||Before Combat Greeley casts protection from good, divine favor, and invisibility.
During Combat After casting invisibility, Greeley attempts to escape, but if noticed he begins desperately channeling negative energy to damage all in the room, including his bodyguards.
Morale Greeley fights to the death, screaming prophetic warnings about the foul spirits that inhabit his cult’s temple the whole time.
Combat Gear potion of invisibility, scrolls of cure moderate wounds (3), antitoxin, doses of blue whinnis poison(3), vermin repellent (2), leather armour, masterwork spider-leg sickle, amulet of natural armour +1, silver holy symbol of Mog-Lathar, 18 sp
Omni-Shok crystals. (OS): + two (2) to damage vs. unarmoured targets; vs. armoured targets damage stays the same but reduce armour by 3.(2 speedloads)
This wickedly curved sickle is cast in the form of a segmented spider’s leg. It has the same statistics as a normal sickle. The leatherwrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir is a full-round action. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Mog-Lathar’s deacons carry masterwork versions of these weapons. The cult uses blue whinnis poison, and within the radius of the dreamstone’s effects the unconsciousness effect may trigger lucid dreaming.
Price 120 sp
Application: Injection, requires only a small cut
Onset time: Instant. 2 turns
Duration: 1d3 hours
Conditions: If not resisted, the victim takes 1 point loss to CON and 2 turns later falls unconscious for the the duration.
channel negative energy 3/day (2d6 damage to all within 30' radius, 1 location only, 'Free' willpower roll for half damage)
Sneak attack +1 Shift
Artful dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Spell-Like Abilities (Both 5/day) copycat (3 rounds), touch of evil (1 round)
Copycat: You can create an illusory double of yourself as an action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time.
Touch of evil (You can cause a creature to suffer the effects of Fever, as an unarmed attack. This ability lasts for a number of rounds equal to your cleric rank (minimum 1). You can use this ability a number of times per day equal to 3 + 1/6th POW)
cure moderate wounds, (3 MP)
invisibility (3 MP)
grace (1 MP)
Due to this spell’s Instant casting time, the cleric may use grace reactively as well as proactively. Until the end of your turn, your can movement out of combat without needing to roll.
1st (-2 MP cost)
disguise self (as change appearance) (1/+1 MP)
protection from good (1/+1 MP)
divine favour (1/+1 MP)
Calling upon the strength and wisdom of a deity, you gain a +5 bonus on attack and +1 weapon damage rolls for every two ranks you have (maximum +15/+3). The bonus doesn’t apply to spell damage.
entropic shield (3/+1 MP)
A magical field appears around you, glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance. Other attacks that simply work at a distance are not affected.
0 (at will)—bleed,detect magic, light, resistance
Target creature touched
Duration 1 minute
Saving Throw Willpower negates
Imbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).