling completed to date and have excellent potential to significantly grow through further drill programs. This resource will be pivotal in advancing the PEA we are targeting for Q2 2025.” Investors wanting quality Lithium exposure with growth that appears second to none in Canada and the Western Hemisphere need to consider LIFT. More Great Properties In addition to the large size and massive potential of the Yellowknife Project, LIFT’s other properties are impressive in their own right. The Rupert Project, a greenfield lithium pegmatite exploration play, is in the James Bay region of Quebec, Canada. It has potential for world-class lithium pegmatite discoveries: a pipeline of targets with initial drilling started in March 2023. Seventeen holes (5,000 metres) are planned for this first drill program, testing for lithium-bearing pegmatites under cover. Property Size: 141,572 hectares Next Steps: Diamond drilling at Anomalies A and B during the 2023 field season. Additional surface work to be completed in other areas to advance targets towards diamond drilling in 2024 https://preview.redd.it/jqw6h9qoyrsd1.png?width=1270&format=png&auto=webp&s=976ce4e36203b31fbc0e624d54e55daf832c03de The Pontax Project is a greenfield lithium pegmatite exploration play located in the James Bay region of Quebec, Canada. It contains the most extensive Li anomaly within Li-FT’s Quebec portfolio and has highway access. Property Size: 61,520 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Large Li anomaly defined The Moyenne Project is a greenfield lithium pegmatite exploration play in the James Bay region of Quebec, Canada. The 100% owned property is accessible by helicopter. Property Size: 25,145 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Regional till sample is completed; additional surface work required. Next Steps: Prospecting and geologic mapping in areas of moderate to weak Li and pathfinder element anomalism Cali Lease The Cali Lease lies within the Little Nahanni Pegmatite Group in the Northwest Territories, near the Yukon border, and was acquired in 2022 with the Yellowknife project. The Little Nahanni Pegmatite Group has been noted to have more than 275 complex rare element pegmatites over an area of 13 km by 2.5 km. CSEL also held the Cali pegmatite in the 1970s, which was subsequently acquired during the portfolio acquisition in 1983. A field visit completed by Li-FT in June 2023 confirms historic work – Cali is a spodumene pegmatite dyke swarm with many dykes occurring over a 150 m wide corridor. For those who like volatility, the shares had a 52-week trading range of CDN1.26 to CDN8.21. Yowzers. Daily volume is currently low-ish, but it seems to be perking up, as the share, at CDN2.80, seems to be attracting more attention. Sponsored by Li-FT Power submitted by MightBeneficial3302 to smallstreetbets [comments] |
2024.10.04 20:31 MightBeneficial3302 LIFT Your Portfolio: Why Investors Should Watch This Lithium Giant (TSXV: LIFT, OTC: LIFFF, FRA: WS0)
https://preview.redd.it/g8s42q50zrsd1.jpg?width=1280&format=pjpg&auto=webp&s=c64f21e09ca7aa41ba0d9cedeba486369be556c3 Li-FT Power Ltd. (“LIFT” or the “Company“) (CSE: LIFT) (OTCQX: LIFFF) (Frankfurt: WS0) is a mineral exploration company engaged in the acquisition, exploration, and development of lithium pegmatite projects located in Canada. Pegmatite is a coarse-grained intrusive igneous rock formed from crystallized magma below the Earth’s crust. Pegmatite lithium deposits, also known as hard-rock lithium deposits, can contain extractable amounts of several elements, including lithium, tin, tantalum, and niobium. Corporate Presentation Today, we’ll look at the Company’s flagship project, the Yellowknife Lithium Project, located in the Northwest Territories. The Yellowknife Lithium Project comprises mineral leases covering most of the lithium pegmatites that make up the Yellowknife Pegmatite Province. In a vein (see how I did that?), the Company announced LIFT’s initial Mineral Resource of 50.4 million tonnes at 1.00% Li2O at the Yellowknife Lithium Project, NWT, Canada. https://preview.redd.it/zay60fp0zrsd1.png?width=410&format=png&auto=webp&s=cabcd580da6f3034600ee076cf8b8db8fa7835dd Investors must pay attention. Salient points: · 3rd largest resource estimate in Canada; 10th in the western hemisphere · Exceptional growth potential · Five undrilled spodumene not included in the maiden resource estimate have excellent potential to expand the resource profile further. · The maiden resource estimate is only based on ten months and 49,548 m of drilling · Infrastructure close by rail at Hay River powerlines · Access to Ports for Asian export · confirmation of simple lithium mineralogy and that low-cost dense medium separation (“DMS”) is suitable for the spodumene dykes included in the maiden resource estimate. ( see press release dated September 23, 2024) Francis MacDonald, CEO of LIFT, comments, “The announcement of Li-FT’s first NI 43-101 mineral resource estimate for the Yellowknife Lithium Project marks a significant milestone for both the Company and the Northwest Territories. With an estimated 50.4 million tonnes at a grade of 1.00% Li₂O based only on the initial drilling program, the Yellowknife Lithium Project already ranks among the top 10 largest spodumene projects in the Americas. The majority of the deposits included in the MRE have not yet been constrained by the drilling completed to date and have excellent potential to significantly grow through further drill programs. This resource will be pivotal in advancing the PEA we are targeting for Q2 2025.” Investors wanting quality Lithium exposure with growth that appears second to none in Canada and the Western Hemisphere need to consider LIFT. More Great Properties In addition to the large size and massive potential of the Yellowknife Project, LIFT’s other properties are impressive in their own right. The Rupert Project, a greenfield lithium pegmatite exploration play, is in the James Bay region of Quebec, Canada. It has potential for world-class lithium pegmatite discoveries: a pipeline of targets with initial drilling started in March 2023. Seventeen holes (5,000 metres) are planned for this first drill program, testing for lithium-bearing pegmatites under cover. Property Size: 141,572 hectares Next Steps: Diamond drilling at Anomalies A and B during the 2023 field season. Additional surface work to be completed in other areas to advance targets towards diamond drilling in 2024 https://preview.redd.it/fcywx6c4zrsd1.jpg?width=1432&format=pjpg&auto=webp&s=b4f176cc2bdbfe7e3b0305234c9eca5b5e92810e The Pontax Project is a greenfield lithium pegmatite exploration play located in the James Bay region of Quebec, Canada. It contains the most extensive Li anomaly within Li-FT’s Quebec portfolio and has highway access. Property Size: 61,520 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Large Li anomaly defined The Moyenne Project is a greenfield lithium pegmatite exploration play in the James Bay region of Quebec, Canada. The 100% owned property is accessible by helicopter. Property Size: 25,145 hectares Target: Lithium pegmatites covered by glacial sediments Exploration Stage: Regional till sample is completed; additional surface work required. Next Steps: Prospecting and geologic mapping in areas of moderate to weak Li and pathfinder element anomalism Cali Lease The Cali Lease lies within the Little Nahanni Pegmatite Group in the Northwest Territories, near the Yukon border, and was acquired in 2022 with the Yellowknife project. The Little Nahanni Pegmatite Group has been noted to have more than 275 complex rare element pegmatites over an area of 13 km by 2.5 km. CSEL also held the Cali pegmatite in the 1970s, which was subsequently acquired during the portfolio acquisition in 1983. A field visit completed by Li-FT in June 2023 confirms historic work – Cali is a spodumene pegmatite dyke swarm with many dykes occurring over a 150 m wide corridor. For those who like volatility, the shares had a 52-week trading range of CDN1.26 to CDN8.21. Yowzers. Daily volume is currently low-ish, but it seems to be perking up, as the share, at CDN2.80, seems to be attracting more attention. Sponsored by Li-FT Power submitted by MightBeneficial3302 to Wealthsimple_Penny [comments] |
2024.09.29 05:08 LordofBones89 Revised Deities (3.5e): Valkur, Captain of the Waves
VALKUR Captain of the Waves, the Mighty Demipower of Ysgard Symbol Shield showing a thundercloud with three lightning bolts descending from it Realm Safe Harbor (Ysgard/Ysgard) Alignment Chaotic Good Aliases none Superior none Allies Deep Sashelas, Eadro, the Red Knight, Selune, Surminare, Tempus, Trishina, Water Lion, the Whale Mother Foes Auril, Blibdolpoolp, Dagon, Demogorgon, Ilxendren, Malar, Olhydra, Panzuriel, Sekolah, Talos, Umberlee Servants none Servitor Creatures benevolent sea creatures, dolphins, elemental monoliths of water, marids, sea birds, water elementals (normal, elder and primal), water weirds, whales (especially narwhals) Manifestations aurora australis; aurora borealis; a ghostly ship on the horizon that never seems to get closer or fall further behind but always heads to the nearest port; a ghostly wind in which his image can be faintly seen; an image of himself striding through the waves dragging a small boat filled with casks of water and sea biscuits Signs of Favor silver seagull or albatross (favor); black raven (disfavor) Worshipers legendary captains, leviathan hunters, merchants, naval combatants and officers, privateers, sailors, seamen, travelers Cleric Alignments CG, CN, NG Specialty Priests Wavetamer Holy Days the Shattering Important Ceremonies nautical ceremonies (christening ships, arrival at new ports and so forth) Portfolio favorable winds, naval combat, sailors, ships, the safety of ships Domains Air, Chaos, Good, Ocean, Protection, Water, Wrath Favored Weapon Captain’s Cutlass (cutlass)
VALKUR Male Mariner 20, Swashbuckler 20, Legendary Captain 10 CG Medium Outsider (Chaotic, Extraplanar, Good) Divine Rank 5 Init +27 (+19 Dex, +8 Superior Initiative), +28 on ship; Supreme Initiative; Senses 5-mile-radius; Listen +70, Spot +70 (+80 aquatic hazards); remote sensing (2 locations), portfolio sense Aura divine (250 ft., Will DC 58) Languages can communicate with any living creature; Words of Creation ____________________________________________________________________________________________
AC 83, touch 61, flat-footed 60 (+18 deflection, +19 Dex, +5 divine, +5 dodge, +18 natural, +8 sacred) hp 1,340 (30d8 + 20d10 plus 900), divine shield 21/day (50 hp); DR 25/epic, evil and silver Immune ability damage, ability drain, antimagic, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, sonic, stunning, transmutation Resist acid 25, fire 25; SR 62 Fort +58 Ref +62 Will +52; slippery mind ____________________________________________________________________________________________
Speed 60 ft. (12 squares), swim 60 ft. Melee captain’s cutlass +77/+77/+72/+67/+62 (1d6 + 46 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/18-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee captain’s cutlass +75/+75/+70/+65/+60 (1d10 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee captain’s cutlass +75/+75/+70/+65/+60 (1d8 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Ranged captain’s cutlass +77/+77/+72/+67/+62 (1d10 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Ranged captain’s cutlass +77/+77/+72/+67/+62 (1d8 + 28 plus 3d6 cold plus 3d6 electricity plus 3d6 holy and 1 negative level against evil/19-20/x2 plus 2 Constitution damage plus 2 Strength damage plus 6d6 cold plus 6d6 electricity plus 6d6 holy and 2 negative level against evil) or Melee spell +57 or Ranged spell +59 Base Atk +35; Grp +57 Atk Options dirty strike +5d4, divine blast 21/day (5 miles; 23d12 damage); Armed Deflection, Bounding Assault, Combat Acrobat, Curling Wave Strike, Einhander, Improved Combat Expertise, Improved Combat Reflexes, Improved Feint, Improved Trip, Rapid Blitz, Spring Attack Special Actions acrobatic skill mastery, alter reality, alter size, luck of the wind 2/day, lucky 1/day, misdirect, protective ward 5/day (+50 resistance bonus to next save within 1 hour), rebuke air or water creatures and turn earth or fire creatures 21/day as a 50th level cleric (+19 check and +68 damage), splice the main brace 1/day, wrath 5/day (up to -50 Wis and +25 Str for 50 rounds) Combat Gear captain’s cutlass
Spell-like Abilities (CL 50th; +1 chaos and good spells) At will – acid fog, aid, air walk, animate objects, antimagic field, blade barrier (DC 39), bull’s strength, chain lightning (DC 39), chaos hammer (DC 37), cloak of chaos (DC 41), cone of cold (DC 39), control water, control weather, control winds, dispel evil (DC 38), dispel law (DC 38), elemental swarm (air and water only), endure elements, freedom of movement, gaseous form, greater shout (DC 41), horrid wilting (DC 41), holy aura (DC 41), holy smite (DC 37), holy word (DC 40), ice storm, maelstrom (DC 41), magic circle against evil, magic circle against law, mind blank, obscuring mist, otiluke’s freezing sphere (DC 39), prismatic sphere (DC 42), protection from energy, protection from evil, protection from law, rage, repulsion (DC 39), rhino’s rush, righteous might, sanctuary (DC 34), shatter (DC 35), shield other, shout (DC 37), song of discord (DC 39), sound burst (DC 35), spell resistance, spell immunity, storm of vengeance (DC 42), summon monster IX (chaos and good only), wall of ice, water breathing, waterspout (DC 40), whirlwind (DC 41), wind wall, word of chaos (DC 40) ____________________________________________________________________________________________
Abilities Str 44, Dex 48, Con 46, Int 46, Wis 34, Cha 46 SQ accelerated firing, acrobatic charge, avatar (2), back-to-back +5, divinity, dodge bonus +4, grace, immortality, improved flanking, insightful strike, leadership +10, legendary helm, fleet admiral, rake, sailor lore +38, seamanship +5, steady stance, uncanny navigation, weakening critical, water breathing (500 rounds), weather gauge, wind at your back, wounding critical Feats Bounding Assault, Combat Acrobat, Combat Expertise, Combat Reflexes, Curling Wave Strike, Dodge, Einhander, Great Captain (B), Improved Combat Expertise, Improved Initiative, Improved Feint, Improved Trip, Leadership, Mobility, Rapid Blitz, Sailor’s Balance, Sea Legs, Skill Focus (Profession [sailor]), Spring Attack, Weapon Finesse (B), Weapon Focus (cutlass, harpoon, trident), Words of Creation (B) Epic Feats Armed Deflection, Epic Leadership, Epic Skill Focus (Profession [sailor]), Epic Weapon Focus (cutlass, harpoon, trident), Improved Combat Reflexes, Legendary Acrobat, Superior Initiative Salient Divine Abilities Captain of the Waves (unique salient divine ability), Call Creatures (5 good aquatic creatures with up to 25 HD each), Divine Celerity (5 minutes), Divine Water Mastery, Divine Skill Focus (Profession [sailor]), Divine Weapon Focus (cutlass, harpoon, trident), Divine Weapon Specialization (cutlass, harpoon, trident), Supreme Initiative Skills Appraise +48 (+54 ships), Balance +87 (+89 on ships, +92 while on deck or rigging, +97 when taking damage), Bluff +76, Climb +80 (+86 climbing ropes, +90 when taking damage), Craft (shipbuilding) +76, Decipher Script +48, Diplomacy +88, Escape Artist +62 (+68 escaping ropes), Forgery +36, Gather Information +53, Intimidate +82, Jump +81, Knowledge (architecture and engineering, geography, local) +76, Knowledge (the planes) +48, Listen +70, Profession (sailor) +103 (+107 when gaining advantage, +113 navigating aquatic hazards), Search +48 (+54 secret doors and compartments), Sense Motive +70, Spot +70 (+80 aquatic hazards), Survival +70 (+74 extraplanar, +76 avoiding getting lost or natural hazards), Swim +75, Tumble +83 (+85 on ships), Use Rope +77 (+79 binds) Possessions admiral’s bicorne, admiral’s greatcoat, captain’s cutlass
Accelerated Firing (Ex) Valkur can urge his weapons crews to exceed ordinary performance. A ballista or catapult can be reloaded or re-aimed in a round by one less crew member than normal. If the weapon is fully crewed, it can be reloaded or reaimed as a standard action instead of a full-round action. In addition, his crews gain a +2 morale bonus on Profession (siege engineer) checks.
Acrobatic Charge (Ex) Valkur can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Acrobatic Skill Mastery (Ex) Valkur is so certain in the use of his acrobatic skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, he may take 10 even if stress and distractions would normally prevent him from doing so.
Alter Reality Valkur is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Valkur to duplicate any effect as long as it relates to his area of influence. For example, he can duplicate any class skill, ability or spell that relates to favorable winds, naval combat and sailing. He can create any water-based effect, initiate awe-inspiring feats of derring-do and summon celestial aquatic creatures to aid him. He can shield sailors from lightning and water and grant them aquatic prowess, and draw forth sunken ships from beneath the seas and quell the harshest storms.
The Mighty can create temporary, nonmagical objects, magic items or creatures for up to 4 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Valkur can assume any size from Fine to Colossal. He also can change the size of up to 500 pounds of objects he touches.
Avatar Valkur can have up to two avatars at any given time. The Mighty’s avatar appears as a giant of a man of broad girth with a full black beard. He wears the garb of a fantastic ship’s captain – a full blue frock coat decorated with gold braid trim and brass buttons over a colorful brocade vest and white shirt with a ruffled collar and cuffs, knee-length trousers, hose, shoes with silver buckles, and a blue tricone hat trimmed in gold braid and featuring a large white plume. Though he might be pummeled by a thousand storms, he always looks dapper and his brown eyes sparkle with derring-do.
Back-to-Back (Ex) Valkur is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Whenever he is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +5 dodge bonus to his AC. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.
Captain of the Waves (unique salient divine ability) Valkur is the Captain of the Seas, and even the winds and waves obey his command. As a standard action, he can create or quell winds and storms within a 1-mile radius to produce anything from still air to tornado force winds and thunderstorms. These effects are under Valkur’s absolute control unless countered by a higher-ranking deity, and he can choose to shape these effects in any way he desires, whether to spare certain places or only affect certain vessels.
In addition, by chopping his hand on a surface of water, Valkur can raise and quell tidal waves, whirlpools and maelstroms of similar dimensions within a 1-mile radius under his absolute control. He can seize control of any effect that control or manipulates water with a duration greater than instantaneous within 1-mile of him and shape them as he wills. Valkur additionally can walk on water and breathe underwater freely with no impediment. He has a swim speed equal to his land speed.
Finally, Valkur commands unmatched nautical prowess and martial skill. He applies his weapon-based feats and salient divine abilities to cutlasses, harpoons and tridents. Any vessel he stands on will never sink or flounder, no matter the weather conditions. Valkur and any vessel he stands on can never be harmed by elemental creatures of any type with the water subtype, and he can confer these benefits to anyone he touches. He increases the Armor class and seaworthiness of any vessel he boards by +5 and reduces the shiphandling modifier by -5. The speed, hardness and hit points of any vessel he boards gains a base multiplier of x5 and he adds his divine rank (5) to the base ram damage dice of his ships.
Dirty Strike (Ex) Valkur is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. He may choose to make a single melee attack on his turn as a full round action that deals an additional +5d4 points of damage. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as constructs, oozes, plants, or undead. Additional damage from a dirty strike is not multiplied if he scores a successful critical hit.
Divine Blast Valkur can create a ray of divine power that extends for up to 5 miles, dealing up to 23d12 points of damage, as a ranged touch attack with no saving throw. Valkur can unleash a divine blast 21 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Valkur’s divine blasts generally take the form of booming blasts of cannon fire.
Divine Shield As a free action 21 times per day, Valkur can create a shield that lasts 10 minutes and stops 50 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Valkur is naturally immune to does not count towards the shield’s limits.
Dodge Bonus (Ex) Valkur is trained at focusing his defenses on a single opponent in melee. During his action, he may designate an opponent and receive a +4 dodge bonus to Armor Class against melee attacks from that opponent. He loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. He need not designate the same target for this ability as for the Dodge feat. (If he designates the same target, the bonuses stack.)
Fleet Admiral (Ex) Valkur’s phenomenal leadership skills allow him to assist the crews of allies’ ships as well as his own. He can use the aid another action to confer a +2 morale bonus on checks made by the crews of a 18 additional ships) within signaling distance (1 mile in clear conditions). He grants a +4 morale bonus on allied captains’ Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits he confers. In addition, when aiding the actions of his own crew, he confers a +4 bonus instead of +2 on a successful check.
Grace (Ex) Valkur has a +3 competence bonus on Reflex saves.
Improved Flanking (Ex) Valkur gains a +4 bonus on attacks instead of a +2 bonus on attacks when flanking an opponent.
Insightful Strike (Ex) Valkur is able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus (+18) as a bonus on damage rolls with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to his insightful strike. He cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Leadership Valkur has a +10 bonus to his effective character level for purposes of the Leadership feat to attract followers.
Legendary Helm (Ex) Valkur grants an additional +2 dodge bonus to the Armor Class of any vessel he steers or command. In addition, he can attempt saving throws using his save bonuses against spells or effects targeting his vessel. For example, if a dragon uses its breath weapon against a ship Valkur is steering or commanding, he can make a Reflex save on behalf of the ship to halve the damage. (Normally, vessels are considered unattended objects and fail all saving throws.)
Luck of the Wind (Su) Valkur is able to cheat fate on occasion. Twice per day he can reroll a failed attack roll, saving throw, skill check, or ability check.
Lucky (Ex) Once per day, Valkur may reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if it’s worse than the original roll.
Misdirect (Ex) Valkur can trick an enemy captain into underestimating the capabilities of his ship and crew. This includes disguising his vessel, lurking at the edge of fog, holding off on firing his weapons, and other such stratagems. The enemy captain must have line of sight to Valkur’s vessel, and he must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a +5 bonus. This is opposed by the Sense Motive check of the enemy captain. If his check succeeds, the enemy captain and crew take a —2 penalty on attacks, saves, and skill checks for the length of the engagement, and the enemy vessel takes a —2 penalty to Armor Class.
Rake (Ex) Valkur has increased his ability to handle a ship and maintain an advantage in naval combat. As long as he has the advantage, attacks against enemy vessels with his shipboard siege engines deal an additional die of damage on a successful attack. This die is of the same kind as the weapon normally deals: For example, a light catapult (normal damage 4d6) deals an extra 1d6 points of damage, while a ballista (normal damage 3d8) deals an extra 1d8 points.
Sailor Lore (Ex) Valkur has picked up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. He may make a special sailor lore check with a +38 bonus to see whether he knows some relevant information about local people or history, faraway places, or strange superstitions. This check will not necessarily reveal true information, as much of the time he heard it from someone who heard it from a friend, who heard it from a guy, etc. He may not take 10 or 20 on this check; this sort of knowledge is essentially random.
Seamanship (Ex) Valkur has a +5 competence bonus to all Balance, Climb, and Profession (sailor) checks.
Slippery Mind (Ex) Valkur’s mind is more difficult to control. If he fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC. He gets only this one extra chance to succeed at a certain saving throw.
Splice the Main Brace (Su) Valkur can hearten his crew with his personal strength. (“Splice the main brace” is nautical jargon for hoisting a mug of grog, originally at the end of a hard day’s work.) Once per day he can produce a mass cure light wounds effect to heal the injuries of all on board at caster level 10th. It requires 10 minutes for the healing effect to take place, so it is not usable in the midst of combat.
Steady Stance (Ex) Valkur’s sea legs keep him stable when others have difficulty standing. He are not considered flat-footed while balancing or climbing, and he adds his class level (+10) to Balance or Climb checks to remain balancing or climbing when taking damage.
Uncanny Navigation (Su) Valkur has developed an innate sense for detecting and avoiding maritime hazards. He adds his legendary captain level as a bonus on Spot checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.
Weakening Critical (Ex) Valkur also deals 2 points of Strength damage to a creature when he scores a critical hit. Creatures immune to critical hits are immune to this effect.
Weather Gauge (Ex) Valkur’s superior ability in handling a ship allows him to maneuver so as to have the more advantageous wind. He gains a +4 competence bonus on Profession (sailor) checks to gain the advantage. As long as he has the advantage, his crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and his ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.
Wind at Your Back (Ex) Valkur can use his mastery of navigation to coax additional speed from his ship by directing the most efficient placement of sails or encouraging rowers to exert themselves. A ship he captains moves 20% faster (minimum of +5 feet).
Wounding Critical (Ex) Valkur also deals 2 points of Constitution damage to a creature when he scores a critical hit. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Possessions Valkur carries the Captain’s Cutlass, a +6 icy blast, keen and lightning blast cutlass of holy power and speed that can duplicate the effects of any arcane or divine spell with the water descriptor (CL 50th; save DC 46 plus spell level). It also allows him to smite evil aquatic creatures six times per day (+18 atk, +50 dmg).
At Valkur’s command, the captain’s cutlass can also transform into a harpoon or trident with a range increment of 500 ft. In either form, it functions as a +6 distant shot weapon of unerring accuracy with all the cutlass’s powers. As a ranged weapon, the captain’s cutlass can harpoon a creature (Ref DC 21 plus damage dealt) and the wielder automatically succeeds on all Strength checks. The wielder cannot be knocked over or unbalanced as long as he has harpooned a creature and Valkur often uses the weapon to tow ships or sea monsters.
Valkur also wears the admiral’s greatcoat, which grants him a +8 sacred bonus to armor class and saving throws. This vestment also renders Valkur immune to all harmful spells with the water descriptor. His bicorne is a double-strength admiral’s bicorne.
Other Divine Powers As a demipower, Valkur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal and cannot die from natural causes. Senses Valkur can hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to five hours. Portfolio Sense Valkur is aware of any act of naval combat as long as the event affects at least one thousand people. He is similarly aware of any event pertaining to sailing, ships and sailors as long as the event is of similar scale. Automatic Actions Valkur can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower, or Profession (sailor) if the DC is 20 or lower. He can perform up to five such free actions each round. Create Magic Items Valkur can create any type of magic item related to naval combat or travel as long as the item’s market price does not exceed 4,500 gp.
*Mariner is from Dragonlance and was updated to 3.5 in Legends of the Twins.
submitted by LordofBones89 to Forgotten_Realms [comments]
2024.09.22 18:04 LordofBones89 Revised Deities (3.5e): Beshaba, Lady Doom
I will shamelessly admit that I stole so many things wholesale from Pathfinder’s Witch and Dreamscarred Press’s Malefex. Curse and ooga-booga bad juju builds just don’t have that many things going for them in 3.5.
BESHABA The Maid of Misfortune, Black Bess, Lady Doom, the Maid of Misrule, Tyche’s Unpleasant Daughter Intermediate Power of the Abyss Symbol A rack of sharp-pointed black antlers on a red triangular field Realm Blood Tor (Abyss/13th) Alignment Chaotic Evil Aliases Shaundakul, the Treacherous Lurker in the Sands (Anauroch, among the Bedine) Superior none (AO) Allies Hoar, Tempus, Zinzerena (distant) Foes Brandobaris, Erevan Illesere, Haela Brightaxe, Lathander, Shaundakul, Tymora, Vergadain Servants none Servitor Creatures bebiliths, bodaks, cockroaches (normal, devastation and fiendish), evil fey, eyewings, fetches, homunculi, insane watchghosts, luck-eaters, rats (normal, fiendish and dire), tanar’ri (alu-fiends, succubi, quasits) Manifestations a giant head wreathed in snow white, swirling hair laughing maniacally with her features twisted into a sneer of madness; stout weapons and walls suddenly giving way; freak accidents and coincidences; a grotesque shadow where no shadow should be, accompanied by faint, far off, maniacal laughter Signs of Favor Beshaba’s Boon (only to clergy higher ranked than novices) Worshipers assassins, auspicians, capricious individuals, gamblers, hexblades, rogues, sadists, the unlucky, the vengeful, warlocks, witches Cleric Alignments CE, CN, NE Specialty Priests Doommaster Holy Days Midsummer, Shieldmeet Important Ceremonies the Marking, the Passing Portfolio accidents, bad luck, misfortune, random mischief Domains Abyss, Chaos, Envy, Evil, Fate, Luck, Lust, Madness, Spite, Trickery, Wrath Favored Weapon Ill Fortune (scourge)\
BESHABA Female Hexblade 20, Sorcerer 15, Dread Witch 5, Auspician 10, Fatespinner 5, Nightmare Spinner 5 CE Medium Outsider (Chaotic, Extraplanar, Evil) Divine Rank 13 Init +27 (+19 Dex, +8 Superior Initiative), Supreme Initiative; Senses 13-mile-radius; Listen 92, Spot 110; remote sensing (10 locations), portfolio sense Aura divine aura (Will DC 74; 1,300 ft.), horrific aura (Will DC 36); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________
AC 89, touch 63, flat-footed 70 (+21 deflection, +19 Dex, +13 divine, +1 Dodge, +26 natural); uncanny dodge as a 60th level rogue, miss chance 63% hp 1,540 (20d10 + 10d8 + 30d4 plus 1,140), divine shield 22/day (130 hp); DR 35/epic, good and cold iron Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, electricity, energy drain, fear, imprisonment, mind-affecting effects, non-lethal damage, paralysis, poison, rebuking, sleep, stunning, transmutation, and turning Resist acid 33, fire 33; SR 81 Fort +66 Ref +60 Will +61 (+82 fear effects); arcane resistance (+21 vs spells and spell-like effects) ____________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee ill fortune +84/+84/+79/+74/+69 (1d8 + 36 plus 3d6 unholy and 1 negative level vs good plus 1 Con/19-20/x2 plus curse plus 6d6 unholy and 2 negative levels) and Melee malice +77/+77/+72/+67/+62 (2d4 + 11 plus 3d6 chaos and 1 negative level vs lawful plus 1 St20/x2 plus 6d6 chaos and 1 negative level vs lawful) or Melee spell +68 or Ranged spell +72 Space 5ft.; Reach 5 ft. Base Atk +40; Grp +68 Atk Options abyssal fury 13/day (+4 attack and -2 AC for 5 rounds), divine blast 24/day (13 miles, 34d12 damage), lucky blow 1/day, sympathetic strike 13/day (deal up to 300 points of damage dealt to Beshaba in the last round as a melee touch attack); Arcane Strike, Battlecaster Offense, Deft Opportunist, Dreadful Wrath (DC 61), Improved Combat Reflexes, Spell Opportunity Special Actions alter reality, alter size, aura of unluck 3/day (24 rounds), clarity of madness 13/day (+30 to single Wisdom-based skill check or Will save), deadly nightmare 3/day (DC 36), delay fear at will or 2/day, dire hexblade’s curse at will (Curse of Distraction, Curse of Failure, Curse of Ignorance, Curse of Paranoia, Curse of Sloth, Curse of the Softened Blade), fearful empowerment 2/day, fickle finger of fate, good fortune 13/day (reroll any roll and take the new result), horrific aura 21/day (DC 36), inspire fear 24/day (DC 36), luck infusion, luck of the gods 1/day, lust 14/day (+60 Cha for 1 round), mark of fortune 1/day, nightmare phantasm 24/day, quick cast 5/day, resist fate 1/day, seal fate 1/day, spin destiny, spin fate (5 points), spirit chill, tyche’s curse 2/day (DC 29), wrath 14/day (-2 Wis and +1 Cha up to a maximum of -60 Wis and +30 Str for 60 rounds) Combat Gear ill fortune, malice
Spell-like Abilities (CL 60th; +1 ability damage, ability drain, chaos, evil and level drain spells) At will – aid, align weapon, animate objects, augury, babau slime (DC 47), balor nimbus, bestow curse (DC 47), bestow wound (DC 45), blasphemy (DC 51), bodak’s glare (DC 52), bolts of bedevilment (DC 49), break enchantment, bull’s strength, cause fear (DC 45), chaos hammer (DC 48), charm person (DC 45), clairaudience/clairvoyance, cloak of chaos (DC 52), cloak of hate (DC 50), confusion (DC 48), create undead, crushing despair (DC 45), death knell (DC 46), desecrate, destruction (DC 51), disguise self, dispel good (DC 49), dispel law (DC 49), entropic shield, false vision, finger of death (DC 52), fire in the blood, foresight, freedom of movement, geas/quest, greater shout (DC 52), greater teleport, harm (DC 50), implosion (DC 53), imprison soul (DC 53), insanity (DC 51), invisibility, lesser confusion (DC 45), lesser planar ally, limited wish, maddening scream, magic circle against good, magic circle against law, magic jar (DC 50), mantle of pure spite, mark of justice, mass bull’s strength, mind blank, miracle, mislead (DC 50), moment of prescience, nondetection, pact of return, phantasmal killer (DC 50), plane shift (DC 49), poison (DC 48), polymorph any object (DC 52), presdigitation, pronouncement of fate (DC 48), protection from energy, protection from good, protection from law, rage, ray of enfeeblement, refuge, rhino’s rush, righteous might, screen (DC 51), scrying (DC 48), shatter (DC 46), shout (DC 48), simulacrum, slay living (DC 49), spell turning, status, storm of vengeance (DC 53), summon monster III (chaotic evil only), summon monster V (chaotic evil only), summon monster VII (chaotic evil only), summon monster IX (chaotic, evil or chaotic evil only), symbol of persuasion (DC 49), sympathy (DC 52), tenser’s transformation, time stop, touch of idiocy, touch of madness (DC 46), trap the soul (DC 53), true strike, vampiric touch, vision, unholy aura (DC 52), unholy blight (DC 48), weird (DC 53), wish, word of chaos (DC 51)
Hexblade Spells Known (CL 17th or 30th vs SR; +1 ability damage, ability drain, chaos, evil and level drain spells; +2 DC fear spells) 4th (8/day) – cursed blade, dimension door, horrid sickness (DC 58), spell theft, unseen strike. 3rd (8/day) – fracturing weapon, hood of the cobra (DC 59), hound of doom, nightmare terrain (DC 57), nondetection. 2nd (8/day) – crisis of confidence (DC 56), eagle’s splendor, false life, mirror image, shadow double (DC 56). 1st (9/day) – armor lock (DC 54), bloodletting, mage burr (DC 54), phantom threat (DC 55), treacherous weapon (DC 54).
Sorcerer Spells per Day (CL 47th or 60th vs SR; +1 ability damage, ability drain, chaos, evil and level drain spells; +2 DC fear spells) 21st (3 +1 Illusion /day) – DC 74 or 75 for enchantment, illusion and necromancy spells 20th (3 +1 Illusion /day) – DC 73 or 74 for enchantment, illusion and necromancy spells 19th (3 +1 Illusion /day) – DC 72 or 73 for enchantment, illusion and necromancy spells 18th (3 +1 Illusion /day) – DC 71 or 72 for enchantment, illusion and necromancy spells 17th (4 +1 Illusion /day) – DC 70 or 71 for enchantment, illusion and necromancy spells 16th (4 +1 Illusion /day) – DC 69 or 70 for enchantment, illusion and necromancy spells 15th (4 +1 Illusion /day) – DC 68 or 69 for enchantment, illusion and necromancy spells 14th (4 +1 Illusion /day) – DC 67 or 68 for enchantment, illusion and necromancy spells 13th (5 +1 Illusion /day) – DC 66 or 67 for enchantment, illusion and necromancy spells 12th (5 +1 Illusion /day) – DC 65 or 66 for enchantment, illusion and necromancy spells 11th (5 +1 Illusion /day) – DC 64 or 65 for enchantment, illusion and necromancy spells 10th (5 +1 Illusion /day) – DC 63 or 64 for enchantment, illusion and necromancy spells 9th (10 +1 Illusion /day) – DC 62 or 63 for enchantment, illusion and necromancy spells 8th (10 +1 Illusion /day) – DC 61 or 62 for enchantment, illusion and necromancy spells 7th (10 +1 Illusion /day) – DC 60 or 61 for enchantment, illusion and necromancy spells 6th (10 +1 Illusion /day) – DC 59 or 60 for enchantment, illusion and necromancy spells 5th (11 +1 Illusion /day) – DC 58 or 59 for enchantment, illusion and necromancy spells 4th (11 +1 Illusion /day) – DC 57 or 58 for enchantment, illusion and necromancy spells 3rd (11 +1 Illusion /day) – DC 56 or 57 for enchantment, illusion and necromancy spells 2nd (11 +1 Illusion /day) – DC 55 or 56 for enchantment, illusion and necromancy spells 1st (12 +1 Illusion/day) – DC 54 or 55 for enchantment, illusion and necromancy spells Cantrips (6/day) – DC 53 or 54 for enchantment, illusion and necromancy spells
Sorcerer Spells Known 9th – abyssal rift (DC 62), bigby’s crushing hand, crushing fist of spite (DC 62), energy drain (DC 63), maw of chaos (DC 62), mindrape (DC 63), reality maelstrom (DC 62). 8th – blackfire (DC 62), familiar geas (DC 62), greater arcane fusion, greater bestow curse (DC 62), otto’s irresistible dance (DC 62), polymorph any object (DC 61), superior invisibility. 7th – antimagic ray (DC 60), choking cobwebs (DC 60), death by thorns (DC 60), energy ebb (DC 61), evil glare (DC 63), nybor’s stern rebuke (DC 63), solipsism (DC 61). 6th – aura of terror (DC 62), dream casting (DC 60 or 62 with fear variant), eyebite (DC 60 or 62 with fear variant), eyes of the oracle, heartfreeze (DC 60), karmic retribution (DC 60), spectral touch (DC 60). 5th – baleful polymorph (DC 58), cacophonic burst (DC 57), curse contagion (DC 58), dancing blade, feeblemind (DC 58), fever dream (DC 58), friend to foe (DC 58), incite riot (DC 58), phantasmal thief. 4th – aboleth curse (DC 58), alliance undone (DC 57), bestow curse (DC 58), enervation, fear (DC 60), finger of agony (DC 58), nybor’s mild admonishment (DC 60), phantasmal killer (DC 60), phantasmal wasting (DC 60). 3rd – bedevil (DC 56), blade of pain and fear (DC 56), cruel disappointment (DC 59), curse of the putrid husk (DC 59), karmic backlash (DC 56), phantasmal strangler (DC 59), power word: maladroit, power word: weaken, rain of terror, rotting curse of urfestra (DC 56), unluck (DC 56). 2nd – arcane turmoil (DC 55), bane (DC 58), black karma curse (DC 56), blindness/deafness (DC 56), doom (DC 58), escalating enfeeblement, magical backlash (DC 55), nybor’s gentle reminder (DC 58), phantasmal assailants (DC 58), power word: sicken, tasha’s hideous laughter (DC 56), touch of idiocy. 1st – bigby’s tripping hand (DC 54), combat readiness, critical strike, glimpse of fear (DC 57), grease (DC 54), incite (DC 55), inhibit (DC 55), karmic aura (DC 54), nerveskitter, parching touch (DC 55), power word: pain. Cantrips – arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, read magic, touch of fatigue (DC 50), unnerving gaze (DC 50)
Epic Spells per Day 6 arcane, up to Spellcraft DC 120; Epic Spells Known Beshaba knows and has created many spells that deleteriously alter fate and probability, as well as spells that brutally cripple her victims without killing them. ____________________________________________________________________________________________
Abilities Str 40, Dex 49, Con 48, Int 46, Wis 38, Cha 53 SQ absorb fear, arcane resistance, armored mage, avatar (10), bonus spells, dark companion, deny fate, forced omens, greater master of terror, immortality, master of terror, mettle, permanent infusion (melee attack rolls), reflective fear Feats Arcane Strike, Battlecaster Offense, Chain Spell, Combat Casting, Combat Reflexes, Curse of Distraction (B), Curse of Failure (B), Curse of Ignorance (B), Curse of Paranoia (B), Curse of Sloth (B), Curse of the Softened Blade (B), Curse of the Stricken (B), Dark Speech (B), Deft Opportunist, Dodge, Dreadful Wrath, Empower Curse (B), Foe of the Unlucky, Great Fortitude, Greater Two Weapon Fighting, Heighten Spell, Imperious Command, Improved Initiative, Improved Two Weapon Fighting, Iron Will, Lightning Reflexes, Quicken Spell, Rapid Metamagic, Reach Spell, Repeat Spell, Retributive Spell, Smiting Spell, Spell Focus (enchantment, illusion, necromancy), Unnatural Will (B), Two Weapon Fighting, Weapon Finesse, Weapon Focus (scourge) Epic Feats Epic Spellcasting (B), Epic Weapon Focus (scourge), Improved Combat Reflexes, Improved Heighten Spell, Perfect Two Weapon Fighting, Spell Knowledge (curse of the putrid husk, rotting curse of urfestra), Spell Opportunity, Supreme Initiative Salient Divine Abilities Alter Form, Arcane Knowledge, Divine Dodge (63%), Divine Glibness (CL 73rd, 23 creatures no more than 130 ft. apart), Divine Hexblade (new salient divine ability), Divine Spellcasting, Divine Weapon Focus (scourge), Divine Weapon Specialization (scourge), Evil Eye (unique salient divine ability), Know Secrets (Will DC 74), Lay Curse (13 creatures, Will DC 74), Lay Quest (13 creatures), Maleficarum (unique salient divine ability), Power of Luck (13 creatures per day), Shapechange, Supreme Initiative, Wave of Chaos (CL 73rd, 130 ft. spread, Will DC 74), Word of Doom (unique salient divine ability) Skills Appraise 71 (77 gems and jewels, poisons), Balance 121, Bluff 117, Concentration 115, Craft (gemcutting, poisonmaking) 114, Diplomacy 102, Disable Device 91, Escape Artist 82 (86 escaping rope binds), Gather Information 90, Intimidate 133, Knowledge (arcana, nobility and royalty, local, religion, the planes) 114, Profession (gambler) 110, Listen 92, Search 114, Sense Motive 92, Sleight of Hand 72 (78 under observation), Spellcraft 120, Spot 110, Tumble 92, Use Rope 77 (81 binds) Possessions ill omen, malice
Absorb Fear (Su) Beshaba can turn her own fear, whether natural or mystical in origin, into extra power for her spells. Any time she is exposed to a condition that could make her shaken, all her spells function at +1 caster level; if the condition could make her frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or 21 rounds, whichever is less. These bonuses are treated in all ways as though she had failed the save. In other words, if she is subject to a spell that causes panic on a failed save but only frightens those who make the save, she gains the bonus from being panicked even if she makes the save.
Beshaba can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. She must make this choice the instant she is subject to the fear effect, and once she has made her choice, she must cast the spell within 21 rounds. She can cast an additional cantrip if shaken, an additional 1st-level spell if frightened, or an additional 2nd level spell if panicked.
If she is subject to a second fear effect while still enjoying the effects of the first—either the granted benefits or holding the extra spell—she must decide whether to keep the original effect or replace it with the new one; Beshaba cannot benefit from more than one fear effect at a time.
Alter Reality Beshaba is an embodiment of divine power and reality is hers to alter as she sees fit. This effectively functions as the wish spell that costs her no XP and requires a standard action to implement. In effect, this allows Beshaba to duplicate any effect as long as it relates to her area of influence. For example, she can duplicate any class skill, ability or spell that relates to luck and misfortune. She can create curses, cause calamities and manipulate the lives and fates of mortals to fail at a critical juncture. She can turn surges of fortune into catastrophes and bring to life nightmares from the darkest dreams.
The Maiden of Misfortune can create temporary, nonmagical objects, magic items or creatures for up to 13 hours, and can also create permanent nonmagical objects. She can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Beshaba can assume any size from Fine to Colossal. She also can change the size of up to 1,300 pounds of objects she touches.
Arcane Resistance (Su) Beshaba gains a bonus equal to her Charisma bonus (+21) on saving throws against spells and spell-like effects.
Armored Mage (Ex) Beshaba avoids arcane spell failure for her spells so long as she wears light armor, medium armor, bucklers or light shields.
Aura of Unluck (Su) Three times per day, Beshaba can create a baleful aura of misfortune. Any melee or ranged attack made against her while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for 24 rounds.
Avatar Beshaba can have up to ten avatars at any given time. Beshaba rarely walks Faerûn in avatar form, but when she does appear, it is as an impossibly tall and thin, yet voluptuously graceful woman whose long, flowing, unbound hair is snow-white and whose face bears the loveliness of lost Tyche—yet her eyes, yellow and red-rimmed, blaze with madness, and her skin shifts slowly and continuously in hue from dead white to mauve and back again.
Bonus Spells (Ex) Beshaba has one extra spell slot per spell level, which can be used only to cast an illusion spell.
Dark Companion Beshaba can create a panther-like companion that shares her speed and it acts during her turn each round, spun from the darkness of the night. Any enemy adjacent to her dark companion takes a -2 penalty on its saves and to its AC. It follows her mental commands perfectly – in effect, it is merely an extension of her will. Beshaba has traded her familiar away for this ability.
The dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. It is treated as a 5th level spell and automatically reforms at the goddess’s side 24 hours later if dispelled.
A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from Beshaba at the start of her turn, or if she ever loses line of effect to it, it instantly reappears adjacent to her.
Deadly Nightmare (Su) Three times per day, Beshaba can create a mind-affecting fear death effect that can make a living creature literally drop dead. She can target one living creature within 30 feet of her, which must succeed on a Will save (DC 38) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature who exceeds 120 Hit Dice is unaffected by this power.
Delay Fear (Su) Beshaba can choose to delay the onset of any fear effect she imposes on someone else, such as by casting a cause fear spell. She can delay the onset up to 21 minutes. She must determine the onset time when casting the spell, and she cannot later change your mind.
Similarly, twice per day, she can delay fear effects affecting her. If she fails her save against a fear effect, she can delay its onset for 21 rounds. She still gains the advantages granted by the absorb fear class feature, even though she is delaying the negative effects.
Deny Fate (Ex) Beshaba has a better chance of beating the odds should she ever be rendered unconscious and dying. Once per day, on the first occasion when she must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.
Dire Hexblade’s Curse (Su) Beshaba can unleash a curse upon a foe as a swift action at will. The target must be visible and within 60 feet. Her target takes a -7 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 13 days thereafter. A successful Will save (DC 74) halves the effect. Any effect that removes or dispels a curse eliminates the effect of this curse.
Divine Blast Beshaba can create a ray of divine power that extends for up to 13 miles, dealing up to 34d12 points of damage, as a ranged touch attack with no saving throw. Beshaba can unleash a divine blast 24 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Beshaba’s divine blasts generally take the form of shadowy bolts tinged red or yellow accompanied by faint, far-off laughter.
Divine Shield As a free action 22 times per day, Beshaba can create a shield that lasts 10 minutes and stops 130 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Beshaba is naturally immune to does not count towards the shield’s limits.
Evil Eye (unique salient divine ability) Beshaba’s eyes, yellow and red-rimmed, blaze with madness. Beings that meet her gaze, regardless of distance, take a –6 luck penalty on one of the following (her choice): AC, ability checks, attack rolls, saving throws, or skill checks for up to 60 rounds.
More insidiously, however, is how the Evil Eye renders its victims vulnerable to Beshaba’s mental manipulations. Whenever she desires, she can force any creature under the effect of Evil Eye to succeed at a Will save (DC 74). If the victim is male and fails its saving throw, it is charmed (as charm monster). If she targets a female victim, however, then the creature is driven into an indiscriminate rage and attacks the closest friend or foe as though affected by a rage spell. In lieu of either effect, Beshaba can also choose to drive her victims to permanent insanity (as insanity).
A successful saving throw renders the victim immune to the effects of Evil Eye for 24 hours.
Fearful Empowerment (Su) Twice per day, Beshaba can add the fear descriptor to any spell she casts that has some sort of visual manifestation. Creatures targeted by a spell modified by fearful empowerment must make a Will save (DC 38) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have.
Fickle Finger of Fate (Ex) Beshaba can affect the luck of others. Once per day, she may reroll one roll that another creature — friend or enemy — has just made. That creature must take the reroll, even if it is worse than the original roll. Fickle finger of fate takes place outside the normal initiative order, but Beshaba cannot use it if she is caught flat-footed. She must be able to see the recipient to use this ability.
Greater Master of Terror (Ex) The increased difficulty of all save DCs against all spells Beshaba casts with the fear descriptor increases from +1 to +2. In addition, her fear spells are now so potent that they can even affect individuals normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell’s effect. Only a target of 51 Hit Dice or more is immune to her mastery of terror.
Horrific Aura (Su) Beshaba radiates an aura of terror. Creatures with 6 or fewer HD must succeed in a Will save (DC 36) or remain shaken as long as they are within 10 feet of her. A creature who successfully saves is immune to her horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.
21 times per day, Black Bess can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save (DC 36) are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This touch attack, unlike the standard aura, functions against creatures of any HD and can even affect individuals normally immune to fear.
Inspire Fear (Su) As a standard action 24 times per day, Beshaba can create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The target becomes shaken for 5 rounds; a successful Will save (DC 36) halves this duration. Multiple uses of this ability on the same creature don’t stack.
Luck Infusion (Ex) Beshaba’s understanding of the intricacies of fate is so strong that she can twist luck and fate to give her certain abilities. Each morning while preparing spells, she chooses one of the following abilities, which lasts 24 hours, or until she next prepares spells:
· +1 luck bonus on melee attack rolls · +1 luck bonus on ranged attack rolls · +4 luck bonus on initiative · +2 luck bonus on Fortitude save · +2 luck bonus on Reflex save · +2 luck bonus on Will save · +2 luck bonus on save DCs of spells · +2 luck bonus to AC · +2 luck bonus on skill checks
Luck of the Gods (Ex) Beshaba can automatically succeed at one saving throw per day, regardless of the associated difficulty class. The automatic success must be declared before the given save is rolled, obviating the need to roll any save at all.
Lucky Blow (Ex) Once per day as a free action, Beshaba may call upon her connection to the forces of luck to grant herself one extraordinarily lucky attack roll. The decision must be made before the die is rolled. The attack gains +30 luck bonus.
Maleficarum (unique salient divine ability) Beshaba is the patroness of warlocks and witches and her power is expressed through curses and hexes. These maledictions are usable 13 times per day, target up to 13 creatures per day within long range or within her line of sight and require her to be able to verbalize her curse. Unless specifically mentioned, Lady Doom’s curses last indefinitely as long as she is able to perceive her victims, and a victim that is able to evade her attention for up to 13 days from the initial onset of her curse is then free of it unless Beshaba curses him again. Each curse requires a Will save (DC 74) to negate the effect unless specified otherwise and Beshaba can lift these curses at any time she desires.
Befouled Fortune: Beshaba can warp a victim’s luck, preventing it from benefiting luck bonuses or effects that grant it the ability to roll multiple times and take the higher result. The victim also can’t choose a die result, such as taking 10 or 20 in lieu of rolling.
Cursed Treasure: Beshaba can touch a piece of treasure or container filled with treasure and place a terrible curse upon it, choosing from any option available with bestow curse, greater bestow curse or souls’ treasure lost. The next creature (except for those Beshaba wishes to spare) to take the treasure or remove items from the container is affected by the curse, unless it succeeds at a Will save.
Exile: Beshaba can curse a creature and make it inimical to both animals and creatures of its kind. All animals and beings of the same race as the victim have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. The target also takes a –10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.
Fire, Water, Earth, Air: Upon invoking this curse, Beshaba must choose an energy type (acid, cold, electricity, fire, negative energy, positive energy, or sonic). If her target fails their save, they become vulnerable (+50% damage) to the chosen energy type. In addition, they lose all energy resistance they possess, and their energy immunities (from any source) are downgraded to resistance 30 against that energy type.
Out to Get Me: Beshaba can ravage her victim with paranoia and suspicion. Her target does not count as an ally to any creature for the purposes of flanking and targeting abilities, as well as determining the effects of abilities with an area of effect (no save). In addition, if the victim fails their save they may not waive their saving throws against other effects (this means, amongst other things, that they always roll a saving throw against harmless effects).
Upon Your House: Beshaba can bind her curses to entire bloodlines, damning them to an eternity of misfortune. When she invokes this curse, she can add the effects of any one of her other curses (including bestow curse and greater bestow curse). If the target fails its saving throw, then it and up to 13 blood relatives it has immediately suffers the effects of the corrupt spell love’s pain. Furthermore, those same relatives must succeed at a Will save or suffer the effect of the curse Beshaba has chosen. If the primary target dies from the damage, then any subsequent saving throw to resist the effect of the curse suffers a -4 penalty.
Beshaba has access to countless other unique curses of her creation; these merely represent a few select maledictions that she enjoys using. In addition, Beshaba stacks her hexblade and sorcerer levels for the purpose of her caster level in either class. She can also wield cursed items of any type without suffering any ill effects, and any malus inflicted by such items upon the wielder are bonuses when wielded by Beshaba.
Mark of Fortune (Su) Once per day, Beshaba can “lend” some of her luck to an ally by tracing a sigil upon the back of the companion’s right hand or appendage. By doing so, she gives her ally one of the abilities of her luck infusion power. She may not give her ally the same ability that she has chosen for the day, nor may she give her ally the same ability as her permanent infusion power.
Immediately after tracing the mark, a mirror image of the sigil appears on Beshaba’s left hand or appendage, granting her a penalty that exactly mirrors the ally’s bonus. If one of the two marks of fortune is dispelled or suppressed (such as by an antimagic field), the other is disrupted in the same way. No creature may benefit from more than one mark of fortune at any one time.
Master of Terror (Ex): Beshaba’s fear spells are more potent. The save DC of any spell she casts with the fear descriptor increases by 1. This bonus stacks with Spell Focus. Furthermore, she adds the spells bane and doom to her sorcerer spell list as 2nd-level spells.
In addition, she is adept at making people uneasy with the right word, expression, or gesture. Beshaba has a +10 bonus to all Intimidate skill checks.
Mettle (Ex) Beshaba can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. When unconscious or sleeping, she does not gain the benefit of mettle.
Nightmare Phantasm (Su) When Beshaba casts a figment or glamer spell, she can choose to weave a thread of nightmare phantasm into it as a free action 24 times per day. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the original spell’s duration or effectiveness. No creature can be affected by her nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.
Permanent Infusion (Ex) Beshaba has selected the melee attack roll luck infusion effect as a permanent extraordinary aspect of her character.
Quick Cast Beshaba can cast 5 hexblade spells each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
Reflective Fear (Su) Any fear effect against which Beshaba successfully saves is immediately targeted back at the source. She still gains the benefits of absorb fear. If the source of the fear effect fails its save, everyone else who might have been subject to the fear effect immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.
Resist Fate (Ex) Beshaba embraces her extraordinary good luck. Once per day, she can reroll one roll that she has just made. She must abide by the result of the reroll, even if it’s worse than the original roll.
Seal Fate (Su) Beshaba can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, Black Bess selects a target creature he can see within 30 feet with less than 60 Hit Dice. The creature receives either a —10 penalty or a +10 bonus on its next saving throw, as decided by her. If the selected target has more Hit Dice than Lady Doom, the ability doesn’t work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature’s fate is no longer sealed.
Spin Destiny (Ex) Beshaba clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell’s save DC, but she can now add spin to any skill check, attack roll, or saving throw that she attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows her to adjust the DC of his spells. She must apply the bonus before making the roll.
Spin Fate (Ex) Beshaba understands that “chance” is not as random as many believe it to be, and she can adjust the probability of certain events by applying a force that fatespinners refer to as “spin.” Each day, Lady Doom can use 5 points of spin. As a free action, she can use stored spin to boost the save DC of a spell she casts, adding some or all her spin to the DC, on a point-for-point basis. Once she uses up his spin for the day, her ability to tinker with probability in this fashion is also exhausted for the day. Her spin is replenished whenever she successfully regains her spells for the day (whether through rest, preparation, or prayer).
Spirit Chill (Su) Creatures affected by a fear effect Beshaba causes (whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes panicked takes 3d6 points of nonlethal damage.
Tyche’s Curse (Sp) Twice per day, Beshaba may bestow Tyche’s curse upon a single target within close range (25 ft. + 5 ft./2 levels). The target receives a Will save (DC 29) to negate the effects. Should he fail, he finds that the strands of good luck flee from him — he becomes clumsy, forgetful, and less effective than usual. This has the effect of a bestow curse spell, except that the duration is 10 minutes.
submitted by LordofBones89 to Forgotten_Realms [comments]
2024.09.20 20:02 Sensitive_Sample4439 Alguna femboy de lima (foto para llamar la atención ) JAJJAJAJ
2024.08.24 01:12 autotldr New FDU poll has Harris ahead of Trump by 7-point margin for November election
Vice President Kamala Harris holds a seven-point lead over former President Donald Trump in the upcoming presidential election, according to a new poll by Fairleigh Dickinson University.
The poll, conducted from Aug. 17 to Aug. 20, shows Harris leading Trump 50% to 43% among likely voters, with 7% of respondents supporting another candidate.
When voters were prompted to consider the race or gender of the candidates, Harris’ lead over Trump increased significantly.
According to the survey, among voters who were not primed to think about race or gender, Harris and Trump were nearly tied, with Trump slightly ahead at 48% to Harris’ 47%. However, when the race of the candidates was made salient, Harris’ lead expanded to 53% over Trump’s 39%. Mentioning gender also boosted Harris, increasing her support to 52% compared to Trump’s 42%. The survey also reveals that when voters are prompted to think about race, non-white support for Harris rises sharply, with her lead among these voters jumping from 16 points in the unprimed condition to 36 points when race is made salient.
Harris narrows the gap among white voters when race is mentioned, turning an 11-point deficit into a three-point lead. The poll found that Harris has strong support among men who reject traditional masculine identities, while Trump’s strongest base remains men who identify as “Completely masculine.” Among those men, Trump leads Harris by a wide margin, 64% to 30%. However, men who identify as less traditionally masculine favor Harris by 55% to 35%. “Trump has built his political career around a very specific performance of whiteness and masculinity,” Cassino said.
Gender dynamics play a crucial role, with the poll showing that when the gender of the candidates is highlighted, women’s support for Trump drops by seven points, further boosting Harris’ advantage.
Post found in /politics.
NOTICE: This thread is for discussing the submission topic. Please do not discuss the concept of the autotldr bot here.
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2024.08.23 18:20 CreepyAbbreviations5 Results from the new Farleigh Dickinson poll shows an interesting reason as to why people will vote for Kamala Harris
2024.08.23 16:30 autotldr Harris vs. Trump: Latest presidential poll indicates small lead is exploding
Vice President Kamala Harris is expanding her lead against former President Donald Trump, according to a new poll.
Harris has a seven-point advantage over Trump – 50% to 43% – nationally, per the latest Fairleigh Dickinson University survey.
The poll showed “Harris’ lead grows substantially” over questions of race and gender.
From the FDU poll: “Among voters who were not primed to think about the race or sex of the candidates, Harris and Trump are tied. When the list of issues mentions the sex of the candidates, Harris pulls ahead, 52 to 42. And when the race of the candidates is mentioned, Harris holds a 14-point lead, 53 to 39, a 15-point shift from the baseline condition.”
“All the time, we hear strategists and pundits saying that Democratic candidates shouldn’t talk about identity, but these results show that making race and sex salient to voters is bad for Trump and boosts Harris.”
Harris has replaced President Joe Biden atop the presidential ticket, but his “Finish the job” campaign mantra can still largely apply to her top policy goals.
Post found in /politics.
NOTICE: This thread is for discussing the submission topic. Please do not discuss the concept of the autotldr bot here.
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2024.08.17 14:35 st1275857 Struggling with Laxmikanth’s Indian Polity? I Found A Better Way.
When I go online, it’s a struggle to gather everything from different websites and then add it somewhere safe so I can refer back to it easily. Plus, every other website seems to be trying to sell something or is full of annoying ads. It’s really hard to find reliable information.
But I decided to do something about it. I wrote notes, found the relevant laws and constitutional articles for each chapter, and put it all in one place.
So, here I would like to share it with everyone. I put it on my website where you can read it for free—no paywall, nothing. Everything is available for you all.
One more reason I’m sharing this with you all is because you can tell me what else I can add to make it better and help spread knowledge.
I’m tired of these websites asking for money just to provide information, so I wrote all of it myself.
I have also put everything in order, so others can study from it. From this i can tell you that, you can study from this or choose to study from Indian Polity, but polity is bit better, i have tried to cover every single topic, but the judgement part of book is still not covered. I am writing about, it, so it should be available soon.
Also a small message: these blogs are hosted on single AWS lightsail instance, the smallest one, so for some it can take time to load.
Each chapter is linked below, so you can click through and check them out. If you’re finding Laxmikanth a bit too much to handle, these articles might just be what you need:
- Chapter 1: Making of the Constitution
- Chapter 2: Constitutional Framework
- Chapter 3: Concept of the Constitution
- Chapter 4: Salient Features of the Constitution
- Chapter 6: Union and Its Territory
- Chapter 7: Citizenship
- Chapter 8: Fundamental Rights
- Chapter 9: Directive Principles of State Policy
- Chapter 10: Fundamental Duties
- Chapter 11: Amendment of the Constitution
- Chapter 12: Basic Structure of the Constitution
- Chapter 13: Parliamentary Systems in India
- Chapter 14: Federal System
- Chapter 15: Centre-State Relations
- Chapter 16: Inter-State Relations in India
- Chapter 17: Emergency Provisions
- Chapter 18: President of India
- Chapter 19: Vice-President of India
- Chapter 20: Prime Minister of India
- Chapter 21: Central Council of Ministers
- Chapter 22: Cabinet Committees
- Chapter 23: Parliament of India
- Chapter 24: Parliamentary Committees in India
- Chapter 25: Indian Parliamentary Group
- Chapter 26: Supreme Court
- Chapter 27: Judicial Activism in India
- Chapter 28: Public Interest Litigation in India
- Chapter 29: Governor
- Chapter 30: Chief Minister
- Chapter 31: State Council of Ministers in India
- Chapter 32: State Legislature in India
- Chapter 33: High Courts in India
- Chapter 34: Subordinate Courts in India
- Chapter 35: Tribunals in India
- Chapter 36: Consumer Commissions
- Chapter 37: Lok Adalats and Other Courts
- Chapter 38: Panchayati Raj
- Chapter 39: Municipalities
- Chapter 40: Union Territories in India
- Chapter 41: Scheduled and Tribal Areas
- Chapter 42: Election Commission
- Chapter 43: Union Public Service Commission
- Chapter 44: State Public Service Commission
- Chapter 45: Finance Commission
- Chapter 46: Goods and Services Tax Council (GST)
- Chapter 47: National Commission for Scheduled Tribes (NCST)
- Chapter 48: National Commission for Backward Classes (NCBC)
- Chapter 49: Comptroller and Auditor General of India (CAG)
- Chapter 50: Attorney General of India
- Chapter 51: NITI Aayog
- Chapter 52: National Human Rights Commission (NHRC)
- Chapter 53: State Human Rights Commission in India
- Chapter 54: National Commission for Women in India (NCW)
- Chapter 55: National Commission for Protection of Child Rights (NCPCR)
- Chapter 56: National Commission for Minorities (NCM)
- Chapter 57: Central Vigilance Commission (CVC)
- Chapter 58: Central Bureau of Investigation (CBI)
- Chapter 59: Lokpal and Lokayuktas in India
- Chapter 60: National Investigation Agency (NIA)
- Chapter 61: National Disaster Management Authority (NDMA)
- Chapter 62: Bar Council of India
- Chapter 63: Law Commission of India
- Chapter 64: Delimitation Commission of India
- Chapter 65: Co-operative Societies
- Chapter 66: Official Languages in India
- Chapter 67: Public Services
- Chapter 68: Rights and Liabilities of the Government
- Chapter 69: Special Provisions Relating to Certain Classes
- Chapter 70: Political Parties in India
- Chapter 71: Role of Regional Parties in India
- Chapter 72: Elections in India
- Chapter 73: Election Laws in India
- Chapter 74: Electoral Reforms in India
- Chapter 75: Voting Behaviour in India
- Chapter 76: Coalition Government in India
- Chapter 77: Anti-Defection Law in India
- Chapter 78: Foreign Policy of India
- Chapter 79: National Commission for Scheduled Castes (NCSC)
So, if you’ve been slogging through Indian Polity and feeling like you’re not getting anywhere, check out these articles. They’re here to make your study process a bit less painful and a lot more effective. Happy studying!
submitted by st1275857 to UPSC [comments]
2024.08.10 21:02 HowThisEndsMatt How This Ends – Overfishing 1: Maximum (un)Sustainable Yield
If this kind of post is not wanted here, against some rule, or just done poorly, let me know and I wont post the next ones. Otherwise, I’m hoping this is informative and also leads to decent discussion. I can provide references if anyone desires that.
It seems only fitting that the first subject to cover in a series on overfishing is what overfishing is and some thoughts on how it is measured. Overfishing is when more fish are caught from a fishery (which is just an area of the ocean where fish are caught) than can be naturally replenished, leading to a decrease in population. Overfishing can only occur for so long before the fish population is depleted to a point where there aren’t enough fish to continue fishing. In an effort to get a baseline of the scale of the overfishing problem now, we must answer the question: how many of the world’s fisheries are currently overfished? To answer this question, we need to know how overfishing is determined. It helps to know the difference between a sustainable and an unsustainable number of catches as a better definition of overfishing is a prolonged unsustainable number of catches. The line between sustainable and unsustainable is set by a metric called maximum sustainable yield (MSY). MSY is the amount of fish that can be caught without reducing future catches. The idea is that if a fishery is fished above the maximum sustainable yield, there will be less fish available the next year; however, if a fishery is harvested below the maximum sustainable yield, there are economic consequences, such as fewer fish available for human consumption and use, resulting in a price increase, as well as potential ecological consequences, such as overabundance of one type of fish.
MSY relies on population data and reproductive rates, as well as the amount of previous years catches. Let’s start with population data. There is a salient quote by marine ecologist John Shepherd I encountered on this topic, “counting fish is just like counting trees, except they’re invisible and move around.” As you can imagine, estimating fish populations is a complicated and imprecise task that relies on mathematical models of nature. These models, while powerful, will always contain some amount of error as it is near impossible to account for all environmental factors. There are natural perturbations and cyclical changes in ocean environments that can have a drastic impact on population or reproductive rates. Some examples are: El Nino and La Nina, seasonal changes in ocean current or changes in ocean current due to climatic events, the North American, Pacific Decadal, and Artic oscillations, which are phenomena caused by different atmospheric pressures at different altitudes, and of course solar and lunar cycles.
We can acknowledge the uncertainty in any population estimates that rely on these natural perturbations, but what about the data on the previous years catch? How do we know how many fish are caught and how reliable are these numbers?
Like estimating fish populations, estimating the number of catches is an imprecise task in which the error is exacerbated by human factors, such as inaccurate reporting. The reported catches are measured mostly by seafood dealers and reported by fishermen or fishing companies at the end of their fishing trips. It is exceedingly difficult to assess the number of fish that are actually caught. While there are government organizations in charge of oversight, inspections and ride-alongs are few and far between such that discarded catches and bycatch for the most part do not make it into the final numbers. Small scale and subsistence fisheries are also rarely included in data collection. It doesn’t take a fantasy level imagination to realize that the incentive structure is in place for companies operating within a fishery to only report the legal catch that they bring back and not the illegal catch and undesired catch that they threw back. If you’re a company operating on razor thin margins or just trying to maximize return on investment, why would you subject yourself to such scrutiny when there’s no way for these numbers to be verified? That is if you’re a somewhat legal actor, if you’re a pirate and only care about catches, no care for expense, then of course those numbers aren’t reported at all.
One study, published in Nature in 2016, attempted to account for bycatch and unreported catch and resulted in an estimate that catches between 1950 and 2010 are underreported by an average of 50%. The main takeaway is that the catch numbers we’re going to be talking about throughout this essay are likely much lower than the actual catch numbers. This can be because of piracy, the pressure to not report bycatch, the pressure to underreport to avoid government sanctions, and simply not having the proper tools to measure/report. There can also be political motivations, exemplified by China in the 1990s, to lie about the number of catches in one way or another for some political end.
If anything above MSY is considered overfished and MSY relies on catch data that is likely significantly under reported, then it leads to reason that a fishery with catches at the maximum sustainable yield is actually overfished. Returning to the question of how many of the world’s fisheries are overfished: the best numbers we have are from the United Nations Food and Agriculture Organization (UN-FAO) biennial report on the Status of World Fisheries and Aquaculture. This is an awesome resource that I encourage people to look at if interested. The latest of this report claims that 34% of the world’s fisheries are overfished and 60% are fished at the maximum sustainable yield. If you believe, due to the reasons we just covered, that a fishery being fished at the maximum sustainable yield is actually overfished, then that leads to 94% of fisheries being overfished. If correct, this could mean that many of the world’s fisheries are being harvested in a way that may result in near-term collapse of fish stocks.
https://preview.redd.it/bw0htph7lvhd1.png?width=1355&format=png&auto=webp&s=13533a1859e3f886520076fd0b638d2cdd49b06b
Surely such a high level of overfishing is unsustainable, begging the question: how long has it been this way? A useful concept in figuring this out is the measure of effort it takes to catch fish, known as fishing pressure. Fishing pressure looks at things like number of vessels in the water, the gear and technology used, and the amount of hours spent fishing. The amount of catches per unit of fishing pressure have been declining significantly throughout the 20th century but things really started getting out of hand in the 80s and 90s.
Technological innovation has led to a drastic increase in fishing pressure that we have brought to bear on fisheries. One study tried to quantify this relationship by looking at the trend in catches of bottom trawl fisheries in England from the late 1800s to 2020. This report is relevant as it’s difficult to know how much fish populations have collapsed because we tend to dismiss historical accounts, such as those of the first settlers in what is now Canada where they wrote of cod in such quantities that you could almost walk across them. England has some of the earliest reported catch numbers known. These data indicate that in the late 1800s they were getting more than 60 tons of fish per unit of fishing power exerted, this number steadily declined to a little less than 20 tons per unit of fishing power following world war I and then rose dramatically following world war II, as new technologies, such as sonar could find populations previously undisturbed. Catches per unit fishing effort continued to increase until around 1960 and then dramatically fell to around 2 tons per unit of fishing power. To make it clear, this does not mean that fewer fish were caught, it just means that the fish were much harder to catch. Luckily for us, we have much more advanced and efficient methods than they did in the 1880s.
https://preview.redd.it/eon3piy8lvhd1.png?width=1557&format=png&auto=webp&s=080f09a4cece9d065201e09260225c8543801575
Despite this increased pressure, the impacts of overfishing have been are being felt and reflected in the amount of fisheries considered to be overfished. In 1974 the FAO only reported 10% of fisheries as overfished and roughly 38% caught at the maximum sustainable yield. Another way of saying this is that in 1974, the FAO considered 52% of worldwide fisheries as “underfished.” Contrast this with the 6% underfished as of 2022. Fish have gotten significantly harder and harder to catch but our technological advancements have outpaced this difficulty and allowed us to keep the cheap fish sticks flowing. We have been in an arms race with fish reproduction, and we have been winning.
Another thing to be clear about is when I speak of technological advancement making it easier to fish, I mean for the societies who have that technology. This is exemplified by the large Chinese fishing fleet off the west coast of Africa. The countries along the coast, like Ghana, have many people who rely on traditional fishing methods, using wooden canoes and hand thrown nets, to catch enough fish to support themselves. These people are finding it more and more difficult to catch enough fish and are becoming poorer as a result. The industrial Chinese trawlers off the coast hold most of the blame. These floating factories trawl the ocean off the coast, harm the ecosystem, and out compete the locals who see no benefits. Often times, the Chinese fleets will have a front company in these countries or grease the hands of a corrupt politician to obtain permission to exploit these waters. The rise and prevalence of China’s long range industrial fishing fleet tells us 1) that no area is safe and 2) more local waters to China have already been overfished to an extent that it cannot satiate the hunger the country has for fish.
After coming to the conclusion that the vast majority of fisheries are likely overfished, the next question that popped into my head is: if we are overfishing so much that populations are plummeting, why is fish so cheap? The first part of this answer is that fish aren’t as cheap as we think, we’re just not only paying at the grocery store; fish appear cheaper than they are because we also pay through subsidies on the fuel and the boats and ships that catch fish. Subsidies for fisheries can take many forms. They can include direct financial support (such as payments for fishing vessels, boat repairs, and fuel subsidies), industrial policies (such as tax exemptions), fishing quotas, government grants, and infrastructure investments (such as port-building and navigation maintenance). Subsidies can also be in the form of consumer credits, tax incentives, research and development funding. In 2009, fishery subsidies were about 35 billion dollars, or about 30-40% the value of the global catch that year.
Another reason fish are relatively cheap is due to a phenomena known as hyperstability. Hyperstability in this context means that if you catch any fish at all, you’re going to catch a lot. This is attributed to the fact that when fish populations are threatened, they breed in even larger numbers and in smaller areas. This concentration makes mating more effective for the fish, but also makes them easier for us to catch. If the population of a fishery is sufficient enough to support this behavior, we will catch a fair amount of fish, right until the point where we don’t catch any.
All these things being said, the most significant reason why the severity of overfishing is not being felt in the grocery store is due to the rise and prevalence of aquaculture better known as fish farming. By weight, more fish are now farmed than are caught and while catches will likely continue to decline, fish farming is likely to continue to increase. While seen as one of the great levers to pull to feed the world’s population, there are major downsides to fish farming, at least the way it is currently implemented.
That’s where I’m going to leave it for now, if you made it this far, thank you. This is a trial to see how well writing like this will be received on collapse. I’m currently working on the essay about fish farming and the good and bad that it brings. If there’s an appetite, I’m hoping to post it here.
submitted by HowThisEndsMatt to collapse [comments]
2024.08.04 05:13 LordofBones89 Revised Deities (3.5e): Cyric, the Dark Sun
CYRIC Prince of Lies, the Dark Sun, the Black Sun, the Mad, the Mad God, the Lord of Three Crowns, the Lord of Four Crowns, the Fateless, the One, the All, the Face Behind the Mask, the Everything, the Most Mighty, the Highest of the High, Almighty, the One and the All, the Assassin, the Mad One, Dark Prince, Prince of Madness Greater Power of Pandemonium Symbol White jawless skull on black or purple sunburst Realm Shattered Keep (Pandemonium/Cocytus) Alignment Chaotic Evil Aliases Bane (formerly), Bhaal, Cyruk, Myrkul, N’asr (among the Bedine), Sirhivatizangpo (among the Gugari) Superior none (AO) Allies none Foes Araleth Letheranil, Arvoreen, Azuth, Bane, Baravar Cloakshadow, Corellon Larethian, Cyrrollalee, Hanali Celanil, Helm, Iyachtu Xvim (dead), Kelemvor, Kirith Sotheril, Lathander, Leira (dead), Jergal, Mask, Meriadar, Mystra, Naralis Analor, Oghma, Savras, Segojan Earthcaller, Sehanine Moonbow, Shar, Sune, Torm, Tyr, Urogalan, Velsharoon, Yondalla Servants Malik el Sami yn Nasser (Seraph of Lies) Servitor Creatures nightmares, redcaps, shee, undead (typically created from murderers or murder victims) Manifestations a bloody wraith; a cloud of poisonous smoke; a sudden gloom containing the phantom images of whirling human skulls and the dark, intent gaze of two black eyes Signs of Favor none Worshipers assassins, beguilers, con-artists, deceivers, demagogues, evil illusionists, liars, former Bhaalyn and Myrkulytes, murderers, the power-hungry, sadists Cleric Alignments CE, CN, NE Specialty Priests Strifeleader Holy Days Banedeath (no longer practiced), Day of the Dark Sun Important Ceremonies none Portfolio deception, illusion, intrigue, lies, murder, strife Domains Beguilement, Chaos, Destruction, Envy, Evil, Illusion, Madness, Planning, Pride, Spite, Trickery Favored Weapon Razor’s Edge (longsword)
CYRIC Male Fighter 4, Rogue 16, Replacement Killer 10, Mountebank 10, Beguiler 20 CE Medium Outsider (Chaotic, Evil, Extraplanar) Divine Rank 17 Init 50 (+22 Dex, +8 Superior Initiative), Supreme Initiative; Senses 17-mile-radius; Listen 111, Spot 111; remote sensing (20 locations), portfolio sense Aura divine aura (17 miles, Will DC 74), undetectable alignment; Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________
AC 98, touch 68, flat-footed 76 (+19 deflection, +22 Dex, +17 divine, +30 natural); improved uncanny dodge as a 26th level rogue hp 1,456 (4d10 + 56d6 plus 1080), divine shield 21/day (170 hp); DR 40/epic, good and silver Immune ability damage, ability drain, antimagic, banishment, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking, sleep, sonic, stunning, transmutation, and turning Resist acid 37, cold 37; SR 80 Fort 84 Ref 90 Will 74; evasion ____________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee razor’s edge 94/94/89/89/79 (33 plus 2 Dex drain plus 18 sonic plus 18 anarchic and 1 negative level vs. lawful plus 18 unholy and 1 negative level vs. good/18-20/x2 plus 36 sonic plus 36 anarchic and 2 negative levels vs. lawful plus 36 unholy and 2 negative levels vs. good) or Melee spell 85 or Ranged spell 85 Base Atk 56; Grp 80 Atk Options death attack (Fort DC 42 or 47 for paralysis; Destructive Attack), destructive smite 17/day (+4 atk and +60 damage), divine blast 22/day (17 miles, 432 points of damage), opportunist, sneak attack +186 damage (crippling strike [+2 Str damage], penetrating strike; Disemboweling Strike, Lingering Damage, Persistent Attacker), sympathetic strike 17/day (deal damage equal to the amount dealt to Cyric in the last round up to a maximum of 300 hp); Improved Combat Reflexes, Power Attack, Sneak Attack of Opportunity Special Actions alter reality, madness (-1 to all Wisdom-based checks and Will saves; 17/day, add +30 to one Wisdom-based check or Will save), pride domain (reroll any 1 on a saving throw and keep the second result), sideslip 4/day (sudden escape); Combat Gear razor’s edge
Divine Spell-like Abilities (CL 60th or 61st for illusion spells; +1 ability damage, ability drain, chaos, compulsion, evil, and level drain spells) At will – animate objects, augury, bestow wound (DC 47), blasphemy (DC 53), bolts of bedevilment (DC 51), chaos hammer (DC 50), clairaudience/clairvoyance, cloak of chaos (DC 54), cloak of hate (DC 52), confusion (DC 50), contagion (DC 49), create undead, crushing despair (DC 51), deathwatch, deep slumber (DC 50), desecrate, detect scrying, discern location, disguise self, disintegrate (DC 53), dispel good (DC 51), dispel law (DC 51), displacement, divine power, eagle’s splendor, earthquake (DC 54), enthrall (DC 58), false vision, fire in the blood, forbiddance (DC 52), greater heroism, greater scrying (DC 53), greater spell immunity, greater teleport, harm (DC 52), heroes’ feast, heroism, hypnotic pattern (DC 49), hypnotism (DC 47), implosion (DC 55), imprison soul (DC 54), inflict critical wounds (DC 50), inflict light wounds (DC 47), insanity (DC 53), invisibility, lesser confusion (DC 47), limited wish, maddening scream (DC 54), magic circle against good, magic circle against law, magic jar (DC 52), mantle of pure spite, mass charm monster (DC 55), mass hold person (DC 54), mass inflict light wounds (DC 51), mass reduce person, mass suggestion (DC 53), minor image (DC 48), mislead (DC 52), modify memory (DC 52), nondetection, otto’s irresistible dance (DC 55), pact of return, persistent image (DC 51), phantasmal killer (DC 52), plane shift (DC 51), polymorph any object (DC 54), project image (DC 53), pronouncement of fate (DC 50), protection from good, protection from law, rage, ray of enfeeblement, screen (DC 53), shatter (DC 48), simulacrum, silent image (DC 47), status, summon monster IX (chaotic and evil monsters only), time stop, touch of idiocy, touch of madness (DC 48), unholy aura (DC 54), unholy blight (DC 50), vampiric touch, weird (DC 55), wish, word of chaos (DC 53)
Replacement Killer Spell-like Abilities (CL 60th) 3/day – disguise self 2/day – modify memory (DC 33) 1/day – greater invisibility
Beguiler Spells per Day (CL 20th or 61st for illusion spells; 37th vs SR or 78th for illusion spells; +1 ability damage, ability drain, chaotic, compulsion, evil and level drain spells) 19th (3/day) – DC 68 or 87 for illusion spells 18th (3/day) – DC 67 or 86 for illusion spells 17th (3/day) – DC 66 or 85 for illusion spells 16th (3/day) – DC 65 or 84 for illusion spells 15th (4/day) – DC 64 or 83 for illusion spells 14th (4/day) – DC 63 or 82 for illusion spells 13th (4/day) – DC 62 or 81 for illusion spells 12th (4/day) – DC 61 or 80 for illusion spells 11th (5/day) – DC 60 or 79 for illusion spells 10th (5/day) – DC 59 or 78 for illusion spells 9th (8/day) – DC 58 or 77 for illusion spells 8th (9/day) – DC 57 or 76 for illusion spells 7th (10/day) – DC 56 or 75 for illusion spells 6th (10/day) – DC 55 or 74 for illusion spells 5th (10/day) – DC 54 or 73 for illusion spells 4th (10/day) – DC 53 or 72 for illusion spells 3rd (11/day) – DC 52 or 71 for illusion spells 2nd (11/day) – DC 51 or 70 for illusion spells 1st (11/day) – DC 50 or 69 for illusion spells Cantrips (6/day) – DC 49 or 68 for illusion spells
Epic Spells per Day 6 arcane, up to Spellcraft DC 142 for illusion spells; Epic Spells Known Cyric knows all epic spells of the illusion school or based on illusion spell seeds. ____________________________________________________________________________________________
Abilities Str 45, Dex 54, Con 47, Int 49, Wis 34, Cha 48 SQ alter ego, advanced learning (cloak of hate, incite, maddening whispers, mindburn, mindrape), avatar, cloaked casting, clever wording, divinity, evasion, greater paralyzing attack +5, immortality, improved inconspicuous disguise, inconspicuous disguise, lively discourse, piqued hearing, poison use, slippery mind, tongue of the devil, trapfinding, undetectable alignment Feats Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Craven, Darkstalker, Deceitful, Disemboweling Strike, Dodge, Extend Spell (B), Forge Ring, Greater Spell Focus (illusion), Heighten Spell, Improved Initiative, Invisible Spell, Persistent Attacker, Power Attack, Quicken Spell, Savvy Rogue, Skill Focus (Bluff, Disguise), Spell Focus (illusion), Silent Spell (B), Still Spell (B), Weapon Finesse, Weapon Focus (longsword) Epic Feats Destructive Attack, Epic Skill Focus (Bluff, Disguise), Epic Spell Focus (illusion), Epic Spellcasting (illusion only) (B), Improved Combat Reflexes, Improved Death Attack, Improved Heighten Spell, Lingering Damage, Sneak Attack of Opportunity, Superior Initiative Salient Divine Abilities Alter Form, Battlesense, Craft Artifact, Divine Celerity (17 minutes), Divine Dodge (67%), Divine Glibness (CL 77th, 27 creatures no more than 170 ft apart, Will DC 76), Divine Skill Focus (Bluff, Disguise), Divine Sneak Attack, Divine Spell Focus (illusion), Divine Spellcasting, Hand of Death (Fort DC 76 or die, 162 damage on a successful save), Know Secrets (Will DC 76), Lay Quest (17 creatures per day), Life and Death (Fort DC 76 or die, 340 damage on a successful save), Lord of Illusion (unique salient divine ability), Power of Truth (17 creatures per day, Will DC 76), Prince of Lies (unique salient divine ability), Shapechange, Supreme Initiative, True Shapechange, Wave of Chaos (CL 77th, 170 ft, Will DC 76), Wound Enemy (Heal DC 79) Skills Appraise 96 (102 poisons), Balance 128, Bluff 178, Climb 94, Concentration 118, Craft (poisonmaking) 119, Decipher Script 119, Disguise 161 (166 acting or under observation), Escape Artist 122 (126 escaping from rope bonds), Forgery 121, Gather Information 125, Hide 122, Intimidate 119, Jump 123, Knowledge (arcana) 119, Knowledge (local) 119, Knowledge (religion) 119, Knowledge (the planes) 119, Listen 111, Move Silently 122, Open Locks 122, Search 119, Sense Motive 111, Sleight of Hand 128, Spellcraft 125 (142 illusion epic spells and spell seeds), Spot 111, Swim 62, Tumble 128, Use Rope 84 (90 binding) Possessions razor’s edge
Advanced Learning (Ex) Cyric has added the cloak of hate, incite, maddening whispers, mindburn, and mindrape spells to his spell list, representing the result of personal study and experimentation.
Alter Ego (Sp) Cyric has three alternate identities. These alter egos have their own distinct physical characteristics, quirks, preferred clothing, and so on. At will, he can switch his form between that of his normal identity and that of his alter ego. This ability works like alter self cast at 10th level, except that he can assume only the appearance of his alternate identity.
Armored Mage (Ex) Cyric’s specialized training allows him to avoid any chance of arcane spell failure as long as he restricts himself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Clever Wording (Ex) Cyric has mastered the ability to verbally transmit information to another character without others understanding it. He has to fail a Bluff check by 10 or more when delivering a secret message before false information is implied or inferred.
Cloaked Casting (Ex) Cyric’s spells are more effective when cast against an unwary foe. He gains a +2 bonus to the spell’s save DC when he cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) and automatically overcomes the spell resistance of any affected target.
Divinity Cyric is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit. Alter Reality: Cyric may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Cyric can have up to twenty avatars at any given time. The Dark Sun is seldom seen on Faerûn but most often has appeared as a slim man with blazing dark eyes and chalk-white skin who speaks caustically and sarcastically and acts duplicitously but with firm purpose—save when he laughs wildly or discusses possible courses of action with himself in different voices in obvious insanity. He believes himself Master of All and often underestimates opponents because he simply cannot comprehend that they will not instantly fall before him. He was aptly described by one now-dead observer as “a babbling madman who nonetheless remains dangerously vengeful and capable.” Divine Blast: Cyric can create a ray of divine power that extends for up to 17 miles, dealing up to 432 points of damage, as a ranged touch attack with no saving throw. Cyric can unleash a divine blast 22 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Cyrics’s divine blasts generally take the form of blasts of black or purple fire accompanied by images of whirling skulls. Divine Shield: As a free action 21 times per day, Cyric can create a shield that lasts 10 minutes and stops 170 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Cyric is naturally immune to does not count towards the shield’s limits.
Greater Paralyzing Attack (Ex) The DC to resist Cyric’s death attack increases by +5 when he chooses to paralyze his victim rather than kill her outright.
Improved Inconspicuous Disguise (Ex) Contact with people who know the specific individual Cyric is replacing does not automatically provoke an opposed check. In addition, the Spot check bonus for such a viewer decreases by -4.
Inconspicuous Disguise (Ex) Suspicious observers do not get automatic Spot checks to note any disguise worn by Cyric. He is too good at applying the disguise and adopting the mannerisms of his new persona to arouse suspicion in any but the most interested parties.
Lord of Illusion (unique salient divine ability) Cyric is the god of illusion, having consumed the divine essence of Leira after murdering her. As such, he commands great power over the magic of lies and deceit.
Cyric adds all illusion spells, whether arcane or divine, to his beguiler spell list. He uses the totality of his Hit Dice to determine his caster level for his Illusion spells and adds one-half his divine rank (+8) as a bonus to the saving throw DCs for his illusion spells; this bonus stacks with his existing bonuses.
The Dark Sun has Epic Spellcasting as a bonus feat; however, he can only cast Illusion spells and utilize Illusion spell seeds. He adds +17 to his Spellcraft skill for the purpose of casting epic spells from the school of illusion.
Finally, the Prince of Lies’ illusion spells are as potent as Leira’s and ignore any form of immunity to illusion effects. Creatures immune to illusion effects instead gain a +8 bonus to the saving throw made to resist the effect.
Lively Discourse (Ex) Cyric has the ability to relay detailed messages, especially those that require specific locations, people and times. The DC is 30 to relay intricate messages with a Bluff check.
Penetrating Strike Whenever Cyric flanks a creature that is immune to extra damage from sneak attacks, he still deals +9d6 extra damage. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked. This replaces his trap sense ability.
Piqued Hearing (Ex) Cyric is so attuned to conversations with secret messages that noticing them becomes effortless. If he is within 30 feet of a conversation containing a secret message, he is entitled to a Sense Motive check to intercept the transmitted message as if actively listening for it. He must first be able to hear the conversation with a Listen check.
Prince of Lies (unique salient divine ability) Such is Cyric’s skill at deceit that he can warp the worldview or even shatter the minds of anyone that falls for his lies. Whenever a creature fails its Sense Motive check against Cyric’s Bluff check, it becomes convinced of Cyric’s actions and cause. Such creatures must succeed at a Will save (DC 74) with a -17 penalty to the save or be affected as though by charm monster and regard Cyric as its trusted friend and ally. This extends to even suicidal or harmful orders, as the creature believes Cyric is working in its best interests and that any harm done to it is in service of Cyric’s cause.
Cyric can additionally choose to instead weaken or shatter a creature’s mind, making it question everything it knows or driving it mad. He can choose to inflict feeblemind or insanity with his Bluff check, with the same stipulations.
Cyric’s caster level for this effect is 77th, and he can affect up to 17 creatures per day.
Sideslip (Su) Cyric is supernaturally elusive. Four times per day as an immediate action, he can transfer himself from his current space to another up to 20 feet away. This ability otherwise works like the dimension door spell, except that he cannot transport other creatures with him.
Sudden Escape (Sp) Cyric can expend two daily uses of his sideslip ability as a swift action to use dimension door, as the spell, as a 60th level caster.
Surprise Casting (Ex) When Cyric successfully uses the Bluff skill to feint in combat, his target is denied its Dexterity bonus (if it has one) to AC for the next melee attack he makes against it or the next spell he casts. He must remain in melee with the target, and the attack must be made or the spell cast on or before his next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against him if you do not cast defensively. In addition, Cyric can feint in combat as a move action instead of a standard action.
Tongue of the Devil (Ex) Cyric’s cunning misdirection leaves others at his mercy. He adds his Intelligence bonus (+19) to Bluff checks.
Undetectable Alignment (Su) Cyric’s alignment cannot be detected by any means, as the undetectable alignment spell. He can activate or deactivate this ability at will as a free action.
Possessions Cyric carries Razor’s Edge, a +8 keen sonic blast speed vorpal longsword of anarchic and unholy power with the combined powers of an assassin’s dagger, backstabber and mace of ruin. Razor’s edge is uncannily light and well-balanced and counts as a light weapon for the purpose of Weapon Finesse. Wounds inflicted by razor’s edge are fine and discreet as the blade silently carves through skin and sinew alike, inflicting 2 points of Dexterity drain. In addition, razor’s edge can cut through any force effect, magical or non-magical wall or barrier (such as a wall of force or prismatic wall) by succeeding at an attack roll against the effect’s caster level. (CL 60th)
Other Divine Powers As a greater power, Cyric automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Cyric can see (using normal vision or darkvision), hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio Sense Cyric is aware of any act of strife, deceit or murder, or the casting of any illusion spell, regardless of the number of people involved up to 17 weeks in the past and 17 weeks in the future. Automatic Actions Cyric can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower, or up to DC 47 for Bluff and Disguise. He can perform up to twenty such free actions each round. Create Magic Items Cyric can craft any magical item associated with deceit, lies, strife or murder, or any item that utilizes the illusion school, including artifacts.
submitted by LordofBones89 to Forgotten_Realms [comments]
2024.08.01 15:47 LordofBones89 Revised Deities (3.5e): Talos, the Stormlord
TALOS The Destroyer, the Storm Lord, the Stormstar, the Raging One, the Wildfire Greater Power of Pandemonium Symbol Three bolts of lightning of different colors radiating from one point or an explosive lightning strike Realm Towers of Ruin (Pandemonium/Pandesmos) Alignment Chaotic Evil Aliases Bhaelros (Calimshan), Kozah (among the Bedine, Netheril), Malyk (the Underdark) Superior none (AO) Allies Garyx, Iborighu, Moander (dead), Sekolah, Shar, Vanua, Velsharoon, Zinzerena (as Malyk; distant) Foes Aerdrie Faenya, Alathrien Druanna, Amaunator (dead), Angharradh, Araleth Letheranil, Arvoreen, Chauntea, Corellon Larethian, Cyrrollalee, Darahl Firecloak, Deneir, Eldath, Fanthros, Fionnghuala, Gond, Grond, Hanali Celanil, Helm, Hiatea, Krocaa, Lathander, Lliendil, Mellifleur, Mielikki, Mystra (current incarnation and as Mystryl), Mythrien Sarath, Oberon, Oghma, Relluvar Danuvien, Rillifane Rallathil, Savras, Sehanine Moonbow, Selune, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Solonor Thelandira, Stronmaus, Sune, Surminare, Syranita, Tapann, Titania, Tyche (dead), Tyr, Valkur, the Whale Mother, Yondalla Servants Auril, Malar, Umberlee (the Gods of Fury); Dierdre Kendrick (Chosen, dead). Servitor Creatures acid-born creatures, aerial servants, air demons, avalanchers (anarchic or fiendish only), behirs, chaos beasts, chimeras, dragons (fang, howling and force; always chaotic or evil), eagles (normal, behemoth and dire, always anarchic or fiendish), earth demons, elementals (air, earth, fire, storm and water of all types, always anarchic or fiendish), elemental and paraelemental monoliths of all types, evil genies, fire demons, hydras, invisible stalkers, living holocausts, manticores, mephits of all types, monoliths of all types (anarchic or fiendish only), perytons, quasits, rocs (anarchic or fiendish only), shocker lizards (anarchic or fiendish only), tempests, vargouilles, water demons, weirds of all types, yeth hounds Manifestations titanic, bellowing laughter in the heart of a gale sometimes accompanied by two eyes like giant blazing coals surrounded by swirling maelstroms of air, with the loss of at least one ship if at sea; two fist-sized, swirling storm clouds arcing with lightning Signs of Favor red-hued lightning in a straight-line bestowing healing, spells or other benefits (favor); bolt of lightning leaping from his cloud manifestation to deal damage (disfavor) Worshipers destructive or insane spellcasters (primarily evokers), elemental savants, evil barbarians, evil druids, evil fighters, evil genasi, evil half-orcs, master specialists (evocation), rage mages, sea witches, stormcasters, those who fear or revere the destructive power of nature, warmages, wild mages Cleric Alignments CE, CN, NE Specialty Priests Stormlord Holy Days Calling Down the Thunder (annual seasonal festivals – Greengrass, Midsummer, etc) Important Ceremonies the Fury Portfolio conflagrations, destruction, earthquakes, rebellion, storms, vortices Domains Air, Chaos, Destruction, Earth, Evil, Fire, Fury, Storm, Water, Weather, Wrath\ Favored Weapon lightning bolt (longspear, shortspear, or halfspear)
TALOS Male Barbarian 25, Evoker 20, Rage Mage 10, Stormcaster 10 CE Medium Outsider (Chaotic, Evil, Extraplanar) Divine Rank 16 Init 37 (+13 Dex, +4 Improved Initiative); Senses 16-mile-radius; Listen 117, Spot 74; remote sensing (20 locations), portfolio sense Aura divine aura (16 miles, Will DC 78); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________
AC 105, charging 108, raging 100, touch 59, flat-footed 92 (+17 armor, +20 deflection, +13 Dex, +16 divine, +29 natural); improved uncanny dodge as a 25th level rogue hp 1,800 or 2,125 when raging (25d12 + 30d4 + 10d8 plus 1,300 [1,625 raging]), divine shield 23/day (160 hp); DR 40/epic, good and cold iron, 7/- Immune ability damage, ability drain, acid, antimagic, banishment, cold, death effects, disease, disintegration, electricity, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking and turning, sleep, sonic, stunning, transmutation Resist cold 36 (46 raging), electricity 30 (40 raging), fire 36 (46 raging), sonic 30 (40 raging); SR 80 (90 raging) Fort 90 Ref 77 Will 77 ____________________________________________________________________________________________
Speed 70 ft. (14 squares), fly 160 ft. (perfect) Melee lightning bolt 119/114/109/104 (69 plus 18 electricity plus 18 fire plus 18 sonic plus 18 chaos and 1 negative level vs law plus 18 unholy and 1 negative level vs good/19-20/x3 plus 12 overwhelming plus death [Fort DC 64] plus 54 electricity plus 54 fire plus 54 sonic plus 54 chaos and 3 negative levels vs law plus 54 unholy and 3 negative levels vs good) [+5 to all attack and physical damage rolls when raging] or Melee iron staff 119/114/109/104 (67 plus 18 electricity/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 electricity) [+5 to all attack and damage rolls when raging] or Melee silver staff 119/114/109/104 (67 plus 18 cold/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 cold) [+5 to all attack and damage rolls when raging] or Melee wooden staff 119/114/109/104 (67 plus 18 acid/19-20/x2 plus 6 overwhelming plus death [Fort DC 64] plus 36 acid) [+5 to all attack and damage rolls when raging] or Melee spell 102 or Ranged lightning bolt 109/104/98/94 (69 plus 18 electricity plus 18 fire plus 18 sonic plus 18 chaos and 1 negative level vs law plus 18 unholy and 1 negative level vs good/19-20/x3 plus 12 overwhelming plus death [Fort DC 64] plus 54 electricity plus 54 fire plus 54 sonic plus 54 chaos and 3 negative levels vs law plus 54 unholy and 3 negative levels vs good) [+5 to all attack and damage rolls when raging] or Ranged spell 92 Base Atk 63; Grp 102 Atk Options destructive smite 16/day (+4 atk, +65 damage), divine blast 23/day (16 miles, 432 damage), divine ruinous terrifying tireless spell rage 16/day, furious strike 16/day (+2 profane bonus on attack rolls against the designated creature or object and deal +2 damage with each successful strike); Arcane Strike, Battlecaster Offense, Clap of Thunder (6 sonic damage/highest sonic spell level as a melee touch attack plus Fort save at spell’s DC or be deafened for one round), Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Energy Gestalt, Great Cleave, Improved Bull Rush, Improved Sunder, Leap Attack, Power Attack, Robilar’s Gambit, Shock Trooper Special Actions alter reality, call storm 1/week, rebuke or turn any elemental 23/day as a 65th level cleric (check 40, damage 92), shield of winds 3/day, spell fury 1/rage, thunderclap, warrior cry, wrath 16/day for 65 rounds (subtract up to 65 points from Wisdom and add 1 point to Strength for every 2 Wisdom); Storm Bolt (6 electricity damage/highest electricity spell level in a 20 ft line; Ref save at spell’s DC halves) Combat Gear lightning bolts
Spell-like Abilities (CL 65th; +1 chaos and evil spells, +2 air and water spells, +3 electricity and sonic spells) At will – abyssal frenzy (DC 43), acid fog, air walk, animate objects, blasphemy (DC 43), bull’s strength, burning hands (DC 37), call lightning (DC 39), call lightning storm (DC 42), chain lightning (DC 42), chaos hammer (DC 40), cloak of chaos (DC 44), cone of cold (DC 42), contagion (DC 39), control water, control weather, control winds (DC 41), create undead, desecrate, disintegrate (DC 43), dispel good (DC 41), dispel law (DC 41), divine power, earthquake (DC 44), elemental swarm (air, cold, earth, fire), entropic shield, fire seeds (DC 42), fire shield, fire storm (DC 43), fog cloud, gaseous form, great shout (DC 43), gust of wind (DC 38), harm (DC 42), horrid wilting (DC 44), ice storm, implosion (DC 45), incendiary cloud (DC 44), inflict critical wounds (DC 40), inflict light wounds (DC 37), iron body, magic circle against good, magic circle against law, magic stone, mass abyssal frenzy (DC 45), mass inflict light wounds (DC 41), obscuring mist, produce flame, protection from good, protection from law, rage, resist energy, rhino’s rush, righteous might, shatter (DC 38), shout (DC 41), sleet storm, soften earth and stone, song of discord (DC 42), spike stones (DC 40), stone shape, stoneskin, storm of vengeance (DC 45), summon monster IX (chaos and evil only), tenser’s transformation, true strike, unholy aura (DC 44), unholy blight (DC 40), wall of fire, water breathing, whirlwind (DC 44), wind wall, word of chaos (DC 43).
Evoker Spells per Day (CL 34th or 59th for abjuration, conjuration, evocation, necromancy, or transmutation spells; 50th vs SR or 75th for abjuration, conjuration, evocation, necromancy, or transmutation spells; +1 chaos and evil spells, +2 air and water spells, +3 electricity and sonic spells; all evocation spells are intensified; all spells are electricity and sonic admixtured) 20th (4/day) – heightened repeated twinned chain lightning (DC 75), heightened detonate (DC 82), intensified quickened maw of chaos (DC 60), acid-admixtured fire-admixtured twinned polar ray. 19th (4/day) – quickened repeated twinned halaster’s blacksphere (DC 70), heightened reality maelstrom (x2) (DC 70), heightened sphere of ultimate destruction (DC 70). 18th (4/day) – acid-admixtured fire-admixtured quickened chain lightning (x2) (DC 68), acid-admixtured cold-admixtured repeated delayed blast fireball (x2) (DC 69). 17th (4/day) – enhanced intensified acid storm (DC 57), fire-admixtured quickened burst of glacial wrath (DC 71), acid-admixtured enhanced deadly sunstroke (DC 71), acid-admixtured cold-admixtured meteor swarm (DC 71). 16th (5/day) – repeated intensified disintegrate (DC 57), fire-admixtured quickened lightning ring (DC 70), intensified ring of fire (x2) (DC 60), enhanced repeated sphere of ultimate destruction (DC 60). 15th (5/day) – cold-admixtured repeated fire storm (DC 70), acid admixtured cold admixtured explosive firebrand (DC 67), enhanced repeated horrid wilting (DC 59), intensified twinned orb of electricity (DC 55), intensified twinned orb of sound (DC 55). 14th (5/day) – repeated twinned delayed blast fireball (x2) (DC 69), enhanced twinned disintegrate (DC 57), explosive twinned halaster’s blacksphere (x2) (DC 70). 13th (5/day) – twinned burst of glacial wrath (DC 71), twinned deadly sunstroke (DC 71), quickened mordenkainen’s disjunction (DC 60), acid-admixtured ring of fire (DC 60), quickened towering thunderhead. 12th (6/day) – heightened abyssal rift (DC 63), chained detonate (DC 71), quickened earthquake (DC 70), twinned fire storm (x2) (DC 70), quickened polar ray. 11th (6/day) – repeated twinned dalamar’s lightning lance (x2) (DC 66), explosive three thunders lash of force (DC 71), explosive three thunders meteor swarm (x2) (DC 71), acid-admixtured monsoon (DC 58). 10th (6/day) – fire-admixtured acid storm (x2) (DC 57), chained delayed blast fireball (DC 69), chained finger of death (DC 58), explosive repeated firebrand (DC 67), acid-admixtured storm of ice and fire (DC 68). 9th (8/day) – deadly sunstroke (DC 71), three thunders erupt (DC 60), three thunders meteor swarm (x2) (DC 71), quagmire vortex (DC 71), raise volcano (DC 60), shapechange, sphere of ultimate destruction (DC 60). 8th (9/day) – repeated cyclonic blast (DC 67), deadly lahar (DC 59), earthquake (DC 70), flashflood, greater celerity, three thunders greater shout (DC 70), lightning ring (DC 70), twinned mordenkainen’s force missiles, zajimarn’s field of icy razors (DC 70). 7th (9/day) – antimagic ray (DC 58), empowered call lightning storm (DC 67), finger of death (DC 58), glorious master of the elements, monsoon (DC 58), scalding touch (DC 69), explosive shard storm (DC 69), quickened shivering touch, whirlwind of teeth (DC 69). 6th (9/day) – blood sirocco (DC 68), chain lightning (x2) (DC 68), fiery vision, haze of smoldering stone (DC 68), empowered lightning fog (DC 55), lingering flames (DC 68), mudslide (DC 57), chained sound lance (DC 65). 5th (9/day) – cacophonic burst (DC 67), channeled sound blast (DC 67), greater electric vengeance (DC 67), greater fireburst (DC 67), flaywind burst (DC 67), lightning leap (DC 56), reciprocal gyre (DC 56), explosive scintillating sphere (x2) (DC 65). 4th (10/day) – blistering radiance (DC 66), channeled pyroblast (DC 66), defenestrating sphere (DC 66), three thunders explosive cascade (DC 66), incendiary surge (DC 66), magnetic pulse (DC 55), meteoric strike (x2) (DC 66), parboil (x2) (DC 66). 3rd (10/day) – capricious zephyr (DC 65), fireball (x2) (DC 65), three thunders great thunderclap (x2) (DC 65), three thunders lightning bolt (x2) (DC 65), prismatic mist (DC 65), resonating bolt (DC 65), rust ray (DC 54). 2nd (10/day) – aganazzar’s scorcher (DC 64), battering ram, blast of force (DC 64), crackling sphere (DC 64), three thunders gedlee’s electric loop (DC 64), forcewave, ray of the python (DC 64), scorching ray, seeking ray (x2). 1st (10/day) – chill touch (DC 52), critical strike, horizikaul’s boom (x2) (DC 63), kelgore’s fire bolt (DC 63), magic missile (x2), parching touch (DC 52), ray of flame (DC 63), shocking grasp. Cantrips (4/day) – acid splash, flare (DC 62), read magic, ray of frost. Prohibited Schools enchantment, illusion Epic Spells Prepared 6 arcane, up to Spellcraft DC 132 or 137 for evocation spells; Epic Spells Known animus blast, animus blizzard, cataract of fire, coldfire blast, diluvial torrent, dire drought, dire winter, epic mage armor, epic repulsion, global warming, greater ruin, hellball, horrendous dessication, living lightning, nailed to the sky, part the waters, raise island, ruin, seas of blood, shadar’s primal devastation, verdigris tsunami, volcano. Talos has additionally devised many new epic spells to that bring destruction and ruin, utilizing his favored element of lightning. In addition, he almost certainly knows the unique epic spells devised by his servitor Gods of Fury. ____________________________________________________________________________________________
Abilities Str 56, Dex 36, Con 50, Int 50, Wis 36, Cha 50 SQ angry spell, avatar, dashing step, divinity, eye of the storm, fast movement, fearsome gaze, immortality, improved uncanny dodge, lord of the storm, storm spell power +2, thunderbolt, weather domain (rain and snow don’t penalize Talos’s Spot and Search checks; Talos can move through snow-covered and icy terrain at his normal movement; wind effects, whether natural or magical, affect him as if he were one size category larger) Feats Arcane Strike, Battlecaster Offense, Born of the Three Thunders, Chain Spell, Clap of Thunder, Cleave, Combat Brute, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech (B), Empower Spell, Energy Admixture (acid, cold, electricity, fire, sonic) (B), Energy Substitution (acid, cold, electricity, fire, sonic) (B), Energy Gestalt, Explosive Spell, Great Cleave, Greater Spell Focus (evocation), Improved Bull Rush, Improved Critical (longspear), Improved Initiative, Improved Sunder, Instantaneous Rage (B), Leap Attack, Maximize Spell (B), Power Attack, Quicken Spell, Repeat Spell, Robilar’s Gambit, Scribe Scroll (B), Shock Trooper, Spell Focus (evocation), Storm Bolt, Storm Magic, Twin Spell, Weapon Focus (longspear) Epic Feats Devastating Critical (longspear), Enhance Spell, Epic Spell Focus (evocation), Epic Spellcasting (B), Epic Weapon Focus (longspear), Improved Heighten Spell, Intensify Spell, Overwhelming Critical (longspear), Ruinous Rage (B), Terrifying Rage (B) Salient Divine Abilities Alter Form, Annihilating Strike (Fort DC 80 or die; destroy 16,000 feet of cubic matter), Automatic Metamagic (energy admixture [electricity, sonic]), Divine Air Mastery, Divine Earth Mastery, Divine Fire Mastery, Divine Rage, Divine Spell Focus (evocation), Divine Spellcasting, Divine Water Mastery, Divine Weapon Focus (longspear), Divine Weapon Specialization (longspear), Energy Burst (128 points of acid, cold, electricity, fire or sonic damage; 160 ft radius; Fort or Ref DC 78 half), Energy Storm (17 acid, cold, electricity, fire, or sonic and 17 holy damage/round; 160 ft emanation), Lord of Destruction (unique salient divine ability), Mass Divine Blast (90 targets no more than 16 miles apart; cone 1600 ft long; burst or spread 800 ft radius; cylinder 800 ft radius and 160 ft height), Power of Nature (16 miles, 16 minutes plus concentration), Primordial Destroyer (unique salient divine ability), Shapechange, Sunder and Disjoin (DC 78), Wave of Chaos (160 ft spread, Will DC 78) Skills Balance 78, Bluff 81, Climb 127, Concentration 124, Decipher Script 124, Diplomacy 97, Disguise 81 (85 acting or under observation), Gather Information 89, Handle Animal 70, Intimidate 135, Jump 131, Knowledge (arcana) 124, Knowledge (architecture and engineering) 124, Knowledge (dungeoneering) 124, Knowledge (geography) 124, Knowledge (local) 124, Knowledge (nature) 132, Knowledge (nobility and royalty) 124, Knowledge (religion) 124, Knowledge (the planes) 124, Listen 117, Ride 63, Search 81 (89 secret doors and compartments), Sense Motive 74, Spellcraft 132 (134 evocation spells, 137 evocation epic spells or epic spell seeds), Spot 74, Survival 124 (132 above ground, avoid getting lost, avoid natural hazards, extraplanar, tracking and underground), Swim 127, Tumble 82 Possessions lightning bolts, +10 half-plate of great reflection
Angry Spell (Ex) When Talos casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +4.
Call Storm (Sp) Talos only feels fully at home within the confines of a storm. He has the ability to use a control weather effect once per week but can only create a windstorm, thunderstorm, or hurricane-force winds (see page 214 of the Player’s Handbook and pages 94—95 of the Dungeon Master’s Guide). He is treated as a druid when using this ability (or when casting control weather through his own spellcasting power) for the purpose of duration and area of the spell.
Dashing Step Talos has mastered the technique of rushing into combat. He does not take a -2 penalty to Armor Class when charging. Furthermore, he adds one-third of his barbarian level (+8) to his AC against attacks of opportunity when charging. This replaces his trap sense ability.
Divinity Talos is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit. Alter Reality: Talos may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Talos can have up to twenty avatars at any given time. When Talos is seen, which is seldom, he appears as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. Some sages say the empty eye socket is filled with whirling stars. He dresses in a half-suit of field plate armor (sans helm) worn over smooth black leather armor and black leather gloves. When he appears as Bhaelros in Calimshan, he often manifests in the form of a turbaned genie with dusky skin rising out of a sandstorm. Divine Blast: Talos can create a ray of divine power that extends for up to 16 miles, dealing up to 432 points of damage, as a ranged touch attack with no saving throw. Talos can unleash a divine blast 23 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Talos’s divine blasts generally take the form of red or blue-white lightning bolts accompanied by booming thunder. Divine Shield: As a free action 23 times per day, Talos can create a shield that lasts 10 minutes and stops 160 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Talos is naturally immune to does not count towards the shield’s limits.
Eye of the Storm (Ex) Even in a storm, the winds whipping around Talos leave him unaffected. He ignores the penalties associated with ranged attack rolls and Listen checks due to high winds and can share this protection with any number of allies within 30 feet. Granting (or removing) this benefit from any number of allies is a free action.
Fearsome Gaze Talos’s merest glance can break a man’s will to fight. He gains a +4 bonus on Intimidate checks and uses Strength instead of Charisma as his key ability for Intimidate. He and his target must be within 60 feet and must be able to see one another. This replaces his indomitable will ability.
Lord of Destruction (unique salient divine ability) Talos is the darkest and most destructive aspect of nature at its most primal. Even by divine standards, he commands near-unrivalled power over all forms of destruction and elemental ruin.
Talos adds his barbarian level to his arcane caster level for the purposes of casting spells from the schools that benefit from his Angry Spell class ability and all his rages are Spell Rages. All evocation spells cast by the Destroyer are automatically intensified. Furthermore, Talos’s damaging evocation spells and energy-based effects ignore energy resistance, deal half-damage to creatures normally immune to such effects, and deal double damage to creatures vulnerable to such effects. The Stormlord treats all evocation spells and all spells with an elemental or energy descriptor as part of the arcane spell list.
Talos is instantaneously aware of any spell with an energy descriptor or weather-based effect cast within range of his divine senses or within his divine realm. He can seize control of such effects and use them as he sees fit unless an opposing caster level check against CL 81st is made. Talos is immune to all weather-based effects unless derived from his Primordial Destroyer salient divine ability.
The Stormlord’s primal nature is such that all his salient divine abilities that deal a specific type of elemental damage are instead modified so that Talos can choose the type of damage he wishes to deal. The destructive power of nature within Talos’s being affects even his magic and rage, and thus the Stormlord treats Energy Admixture and Energy Substitution in all elements, Instantaneous Rage, Ruinous Rage and Terrifying Rage as bonus feats.
Finally, Talos possesses great power over storms and winds. He can surround himself with a double-strength towering thunderhead effect for as long as he desires. He can fly at will at a speed of 160 feet with perfect maneuverability.
Lord of the Storm (Su) Talos’s mastery of the power of the storm is complete. He has resistance to electricity 30 and resistance to sonic 30. He is immune to being blown away, knocked down, or checked by high winds (whether natural or magical) and has a +2 competence bonus on saves against spells with the air or water descriptor.
Primordial Destroyer (unique salient divine ability) The primordial energies of destruction writhe within Talos’s body, held in check only by the most mundane of seals. He can unleash these destructive energies, at will, in the following manners:
Eyepatch: Behind Talos’s eyepatch is a field of whirling stars. When he lifts his eyepatch, a bolt of lightning forks out at a target of his choice within 16 miles and deals 192 points of electricity damage and 192 points of divine damage unless a Reflex save (DC 78 half) is made, and arcs to up to 65 targets, each of which can be no more than 16 miles apart. The secondary targets must also attempt Reflex saves to resist the effect. Any creature that takes damage is also stunned for 1d10 rounds. Due to the storm within him, Talos is immune to electricity damage.
Right Glove: Bone-chilling frost seethes within Talos’s hollow right arm. If he removes his right glove (and the hand along with it), an immense cone of frost mixed with hailstones, shards and icicles, up to 1,600 feet in length, roars out and deals 384 points of damage, half of which is cold and half of which is either bludgeoning, piercing or slashing damage. Talos can unleash his right glove in place of a full attack action, in which case he creates a number of cones of frost equal to the number of attacks he would make. The cold within Talos is greater than any frost and grants him immunity to cold.
Staff of Iron: Within Talos’s left arm resides three staves, one of which is made from the first iron smelted in the Realms and commands absolute power over wind. This functions as control winds, but Talos can always shift the category of wind up or down as an immediate action and can stabilize it as he wishes without spending time to concentrate. Tales can also simultaneously form a combined wind wall and greater whirlwind around himself of incredible strength, capable of affecting even the largest projectiles.
Staff of Silver: The second staff within Talos’s left arm is made from the first silver smelted in Faerûn and can call up deadly waves, waterspouts, whirlpools, or part water with such power as to lay bare the bottom of a river, lake, or harbor. He can create maelstroms and tsunamis (as the spells of the same name and are otherwise intensified as per the metamagic feat) and can affect a radius of up to 16 miles in diameter.
Staff of Wood: The third staff within Talos’s left arm is carved from the first tree felled in Faerûn (said to be a shadowtop), and it can move earth swiftly and over a large enough area to open great rifts in the land or can cause earthquakes. This move earth ability is as the arcane spell, but Talos can affect whatever terrain he wishes up to 16 miles square in length and width and until bedrock is struck in depth and completes all casting and movement in no more than five rounds. The earthquake ability functions as the spell, is intensified, and otherwise affects an area of up to 16 miles.
Talos can use any of the staves as weapons in place of his lightning – as melee weapons, the iron staff is a +10 lightning blast quarterstaff, the silver staff is a +10 icy blast quarterstaff and the wood staff is a +10 acidic blast quarterstaff. The staves benefit from the existing bonuses of his Weapon Focus and similar feats.
If Talos takes damage from his own staves and their powers, his right glove’s powers or the lightning of his eyepatch, it bypasses his immunities and resistances and banishes him to the Towers of Ruin for 4d10 days, during which he does not grant spells or manifest in Faerun.
Shield of Winds (Sp) Talos can call up high winds to cast aside the arrows of his foes 3 times per day. As an immediate action he can surround his space with an effect equal to a wind wall for 1 round.
Spell Fury (Sp) Talos can quicken one spell of 4th level or lower (as if he had used the Quicken Spell feat), but without adjusting the spell’s level or casting time. He may use this ability once during each rage.
Spell Rage (Ex) Talos can cast spells while in a rage, as long as the spell’s casting time is no more than 1 full round. When he casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, he uses his character level (65) as his caster level.
Storm Spell Power (Ex) Talos is truly skilled in the use of spells that wield the power of the stormy seas. Any spell he casts that has the air, electricity, sonic, or water descriptor is cast at +2 caster level.
Thunderbolt (Ex) Talos uses his knowledge of the storm to add the power of thunder to his lightning-based spells. Any spell he casts that deals electricity damage also deals an extra 1 point of sonic damage per spell level and stuns any creature damaged by the spell for 1 round (Fortitude save negates; DC equals the save DC of the spell, even if the spell wouldn’t normally allow a save).
Thunderclap (Su) Talos can channel stored spell energy into pure sonic energy. He can lose any prepared spell or spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. He is immune to his own thunderclap power. This otherwise functions like the cleric’s spontaneous casting class feature.
Warrior Cry (Sp) Talos may scream out a cry once per day as a free action on his turn and gain the benefit of the Tenser’s transformation spell, with one exception: he does not lose his spellcasting ability for the duration of this effect. Talos’s caster level for the purpose of this effect is equal to his character level (65).
Possessions
Talos preferred method of combat is with explosive lightning bolts that he can create at will. Each bolt of lightning is a crackling spear of writhing, barely restrained electricity that functions as a +10 fiery, lightning and sonic blast longspear of chaotic and unholy power that can assume any size from halfspear to longspear or more. Talos can wield his lightning as ranged weapons without penalty; as ranged weapons, his lightning gains the distant shot, triple-throw and unerring accuracy abilities. In either form, on a critical hit, a sonic-admixtured chain lightning arcs out from the point of origin and deals both weapon damage in addition to the spell damage. (CL 65th).
The Stormlord also wears +10 half-plate of great reflection (as the shield epic property) with no armor or Dexterity penalty or spell failure chance. His armor is treated as studded leather armor for the purpose of his barbarian class abilities. (CL 65th).
Other Divine Powers As a greater power, Talos automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses Talos can see (using normal vision or darkvision), hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 16 hours. Portfolio Sense Talos is aware of any act of destruction, and any natural or magical disaster, regardless of the number of people involved up to 16 weeks in the past and 16 weeks in the future. Automatic Actions Talos can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items Talos can craft any magical item that inflicts damage, creates or promotes disasters and cataclysms, or uses magic meant to harm, including artifacts.
submitted by LordofBones89 to Forgotten_Realms [comments]
2024.07.26 14:54 FyrestarOmega The Court of Appeals Judgment available in Wiki form
This post contains public sector information licensed under the Open Government Licence v3.0.
To make this judgement accessible, I have added formatting and emphases to salient points for the benefit of lay readers. These are not to emphasize the validity of one point or another, but to identify points relevant in the ruling. I have also added subheaders to show where arguments made by the appeal applicant (trial defence) and appeal respondent (trial prosecution) are made. At the end of each section, there’s a link that will bring you to the top of the page, just below the table of contents.
The ruling appears lengthy, but only because many pages are set out to summarizing the situation as a whole.
The grounds of appeal are set out in paragraph 13 (with related paragraphs 14-15), and are given as follows:
13) The grounds on which leave is sought are these:
The counts on which Lucy Letby was convicted, the charge, date, and mechanism are set out in paragraph 26
Paragraphs 39-97 set out describing the evidence that was presented for each of the convictions involving air embolus (injection of air into the bloodstream). This is to support arguments made later in the ruling. Of particular note in this section is paragraph 52, which describes that Dr. Evans had first made his diagnosis of air embolus BEFORE receiving witness statements about the rash observed:
52) Dr Evans said that he had prepared a number of reports about Baby A but that he had not known about the reported skin discolouration when he had first made the diagnosis of air embolus as the witness statements (of the medical professionals treating Baby A) had not been sent to him. He had made a diagnosis on the basis that:
For each ground of appeal, the structure is the trial argument made in favor of the application (if applicable), the response from the trial prosecution (if applicable), Judge Goss’ ruling (if applicable), the appeal argument in favor of the application, the response from trial prosecution, and the Court of Appeals discussion/conclusion.
What follows is my attempt to boil down the counts into as short and readable a format as possible. I welcome correction
At trial, KC Ben Myers, on Lucy Letby’s behalf, applied on 9 January, 2023 to have Dr. Evans’ evidence ruled inadmissible, asking that the trial continue but Dr. Evans be ruled ineligible to given further evidence, and the jury directed to disregard everything that he had presented to date. A letter from another judge was used to support this application, but the application at trial was about his suitability as an expert as a whole in this in trial, including due to his role in the investigation. The prosecution argued that the issues at hand were not about admissibility, but credibility – that Evans’ evidence should remain, and the jury be allowed to weigh his credibility. The prosecution also said that if the defence was right, the current trial should be stopped, not continue. This motion by Myers was obviously denied.
To the appeals court, Myers repeated his arguments, and the ground of his appeal was that Judge Goss was wrong.
The appeals court rules quite succinctly:
112) With respect to Mr Myers, it is unarguably the case that Dr Evans was suitably qualified – or to put it another way, it is not arguable that he lacked the necessary expertise – to give evidence. That is the case whether one examines his professional qualifications and background, or the evidence he gave about this during the course of the trial.
The appeals court further agrees (para 116) that Evans approach was reasonable and not partial, and his giving of direction to the investigation was reasonable and did not preclude him being an expert. Notably, in para 117, they add:
It is to be noted in this case however that the application to exclude Dr Evans’ evidence on the grounds it was inadmissible was not made until part way through the trial. This tends to suggest that the real bone of contention was not Dr Evans’ qualifications or competence per se (matters that otherwise could and should been addressed pre-trial) but concerned the way in which he gave his evidence.
To the lay reader – the Court of Appeals is saying that the timing with which Ben Myers made the initial appeal to disqualify Evans’ as an expert betrays that his motivation for doing so does not match the reasons he gave for doing so, but rather that Evans’ evidence was too damaging for his case.
The Court of Appeals further asserts in para 119 that Evans giving expert opinion in ignorance of other potentially incriminating evidence is a relevant fact, and that the accusation that Dr. Bohin simply rubber-stamped his opinions is “not supported by evidence.”
Further grounds discussed in the comments
submitted by FyrestarOmega to lucyletby [comments]
2024.07.09 15:26 LordofBones89 Revised Deities (3.5e): Auril, the Frostmaiden
AURIL Female Fighter 20, Sorcerer 10, Elemental Savant 10, Frost Mage 10, Abjurant Champion 5 NE Medium Outsider (Cold, Evil, Extraplanar) Divine Rank 9 Init +25 (+17 Dex, +8 Superior Initiative), Supreme Initiative; Senses 9-mile-radius; Listen +49, Spot +49; darkvision 60 ft; remote sensing (5 locations), portfolio sense Aura divine aura (900 ft, Will DC 64), chill aura (extreme cold in 900 ft); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________
AC 95, touch 55, flat-footed 78 (+13 armor, +18 deflection, +17 Dex, +9 divine, +1 Dodge, +27 natural) hp 1,360 (25d10 + 30d4 plus 990), divine shield 21/day (90 hp); DR 30/epic, good and cold iron Immune ability damage, ability drain, antimagic, banishment, cold, critical hits, death effects, disease, disintegration, electricity, energy drain, flanking, imprisonment, mind-affecting effects, paralysis, poison, sleep, sneak attacks, stunning, turning and rebuking, transmutation; Weakness vulnerable to fire (+50%) Resist cold 30, electricity 5, fire 30, sonic 28; SR 68 Fort +56 Ref +49 Will +47 ____________________________________________________________________________________________
Speed 60 ft., 120 ft. as the Frostmaiden, fly 60 ft (perfect) as the Icedawn Melee icemaiden’s caress +74/+74/+74/+69/+64/+59 (1d8 + 33 plus 1 Con plus 3d6 cold/19-20/x3 plus 9d6 cold) and icicle +60 (1d12 + 19/20/x2 plus 4d6 cold) or Melee (vs fire creatures) icemaiden’s caress +78/+78/+78/+73/+68/+63 (1d8 + 37 plus 1 Con plus 3d6 cold plus 4d6 dread/19-20/x3 plus 9d6 cold plus death [Fort DC 65 negates]) and icicle +60 (1d12 + 19/20/x2 plus 4d6 cold) or Melee spell +65 or Ranged spell +63 Base Atk +38; Grp +65 Atk Options divine blast 21/day (9 miles, 27d12 damage); Arcane Strike, Battlecaster Offense, Improved Combat Reflexes, Improved Whirlwind Attack, Power Attack, Slashing Flurry, Spell Opportunity, Spring Attack Special Actions alter reality, arcane boost, breath weapon (2d4 rounds, Ref DC 64 partial, 27d10 damage [half piercing cold, half bludgeoning, slashing or piercing] and slowed), chill metal, rebuke air and cold creatures or turn earth and fire creatures as a 55th level cleric 21/day (check 1d20 + 18, damage 2d6 + 73), swift abjuration Combat Gear icemaiden’s caress
Spell-like Abilities (CL 55th; +1 evil spells) At will – acid fog, air walk, blasphemy (DC 42), blizzard (DC 40), call lightning (DC 38), call lightning storm (DC 41), chain lightning (DC 41), chill metal (DC 37), chill touch (DC 36), cone of cold (DC 41), control water, control weather, control winds (DC 40), create undead, death hail (DC 41), desecrate, dispel good (DC 40), elemental swarm (air and water creatures only), entropic shield, fimbulwinter, fog cloud, gaseous form, greater teleport, gust of wind, horrid wilting (DC 43), ice storm, magic circle against good, obscuring mist, plane shift (DC 42), polar ray, protection from good, sleet storm, snow walk, snowsight, storm of vengeance (DC 44), summon giants, summon monster IX (evil creatures only), unholy aura (DC 43), unholy blight (DC 39), water breathing, whirlwind (DC 43), wind wall, winter’s embrace (DC 38), zajimarn’s avalanche (obedient avalanche) (DC 44)\
Sorcerer Spells per Day (CL 41st; 50th vs SR or 54th for cold spells; +1 evil spells; all spells are cold spells; all cold spells are piercing cold) 18th (3/day) – DC 71 17th (3/day) – DC 70 16th (4/day) – DC 69 15th (4/day) – DC 68 14th (4/day) – DC 67 13th (4/day) – DC 66 12th (5/day) – DC 65 11th (5/day) – DC 64 10th (5/day) – DC 63 9th (9/day) – DC 62 8th (10/day) – DC 61 7th (10/day) – DC 60 6th (10/day) – DC 59 5th (10/day) – DC 58 4th (11/day) – DC 57 3rd (11/day) – DC 56 2nd (11/day) – DC 55 1st (11/day) – DC 54 Cantrips (6/day) – DC 53
Sorcerer Spells Known (all spells are piercing cold) 9th – burst of glacial wrath (DC 62), cometstrike (DC 62), frostfell (DC 62), ice assassin, iceberg (DC 62), wish, zajimarn’s avalanche (DC 62). 8th – conjure ice beast VIII, fimbulwinter, glacier, heat drain (A) (DC 61), icy claw, protection from spells, zajimarn’s field of icy razors (DC 61). 7th – arcane spellsurge, conjure ice beast VII, greater aura of cold, ice castle, whiteout, zajimarn’s ice claw prison. 6th – animate snow, cold snap (A), conjure ice beast VI, extract water elemental (DC 59), freeze (A), heartfreeze (DC 59), ice rift, mass frostburn (DC 59), otiluke’s freezing sphere (DC 59), waves of cold (DC 59). 5th – antifire sphere, auril’s flowers (ice flowers) (A) (DC 58), call avalanche (DC 58), cold snap (A), cone of cold (DC 58), conjure ice beast V, entomb (DC 58), flesh to ice (DC 58), freezing fog, frostbite (A) (DC 58), gelid blood (DC 58). 4th – boreal wind (DC 57), conjure ice beast IV, greater creeping cold, ice shield, ice web (DC 57), mindfrost (DC 57), orb of cold (DC 57), wall of coldfire, wall of ice (DC 57). 3rd – arctic haze (DC 56), avoid planar effects, corona of cold (A) (DC 56), conjure ice beast III, greater mage armor, hailstones, ice axe (A), ice shape, icelance (DC 56), mass snowshoes (A), shivering touch. 2nd – blood snow (DC 55), conjure ice beast II, deflect, flash-freeze, frost breath (A) (DC 55), heat leech (DC 55), ice knife (DC 55), kelgore’s grave mist, numbing sphere (DC 55), snilloc’s snowball swarm (DC 55), winter’s embrace (DC 55), zone of glacial cold (DC 55). 1st – cold fire (A) (DC 54), conjure ice beast I, critical strike, darsson’s cooling breeze, ice dagger, ice gauntlet (A), incite (DC 54), lesser orb of cold, mighty wallop, nerveskitter, path of frost (DC 54), shield, snilloc’s snowball, snowshoes (A). Cantrips – arcane mark, dancing lights, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 53), unnerving gaze (DC 53). *A – These spells were created by Auril and are sacred to the Aurilian clergy, and do not consume a known spell slot.
Epic Spells per Day 5 arcane, up to Spellcraft DC 99; Epic Spells Known animus blast, animus blizzard, cold claws, coldfire blast, dire winter, epic counterspell, greater ruin, hellball, ice age, ice fist, icerazor, ruin. Auril knows and has created many forms of ice and frost based epic spells, some of which she has taught the most powerful and promising of her favored clerics and mages. ____________________________________________________________________________________________
Abilities Str 49, Dex 45, Con 46, Int 42, Wis 40, Cha 47 (51 for spells/day) SQ abjurant armor, arcane reabsorption, avatar, divinity, elemental specialty (cold/water), elemental perfection, energy focus, energy penetration, extended abjuration, gain knowledge (animate snow, conjure ice beast I, conjure ice beast II, conjure ice beast III, conjure ice beast IV, frostfell), ice walking, immortality, natural armor increase +4, martial arcanist (sorcerer), one with cold, piercing cold, water mastery, weather domain (rain and snow don’t penalize Auril’s Spot and Search checks; Auril can move through snow-covered and icy terrain at her normal movement; wind effects, whether natural or magical, affect her as if she were one size category larger) Feats Arcane Strike, Battlecaster Offense, Cold Focus, Cold Spell Specialization, Combat Casting, Combat Reflexes, Dark Speech (B), Dodge, Empower Spell, Energy Admixture (cold), Energy Substitution (cold), Flash Frost Spell, Frostfell Prodigy, Frozen Magic, Greater Cold Focus, Improved Critical (battleaxe), Improved Initiative, Maximize Spell, Melee Weapon Mastery (slashing), Mobility, Piercing Cold (B), Power Attack, Quicken Spell, Rapid Metamagic, Slashing Flurry, Snowcasting, Spring Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack Epic Feats Enhance Spell, Epic Spellcasting (B), Epic Weapon Focus (battleaxe), Epic Weapon Specialization (battleaxe), Improved Combat Reflexes, Improved Whirlwind Attack, Intensify Spell, Spell Opportunity, Superior Initiative Salient Divine Abilities Alter Form, Arcane Knowledge, Automatic Metamagic (piercing cold), Call Creatures (8 creatures with the cold subtype with up to 28 HD each), Control Creatures (80 creatures with the cold subtype, Will DC 61), Divine Spellcasting, Energy Burst (80 ft, 8d8 cold, Ref DC 61 halves), Frostmaiden (unique salient divine ability), Icedawn (unique salient divine ability), Power of Nature (8 miles, 8 minutes plus concentration), Remorseless Winter (unique salient divine ability), Shift Form, Supreme Initiative Skills Balance +57, Bluff +52 (+54 water creatures and savants), Climb +86, Concentration +85, Craft (ice-sculpting) +83, Diplomacy +60 (+62 water creatures and savants), Intimidate +89 (+91 water creatures and savants), Jump +86, Knowledge (arcana) +83, Knowledge (geography) +75, Knowledge (nature) +87, Knowledge (religion) +83, Knowledge (the planes) +83, Listen +49, Search +58, Sense Motive +49, Spellcraft +89, Spot +49, Survival +51 (+55 above ground, avoid getting lost and natural hazards, extraplanar), Swim +86, Tumble +88; Domain +2 sacred bonus on all Wisdom-based skill checks during winter Possessions icemaiden’s caress, +8 icemail of fire-negating and major fire resistance
Abjurant Armor (Su) Any time Auril casts an abjuration spell that grants her an armor bonus or shield bonus to AC, she can increase the value of the bonus by +5.
Arcane Boost (Su) Auril has the ability to burn arcane energy to empower her martial abilities. As a swift action, she can spend one of her uncast spells or spell slots to grant herself one of the following insight bonuses for 1 round.
- Bonus on attack rolls equal to the spell’s level.
- Bonus on weapon damage rolls equal to twice the spell’s level.
- Bonus to AC equal to the spell’s level.
- Bonus on saving throws equal to the spell’s level.
- Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell’s level.
Arcane Reabsorption Auril knows how to possibly regain magical energy when outside forces attempt to disrupt her magic. Whenever a targeted spell she casts fails to penetrate a creature’s spell resistance or is countered by another spellcaster, she can immediately attempt to reabsorb the arcane energy she just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), she regains the spell slot as if it was never cast. Attempting this taxes her body. Regardless of the success of the check, she takes 1 point of nonlethal damage per spell level she attempts to reabsorb. This damage is internal and bypasses damage reduction and resistances she possesses. Auril has traded away her ability to summon a familiar for this ability.
Chill Metal (Su) As a standard action, Auril can lower the air temperature around her drastically. All creatures and objects within a 60-foot radius are affected by chill metal (as the spell, Will DC 64 negates). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until she takes a standard action to end the effect or the metal leaves the area. The metal returns to its starting temperature 2 rounds later, just as with the spell.
Divinity Auril is an embodiment of ancient divine power. As such, reality is hers to shape as she sees fit. Alter Reality: Auril may alter reality within the bounds of her portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. She can additionally alter her size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Auril can have up to five avatars at any given time. She favors two forms; as the Frostmaiden, she is a lithe, furious figure of action and is the most often seen avatar of Auril in all regions of Faerûn except the south and east. Her skin is blue, her hair is long, free-flowing, and white, and a fine gown of white lawn thickly furred with frost swirls about her. The Icedawn is a silent, gliding apparition of icy hauteur, an impassive figure with an ornate crown and hooked, spurred armor of opaque, light blue ice. Divine Blast: Auril can create a ray of divine power that extends for up to 9 miles, dealing up to 27d12 points of damage, as a ranged touch attack with no saving throw. Auril can unleash a divine blast 21 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Auril’s divine blasts generally take the form of blinding white blasts of bone-chilling frost. Divine Shield: As a free action 21 times per day, Auril can create a shield that lasts 10 minutes and stops 90 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Auril is naturally immune to does not count towards the shield’s limits.
Elemental Perfection Auril, through long association with elemental entities and extensive study of their secrets, has gained an elemental creature’s immunity to stunning, and she is no longer subject to extra damage from critical hits or flanking. She gains the speed and movement modes, natural attacks, special attacks, and special qualities of an ice monolith.
Anyone who shares Auril’s predilection for study of cold immediately recognizes her transcendent nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (water) and with other elemental savants who have chosen her element.
Note that Auril does not gain the elemental type, as it is superseded by her natural divinity.
Elemental Specialty (Ex) When Auril casts a spell that normally deals energy damage, its energy descriptor changes to cold, and it deals damage of that energy type instead of its normal energy type. For example, if Auril casts Melf’s acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.
Energy Focus (Ex) Auril is better able to manipulate energy associated with her chosen element. The save DC for any spell with the cold descriptor increases by 2. At 10th level, these save DCs increase by 1 again (total increase of 2).
Energy Penetration (Ex) Auril has further refined her ability to wield energy associated with her chosen element. When she casts a cold spell, she gains a +4 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance.
Extended Abjuration (Su) Auril depends on her abjuration spells to protect her in combat. She doubles the duration of abjuration spells she casts, as if she had applied the Extend Spell feat to them (but without any change in level or casting time).
Frostmaiden (unique salient divine ability) Auril is the fury and wrath of the northern frost made manifest. As a full round action, Lady Frostkiss can abstain from any action or movement to concentrate the fury of winter within her being and manifest as the Frostmaiden.
As the Frostmaiden, Auril gains a +60 ft bonus to her land speed, a +6 bonus to her attack and damage rolls, and a +6 bonus to her caster level and spell save DCs; this bonus increases by +6 in areas of cold and by +6 in areas of extreme cold. Her spells are further enhanced by winter’s chill; any spell or spell-like ability spell cast by the Frostmaiden with the cold descriptor or that does cold damage is automatically empowered and quickened.
In addition, the Frostmaiden may brand up to 8 creatures with a melee touch attack unless a successful Fortitude save (DC 64) is made. Failure inflicts 8d8 points of frostburn damage and the appearance of a permanent translucent blue scar that sears through flesh, wood and stone alike. Auril is always aware of any creature that bears her brand as long as they occupy the same plane, and, as a free action, can scry (as greater scrying) on it regardless of distances or planar boundaries unless blocked by a deity of equal rank or higher.
Auril can hear, speak (including cast spells), touch and see through any creature that bears the brand. She can dominate (as dominate monster) any creature that bears her brand unless a Will save (DC 64) is successful. Crueler still, Auril can command her brand to engulf the creature and explode, forcing it to succeed at a Fortitude save (DC 64). If the saving throw succeeds, the creature suffers 16d8 frostburn damage but is otherwise unharmed and cured of the Brand. If the saving throw fails, the creature is consumed by the brand and dies, and all creatures within 20 feet of the subject take 1d6 points of frostburn damage per two Hit Dice of the slain creature and are also exposed to the effect of the Frostmaiden’s brand.
Icedawn (unique salient divine ability) Auril is winter in all its forms, embodying its steadfast, unyielding approach as she does its wrath. As a full round action during which she can take no action, the Cold Goddess can envelop herself in the inevitability of winter and manifest as the Icedawn.
The Icedawn does not hurl spells or bandy words but gains a fly speed equal to her land speed with perfect maneuverability, trailing a thick rime of ice that coats everything in her wake. In this form, the cold aura granted by her Remorseless Winter salient divine ability is even more potent within close range; non-magical or non-sentient plants within 90 ft of the Icedawn die instantly, while plant creatures and magical or sentient plants must succeed at a Fortitude save (DC 64) or be forced into hibernation. Living creatures not immune to cold must succeed at a Fortitude save (DC 64) each round for as long as they remain within 90 ft of the Icedawn or die. Creatures immune to cold instead suffer 3d6 points of piercing cold damage each round for as long as they remain within the same radius.
The Icedawn’s presence is so cold that non-magical metals, stonework and liquids freeze within range of her chill aura and shatter upon coming within 90 ft of her. Magical liquids are allowed a Fortitude save (DC 64) to avoid becoming frozen and useless. Magical metals and stonework suffer the effects of Auril’s chill metal ability as described previously (Will DC 64). Magical weaponry instead suffers the effects of brumal stiffening unless a Fortitude save (DC 64) is made.
Constructs of any sort are particularly affected by her presence; any construct within 90 ft of the Icedawn must make a Fortitude save (DC 64) or shatter into icy chunks. Any construct that strikes her is affected by brittleskin with no saving throw.
Finally, the Icedawn’s glacial nature makes all but the most powerful spells find it difficult to affect her. She reflects all spells of 6th level or lower back upon their source as per spell turning. A curious side-effect of this manifestation is that the Icedawn claims the life of any Aurilian cleric present without a saving throw as a death effect that ignores all forms of immunity, although the cleric can later be raised or resurrected normally.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Auril climbs must be icy. It is always in effect.
Martial Arcanist (Ex) Auril has mastered the art of combining her militant and mystical training. Her unmodified sorcerer caster level is equal to her base attack bonus (38).
One with Cold (Ex) Auril has become perfectly adapted to cold energy. She has the cold subtype, granting her immunity to cold. Her oneness with cold, however, makes her more susceptible to flame. Just like any other creature with the cold subtype, she gains vulnerability to fire, which means she takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.
Piercing Cold Auril has Piercing Cold as a bonus metamagic feat. In addition to the normal benefits of the feat, she bypasses all resistances and immunities to cold granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [cold]).
Remorseless Winter (unique salient divine ability) Auril is the primordial essence of winter itself. Her magic, breath, kiss and even presence are as remorseless as the coldest polar midnight. Auril treats all spells with the cold descriptor as part of the arcane spell list and her Elemental Perfection ability confers upon her the properties of an ice monolith (Dragon Magazine #347 pages 54-55) instead of a water elemental. This has already been incorporated into the above statistics.
In any form, the Cold Goddess is always wreathed in a horrific chill that envelops a radius of 900 ft. around her, which is treated as an area of extreme cold. This grants her the constant benefits of all her feats that grant her a bonus based on the surrounding temperature and has already been incorporated into the above statistics.
Once every 2d4 rounds, Auril or any of her manifestations can exhale a cone of frost up to 40 feet in length. When she desires, her breath can bestow beneficial effects; she can channel any cure or heal spell, grant a +4 profane bonus to ability scores, armor class or saving throws, or bestow the effect of the haste spell to any number of creatures within her breath.
Auril can also choose to inflict damage with her breath and deal 27d10 points of damage to any number of creatures within range, half of which is piercing cold damage and half of which is either piercing, slashing or bludgeoning damage resulting from the icicles, hailstones and ice shards in the cone. A Reflex save (DC 64) halves the damage and any creature that fails its save is also partially encased in ice, reducing its speed by half. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the effect’s DC or dealing 55 bludgeoning or fire damage to the creature. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect.
Finally, Auril can slay with her kiss. If the target is not willing to be kissed, Lady Frostkiss must start a grapple, which provokes an attack of opportunity. Any living creature kissed by Auril must succeed at a Fortitude save (DC 64) or die and be consumed by frost from the inside-out. A successful saving throw still deals 8d8 points of coldfire damage.
Swift Abjuration (Su) Auril can cast abjuration spells of up to 3rd level as a swift action, as if she had applied the Quicken Spell feat to them (but without any change in level).
Possessions Auril carries icemaiden’s caress, a +8 speed wounding battleaxe of icy blast with the powers of a major iceheart and an icicle rod whose icicle ability deals Auril’s weapon damage*.* The axe gains the dread property against creatures with the fire subtype; the Fortitude save DC to resist death on a critical hit is 65. Icemaiden’s caress extinguishes all nonmagical fires it touches. Icemaiden’s caress additionally functions as snow for the purposes of Auril’s Snowcasting feat.
As a standard action, icemaiden’s caress can also dispel lasting fire spells though Auril must succeed on a dispel check (+55) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Auril can reflect instantaneous fire spell effects by making a successful attack roll against the caster level of the fire effect; a successful roll indicates that the spell has been turned towards its point of origin and resolves normally at that point.
The Frostmaiden also wears +8 icemail of greater fire resistance. Auril’s armor resonates with defensive magic, any abjuration spell she casts that grants her an armor bonus instead stacks with the bonus granted by her armor.
Other Divine Powers As a lesser power, Auril may take 10 on any check. Auril treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses Auril can see (using normal vision or darkvision), hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for nine hours. Portfolio Sense Auril senses any act or event involving cold or winter as long as the event in question affects at least five hundred people. Automatic Actions Auril can use any skill associated with her portfolio as a free action whether or not she has ranks in it, as long as the DC for the task is 20 or lower. Auril cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to five such free actions each round. Create Magic Items Auril can create any kind of magic item that affects or involves cold or winter as long as the item’s market price does not exceed 30,000 gp.
submitted by LordofBones89 to Forgotten_Realms [comments]
2024.07.05 16:11 LordofBones89 Revised Deities (3.5e): Savras, the All-Seeing
SAVRAS Male Diviner 25, Arcane Oracle 10, Arcane Lord 10, Archmage 5 LN Medium Outsider (Extraplanar, Lawful) Divine Rank 5 Init +35 (+16 Dex, +10 divine, +4 Improved Initiative, +5 insight), Insightful Divination; Senses 5-mile-radius; Listen +51, Spot +51; See Magic; remote sensing (2 locations), portfolio sense Aura divine aura (250 feet, Will DC 55); Languages can communicate with any living creature; Dark Speech, Words of Creation ____________________________________________________________________________________________
AC 85, touch 59, flat-footed 69 (+8 armor, +19 deflection, +16 Dex, +5 divine, +9 insight, +18 natural); improved uncanny dodge as a 50th level rogue; miss chance 75% (-10% for every subsequent attack in that same round) hp 970 (40d4 + 10d6 plus 750), divine shield 18/day (50 hp); DR 25/epic, chaotic and adamantine Immune ability damage, ability drain, antimagic, cold, death effects, disease, disintegration, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, surprise, transmutation Resist acid 25, sonic 25; SR 62 (87 vs chaos) Fort +55 Ref +56 Will +67; improved evasion, trap sense +3; prescient sense; Insightful Divination ____________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee eye of savras +48/+43 melee (1d4 + 18 plus 1d6 force plus 2d6 axiomatic/20/x2) or\ Melee touch +43 (1d8 Wis drain [Will DC 55 negates] plus paralysis [2d6 rounds]) or\ Melee spell +43 or Ranged arcane fire +46 (5d6 + 1d6/spell level) or Ranged spell +46 Base Atk +25; Grp +43 Atk Options arcane fire (5d6 + 1d6/spell level), divine blast 18/day (5 miles, 20d12 damage) Special Actions alter reality, arcane mastery 1/day, expanded spell power 2/day, gauge weakness 1/day, mastery of elements, mastery of counterspelling, mastery of shaping, mental ward 5/day (grant a +52 resistance bonus to Will saves by touch for 1 hour), recall spell 3/day, spontaneous divination, touch of destiny 5/day (grant a willing creature within 30 feet the ability to reroll an attack, save, ability check, or skill check); Arcane Focus, Focused Specialist (Diviner), Magical Insight Combat Gear eye of savras
Spell-like Abilities (CL 50th or 53rd for divination spells; +1 law spells) At will – antimagic field, antipathy (DC 38), anyspell, astral projection, augury, bestow curse (DC 34), brain spider (DC 37), break enchantment, calm emotions (DC 32), choose destiny, clairaudience/clairvoyance, commune, delay death, detect secret doors, detect thoughts (DC 33), dictum (DC 37), discern location, dispel chaos (DC 34), dispel magic, discern lies (DC 34), divination, find the path, foresight, geas/quest, greater anyspell, greater bestow curse (DC 37), greater scrying (DC 39), greater teleport, hold monster (DC 36), identify, legend lore, lesser confusion (DC 31), lesser telepathic bond, limited wish (DC 37), mage armor, magic circle against chaos, mark of justice, mind blank, mind fog (DC 35), modify memory (DC 34), moment of prescience, mordenkainen’s disjunction, nystul’s magic aura, order’s wrath (DC 35), probe thoughts (DC 36), protection from chaos, protection from spells, omen of peril, rary’s mnemonic enhancer, rary’s telepathic bond, scrying (DC 35), shield of law (DC 38), silence (DC 32), spell resistance, spell turning, stalwart pact, status, summon monster IX (lawful creatures only), true seeing, true strike, vision, warp destiny, weird (DC 39).\
Diviner Spells per Day (CL 51st or 63rd for divination spells; +1 law spells; 56th vs SR or 70th for divination spells; +2 vs Sspell level with Fortify Spell; 3 quickened spells/round; Uncanny Forethought – up to 23 spell slots with DC 55 plus spell level, 56 plus spell level for abjuration spells, 69 plus spell level for divination spells and 70 plus spell level for divination spells with the scrying descriptor) 22nd (4/day) – heightened greater scrying (x2) (DC 92), fortified [15th] persistent prismatic sphere; 1 open slot. 21st (4/day) – heightened brain spider (DC 91), heightened mass hold monster (DC 76), heightened wish (DC 76); 1 open slot. 20th (4/day) – intensified quickened absorption, extended heightened binding chain of fate (DC 74), heightened miracle (DC 75); 1 open slot. 19th (4/day) – chained heightened dhulark’s glasstrike (DC 71), heightened imprisonment (DC 75), intensified twinned polar ray; 1 open slot. 18th (5/day) – heightened quickened brain spider (DC 81), persistent quickened greater spell immunity, heightened mystra’s miasma (DC 74); 2 open slots. 17th (5/day) – enhanced intensified chain lightning (DC 61), empowered enhanced maximized repeated firebrand (DC 60), intensified quickened disintegrate (DC 61), fortified [17th] rary’s interplanar telepathic bond; 1 open slot. 16th (5/day) – repeated twinned disintegrate (DC 61), intensified energy drain (DC 65), heightened greater scrying (DC 86), fortified [10th] persistent ray deflection; 1 open slot. 15th (5/day) – persistent foresight, persistent quickened greater blink, intensified halaster’s blacksphere (DC 64), chained quickened maze, persistent prismatic sphere (DC 65). 14th (6/day) – extended quickened elminster’s effulgent epuration, persistent greater prying eyes (x2), extended quickened srinshee’s spell shift; 2 open slots. 13th (6/day) – persistent energy immunity (x2), persistent quickened haste, persistent holy star; 2 open slots. 12th (6/day) – empowered silent still delayed blast fireball (DC 62), quickened silent stilled eyes of the oracle, persistent karmic retribution (DC 62), quickened mind of the labyrinth, quickened silent stilled visions of the future (x2). 11th (6/day) – maximized great shout (DC 63), silent stilled khelben’s dweomerdoom, heightened probe thoughts (x2) (DC 80), quickened ruby ray of reversal, twinned stun ray (DC 62). 10th (7/day) – silent hindsight, repeated twinned sound lance (x2) (DC 58), quickened true seeing; 3 open slots. 9th (8/day) – alamanther’s return, binding chain of fate (DC 64), maximized disintegrate (DC 61), eye of power (x2), gate, reaving dispel, persistent vision of the omniscient eye. 8th (8/day) – bigby’s clenched fist, brain spider (DC 77), quickened chain missiles, greater celerity, great shout (DC 64), halaster’s blacksphere (DC 64), illusion purge, moment of prescience. 7th (8/day) – antimagic ray (DC 63), energy absorption, empowered silent enervation, fortunate fate, greater scrying (x2) (DC 77), persistent nerveskitter, reality maelstrom (DC 62). 6th (8/day) – disintegrate (DC 61), dream casting (DC 61), greater anticipate teleportation, probe thoughts (DC 75), silent resounding thunder (DC 60), scry location, silent stilled slashing dispel, starmantle. 5th (9/day) – arc of lightning (DC 60), bigby’s interposing hand, feeblemind (DC 60), greater fireburst (DC 60), extended stilled karmic backlash (DC 59), mana flux, prismatic ray (DC 60), prying eyes, zone of revelation. 4th (10/day) – assay spell resistance, blast of sand (DC 59), explosive runes (DC 60), know vulnerabilities (x2) (DC 74), silent still mechanus mind, pronouncement of fate (x2) (DC 59), revelation, tirumael’s energy spheres (DC 59). 3rd (10/day) – allegro, alter fortune, axiomatic storm, battlemagic perception, chain of eyes (DC 73), crown of clarity, extended lore of the gods, resonating bolt (DC 58), scintillating sphere (DC 58), spell vulnerability. 2nd (11/day) – arcane turmoil (DC 58), blast of force (DC 57), crystalline memories (DC 57), deflect, divine insight, earthen grasp, ethereal chamber (DC 58), mindburn (DC 57), seeking ray, extended targeting ray (x2). 1st (11/day) – ancient knowledge, arcane sensitivity, detect weaponry, forcewave (DC 56), lesser orb of cold, lesser orb of sound, magic missile, scholar’s touch, sonic blast (DC 56), true casting (x2). Cantrips (4/day) – amanuensis, arcane mark, mage hand read magic.
Epic Spells Prepared 5 arcane, up to Spellcraft DC 126 or 146 for divination spells; Epic Spells Known dreamscape, eclipse, eidolon, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, golem seed, greater ruin, hellball, kinetic control, let go of me, mass frog, peripety, ruin, safe time, soul dominion, soul scry, spell worm, superb dispelling, time duplicate. Savras has additionally developed many new epic spells of the divination school to aid him in scrying the tides of fate, to hone his knowledge, to increase his understanding of the ebbs and whims of destiny, and to thwart the machinations of those that would cloud and pervert the truth for their own ends. ____________________________________________________________________________________________
Abilities Str 36, Dex 42, Con 40, Int 55, Wis 52, Cha 40 SQ avatar, divination enhancement, divinity, enhanced awareness, immortality, prescient sense, scry bonus, spell power +1, trap sense +3 Feats Arcane Focus, Chain Spell, Craft Contingent Spell, Craft Wondrous Item, Dark Speech (B), Dreamtelling, Empower Spell, Extend Spell, Greater Spell Focus (divination), Heighten Spell, Improved Initiative, Improved Oneiromancy, Insightful Divination, Focused Specialist (Diviner), Fortify Spell, Magical Insight, Maximize Spell, Oneiromancy, Persistent Spell, Quicken Spell, Repeat Spell, Scribe Scroll (B), Silent Spell, Skill Focus (Knowledge [arcana], Spellcraft), Spell Focus (abjuration, divination), Still Spell, Twin Spell, Uncanny Forethought, Words of Creation (B) Epic Feats Craft Epic Wondrous Item, Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting (B), Epic Spell Focus (divination), Improved Heighten Spell, Intensify Spell, Multispell (x2) Salient Divine Abilities Arcane Mastery, Divine Skill Focus (Spellcraft), Divine Spellcasting, Know Secrets (Will DC 55), Power of Truth (Will DC 55), See Magic, The All-Seeing (unique salient divine ability), The Oracle (unique salient divine ability). Skills Appraise +52 (+58 alchemical items, books and scrollwork, gems and jewelry, glasswork), Concentration +75, Craft (alchemy) +80, Craft (bookbinding) +80, Craft (gemcutting) +80, Craft (glassmaking) +80, Decipher Script +80, Diplomacy +47, Gather Information +51, Knowledge (arcana) +83, Knowledge (architecture and engineering) +80, Knowledge (dungeoneering) +80, Knowledge (geography) +80, Knowledge (history) +80, Knowledge (nature) +82, Knowledge (nobility) +80, Knowledge (religion) +80, Knowledge (the planes) +80, Listen +51, Profession (scribe) +77, Search +52 (+58 secret doors and compartments), Sense Motive +77, Spellcraft +116 (+119 divination spells, +121 scrolls, +136 divination epic spells and epic spell seeds from the divination school), Spot +52, Survival +36 (+40 following tracks, +42 above ground, avoid getting lost, extraplanar, natural hazards, and underground), Use Magic Device +45 (+57 scrolls); Domain +2 Concentration, Diplomacy, Sense Motive, Spellcraft Possessions eye of savras, ring of adamant law, ring of weaponbreaking, shroud of the arch-prophet, truthseer
Arcane Fire (Su) Savras has the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with a range of 600 ft that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Arcane Mastery (Su) Savras may, once per day, re-roll a random effect of any arcane spell he has just cast. For instance, he could re-roll damage from a meteor swarm, the effect of a confusion spell, or any other effect determined by a random roll of the dice.
Divination Enhancement (Ex) Savras may roll twice and take the better result when using divination spells such as augury or divination.
Divinity Savras is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit. Alter Reality: Savras may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Savras can have up to two avatars at any given time. The Diviner’s avatar manifests as a human male of advancing years with a crystalline visage, clear to all who saw him. A third crystalline eye winks with an inner light on his smooth brow. A sort of hush follows him about, and extraneous noise seems to fade into the background in his presence. Truthseer, or a lesser facsimile thereof, always accompanies the avatar. Divine Blast: Savras can create a ray of divine power that extends for up to 5 miles, dealing up to 20d12 points of damage, as a ranged touch attack with no saving throw. Savras can unleash a divine blast 18 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Savras’s divine blasts generally take the form of utterly silent and invisible blasts of force. Divine Shield: As a free action 18 times per day, Savras can create a shield that lasts 10 minutes and stops 50 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Savras is naturally immune to does not count towards the shield’s limits.
Enhanced Awareness (Ex) Savras has traded his ability to summon a familiar for a variety of benefits. The All-Seeing treats Sense Motive as a class skill. He needs only to study an item for 10 minutes (rather than 1 hour) when casting identify. His arcane eye spells travel at 20 feet per round when studying its surroundings (rather than 10 feet per round). He additionally has a +1 bonus to the saving throw DCs of his divination spells.
Expanded Spell Power (Ex) Twice per day, Savras cast any spell that has an effect that is capped by level as if the cap were twice the listed amount. For example, he could cast a fireball that dealt 20d6 damage, rather than the normal maximum of 10d6, or a magic missile that fired 10 missiles, rather than the normal maximum of 5. His caster level still applies to such limits and does not stack with the effects of the Enhance Spell epic feat.
Gauge Weakness (Su) Savras may spend a standard action to analyze any single foe that he can see (even via a scrying effect). He instantly knows all of that foe’s current save bonuses (Fortitude, Reflex, and Will), thus allowing the All-Seeing to better tailor his spell choice for the encounter. If the target’s save bonuses change at a later time, he is not automatically privy to this information.
Immune to Surprise (Ex) Savras’s sensitivity to danger is so great that he is never surprised. He can always take a standard action during a surprise round, unless he is physically restrained from doing so. If there is no surprise round then this ability doesn’t help.
Mastery of Counterspelling When Savras counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Elements Savras can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. He decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mastery of Shaping Savras can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Prescient Sense (Ex) When Savras makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), he instead takes no damage, since his prescience allowed him to get out of the way faster. This form of evasion works no matter what armor he wears, unlike the evasion ability used by monks and rogues.
Recognize Spell (Ex) Savras instantly knows when an arcane spell is cast within line of sight, even if he can’t see or hear the caster. He also knows with unerring precision exactly what the spell is (including any metamagic effects). This ability doesn’t grant any bonus to saves, but it can help the All-Seeing’s counterspell efforts immensely.
Scry Bonus (Su) Savras adds a +1 sacred bonus to the save DC of all his divination (scrying) spells.
Spontaneous Divination Savras has traded one of his wizard bonus feats for the ability to spontaneously cast any spell he knows from the divination school by sacrificing a prepared spell of equal or greater level.
The All-Seeing (unique salient divine ability) Savras is perhaps the foremost prognosticator amongst the Faerunian pantheon, rivalled and surpassed only by greater powers of fate and foresight. As such, he has great power over the divination school.
Savras specifically rules a portion of Mystra’s Weave – that of the school of divination. In his role as both guardian of the Weave and patron of arcane practitioners, he has access to non-arcane spell lists when preparing his spells, which he casts as arcane spells. He of the Third Eye is unburdened by the limitations of lesser diviners and does not have forbidden schools. All numeric values and limits, such as caster level caps and Hit Dice limitations, of Savras’s divinatory spells are doubled beyond their normal value. The All-Seeing adds his divine rank (5) as a bonus to his divination caster level and spell saving throw DC as well as to any numeric bonus or penalty granted by his divination spells.
Additionally, when casting any divination (scrying) spell, Savras can additionally cast any spell of the same level or lower he has prepared through the scrying effect (instead of merely the allowed spells listed in the original spell’s description). Any spell cast in this manner resolves as a divination spell for all variables, modifiers, effects and saving throws.
Savras’s insight into the workings of the future has granted him a +15 bonus to any skill check involving casting epic spells and epic spell seeds from the school of divination. He can cast any divination spell from any spell list without restriction regardless of prerequisites as an arcane spell. In addition, in his role as the foremost seer among Faerun’s deities of magic, Savras uses his character level to determine his effective class features and has 9 virtual bonus feats.
Furthermore, Savras passively tilts fate and probability in his favor. The Diviner receives double his divine rank (+10) as a bonus to Initiative checks. Attack rolls made against the All-Seeing One have a 75% miss chance, decreasing by 10% for each subsequent attack roll made by the same character in that round. He gains a stacking +1 divine bonus to attack rolls, caster level, saving throws and spell save DC for every round that he is in combat, to a maximum of +10.
Finally, ten times per day, Savras can expend a free action to peer into the immediate future. Hereafter, as a free action, the All-Seeing can utter a prediction of success or failure, granting up to ten creatures (including himself) an insight bonus or penalty equal to his Intelligence modifier (+22) to any attack roll, saving throw, skill check, or caster level check he makes, or to the DC of the next spell he casts.
The Oracle (unique salient divine ability) Savras has the gift of foresight. He has the ability to see things they are, were, or will be. As a full round action, Savras can open his Third Eye and meditate – a trance during which he must take no action. Hereafter, with the touch of his bare hand, he can impart the knowledge he has gleaned to anyone he wishes, though such boons carry a heavy price.
Enigma: This functions as the Dark Knowledge ability of the archivist class, save that Savras adds +5 to the bonuses granted by the ability and it lasts for 24 hours. Such deep and insightful knowledge can erode the mind, forcing its recipient to succeed at a Will save (DC 55) or be driven to insanity.
Gaze into the Abyss: This functions as the vision spell with the best possible result, as though Savras were there in person. The visions can be euphoric or horrific; euphoric visions force the receiver to succeed at a Will save (DC 55) or become stunned and staggered for 2d6 rounds, while horrific visions force a successful Will save (DC 55) to avoid death. If the saving throw succeeds, the recipient additionally obtains a +7 morale bonus to all attack rolls and saving throws for 24 hours.
Knowledge beyond Measure: This functions as the legend lore spell. Such answers always come as though Savras were there in person, or as though he has the object at hand. The rush of information scrambles the mind and dulls the senses however, forcing the receiver to succeed at a Will save (DC 55) or be feebleminded. If the saving throw succeeds, the recipient additionally obtains a +6 bonus to all Intelligence-based checks and rolls for 24 hours.
Premonition: Savras can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which he can take no other actions. At the end of his trance, he can bestow the benefits of an augury, commune or divination spell at the maximum possible effectiveness, as desired by the recipient.
Touch of the All-Seeing: Savras sees all that is, was and could be, and can impart the weight of his visions with a touch. Any creature he strikes with a melee or ranged touch attack suffers 1d8 Wisdom drain unless a Will save (DC 55 negates) is made and is additionally paralyzed with indecision for 2d6 rounds as their minds are tormented by the visions of multiple futures.
Savras can affect himself with his own boons, without suffering any of the negative effects. Creatures normally immune to the penalties bestowed by the use of this ability are rendered vulnerable to consequences should they choose to risk Savras’s foresight. A recipient can only benefit from a single effect on the same day.
Additionally, Savras has the improved uncanny dodge and improved evasion abilities as a rogue of his character level.
Possessions Savras wears the Shroud of the Arch-Prophet, a regal gray robe made of a strange crystalline fabric. The shroud grants him a +9 insight bonus to armor class and saving throws and a +4 insight bonus to his maximum Divination caster level and spell save DC. It also has the powers of a robe of eyes and a vest of the archmagi. Gaze attacks made against the wearer are reflected against their casters, and any attempt to blind the robe or its wearer is not only reflected back, but also carries the effects of Savras’s Touch of the All-Seeing ability as detailed above. (CL 50th).
The All-Seeing seldom carries weapons and relies on his debilitating touch, although he sometimes carries the Eye of Savras, a +5 axiomatic force illusion-bane warning dagger with the powers of a staff of rapid barrage and a staff of spheres. The charges renew every dawn. (CL 50th)
Savras’s most valuable possession is Truthseer, a clear and perfectly round crystalline sphere with uncountable crystalline eyes within that exists conterminously in Azuth in Buxenus, Death’s Embrace in Gehenna and Dweomerheart in Eronia. Truthseer functions as a crystal ball of detect thoughts, see invisibility, telepathy and true seeing (CL 50th). Unless specifically stated, Savras can use any of Truthseer’s abilities 25 times per day, save for The Great Eye which functions as described. The full extent of Truthseer’s powers is only known to Savras and his fellow powers of magic; the following are but few of its rumored powers:
Apocrypha: As a standard action, Savras can make a special Knowledge check of the appropriate type against any creature he can visualize through Truthseer. If the check succeeds, he becomes aware of the creature’s defenses, saving throws, resistances and weaknesses. Hereafter, the next harmful spell he casts that affects that creature deals damage of the type the creature is weakest to instead of its original damage, and additionally targets its weakest save instead of the spell’s original save. The spell is additionally treated as a Divination spell for the purposes of the spell’s caster level and saving throw DC.
Pierce the Veil: Any non-instantaneous illusion or illusionary effect within 250 feet of Savras must succeed at a caster level check against him or be subject to a combined reciprocal gyre and reaving dispel.
The Great Eye: By using Truthseer as an additional component when casting a spell with ‘Eye’ in its name (arcane eye, prying eyes and so forth), Savras can alter the spell to allow him to cast any spell he has prepared through it, to a maximum spell level equal to 10 plus the spell’s original level. The exception is eye of power, which can cast any spell up to Savras’s maximum spell level. Spells cast in such a manner are treated as divination spells instead of their original school of magic.
In addition, the All-Seeing wears a ring of adamant law (whose properties stack with his existing bonuses) and a ring of weaponbreaking. (CL 50th)
Other Divine Powers As a demipower, Savras treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal and cannot die from natural causes. Senses Savras can hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to five hours. Portfolio Sense Savras is aware of any act taken by a diviner or seer as long as the event affects at least one thousand people. He is similarly aware of any event pertaining to the creation or casting of a spell of the divination school or any act involving revelation of the truth as long as the event is of similar scale. Automatic Actions Savras can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower. He can perform up to five such free actions each round. Create Magic Items Savras can create any type of magic item that employs the school of divination or or dispels falsehoods as long as the item’s market price does not exceed 4,500 gp.
*Arcane Oracle – as Divine Oracle, but prerequisites are Skill Focus (Knowledge [arcana]). Oracle spells are prepared in specialist slots.
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