| mind, paralysis, poison, sleep, stordimento, trasmutazione, imprigionamento, exile. Primary divine abilities: To alter Truth, To alter Ransom, Focused Arm Divine (heavy mace), Avatar, To create Adulterated, To create Objects, To create Advanced Objects, Divine Creation, Extra Dominion (Force), Gift of the Life, Divine Outbreak, Divine Outbreak of Mass, Divine Fast Guarigione, Extra (fire), Divine Brightness, To recall Creatures (aquile of all the types), Divine Shield, Divine Shield to Area, Divine Specialization in un?Arma (heavy mace), Divine Storm, Life and Dead women, Life and Died Energetic Immunities of Mass. Powers of dominion: Nozzle the incantesimi of the good to dell?incantatore level +1; enterprise of force (bonus of potenziamento +20 to the For for 1 round) 17 times to the day; nozzle the incantesimi of guarigione to dell?incantatore level +1; to drive away not dead men advanced 17 times to the day. Magical abilities: Pelor uses these abilities like a charmer of 27� level, except for the incantesimi of the good and the guarigione, that it uses like a charmer of 28� level. The CD for the shooting salvation are equal to 36 + the level dell?incantesimo. Aid, sacred aura, solar flare, barrier of blades, circle of guarigione, magical circle against the evil, heated blow, to contrast wounded elements, cure wounded critical, cure wounded serious, cure to read, cure wounded moderate, you dissolve the evil, solar outbreak, only evokes monster IX (like incantesimo of the good), extraordinary force, just to be able, guarigione, guarigione of mass, immunity to the incantesimi, incandescent light, tightening hand of Bigby, stritolatrice hand of Bigby, sacred word, stone skin, protection from the evil, locked fist of Bigby, sacred punishment, pure resurrezione, regeneration, to heat the metal, shield of fire, seeds of fire, prismatica sphere, magical garment. Incantesimi from chierico to the day: 6/10/10/10/9/9/8/8/7/7; CD base = 25 + level dell?incantesimo. Incantesimi from druido to the day: 6/8/8/7/6/5; CD base = 25 + level dell?incantesimo. Property: L?arma di Pelor is the Scettro of the Sun, one mace pesante+5 with the heated special abilities and destruction. Dell?incantatore level: 25�; Weight: 3,6 kg. Other divine powers In how much greater divinity, Pelor automatically obtains the better one turned out possible on every dice shooting that it carries out (included shooting in order to hit, damages, tests and shooting salvation). He is immortale. Senses: Pelor can see, feel, touch and smell to one distance of 30,4 kilometers. Like action standard, it can perceive whichever thing in a beam of 30,4 kilometers from the presence of its follows to us, sacred places, objects or one whichever of the places in which the its name or one of its titles them hour has been pronounced nell?ultima. It can extend its senses in maximum twenty places to the time. It can block to the sensory powers of the divinity of its degree or inferiors in maximum two remote places to the time for 19 hours. Senses dell?area of infuence: Pelor perceives every dawn and sunset, and is to acquaintance of when a fire it comes ignited or extinguished, thus as knows when it comes carried out a guarigione action. It perceives these events before nineteen weeks that they complete and of it conserve the feeling for nineteen weeks after that they have happened. Automatic actions: Pelor can use Handicraft (to work the glass), Handicraft (metallurgy), Acquaintances (arches some), Acquaintances (nature), Acquaintances (religions), Acquaintances (not died), Profession (peasant), Profession (erborista) or Profession (sailor) like free action if the CD dell?azione is 30 or smaller. Pelor can also use whichever ability tied to the Force like free action if the CD dell?azione is 30 or smaller. In order to use un?abilit� like free un?azione, Pelor must possess degrees nell?abilit�, or it must be able to be used without training. Pelor cannot complete like free action some action that constitutes un?azione of movement or part of a movement. In the same way, Pelor can complete like free action whichever thing that could be capacity a.termine like one simple test of Force. As an example, Pelor can smash in a door like free action, but it cannot jump, climb or swim as free action since last the three are all actions of movement. It can complete until twenty of these free actions every round. To create magical objects: Pelor can create whichever arm and whichever object that the power has to emit light or flames, as you arm to outbreak with flames, elmo of the brightness or one tunica of the sparkling colors. It can also create objects with the power to recover the wounds or to bring back while still alive, like one pozione of guarigione, a stick of life or doses of ointment of Keoghtom. Avatar the avatar of Pelor in kind has its same aspect, but some time takes the shape of young people of ambo the seies. Pelor sendes them in order to face the epidemics or in order to take care itself of the wounded after great disasters, species if it has been un?altra divinity to carry the calamity dAvatar of Pelor: Like Pelor except for divine degree 8; CA 55 (contact 34, picked to unprovided the 44); Att +66/+61/+56/+51 fray (1d8+25/19-20, heated heavy mace distruzione+5), or incantesimo +60 contact in fray or +55 contact at a distance; QS Reduction of damage 43/+4, RIVERS 40, divine aura (240 m, CD 27); TS Temp +49 Rifl +47, Vol +55; all the modifiers of 19 reduced abilities of. Primary divine abilities: To alter Ransom, Extra Dominion (Force), Gift of the Life, Divine Outbreak, Divine Fast Guarigione, Extra (fire), Divine Shield, Divine Shield to Area, Life and Died Energetic Immunities. Magical abilities: Level of charmer 17�; CD you pull salvation 27 + level dell?incantesimo. ST. CUTHBERT St. Cuthbert of the Randello Intermediate Divinity Symbol: Covered star of rubini Slowly of residence: Arcadia Alignment: Neutral lawyer Area of infuence: Punishment, good sense, wisdom, fervor, honesty, truth, discipline Follows to us: Guerrieri, monaci, judges, conestabili Alignment of the chierici: LB, LN Dominions: Destruction, Force, Law, Protection preferred Arm: Mace St. Cuthbert, the God of the punishment, assumes many shapes. Often mask from ploughman or moustached man with hats white men in slab armor. Often it appeals its famous mace. St. Cuthbert demands vendetta and just punishment to those who smashes the law. Since the creatures malvagie violano the laws more frequently and in flagrancy that the good creatures, St. Cuthbert prefers the good to the evil, even if he is not good same he. She could also have been a dead woman them, a time (like allegate its follows to us), but if therefore she is, it was much time makes and near one disowned humanity branch. Dogma the words of St. Cuthbert are sagge, practical and reasonable. Near its he follows to us, the Word of the Randello is law, and its follow give themselves to us to make in order to diffuse the word so that all can benefit of the wisdom of St. Cuthbert. The weakness in the faith and l?agire against the instructions of the Saint are not tolerable, species in the believers. St. Cuthbert exhorts its follows to us to complete always greater efforts in order to carry the miscredenti all?ovile. Honesty, sincerities, praticit� and reasonableness are the highest virtues, St. Cuthbert standard. Clergy and templi the chierici of the Randello are strict persons who say that openly that they think. Sopportano the stupiden and disapprovano who yields in the faith. They are trained in the limbs of the war and they are maintained you heal. Many serve like conestabili, investigators, judges and hunters of ransoms. The templi of St. Cuthbert they are always solid and imposing. Their entrances or facades show always citation registrations attributed to the Randello. They can be d?ispirazione like: and badly they prevail l� where good people do not make null. Or also more threatening, like: door bumps on the head of the infedeli. 91 Objects, Supreme Initiative, Automatic Metamagia (fast magical abilities), Instantaneous Movement, Divine Memory (melodie), Divine Schivare, Divine Shield. Magical abilities: Level of charmer 17�; CD you pull salvation 27 + level dell?incantesimo. PELOR The Dazzling Divinity Greater Symbol: Ace of the residence sun Slowly: Elysium Alignment: Neutral bond Area of infuence: Sun, light, force, guarigione Follow to us: Bards, ranger, druidi, healers, popolani Alignment of the chierici: CB, LB, NB Dominions: Well, Force, Guarigione, Sun preferred Arm: Pelor mace, divinity of the sun, is represented like a dressed old man of white man, with chioma wild and beard of lucente gold. Pelor is the creator of many good things, an adversary and supporter needy of all that that is badly. It is the divinity more commonly venerata from the humans and its clergymen well are received ovunque go. Dogma Even if comes riverita like an pleasant divinity and kind that alleviates the suffering, Pelor has also more martial aspects. Door its ira sull?oscurit� and on the evil and rinvigorisce and cures the champions of the good. Pelor standard that l?energia of the life draws origin from the sun. This light door forces the weak people and cures to makes ill, while it destroys to l?oscurit� and the evil. Inborn its follow to defy the forces to us of the corruption aggressively, but also to remember that as to be simply to watch the sun can carry to the blindness, l?attenzione without requie to the destruction of the negative forces can render blind person the heart to the essential things of the life: gentility, misericordia and compassion. Clergy and templi the chierici of Pelor prefer yellow indumenti. In kind they are kind persons from the back d?acciaio. They are above all protecting, but when the setting time comes the crews are not taken care to make it. They use their powers in order to cure, to sostentare and to help the needy ones, while they practice the abilities necessary to defend them if they had to be threatens to you. Many chierici of Pelor leave their tasks pastorali in order to go to explore far lands in a effort in order to eliminate the dangerous things and to diffuse gifts of the divinity to all those people of it need. The templi of Pelor they stretch to being high, airy and of a blinding white man.They are posizionati so that the sun shines in the greater part of the rooms during the day. Often they decide also of open courtyards and suns to you. The templi of Pelor they come maniacalmente held cleaned up and many have of the wings that accommodate hospitals. PELOR 10/Guerriero Chierico 20/Druido 10 Medium Outside divine Degree: 19 Dice Life: 20d8+180 (external) more 20d8+180 (Chr) more 10d8+90 (Drd) more 10d10+90 (Grr) (1,040 pf) Initiative: +11 (+7 DES, +4 Improved Initiative) Speed: 18 m CA: 73 (+7 natural DES, +17 divine, +30, +9 shunting line) Attacks *: heated heavy Mace distruzione+5 +79/+74/+69/+64 fray; or incantesimo +69 of contact in fray or +64 of contact at a distance. * It obtains always 20 on the shooting in order to hit; launch the dice in order to verify if draft of a critical blow. Damages *: heated heavy Mace distruzione+5 1d8+42/19-20; or for incantesimo. * Maximum (mace 50 inflicts always the damage heads). Faccia/Portata: 1,5 m for 1,5 m/1,5 m special Attacks: To drive away not dead 24 times to the day, powers of dominion, primary divine abilities, magical abilities. Special qualities: Divine immunities, immunity to the fire, reduction of damage 52/+4, fast guarigione 37, spontaneous launch of incantesimi divine, to understand, to speak and to read all the languages and to directly speak to all the beings within 27,2 kilometers, remote communication, reame divine, teletrasporto without error a.voluntad, movement to glide down a.voluntad, sense of the nature, resistance to the callback of the nature, step without traces, immunity to Small, Medium or Large the poisons, shape wild (4 times to the day), sailing point in the forest, RIVERS 49, divine aura (27,2 km, CD 36). Shooting salvation *: Temp +58, Rifl +56, Vol +64, * Obtain always 20 on the shooting salvation. Characteristics: For 34, DES 24, Cos 28, Int 32, Sag 40, Car 29. Ability *: To train Animals +72, Handicraft (to work glass) +91, Handicraft (metallurgy) +91, To listen to +60, To ride (horse) +63, To try +51, Concentration +85, Acquaintance of Wild Lands +55, Acquaintances (arches of it) +79, Acquaintances (nature) +69, Acquaintances (not died) +39, Acquaintances (religions) +62, Diplomacy +57, Animal Empathy +39, To recover +70, To entertain +49, Guideline +38, To observe +60, To perceive Deceits +55, Profession (peasant) +95, Profession (erborista) +95, Profession (sailor) +95, Magical Wisdom +71, Scrutare +61, * Obtains always 20 on tests. Talents: Focused arm (heavy mace), Attack in Saddleback, Poderoso Attack, Attack Express, Turbinante Attack, Devastating Charge, To fight in Saddleback, Improved Critic (heavy mace), To chase, To chase Upgraded, Incantesimi Upgrades to you, Incantesimi Extends to you, Incantesimo Far away, Sacred Incantesimo, Improved Initiative, Maestria, Advanced Maestria, Mobility, Divine Power, Reflected from Combat, To drive away Extra (x3), Schivare, Specialization in un?Arma (heavy mace), Divine Vendetta. Divine immunities: Damage to the characteristics, mortal whirpool of the characteristics, acid, cold, effects them, disease, disintegration, electricity, whirpool of energy, effects that they influencemind, paralysis, poison, sleep, stordimento, trasmutazione, imprigionamento, exile. Primary divine abilities: To alter Truth, To alter Ransom, Focused Arm Divine (heavy mace), Avatar, To create Adulterated, To create Objects, To create Advanced Objects, Divine Creation, Extra Dominion (Force), Gift of the Life, Divine Outbreak, Divine Outbreak of Mass, Divine Fast Guarigione, Extra (fire), Divine Brightness, To recall Creatures (aquile of all the types), Divine Shield, Divine Shield to Area, Divine Specialization in un?Arma (heavy mace), Divine Storm, Life and Dead women, Life and Died Energetic Immunities of Mass. Powers of dominion: Nozzle the incantesimi of the good to dell?incantatore level +1; enterprise of force (bonus of potenziamento +20 to the For for 1 round) 17 times to the day; nozzle the incantesimi of guarigione to dell?incantatore level +1; to drive away not dead men advanced 17 times to the day. Magical abilities: Pelor uses these abilities like a charmer of 27� level, except for the incantesimi of the good and the guarigione, that it uses like a charmer of 28� level. The CD for the shooting salvation are equal to 36 + the level dell?incantesimo. Aid, sacred aura, solar flare, barrier of blades, circle of guarigione, magical circle against the evil, heated blow, to contrast wounded elements, cure wounded critical, cure wounded serious, cure to read, cure wounded moderate, you dissolve the evil, solar outbreak, only evokes monster IX (like incantesimo of the good), extraordinary force, just to be able, guarigione, guarigione of mass, immunity to the incantesimi, incandescent light, tightening hand of Bigby, stritolatrice hand of Bigby, sacred word, stone skin, protection from the evil, locked fist of Bigby, sacred punishment, pure resurrezione, regeneration, to heat the metal, shield of fire, seeds of fire, prismatica sphere, magical garment. Incantesimi from chierico to the day: 6/10/10/10/9/9/8/8/7/7; CD base = 25 + level dell?incantesimo. Incantesimi from druido to the day: 6/8/8/7/6/5; CD base = 25 + level dell?incantesimo. Property: L?arma di Pelor is the Scettro of the Sun, one mace pesante+5 with the heated special abilities and destruction. Dell?incantatore level: 25�; Weight: 3,6 kg. Other divine powers In how much greater divinity, Pelor automatically obtains the better one turned out possible on every dice shooting that it carries out (included shooting in order to hit, damages, tests and shooting salvation). He is immortale. Senses: Pelor can see, feel, touch and smell to one distance of 30,4 kilometers. Like action standard, it can perceive whichever thing in a beam of 30,4 kilometers from the presence of its follows to us, sacred places, objects or one whichever of the places in which the its name or one of its titles them hour has been pronounced nell?ultima. It can extend its senses in maximum twenty places to the time. It can block to the sensory powers of the divinity of its degree or inferiors in maximum two remote places to the time for 19 hours. Senses dell?area of infuence: Pelor perceives every dawn and sunset, and is to acquaintance of when a fire it comes ignited or extinguished, thus as knows when it comes carried out a guarigione action. It perceives these events before nineteen weeks that they complete and of it conserve the feeling for nineteen weeks after that they have happened. Automatic actions: Pelor can use Handicraft (to work the glass), Handicraft (metallurgy), Acquaintances (arches some), Acquaintances (nature), Acquaintances (religions), Acquaintances (not died), Profession (peasant), Profession (erborista) or Profession (sailor) like free action if the CD dell?azione is 30 or smaller. Pelor can also use whichever ability tied to the Force like free action if the CD dell?azione is 30 or smaller. In order to use un?abilit� like free un?azione, Pelor must possess degrees nell?abilit�, or it must be able to be used without training. Pelor cannot complete like free action some action that constitutes un?azione of movement or part of a movement. In the same way, Pelor can complete like free action whichever thing that could be capacity a.termine like one simple test of Force.As an example, Pelor can smash in a door like free action, but it cannot jump, climb or swim as free action since last the three are all actions of movement. It can complete until twenty of these free actions every round. To create magical objects: Pelor can create whichever arm and whichever object that the power has to emit light or flames, as you arm to outbreak with flames, elmo of the brightness or one tunica of the sparkling colors. It can also create objects with the power to recover the wounds or to bring back while still alive, like one pozione of guarigione, a stick of life or doses of ointment of Keoghtom. Avatar the avatar of Pelor in kind has its same aspect, but some time takes the shape of young people of ambo the seies. Pelor sendes them in order to face the epidemics or in order to take care itself of the wounded after great disasters, species if it has been un?altra divinity to carry the calamity dAvatar of Pelor: Like Pelor except for divine degree 8; CA 55 (contact 34, picked to unprovided the 44); Att +66/+61/+56/+51 fray (1d8+25/19-20, heated heavy mace distruzione+5), or incantesimo +60 contact in fray or +55 contact at a distance; QS Reduction of damage 43/+4, RIVERS 40, divine aura (240 m, CD 27); TS Temp +49 Rifl +47, Vol +55; all the modifiers of 19 reduced abilities of. Primary divine abilities: To alter Ransom, Extra Dominion (Force), Gift of the Life, Divine Outbreak, Divine Fast Guarigione, Extra (fire), Divine Shield, Divine Shield to Area, Life and Died Energetic Immunities. Magical abilities: Level of charmer 17�; CD you pull salvation 27 + level dell?incantesimo. ST. CUTHBERT St. Cuthbert of the Randello Intermediate Divinity Symbol: Covered star of rubini Slowly of residence: Arcadia Alignment: Neutral lawyer Area of infuence: Punishment, good sense, wisdom, fervor, honesty, truth, discipline Follows to us: Guerrieri, monaci, judges, conestabili Alignment of the chierici: LB, LN Dominions: Destruction, Force, Law, Protection preferred Arm: Mace St. Cuthbert, the God of the punishment, assumes many shapes. Often mask from ploughman or moustached man with hats white men in slab armor. Often it appeals its famous mace. St. Cuthbert demands vendetta and just punishment to those who smashes the law. Since the creatures malvagie violano the laws more frequently and in flagrancy that the good creatures, St. Cuthbert prefers the good to the evil, even if he is not good same he. She could also have been a dead woman them, a time (like allegate its follows to us), but if therefore she is, it was much time makes and near one disowned humanity branch. Dogma the words of St. Cuthbert are sagge, practical and reasonable. Near its he follows to us, the Word of the Randello is law, and its follow give themselves to us to make in order to diffuse the word so that all can benefit of the wisdom of St. Cuthbert. The weakness in the faith and l?agire against the instructions of the Saint are not tolerable, species in the believers. St. Cuthbert exhorts its follows to us to complete always greater efforts in order to carry the miscredenti all?ovile. Honesty, sincerities, praticit� and reasonableness are the highest virtues, St. Cuthbert standard. Clergy and templi the chierici of the Randello are strict persons who say that openly that they think. Sopportano the stupiden and disapprovano who yields in the faith.They are trained in the limbs of the war and they are maintained you heal.Many serve like conestabili, investigators, judges and hunters of ransoms. The templi of St. Cuthbert they are always solid and imposing. Their entrances or facades show always citation registrations attributed to the Randello. They can be d?ispirazione like: and badly they prevail l� where good people do not make null. Or also more threatening, like: door bumps on the head of the infedeli. 91 Objects, Supreme Initiative, Automatic Metamagia (fast magical abilities), Instantaneous Movement, Divine Memory (melodie), Divine Schivare, Divine Shield. Magical abilities: Level of charmer 17�; CD you pull salvation 27 + level dell?incantesimo. PELOR The Dazzling Divinity Greater Symbol: Ace of the residence sun Slowly: Elysium Alignment: Neutral bond Area of infuence: Sun, light, force, guarigione Follow to us: Bards, ranger, druidi, healers, popolani Alignment of the chierici: CB, LB, NB Dominions: Well, Force, Guarigione, Sun preferred Arm: Pelor mace, divinity of the sun, is represented like a dressed old man of white man, with chioma wild and beard of lucente gold.Pelor is the creator of many good things, an adversary and supporter needy of all that that is badly. It is the divinity more commonly venerata from the humans and its clergymen well are received ovunque go. Dogma Even if comes riverita like an pleasant divinity and kind that alleviates the suffering, Pelor has also more martial aspects. Door its ira sull?oscurit� and on the evil and rinvigorisce and cures the champions of the good. Pelor standard that l?energia of the life draws origin from the sun. This light door forces the weak people and cures to makes ill, while it destroys to l?oscurit� and the evil. Inborn its follow to defy the forces to us of the corruption aggressively, but also to remember that as to be simply to watch the sun can carry to the blindness, l?attenzione without requie to the destruction of the negative forces can render blind person the heart to the essential things of the life: gentility, misericordia and compassion. Clergy and templi the chierici of Pelor prefer yellow indumenti. In kind they are kind persons from the back d?acciaio.They are above all protecting, but when the setting time comes the crews are not taken care to make it. They use their powers in order to cure, to sostentare and to help the needy ones, while they practice the abilities necessary to defend them if they had to be threatens to you. Many chierici of Pelor leave their tasks pastorali in order to go to explore far lands in a effort in order to eliminate the dangerous things and to diffuse gifts of the divinity to all those people of it need.The templi of Pelor they stretch to being high, airy and of a blinding white man. They are posizionati so that the sun shines in the greater part of the rooms during the day. Often they decide also of open courtyards and suns to you. The templi of Pelor they come maniacalmente held cleaned up and many have of the wings that accommodate hospitals. PELOR 10/Guerriero Chierico 20/Druido 10 Medium Outside divine Degree: 19 Dice Life: 20d8+180 (external) more 20d8+180 (Chr) more 10d8+90 (Drd) more 10d10+90 (Grr) (1,040 pf) Initiative: +11 (+7 DES, +4 Improved Initiative) Speed: 18 m CA: 73 (+7 natural DES, +17 divine, +30, +9 shunting line) Attacks *: heated heavy Mace distruzione+5 +79/+74/+69/+64 fray; or incantesimo +69 of contact in fray or +64 of contact at a distance. * It obtains always 20 on the shooting in order to hit; launch the dice in order to verify if draft of a critical blow. Damages *: heated heavy Mace distruzione+5 1d8+42/19-20; or for incantesimo. * Maximum (mace 50 inflicts always the damage heads). Faccia/Portata: 1,5 m for 1,5 m/1,5 m special Attacks: To drive away not dead 24 times to the day, powers of dominion, primary divine abilities, magical abilities. Special qualities: Divine immunities, immunity to the fire, reduction of damage 52/+4, fast guarigione 37, spontaneous launch of incantesimi divine, to understand, to speak and to read all the languages and to directly speak to all the beings within 27,2 kilometers, remote communication, reame divine, teletrasporto without error a.voluntad, movement to glide down a.voluntad, sense of the nature, resistance to the callback of the nature, step without traces, immunity to Small, Medium or Large the poisons, shape wild (4 times to the day), sailing point in the forest, RIVERS 49, divine aura (27,2 km, CD 36). Shooting salvation *: Temp +58, Rifl +56, Vol +64, * Obtain always 20 on the shooting salvation. Characteristics: For 34, DES 24, Cos 28, Int 32, Sag 40, Car 29. Ability *: To train Animals +72, Handicraft (to work glass) +91, Handicraft (metallurgy) +91, To listen to +60, To ride (horse) +63, To try +51, Concentration +85, Acquaintance of Wild Lands +55, Acquaintances (arches of it) +79, Acquaintances (nature) +69, Acquaintances (not died) +39, Acquaintances (religions) +62, Diplomacy +57, Animal Empathy +39, To recover +70, To entertain +49, Guideline +38, To observe +60, To perceive Deceits +55, Profession (peasant) +95, Profession (erborista) +95, Profession (sailor) +95, Magical Wisdom +71, Scrutare +61, * Obtains always 20 on tests. Talents: Focused arm (heavy mace), Attack in Saddleback, Poderoso Attack, Attack Express, Turbinante Attack, Devastating Charge, To fight in Saddleback, Improved Critic (heavy mace), To chase, To chase Upgraded, Incantesimi Upgrades to you, Incantesimi Extends to you, Incantesimo Far away, Sacred Incantesimo, Improved Initiative, Maestria, Advanced Maestria, Mobility, Divine Power, Reflected from Combat, To drive away Extra (x3), Schivare, Specialization in un?Arma (heavy mace), Divine Vendetta. Divine immunities: Damage to the characteristics, mortal whirpool of the characteristics, acid, cold, effects them, disease, disintegration, electricity, whirpool of energy, effects that they influence |